The Ship

N Colossal construct(clockwork)

Init +2 Senses darkvision 60, low-light vision; Perception -5


DEFENSE

AC 18, touch 0, flat-footed 18 (-2 Dex, +18 natural, -8 size)

hp 151 (13d10+80 size)

Fort +4, Ref +4, Will -1

Defensive Abilities hardness 5 Immune Construct Traits; Weakness vulnerability to electricity


OFFENSE

Speed swim 120 ft.

Melee ram +25 (2d8+29)

Space 30ft; Reach 5ft


STATISTICS

Str 46, Dex 6, Con -, Int -, Wis 1, Cha 1

Base Atk +13 CMB +39 CMD 47

Feats Improved Initiative, Lightning Reflexes


SPECIAL ABILITIES

Construction Points: Colossal animated objects have 6 construction points. Due to its crippled reach, the Ship gains 5 additional construction points

Speed[9cp]: The Ship has only a swim speed, but that swim speed is increased by 90ft.

Hollow[1cp](Ex): The Ship has an airtight, internal compartment capable of comfortably housing up to 64 medium creatures or objects.

Ram(Ex): The Ship can only deal damage with 5ft reach at the end of a charge, charge bonus' are already factored into its attack, but not it's AC

Standby[1cp](Ex): The Ship can place itself on standby as a standard action. While on standby, the clockwork creature cannot move or take any actions. It remains aware of its surroundings but takes a -4 penalty to Perception checks. Time spent on standby does not count against the clockwork's wind-down duration. The clockwork can exit standby as a swift action. if it does so to initiate combat, it gains a +4 racial bonus on its Initative check.

Feng Shui Iounics(Ex): This functions like the 'winding' special quality of clockwork constructs except that it can only be wound by Ralkin Brachyr's "Winding Touch" ability. When wound, the Ship can remain active for 13 days. However, the spells "Make Whole" and "Recharge Innate Magic" can effectively wind the Ship for a number of days equal to the spell level.