
Tandriniel |

Hi,
I was wondering if it is RAW to use Craft Construct to build a Collosal Animated Object that is a ship, and use build points, "Additional Movement: Fly speed" to give it Fly.
On http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-objec t, the example object is a Ship
As ship, let us assume that I have a Sailing Ship http://www.d20pfsrd.com/equipment/vehicles/water-vehicles/sailing-ship/
I would assume that the Crafter would be able to simply ask the Animated Longship to fly in a given direction, substituting steering for commands.
I would assume the cost would be 30.000 for the animation, and 10.000 for the ship, for a total of 40.000, with a Craft Construct time of 40 days.
1 construction point would go to Aditional movement: Fly, and the remaining 5 to add speed, for a total speed of Fly 140' (Clumsy).
I would assume that as an Animated Object, the flying ship would have 13D10+80 HP, before dying, and becoming a normal sailing ship which would have 1620 HP, minus the the damage inflicted. (And a gravity problem if it was mid air when it died).
As Animated Object I would assume that I could cast spells on the ship as if it was a Creature.
Please critique the above suggestion.
In a magic world, what would keep the skies from having a significant number of these animated objects? Their over land flying capability, no fuel consumption, high cargo capability, ability to avoid land and sea based threats, and potential high speed, seems like a complete disruption of non-magical transportation.

avr |
2 people marked this as a favorite. |

A Colossal animated object has price 60K, cost 30K. It takes 1 day per 1000 gp of the price (not cost) so that's 60 days. The ship is likely crafted by mostly mundane means which will take longer but the construct crafter doesn't need to be around for that.
Clumsy and Colossal with the standard dex of 6 and a mindless constructs lack of skills means a -18 Fly skill. It cannot hover or move less than half speed. If it collides with another colossal creature it's going down.
You can cast spells on it but remember it's a mindless construct and immune to a lot of them.
Logically mundane transportation (& castles, close troop formations, etc.) should be history but D&D/PF does not run on such logic.

Tandriniel |
1 person marked this as a favorite. |

The lack of fly skill is a really good point, thanks, and a smart way to balance Fly, also for mindless undead, I guess.
Would it be possible for an animated object, in this case the flying ship, to wear a magic item? If so, would it be possible for the animated object to benefit from a skill enhancing item? (+20 Fly skill item, for example).

avr |
2 people marked this as a favorite. |

I don't think it has any item slots? Except armor, anyway. If your GM is fine with adding an arbitrary skill bonus to armor, or with making new ioun stones (you could get +2 dex and some small bonuses from existing ioun stones) then that does work.
Alternately there's a construct modification for another 22750 gp which might be worth it: Edit: missed that the below is only for golems, not animated objects. Never mind.
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.
Heart: This upgrade permits a golem to receive half the benefits of magical healing and provides a hit point bonus as if the golem had a Constitution score of 12, but the construct does not gain a Constitution score in this process. Negative energy spells cast upon the golem can affect the heart, causing it to cease functioning for the duration of the effect (or 1 round for instantaneous effects). If the spell has a save, the heart uses the golem’s saving throws.
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.
Easily turned off but useful for routine operations, or against enemies who don't know its vulnerability.

Shadow_Charlatan |
1 person marked this as a favorite. |

Not sure how you'd do it but if you were able to add the Air Subtype it would have the Fly skill as a class skill
Also if you were able to convert the ship into a golem rather than animated object the Bioconstruct modification - Brain would become available to train it feats and skills.

![]() |
1 person marked this as a favorite. |

In a magic world, what would keep the skies from having a significant number of these animated objects? Their over land flying capability, no fuel consumption, high cargo capability, ability to avoid land and sea based threats, and potential high speed, seems like a complete disruption of non-magical transportation.
The GM is the first reason the sky would be or wouldn't filled with these. Their setting, their choice.
Second issue would be adventurers, which tend to attack anything that they can ID as a creature.
Regarding fuel, it can be assumed that constructs have a fuel source, even if it is seemly unlimited and non-visible. With an extremely large construct, as the GM, you may want to include a fuel source that is more apparent.

Dave Justus |
4 people marked this as a favorite. |

Actually the cargo capacity isn't very high. An animated flying ship isn't going to be carrying it's cargo the way a ship would, i.e. floating on the water. Instead it has to use its strength. A strength of 46 with a heavy load gets you about 7 tons, which may seem impressive, but is maybe a 10th of what a fairly small Caravel (like Columbus's Nina and Pinta) could transport.

Cevah |
3 people marked this as a favorite. |

Linkified.
Hi,
I was wondering if it is RAW to use Craft Construct to build a Collosal Animated Object that is a ship, and use build points, "Additional Movement: Fly speed" to give it Fly.
On Animated Object, the example object is a Ship
The SRD Sample Animated Objects is a ship. What you actually get is an Animated Object (Colossal)
As ship, let us assume that I have a Sailing Ship Sailing Ship
I would assume that the Crafter would be able to simply ask the Animated Longship to fly in a given direction, substituting steering for commands.
Longship =/= Sailing Ship =/= Animated Object (Colossal)
Otherwise, OK.I would assume the cost would be 30.000 for the animation, and 10.000 for the ship, for a total of 40.000, with a Craft Construct time of 40 days.
Building and Modifying Constructs lists an Animated Object (Colossal) at 60,000 gp price (30,000 gp cost). It makes no mention of object price, so I must assume it is a non-costed object being animated. Since that ship costs 10,000 gp, I would add that to the price above. Looks OK.
Construction time is 60 days.Alternate Construction Rules: [farther down the Animated Object page]
Price varies (cost of object + [(animated object’s HD + CP) × 1,000])
10,000 + [(13+6)*1,000] = 29,000
Cost is (cost of object + [(animated object’s HD + CP) × 1,000]/2)
10,000 + [(13+6)*1,000]/2 = 19,500
Construction time is (buy ship) + 1 day per 1000 gp = purchase plus 19 days.
Quickest, by spell:
Animate Object + Permancy costs 15,000 gp plus two spells cast:
AO: 6 (spell level) * 32 (caster level) * 10 = 1920 gp
P: 5 (spell level) * 9 (caster level) * 10 = 450 gp
Getting that 32nd level caster will be difficult. It is also dispellable.
1 construction point would go to Aditional movement: Fly, and the remaining 5 to add speed, for a total speed of Fly 140' (Clumsy).
You don't get the sailing ship max speed under sail, but the bestiary's speed of 30'. One CP Fly and 5 CP Faster gives it Fly 80'.
While Fly becomes a class skill, without a rank, that does nothing.
It has a skill of:
-8 (Clumsy) + -8 (Colossal) + -2 (Dex 6) = -18.
I would assume that as an Animated Object, the flying ship would have 13D10+80 HP, before dying, and becoming a normal sailing ship which would have 1620 HP, minus the the damage inflicted. (And a gravity problem if it was mid air when it died).
When the creature is killed, it is destroyed. It does not merely loose its animating magic. Sorry, no ship leftover.
Immediately destroyed when reduced to 0 hit points or less.
As Animated Object I would assume that I could cast spells on the ship as if it was a Creature.
As a Construct, not a generic creature. No Cure Light Wounds for it.
Please critique the above suggestion.
In a magic world, what would keep the skies from having a significant number of these animated objects? Their over land flying capability, no fuel consumption, high cargo capability, ability to avoid land and sea based threats, and potential high speed, seems like a complete disruption of non-magical transportation.
The spell Awaken Construct at 26,000 gp for the component cost, can get 3d6 Int (and thus skill points) and feats (6). At least 1 skill point per level would be in Fly, giving it a new value of -18 + 13 (Ranks) + 3 (Class) = -2. Add a Skill Focus(Fly) feat for another +10 (total 8).
/cevah

Cevah |
3 people marked this as a favorite. |

Not sure how you'd do it but if you were able to add the Air Subtype it would have the Fly skill as a class skill
Also if you were able to convert the ship into a golem rather than animated object the Bioconstruct modification - Brain would become available to train it feats and skills.
Having a Fly speed gives Fly as a class skill.
If you awaken it, you can give it Hover and allow it to hover.
Another feat is Improved Flight to improve it's flying ability by one category (=+4). Can get more than once.
/cevah

Coidzor |
1 person marked this as a favorite. |
As a Construct, you can also increase its Dexterity as much as you want to spend the time and money to do so. Similarly, you can increase its Strength score to increase its carrying capacity.
Additionally, remember that if you increase the DC by 5, you can get 2 days worth of progress per single day of crafting.
I suppose you could see about how your GM feels about implanting an ioun stone into it. Unless I'm missing something, you can technically give it ranks in Fly equal to its HD even without increasing its intelligence, and you can implant an ioun stone into a construct, making it harder to find or remove the gizmo as well as avoiding the awkwardness of figuring out where you'd put a headband on a ship.
Might also see about whether your GM will allow making it such that it effectively has Muleback Cords and/or a Heavyload Belt built into it.

Cevah |
1 person marked this as a favorite. |

If you take the Construction Flaw Slower three times to reduce the base land speed to 0', you gain 3 CPs which you can use for Faster to up the total speed of 110'. Don't forget, this speed can run at 4x. And if you add the feat Run, you can go 5x.
However, for all this flight optimization, you loose out other defenses and are weak in other areas. Is the speed worth it? Sure if you out fly all your opponents. [Given your level, your magic can probably handle most enemies.] If your intent is to have an awesome combat construct, your CPs are better spent elsewhere.
/cevah

![]() |

If you take the Construction Flaw Slower three times to reduce the base land speed to 0', you gain 3 CPs which you can use for Faster to up the total speed of 110'. Don't forget, this speed can run at 4x. And if you add the feat Run, you can go 5x.
Sorry to necro, but I am planning to play a very similar character, and I have not found anything in the rules that let you stack the same CP or flaws multiple times, and in fact I am pretty sure you cannot. Are there any animated objects in the bestiary with multiple CP/flaws of the same type?