Daily Punch 12-16-22 Create Turret T1-5 technomancer spell for Starfinder

I want to make a little buddy!

Create Turret

Classes Technomancer 1-5
School conjuration (creation)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Effect one created turret
Duration 1 hour/level
Saving Throw none; Spell Resistance yes

With a small bit of scrap you create a semi-permanent companion. Each turn as a free action you can command the robot to move and attack a foe. When you create the turret, choose an energy type for the damage it will deal.

1st: Create a tiny turret

2nd: Create a small turret

3rd: Create a medium turret

4th: Create a large turret

5th: Create a huge turret

Tiny Turret CR 1/3

XP 135
N Tiny construct (technological)
Init +3; Senses darkvision 60 ft, low-light vision.; Perception +3

Defense

HP 6
EAC 13; KAC 14
Fort +1; Ref +3; Will +0
Immunities construct immunities Weaknesses vulnerable to critical hits, vulnerable to electricity

Offense

Speed 20 ft.
Melee blaster +5 (1d4 varies)

Statistics

STR +1; DEX +3; CON +0; INT -3; WIS +0; CHA +0
Skills Acrobatics +3, Athletics +3

Small Turret CR 1

XP 400
N small construct (technological)
Init +4; Senses darkvision 60 ft, low-light vision.; Perception +5

Defense

HP 20
EAC 14; KAC 15
Fort +3; Ref +5; Will +1
Immunities construct immunities Weaknesses vulnerable to critical hits, vulnerable to electricity

Offense

Speed 20 ft.
Melee blaster +9 (2d4 varies)

Statistics

STR +2; DEX +5; CON +0; INT -3; WIS +0; CHA +0
Skills Acrobatics +5, Athletics +5

medium Turret CR 3

XP 400
N medium construct (technological)
Init +5; Senses darkvision 60 ft, low-light vision.; Perception +8

Defense

HP 40
EAC 16; KAC 17
Fort +5; Ref +7; Will +1
Immunities construct immunities Weaknesses vulnerable to critical hits, vulnerable to electricity

Offense

Speed 20 ft.
Melee blaster +12 (3d4 varies)

Statistics

STR +2; DEX +5; CON +1; INT -3; WIS +0; CHA +0
Skills Acrobatics +8, Athletics +8

large Turret CR 5

XP 1600
N large construct (technological)
Init +5; Senses darkvision 60 ft, low-light vision.; Perception +11

Defense

HP 70
EAC 16; KAC 17
Fort +5; Ref +7; Will +4
Immunities construct immunities Weaknesses vulnerable to critical hits, vulnerable to electricity

Offense

Speed 20 ft.
Melee blaster +15 (4d4 varies)

Statistics

STR +3; DEX +5; CON +2; INT -3; WIS +0; CHA +0
Skills Acrobatics +11, Athletics +11

huge Turret CR 7

XP 3,200
N huge construct (technological)
Init +5; Senses darkvision 60 ft, low-light vision.; Perception +14

Defense

HP 105

EAC 21; KAC 23
Fort +9; Ref +11; Will +6
Immunities construct immunities Weaknesses vulnerable to critical hits, vulnerable to electricity

Offense

Speed 20 ft.
Melee blaster +18 (5d4 varies)

Statistics

STR +4; DEX +5; CON +2; INT -3; WIS +0; CHA +0
Skills Acrobatics +14, Athletics +14

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