| Ravingdork |
Not overpowered. Just cool.
Make a sailing vessel the 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.
| Sylirinight |
Mnemonic Crystals CR 3
XP 800
Mnemonic crystals are large (2–4 feet tall) clusters of violet quartz crystals that radiate a strong abjuration aura. They can be identified with a DC 25 Knowledge (arcana) check. Attuned to the unique energies of spellcraft, mnemonic crystals harvest magical energy for growth and defense. The crystals drain prepared spells from spellcasters within 30 feet, who must make DC 22 Will saves each round while in the crystals’ area. Failure results in the loss of one prepared spell, chosen randomly. Spontaneous spellcasters such as sorcerers are unaffected. Damaging or breaking the crystals causes them to release their absorbed spells in a burst of mental energy that does 1d6 points of Wisdom damage to all creatures in a 10-foot radius. Mnemonic crystals are exceedingly fragile (hardness 0, 1 hit point). In areas thick with the crystals, creatures passing through must make DC 10 Acrobatics checks to avoid stepping on or brushing against the crystals and breaking them.
These scared the crap out of me, and I was just reading about them! I want to mine this:
Magnetized Ore CR 2
XP 600
The strange energies of the subterranean world can charge rocks and veins of ore with powerful magnetic fields, creating a hazard for anyone carrying or wearing ferrous metals. Any steel or iron brought within 20 feet of the ore is drawn toward it. Medium-sized creatures carrying 30 or more pounds of ferrous metal are pulled toward the ore as if by the pull special ability. The ore has an effective CMB of +7 and CMD 17. Small creatures are pulled if they have 15 pounds of metal, Large if they have at least 60 pounds. For creatures of other sizes, modify the weight required as per the rules for carrying capacity. Creatures wearing metallic armor suffer a penalty to their CMD to resist the pull (–2 for medium armor, –4 for heavy armor). Affected creatures are pulled up to 20 feet and slammed against the rock for 2d6 points of damage and gain the grappled condition. Creatures not carrying large amounts of metal but holding metal items in their hands are affected by a disarm maneuver as the items are ripped free. Freeing a stuck item requires a successful grapple check against the ore’s CMD.
I'll have it near my village made up of followers from the Leadership feat and the village was made by me and my cohort using a Lyre of Building.