Time to build out the summoner!
Superior Summons
Your beasts are just better!
Benefit: When you summon a creature via a conjuration spell, increase its maximum hit points by your level.
Thoughts?
Time to build out the summoner!
Your beasts are just better!
Benefit: When you summon a creature via a conjuration spell, increase its maximum hit points by your level.
Thoughts?
I want to make a little buddy!
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
XP 135
N Tiny construct (technological)
Init +3; Senses darkvision 60 ft, low-light vision.; Perception +3
HP 6
EAC 13; KAC 14
Fort +1; Ref +3; Will +0
Immunities construct immunities Weaknesses vulnerable to critical hits, vulnerable to electricity
Speed 20 ft.
Melee blaster +5 (1d4 varies)
STR +1; DEX +3; CON +0; INT -3; WIS +0; CHA +0
Skills Acrobatics +3, Athletics +3
XP 400
N small construct (technological)
Init +4; Senses darkvision 60 ft, low-light vision.; Perception +5
HP 20
EAC 14; KAC 15
Fort +3; Ref +5; Will +1
Immunities construct immunities Weaknesses vulnerable to critical hits, vulnerable to electricity
Speed 20 ft.
Melee blaster +9 (2d4 varies)
STR +2; DEX +5; CON +0; INT -3; WIS +0; CHA +0
Skills Acrobatics +5, Athletics +5
XP 400
N medium construct (technological)
Init +5; Senses darkvision 60 ft, low-light vision.; Perception +8
HP 40
EAC 16; KAC 17
Fort +5; Ref +7; Will +1
Immunities construct immunities Weaknesses vulnerable to critical hits, vulnerable to electricity
Speed 20 ft.
Melee blaster +12 (3d4 varies)
STR +2; DEX +5; CON +1; INT -3; WIS +0; CHA +0
Skills Acrobatics +8, Athletics +8
XP 1600
N large construct (technological)
Init +5; Senses darkvision 60 ft, low-light vision.; Perception +11
HP 70
EAC 16; KAC 17
Fort +5; Ref +7; Will +4
Immunities construct immunities Weaknesses vulnerable to critical hits, vulnerable to electricity
Speed 20 ft.
Melee blaster +15 (4d4 varies)
STR +3; DEX +5; CON +2; INT -3; WIS +0; CHA +0
Skills Acrobatics +11, Athletics +11
XP 3,200
N huge construct (technological)
Init +5; Senses darkvision 60 ft, low-light vision.; Perception +14
EAC 21; KAC 23
Fort +9; Ref +11; Will +6
Immunities construct immunities Weaknesses vulnerable to critical hits, vulnerable to electricity
Speed 20 ft.
Melee blaster +18 (5d4 varies)
STR +4; DEX +5; CON +2; INT -3; WIS +0; CHA +0
Skills Acrobatics +14, Athletics +14
I want a clockwork buddy for DnD as well!
Wondrous item, rare
The creature made of metal, cogs, and springs follows you around and does your bidding without question. As a bonus action you can command the creature. I has a speed of 30 feet and a climb speed of 30 feet. It has AC 10 and 10 hp. It as a move and an action each turn. It can not attack, activate magic items, or cast spells, but it can carry items up to 5 pounds and do any other actions such as administering a potion or handing items to other characters. If it takes enough damage to be knocked out, it repairs itself after a long rest.
Thoughts?
Why not have someone run around and hand stuff off?
Inventor
Prerequisites construct innovation
You’ve learned to build big, now you tinker with the small. You build a clockwork creature that is the size of a house cat. It has AC 10, +0 to all saves, moves at 30 feet per round, can crawl up walls, and 1 hp. Each turn you can give the creature one free action to move and grab things up to 1 bulk. It can also hand things off to other character and even administer potions to other characters. If killed, it can be repaired as normal. It can not function outside of your sight as it is unintelligent and only responds to commands.
Thoughts?
I want things you can add to your droids. Let’s make this happen!
This battery attaches to a mechanic’s drone main power source and when the drone takes enough damage to stop its function, its instantly regenerates a portion of its hit points to keep it in the fight. The attack that causes enough damage to the drone to zero hit points finishes and then the drone regains hit points as below
| Model | Level | Price | HP restored |
| Mk 1 | 4 | 2,120 | 1/level |
| Mk 2 | 8 | 9,250 | 1/4 maximum |
| Mk 3 | 12 | 33,600 | 1/2 maximum |
Item Level 4; Price 2,120; System drone
Item Level 8; Price 9,250; System drone
Item Level 8; Price 33,600; System drone
Let’s help those animal companions!
Wondrous item, rare (requires attunement)
While wearing this collar, once per day when the animal companion falls to zero hit points, the animal is instantly restored to half it’s maximum hit points, rounded down. This ability refreshes after a long rest.