TEXT:  
   
  1 
  Merchant’s Guide to 
  Mecha Salvage 
  CREDITS 
  Design and Development By L. J. Ogre 
  Graphic Design by Joel Grahn 
  Art by Bloodstone, Jeff Preston, Leonardo da Vinci, Harrison 
  Tombra, Silvio DB, and Fernando Cano Zapata. 
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC 
  does not guarantee compatibility, and does not endorse this product. 
   
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility 
  Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license. 
   
  Jeff Preston’s artwork is used under the terms of the Creative Commons 
  Attribution 3.0 Unported License. 
   
  “Bloodstone Press,” Telestic Engine, Spell Cannon, and the Bloodstone Press 
  logo are trademarks owned by Bloodstone Press. Some portions of this book which 
  are Open Game Content originate from the System Reference Document and are 
  ©1999–2014 Wizards of the Coast, Inc. The remainder of this material is protected 
  under the copyright laws of the United States of America (copyright 2014). Any 
  reproduction or unauthorized use of the copyrighted material contained herein is 
  prohibited without the express written permission of Bloodstone Press.  
   
  This product is a work of fiction. Any similarity to actual people, places, 
  organizations or events is purely coincidental. 
   
   
  Introduction  
   
  This Merchant’s Guide to Mecha Salvage is a handy 
  reference for scrap dealers, salvage hunters, and collectors 
  from across the solar system. It covers various aspects of the 
  scrap mecha industry including best practices, standards, and 
  pricing information for both buyers and sellers.  
   
  IN THIS ISSUE:  
   
  • 
  What is Salvage?  
  • 
  6 Rules of Salvage Trading  
  • 
  Where to Get Salvage 
  • 
  Mecha Lore  
  • 
  Repairing Mecha  
  • 
  Enhancing Mecha  
  • 
  Resizing Armor  
   
  DESIGNATION OF OPEN GAME CONTENT 
  Only the names, descriptions, and game statistics for the feats, skills and 
  abilities in this document are hereby declared Open Game Content. All other 
  content of this document is protected under the copyright and trademark laws of 
  the United States of America.  
  PRODUCT IDENTITY 
   
  The following material is hereby defined as product identity, as defined in the 
  Open Gaming License version 1.0a, Section 1(E), and is not Open Content: The term 
  spell cannon, all trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, setting information, location, characters and 
  trade dress. 
   
  Copyright 2014, Bloodstone Press 
  http://www.bloodstone-press.com 
  
   
   
  2 
  WHAT IS ‘SALVAGE’ 
   
  Salvage is any non-working mecha such as a simple 
  compression pump, a suit of power armor, or an 
  interplanetary battle cruiser. While the vast majority of scrap 
  items that dealers encounter are consumer machines such as 
  cleaners and movers, the information in this document is 
  intended primarily for industrial and military mecha; those 
  machines with higher value. 
   
  Salvage mecha is far more common than working mecha 
  in most regions of the solar system today. Some experts 
  believe there is 400 billion tons of scrap mecha scattered 
  across the various planets, moons, asteroids, and space 
  stations.  This is due mainly to the severe population 
  decreases, lawlessness, and the time that has elapsed since 
  the last mass produced mecha rolled out of a workshop. While 
  this presents a problem for the average soldier and 
  mercenary, it creates opportunities for 
  enterprising people with the right skills.  
   
  People who can find, evaluate, 
  repair, and sell scrap mecha sustain 
  a 
  cottage 
  industry 
  that 
  keeps 
  modern warriors armed and fighting. 
  But this is a risky business. The 
  salvage trade can be your key to 
  great wealth, but it can also leave 
  you financially ruined or even 
  dead on some nameless rock 
  drifting beyond the Haygrian 
  Belt.  
   
  6 RULES OF SALVAGE TRADING  
   
  Most salvage dealers started out small, buying and selling 
  worn out devices and broken weapons, but eventually working 
  themselves up to dealing in wrecked space stations and 
  abandoned asteroid mines. They achieve success through the 
  careful development of two key skills; the ability to assess the 
  value of salvage and the ability to haggle prices with buyers 
  and sellers.  
   
  Understanding the value of a piece of salvage requires a 
  certain amount of technical skill and mechanical knowhow. 
  The more you know, the easier it is to gauge repair costs and 
  time. Even if you don’t plan to repair the item yourself, it helps 
  to know what your customers will be thinking.  
   
  Haggling prices is an art form that when done well leaves 
  both parties feeling as though a fair business deal was 
  reached. But when done poorly, one or both parties may feel 
  scammed or cheated by the deal.  
   
  Focus on developing your repair skills (Craft [mechanical]) 
  and your negotiation skills (Diplomacy) and remember these 
  six rules for success in the scrap trade.  
   
  1. Always research your device! It could be worth more 
  than you think!  
  2. Never pay too much for something! 
  5. Make sure you know why it doesn’t work! 
  5. Always underestimate the resale value and over 
  estimate the repair costs! 
  6. Repair everything you can. Repurposing is key!  
   
   
  
   
   
  3 
  WHERE TO GET SALVAGE 
   
  Below are the five best places to obtain salvage, ranked 
  from most favorable (top) to least favorable (bottom).  
   
  Unclaimed Property: The best salvage is that which is 
  lying unclaimed and is ripe for the picking. The best places to 
  find unclaimed salvage are the ruins of Athis, the various 
  athisian colonies on Parisova, and abandoned athisian bases 
  and space stations across the system.  
   
  Clients: People are always looking to sell their old 
  machines and scrap parts that they find when cleaning out 
  their workshops and storage sheds. Even if they aren’t doing 
  some cleaning, you can seek these people out and make them 
  offers. Most people are surprised to find they have something 
  of value rusting away in their backyard. 
   
  Buyers: Rather than trading in currency, always ask your 
  customers what they have to trade. You’ll be surprised what 
  they have in their pockets!  
   
  Salvage Hunters: Salvage hunters are the people who 
  go out digging though ancient ruins looking for bits of scrap 
  and gems from the past. These people are always willing to 
  haggle and will often sell items for less than the true value 
  just to be rid of it.  
   
  Other Dealers: Other dealers can sometimes be good 
  sources of salvage but be wary, many of these people are 
  savvy about pricing and some of them are con-artists. 
   
   
  MECHA LORE  
   
  Mecha are unique items with long histories and specific 
  characteristics. Most have identification numbers and maker’s 
  marks on them. Characters can make Knowledge (History) 
  checks (or use the Legend Lore spell) to learn about a 
  particular mecha, such as any unusual functions it may have 
  or any important history associated with it.  
   
  It is also possible, though very rare, for modern master 
  craftsmen to build a whole new mecha from scratch, rendering 
  any checks ineffective.  
   
  Sample check results are below (assuming all of this 
  actually applies to the mecha in question). The check reveals 
  all information of the value rolled and all lesser values.  
   
  DC 
  Damage 
  10 
  No particularly useful information 
  15 
  The foundry and original artisan is known 
  20 
  The mecha was built during the Gindarian Conquest 
  25 
  It is a component to a larger, combined mecha  
  30 
  It was part of Task Force Glaive, a battalion of giant, 
  combined robots.  
  35 
  The mecha is a component to the combined giant robot 
  named Vesadar Max 
  40 
  Vesadar Max was one of several guardian colossuses 
  that served in wars on Gindarra and Parisova. It was in 
  service for over 300 years but the unit disbanded shortly 
  after the Impact on Athis, most of the soldiers taking the 
  mecha with them. It uses rare kraylarian technology and 
  can 
  operate 
  at 
  very 
  cold 
  temperatures. 
  Other 
  components of Vesadar Max may be lost in the polar 
  regions of Athis or on the ice moon of Rahazorhan. 
  
   
   
  4 
  REPAIRING MECHA 
   
  Repairing a mecha might mean anything from changing a 
  filter to rebuilding the entire chassis. While some repairs can 
  be done by just about anyone, others require the expertise of 
  a master craftsman. The DC to repair damage is determined 
  by the game master. The table below provides a guideline for 
  the DC.  
   
  Most damage from regular combat and daily use falls in 
  the DC 10 to DC 25 range. More serious damage is usually 
  seen on machines that are out of commission and need a 
  great deal of work to restore. A successful Craft (mechanical) 
  check restores all damage to a mecha. A character that fails 
  the check by 5 or more causes 1 additional point of damage to 
  the mecha and uses up half of the raw materials.   
   
   
   
  REPAIR TIME  
   
  To calculate the time it takes to complete a repair job 
  make a Craft (mechanical) check representing one week's 
  worth of work. If the check succeeds, multiply your check 
  result by the DC. If the result × the DC equals the price of the 
  repair in sp, then you have completed the item. (If the result 
  × the DC equals double or triple the price of the item in silver 
  pieces, then you've completed the task in one-half or one-third 
  of the time. Other multiples of the DC reduce the time in the 
  same manner.) If the result × the DC doesn't equal the price, 
  then it represents the progress you've made this week. Record 
  the result and make a new Craft check for the next week. 
  Each week, you make more progress until your total reaches 
  the price of the item in silver pieces. 
   
  If you fail a check by 4 or less, you make no progress this 
  week. If you fail by 5 or more, you ruin half the raw materials 
  and have to pay half the original raw material cost again. 
   
  REPAIR COSTS  
   
  Unfortunately for the average mercenary, it is rare to find 
  a salvage dealer selling scrap that only needs a simple repair 
  (DC 10). The best chance of finding these sorts of deals are 
  with clients who don’t know anything about repair work or by 
  searching through lots of unclaimed salvage. More often 
  dealers trade in items that need repair checks of DC 20 to DC 
  35. Items in the worst condition are usually left to rot where 
  they sit, but sometimes collectors and buyers with specific 
  needs will seek them out.   
   
  Salvage Needs/Has 
  Salvage 
  Price 
  Cost to 
  Repair 
  DC to 
  Repair 
  Simple repair/minor damage  
  60% of 
  retail 
  5% of 
  retail 
  10 
  Challenging repair/significant 
  damage  
  50% of 
  retail 
  10% of 
  retail 
  15 
  Difficult repair/major damage  
  40% of 
  retail 
  20% of 
  retail 
  20 
  Very difficult repair/missing 
  minor parts 
  30% of 
  retail 
  30% of 
  retail 
  25 
  Extremely difficult repair/some 
  key parts missing 
  20% of 
  retail 
  40% of 
  retail 
  30 
  Near impossible repair/ missing 
  major parts 
  10% of 
  retail 
  50% of 
  retail 
  35 
  Impossible repair/destroyed and 
  missing parts 
  5% of 
  retail 
  60% of 
  retail 
  40 
  
   
   
  5 
  ENHANCE MECHA 
   
  Mecha are designed to accept additional devices that can 
  be attached to the machine’s PTO shaft, flywheel, or gearbox. 
  They can also have their basic stats (DR, AC, and Strength) 
  improved though upgrades to the engine, drive train, chassis, 
  supports, and armor. Characters make these enhancements to 
  mecha by using the Enhance Mecha feat and making Repair 
  checks.  
   
  Increase AC: The character can increase the AC bonus of 
  power armor (Max +12). The DC is equal to the new AC value 
  x3. Increasing a suit’s AC bonus to 10 would be DC 30.  
   
  Increase DR: The character can increase the mecha’s 
  damage reduction (Max +12). The DC is equal to the new DR 
  value x3. Increasing a suit’s DR to 10 would be DC 30.  
   
  Increase Strength: The character can increase the 
  Strength bonus imparted by power armor (Max +8). The DC is 
  equal to 5 times the new Strength bonus of the armor. For 
  example, attempting to improve an armor’s Strength bonus 
  from +4 to +6 is DC 30 (5x6). Increasing 
  it 
  to 
  +7 
  would be DC 35.  
   
  Add Device: DC 10 plus the spell 
  slot level of the device. Note you must 
  still have the device to attach. This 
  check only means that the operator has 
  successfully attached the device to the 
  armor.  
   
   
  RESIZING ARMOR  
   
  When a suit of armor is acquired it may have to be 
  adjusted before it will fit the new wearer. Characters can 
  make Craft (repair) checks to resize a suit of armor. The table 
  below offers some guidelines on the difficulty.  
   
  DC 
  New Wearer is 
  10 
  Same size, race and gender  
  20 
  Same size, different race  
  30 
  One size category different 
  40 
  Two size categories different 
   
  For example, the DC to resize a suit that is the same size, 
  race and gender as the character trying to use it could be 10 
  or it could be as high as 17 or 19, depending on the 
  differences between the two users (DM discretion). A new 
  user with the same race and size, but different gender as the 
  original operator might be DC 15 or 18 
  even slightly higher.  
   
  Using parts from a scrap suit of armor 
  that is of the appropriate size can grant 
  you a +2 circumstance bonus to the check 
  to resize armor.  
   
   
   
   
   
   
   
   
   
  
   
   
  6 
   
   
   
   
   
  Power Armor Stats  
   
  All mecha, including power armor, are defined in the 
  following terms. This system is based on the D20 Mecha rules 
  originally published by Guardians of the Order, which is 
  available for purchase right here. A free, generic version is 
  also available here.   
   
  Type: Power Armor, as opposed to vehicles or giant 
  robots.   
   
  Class: The type of armor the suit is classified as, either 
  light, medium, or heavy. Also any other defining characteristic 
  such as its power type or special purpose is listed here, such 
  as Steam Powered Aquatic or Clockwork Exoskeleton.   
   
  Size: While most power armor is the same size as the 
  wearer, a few suits are larger than the wearer, bordering on 
  giant robot status.  
   
  HP: The armor’s number of hit points. When it has half 
  these hit points it becomes broken.  
   
  Occupants: Most power suits have only one occupant, 
  the operator.  
   
  Cargo: The amount of cargo space the mecha has. Most 
  power suits have no cargo space, though some suits designed 
  for work may have special carrying compartments.  
   
  Damage Reduction: Power armor has damage reduction 
  which applies to all damage affecting the armor and the 
  operator.  
  
   
   
  7 
   
  Armor Bonus: The equipment bonus to 
  the operator’s armor class that power armor 
  provides.   Vehicles and giant robots do not 
  provide an armor bonus to the operator. 
   
  Defense: The defense rating of giant 
  robots and vehicles. Power armor does not have 
  a 
  defense rating. Instead, it improves the operator’s Armor Class 
  by the value listed here.  
   
  Strength (Bonus): The strength of the mecha or, in the 
  case of power armor, the bonus to the operator’s Strength. 
   
  Maximum Dexterity Bonus: All mecha are heavy, bulky, 
  and ponderous. With their steam and torsion powered systems 
  and lumbering weight, they can be slow to respond to an 
  operator’s movements and their weight can limit his reaction 
  time. This value indicates the maximum bonus an operator 
  can get from his Dexterity while wearing the armor.  
   
  Armor Check Penalty: The penalty to the operator’s 
  Dexterity and Strength based skill checks. Not all armors 
  impose a penalty. A few offer bonuses to these skill checks.  
   
  Land Speed: the lands speed of power armor is 
  expressed in tactical scale movement (feet per round).  
   
  Handling: Vehicles and giant robots have handling stats 
  expressed as a modifier to initiative and to maneuverability, 
  such as -2/-2 or -1/-4. Power armors do not have a handling 
  rating.  
   
  Accessories: Any special devices or attachments the 
  mecha has are listed here.  
   
  Defects: The mecha’s defects.  
   
  Weaponry: Any standard or built-in weapon system the 
  mecha typically comes with is listed here. This does not 
  preclude the mecha or operator from carrying additional 
  weapons.  
  Required Feats and Skills: The feats and skills required 
  to operate the armor without penalty. New feats are covered 
  in Part 4 
   
  Weight: The approximate weight of the mecha. The first 
  value is the actual weight of the armor, the second (in 
  parentheses) is the felt weight of the armor when it is 
  operating normally.   
   
  Cost: The actual gold piece value of a mecha is roughly 
  the square of the mecha point cost. However, characters are 
  more likely to find non-working mecha and devices for sale 
  from scrap dealers and can buy them for as much as 95% off 
  the 
  listed 
  price, 
  depending 
  on 
  how 
  damaged the item is.  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  8 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  In an age when the average soldier has a gun that shoots 
  lightning bolts and a power drill for a sword, regular armors 
  are not enough. Power armor-- mechanized body armor that 
  enhances the wearer's strength and protects him from toxic 
  gasses, extreme temperatures, and the deadly atmospheres of 
  alien worlds is needed. 
    
  Ancient clockwork and steam powered body armors can be 
  found on abandoned space stations and rusting away on 
  forgotten lunar battlefields. They can be found in alien scrap 
  yards and on asteroids used as salvage lots, drifting through 
  space. And they can be found on the backs of brigands and 
  warlords as well, putting the power of archaic mecromancy in 
  the hands of modern tyrants and evil men. 
    
  If you are going to survive in this lawless, post-apocalyptic 
  setting of steam powered space travel, you'll need your own 
  suit. And it would help if you knew how to repair and enhance 
  it, since there may not be anyone around to do it for you.  
   
  This supplement covers everything you need to add this 
  new technology to your fantasy, sci-fi, or steam punk 
  campaign, including: 
    
  • 
  11 Sample suits of power armor (skirmisher armor, 
  heavy assault armor, mining suits, and more!) 
  • 
  Guidelines for building thousands of other custom 
  suits 
  • 
  An overview of how communication systems work 
  throughout the solar system  
  • 
  Resizing, repairing, donning, and enhancing power 
  armor  
  • 
  Feats -- new and old for those who have power 
  armor and those who don't 
  • 
  80+ special devices to enhance and customize your 
  power armor with amazing abilities 
    
  This file is fully illustrated, thoroughly hyperlinked, and 
  packed with cosmic ideas of an anachronistic, futuristic past 
  where ferocious aliens armed with mechanized, chainsaw-like 
  swords battle with psychic warriors and knights clad in steam 
  powered body armor. 
    
    
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  9 
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
  A spell cannon is a clockwork, steam powered, 
  blunderbuss-like device that uses ammunition known as spell 
  crystals to shoot spells. Cannons come in several sizes ranging 
  from as small as a handgun to as big as an artillery piece. 
  While the giant spell cannons are the most impressive with 
  their astounding range and firepower, it is the smaller, 
  handheld weapons that see the most use.  
   
  No longer are lightning bolts, fireballs, rays, gasses, 
  clouds, and webs the exclusive arsenal of wizards and 
  sorcerers. With modern advances in technology, anyone can 
  buy an equalizer and shoot these powerful spells like a master 
  wizard.  
   
   This supplement covers everything you need to add this 
  new technology to your fantasy, sci-fi, or steam punk 
  campaign, including: 
   
   AN OVERVIEW OF SPELL CANNONS  
  • 
  Their Size -light, one handed, two handed, Huge, 
  Gargantuan, and Colossal 
  • 
  Their range, cost, effectiveness, and firepower  
  SPELL CRYSTALS  
  • 
  The ammunition for spell cannons 
  • 
  Sample spell crystals with range, damage, cost and 
  other stats included.  
  CRAFTING  
  • 
  How to create a cannon, a crystal, and attachments.  
  NEW SPELLS  
  • 
  Shadow bolt 
  • 
  Incinerate 
  • 
  Ghoul arrow 
  • 
  Plus 10 More 
  SPELL CANNON ATTACHMENTS AND ACCESSORIES 
  • 
  Targeting sequencers 
  • 
  Autoloaders 
  • 
  Many more! 
   BONUS MATERIAL 
  This file also features an introduction to the new Telestic 
  Engine Campaign Setting and a brief sample quest, Horrors of 
  the Ice Moon. 
   
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  10 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the 
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  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson. 
   
  Pathfinder Roleplaying Game Reference Document. © 2011, 
  Paizo Publishing, LLC; Author: Paizo Publishing, LLC. 
   
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
   
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
   
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo 
  Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam 
  Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal 
  MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, 
  Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. 
  Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
   
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo 
  Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam 
  Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, 
  Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, 
  based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. 
   
  
   
   
  12 
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah 
  Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, 
  James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom 
  Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley 
  Schneider, Tork Shaw, and Russ Taylor. 
   
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, 
  Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason 
  Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua 
  J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, 
  Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, 
  David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. 
  Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa 
  Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff. 
   
  Pathfinder Roleplaying Game Advanced Player's Guide. © 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn 
   
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, 
  Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, 
  Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, 
  Owen K.C. Stephens, Todd Stewart, and Russ Taylor. 
   
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo 
  Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam 
  Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason 
  Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K 
  Reynolds, and Russ Taylor. 
   
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin 
  McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
   
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo 
  Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason 
  Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, 
  James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard 
  Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, 
  F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen 
  Townshend. 
   
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, 
  Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick 
  Renie, Sean K Reynolds, and Russ Taylor. 
   
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, 
  Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. 
  Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, 
  Owen KC Stephens, and Russ Taylor. 
   
  Pathfinder Campaign Setting: Technology Guide. © 2014, Paizo 
  Inc.; Authors: James Jacobs and Russ Taylor. 
   
  Anger of Angels. © 2003, Sean K Reynolds. 
   
  Advanced Bestiary. © 2004, Green Ronin Publishing, LLC; 
  Author: Matt Sernett. 
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron 
  Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb. 
   
  The Book of Hallowed Might. © 2002, Monte J. Cook. 
   
  Monte Cook's Arcana Unearthed. © 2003, Monte J. Cook. 
   
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; 
  Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean K 
  Reynolds. 
  
   
   
  13 
   
  Skreyn's Register: The Bonds of Magic. © 2002, Sean K 
  Reynolds. 
   
  The Book of Experimental Might. © 2008, Monte J. Cook. All 
  rights reserved. 
   
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
   
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, 
  www.koboldquarterly.com; Authors: John Baichtal, Wolfgang Baur, 
  Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek 
  Kagemann, Phillip Larwood, Richard Pett, and Stan! 
   
  The Tome of Horrors III, © 2005, Necromancer Games, Inc.; 
  Author Scott Greene. 
   
  Silver Age Sentinels d20, Copyright 2002, Guardians Of Order, 
  Inc.; Authors Stephen Kenson, Mark C. MacKinnon, Jeff Mackintosh, 
  Jesse Scoble 
   
  BESM d20 Copyright 2003, Guardians Of Order, Inc.; Author 
  Mark C. MacKinnon  
   
  d20 Mecha Copyright 2003, Guardians Of Order, Inc.; Author 
  David L. Pulver 
   
  The Merchant’s Guide to Mecha Salvage, Copyright 2014, 
  Bloodstone Press 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Bloodstone Press/The Merchant's Guide of Mecha Salvage.pdf