Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Combat Current
The ghost makes a Strike with its cutlass or hand crossbow, then Flies up to half their Speed and makes a Strike with the other attack. If they moved through an enemy when they Flew, that enemy is flat-footed against the second Strike.
Ability
Curse Ye Scallywags!
(curse, divine, necromancy) When the ghost pirate captain is reduced to 0 HP, all creatures within 60 feet are subjected to a DC 25 mariner's curse spell. The locations of those that critically fail are known to the ghost until the curse is removed. This curse ends if the ghost is permanently destroyed.
Ability
Rejuvenation
(divine, necromancy) When the ghost pirate captain is destroyed, they re-form after 2d4 days within the ship or location they're bound to, fully healed. They can be permanently destroyed if their desires are fulfilled, which could involve being defeated in a great battle or ensuring their treasure has been hidden.
Ability
Savvy Joinin' Me Crew?
Circumstance: Trigger: The ghost reduces a living creature to 0 Hit Points with
The creature attempts a DC 25 Fortitude save. If the creature fails its save, it remains conscious but is controlled by the ghost until it loses its dying condition. It continues to attempt recovery checks as normal for the dying condition. The effect ends if the creature loses the dying condition. If the creature dies while under this effect, it joins the ghost's undead crew in 1d4 days. If the ghost is destroyed before the creature dies, the creature is spared this terrible fate.
Ability
Ship Bound
The ghost is typically bound to a vessel, even one damaged beyond repair. They can't venture more than 120 feet away from the ship or site of its wreckage.
Offense
Melee
Circumstance: combat round (melee)
ghostly cutlass +20 [+15/+10] (forceful, magical, sweep), Damage 2d6+11 negative
Offense
Ranged
Circumstance: combat round (ranged)
ghostly hand crossbow +20 [+15/+10] (magical, range increment 60 feet), Damage 2d6+8 negative
Trait
Ghost
Lost souls that haunt the world as incorporeal undead are called ghosts.
Trait
Incorporeal
An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space.
An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects.
Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
Trait
Spirit
Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
precision
unconscious
Language
Common
Necril
Perception
darkvision
Resistance
all damage 10 (except force
ghost touch
or positive