Can mindless undead operate a warship, or do they lack the intelligence?


Rules Questions

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SlimGauge wrote:
HangarFlying wrote:
... but with regards to what the OP intends to do with all these zombies and skeletons, they are nothing more than background decoration, fluff, story description, and scenery to give the players the impression of much bigger things occurring around them.
What threw me is that the OP posted in the RULES section of the forums, so I was inclined to give a rules-based answer. This might have gone better in the advice or general discussion section.

Well, when I posted the thread I was looking for a rules-based solution on how to control so many undead and a rules based answer to whether they could even control a ship, so this seemed the appropriate place to post. Then the thread got turned into something that fits better in advice with all the talk about evil necromantic warships (which seem incredibly awesome).


Rule of Cool says yes. Especially if they were sailors during life.

Hollywood's on my side. The only other person who needs to agree is the GM.

Liberty's Edge

Foghammer wrote:

Velcro, I want to play in YOUR games. o-o

I mean, WTH. That sh-... stuff is awesome.

Be careful what you wish for. I'm only in the Goon Docks for another few months and then it'll be time for this unicorn to bamf off to some other far corner of the states.


the skeleton champion has class levels

they could be used

Ship of her Infernalness Bloodfiend( hails from Cheliax)
the Blood fiend went missing centuries ago and unknown to most she sank filled with slaves and treasure. sunk with all hands and cargo.
strange moans crom from the ship's deck as she sails thorugh the inner sea looking for new slaves to use as both food and labor.

Possible Crew
you have a captain possible undeads: Morhg, wight, winter wight,Revenant,bodak,

following it
4 skeleton champions (lieutinents)
1 skeleton mage
Relentless zombie (cook)
under them rest of crew
50 skeletons and zombies.

treasure: the hold has the gear of dead adventurers and victims from previous attempts to board her.
the Blood Fiend appears on the new moon.

on the otherhand you could also do

His magisty's Falcon (Hails form Azlant)
the Falcon resembles a ghastly sight with holes in her decks, and glides though the sea with destroyed sails and unearthly howls from the inside of her hull. A rotting flags with only an eye can be seen flying over its center mast

possible Crew:
Captain:Witchfire, Banshee, Allip

lietinents: Poltergeist,, shadow, greater shadow

Crew: specters, wraith, ghost

treasure: treasure from fallen adventurers andd explorers.
rumor has atleast one wayfinder is aboard her deck as well as lost Azlanti artifacts.

appears: once a week after a storm at sea outside the remains of the fallen kingdom of Azlant and sometimes as far as Taldor in the Inner Sea


I'm one of those people that feels that the rule of cool pales if you didn't do it legit. I think the OP feels the same way. As the GM, you already have so much power at your disposal- following the rules perversely legitimized the craziness you create.

That said, seconding the whole lieutenant undead. A handful of really creepy things that aren't minions per se of the Lich.

However you wish to employ it, the 'cook' has got to be a large undead. Possibly some type of flesh golem. Some hideous rancid sack of flesh, whose job is to strip the bodies of the defeated dead so their skeletons can be easily animated, and their butchered flesh can be used as necromantic components for spells, alchemy, and experiments.

Yes, I know there's a low level spell that turns the dead into skeletons. This is cooler.

How awesome would it be to have the adventurers fight their way into the bowels of the ship to arrive into a blood stained chamber with several tables of sloppy but psychopathic organization: this one hearts, this one hair, this one intestines. A massive thing stoops over a grinding wheel, single mindedly sharpening a rusty meat cleaver. It seems oblivious to both the adventurers and the battle that has been occurring around it. But then one large eye rolls around in its stitched skull, focusing on the lead adventurer, and it growls in a guttural voice (say it with me now): FrEsh mEaT!

Extra points if you can give it a meat hook that it can throw and pull people to it with.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Make the sailing vessel a nest of haunts. It could be as simple as the ghost ship having several of the following haunts:

Ghost Ship (CR 9)
XP 1,600

NE persistent haunt (nine contiguous 10 ft. by 10 ft. square areas on a sailing ship)
Caster Level 9th
Notice Perception DC 20 (to notice the unnatural smell of death)
hp 40; Trigger proximity; Reset 1 minute
Effect When this haunt is triggered, all dying creatures in the area are targeted by a death knell spell (save DC 13). The necromancer (or negative energy cleric) with the highest caster level currently aboard the ship is the beneficiary of spell effect's bonuses. Creatures who perish in the area (whether or not it is by the death knell effect) have their corpses targeted by an animate dead spell, where they rise as a zombie crew member capable of operating the ship with a +0 skill modifier. All new zombies created in this fashion are under the control of the necromancer (or negative energy cleric) with the highest caster level currently onboard the ship just as if they had cast animate dead themselves.

Destruction The necromancer (or negative energy cleric) responsible for creating the haunt must be destroyed. The ship on which the haunt resides may also be destroyed, but should any part of the ship (even a single nail) be used in the repair of the ship or the construction of a whole new ship while the haunt's creator still exists, the haunt returns in full. Should the haunt's creator return to existence after being destroyed (such as in the case of resurrection or a lich), the haunt does not return as well.

Special Ghost ship haunts can be created by necromancers or negative energy using clerics, using the same rules for crafting magical traps.


Sekret_One wrote:

I'm one of those people that feels that the rule of cool pales if you didn't do it legit. I think the OP feels the same way. As the GM, you already have so much power at your disposal- following the rules perversely legitimized the craziness you create.

That said, seconding the whole lieutenant undead. A handful of really creepy things that aren't minions per se of the Lich.

However you wish to employ it, the 'cook' has got to be a large undead. Possibly some type of flesh golem. Some hideous rancid sack of flesh, whose job is to strip the bodies of the defeated dead so their skeletons can be easily animated, and their butchered flesh can be used as necromantic components for spells, alchemy, and experiments.

Yes, I know there's a low level spell that turns the dead into skeletons. This is cooler.

How awesome would it be to have the adventurers fight their way into the bowels of the ship to arrive into a blood stained chamber with several tables of sloppy but psychopathic organization: this one hearts, this one hair, this one intestines. A massive thing stoops over a grinding wheel, single mindedly sharpening a rusty meat cleaver. It seems oblivious to both the adventurers and the battle that has been occurring around it. But then one large eye rolls around in its stitched skull, focusing on the lead adventurer, and it growls in a guttural voice (say it with me now): FrEsh mEaT!

Extra points if you can give it a meat hook that it can throw and pull people to it with.

Yes.


Ravingdork wrote:

Make the sailing vessel a nest of haunts. It could be as simple as the ghost ship having several of the following haunts:

Ghost Ship (CR 9)
XP 1,600

NE persistent haunt (nine contiguous 10 ft. by 10 ft. square areas on a sailing ship)
Caster Level 9th
Notice Perception DC 20 (to notice the unnatural smell of death)
hp 40; Trigger proximity; Reset 1 minute
Effect When this haunt is triggered, all dying creatures in the area are targeted by a death knell spell (save DC 13). The necromancer (or negative energy cleric) with the highest caster level currently aboard the ship is the beneficiary of spell effect's bonuses. Creatures who perish in the area (whether or not it is by the death knell effect) have their corpses targeted by an animate dead spell, where they rise as a zombie crew member capable of operating the ship with a +0 skill modifier. All new zombies created in this fashion are under the control of the necromancer (or negative energy cleric) with the highest caster level currently onboard the ship just as if they had cast animate dead themselves.

Destruction The necromancer (or negative energy cleric) responsible for creating the haunt must be destroyed. The ship on which the haunt resides may also be destroyed, but should any part of the ship (even a single nail) be used in the repair of the ship or the construction of a whole new ship while the haunt's creator still exists, the haunt returns in full. Should the haunt's creator return to existence after being destroyed (such as in the case of resurrection or a lich), the haunt does not return as well.

Special Ghost ship haunts can be created by necromancers or negative energy using clerics, using the same rules for crafting magical traps.

AWESOME! Thanks.


forgot to mention, both of my ships above are both Galleys, or warships if you prefer
they both have arberlests on board, one at the tem and one in the center of the boats.

however, the Falcon's are not operatable and the strings on the Blood fiend have rotted away.

not to mention that the skeletons would not be able to use them anyway, but the skeleton champions could.

though if you wanted to screw with your players.

here is a riddle for you, when is a walking skeleton not undead.

answer : when its connected to an animated object.

MY sample CuRsEd ship:

The Wrath of justice is an ancient airship built back in Alanzt, she merely drifts through northern Golarion northern sections ubtil she hits the jetstream and in thrusted west in the in the upper atomshpere until she reaches the western continent's coastline nad continues drifting.
Appearing to be manned by the undead, the Wrath of Justice does not radiate undead or necromancy, and most adventures failing to understand why, give the drifting ancient airship a wide berth.
The Wrath of Justice

Cursed Airship
Crew:
Capt.:
Anora female Azlant paladin of Abadar 19
Str: 18
DEX: 17
CON 16
INT 16
WIS 14
CHA 20
HP: NA petrified

Anora, a paladin from times long forgotten lead a coup against KArzoug in Shalast. Taking an army in 15 airships She attempted to land and take the runelord by supprise.

Failing, The Alanti woman fail vicitm to a champion of Greed who wielded Challan; she now stands in Wrath of Justice's captians quarters as a ruby colored quartz statue.
possesions: +5 Alzantian full plate, ring of regenaration, 5 healing droughts, Truthbringer( holy avenger with zone of truth when wielded)
use of stone to flesh will free her but without the ability to speak Azlanti may give her the wrong idea.

Crew: No corporeal or incorporeal undead man the airship. the 3 skeletons seen walking back and forth sweepinf the top decks are merely attached to animated brooms as is the driver at the back of the airship.

search checks to reveal this fact will reveal that they are just animated, the driver is not attached to the stearing mechanism but is just attached to a large plank and animated to look like it's stearing.

below decks crew: all skeletons below decks are animated with an object, from musical instraments to cooking utincles, books and sleeping quarters.

In a secret's joke on trespassers, the Champion of Greed left one agressive animated object, namely the ship's cook will attack if desturbed.

If all animated objects are sundered, they fall to the ground and an Azlanti or Varisan ghost appears thanking their rescuers and will answer 5 questions before going off to Pharsma's line.

Loot on board: Helm of True Speech, 5 garnet stones, maps of ancient golarion( worth 200 gold) and 50 silvers worth of broken mundane weapons.
Helm of True speach: allows wearer to speak to any creature that has a language.

If the Helm of Truespeech is brought to Anora's statue and after a stone to flesh is cast upon her, she will speak with the party and will ask about current events.

if a pc is male and og good alignment, he is able to romance Anora and can gain the Wrath of Justice as a mobile base.

animated objects.... hehehehe

I need to stop thinking now.

Floating colassal Mimic impersonating a galley anyone...


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I noticed a lot of people are getting side-tracked by off-topic discussions, rather than trying to answer the OP's questions. Therefore, I have started another thread for said discussion so that this thread can get back on track.

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