How should ghost ships and undead crews be handled?


Homebrew and House Rules


This has substantial Naval support. One thing that needs is undead ships, which the Rule of Cool pretty much requires. I need to know:

How to make a ghost construct (ghost ship)

How to make a decaying ship held together by necromancery

How to make a crew of unintelligent zombies and skeletons

To make things more specific, I need to know of rules exist for making ghost constructs and holding decaying constructs together with necromancery, and a plausible way to animate and coltrol over a hundred zombies and skeletons.


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in pirate voice, ARRRRR


Vinland Forever wrote:

This has substantial Naval support. One thing that needs is undead ships, which the Rule of Cool pretty much requires. I need to know:

How to make a ghost construct (ghost ship)

How to make a decaying ship held together by necromancery

How to make a crew of unintelligent zombies and skeletons

To make things more specific, I need to know of rules exist for making ghost constructs and holding decaying constructs together with necromancery, and a plausible way to animate and coltrol over a hundred zombies and skeletons.

There are not rules for ghost ships. Well there might be in Rule of Fear, but most things like this are plot devices, and exist because the GM said so.

If you are a player then the GM may have to come up with a way to make this work.


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Don't treat it as a construct, treat it as a 'haunt' - Book 2 of Rise of the Runelords (Manor) or Hangmans Noose are good examples. Its just floating.


Shifty wrote:
Don't treat it as a construct, treat it as a 'haunt' - Book 2 of Rise of the Runelords (Manor) or Hangmans Noose are good examples. Its just floating.

Yeah this or if you have the first book of Carrion Crown it expands on animated objects a bit which could also help.


I have neither of those books. Surprisingly, my otherwise awesome copy of Libris Mortis is silent on this issue.


In my years of gaming, I've found a lot of things really don't need special rules. You can just use the catchall that it's magic/necromancy to account for the undead nature, and use the rules for the mundane counterparts.
Ghost ships tend to be cursed, along with their crews. For an undead crew of skeletons and zombies, just use the Bestiary stats for those things, keep them unintelligent, but say the nature of the curse won't allow them to rest so they continue to sail for eternity. Anything sailing related allows them to act intelligent, living beings, but don't expect to hold deep conversations with them about that night in Port Royale.
A ship could be handled the same way, if the ghost ship is a galleon, then use the stats for a galleon. Whatever cursed the ghost ship may refuse to let the vessel die a dignified death, and sink to the bottom of the sea. No matter how rotten the deck, no matter how many cannonballs punch through the hull, and no matter how much the ship is burned, it just wont sink.

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