entries
Sorted A-Z
Hazards

Laser Turret

Level 1

commonComplexMechanicalTechTrap

Stealth 10 (trained) Disable DC 18 Computers (trained) to reprogram the turret, or DC 17 Crafting (trained) to cut power to the turret, or DC 16 Thievery (trained) to disable the turret AC 16, Fort +10, Ref +4 Hardness 5 HP 24 (BT 12) Immunities critical hits, object immunities, precision damage Laser Blast Reaction Trigger A creature moves within 30 feet of the turret; --- Routine (3 actions) The trap makes a laser Strike against up to three creatures in range, or multiple Strikes against one creature in range if it has no additional targets. Ranged laser +9 (range increment 90 feet), Damage 1d6+3 fire --- Reset The trap resets after 1 minute.

Complex Hazard · Level 1

AC 16 · Fort +10 · Ref +4 · Hardness 5 · HP 24 (BT 12)

The trap makes a laser Strike against the creature; the trap rolls initiative.

This product includes content derived from the Starfinder Second Edition rules system, which is available under the ORC License (https://paizo.com/orclicense). Paizo, the Paizo golem logo, and Starfinder are registered trademarks of Paizo Inc. This product is not affiliated with or endorsed by Paizo Inc.

License terms