Equipment Modules

Equipment Modules

Each ST receives a number of equipment points that can be spent to give the ST new abilities, powers, and other upgrades. Some equipment modules require that the ST have a specific base form or be of a specific level before they can be chosen. A number of equipment modules grant the ST additional weapons. Some weapons are fixed, while others may be holstered and drawn. A fixed weapon permanently occupies an arm or leg slot and is always readied, while a holstered weapon can be drawn or stored as a move action. The pilot's BAB and other effects (such as two-weapon fighting, Rapid Shot, Haste, and the like) determine the number of attacks an ST can make in a round. Certain weapons may have a limit to how frequently they can be used (e.g. 1/round, 1/minute, etc.) These are noted in the descriptions. Others may have ammunition limits; these are found on the Weapons tables.

Equipment modules are grouped by their cost in equipment points. Equipment points cannot be saved. All of the points must be spent when the Steel Trooper is built or upgraded. Unless otherwise noted, each equipment module can only be selected once.

A note on weapons:

All Steel Troopers possess ten potential weapon slots:

An Arm Slot weapon leaves the hand free for other actions (lockpicking, etc) - however, it is bulky enough that a holstered weapon cannot be used in that hand. A shield counts as a weapon for the purpose of the ST's Max Weapons attribute. Heavy weapons can only be installed in shoulder or chest slots.

1-Point Equipment Modules

The following modules costs 1 point from the equipment points pool.

Tonelico Generator (Sp)

An ST is fitted with a Tonelico Generator containing a Goddess sliver, allowing it to cast a basic spell as a spell-like ability. Select a 0th-level spell from any list. This spell can be cast thrice per day as a spell-like ability. The caster level for this equipment is equal to the ST’s Hit Dice. The save DC for this spell is 10 + the ST's Con modifier.This module can be selected more than once. Each time after the first, the ST gains a new spell with 3 uses/day (though it still has only one generator). Creatures in 60 feet can cast 1st-level spells.

This module cannot be removed.

Eye Beam (Ex)

The ST gains the ability to fire a powerful beam from its eye. This is a ranged touch attack with a 50-foot range increment that deals 1d6/2HD fire damage. This is usable once per round.

Monoblade (Ex)

An ST gains the ability to inflict bleeding wounds. Select one integrated melee weapon that deals slashing damage. Attacks with that weapon deal 1d6 points of bleed damage. This equipment can be selected more than once. Each time an ST selects this equipment module, it applies to a different weapon. The bleed effect doesn’t stack.

Integrated Melee Weapon (Ex)

The ST gains a light or one-handed melee weapon. This weapon is permanently locked to the ST by some arcane security protocol. The weapon is permanently attached to one of the ST's arms or legs. Only a light weapon may be affixed to a leg slot. This equipment can be selected more than once, but the ST must have a free arm or leg. 

Alternatively, if 1 additional equipment point is spent, the weapon can be holstered. This occupies a holster slot rather than an arm or leg slot. If a holstered weapon is chosen, it may be light, one-handed, or two-handed. A holstered weapon is always a move action to draw (or may be drawn as part of a move action). This cannot be reduced in any way (e.g. Quick Draw).

Boosters (Ex)

The ST is fitted with boosters that enable it to move quicker, granting a +10 bonus to base speed. This grants the usual bonus on Jump checks.

Climb (Ex)

An ST is outfitted with various climbing gear, gaining a climb speed equal to its base speed. This equipment can be selected more than once. Each additional time it is selected, increase the ST’s climb speed by 20 feet.

Hydroconverter (Ex)

The ST can function underwater and provide air to its pilot indefinitely.

Improved Armor (Ex)

The ST is outfitted with thicker armor plates, giving it a +2 bonus to its armor. This equipment can be taken once for every four levels the Steel Trooper possesses. Con-focused STs can take this once for every three levels they possess.

Low-Light Vision (Ex)

An ST gains low-light vision, enabling it to see any distance in dim light.

Magic Attacks (Su)

The ST is infused with magic, allowing it to treat all of its weapons as if they were magic for the purpose of overcoming damage reduction. If the pilot is 10th level or higher, all of the ST’s weapons are treated as the alignment of the pilot for the purpose of overcoming damage reduction. If the ST has a Goddess Engine (below), the weapons are instead treated as being of the Goddess' alignment.

Personnel Carrier (Ex)

The ST is outfitted with a compartment for carrying additional creatures. The ST must be at least Huge to take this equipment module. The compartment can hold up to 4 creatures 2 size categories smaller than the ST. For each size category more than 2 steps smaller than the ST, this is doubled (e.g. a Huge ST can carry 8 Small creatures or 16 Tiny creatures).

This module cannot be removed.

Boosted Charge (Ex)

The ST is outfitted with a suite of boosters. On a charge, it may fire with one ranged weapon in addition to a melee attack at the end. Additionally, it gains a +5 to attack and damage with the melee attack. Note that this ability does not allow the ST to make more attacks than it normally could with a full attack.

Pull (Ex)

An ST gains the ability to pull creatures closer with a successful attack. Select one integrated melee weapon. Whenever the ST makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the ST. This ability only works on creatures of a size equal to or smaller than the ST. Creatures pulled in this way do not provoke attacks of opportunity.This equipment module can be selected more than once. Its effects do not stack. Each time an ST gains this equipment, it applies to a different integrated weapon.

Push (Ex)

An ST gains the ability to push creatures away with a successful attack. Select one integrated melee weapon. Whenever the ST makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from it. This ability only works on creatures of a size equal to or smaller than the ST. Creatures pushed in this way do not provoke attacks of opportunity. This equipment module can be selected more than once. Its effects do not stack. Each time an ST gains this equipment, it applies to a different integrated weapon.

Resistance (Ex)

The ST is coated in a polymer that grants a resiliency to one particular energy type. Pick one energy type (acid, cold, electricity, fire, or sonic). The ST gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the ST possesses, to a maximum of 25 at 20th level. This module can be selected more than once. Its effects do not stack. Each time an ST gains this equipment, it applies to a different energy type.

This module cannot be removed.

Olfactory Module (Ex)

The ST is equipped with acute scent receptors. The ST gains the scent special quality, allowing it to detect opponents within 60 feet by sense of smell. If the opponent is upwind, the range increases to 120 feet; if downwind, it drops to 30 feet. Strong scents can be detected at twice the normal range. Scent does not allow the ST to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The STcan pinpoint the creature’s location if it is within 5 feet. The ST can use scent to track creatures.

Skilled (Ex)

An ST is implanted with a device that boosts a specific skill, gaining a +8 insight bonus on that skill. This module can be selected more than once. Its effects do not stack. Each time an ST gains this equipment, it applies to a different skill.

Slam (Ex)

The ST can deliver a devastating attack with its bare hands or feet. The slam deals 2d6 points of damage (3d6 if Huge, 3d8 if Gargantuan, 4d8 if Colossal). The ST must have a free hand or an empty leg slot to make this attack.

Slippery (Ex)

The ST is kitted out with oil emitters, making it especially slippery. The ST gains a +4 bonus to CMD to escape a grapple and on Escape Artist checks. The ST cannot be both Slippery and Sticky.

This module cannot be removed.

Sticky (Ex)

The ST is especially sticky, whether from a coating of adhesive slime or tiny barbed spines. The ST gains a +4 bonus on combat maneuver checks to initiate or maintain a grapple. The ST cannot be both Slippery and Sticky.

This module cannot be removed.

Sneakstrike (Ex)

The ST gains the ability to deal sneak attack damage to its foes when they are caught unawares. Each level of this ability grants +1d6 sneak attack damage, up to a maximum of 1d6/2HD. See the Ninja page for details on sneak attacks. This doesn't stack with sneak attack granted by your class.

Aqua Jet (Ex)

The ST is outfitted with a jet that forces water through it, giving it a swim speed equal to its base speed. This equipment does not give the ST the ability to resist the ill affects of being underwater, or produce air for its occupants.

Tentacle (Ex)

An ST possesses a long, sinuous tentacle, granting it a tentacle attack. The tentacle attack deals 1d6 points of damage (1d8 if Huge, 2d6 if Colossal, 3d6 if Gargantuan). This module can be selected more than once. The tentacle occupies either a shoulder or a holster slot (although it is not considered to be holstered.)

2-Point Equipment Modules

The following modules cost 2 points from the equipment points pool.

Ability Increase (Ex)

An ST acquires an increase to one of its abilities. Increase one of its ability scores by +2. This equipment can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 6 levels the ST possesses.

Alignment Smite (Su)

Prerequisite: Goddess Engine module.

Choose: A single alignment component that opposes one of the ST's Goddess'.

Benefit: Twice per day as a swift action, the ST chooses one target within sight. If this target’s alignment matches that chosen for this ability, the ST deals an additional amount of damage equal to its HD against that target. This attack is treated as the selected alignment's opposite for the purposes of overcoming damage reduction. The alignment smite persists until the target is dead or the ST is destroyed

Arcane Reinforcement (Ex)

The ST's frame is bolstered by arcane defenses, increasing its hardness by 2. This equipment may be taken once per 4 ST levels.

This module cannot be removed.

Constrict (Ex)

An ST gains powerful servos that allow it to crush those it grapples. Whenever the ST successfully grapples a foe using the grab module, it deals additional damage equal to the amount of damage dealt by the attack used by the grab module. This equipment module is only available to STs focused in Strength.

Collapsible Frame (Ex)

The ST is outfitted with extra hydraulics in its limbs and torso, and its armor thinned out, to allow it to reduce its size. As a full-round action, the ST may reduce its size by one step from its base value. This size change does not modify its statistics in any way, and it can still use its weapons without penalty. The ST may return to its normal size as a full-round action.

However, the extra internal workings mean that the ST's frame is less robust, and its hardness is half the normal value for the material it is made from (e.g. reduced to hardness 5 for steel at 10th level). 

Combat Routine (Ex)

The ST learns a combat feat that it qualifies for. Any pilot gains the benefits of this feat while in the ST. This equipment may be taken once per 4 ST levels.

Energy Attacks (Su)

An ST's attacks become charged with energy.

Pick one energy type: acid, cold, electricity, or fire. All of the ST's integrated weapons deal 1d6 points of energy damage of the chosen type on a successful hit. The ST must be at least 5th level to use this equipment.

Flight (Ex or Su)

The ST is outfitted with powerful boosters or massive wings, granting it the ability to fly. The ST gains a fly speed equal to its base speed. The ST’s maneuverability depends on it size. Large STs have good maneuverability. Huge STs have average maneuverability, while Gargantuan and Colossal STs have poor maneuverability. For 2 additional equipment points, the ST flies by means of magic. Its maneuverability increases to perfect. Flying via magic makes this a supernatural ability. The ST’s fly speed can be increased by spending additional equipment points, gaining a 20-foot increase to fly speed for each additional point spent. The ST must be at least 5th level before selecting this equipment module. This module takes up either 2 holster slots (boosters or magic) or both shoulder slots (wings)

Gore (Ex)

An ST is outfitted with a plasma horn on its head, giving it a gore attack. The gore deals 1d8 points of damage (2d6 if Huge, 3d6 if Gargantuan, 4d6 if Colossal). This can be used once per round. The horn occupies the Head slot.

Grab (Ex)

An ST becomes adept at grappling foes, gaining the grab ability. Pick tentacle, whip, or slam attacks. Whenever the ST makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the ST grapples the target. This ability only works on creatures of a size one category smaller than the ST or smaller. ST with this equipment receive a +4 bonus on CMB checks made to grapple.

Immunity (Su)

An ST's frame becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The ST gains immunity to that energy type. This equipment can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The ST must be at least 7th level to select this equipment.

This module cannot be removed.

Integrated Ranged Weapon (Ex)

The ST gains a one-handed or thrown ranged weapon. This weapon is permanently locked to the ST by some arcane security protocol. The weapon is permanently attached to one of the ST's arms. This equipment can be selected more than once, but the ST must have a free arm slot. A thrown weapon may be used once per round as though it had the Returning quality. Other ranged weapons may be reloaded as a move action. This cannot be reduced in any way (e.g. the Rapid Reload feat), with the sole exception of the Speed Loader equipment module.

Alternatively, if 1 additional equipment point is spent, the weapon can be holstered. This occupies a holster slot rather than an arm or leg slot. If a holstered weapon is chosen, it may be thrown, one-handed, or two-handed. A holstered weapon is always a move action to draw (or may be drawn as part of a move action). This cannot be reduced in any way (e.g. Quick Draw).

Tonelico Amplifier (Sp)

An ST is outfitted with a magic repeater, gaining the ability to cast a minor spell as a spell-like ability. Select one 1st-level spell from any list. This spell can be cast thrice per day as a spell-like ability. The caster level for this equipment is equal to the ST’s Hit Dice. The save DC for this spell is 10 + 1/2 HD + Dex mod. The ST must possess either a Tonelico Generator or a Goddess Engine to equip this module.

The ST must be at least 4th level before selecting this equipment. This equipment can be selected more than once. Each time an ST selects this equipment, it applies to a new spell from the above list. Creatures in 120 feet can cast up to 2nd-level spells.

This module cannot be removed.

Poison (Ex)

An ST has a biogenerator that secretes toxic venom, gaining a poison attack. Pick one integrated melee weapon that deals piercing or slashing damage. Whenever the selected attack hits, the target is poisoned.

Poisontype poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save.

The save DC is equal to 10 + 1/2 HD + Constitution modifier.

For 2 additional equipment points, this poison deals Constitution damage instead. This poison can be used no more than once per round. The ST must be at least 7th level before selecting this equipment.

Jet Magnums (Ex)

An ST is fitted with plasma stakes on its knees, allowing it to make 2 rake attacks on foes it is grappling. The ST receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d6 points of damage (1d8 if Huge,2d6 if Gargantuan, 3d6 if Colossal). This equipment is only available to Strength-focused STs. This module occupies the ST's leg slot. 

Revolver Stake (Ex)

The ST is fitted with a wrist-mounted stake affixed to a revolver that fires massive shells. This is an integrated melee weapon that uses one arm slot. It holds six rounds of ammunition. Reloading is always a move action. Up to 3 attacks may be made per round with this weapon. It deals 3d8 damage (4d8 if Gargantuan, 5d8 if Colossal). The ST must be at least Huge-sized, of 6th level or more, and possess the Boosted Charge module to take this equipment.

If used with a Boosted Charge, you may make an additional melee attack against the same target with this weapon at the end of the charge.

Pilot Bond (Ex)

The ST is keyed to a specific pilot. No other pilot can use this ST. This grants a +1 morale bonus to skill checks made by the ST.

This module cannot be removed, but it can be re-keyed with a Craft(gizmo) check with a DC of 20+ST level.

Antireflective Camouflage (Ex)

In any condition of illumination other than bright light, the ST disappears into the shadows, giving it concealment (20% miss chance). The ST can suspend or resume this ability as a swift action.

This module cannot be removed.

Yokai Slayer (Su)

The ST is outfitted with anti-incorporeal field generators. This module grants the ST a +4 shield bonus against the touch attacks of incorporeal creatures, and its melee attacks affect incorporeal creatures as if it had the ghost touch weapon property. The ST’s melee attacks deal only half damage to corporeal creatures.This function can be enabled or disabled as a standard action.

Sickening (Ex)

The Steel Trooper's appearance is so offensive it sickens nearby creatures. Any living creature except its pilot that approaches within 20 feet or begins its turn in that area is sickened for 1 round unless it succeeds at a Fortitude save (DC = 10 + 1/2 HD + Con modifier). Creatures that successfully save cannot be affected by the same ST’s sickening effect for 24 hours. The ST must first have the Pilot Bond module to equip this one.

Trample (Ex)

An ST gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the ST can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the ST does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d8 points of damage (2d6 if Huge, 3d6 if Gargantuan, 4d6 if Colossal), plus 1-1/2 times the ST’s Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + 1/2 HD + Strength modifier. A trampling ST can only deal trampling damage to a particular creature once per round. This equipment is only available to STs with the Boosted Charge equipment.

Trip (Ex)

An ST becomes adept at knocking foes to the ground with its weapons, granting it a trip attack. Select one integrated weapon the ST possesses. Whenever the ST makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target is knocked prone. If the check fails, the ST is not tripped in return. This ability only works on creatures of a size equal to or smaller than the ST.

Weapon Training (Ex)

An ST learns to use one of its integrated weapons more proficiently, gaining a +1 to attack and damage with the selected weapon. This bonus increases to +2 at 10th level. The ST can take this equipment more than once. Each time, it selects a new weapon to gain this bonus.

3-Point Equipment Modules

The following modules cost 3 points from the equipment points pool.

Blindsense (Ex)

The ST is outfitted with an array of sensors, giving it blindsense out to a range of 60 feet. This ability allows the ST to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the ST. Visibility still affects the ST’s movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The ST must be at least 9th level before selecting this equipment.

Burrowing Drill (Ex)

An ST is outfitted with an enormous drill, allowing it to move through the earth. The ST gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It may move at half this speed through solid stone. The drill may be used to make an attack as a full round action. This attack deals 6d6 damage (7d8 if Huge, 8d10 if Gargantuan, 9d12 if Colossal).The ST must be at least 9th level before selecting this equipment.

Celestial Appearance (Ex)

The ST appears as a celestial creature and manifests some of the abilities of a celestial.

Prerequisite: Goddess Engine or Bonded Pilot: Goddess must be of good alignment, or if no Goddess, the bonded pilot must have good alignment.

Benefit: Spells and effects that target creatures with the good subtype or have specific effects against such creatures affect the ST as if it were a celestial. The ST gains a +2 bonus on saves against petrification and electricity spells and effects. It also gains spell resistance equal to 5 + its HD against spells with the evil descriptor.

By spending 2 additional equipment points, this bonus on saves is increased to +4 and the spell resistance is extended to affect any spells and effects from evil creatures.

At 12th level or higher, by spending 2 additional equipment points, this protection is increased to immunity against these attacks and the spell resistance is increased to 11 + its HD (the ST must have the first upgrade before paying for this 12th-level upgrade).

Damage Reduction (Su)

An ST’s body becomes resistant to harm, granting it damage reduction. It gains DR 5/adamantine. At 12th level, this protection can be increased to DR 10/adamantine by spending 2 additional equipment points. Constitution-focused STs can boost this at 15th level to DR 15/adamantine for an additional 2 equipment points. This stacks with the protection granted by the ST's hardness.

This module cannot be removed.

Fiendish Appearance (Ex)

The ST appears as a fiendish creature and manifests some of the abilities of a fiend.

Prerequisite: Goddess Engine or Bonded Pilot: Goddess must be of evil alignment, or if no Goddess, the bonded pilot must have evil alignment.

Benefit: Spells and effects that target creatures with the evil subtype or have specific effects against such creatures affect the ST as if it were a fiend. The ST gains a +2 bonus on saves against acid and fire spells and effects. It also gains spell resistance equal to 5 + its HD against spells with the good descriptor.

By spending 2 additional equipment points, this bonus on saves is increased to +4 and the spell resistance is extended to affect any spells and effects from good creatures.

At 12th level or higher, by spending 2 additional equipment points, this protection is increased to immunity against these attacks and the spell resistance is increased to 11 + its HD (the ST must have the first upgrade before paying for this 12th-level upgrade).

Frightful Presence (Ex)

An ST becomes unsettling to its foes, gaining the frightful presence ability. The ST can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the ST must make a Will save or become shaken for 2d6 rounds. The radius increases by 10 feet per size category above Large. The DC of this save is equal to 10 + 1/2 HD + Strength modifier. If the ST has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with at least 4 more HD than the ST gain a +4 to this save. The ST must be at least 11th level before selecting this module. This is a mind-affecting fear effect.

This module cannot be removed.

Integrated Heavy Weapon (Ex)

The ST gains a heavy weapon, selected from the Heavy Weapon list. This weapon is permanently locked to the ST by some arcane security protocol. The weapon is permanently attached to one of the ST's shoulder or arm slots. Note that a heavy weapon in an arm slot takes up the entire arm, and it cannot be used for anything else. This equipment can be selected more than once, but the ST must have a free shoulder or arm slot. STs can fire heavy weapons as part of a full attack, rather than as a full-round action. When used in this way, they are treated as off-hand weapons using the highest BAB. An ST must be at least 6th level to use this equipment module.

Speed Loader (Ex)

Select one integrated weapon the ST possesses that uses ammunition. It can reload this weapon one step faster than normal (move->free, full->move). This circumvents the normal restriction that ST weapons cannot reduce their reload times. It also can reduce the reload time for heavy weapons.

Tonelico Chamber (Sp)

An ST is fitted with a chamber containing a Goddess' distilled essence, granting it the ability to cast a major spell as a spell-like ability. Select one second-level spell from any list. This spell can be cast thrice per day as a spell-like ability.

The caster level for this spell is equal to the ST’s Hit Dice.The save DC for this spell is 10 + 1/2 HD + Dex modifier. The ST must possess the Tonelico Generator or Goddess Engine equipment to take this module. The ST must be at least 7th level before selecting this equipment. This equipment can be selected more than once. Each time an ST selects this equipment module, it gains a new spell. Creatures in 300 feet can cast up to 4th-level spells.

This module cannot be removed.

Advanced Thermal Sensors (Su)

An ST can see perfectly in darkness of any kind, including that created by deeper darkness. The ST must be at least 9th level before selecting this equipment.

4-Point Equipment Modules

The following modules cost 4 points from the equipment points pool.

Autonomic Cogitator (Ex)

The ST is fitted with an artificially intelligent cogitator bank. This enables it to operate independently when specifically guided by its pilot. It lacks advanced decision-making capability or will of its own, and simply follows any orders given to the best of its ability. If it has no orders, it will remain inert. Issuing orders to an ST with this module equipped is a move action. The ST is limited to commands available via the Handle Animal skill, but does not require any skill check. While operating in this mode, the ST has a BAB equal to its hit dice, and it permanently has an Intelligence of 4 and a Wisdom of 10.

For an additional 2 upgrade points, the AI can be upgraded significantly, allowing the ST to make decisions on its own and removing the cap on command complexity. It can now operate for extended durations without receiving any new commands, and will attempt to follow the spirit, rather than the letter, of commands it is given, unless ordered otherwise. It now has an Intelligence of 8 and a Wisdom of 14.

For a total of 4 more upgrade points, the AI can be enhanced to its maximum ability, giving the ST full, near-human sentience. The ST now has a will of its own, but has a tendency to be extremely loyal to its pilot. This counts as the Pilot Bond module. However, should the pilot betray the ST or mistreat it (using it in combat is not mistreating it), it will turn on them and break this bond. The ST now has an Intelligence of 12 and a Wisdom of 18.

Regardless of the cogitator installed, the ST can always be piloted normally, though a sentient ST may be choosy about who can pilot it.

This module cannot be removed.

Blindsight (Ex)

With the ultimate in sensor technology, the ST's senses sharpen even further, granting it blindsight out to a range of 60 feet. The ST can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The ST must possess the blindsense equipment to take this equipment module. The ST must be at least 11th level before selecting this equipment. This equipment occupies the Head slot.

Energy Blast (Ex)

An ST learns to fire a cone or line of energy, gaining an energy blast. Select either acid, cold, electricity, or fire. As an attack, the ST can unleash a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per HD it possesses(1d8 for Huge, 1d10 for Gargantuan, 1d12 for Colossal). Those caught in the effect can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 HD + Constitution modifier. The ST can use this ability once per minute. The ST must be at least 9th level before selecting this equipment. This module occupies the chest slot.

Dimensional Slip (Ex)

An ST learns to teleport short distances as the spell dimension door as an Extraordinary ability once per day. The caster level for this equipment is equal to the ST’s Hit Dice. The save DC for this spell is 10 + 1/2 HD + Dexterity modifier. The ST must be of at least Huge size and 13th level to gain this equipment.

Increased Size (Ex)

An ST is constructed at a larger Size. This module cannot be removed.

Huge:The ST gains a +6 bonus to Strength, a +2 bonus to Constitution, and a +2 bonus to its armor. It takes a –2 penalty to its Dexterity. This size change also gives the Steel Trooper a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks.The St's reach increases by 5 feet. The ST must be at least 6th level before selecting this equipment.

Gargantuan:If 4 additional equipment points are spent, the ST instead becomes Gargantuan. The ST gains a cumulative +6 bonus to Strength, a +4 bonus to Constitution, and a +3 bonus to its natural armor. It takes a cumulative –2 penalty to its Dexterity. This size change also give the Steel Trooper a cumulative –1 size penalty to its AC and attack rolls, a +1 bonus to its CMB and CMD, an extra 5 feet of reach, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks.These bonuses and penalties stack with those gained from becoming Huge. The ST must be at least 12th level before selecting this option.

Colossal:If 6 additional equipment points are spent, the ST instead becomes Colossal. The ST gains a cumulative +6 bonus to Strength, a +4 bonus to Constitution, and a +3 bonus to its natural armor. It takes a cumulative –2 penalty to its Dexterity. This size change also give the Steel Trooper a cumulative –1 size penalty to its AC and attack rolls, a +1 bonus to its CMB and CMD, an extra 5 feet of reach, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks.These bonuses and penalties stack with those gained from becoming Gargantuan. The ST must be at least 15th level before selecting this option.

Lifesense (Su)

An ST is emblazoned with a magical sigil, allowing it to pinpoint living creatures with ease. The ST notices and locates living creatures within 120 feet, just as if it possessed the blindsight sensors. The ST must be at least 11th level before selecting this equipment.

Spell Resistance (Ex)

The ST is etched with thousands of hexagrammatic wards, gaining spell resistance. The ST’s spell resistance is equal to 11 + the ST’s level. This spell resistance does not apply to spells cast by the ST. The ST must be at least 9th level before selecting this equipment module.

Goddess Engine (Sp)

The ST is fitted with its own Goddess, gaining the ability to grant spells and other abilities to nearby divine casters as a deity. Additionally, it learns to cast a powerful spell as a spell-like ability. Select one 3rd-level spell from any list. This spell can be cast thrice per day as a spell-like ability. The caster level for this equipment module is equal to the ST’s Hit Dice. The save DC for this spell is 10 + 1/2 HD + Con modifier.

The ST must be at least 15th level and of at least Gargantuan size before selecting this equipment module. This equipment can be selected more than once. Each time after the first, it learns a new spell with 3 uses/day (though it still has only one Goddess). Creatures in 50 miles can cast spells of up to 5th level.

This module cannot be removed.