Extra Plating (1)[C]-Gain an extra 5 HP and +1 Nat armor. Can be taken multiple times, stacks.
Booster(1)[D]-One movement speeds increases by 10 feet. Can be taken multiple times, stacks.
Cleaver(1)[C]-Gain the Cleave feat.
Force Field(1)[P]-Gain +1 Deflection bonus to AC. You may take this multiple times, stacks.
Icarus Prototype(1)[D]-Mechanical wings grant a fly speed of 20 feet (average). You need 6 ranks in Craft(Construct) to pick this.
Bronze Bull(1)[C]-Gain the Improved Bullrush feat.
Skirmisher(1)[S ]-Gain the Mobility feat.
Iron Crusher(1)[R]-Gain the Power Attack feat.
Isolation Layers(1)[K]-Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The Minion Machine gains resistance 5 against that energy type. May be picked multiple times, either the same one or a diferent element, and stacks with the hardness.
Quantic Isolation (5)[P]-Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The Minion Machine becomes immune to that element. May be picked multiple times, each one choosing a diferent element.
Amphibious(1)[S ]-Gain swim speed equal to the base speed.
Iron Tripper(1)[C]-If the Minion Machine hits with a natural attack, it can attempt to trip the opponent as a free action whitout making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the Minion Machine.
Growth (2)[E]-The Minion Machine becomes one size category larger, gaining all the standard advantages and penalties except ability score changes, and its Natural armor bonus increases by 1. This can only be chosen if you have at least 7 ranks in Craft(Construct) and the Minion Machine has at least 3 HD. For every 4 extra ranks you have in Craft(Construct), you can make your minions one size larger, as long as they have enough HD (7 HD for huge, 11 for gargantuan, 15 for colossal) by taking this upgrade multiple times (it counts as a single upgrade for reduction purposes).
Miniaturize (2)[E]-The Minion Machine becomes one size category smaller, gaining all the standard advantages and penalties except ability score changes, plus its reach and weapon damage remains the same. This can only be chosen if you have at least 7 ranks in Craft(Construct) and the Minion Machine has at least 3 HD. For every 4 extra ranks you have in Craft(Construct), you can make your minions one size smaller, as long as they have enough HD (7 HD for diminutive, 11 for fine) by taking this upgrade multiple times (it counts as a single upgrade for reduction purposes).
Self-Repair System(1)[E]-Gain Fast Healing 1, can be taken multiple times, stacks.
Reanimation protocols(4)[K]-Gain Fast Healing equal to half HD, stacking with other sources of Fast Healing, and if the Minion Machine is destroyed, the bits and parts start uniting again. After 5 rounds, the Minion Machine is brought back to 1 HP and its Fast Healing restarts. The only way to fully stop it is to inflict double its max HP in damage before the 5 rounds pass.
Artificial Muscles(1)[C]-Gain +2 to Str or Dex, can be taken multiple times, stacks.
Powerful Pistons(5)[R]-Gain +12 to Str.
Servo-Motors(5)[D]-Gain +12 to Dex.
Pounce(2)[R]-Gain the Pounce basic ability.
Enforcer Grasp(2)[C]-If the Minion Machine hits an opponent with a natural attack, it may attempt to start a grapple as a free action whitout need of a touch attack or provoking attacks of opportunity. If you have 11 ranks or more in Craft(construct) or more it also ignores Freedom of Movement effects on its enemies when grappling them.
Target Lock(2)[D]-The Minion Machine's natural weapons gain the Improved Critical feat.
Energy Gun (2)[R]-The Minion Machine becomes able to fire rays of energy (fire, cold, electricity, acid or sonic chosen when this Upgrade is given) as an attack action with a range of 5 feet for each rank you have in Craft(construct). In the first range increment they count as touch attacks and ignore all adverse wind conditions, anything further than that they count as normal ranged attacks. Either way it deals 1d8 chosen energy damage per 2 HD (+1 damage per HD for fire or Cold, +1 attack roll for electricity, ignores half hardness for Acid -1 damage per HD for sonic). For every size category the Minion Machine is bigger than Medium, increase the base damage per 2 HD one size category.
Trample(2)[E]-As a standard action during its turn each round, the Minion Machine can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d6 + its Str modifier for medium size. The target can attempt a Reflex Save (DC 10 + ½ Minion Machine’s Hit Dice + Minion Machine’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.
Radar(2)[P]-The Minion Machine gains blindsense with a range of 5 feet for every rank you have in Craft (Construct).
Double Sensor(3)[K]-The Minion Machine gains blindsight with a range of 5 feet for every 2 ranks you have in Craft(Construct)
Customized HUD(5)[D]-Gain blindsight with a range of 5 feet for every rank you have in Craft(Construct).
Crystal Optics(9)[R]-Gain True Seeing with a range of 10 feet per rank in Craft (Construct).
Transform(1)[P]-Pick another chassis except Monolith. The Minion Machine can switch between each of those chassis types as a swift action. Any other upgrades that wouldn't work with the new form don't do anything until it changes back into a valid form. If you pick it yourself with Auto Upgrade you choose one chassis kind in which you can transform. Equipment and armor don't change, unless they can't be used for the other form, in which case they're simply integrated into the new form and become nonfuctional.
Constrict(1)[C]-On a sucessful grapple check, the Minion Machine deals damage equal to its best natural weapon damage.
Adaptable Matrix (5)[S ]-The Minion Machine can switch between any chassis form except Monolith as a swift action. Any other upgrades that wouldn't work with the new form don't do anything until it changes back into a valid form. Equipment and armor don't change, unless they can't be used for the other form, in which case they're simply integrated into the new form and become nonfuctional.
Energy Beam(5)[R]-As a Standard Action the Minion Machine can produce a line with 10 feet per rank you have in Craft(construct) that deals 1d6 damage per HD, reflex save with DC 10+1/2 HD+Str mod for half. The damage type is either fire (+1 damage per HD), cold(+1 damage per HD, Fort save instead of reflex), Acid (ignores half hardness), electricity(+2 save DC) or sonic (-1 damage per HD), chosen when this Upgrade is given. For every size category the Minion Machine is bigger than medium, increase the damage per HD one size category.
Superior Plating (5)[C]-Gain +40 HP, +5 Nat armor, +1 Hardness.
Cloaking System(3)[D]-The Minion Machine can use Invisibility as a SLA on itself as a Standard action with CL=HD. If the
Scientist has 10 or more ranks in Craft (Construct), can only be beaten by See Invisiblity, Invisibility Purge and similar unless the source is whitin 20 feet of the Minion Machine, except for True Seeing. If the Scientist has 15 ranks in Craft (Construct) or more even True Seeing can only beat it if the source is whitin 20 feet of the Minion Machine.
Greater Cloaking (8 )[S ]-The Minion Machine benefits from a permanent Improved Invisibility effect, that can only be beaten by See Invisiblity, Invisibility Purge and similar unless the source is whitin 20 feet of the Minion Machine, except for True
Seeing. If the Scientist has 15 ranks in Craft (Construct) or more even True Seeing can only beat it if the source is whitin 20 feet of the Minion Machine.
Null Field(11)[K]-The Minion Machine can produce or end an Antimagic Field centered on itself as a swift action, with a range of up to 5 feet per rank you have in Craft(Construct).
Voice Box (2)[S ]-The Minion Machine receives a permanent Magic Mouth effect.
Magic Resistant(2)[P]-The Minion Machine gains SR equal to 10+ranks in Craft(Construct), which may be raised or dropped at any time as a free action. May be taken multiple times, each one increasing this SR by 4, and in that case it counts as a single upgrade for reduction purposes.
Rend(3)[E]-The Minion Machine needs two claws to pick this. Whenever it hits the same opponent with two claw attacks in the same round it deals extra damage equal to base claw damage+1,5 Str mod.
Skirmisher(3)[S ]-the Minion Machine gains Spring Attack as a bonus feat.
Sudden Spin(3)[D]-the Minion Machine gains Whirlwind Attack as a bonus feat.
Drills(3)[C]-The Minion Machine gains a burrow speed of 20 feet, which is halved for hard rock or similar terrain. For one extra Upgrade Slot, it can choose to leave an unseable tunnel behind.
Gravity Engine(4)[D]-The Minion Machine gains a flight speed of 20 feet (good maneuverability).
Repulsor Platform(6)[S ]-The Minion Machine gains a flight speed of 20 feet (perfect maneuverability) and ignores adverse wind conditions when flying.
Self Sentient(10)[E]-The Minion Machine gains gains an Int score equal to the Scientist's own base Int score minus 6, granting 2+Int mod skill points per HD and feats as normal. It has Spot and Listen as class skills and can “purchase” more class skills at the rate of 2 per Upgrade Slot.
Exotic Gear(1)[R]-The Minion Machine gains proficiency with a weapon or armor of its choice. May be taken multiple times, each one choosing a different one.
Extra Attack(2)[R]-The Minion Machine gains a new Natural Weapon dealing 1d6+Str mod for medium size (piercing, slashing or bludgeoding damage, chosen when this Upgrade is granted). May be picked multiple times, stacking.
Shredder(5)[E]-the Minion Machine gains three new Natural weapons, each dealing 1d6+Str mod for medium size (piercing, slashing or bludgeoding damage, equal for all, chosen when this Upgrade is granted).
Energy Field(1)[P]-Pick one natural weapon of the Minion Machine. It now deals an extra 1d6 energy damage (cold, fire or electricity) on a sucessful hit. This can be taken multiple times, each one for a diferent natural weapon.
Energy Canon(1)[R]-You need Energy Field on the Minion Machine to pick this. It can now as a standard action project a cone with 5 feet for every rank you have in Craft (Construct) dealing 1d6 damage of the same energy type per HD, reflex save with DC 10+1/2 HD+Str mod for half. The kind of energy damage is the same as the Enerfy Field. If you picked Energy Field more than once, increase the DC by 1 for each extra time. For two more Upgrade Slots this may be used as a swift action. For four more upgrade Slots this may be used as an immediate action.
Atomic Flayer (5)[K]- A molecular disassembling beam, capable of reducing flesh, metal, stone and even spirit to its components. This ranged weapon deals 5d6 points of untyped damage as an attack action, range increment 60 feet and fully affects incorporeal/ethereal targets. It ignores half all DR and harness. On a natural 20 it ignores all DR and hardness and regeneration.
Atomic Blaster (7)[K]-As the Atomic Flayer, but deals 7d6 points of untyped damage and ignores all hardness, DR, regeneration on a natural 19-20.
Atomic Cannon (9)[K]-As the Atomic Flayer, but deals 1d6 damage per HD.
Heavy Atomic Cannon (11)[K]-As a standard action this weapon releases a crackling green beam that works as a Disintegrate spell with CL=HD and save DC being 10+1/2 HD+Str mod.
Hyperphase Edge(5)[P]- An energy blade that vibrates across dimensional states, and can easily slice trough armour and flesh to sever vital organs whitin. Choose a slashing weapon the Minion Machine is proficient with. While on that Minion Machine's control, attacks with that weapon count as touch attacks.
Mindshackle (9)[K]-This can only be given to a Minion Machine with the Swarm chassis. The tiny constructs can now bury into a victim's nervous system and bypass cerebral functions, turning the victim into little more than a puppet under the control of the Scientist. As a standard action the Minion Machine can produce a Dominate Monster effect on a creature it had already damaged with its Swarm Attack and is now inside its space, CL=HD, save DC 10+1/2 HD+Str mod. Constructs are fully affected by this. Should the target fail the save, the Minion Machine Swarm fully enters its body to control it and cannot take other actions, and anyone adjacent to the victim can quickly notice something is wrong with them thanks to the tiny “metal bugs” crawling in and out of their skin.
Phase Shifter (13)[S ]- The Minion Machine can use Ethereal Jaunt as an immediate action, and end the effect as a free action.
Entropic Strike(7)[R]-Choose one weapon the Minion Machine is proficient with. Damage dealt by that weapon applies to both the current and max HP of the target. Plus whenever you score a sucessful hit or your attack roll misses but still exceeds the target's touch AC, their natural armor is reduced by 1 (this can result in negative natural armor). This may be healed the same way as ability damage.
Independent (1)[E]-The Minion Machine is prepared to work by itself, not risking jamming unless left whitout maintenance for a number of days equal to your Int mod. However when it exits the control range of the Scientist, it defaults to one of the following basic behaviours, chosen when this upgrade is given.
Scout-Move in a direction until finding a certain object/creature is found, then go to a previously specified position and wait.
Target-As Scout, but will seek to attack and destroy the object/creature to the best of its ability before returning to a previously specified position and wait.
Sentry-Wait in a place or patrol an area in a pre-determined pattern, then enter either Scout or Target mode when
something that moves aproaches, chosen beforehand
Transport-Will carry an object to a destination, drop it and then go to a previously specified position, with the choice of either defending itself if attacked or trying to run away from any combat, chosenbeforehand.
Exterminate-the Minion Machine will keep moving and killing/destroying whatever creatures it finds. It may be programmed to ignore creatures that meet specific, easily discernible criteria, like a certain race/color pattern.
Proxy (1)[R]-The Minion Machine can communicate with the Scientist up to 100 mu per rank in Craft(Construct), including projecting her voice from itself.
Commander Orb (8)
-The Minion Machine carrying this item never risks jamming and projects a “control aura” like the Scientist that stops other Minion Machines from jamming. It can instantly communicate with the Scientist at any range. All Minion Machines inside the range of this control aura gain Fast Healing 1, stacking with any other Fast Healing they had.
Dispersion Shield (5)[C]-The Minion Machine must sacrifice one of its natural weapons to pick this. It gains a Deflection bonus to AC equal to its Str mod (stacking with Force Field). If a ranged attack fails to hit the Minion Machine, then as an immediate action it can “bounce” it back to the attacker with the same attack roll!
Phase Out (11)[P]-The Minion Machine can use Teleport with CL=HD as an immediate action 2/day.
Photon Staff (6)[P]-At first glance an exotic melee weapon and a symbol of authority, but disguised inside a power generator rod, and the crest a finely tuned focussing device, allowing the wielder to unleash searing bolts of energy at his foes. Counts as a Staff with an enanchment bonus to attack and damage rolls equal to 1/3 HD that can choose to deal either slashing, bludgeoding or piercing damage and as an immediate action can release three rays with range 30 feet (no increment) dealing 1d6 fire damage per 2 HD each. Whenever it is used this way it also produces a 1-round Daylight effect centered on the wielder, whetever he wants or not. It is but a lump of metal on the hands of anyone else but the Minion Machine it was created for.
Destroyer Scythe (8)[R]-An incredible heavy and cumbersoe weapon, only when wielded by tireless mechanical musculature can the Destroyer Scythe be brought to its true power. Scythe with an enanchment bonus to attack and damage rolls equal to ¼ HD that doubles the wearer's Str bonus to damage rolls and ignores all DR, regeneration and hardness. As an immediate action, the wielder can prepare a massive sweeping blow. The next attack with a Destroyer Scythe whitin 1 round targets all creatures in range and ignores all miss chances. It is but a lump of metal on the hands of anyone else but the Minion Machine it was created for.
Engineer(2)[C]-As a standard action the Minion Machine can heal HP to a building, construct or the Scientist equal to her ranks in Craft (Construct). If left out of the control aura, it defaults to repairing any valid target it can spot damaged.
Terrifying(1)[K]-The Minion Machine has rugged, cold features, many times shaped like a skeleton or other monster. It gains a racial bonus on Intimidate checks equal to its HD plus Scientist's Int mod. It can speak a prepared set of phrases equal to the Scientist's ranks in Craft(construct). It can attempt to demoralize at range any creature it has previously damaged as long as it's whitin sight. All creatures treat it one step less friendly than they normally would.
Adorable(1)-The Minion Machine has a smooth and colourful look, more like an oversized toy than a combat machine. It gains a racial bonus on Diplomacy checks equal to its HD plus Scientist's Int mod. It can speak a prepared set of phrases equal to the Scientist's ranks in Craft(construct), triggered under previously chosen conditions. Unless it attacks or otherwise violently provokes, all creatures treat it one step friendlier than they normally would.
Servant(1)-Pick two non-Cha skills. The Minion Machine counts as having ranks in that skill equal to its HD plus Scientist's Int mod. May be picked multiple times, each extra one allows to pick two other non-Cha skills to apply to.
Drone[P]-Needs at least Independent and one pick of Servant. The Minion Machine may be programmed to repeat a task directly related to its servant skills while outside the command range. So for example if the chosen skills were Spot and Listen, the Machine Minion could be ordered to stay in one place and just look at hear at everything that happens, or a Minion Machine with profession(maid) and profession(cook) may perform cleaning and cooking in a home. The programming cannot have more words than one per rank the Scientist has in Craft (Construct) and cannot be based in extra inputs like "follow that dude's orders". If the Minion Machine also has Proxy, it may report on its progress to the Scientist in real time and its programming changed as a fullround action from her while inside Proxy range.
Synthetic Skin(2)-The Minion Machine gains a racial bonus on disguise checks equal to its HD plus Scientist's Int mod, plus an equal bonus on Bluff checks to keep its disguise, and all divinations detect it as living, even fooling special senses. It can speak a prepared set of phrases equal to the Scientist's ranks in Craft(construct), triggered under previously chosen conditions.
Quantic Gate(9)[P]-Once per day per 4 HD the Minion Machine may use Plane Shift effect as the spell, save DC 10+1/2 HD+Str mod.
Dimensional Corridor (9)[D]-Once per hour per 5 HD per the Minion Machine may use Dimensional Door as the spell with CL=HD, except you can choose to don't be carried along, or the target can any willing/helpless creature inside the spell's range that the Minion Machine knows the location of, plus any adjacent willing/helpless creatures. If the second option is chosen, then they're brought to the closest space adjacent to the Minion Machine.
Atomic Flayer Array (15)[K]: Two sets of four Atomic flayers. They can all be fired whitout penalty in a full attack, but no more than four of those Atomic flayers may be pointed at a single enemy.
Apocalypse Cannon (17)[R]: Whatever personal eccentricities an individual Scientist may favour, they normally hold an absolute belief in victory trough overwhelming firepower. As a fullround action the Doomsday Cannon shoots a glowing orb that can go up to 40 feet per HD before exploding in a 20 feet radius.,Every creature and unatended object inside is then subject to a Disintegrate spell with CL= HD, save DC 10+1/2 HD+Str mod. If you suceeded on a touch attack against a target, increase the DC by 4. For every size it is bigger than medium, you can double the range (80 feet per HD for large, 160 feet per HD for huge, 320 feet per HD for gargantuan, 640 feet per HD for colossal).
Death Ray (19)[K]: When you positively absolutely want to blow up everything. This engine needs a standard action to "set-up", after which it cannot move (if it is forced to move by another source, it needs to set up again). While set up, as a fullround action the Death Ray fires a line with up to 20 feet per HD, and every creature and unatended object whitin is instantly vaporized if they fail a Fortitude save. Even if they suceed they take damage equal to a craft (construct) check from you. If an obstacle is destroyed the Death Ray keeps going forward. The width of this line is equal to the width of the Minion Machine, and for every size it is bigger than medium, you can double its range (40 feet per HD for large, 80 feet per HD for huge, 160 feet per HD for gargantuan, 320 feet per HD for colossal). Save DC 10+1/2 HD+Str mod.
Combat Protocols (2)[R]: The Minion Machine gains a [Fighter] feat it qualifies for. It can take this multiple times, its effects stack.
Advanced Combat Protocols(1)[S ]: The Minion Machine gains a [Fighter] feat it qualifies for that has another feat as a pre-requisite. It can take this multiple times, its effects stack.