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Homunculus Crewman
CR 2
XP 700 Any alignment (same as creator) Medium construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +3
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 13 (2d10)
Fort +0, Ref +4, Will +1
Defensive Abilities construct traits
OFFENSE
Speed 20 ft.
Melee 1 bite +3 (1d4–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 10, Dex 15, Con —, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +2; CMD 11
Feats Lightning Reflexes ; any one feat or weapon prof. that any of its creators has. Simple Weapon Profs.
Skills Ten Ranks of Skills which any of the creators has; usually Craft, Swim, or Profession, Perception +3, Stealth +12
Languages Common (cannot yell or be heard more than 15 feet away); telepathic link to creators.
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 13; frequency 1/minute for 60 minutes; effect sleep for 1 minute;cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Telepathic Link (Su)
A homunculus crewman cannot speak loudly, and the process of creating one links it telepathically with its creator.
A homunculus crewman knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.
(we have sacrificed flight to have a voice and some skills and a feat)
Common mix of skills would be Prof:Sailor 2; Prof: Gunner: 2 Swim 2; Craft: Shipwright: 2; Craft: Gunsmith: 2
Good feats would be either Feat: Sea Legs, or Wpn Prof: Pistol, Boarding Pike, Belaying Pin
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