Giant Robot Rules
Table of Contents

“Mecha”

In the section below you’ll find rules for piloting and building mecha in your Pathfinder game. Note that while all of these rules are designed to be able to be used together you should still consider what mecha are like in your game before allowing carte blanche access to all of the options provided below. For example, if in the campaign you are playing in mecha are undead abominations that require strong emotions to function, then you should probably restrict players to the undead frame and the courage and fear type engines. If instead they are relics of a lost civilization of magic users then you should probably only allow the arcane engine to be used in mecha.

Piloting a Mecha

A mecha is a special movable creature that requires two things to keep it moving — a driver and an engine. A driver is a creature with an Intelligence score of 3 or more who is physically able to enter and use the mecha’s cockpit. Sometimes a cockpit may have its own requirements for use. The pilot uses that mechanism and her skill to control the mecha. Without a pilot, a mecha is little more than a statue. Entering a mecha’s cockpit is a move action unless otherwise noted.

Mecha in Combat

Fighting with Mecha is largely analogous to normal combat, the pilot uses his actions to control his mecha, in effect allowing him to use the mechas statistics and abilities in place of his own.

Attacking with a Mecha

A pilot uses the lower of his ranks in the mecha’s piloting skill or his BAB as the mecha's BAB when making attacks.

Skill Checks with a Mecha

Skills that rely on a physical ability score use the mecha’s piloting skill in place of that skill, for example if a mecha with a basic cockpit must move through an area threatened by a creature the pilot may make a Ride check in lieu of an Acrobatics check to move through that area without provoking attacks of opportunity.

Special Abilities

A pilot can use any ability he possesses while in his mecha, unless it would make no sense for him to be able to do so. A pilot must have a number of ranks in the appropriate piloting skill equal to the minimum level requirement of those abilities. For example an 8th level monk could use his flurry of blows ability to make 4 attacks with his mecha, provided he had 8 ranks in the appropriate piloting skill. If he only had 7 ranks then he would make one less attack than normal with his flurry of blows ability as he gains that extra attack at 8th level.

Question: What Can Be Used? It’s mentioned above but it bears repeating, the GM is the final arbiter of what feats, class features, and other abilities can be used while in a mecha. There’s no easy rule of thumb. Can an aberrant sorcerer use his long limbs ability while in a mecha? Can a wizard in a mecha pick up a fist full of bat guano and chuck a fireball? Does a mecha count as armor for the purpose of his class features? The GM needs to make decisions about these things for his game. At the very least we assume that spellcasters can cast spells through their mecha, so that they have something to do, other than twiddle their thumbs while inside a mecha.

Attacks Against Mecha

A mecha has an Armor Class based on its size and other defenses it has. Likewise a mecha has saving throws determined by its frames HD. Every four points the pilot possesses in the mecha’s piloting skill grants it a +1 dodge bonus to AC and reflex saves. A mecha is immune to effects that require a Will saving throw (though its pilot may not be).

Attacks Against Pilots

Unless noted otherwise a mecha’s cockpit grants its pilot total cover, This cover does not provide a bonus to stealth checks or the ability to attempt them.

Damaging a Mecha

Mecha, like other creatures have HD, hit points, and physical ability scores. Most mecha lack mental ability scores. Unlike other objects, mecha do not take half damage from energy attacks, or ranged weapons. Mecha typically have an amount of DR, as described in their frames entry. Mecha that take damage in excess of half their total hit points gain the broken condition. When a mecha reaches 0 hitpoints it gains the wrecked condition. Unlike most objects, mecha have a number of negative hit points, equal to its DR times its constitution score, it is destroyed.

Broken Condition

Mecha are objects, and like any other object, when they take damage in excess of half their hit points, they gain the broken condition. When a mecha gains the broken condition, it takes a –2 penalty to AC, saving throws, and on combat maneuver checks.

Wrecked Condition

A mecha gains the wrecked condition if its hit points are reduced to 0 or fewer. A wrecked mecha cannot be piloted and stops moving.

Destroyed

A mecha is destroyed when it is reduced to a number of negative hit points equal to its number of squares. A destroyed mecha cannot be repaired by non-magical means, and is nothing more than junk.


Building a Mecha

Mecha have nine basic parts that determine their statistics: Frames, Engines, Cockpits, Sensors, Basic Upgrades, Weapons, Movement Systems, Defense Systems, and Special Systems. The Mecha’s physical appearance beyond what is implied by these parts is up to the creator - a mecha with a head, four legs, claws and a bite could just as easily resemble a tiger, a bear or a lion.

Mecha at a Glance

Building a mecha is only slightly less complex than building a character, as such use this checklist to make sure the mecha has the upgrades it needs to function.

  • First and foremost make sure that your mecha has a FRAME, as that determines most of its abilities.
  • After that make sure it has a COCKPIT, that determines how you control your mecha.
  • Then make sure your mecha has an ENGINE, be sure that it can generate enough power to meet the mecha’s minimum power requirement, as well as the power cost of any upgrades you want to use.
  • Don’t forget to add SENSORS to your mecha, that’s what allows you see out of your mecha to do things.
  • Your mecha also probably needs something that gives it a MOVE SPEED, this could be from legs, or from a special movement system, such as a flight, a burrow, or swim system.
  • If you want to have your mecha WIELD WEAPONS, make sure it has the upgrades required to do so, such as complex manipulators for handheld weapons or claws, slams, etc for natural attacks.

Build Points

These rules are written under the assumption that all players have access to mecha in some manner, whether each player has access to their own personalized mecha or all players share one larger mecha that they use to engage foes they could not otherwise defeat. Because pathfinders wealth by level rules are designed to outfit players with magic items and the game on some level assumes that players have access to these items we don’t recommend having players purchase mecha and mecha upgrades with gold. Instead, players have an amount of build points that are used to purchase mecha frames and upgrades at every level. These function much like wealth in a treasure horde insomuch that they are awards for encounters however they are strictly abstractions for the purpose of the game; they can represent a patron rewarding the PCs for a job well done, a mecha spontaneously developing a new power, or simply new parts that they can loot from other mecha.

Table: Build Points
Level Total Build Points BP per Encounter (Slow Progression) BP per Encounter (Medium Progression) BP per Encounter (Fast Progression)
1st 150 11 19 27
2nd 425 15 25 36
3rd 700 15 25 36
4th 1,100 19 31 45
5th 1,500 19 31 45
6th 2,025 23 38 54
7th 2,550 23 38 54
8th 3,200 27 44 63
9th 3,850 27 44 63
10th 4,625 31 50 72
11th 5,400 31 50 72
12th 6,300 35 56 81
13th 7,200 35 56 81
14th 8,225 39 63 90
15th 9,250 39 63 90
16th 10,400 43 69 99
17th 11,550 43 69 99
18th 12,825 47 75 108
19th 14,100 47 75 108
20th 15,500 51 81 117

Mecha and GP

As mentioned above these rules assume that the wealth by level that the players get isn’t able to be spent on improving their mecha, this means that for whatever reason mecha can’t make use of giant cloaks of resistance or rings of protection. While many equivalents for these items exist in the form of mecha upgrades if you do decide to allow players to make larger magic items to give to their mecha then understand that they are sacrificing personal power to make better use of their mecha, and you should adjust the ratio of mecha encounters to non-mecha encounters.


Frames

Each mecha has a frame that determines its starting size, speed, AC, Build points, Power requirements, Size, HD, DR, and physical ability scores. All attacks made by the mecha are made using the lower of the pilots full base attack bonus or ranks in the mecha’s piloting skill unless otherwise noted. A mecha’s power requirement is how much power it’s pilot needs to spend each round for it to take actions. Certain upgrades cost power to use as well, a mecha with insufficient power for its upgrades cannot use them.

Aberrant Frames

Lobotomized horrors from beyond the stars, aberrant mecha constantly subtly shift their internal structures around making it difficult to score telling blows upon them.

Aberrant, Large

CREATURE TYPE: aberration STRENGTH: 18 DEXTERITY: 8 CONSTITUTION: 14 HP: 45 (7d8+14) AC: 18 (+11 natural, -2 Dex -1 size) SAVES: Fort +2, Ref +2; POWER REQUIREMENTS: 2 points/round BUILD POINTS: 30 SPECIAL QUALITIES: Resist acid 10, 10% chance to ignore critical hits and sneak attacks.

Aberrant, Huge

CREATURE TYPE: aberration STRENGTH: 26 DEXTERITY: 6 CONSTITUTION: 18 HP: 102 (12d8+48) AC: 20 (+14 natural, -2 Dex -2 size) SAVES: Fort +4, Ref +4 POWER REQUIREMENTS: 4 points/round BUILD POINTS: 400 SPECIAL QUALITIES: Resist acid 30, 25% chance to ignore critical hits and sneak attacks.

Aberrant, Gargantuan

CREATURE TYPE: aberration STRENGTH: 37 DEXTERITY: 6 CONSTITUTION: 22 HP: 178 (17d8+102) AC: 24 (+20 armor, -2 Dex, -4 size) SAVES: Fort +5, Ref +5; POWER REQUIREMENTS: 8 points/round BUILD POINTS: 700 SPECIAL QUALITIES: Immune to Acid, 50% chance to ignore critical hits and sneak attacks.

Aberrant, Colossal

CREATURE TYPE: aberration STRENGTH: 42 DEXTERITY: 6 CONSTITUTION: 26 HP: 275 (22d8+176) AC: 30 (+30 natural, -2 Dex -8 size) SAVES: Fort +7, Ref +7 POWER REQUIREMENTS: 16 points/round BUILD POINTS: 1800 SPECIAL QUALITIES: Immune to Acid, critical hits and sneak attacks.

Arboreal Frames

Hewn forth from the crucible of nature, arboreal frames are crafted from plants. They are among the most resilient of the mecha, able to shrug off debilitating effects with ease.

Arboreal, Large

CREATURE TYPE: plant STRENGTH: 18 DEXTERITY: 8 CONSTITUTION: 14 HP: 45 (7d8+14) AC: 18 (+11 natural, -2 Dex -1 size) SAVES: Fort +5, Ref +2 DR: 3/slashing; POWER REQUIREMENTS: 2 points/round BUILD POINTS: 30 SPECIAL QUALITIES: Plant Traits

Arboreal, Huge

CREATURE TYPE: plant STRENGTH: 26 DEXTERITY: 6 CONSTITUTION: 18 HP: 102 (12d8+48) AC: 20 (+14 natural, -2 Dex -2 size) SAVES: Fort +8, Ref +4 DR: 5/slashing; POWER REQUIREMENTS: 4 points/round BUILD POINTS: 400 SPECIAL QUALITIES: Plant Traits

Arboreal, Gargantuan

CREATURE TYPE: plant STRENGTH: 37 DEXTERITY: 6 CONSTITUTION: 22 HP: 178 (17d8+102) AC: 24 (+20 natural, -2 Dex, -4 size) SAVES: Fort +10, Ref +5 DR: 10/slashing; POWER REQUIREMENTS: 8 points/round BUILD POINTS: 700 SPECIAL QUALITIES: Plant Traits

Arboreal, Colossal

CREATURE TYPE: plant STRENGTH: 42 DEXTERITY: 6 CONSTITUTION: 26 HP: 275 (22d8+176) AC: 30 (+30 natural, -2 Dex -8 size) SAVES: Fort +13, Ref +7 DR: 15/slashing; POWER REQUIREMENTS: 16 points/round BUILD POINTS: 1,800 SPECIAL QUALITIES: Plant Traits

Mechanical Frames

Titans of steel rampaging across the battlefield, mechanical frames are among the most stalwart of mecha, able to resist more damage than their contemporaries.

Mechanical, Large

CREATURE TYPE: construct STRENGTH: 18 DEXTERITY: 8 HP: 68 (6d10+30) AC: 18 (+11 armor, -2 Dex -1 size) SAVES: Fort +2, Ref +2 DR: 3/- POWER REQUIREMENTS: 2 points/round BUILD POINTS: 30 SPECIAL QUALITIES: Construct Traits

Mechanical, Huge

CREATURE TYPE: construct STRENGTH: 26 DEXTERITY: 6 HP: 94 (10d10+40) AC: 20 (+14 armor, -2 Dex -2 size) SAVES: Fort +3, Ref +3 DR: 6/- POWER REQUIREMENTS: 4 points/round BUILD POINTS: 400 SPECIAL QUALITIES: Construct Traits

Mechanical, Gargantuan

CREATURE TYPE: construct STRENGTH: 37 DEXTERITY: 6 HP: 146 (16d10+60) AC: 24 (+20 armor, -2 Dex, -4 size) SAVES: Fort +5, Ref +5 DR: 20/- POWER REQUIREMENTS: 8 points/round BUILD POINTS: 700 SPECIAL QUALITIES: Construct Traits

Mechanical, Colossal

CREATURE TYPE: construct STRENGTH: 42 DEXTERITY: 6 HP: 190 (20d10+80) AC: 30 (+30 armor, -2 Dex -8 size) SAVES: Fort +7, Ref +7 DR: 30/- POWER REQUIREMENTS: 16 points/round BUILD POINTS: 1800 SPECIAL QUALITIES: Construct Traits

Necromantic Frames

Risen from the grave, necromantic frames are frankensteinian monstrosities; assembled from multiple corpses and given a semblance of life with foul necromancy.

Necromantic, Large

CREATURE TYPE: undead STRENGTH: 18 DEXTERITY: 8 CHARISMA: 14 HP: 45 (7d8+14) AC: 18 (+11 natural, -2 Dex -1 size) SAVES: Fort +2, Ref +2 DR: 3/slashing; POWER REQUIREMENTS: 2 points/round BUILD POINTS: 30 SPECIAL QUALITIES: Undead Traits

Necromantic, Huge

CREATURE TYPE: undead STRENGTH: 26 DEXTERITY: 6 CHARISMA: 18 HP: 102 (12d8+48) AC: 20 (+14 natural, -2 Dex -2 size) SAVES: Fort +3, Ref +3 DR: 5/slashing; POWER REQUIREMENTS: 4 points/round BUILD POINTS: 400 SPECIAL QUALITIES: Undead Traits

Necromantic, Gargantuan

CREATURE TYPE: undead STRENGTH: 37 DEXTERITY: 6 CHARISMA: 22 HP: 178 (17d8+102) AC: 24 (+20 armor, -2 Dex, -4 size) SAVES: Fort +5, Ref +5 DR: 10/slashing; POWER REQUIREMENTS: 8 points/round BUILD POINTS: 700 SPECIAL QUALITIES: Undead Traits

Necromantic, Colossal

CREATURE TYPE: undead STRENGTH: 42 DEXTERITY: 6 CHARISMA: 26 HP: 275 (22d8+176) AC: 30 (+30 natural, -2 Dex -8 size) SAVES: Fort +7, Ref +7 DR: 15/slashing; POWER REQUIREMENTS: 16 points/round BUILD POINTS: 1800 SPECIAL QUALITIES: Undead Traits


Engines

Arcane Engine

POWER OUTPUT: 3 points/round BP: 15

BOOST CONDITION: If the pilot has the ability to cast spells or spell like abilities, then he may expend a one of those uses as a swift action to increase this dives power output by 1 point per two levels of the spell for this round.

INCREASED OUTPUT (+5 BP)
An engine with this upgrade generates an additional point each round. You may buy this upgrade multiple times - its effect stacks.

Basic Engine

POWER OUTPUT: 3 points/round BP: 10

BOOST CONDITION: none

INCREASED OUTPUT (+3 BP)
An engine with this upgrade generates an additional point each round. You may buy this upgrade multiple times - its effect stacks.

Courage Engine

POWER OUTPUT: 3 points/round BP: 15

BOOST CONDITION: Whenever the pilot successfully ignores or mitigates a fear effect from a hostile creature (such as a successful Will save against a fear spell or an opponent failing to roll high enough on an Intimidate check) a courage engine doubles its power output for the next 3 rounds. Ignoring or mitigating multiple fear effects does not continue to double the power output, instead each additional fear effect increases the power output by an additional point for the next 3 rounds. Other acts of exceptional courage may, at the GM's discretion, trigger this effect. Creatures who fail to ignore or mitigate a fear reduce the engine’s power output to 1 point a round for 1 round.

INCREASED OUTPUT (+5 BP)
An engine with this upgrade generates an additional point each round. You may buy this upgrade multiple times - its effect stacks.

Fear Engine

POWER OUTPUT: 3 points/round BP: 15

BOOST CONDITION: Whenever the pilot successfully inflicts a fear effect on a creature with at least ½ his HD this engine doubles its power output for the next 3 rounds. Instigating multiple fear effects does not continue to double the power output, instead each additional fear effect increases the power output by an additional point for the next 3 rounds.

INCREASED OUTPUT (+5 BP)
An engine with this upgrade generates an additional point each round, you may buy this upgrade multiple times, its effect stacks.

Power Cell

POWER OUTPUT: see text BP: any increment of 10

BOOST CONDITION: none

Special: Instead of generating power like a normal engine, a powercell stores power for later use. a power cell can hold an amount of power equal to 1/10th its build point cost. The mecha pilot may spend these points as he wishes, however without an additional power source he will be unable to pilot his mecha when he runs out of power. Batteries may be refilled via an external or internal engine, adding any power points not used at the end of the round to its pool.

Spirit Engine

POWER OUTPUT: 3 points/round BP: 10

BOOST CONDITION: If the pilot has a ki or arcane pool then he may expend a point as a swift action to increase this engine’s power output by 50% for this round.

INCREASED OUTPUT (+5 BP)
An engine with this upgrade generates an additional point each round. You may buy this upgrade multiple times - its effect stacks.

Teamwork Engine

POWER OUTPUT: 3 points/round BP: 15

BOOST CONDITION: If the mecha has more than one person in its cockpit then they may choose to mirror the pilots actions, if they do then this engine doubles its power output for the next 3 rounds. Multiple creatures mirroring the pilots actions does not continue to double the power output, instead each additional person mirroring the pilots actions increases the power output by an additional point. Creatures mirroring the pilots actions must be intelligent and not under the effects of an ability that would cause them to lose control of their actions

INCREASED OUTPUT (+5 BP)
An engine with this upgrade generates an additional point each round. You may buy this upgrade multiple times - its effect stacks.


Basic Upgrades

Cockpit

Power Cost: 0 points/round BP: 5
A cockpit allows the pilot to use the Ride skill to control his mecha, by default cockpits are sized for medium and small creatures.

Large (+100 BP)

A cockpit with this upgrade is larger than normal, allowing the mecha to be piloted by Large creatures. This upgrade cannot be placed on a frame with a size smaller than Huge.

Huge (+400 BP)

A cockpit with this upgrade is larger than normal, allowing the mecha to be piloted by Huge creatures. This upgrade cannot be placed on a frame with a size smaller than Gargantuan.

Gargantuan (+1000 BP)

A cockpit with this upgrade is larger than normal, allowing the mecha to be piloted by Gargantuan creatures. This upgrade cannot be placed on a frame with a size smaller than Colossal.

Perform System (+5 BP)

A cockpit with this upgrade allows the pilot to use one subset of his Perform skill in (chosen at the time of the cockpits creation) place of his Ride skill to pilot his mecha.

UMD (+5 BP)

A cockpit with this upgrade allows the pilot to use his Use Magic Device place of his ride skill to pilot his mecha. If the mecha has an arcane engine then the pilot can make a DC 25 UMD check in place of expending a spell to the push the engine, if successful the engine generates additional 4 power for the round, if he fails then the engine generates half its normal power for the round. Regardless of whether the pilot succeeds or fails, an engine that’s been pushed in this manner generates half its normal power output on the next round.

Ejector Seat (+30 BP)

A cockpit with this upgrade allows the pilot to, as an immediate action, eject himself from his mecha, moving a number of feet based on the frame’s size category, as indicated below. If the mecha’s cockpit is of a larger size than normal, then subtract one from its effective size category for each category above the normal size for the purpose of determining how far the ejector seat moves.

Table: Ejector Seat
Frame Size Feet Moved
Large 10
Huge 20
Gargantuan 40
Colossal 80

Remote Control (+15 BP)

A cockpit with this upgrade has a device of some sort that the pilot can wield to pilot his mecha remotely from up to 100 feet away. The pilot treats his ride skill as 5 lower than it actually is for all of his mecha's statistics while piloted in this manner.

Expanded Range (+40 BP)

A cockpit with the remote control upgrade has the range of that upgrade doubled, you may buy this upgrade multiple times, its effects stack.

Multiseat (+10 BP)

The mecha’s cockpit is designed to fit multiple people. At the start of the round, any pilot can choose to control the mecha for the round.

Arm

Power Cost: 0 points/round BP: 2
The mecha has mighty arms, by default these arms don’t do anything. However arms can be upgraded in a multitude of ways to improve their effectiveness.

Huge (x4 BP)

The mecha’s arm is sized for a huge creature, it may wield weapons of that size category and any natural weapons deal damage as appropriate for a huge creature. You may attach arms to a mecha frame up to one size category smaller than the arms intended size category, this increases the arms power cost by an additional point each round though. Huge arms, as well as any upgrades applied to them (such as claws or complex manipulators), cost four times more than Large arms.

Gargantuan (x8 BP)

The mecha’s arms are sized for a gargantuan creature, it may wield weapons of that size category and any natural weapons deal damage as appropriate for a gargantuan creature. You may attach arms to a mecha frame up to one size category smaller than the arms intended size category, this increases the arms power cost by an additional 2 points each round though. Gargantuan arms, as well as any upgrades applied to them (such as claws or complex manipulators), cost eight times more than Large arms.

Colossal (x16 BP)

The mecha’s arms are sized for a huge creature, it may wield weapons of that size category and any natural weapons deal damage as appropriate for a huge creature. You may attach arms to a mecha frame up to one size category smaller than the arms intended size category, this increases the arms power cost by an additional 4 points each round though. Colossal arms, as well as any upgrades applied to them (such as claws or complex manipulators), cost sixteen times more than Large arms.

Claws (+4 BP)

The mecha has a claw at the end of its arm, granting it a single claw attack that deals damage as appropriate to the arms size category. The mecha’s pilot may make this as a natural attack only if he has a claw attack as well, otherwise it is an iterative attack. If the mecha has multiple claws then it may only make a number claw attacks up to the number of claw attacks the pilot has, any others are iterative.

Slam (+4 BP)

The mecha can use its arms to deliver a slam attack, dealing damage as appropriate to the arms size category. The mecha’s pilot may make this as a natural attack only if he has a slam attack as well, otherwise it is an iterative attack. If the mecha has multiple slams then it may only make a number slams attacks up to the number of claw attacks the pilot has, any others are iterative.

Complex Manipulators (+2 BP)

The mecha’s arm has a hand that can be used to manipulate objects, like weapons.

Head

Power Cost: 0 points/round BP: 1
The mecha has a head - by default, they don’t do anything. However heads can be upgraded in a multitude of ways to improve their effectiveness.

Huge (x4 BP)

The mecha’s head is sized for a huge creature, any natural weapons deal damage as appropriate for a huge creature. You may attach a head to a mecha frame up to one size category smaller than the heads intended size category, this increases the heads power cost by an additional point each round though. A Huge head, as well as any upgrades applied to it (such as a bite or horn), cost four times more than a Large head.

Gargantuan (x8 BP)

The mecha’s head is sized for a gargantuan creature, any natural weapons deal damage as appropriate for a gargantuan creature. You may attach a head to a mecha frame up to one size category smaller than the heads intended size category, this increases the heads power cost by an additional 2 points each round though. A Gargantuan head, as well as any upgrades applied to it (such as a bite or gore), cost eight times more than a Large head.

Colossal (x16 BP)

The mecha’s head is sized for a huge creature, any natural weapons deal damage as appropriate for a huge creature. You may attach a heads to a mecha frame up to one size category smaller than heads intended size category, this increases the heads power cost by an additional 6 points each round though. A Colossal head, as well as any upgrades applied to it (such as a bite or gore ), cost sixteen times more than a Large head.

Bite (+4 BP)

The mecha has a set of powerful jaws, granting it a single bite attack that deals damage as appropriate to the heads size category. The mecha’s pilot may make this as a natural attack only if he has a bite attack as well, otherwise it is an iterative attack. If the mecha has multiple bites then it may only make a number bite attacks up to the number of bite attacks the pilot has, any others are iterative.

Gore (+4 BP)

The mecha has a set of horns, granting it a single gore attack that deals damage as appropriate to the heads size category. The mecha’s pilot may make this as a natural attack only if he has a gore attack as well, otherwise it is an iterative attack. If the mecha has multiple gores then it may only make a number gore attacks up to the number of gore attacks the pilot has, any others are iterative.

Legs

Power Cost: 0 points/round BP: 4
The mecha has a set of legs, granting the mecha a 40 foot move speed, each additional set of legs after the first increases this move speed by 25 percent or 10 feet, whichever is greater.

Huge (x4 BP)

The mecha’s Legs are sized for a huge creature, this grants it a move speed of 70 feet and any natural weapons deal damage as appropriate for a huge creature. You may attach legs to a mecha frame up to one size category smaller than the legs intended size category, this increases the legs power cost by an additional point each round though. A Huge leg, as well as any upgrades applied to it (such as talons or jump jets), cost four times more than a Large leg.

Gargantuan (x8 BP)

The mecha’s legs are sized for a gargantuan creature, this grants it a move speed of 100 feet and any natural weapons deal damage as appropriate for a gargantuan creature. You may attach legs to a mecha frame up to one size category smaller than the legs intended size category, this increases the legs power cost by an additional 4 points each round though. A Gargantuan leg, as well as any upgrades applied to it (such as talons or jump jets), costs eight times more than a Large leg.

Colossal (x16 BP)

The mecha’s legs are sized for a huge creature, this grants it a move speed of 130 feet and any natural weapons deal damage as appropriate for a huge creature. You may attach legs to a mecha frame up to one size category smaller than the legs intended size category, this increases the legs power cost by an additional 6 points each round though. A Colossal leg, as well as any upgrades applied to it (such as talons or jump jets), costs sixteen times more than a Large leg.

Claw (+2 BP)

The mecha has a claw at the end of one of its legs, granting it a single claw attack that deals damage as appropriate to the legs size category, this upgrade can be purchased once time for each leg the mecha has, the mecha’s pilot may make this as a natural attack only if he has a claw attack as well, otherwise it is an iterative attack. If the mecha has multiple claws then it may only make a number claw attacks up to the number of claw attacks the pilot has, any others are iterative.

Hoof (+2 BP)

The mecha has a hoof at the end of its leg, granting it a single hoof attack that deals damage as appropriate to the legs size category. The mecha’s pilot may make this as a natural attack only if he has a hoof attack as well, otherwise it is an iterative attack. If the mecha has multiple hoofs then it may only make a number hoof attacks up to the number of hoof attacks the pilot has, any others are iterative.

Talon (+2 BP)

The mecha has a talon at the end of its leg, granting it a single talon attack that deals damage as appropriate to the legs size category. The mecha’s pilot may make this as a natural attack only if he has a talon attack as well, otherwise it is an iterative attack. If the mecha has multiple talons then it may only make a number talon attacks up to the number of talon attacks the pilot has, any others are iterative.

Jump Jets (+4 BP)

The mecha has a powerful thruster on the end of its leg, if the mecha has two of these then the pilot may spend 4 power points as a swift action to move half of the move speed provided by those legs.

Manipulators (+2 BP)

This functions much like a set of manipulators on arms, but they reduce the move speed of a mecha by 10 feet per leg they are attached to and impose a -4 penalty on attack rolls made with weapons wielded with them.

Tail

Power Cost: 0 points/round BP: 3
The mecha has a tail, by default it doesn’t do anything. However a tail can be upgraded in a multitude of ways to improve its effectiveness.

Huge (x4 BP)

The mecha’s tail is sized for a huge creature, any natural weapons deal damage as appropriate for a huge creature. You may attach a tail to a mecha frame up to one size category smaller than the tails intended size category, this increases the tail power cost by an additional point each round though. A Huge tail, as well as any upgrades applied to it (such as a stinger), cost sixteen times more than a Large tail.

Gargantuan (x8 BP)

The mecha’s tail is sized for a gargantuan creature, any natural weapons deal damage as appropriate for a gargantuan creature. You may attach a tail to a mecha frame up to one size category smaller than the tails intended size category, this increases the tail power cost by an additional 2 points each round though. A Gargantuan tail, as well as any upgrades applied to it (such as a stinger), cost sixteen times more than a Large tail.

Colossal (x16 BP)

The mecha’s tail is sized for a colossal creature, any natural weapons deal damage as appropriate for a colossal creature. You may attach a tail to a mecha frame up to one size category smaller than the tails intended size category, this increases the tail power cost by an additional 6 points each round though. A Colossal tail, as well as any upgrades applied to it (such as a stinger), cost sixteen times more than a Large tail.

Stinger (+2 BP)

The mecha has a long barbed stinger at the end of its tail, granting it a single stinger attack that deals damage as appropriate to the tails size category. The mecha’s pilot may make this as a natural attack only if he has a stinger attack as well, otherwise it is an iterative attack. If the mecha has multiple stingers then it may only make a number stinger attacks up to the number of stinger attacks the pilot has, any others are iterative.

Tail Slap (+2 BP)

The mecha can use its tail to bash nearby foes, granting it a single tail slap attack that deals damage as appropriate to the tails size category. The mecha’s pilot may make this as a natural attack only if he has a tail slap attack as well, otherwise it is an iterative attack. If the mecha has multiple tail slaps then it may only make a number tail slap attacks up to the number of tail slap attacks the pilot has, any others are iterative.

Sensors

Power cost: 0 points/round BP: 5
A set of sensors that provide the mecha’s pilot with both visual and auditory feedback on his mechas surroundings, this transcription isn’t perfect however, the sensors don’t allow the pilot to benefit from any extraordinary senses that he might possess (such as darkvision or low-light vision).

Exposed (-4 BP)

The mecha’s cockpit has an opening that allows the pilot to see and hear the outside world directly. The pilot benefits from his normal senses, however auditory perception checks take a -2 penalty per size category the mecha is over the pilot. In addition the pilot only gains Improved Cover, rather than Total Cover while in his mecha. This cover does not provide a bonus to stealth checks. A sensor with this upgrade cannot have any other upgrades. You may apply this upgrade multiple times, each time you do it reduces the amount of cover provided by the mecha, until it provides no cover.

Low Light Vision (+2 BP)

The mecha’s sensor enhances ambient light sources, granting the pilot low light vision.

Darkvision (+20 BP)

The mecha’s sensor enhances ambient light sources, granting the pilot darkvision out to 120 feet.

Zoom In And Enhance (+25 BP)

The mecha’s sensor can magnify visual details. The pilot may spend a swift action to reduce the range penalty on visual perception checks by half. You may apply this upgrade multiple times, each time you do you reduce the range penalty by an extra half.


Weapons

Beam Weapon

Power Cost: see text BP: light 20, medium 150, heavy 400

The mecha has a beam weapon integrated into its frame. This weapon deals damage as noted on the table below and is a ranged touch attack, it gains a bonus to damage rolls based on the mecha’s HD and has 10 range increments, like a bow. You may buy multiple separate beam weapons for the same mecha.

Table: Beam Weapons
Type Cost Per Attack Damage Range
Light 2 2d6 +1/4 HD fire 20 feet
Medium 4 4d8 +1/2 HD fire 100 feet
Heavy 6 6d10 + HD fire 200 feet

Overcharge (+200 BP)

The pilot may spend 2 extra power points when making an attack with his beam weapon to have it deal an extra die of damage, appropriate to the type of weapon, and increase the range by 50% of the base range.

Freeze Ray (+0 BP)

The beam weapon deals cold damage, instead of fire damage.

Thunder Beam (+0 BP)

The beam weapon deals electricity damage, instead of fire damage.

Acid Spray (+0 BP)

The beam weapon deals acid damage, instead of fire damage.

Missile (+0 BP)

The beam weapon deals half fire and half bludgeoning damage.

External (-2 BP)

The weapon is an external part of the mecha, and is thus able to be used by other mecha and is a valid target for combat maneuvers, heavy beam weapons count as 2 handed ranged weapons, light and medium beam weapons count as one handed weapons.

Slow-Firing (-4 BP)

The weapon requires a full-round action to use, and thus cannot be used to make iterative attacks.

Widespread Destruction (See Text)

The mecha may affect multiple creatures with its beam weapon, this upgrade comes in three different varieties, each type is a different type of area. Regardless of the type of area, when a mecha uses a weapon he makes a single attack roll and applies it to all creatures in the area.

Table: Widespread Destruction
Area Type Range BP Cost
Line 1/2 weapons first range increment 50
Cone 1/4 weapons first range increment 100
Burst (centered on mecha) 0ft (radius - 1/4 weapons first range increment) 200
Burst (centered on mecha) Weapons first range increment (radius - 1/4 weapons first range increment) 300

Missile Limb

Power Cost: 2 points BP: 20

You may apply this upgrade to a limb possessed by the mecha. The pilot may spend 2 points to fire that limb as a ranged attack with a range increment of 20 feet, plus an additional 20 feet per size of the mecha’s limb above large. Dealing damage as appropriate to an unarmed strike or natural attack on that limb. A returning weapon flies through the air back to the mecha that launched it. It returns to the mecha just before the its next turn (and is therefore ready to use again in that turn). While a limb is detached the mecha gains no benefit from it. The cost of this upgrade is multiplied based on the size of the limb it is attached to, just like any other limb upgrade.

Grasping Shot (+10 BP)

This option can apply to any limb that has a complex manipulator or natural attack that deals piercing damage. If an attack hits then the mech can perform a bull rush or drag combat maneuver against the creature that it hit. Unlike a normal bull rush or drag maneuver the mecha does not move, only the limb and the target do. Furthermore a successful combat maneuver moves the target 10 feet, plus an additional 10 for each five by which the pilot target beats the target’s CMD by. Each size category above large doubles those amounts.

Burning Attack

Power Cost: see text BP: any increment of 50 BP

Select one natural attack or unarmed strike that the mecha possesses, The Mecha’s pilot may expend up to one power point per 50 BP spent on this ability to have that attack deal an extra 1d6 points of fire damage per point spent.

Frigid Blow (+0 BP)

The beam weapon deals cold damage, instead of fire damage.

Thunder Strike (+0 BP)

The beam weapon deals electricity damage, instead of fire damage.

Piercing Attack (+30 BP, + 4 Power Points)

The pilot may expend an additional 4 points to convert the attack into pure energy momentarily, the attack deals its base damage as fire damage, plus any damage bought with the beam melee upgrade, and resolves as a touch attack. However as the attack is immaterial, the mecha’s Strength modifier does not apply to the damage.

Reach

Power Cost: 0 points BP: 30 (see text)

Select one of the mecha’s limbs, a natural attack or unarmed strike with that weapon gains 5 feet of reach, plus an additional 5 feet of reach for each size category of the limb above large. This upgrades cost is multiplied if placed on a limb larger than large. This upgrade can be applied multiple times, each time after the first only adds 5 extra feet of reach and isn’t multiplied if placed on a larger limb.

Extension (+20 BP)

The pilot may spend 2 power points + an additional 2 points per size category above large to double the bonus reach provided by all of the purchases the reach upgrade for a single attack.

Pile Bunker

Power Cost: 2 power BP: 40 (see text)

The mecha gains an extra “limb” that may propel a spike forward at tremendous speeds, the pilot may, once per round per pile bunker upgrade, spend 2 power to make a melee attack that deals 2d8 + the mechas HD points of either piercing or bludgeoning damage (chosen at the time of creation). This upgrade counts as a limb for the purpose of other upgrades that may be applied to limbs or natural attacks. This upgrade may alternatively be mounted on a preexisting limb as a natural attack, in which case the cost of the pile bunker is multiplied like any other limb as part of an attack.

Huge (x4 BP, +2 Power)

The pile bunker is sized for a huge creature, and deals 3d6 + the mecha’s HD points of damage. You may attach the pile bunker to a mecha frame up to one size category smaller than the pile bunker intended size category, this increases the pile bunkers power cost by an additional point though.

Gargantuan (x8 BP, +4 Power)

The pile bunker is sized for a Gargantuan creature, and deals 3d8 + the mecha’s HD points of damage. You may attach the pile bunker to a mecha frame up to one size category smaller than the pile bunker’s intended size category, this increases the pile bunkers power cost by an additional 2 points though.

Colossal (x16 BP, +6 Power)

The pile bunker is sized for a Colossal creature, and deals 4d6 + the mecha’s HD points of damage. You may attach the pile bunker to a mecha frame up to one size category smaller than the pile bunker’s intended size category, this increases the pile bunkers power cost by an additional 4 points though.

External Weapon

Power Cost: 0 points BP: (see text)

The mecha has a weapon appropriate to its size, the BP cost of this upgrade is dependent on the size of the weapon being bought, note that a mecha still needs complex manipulators to use a weapon though.

Table: External Weapon
Size BP Cost
Large 10
Huge 40
Gargantuan 100
Colossal 300

Integrated Weapon (x2 BP)

The weapon is integrated into the mecha, it does not need complex manipulators to use the weapon and may even have weapons that would otherwise be too small for it to otherwise wield integrated into its frame. These weapons still require attack actions to use.

Conduit (+ 100 BP)

The weapon can synchronize with the mech’s engine and can thus have the weapon system upgrades Missile limb, pile bunker and burning attack upgrades to the applied to it.

Enhanced Weapons

Power Cost: 2 points/round BP: Type I (100), Type II (400), Type III (600), Type IV (1100), Type V (1500).

Select one weapon that the mecha is wielding, this weapon gains an enhancement bonus on attack and damage rolls equal to its type. The pilot may change which weapon this bonus applies to as a swift action.

MW Abilities (See Text)

The weapon (or weapons if this upgrade has the extra weapons option) gains magic weapon abilities when gaining an enhancement bonus from the enhanced weapon upgrade. This option costs an amount of build points based on the level (stand in for type) of enhancement. Thus a flaming enhancement requires a level I, while a vorpal enhancement requires a level V. This doesn’t allow weapons the mecha wields to exceed the normal enhancement bonus limit for magic weapons, it does however allow him to choose which abilities are active on weapons that benefit from this upgrade at any given time.

Extra Weapons (+60 BP +1 Power)

This upgrade applies to an additional weapon that the mecha is wielding, you may apply this upgrade multiple times, each time the mecha may grant an additional weapon this upgrades benefits.


Defense Systems

Enhanced Armor

Power Cost: 2 points/round BP: Type I (100), Type II (400), Type III (600), Type IV (1100), Type V (1500)

The mecha gains an enhancement bonus to AC equal to this upgrade’s type.

MW Abilities (See Text)

The armor gains magic armor abilities when gaining an enhancement bonus from the enhanced armor upgrade. This option costs an amount of build points based on the level (stand in for type) of enhancement. Thus a light fortification enhancement requires a level I, while a ghost touch enhancement requires a type III. This doesn’t allow the mecha’s armor to exceed the normal enhancement bonus limit for magic armor, it does however allow him to choose which abilities are active on armor that benefit from this upgrade at any given time.

Energy Dampener

Power Cost: see text BP: Type 1 (50) , Type 2 (150), Type 3 (450)

The mecha can project a field that inhibits incoming energy of a single type, chosen at the time of creation. The wielder may, as an immediate action spend up to ½ his mecha’s HD in power points, for each point he spends he gains an amount of temporary hit points against a single type of energy damage (Fire, cold, electricity, or acid), the pilot chooses what type of energy damage these hit points apply against when he expends the power points. These temporary hit points disappear at the start of his turn.

Table: Energy Dampener
Type Temporary HP Per Point Of Power
Type 1 2 Points per power point
Type 2 4 Points per power point
Type 3 6 Points per power point

Versatile (+20 BP)

The mecha may expend power points on each type of energy damage individually.

Specialized (-30 BP)

Select one type of energy damage, the mecha cannot spend energy points to protect against that type of energy damage. This upgrade can be selected multiple times - it’s effects stack.

Passive (+8 Power/Round)

Select one type of energy damage, the mecha gains an amount of energy resistance against that type of energy damage equal to the Energy Dampener’s type x 10.

Deflector

Power Cost: 4 points/round BP: +1 (100), +3 (450), +5 (1000)

The mecha gains a deflection bonus to it’s AC, the wielder may spend an additional amount of energy points equal to twice the deflection bonus granted by this part as a free action that he may take, even if it is not his turn to double the bonus provided by this upgrade. The pilot must choose to use this ability before the results of the attack roll are revealed.

Kinetic Dampener

Power Cost: see text BP: Type 1 (100), Type 2 (250), Type 3 (500)

The mecha can project a field that inhibits incoming kinetic energy. The wielder may, as an immediate action spend up to ½ his mecha’s HD in power points, for each point he spends he gains an amount of temporary hit points, as indicated on the table below. These temporary hit points disappear at the start of his turn and only apply against slashing, piercing, bludgeoning and force damage.

Table: Kinetic Dampener
Type Temporary HP Per Point Of Power
Type 1 2 Points per power point
Type 2 6 Points per power point
Type 3 8 Points per power point

Systems Booster

Power Cost: 1 point/round (see text) BP: +1 (100), +3 (250), +5 (500)

The mecha gains an enhancement bonus of between +1 and +5 to Fortitude and Reflex saves. Additionally, the pilot may expend power points as a free action when making a saving throw to boost the bonus to saves by 1 per point spent for that save. The pilot cannot spend more points then the unmodified bonus of his systems booster in this manner. The pilot may use this upgrade after he has rolled but before he knows whether his save was successful.


Movement Systems

Flight System

Power Cost: 0 points/round BP: Type 1 (250), Type 2 (500), Type 3 (750), Type 4 (1000)

The mecha has the ability to fly, gaining a fly speed with clumsy maneuverability. This system comes in 4 types, each type grants it greater speed.

Table: Flight Systems
Type Speed
Type 1 80 ft
Type 2 140 ft
Type 3 200 ft
Type 4 260 ft

Afterburner (+200 BP)

The mecha can accelerate beyond its normal speed, at the cost of maneuverability. The pilot may spend 4 power points + 2 power points per size category of the mecha’s frame above large as a swift action, if he does so the mecha’s flight speed is doubled for the rest of the turn, but it may only move in a straight line.

Maneuverability Improvement (+25 BP)

The mecha’s maneuverability is greater than normal the first time you apply this upgrade the mecha’s maneuverability improves to poor, each time after that it improves by an additional step, (Average, Good, Perfect, ect).

Swim

Power Cost: 0 points/round BP: Type 1 (100), Type 2 (200), Type 3 (400), Type 4 (800)

The mecha has the ability to move through the water, gaining a swim speed. This system comes in 4 types, each type grants it greater speed.

Table: Swim
Type Speed
Type 1 80 ft
Type 2 140 ft
Type 3 200 ft
Type 4 260 ft

Accelerator (+100 BP)

The mecha can accelerate beyond its normal speed, at the cost of maneuverability. The pilot may spend 4 power points + 2 power points per size category of the mecha’s frame above large as a swift action, if he does so the mecha’s swim speed is doubled for the rest of the turn, but it may only move in a straight line.

Burrow

Power Cost: 0 points/round BP: Type 1 (250), Type 2 (500), Type 3 (750), Type 4 (1000)

The mecha has the ability to move through the the earth, gaining a burrow speed. This system comes in 4 types, each type grants it greater speed.

Table: Burrow
Type Speed
Type 1 20 ft
Type 2 40 ft
Type 3 70 ft
Type 4 100 ft

Accelerator (+100 BP)

The mecha can accelerate beyond its normal speed, at the cost of maneuverability. The pilot may spend 4 power points + 2 power points per size category of the mecha’s frame above large as a swift action, if he does so the mecha’s burrow speed is doubled for the rest of the turn, but it may only move in a straight line, if the mecha’s pilot spends an additional 2 power points he may burrow through any material with a hardness less than his mecha’s strength score.

Wheels

Power Cost: 0 points/round BP: 8

The mecha has a set of wheels, treads, or other form of axle based movement, it grants the mecha a 50 foot move speed. In addition the mecha ignores the first 20 feet of difficult terrain it encounters each round.

Huge (x4 BP)

The mecha’s wheels are sized for a huge creature, this grants it a move speed of 90 feet and You may attach wheel to a mecha frame up to one size category smaller than the wheels intended size category, this increases the wheels power cost by an additional 2 points each round though. The amount of difficult terrain the mecha ignores improves to 40 feet.

Gargantuan (x8 BP)

The mecha’s wheels are sized for a gargantuan creature, this grants it a move speed of 120 feet You may attach wheels to a mecha frame up to one size category smaller than the wheels intended size category, this increases the wheels power cost by an additional 4 points each round though. The amount of difficult terrain the mecha ignores improves to 60 feet.

Colossal (x16 BP)

The mecha’s wheels are sized for a huge creature, this grants it a move speed of 160 feet You may attach wheels to a mecha frame up to one size category smaller than the wheels intended size category, this increases the wheels power cost by an additional 6 points each round though. The amount of difficult terrain the mecha ignores improves to 80 feet.

Accelerator (+25 BP)

The mecha can accelerate beyond its normal speed, at the cost of maneuverability. The pilot may spend 4 power points + 2 power points per size category of the mecha’s frame above large as a swift action, if he does so the mecha’s burrow speed is doubled for the rest of the turn, but it may only move in a straight line, if the mecha’s pilot spends an additional 2 power points he may ignore any difficult terrain for the duration of his turn.


Special Systems

Transforming

Power Cost: 0 BP: 80

The mecha is able to transform into a new form, chosen at the time this upgrade is applied, as a standard action, Only a mecha’s frame and this upgrade stay constant, redistribute all of the other build points into new upgrades, you may buy this upgrade multiple times, each time you do the mecha gains a new form.

Combining

Power Cost: 0 BP: 800

The mecha is able to combine with other mecha. This upgrade only functions when adjacent to one or more other mecha that also have this upgrade. This functions as a transforming upgrade, save that the mecha’s new form has an amount of build points to redistribute into new upgrades equal to the sum of all of the build points of each of the of the component mecha. Unlike a transforming mecha the combining mecha can increase the size of its frame. When two mecha of equal size combine, their frame increases by one size category. Mecha one size category smaller than that count as half a size category, smaller mecha continue this trend, two size categories smaller count as a quarter, three count as an eighth, ect. always round down to determine a mecha’s size category. A combined mecha has a maximum number of hit points equal to the maximum hit points of all of the component mecha, likewise its current hit points are equal to all of component mecha’s current hit points. the statistics of a frame of it’s size category. If the component mecha have different frame types the combined mecha has the most advantages abilities from all of them.

You may buy this upgrade multiple times, each time you do the mecha gains a new form.

Summoning System

Power Cost: 4 points BP: 40

The mecha has a special bauble of some sort, this bauble can be used as a standard action to teleport the mecha to the user’s location from up to ten miles away.

Gesture Based (+10 BP)

Rather than having the mecha’s summoning system keyed to some sort of bauble, it is keyed to a specific pilot. The pilot may summon his mecha as a standard action with some sort of phrase or gesture.

Low Tech (-2 BP)

A mecha with this upgrade does not teleport when it uses its summoning system, instead it attempts to arrive next to the pilot using its most expedient method of travel.

Dynamic Entry (+40 BP)

A mecha with this upgrade may make a single attack against a valid target as soon as it arrives, using the pilot’s stats, if the mecha has the low tech upgrade it can make this attack at any point during its movement.

Extended Range (+200 BP)

A summoning system with this upgrade has unlimited range and, unless it has the low tech upgrade, works across planes.

Augmented Musculature

Power Cost: 0 points (see text) BP: Type 1 (50), Type 2 (250), Type 3 (1000)

A mecha that has this upgrade gains a bonus to Strength, as indicated on the table below. In addition the pilot may spend an amount of power equal to twice the enhancement bonus provided by this upgrade as a swift action. If he does the mecha gains an inherent to its Strength score equal to the enhancement bonus provided by this upgrade. Each time after the first that the pilot does this in a 24 hour period the amount of power points required to activate this ability increases by 2.

Table: Augmented Musculature
Type Enhancement Bonus To Strength
Type 1 2
Type 2 4
Type 3 6

Augmented Reflexes

Power Cost: 0 points (see text) BP: Type 1 (50), Type 2 (250), Type 3 (1000)

A mecha that has this upgrade gains a bonus to Dexterity, as indicated on the table below. In addition the pilot may spend an amount of power equal to twice the enhancement bonus provided by this upgrade as an immediate action. If he does the mecha gains an inherent to its Dexterity score equal to the enhancement bonus provided by this upgrade. Each time after the first that the pilot does this in a 24 hour period the amount of power points required to activate this ability increases by 2.

Table: Augmented Reflexes
Type Enhancement Bonus To Strength
Type 1 2
Type 2 4
Type 3 6

Auto Repair

Power Cost: 0 points (see text) BP: Type 1 (50), Type 2 (250), Type 3 (1000)

A mecha that has a Constitution score with this upgrade gains a bonus to Constitution, as indicated on the table below. In addition the pilot may spend an amount of power equal to twice the enhancement bonus provided by this upgrade as a swift action. If he does the mecha heals an amount of hit points equal to ten times the enhancement bonus provided by the upgrade. each time after the first that the pilot does this in a 24 hour period the amount of power points required to activate this ability doubles. This ability functions even if the mecha has no Constitution score.

Table: Auto Repair
Type Enhancement Bonus To Constitution Hit Points Restored
Type 1 2 20
Type 2 4 40
Type 3 6 60

Augmented Frame

Power Cost: 0 points BP: see text

A mecha with this upgrade has more hit die than normal, improving its HD and saves as appropriate to the frames type. This upgrade costs an amount of BP equal to the mecha’s new hit die total squared and multiplied by an additional 10. If applying this upgrade more than once you only pay the difference between the cost of the previous and current upgrade.

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