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Pathfinder Zombie Survival



    Pathfinder zombie survival, some times referred to as zs dnd, is zombie survival played with modified pathfinder rules. A lot of the gamemode’s elements are present including all the zombie classes, weaponry, locations and more. However, the game is played from the zombie’s perspective. Enter the world of zombie society as a brave undead having to live among fellow zombies and headcrabs. The world is a twisted parody of what it used to be with mindless abominations and grotesque sights as far as the eye can see. This is of no concern to you however, for your unlife brings new opportunities. Band together with fellow undead to exterminate the wretched living or break free from your immortal bonds and restore your forgotten self. The choices are yours.

    How do I play this?

    Pathfinder zs, hosted by yours truly, is played in Garry’s mod either on the zombie survival server or else depending on how serious the session is. Sessions can be joined and left at will by anyone even if you are unfamiliar with the rules. There is no requirements and anyone can play how they want as long as your game decisions don’t get out of hand and I have to railroad things too hard. If you know how to roll a dice you’re all set. All you have to do is use the /roll chat command.


    Bellow is a list of rules and character sheets made specifically for this. Character sheets are pre-made for ease of access but anyone is free to make any modifications tailored for their own character if they choose to which I will approve.

    General Rules

    Currency: The currency of zombie society is brain matter(bm). Since this is derived from Pathfinder’s gold currency it follows the same currency types with the following names and values: copper = minor brain matter 1:100 bm, silver = lesser brain matter 1:10 bm, gold = brain matter 1:1 bm, platinum = great brain matter 10:1 bm. For thematic purposes, “gold” you loot from creatures are the brains you harvest.

    Racial Rules

    Zombies are living creatures who have succumbed to the parasitic takeover of a headcrab. Their will is strictly controlled by the headcrab who turned them and obey any other headcrab. Some zombies, through sheer force of will or after losing their headcrab master, can attain varying levels of autonomy. Any trace of their past selves is completely gone although some zombies tend to develop a new ego when their will isn’t controlled.
    Racial Traits
    Zombies do not need to breath, eat or sleep and are proficient with their natural weapons such as their claws.
    Immunities: zombies are immune to mind-affecting effects, bleed, sleep effects, death effects, paralysis, diseases, poisons, damage against its physical ability scores, non-lethal damage, exhaustion and fatigue effects, and any effects that require a fortitude save.
    Feats: Endurance, Diehard, Shake It Off, Improved Unarmed Strike
    Zombie Vision: Zombies have perfect darkvision and can see in any type or level of darkness. Additionally as a swift action, they can detect living creatures in a radius by making a perception check with a DC of 10 + 1 for every 15 feet of detection up to 120 feet. Each creature detected can be freely checked for its percentage of health remaining with a perception check with a DC of 10 + the creature’s constitution modifier.

    Headcrabs are alien creatures native to Xen. They are a parasitic race that invade other living organisms to help them survive and feed. Although not as resilient as their zombie hosts since they are still living creatures, headcrabs are capable of adapting to many different environments.
    Racial Traits
    Headcrabs are proficient with their natural weapons such as their bite.
    Immunities: headcrabs are immune to mind-affecting effects, diseases and poisons.
    Feats: Shake It Off, Mounted Combat, Perfect Landing
    Headcrab Vision: Headcrab vision works identical to Zombie Vision except it has a maximum radius of 240 feet and difficulty increases every 30 feet.
    Zombie Master: As a full round action, headcrabs can turn any living creature one size category bigger than them that have recently died into their host. Creatures under this effect come back to life as an undead creature under the headcrab’s control. Headcrabs consider any undead creature one size category bigger than them as a combat mount. Headcrabs mounted this way cannot attack and instead use the undead creature’s action as its own. Undead creatures mounted by headcrabs receive +1 circumstance bonus to attack, damage and AC. This effect is doubled if the zombie and headcrab type match.
    Pounce: During a charge attack, if there is no solid ground along the path or the target is above the headcrab, an acrobatics check can be made as part of the charge with a -5 penalty.

    Class Rules

    Zombie character sheet.pdf?dl=0
    Role: Normal zombies are a well rounded kind of undead that doesn’t excel in anything. Their combat abilities are above average and can be durable.
    Feats: Armor Proficienty: Light, Throw Anything, Undead Strength, Undead Hide
    Class Features
    Second Wind: Once per round, if you are reduced to 0 or fewer hit points you can make a constitution check with DC 15 + 2 for every previous use of this feat as an immediate action to gain temporary hit points equal to your constitution modifier. You can use this feat to prevent yourself from dying. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal.

    Headcrab character sheet.pdf?dl=0
    Role: Headcrabs aren’t very strong but are hard to catch and can be quite deadly thats to its ability to raise the dead and control them. They are essential to zombies and in turn zombies are essential to them.
    Class Features
    Burrow: As a move action, a headcrab can dig into soft terrain to burrow or unburrow itself. Headcrabs cannot run or attack while burrowed, move at a speed of 20 feet and have total concealment.

    Fast Zombie zombie character sheet.pdf?dl=0
    Role: The most mobile zombie. Its fast movement and ability to scale surfaces can make it deadly no mater where humans are hiding.
    Feats: Throw Anything, Sure Grasp, Perfect Landing
    Class Features
    AC Bonus: When unarmored and unencumbered, the fast zombie adds his Wisdom bonus (if any) to his AC and CMD. These bonuses to AC apply even against touch attacks or when the fast zombie is flat-footed. He loses these bonuses when he is immobilised or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
    Flurry of Blows: A fast zombie can make a flurry of blows as a full-attack action. When making a flurry of blows, the fast zombie can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects.
    Fast Zombie Pounce: During a charge attack, if there is no solid ground along the path or the target is above the fast zombie, an acrobatics check can be made as part of the charge with a -5 penalty.

    Fast Headcrab headcrab character sheet.pdf?dl=0
    Role: Fast headcrabs are extremely hard to catch due to their speed and evasiveness.
    Class Features
    AC Bonus: refer to fast zombie rules
    Flurry of Blows: refer to fast zombie rules

    Poison Zombie zombie character sheet.pdf?dl=0
    Role: Poison zombies are hardhitting juggernauts who forgoe their defense for raw power. They also possess the ability to poison creatures from a distance by throwing their poisonous flesh at them.
    Feats: Armor Proficiency: Light, Throw Anything, Undead Hide, Undead Strength
    Class Features
    Poisoned Flesh: As a swift action, a poison zombie can harmlessly tear off its own flesh and use it as a throwing weapon. Throwing poisoned flesh is a ranged touch attack and is considered a natural thrown weapon with a 10 feet range increment. If the attack hits, the target is afflicted with black poisoned flesh. The poison’s DC is 15 + the poison zombie’s class level, deals 1d3 constitution damage, lasts 6 rounds and needs 1 save to cure.

    Poison Headcrab headcrab character sheet.pdf?dl=0
    Role: The most deadly headcrab class. The poisonous bite of a poison headcrab is highly dangerous and can even be spit at targets out of range.
    Weapon Features
    Black Poison: Poison Headcrab’s bite can inflict Black Poison. Black Poison’s DC is 17 + the poison headcrab’s class level, deals 1d6 constitution damage, lasts 10 rounds and needs 2 saves to cure.
    Lesser Black Poison: Poison headcrab’s poison spit can inflict Lesser Black Poison. Lesser Black Poison’s DC is 11 + the poison headcrab’s class level, deals 1d2 constitution damage, lasts 6 rounds and needs 1 save to cure.

    Ghoul character sheet.pdf?dl=0
    Role: Not as strong or resilient as other types of zombies, ghouls make up for their flaws with strong debilitating abilities.
    Feats: Armor Proficiency: Light, Undead Hide
    Class Features
    Ghoul Goop: As a swift action, the Ghoul can generate a handful of goop and use it as a throwing weapon. Throwing ghoul goop is a ranged touch attack and is considered a natural thrown weapon with a 10 feet range increment. If the attack hits, the target must make a reflex save with a DC of 14 + the ghoul’s class level. If the check fails, the creature’s speed is reduced by half and cannot run for 3 turns.
    Weapon Features
    Ghoul Touch Poison: Ghoul claws can inflict Ghoul Touch Poison. Ghoul Touch Poison’s DC is 13 + the ghoul’s class level, deals 1d2 constitution damage, lasts 6 rounds and needs 1 save to cure.

    Bloated Zombie zombie character sheet.pdf?dl=0
    Role: Hard to hit and harder to take down, bloated zombies are the vanguard of zombie forces. Even taken down, they still cause trouble with their explosive belly that can poison anything near it upon being incapacitated.
    Feats: Armor Proficiency: Light, Medium, Heavy, Throw Anything, Undead Hide, Undead Strength
    Class Features
    Slow and Steady: The bloated zombie does not suffer a movement speed penalty for wearing armor.
    Poisoned Belly: Once per day, a bloated zombie can expel poison in a violent explosion. You can activate this feat as an immediate action when reduced to 0 or fewer hit points. For the next 3 rounds, every creature in a 5 foot radius will be afflicted with bloated poison. Bloated poison’s dc is 15 + the bloated zombie’s class level, deals 1d3 constitution damage, lasts 8 rounds and needs 2 saves to cure.

    Skeletal Walker walker character sheet.pdf?dl=0
    Role: Skeletal walkers seem weak at a glance but are hard to take down from a distance and can easily frighten those near it, making them fight even worse.
    Feats: Throw Anything, Undead Hide, Undead Strength
    Class Features
    Skeletal Body: Skeletal walkers gain +4 AC against ranged attacks.

    Shadow Lurker lurker character sheet.pdf?dl=0
    Role: Despite having a small size, shadow lurkers are quite formidable when thrown into a melee. They are quite hard to take down with melee weapons and can blind creatures with its claws.
    Feats: Undead Hide
    Class Features
    Shadow Body: Shadow lurkers gain +4 AC against melee attacks.
    Weapon Features
    Blind: Shadow lurker claws can blind. If the attack hits, the creature must make a DC of 13 + the shadow lurker’s class level fortitude save or be blinded for 3 rounds.

    Wraith character sheet.pdf?dl=0
    Role: More tactical than a typical zombie, wraiths relly on guile rather than strength to take down foes.
    Feats: Throw Anything, Undead Hide, Undead Strength, Weapon Finesse
    Class Features
    Trapfinding: A wraith adds 1/2 its level on Perception checks to locate traps and on Disable Device checks (minimum +1).
    Sneak Attack: The wraith’s attack deals extra damage anytime its target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the wraith flanks its target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 wraith levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
    Unseen and Unheard: Wraiths do not make any sound when moving thus cannot be detected with opposed perception checks during stealth without line of sight and perception checks to detect noise. Wraiths do not need to end their turn behind cover or concealment to remain stealthed. If a creature is visibly aware of the wraith, it can make a stealth check as a move action without needing cover or concealment but with a -20 penalty. Wraiths are treated as “invisible” when a creature makes a perception check to see them which increases the DC by 20.

    Lacerator character sheet.pdf?dl=0
    Role: With the perfect balance of durability, agility and power, lacerators are versatile zombies capable of dealing with any foe out in the open. This strength comes at the cost of being poor at destroying obstacles with which humans barricade themselves.
    Feats: Undead Hide, Perfect Landing, Armor Proficiency: Light, Medium
    Class Features
    Lacerator Pounce: If the lacerator damages a creature with a charge attack, the creature’s speed is reduced by half and cannot run for 2 rounds. Additionally, if there is no solid ground along the path or the target is above the lacerator, an acrobatics check can be made as part of the charge with a -5 penalty.

    Flesh Creeper creeper character sheet.pdf?dl=0
    Role: The most advanced type of zombie. Flesh creepers are terrible in combat but are highly skilled in flesh crafting and are quintessential to maintain the undead society.
    Feats: Undead Hide
    Class Features
    Flesh Artist: Once per round as a swift action, a flesh creeper can produce the equivalent of 1 medium sized creature worth of flesh. This ability can be used 3 + the flesh creeper’s class level times per day.

    Ability Rules

    Perfect Fall: You do not take any damage from falling any distance and always land on your feet.
    Undead Hide: You gain +2 natural AC.
    Undead Strength: You gain +2 on strength checks to break objects and sunder combat maneuvers.

    Skill Rules

    Flesh Crafting: Flesh crafting works identical to any other crafting skill but unlike regular crafting, it can substitute its crafting cost with generally 1 medium creature worth of flesh. The size category needed varies depending on the size category of the object. Mostly armor and weapons are subject to this since they have varying sizes for each category. Stats for armor and weapons are also considered 1 size category smaller when made. Flesh crafting also contains unique crafting options that are only available to this skill, some of which have “combat ready” crafting times that require a number of rounds rather than a number of weeks. Crafting in combat is a full round action that requires concentration and is susceptible to concentration check rules where the bm prince of the item acts as the spell level for the difficulty check. The time needed to craft battle ready items follow the same formula except you substitute 7 days for 7 rounds and when reducing the time needed after a successful craft check, if applicable, you round to the closest number. For example:

    A flesh creeper nest costs 50 lesser bm and has a DC of 10. If you roll an 8 and add the default flesh creeper bonus of 13, your check is 21. If the check succeeds, which we did, you multiply the result by the DC. If the result equals the cost then you finished the item, which takes 7 rounds to complete. If the result exceeds the cost, divide the time needed by how many times you exceeded the cost. 10(DC) x 21(roll result) = 210. We managed to exceeded the cost 4 times so it will take 4 times less to build. 7 rounds/4 = 1.75 rounded = 2 rounds.

    Exclusive Flesh Crafting Items

    Battle Ready
    Flesh Creeper Nest: (DC 10, 50 lesser bm, 4 hardness, 40 hit points) Reconstructs dead zombies brought inside the nest back to life in 1d6 + dead zombie’s constitution score rounds.
    Zombie Gas Vent: (DC 15, 150 lesser bm, 4 hardness, 45 hit points) Emits 1d8 + flesh creeper class level negative energy in a 20 feet radius every 3 rounds.
    Flesh Lasher: (DC 20, 200 lesser bm) Flesh lasher is an immobile, medium sized creature. STR: 16 DEX 18 CON 14 INT 3 WIS 8 CHA 7, 16 ac (12 flat footed, 14 touch), 1d4+3 tentacle (grab, reach 15), FORT 5 REF 4 WILL -1, hp 12

  • str check

    kick open door

  • Roll to clog gluon

  • give me an axe

  • Eating brains like a fat fuck

  • @West-Nile

    yell up the staircase

  • I’m a friendly headcrab

  • We just finished our first test session and it went nicely. Our brave zombies for this round were killer M4, Monkey Cena, Headcrab Hitler, Space Time Continuum and Ed640. They faced off against 6 human riflemen that ultimately were no match for our band of zombies.

    The tank award went to Monkey Cena for bravely tanking 4 humans at the same time and taking 17 damage. Although he went down during the fight, it wasn’t before he drew first blood against the humans.

    The untouchable award went to Ed640 after he managed to evade at least 6 attacks without getting hit.

    The unlucky award went to Headcrab Hitler for rolling the only two natural 1 during the session. Ironically the lucky award also went to him for rolling the only two natural 20.

    Although it was his first time playing, Killer M4 earned the most kill during the session with 3 body counts.

    And finally the useless shit award went to Space Time Continuum for spending the most time away from the humans and dealing the least amount of damage (0). What a shitter.