
Garion Beckett |

Hey everyone. I have crafter and i want to start making golems, however i don't want to make a typical attack golem. Our group wants to eventually buy a ship and explore the ocean and other places (i intend on making it fly), and we'll need a crew to do things on the ship and to row. Thats all i need, well i guess as a security system when we arn't on the ship. How do i do this?

Opuk0 |

If you're gonna be seafaring, Coral Golems are appropriate.
As are cannon golems, but those are much more expensive, and heavy.

Elaserdar |

As a general rule constructs are not meant to have intelligence. But you can put a brain in any construct you want, but that gets expensive and is risky.
The easy fix would to be for someone to take leadership and hav e their lowbies be the crew. Throw in a few animated objects or golems for extra defense and you get the best of both worlds.
BIOCONSTRUCT MODIFICATION
Requirements: Craft Construct, regenerate
CR Increase: +1
Cost: 22,750 gp
Merging the arts of transmutation and necromancy, powerful spellcasters work living organs into a golem, imbuing it with properties normally associated with beings that are alive. These organs are placed in canopic jars of specially prepared arcane fluids that are then sealed into the golem's body, though not necessarily in anatomically correct locations. Specific organs produce specific effects. Each organ is counted as a separate upgrade, and the costs of multiple bioconstruct organs are cumulative. Bioconstruct upgrades only work with golems, and cannot be placed into animated objects.
All bioconstruct upgrades have the same weakness—they are susceptible to critical hits. An attacker that confirms a critical hit against a golem with a bioconstruct upgrade deals damage to the construct and also destroys one upgrade. The damaged upgrade ceases to function and the construct loses abilities associated with the upgrade. If a construct has more than one bioconstruct upgrade, only one is damaged. The GM randomly determines the damaged organ.
Brain: This upgrade doesn't permit the golem to think independently, but instead, the brain works as a storage device, permitting the golem to acquire skills and feats as if it had an Intelligence score of 10. Enchantment spells or spells with mind-affecting effects that are cast upon the golem can affect the brain, causing the brain to cease functioning for the duration of the spell. While the brain is suppressed in this fashion, the construct temporarily loses access to its skills and feats. If the spell has a save, the brain uses the golem's saving throws.