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Player > Spells > Battle Junkbot
Starfinder Core Rulebook p.341
Level Technomancer 6
School transmutation
Casting Time 1 round
Range touch
Targets at least 1 bulk of inert electronic equipment; see text
Duration 1 round/level
Saving Throw none; Spell Resistance no
You turn a pile of technological junk into a vicious robot that
can hunt down and attack your enemies.
You must target inert, nonworking electronic equipment of
at least 1 bulk. Valid targets include a large broken computer
system, nonworking or unconnected computer or robot parts,
a destroyed robot or another such trashed mechanical system,
or any related electronic components or combination of the
above as long as the junk is found in a large enough quantity.
Creating a battle junkbot also requires one ultra-capacity
battery. Casting this spell drains all of the battery's charges.
While casting this spell, you use your magic and technological
know-how to rearrange the junked parts and infuse them with
aggression and martial skills. A battle junkbot is Small, its KAC
and EAC are each equal to 15 + your technomancer level, it has
hardness 15, and it has a number of Hit Points equal to half of
your own (but no Stamina Points). It uses your saving throw
bonuses when it is the target of spells and other targeted
effects. It has a land speed of 30 feet and a fly speed of 15
feet with average maneuverability. For purposes of spells and
effects that target the junkbot, it is treated as a construct with
the magical and technological subtypes.
The battle junkbot has four hands. It is treated as if it had
the Deadly Aim and Improved Combat Maneuver (Bull Rush,
Grapple, Trip) feats. It has an attack bonus equal to 6 + your
technomancer level; in one hand it wields a special buzzblade
dagger that deals 6d8+6 damage instead of its normal damage,
and a second hand carries a special light laser pistol that deals
6d6 damage instead of its normal damage. Damage from the
junkbot's special weapons counts as magic for the purpose of
overcoming damage reduction.
You can give new basic commands to your battle junkbot
telepathically on your turn as a move action, and the junkbot
can take actions as if it were a normal creature. You are aware
when the robot has made an attack or combat maneuver
and whether or not it was successful, as well as when the
battle junkbot has been attacked, has taken damage, or is
destroyed, but you can perceive nothing else through this
basic telepathic link.
When the battle junkbot is destroyed or this spell ends,
the electronic equipment you used to create the junkbot
falls apart into refuse, its circuitry fried beyond anything
recognizable. You cannot use this refuse as a target to create
another junkbot.
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