4 months ago ::
Jan 30, 2013 - 10:53PM
May 26, 2001
Giving the creature the equivalent of negative levels for its destroyed ghost might be easier to manage than losing actual HD.
As for variant ghost abilities, Frostburn has a couple of extra ones, as does Libris Mortis, and there are probably some others scattered about the books. Homebrew ideas would depend on what you want the ghosts to do that they can't already manage. You could try an ability like the haunting presences (also from Libris Mortis) that could allow ghosts to inhabit and animate objects.
The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens
Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.
= My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed.
• When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle.
• When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets.
• When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall.
• When button 4 is pressed, the rod becomes a sturdy iron spade.
• When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water.
If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours.
Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
4 months ago ::
Jan 30, 2013 - 11:32PM
I'm thinking more along the lines of 1 hp per soul. Having accululated souls for so long that would still be a ton of HD.
Give it Fast Healing 10: As it takes damage souls escape from the main body, but some can't quite get away fast enough and sucked back in. This ability only works to recover souls lost within the last 2 rounds.
Also, as a Supernatural ability, allow it to self heal by calling back the souls that have managed to not get drawn back in with its Fast Healing ability. Maybe call it Reclamation of the Damned, and have it function like an Inflict Critical Wounds.
Allow it to release full body undead duplicates of absorbed victims with their full hit points, but doing to diminishes the main body because it's total hit points go down a like amount. Additional souls are required to fuel the replicant, so they would function similarly to the main creature with Fast Healing 2, and the main creature can recall it to its body as a Swift Action.
The Composite, at full hit points would be a Gargantuan creature, but diminishes as it loses souls, becoming Tiny sized in its last few HD. (for instance, if it starts out at 36HD, at 28HD it becomes Huge, at 20HD it's Large, at 14HD Medium, 8HD is Small, and 4HD Tiny.
I would make up a chart for it. As it loses HD, it also loses ability scores, Feats, etc. This would be difficult to do at the gaming table so I'd have all that worked out ahead of time.
Also, I'd also say that the creature always knows the location of the sword that feeds it, so, as long as your PCs still have it, they can never surprise it. Furthermore, the sword itself cannot damage it at all since any hit points it damages it for just gets channeled right back in. I'd even say that whoever is wielding the weapon in the composite's presence can be subject to a Dominate Monster effect as a Free Action.
Reducing the composite ghost does not destroy it so long as the sword is still intact. It can continue to use its Fast Healing ability and Reclamation of the Damned to recover lost souls (hps). The sword must be destroyed in order to fully destroy the composite.
Another thing that might be cool, instead of or maybe in addition to the Fast Healing, is to have all its lost souls (hit points) orbit the main body in a 20' reach. If sufficient souls are orbiting (say 30), it creates a fog cloud effect (that cannot be dispersed) for any corporeal creature caught within. The composite can see normally within this cloud. Souls (incorporeal creatures) can be hit for 1 damage to destroy them forever and therefore prevent the main creature from reclaiming them. Every 1d4+1 rounds the composite can use Reclamation of the Damned to recall all surviving souls to its main body.
This variant might actually be more interesting because in the end the PCs could reduce the composite to 0hp, and, having destroyed all the loose souls, think they've won. But, if the sword is still intact the composite would just remain stagnant at 0hp until the sword starts killing again and replenishing its supply of souls.