TEXT: 1
  By Jacob Karpel
  ◆ Book I ◆
  
  1
  Steelforge
  book I
  Authors: Jacob Karpel, Jade Ripley, Anthony Altovilla, Forrest Heck
  Interior Design: Forrest Heck
  Editing: Forrest Heck
  Interior Design: Forrest Heck
  Interior Layout: Forrest Heck, Alexis R. Tallent
  Artwork: Dorian M. Smith
  Publisher: Jeremy Smith
  Special thanks to the legions of fans who helped playtest the material in this book and offered new and 
  innovative ideas to include.
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the 
  third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names 
  (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements 
  that have previously been designated as Open Game Content or are in the public domain are not included in this 
  declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game 
  product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion 
  of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  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.
  Steelforge: Book I is published by Dreamscarred Press under the Open Game License version 1.0a Copyright 2000 
  Wizards of the Coast, Inc. 
  © 2016 Dreamscarred Press
  
  2
  Steelforge
  Welcome to Steelforge! What began as an excuse to 
  put all the little item ideas into when they wouldn’t fit 
  into major releases such as Path of War or the Psionics 
  Augmented line became something much, much bigger. 
  This first release is a bit of a sampler of what is to come; 
  in these pages you’ll get a bit of everything. A lot of love, 
  sweat, tears, and inside jokes went into this project, and 
  I hope you enjoy using it as much as I enjoyed writing 
  for it.
  —Jacob Karpel
  Freelance Writer
  Adventurers have been defined by their gear since the 
  earliest ages of roleplaying games; famous heroes and 
  villains give their names to the items that they invent or 
  popularize, and gear ranging from the eminently practical  
  wand of cure light wounds to the odd, but effective, feather 
  token  are used to aid in solving problems like puzzles, 
  supply shortages, travel, and people who insist on being 
  inconveniently alive when you want them to be dead. In 
  the past, Dreamscarred Press has included items in many 
  of our releases, usually as a minor addition to help accent 
  the work.
  Well not this time. Welcome to  Steelforge, a supplement 
  for, and about, items and the people that make and use 
  them.
  I’m not gonna lie, my actual participation in this project 
  as a writer has been fairly minimal. This book started as 
  an idea that Anthony had, that I got far too excited about, 
  and next thing you know there’s a team together for it 
  before anyone had the good sense to stop me. Now all 
  shall suffer, even the children. 
  It’s my hope that you can enjoy the items and options 
  presented in this first release of Steelforge, as well as its 
  sequel releases, as much as the team enjoyed writing 
  them. Happy adventures!
  —Jade Ripley
  Game Developer, Dreamscarred Press
  Why do we kill monsters? Is it because they threaten 
  our homes? Because they destroy crops and villages? 
  Maybe that’s what we adventurers say, but let’s be real. 
  We do it because monsters have the best loot. All those 
  shiny weapons and armor lie in the grasping claws of 
  dragons, demons, and elder things. And that just isn’t 
  right. Now that I’ve got the opportunity, I’m glad to be a 
  part of a project that can bring even more magic items 
  to you and your fellow players, so that your adventurous, 
  monster slaying days can be filled with even more 
  interesting and powerful magic items. Go get ‘em.
  —Anthony S. Altovilla
  Freelance Writer
  I must confess—I don’t like magic items. Pathfinder’s 
  overreliance on them for system math and treasure 
  makes for a certain genre of game that’s overall a bit 
  unfun for me. The fiction I grew up with and still love 
  tends to have a few important items that were special 
  because of their history, relevance to the story, personal 
  meaning to characters, and sometimes unique powers, 
  rather than the numbers tacked onto them and their 
  gold piece values. However, that sort of setup just 
  doesn’t  work  within the framework of Pathfinder. The 
  Combating Christmas Trees  variant was written with 
  this in mind, in order to allow characters to centralize 
  their wealth into the important items instead of decking 
  themselves out with endless trinkets, as well as to make 
  life a little easier for everyone when upgrading magic 
  items. We hope you enjoy it.
  —Forrest Heck
  Freelance Writer
  Foreword
  
  3
  Steelforge
  Not all treasure is created equal. Even the most interesting 
  and unique items have to compete with existing items 
  in their slots. Sometimes this is an interesting and 
  challenging choice, asking the adventurer to balance 
  cost, utility, and the potential challenges they face 
  ahead. Other items, however, provide indispensable 
  defensive or offensive capabilities that make them 
  almost a requirement of the profession. Presented in this 
  section, among other new items, are variants on these 
  indispensable items that can permit an adventurer to be 
  more flexible in their choice of magical equipment.
  New Items
  This box magazine looks like it belongs on a repeating 
  crossbow. In reality, it can fit onto any crossbow at all, 
  resizing itself to accommodate. When attached as a full-
  round action, a small slot appears near the top, and the 
  magazine itself appears to hover a fraction of an inch over 
  the path of the crossbow’s systems. It can be removed by 
  the wielder as a move action.
  This has several effects. First, the inside is much larger 
  than the outside, holding up to 20 bolts. Second, it slowly 
  generates new mundane ammunition. Least generates one 
  per turn, lesser two, and greater three. Third, it assists when 
  the user recocks and reloads the crossbow, reducing the 
  action required by one type (full-round to move to free). 
  It has one more capability. If a crossbow bolt is inserted 
  into the slot as a full-round action, all ammunition currently 
  in the magazine and the new ammunition produced from 
  that point on becomes copies of it instead of their default 
  state. This includes all mundane, material, alchemical, and 
  magical properties (but not temporary magical effects, 
  such as magic weapon or named bullet). This lasts for 24 
  hours, or until a new bolt is inserted.
  No bolt can be removed from the autoloader magazine 
  without destroying it, other than by firing. Bolts fired from 
  it disappear after use and cannot be retrieved.
  AUTOLOADER MAGAZINE
  PRICE
  varies
  Least autoloader magazine
  3,500 GP
  Lesser autoloader magazine
  7,000 GP
  Greater autoloader magazine
  14,000 GP
  SLOT none
  CL 1st
  WEIGHT 2 lbs.
  AURA weak conjuration and evocation
  CONSTRUCTION REQUIREMENTS
  COST varies
  Least autoloader magazine
  1,750 GP
  Lesser autoloader magazine
  3,500 GP
  Greater autoloader magazine
  7,000 GP
  Craft Wondrous Item, mage hand, abundant ammunition
  By itself, this bracelet of twisted mithral and silver does 
  nothing. Instead, it has five rings from which its wearer can 
  hang charms (such as power charms or refinement charms). 
  One person can wear up to two of these, one on each wrist, 
  though this occupies the wrist slot as normal. Attaching or 
  removing a charm is a full-round action.
  BRACELET OF CHARMS
  PRICE
  1,000 GP
  SLOT wrist
  CL 3rd
  WEIGHT —
  AURA faint universal
  CONSTRUCTION REQUIREMENTS
  COST 500 GP
  Craft Wondrous Item
  Bracelet of Charms
  This thick vest is usually made from the exoskeleton of 
  insectoid creatures. The magic is contains hardens the 
  wearer’s skin, adding another layer of protection giving him 
  an enhancement bonus to his natural armor from +1 to +5, 
  depending on the carapace.
  Craft Wondrous Item, barkskin, creator’s caster level must 
  be at least three times the carapace’s bonus
  CARAPACE OF NATURAL ARMOR
  PRICE
  varies
  +1 Bonus
  2,000 GP
  +2 Bonus
  8,000 GP
  +3 Bonus
  18,000 GP
  +4 Bonus
  32,000 GP
  +5 Bonus
  50,000 GP
  SLOT chest
  CL 5th
  WEIGHT 4 lbs.
  AURA faint transmutation
  CONSTRUCTION REQUIREMENTS
  COST varies
  +1 Bonus
  1,000 GP
  +2 Bonus
  4,000 GP
  +3 Bonus
  9,000 GP
  +4 Bonus
  16,000 GP
  +5 Bonus
  25,000 GP
  
  4
  Steelforge
  This corset is made of stylishly colorful threads, woven 
  together in a pattern of rainbows over some hard plates 
  (typically carved animal bones, but rarely plates of mithral 
  alloys or rare woods are used). The corset is worn beneath 
  the clothes, and is tightened to give a snug fit. This garment 
  offers magic protection in the form of a +1 to +5 resistance 
  bonus on all saving throws (Fortitude, Reflex, and Will).
  CORSET OF RESISTANCE
  PRICE
  varies
  +1 Bonus
  1,000 GP
  +2 Bonus
  4,000 GP
  +3 Bonus
  9,000 GP
  +4 Bonus
  16,000 GP
  +5 Bonus
  25,000 GP
  SLOT chest
  CL 5th
  WEIGHT 1 lb.
  AURA faint abjuration
  CONSTRUCTION REQUIREMENTS
  COST varies
  +1 Bonus
  1,000 GP
  +2 Bonus
  4,000 GP
  +3 Bonus
  9,000 GP
  +4 Bonus
  16,000 GP
  +5 Bonus
  25,000 GP
  Craft Wondrous Item, resistance, creator’s caster level must 
  be at least three times the corset’s bonus
  This waistguard is heavy, made from interwoven strands 
  of different metals and fibers. It protects the wearer by 
  granting a deflection bonus of +1 to +5 to AC.
  GIRDLE OF PROTECTION
  PRICE
  varies
  +1 Bonus
  2,000 GP
  +2 Bonus
  8,000 GP
  +3 Bonus
  18,000 GP
  +4 Bonus
  32,000 GP
  +5 Bonus
  50,000 GP
  SLOT waist
  CL 5th
  WEIGHT 2 lbs.
  AURA faint abjuration
  CONSTRUCTION REQUIREMENTS
  COST varies
  +1 Bonus
  1,000 GP
  +2 Bonus
  4,000 GP
  +3 Bonus
  9,000 GP
  +4 Bonus
  16,000 GP
  +5 Bonus
  25,000 GP
  Craft Wondrous Item, shield of faith, caster must be of a 
  level at least three times the bonus of the girdle
  HATE SEED
  PRICE
  9,100 GP
  SLOT none
  ML 14th
  WEIGHT —
  AURA moderate telepathy
  This tiny token is the bane of those who wish for peace. 
  The item is a small wafer of silver and gold, about a quarter 
  inch square and paper-thin, which can be easily hidden 
  almost anywhere (including inside of other objects). It can 
  be issued the command word from anywhere within 200 
  feet as a free action. This word is often set to something 
  common by evil crafters, in order to set somewhere and 
  leave it for an unsuspecting crowd. Once triggered, it 
  immediately attempts to use the paranoia dread terror 
  (DC 19, 14 minute duration) on a random target within 60 
  feet. If there is already at least one creature within 60 feet 
  currently affected by paranoia, it instead manifests mental 
  contagion (DC 19) targeting four random creatures within 
  60 feet to be affected by paranoia for five rounds. It repeats 
  this every round for ten rounds, after which it burns out 
  and is destroyed.
  CONSTRUCTION REQUIREMENTS
  COST 4,550 GP
  Craft Wondrous Item, mental contagion, creator must know 
  the paranoia terror 
  IRONBODY CLOAK
  PRICE
  varies
  +10 Bonus
  1,500 GP
  +20 Bonus
  5,000 GP
  +40 Bonus
  11,500 GP
  +60 Bonus
  18,000 GP
  +80 Bonus
  27,500 GP
  SLOT shoulders
  CL 1st
  WEIGHT 2 lbs.
  AURA faint to strong abjuration
  Paranoia (Dread Terror)
  The dread’s attack causes the target to become intensely 
  paranoid, making it fear even its friends. The target must 
  make a Will save (DC 10 + 1/2 the dread’s class level + 
  the dread’s Charisma modifier) or treat all creatures 
  as enemies. The target reacts violently to anyone who 
  approaches and will use the most efficient means of 
  disposing the enemy. The target also attempts a save 
  against all effects he could, unless he makes a successful 
  Spellcraft check to identify the effect. This condition 
  lasts for 1 minute per dread level. This is a mind-
  affecting fear effect. The dread must be at least 14th 
  level to select this option.
  
  5
  Steelforge
  This cloak is very light and loose fitting, with a generous 
  sized hood that can fit over even the largest of helmets. 
  An ironbody cloak contains a pool of temporary hit points 
  between 10 and 80. These hit points replenish each day. 
  The wearer uses these temporary hit points as long as she 
  is wearing the cloak. In addition, the cloak absorbs ability 
  damage that would otherwise affect the wearer. Every point 
  of ability damage absorbed this way expends 10 temporary 
  hit points from this item.
  CONSTRUCTION REQUIREMENTS
  COST varies
  +10 Bonus
  750 GP
  +20 Bonus
  2,500 GP
  +40 Bonus
  5,750 GP
  +60 Bonus
  9,000 GP
  +80 Bonus
  13,750 GP
  Craft Wondrous Item, aid
  Ironbody Cloak
  NECKLACE OF MANY CHARMS
  PRICE
  2,000 GP
  SLOT neck
  CL 3rd
  WEIGHT —
  AURA weak universal
  CONSTRUCTION REQUIREMENTS
  COST 1,000 GP
  By itself, this necklace of twisted mithral and silver does 
  nothing. Instead, it has ten rings from which its wearer can 
  hang charms (such as power charms or refinement charms). 
  Removing or attaching a charm is a full-round action.
  Craft Wondrous Item
  NETWORK NODE EARRINGS
  PRICE
  13,500 GP
  SLOT none
  ML 5th
  WEIGHT —
  AURA moderate telepathy
  Not all leaders are made to lead from the front, and not 
  all assistants are able to withstand the rigors of battle. 
  Network node earrings are the answer to this. They are 
  always made in pairs, to be worn by two separate people. 
  Their appearance is relatively low-key, with a simple crystal 
  stud on the ear and another that fits inside of it (this does 
  not impede hearing) connected by a clear wire. As long as 
  the two people occupy the same plane, this item has two 
  effects. First, they always count as members of each other’s 
  collectives (this counts against their maximum number 
  in the collective). Second, each may measure the range of 
  their collectives from the location of the other, in addition 
  to themselves. A character may not wear more than two 
  network node earrings at once.
  CONSTRUCTION REQUIREMENTS
  COST 6,750 GP
  Craft Wondrous Item, correspond or battlesense, creator 
  must possess the collective class feature
  MAGECATCHER NET
  PRICE
  30,340 GP
  SLOT weapon
  CL 7th
  WEIGHT 12 lbs.
  AURA strong abjuration
  This net is made from one-inch-thick braided cords of cold 
  iron. The net functions as a normal net, but any creature 
  caught in it is subject to a dimensional anchor spell (caster 
  level 7th) for as long as they remain entangled by it. The net 
  has hardness 10 and 30 hit points.
  Craft Magic Arms and Armor, dimensional anchor
  CONSTRUCTION REQUIREMENTS
  COST 15,170 GP
  MAGECATCHER NET, GREATER
  PRICE
  54,000 GP
  SLOT weapon
  CL 7th
  WEIGHT 12 lbs.
  AURA strong abjuration
  This net is made from one-inch-thick braided cords of 
  cold iron. The net functions as a normal net, but any 
  creature caught in it is subject to a dimensional anchor and 
  antimagic field spell (caster level 11th) for as long as they 
  
  6
  Steelforge
  CONSTRUCTION REQUIREMENTS
  COST 27,000 GP
  remain entangled by it. The net has hardness 10 and 30 
  hit points. The net's antimagic field does not affect the net 
  itself or its dimensional anchor effect.
  Craft Magic Arms and Armor, dimensional anchor, antimagic 
  field
  A set of steelwalker’s boots are made from fine steel plates, 
  studded with leather straps and clasps, allowing the owner 
  to pull them tight. The wearer can move up to half their 
  movement speed during a full attack. This movement must 
  be taken before, after, or between your attacks, and may 
  be taken in separate increments, so long as it does not 
  exceed half your total movement speed. If the wearer uses 
  this ability but does not hit with any melee attacks during 
  that action, they are then staggered until the end of their 
  next turn.
  STEELWALKER’S BOOTS
  PRICE
  14,000 GP
  SLOT boots
  CL 12th
  WEIGHT —
  AURA strong transmutation
  CONSTRUCTION REQUIREMENTS
  COST 7,000 GP
  Craft Wondrous Item, haste
  Craft Wondrous Item, memorize page, crafter’s fortune
  TRANSFERENCE VELLUM
  PRICE
  500 GP
  SLOT none
  CL 3rd
  WEIGHT 1/2 lb.
  AURA faint transmutation
  Originally designed to assists blacksmiths in reforging 
  magical weapons, this magically treated leather, about the 
  size of a dish rag, can be used to strip magic off of weapons 
  (or armor), and move them to another weapon (or armor). 
  This process does not function on artifacts, legendary items, 
  or cursed items.
  By spending a minute rubbing the leather on a weapon or 
  suit of magical armor, it will remove the item’s enhancement 
  bonus and any special abilities (such as a +1 longsword’s 
  +1 enhancement bonus on attack and damage rolls, or 
  a flaming burst weapon special ability) and place it on 
  itself. While the transference vellum is enhanced with these 
  weapon qualities, these qualities are suppressed, but can 
  be detected with  a detect magic spell or similar effect. A 
  transference vellum found already enhanced this way has its 
  cost increased by the value of its enhancements.
  Once imbued with magic, a transference vellum can be 
  turned over and rubbed onto a new set of non-magical, 
  masterwork weapon or armor, transferring the magic held 
  within the transference vellum to the weapon or armor. 
  This destroys the transference vellum, and only functions if 
  it is generally the same kind of item (armor to armor and 
  weapon to weapon). Any properties that the new item 
  cannot accept (such as the vorpal weapon special ability 
  on a club) are lost. 
  CONSTRUCTION REQUIREMENTS
  COST 250 GP
  TRICK CLOAK
  PRICE
  90,000 GP
  SLOT shoulders
  CL 9th
  WEIGHT —
  AURA strong abjuration
  CONSTRUCTION REQUIREMENTS
  COST 45,000 GP
  A trick cloak is always made of high quality cloth, with gold 
  and silver thread stitched into the hem. The cloak provides 
  its wearer with spell resistance equal to 10 + their character 
  level. Three times per day as an immediate action, the 
  bearer can suppress the spell resistance granted by this item 
  until the end of their next turn.
  Craft Wondrous Item, spell resistance
  WARSONG INSTRUMENTS
  PRICE
  2,055 GP
  SLOT none
  CL 3rd
  WEIGHT varies
  AURA faint conjuration
  Warsong instruments are used by adventuring musicians (and 
  inventive assassins) the world over. A warsong instrument 
  functions as a masterwork tool, granting a +2 circumstance 
  bonus on Perform checks involving its use. As a standard 
  action, or as part of starting a bardic performance, the 
  user of a warsong instrument may summon a floating 
  masterwork weapon made of opaque energy within their 
  space. The exact kind of weapon is determined when the 
  warsong instrument is created, and cannot be changed. For 
  as long as the user continues to play the warsong instrument, 
  they may attack with the summoned weapon as if they 
  were wielding it. Ranged weapons created by a warsong 
  instrument do not require a free hand to reload. When 
  attacking in this fashion, the user is effectively wielding the 
  weapon for all purposes (such as BAB, space/reach, ability 
  scores, etc).
  A warsong instrument can be enhanced as if it were a 
  weapon of the type it summons; these enhancements are 
  applied to the summoned weapon. A warsong instrument 
  can also be created to summon more than one weapon, 
  increasing its cost by 50% for each additional weapon 
  it summons. Each weapon summoned has identical 
  enhancement bonuses and special abilities. The user of the 
  warsong instrument must be able to wield the weapons 
  normally in order to effectively use a warsong instrument 
  that summons multiple weapons—a musician with only 
  two arms cannot play his warsong instrument to fight 
  with a pair of greatswords, although he could use one that 
  summoned a longsword and a shortsword.
  CONSTRUCTION REQUIREMENTS
  COST 1,027 GP
  Craft Wondrous Item, instant weapon
  
  7
  Steelforge
  These tiny charms carry enchantments which are minor at 
  best, and are often made by apprentice spellcasters looking 
  to practice imbuing items with magic. When hung on a 
  bracelet of charms or a necklace of many charms, the spark 
  of power within them helps the user focus on what they 
  do slightly better than they once could. All stack with one 
  another, and with all other sources of bonuses to these class 
  features. If the wearer does not possess the class feature to 
  be enhanced, that charm does nothing for them. 
  • Charm of Anger: Add one round of rage per day.
  • Charm of Arcana: You may use your school powers one 
  additional time per day.
  • Charm of Armor: This charm is created with one kind 
  of armor selected. You may sleep in that kind of armor 
  without suffering fatigue.
  • Charm of Bestial Communion: Add a +1 bonus to your 
  wild empathy checks.
  • Charm of Blood: Treat your level as one higher for the 
  purposes of your bloodline arcana (maximum level 20).
  • Charm of Claiming: Add one to the maximum number 
  of targets you can have Claimed at once.
  • Charm of Cooperation: Expand the maximum range of 
  your collective by 20 feet.
  • Charm of Concealment: Your aura of chaos, evil, good, 
  and/or law, if any, is treated as if you were one level 
  lower (to a minimum of 1st level).
  • Charm of Channeled Benevolence: Add one point to the 
  amount healed by your channel energy.
  • Charm of Channeled Malevolence: Add one point to the 
  damage dealt by your channel energy.
  • Charm of Health: Increase your maximum hit points 
  by 2.
  • Charm of Horror: Add one use of terrors per day.
  • Charm of Performance: Add one round of bardic 
  performance per day.
  • Charm of Reaction: Apply one point of your armor 
  training as a bonus on Reflex saves as well.
  • Charm of Response: Apply one point of your weapon 
  training as a bonus on initiative checks as well.
  • Charm of Sacrifice: Add one use per day of your transfer 
  wounds ability.
  • Charm of Searching: Treat your trapfinding ability as if 
  you were one level higher (maximum level 20th).
  • Charm of Seeking: Treat your track ability as if you were 
  one level higher (maximum level 20th).
  • Charm of Sigils: You may use your armiger’s mark one 
  additional time per day.
  • Charm of Spirit: Increase your ki pool by one.
  • Charm of Stunning: Add one use per day of your 
  stunning fist ability.
  • Charm of the Elements: Add one use per day of your 
  elemental fist ability.
  • Charm of Unity: Increase the maximum size of your 
  collective by one.
  REFINEMENT CHARM
  PRICE
  500 GP
  SLOT see text
  CL 1st
  WEIGHT —
  AURA faint universal
  POWER CHARM
  PRICE
  2,000 GP
  SLOT see text
  CL 5th
  WEIGHT —
  AURA moderate universal
  CONSTRUCTION REQUIREMENTS
  COST 250 GP
  Charming Trinkets
  Craft Wondrous Item, creator must possess the class feature 
  to be refined
  These charms contain more than just a mere spark of an 
  idea. They are made by those truly dedicated to their path, 
  Like their smaller cousins, the refinement charms, these 
  have no power alone, and must be hung from a bracelet of 
  charms or a necklace of many charms. Unlike them, however, 
  these take up three rings on the item holding them, and do 
  not stack with other charms of the same type (for example, 
  a creature could not benefit from two power charms of 
  identity, even if they specify different creature types).
  • Power Charm of the Adamant: Your mind blade, mind 
  bolt, mind shield, and/or mind armor counts as being 
  made of adamantine in addition to all other properties.
  • Power Charm of Adaptation: Add one use per day of 
  your reconfigure ability.
  • Power Charm of Changing: Add one use per day of your 
  veilshifting ability.
  • Power Charm of the Chase: Once per day, you may 
  use your grim news ability one additional time per 
  encounter.
  • Power Charm of Disabling: While you have your gentle 
  touch ability at full essence capacity, increase the save 
  DC of your stunning fist ability by 1.
  • Power Charm of the Empowered: You gain one 
  additional point of animus at the beginning of combat.
  • Power Charm of Excess: You gain one temporary essence. 
  This essence cannot be invested into receptacles, and is 
  renewed each morning.
  The following items are made for use with the bracelet 
  of charms and necklace of charms introduced in the first 
  section of this book. They provide no benefits unless 
  properly worn on such an item.
  
  8
  Steelforge
  • Power Charm of Identity: This charm is created with 
  one creature type selected. While you have an active 
  creature type (such as from the cryptic disrupt pattern 
  ability), the selected creature type also counts as active
  • Power Charm of Intensity: Your zeal ability lasts for two 
  rounds instead of one.
  • Power Charm of Lethality: Your Deadly Strikes ability 
  lasts for one additional round.
  • Power Charm of Mana: The user of this charm may 
  expend a spell point to charge it. This charge may be 
  expended as a spell point at any time.
  • Power Charm of Phobia: Extend the radius of your aura 
  of fear ability by 5 feet.
  • Power Charm of Precision: Add 1d6 to the damage dealt 
  by your sneak attack ability.
  • Power Charm of Presence: Increase the radius of your 
  tactical presence ability by 10 feet.
  • Power Charm of Quicksilver: Your mind blade, mind 
  bolt, mind shield, and/or mind armor counts as being 
  made of mithral in addition to all other properties.
  • Power Charm of Resistance: Your resist influence ability 
  also applies to all mind-affecting effects.
  • Power Charm of Surging: Once per day, when you 
  would suffer psychic enervation, you are instead 
  dazzled for one round.
  CONSTRUCTION REQUIREMENTS
  COST 1,000 GP
  • Power Charm of Striking: This charm can hold a charge 
  of your psychic strike. You must charge it as normal, 
  but can move the charge to your mind weapon as a 
  free action at any point thereafter.
  • Power Charm of Tactics: You determine uses per day 
  of your coordinated strike and strategies class abilities 
  by using the higher of your Intelligence or Charisma 
  modifier.
  • Power Charm of the Unyielding: Increase your damage 
  reduction class ability by 1 point.
  • Power Charm of the Waves: This charm is created with 
  one weapon group selected. You may use weapons 
  of that group underwater without penalty, as though 
  under the effects of the freedom of movement spell.
  • Power Charm of the Winds: Once per day, you may 
  expend a use of your wind reader ability as you are 
  manifesting a power that targets only yourself to make 
  it a swift action.
  Craft Wondrous Item, creator must possess the class feature 
  to be refined
  
  9
  Steelforge
  As time goes on and the design process continues, you 
  sometimes see crazy things happen. Take, for example, 
  Endeca’s gregarious gravity slime. It started as a spell, 
  then was made into an item. This item turned out to be 
  incredibly popular, to the point that we ended up making 
  it into a prestige class all its own. All three are presented 
  below; in the order they were written.
  FLIGHTBREAKER
  School: transmutation; Level: alchemist 3, inquisitor 3, magus 
  3, sorcerer/wizard 3, summoner 3, witch 3
  Casting Time: 1 standard action
  Components: V, S, F (a small stone)
  Range: long (400 ft. + 40 ft./level)
  Target: one creature
  Duration: 1 minute/Level
  Saving Throw: Fort negates (object)
  Spell Resistance: yes
  The victim of this spell is subject to a powerful personal 
  gravitational effect. If the subject fails her saving throw, she 
  is rendered incapable of flying for the duration; she loses any 
  and all fly speeds she possesses, is treated as having no ranks 
  in the Fly skill, and cannot hover, leap, or levitate higher 
  than ten feet from the ground. If the victim is flying when 
  she is affected by this spell, she falls to the ground slowly 
  and takes no falling damage.
  The Gravity Slime
  ENDECA’S GREGARIOUS GRAVITY SLIME
  PRICE
  varies
  Larva
  500 GP
  Polyp
  2,500 GP
  Adult
  5,000 GP
  SLOT none
  CL 5th
  WEIGHT 1 lb.
  AURA faint transmutation
  This small, light-blue slime is usually kept in a bottle or 
  bucket with an easy-to-open lid and quivers and coos 
  pleasantly whenever it is touched or fed (it does not seem 
  to require food to survive, though it does enjoy it). Though 
  the gregarious gravity slime sees some popularity as a hard-
  to-kill pet for the children of the rich, its primary purpose 
  is for combat. Any given Endeca’s gregarious gravity slime 
  has hit points up to a maximum based on its stage in its 
  life cycle (15 hit points for larvae, 20 for polyps, and 25 for 
  adults) which may be diminished only by use or energy 
  damage directed at the slime. The slime may be applied 
  to a weapon or piece of ammunition as a swift action, 
  consuming 5 of its hit points. The next time that weapon 
  strikes a creature, that creature must succeed at a Fortitude 
  save (DC 13 for larvae, DC 15 for polyps, and DC 17 for 
  adults, affects objects) or the clinging slime drags them to 
  the ground. Victims lose all ability to fly; they have no flight 
  speed, are treated as having no ranks in the Fly skill, and 
  cannot hover, leap or levitate any higher than ten feet from 
  the ground. If an affected creature is already flying, the slime 
  cushions their fall and they suffer no damage. The effects of 
  Endeca’s gregarious gravity slime last for 2 rounds for larvae, 
  4 rounds for polyps, and 6 rounds for adults, at which point 
  the slime on the creature dissolves with a contented sigh.
  Endeca’s gregarious gravity slime regains 5 hit points each 
  morning. No other known method can heal or replenish 
  the gregarious gravity slime, short of limited wish and 
  similar spells. A slime reduced to 0 hit points is used up, and 
  any remaining scraps in its container dissolve with a sigh.
  Craft Wondrous Item, flightbreaker
  CONSTRUCTION REQUIREMENTS
  COST varies
  Larva
  250 GP
  Polyp
  1,250 GP
  Adult
  2,500 GP
  A Gravity Slime
  
  10
  Steelforge
  Gravity Slime Master
  Both a pet for the children of the ultra-rich and a 
  powerful adventuring tool, Endeca’s gregarious gravity 
  slime rightfully deserves the fame and popularity it has 
  acquired. It is the distillation of one of the fundamental 
  forces of the universe, and Endeca was the one to bring 
  them first into being. Their capabilities have come a long 
  way since then, but only for those truly dedicated to the 
  path of the slime’s true power.
  The gravity slime master knows all of this and 
  more. By long experimentation with these same forces 
  personified, they learn to feel and distill them much 
  more rapidly. They work with the charming creatures to 
  hinder their foes, the forces of gravity itself laying them 
  low. 
  Hit Die: d8.
  REQUIREMENTS
  To qualify to become a gravity slime master, a character 
  must fulfill all of the following criteria.
  Skills: Knowledge (arcana) 3 ranks, Spellcraft (5 ranks).
  Feats: Craft Wondrous Item.
  Special: Must have used a single Endeca’s gregarious 
  gravity slime at least ten times.
  CLASS SKILLS
  The gravity slime master’s class skills are Craft (Int), 
  Knowledge (arcana), Knowledge (geography), Spellcraft, 
  Swim, and Use Magic Device.
  Skill Ranks per Level: 4 + Int modifier.
  CLASS FEATURES
  The following are the class features of the gravity slime 
  master.
  Weapon and Armor Proficiency: Gravity slime 
  masters gain no additional weapon or armor proficiencies.
  Class Features: At every even level, a gravity slime 
  master advances class features just as if she had gained 
  a level in a class she belonged to previously. She does 
  not, however, gain any other benefit that a member 
  of that class might have gained (such as Hit Dice, base 
  attack bonus increases, or skill points). This essentially 
  means that she adds those levels of gravity slime master 
  to her levels of the previous class and determines her 
  class features (such as power points, initiator level, 
  spellcasting, or bonus feats) accordingly. If the character 
  had more than one class before she became a gravity 
  slime master, she must choose one of them to augment 
  with this benefit; once made, this choice cannot be 
  changed.
  Launch Gravity Slime (Su): Once per encounter per 
  class level the gravity slime master possesses, a gravity 
  slime master can distill mystical forces around her into 
  a new gravity slime and launch it at her foes. When 
  she does so, she makes a ranged touch attack against 
  an opponent within 60 feet of her. If it hits, the target 
  takes 1d6 points of damage. This damage increases to 
  2d6 at 3rd level and 3d6 at 5th level, and is not subject 
  to damage reduction, hardness, or energy resistances of 
  any type.
  If the launched slime misses, it attempts to correct its 
  path by whipping around while midair. At the start of 
  her turn following a missed attack with this ability, the 
  gravity slime master can attempt another ranged touch 
  attack against her target as a free action. She only gains 
  one additional attack in this way per launched slime.
  At 2nd level, the gravity slime master creates and 
  launches two slimes when she uses this ability, and at 4th 
  level, she creates and launches three slimes. Each slime 
  may be directed at the same or different targets, though 
  each target must be within 30 feet of another target. She 
  may also choose to use a different impact effect (see page 
  12) on each slime, if she wishes.
  Gravity slimes created with this ability fade away with 
  a contented sigh after they strike or miss a second time, 
  and cannot be saved for later use.
  Gravity Slime Guardian (Su): Not all gravity slimes 
  are friendly enough for kids, and the gravity slime 
  master knows the secret of growing one into this breed. 
  At 1st level, a gravity slime master creates a such a slime. 
  A gravity slime guardian is completely loyal to its master, 
  obeying her both in and out of combat, and is treated as 
  a medium-sized summoner's eidolon with the following 
  base form, treating the gravity slime master's character 
  level as her effective summoner level for the purposes 
  of its abilities:
  Gravity Slime Guardian
  Starting Statistics: Size Medium; Speed 20 ft., climb 20 
  ft., fly 40 ft. (perfect), swim 20 ft.; AC +2 natural armor; 
  Saves Fort (bad), Ref (good), Will (good); Attack slam 
  (2d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con 13, 
  Int 7, Wis 10, Cha 11; Free Evolutions blindsight, climb, 
  flight (su, 2), magic attacks, slam,* improved damage 
  (slam), reach (slam), swim, tail, tail slap.
  *A gravity slime guardian gains a slam attack even though it has no limbs.
  Unlike an eidolon, the gravity slime guardian does 
  not gain its own pool of evolution points, nor does it 
  share magic item slots with the gravity slime master. In 
  addition, it is of the ooze type (though it is not mindless), 
  and has the ability to deliver its master's impact ability 
  as a standard action by making a melee touch attack.
  The gravity slime guardian is not summoned, nor can 
  it be dismissed; it can be healed as a normal creature, 
  and unlike an eidolon, the distance between it and its 
  master is not limited. However, a gravity slime master 
  can only have a single gravity slime guardian at any one 
  time. Should the gravity slime guardian ever be slain, its 
  master can grow another from an Endeca's gregarious 
  gravity slime larva over the course of a week.
  When its master reaches 2nd level, the gravity slime 
  guardian gains the improved natural armor evolution, 
  and its base land speed improves to 30  feet (increasing 
  its climb and swim speeds to 30 feet, and its fly speed to 
  50 feet).
  
  11
  Steelforge
  Table 1-1: Gravity Slime Master
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Class Features
  1st
  +0
  +0
  +1
  +1
  Launch gravity slime (1), gravity slime guardian, 
  impact (flightbreaker)
  —
  2nd
  +1
  +1
  +1
  +1
  Launch gravity slime (2), impact (entangle)
  +1 level of existing class
  3rd
  +2
  +1
  +2
  +2
  Impact (hinder), weapon slime
  —
  4th
  +3
  +1
  +2
  +2
  Launch gravity slime (3), impact (slow)
  +1 level of existing class
  5th
  +3
  +2
  +3
  +3
  Impact (stun)
  —
  As the gravity slime master prestige class makes use of 
  the slow spell's condition, we've reprinted it here for 
  ease of reference.
  SLOW
  School: Transmutation; Level: Bard 3, sorcerer/wizard 3
  Casting Time: 1 standard action
  Components: V, S, M (a drop of molasses)
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature/level, no two of which can be 
  more than 30 ft. apart
  Duration: 1 round/Level
  Saving Throw: Will negates
  Spell Resistance: yes
  An affected creature moves and attacks at a drastically 
  slowed rate. Creatures affected by this spell are staggered 
  and can take only a single move action or standard 
  action each turn, but not both (nor may it take full-
  round actions). Additionally, it takes a –1 penalty on 
  attack rolls, AC, and Reflex saves. A slowed creature 
  moves at half its normal speed (round down to the next 
  5-foot increment), which affects the creature's jumping 
  distance as normal for decreased speed. 
  Multiple slow effects don't stack. Slow counters and 
  dispels haste.
  When its master reaches 3rd level, the gravity slime 
  guardian gains the large and mount evolutions.
  When its master reaches 4th level, the gravity slime 
  guardian gains the improved natural armor evolution 
  again, and its base land speed improves to 40 feet 
  (increasing its climb and swim speeds to 40 feet, and its 
  fly speed to 60 feet).
  When its master reaches 5th level, the gravity slime 
  guardian gains the ability increase (Strength) evolution.
  Impact (Su): As the gravity slime master grows in 
  power, the gravity slimes under her command grow in 
  strength and versatility. Whenever a target is struck by 
  one of her launched gravity slimes or her gravity slime 
  guardian’s touch attack, they must succeed at a Fortitude 
  save or be subject to  the effects of the flightbreaker 
  spell for one minute. This ability affects objects as well 
  as creatures. The save DC for impact effects is equal to 
  10 + 1/2 the gravity slime master's character level + the 
  gravity slime master's highest ability score modifier.
  At 2nd level, the gravity slime master can instead 
  choose to force the target to succeed at a Reflex save 
  or become entangled for one minute. The target may 
  attempt a Strength or Escape Artist check each round as 
  as a move action to break free of the entangle effect.
  At 3rd level, the gravity slime master can instead 
  choose to force the target to succeed at a Will save or 
  become hindered for one minute, imposing a –2 penalty 
  to their Dexterity and preventing them from making 
  attacks of opportunity for the duration of the effect.
  At 4th level, the gravity slime master can instead 
  choose to force the target to succeed at a Will save or 
  become slowed for one minute, as the slow spell.
  At 5th level, the gravity slime master can instead 
  choose to force the target to succeed at a Fortitude save 
  or become stunned for two rounds.
  Weapon Slime (Su): Starting at 3rd level, a gravity 
  slime master may touch a weapon as a move action to 
  coat it in a layer of slime, choosing one of her impact 
  effects when she does so. The next time that weapon 
  damages a creature, it causes that impact effect and  
  deals additional damage as though the target had been 
  struck by a launched gravity slime. The gravity slime 
  master may have up to three weapons enhanced by 
  weapon slime at a time
  
  12
  Steelforge
  GM Tools
  Variant: Combating Christmas Trees
  One of the most iconic parts of Pathfinder is the vast 
  amount of magic items that characters acquire. To some, 
  this is viewed negatively as the "Christmas Tree" effect, 
  after the fact that when viewed with a detect magic 
  spell, a character displays a light show that would put 
  even the most festive firs to shame. In contrast, other 
  fictional examples trend towards the opposite; a character 
  generally has several important magic items, rather than 
  an overburdened arsenal.
  This variant presents rules for helping alleviate the 
  Christmas tree, allowing characters to combine the items 
  necessary for survival with the thematic and interesting 
  items they might not otherwise be able to access. The 
  variant changes how magic items function in two ways:
  Numerical Bonuses
  When creating or improving an item, a character can add 
  one of the effects listed on Table 6-2: Numerical Bonuses to 
  it at no extra cost. These bonuses can be added to the item 
  regardless of the item’s body slot or function (including 
  magic armor and weapons). A weapon or similar item 
  confers the effects added with this variant as long as the 
  wielder has it within their space or actively being used (in 
  the case of a thrown weapon), even if it is sheathed, 
  leaned against a tavern table,  or flying 
  through the air at an orc’s face. 
  An item that is disarmed or 
  otherwise taken from its 
  owner stops granting its 
  effects, however (granting 
  them to its new wielder 
  instead if stolen).
  Adding numerical bonuses to 
  an item works the same way as 
  crafting a normal magic item. The 
  creator must meet the necessary 
  prerequisites, spend gold equal to half 
  the item’s market price on raw materials, 
  and spend time working just as if they were 
  creating an item from scratch. The market prices on 
  the table are listed in “steps,” for ease of reference when 
  improving an item. For example, if a character wanted 
  to add a +1 deflection bonus to his magic sword, it would 
  add 2,000 gp to the item’s base price. If he later wanted to 
  increase that bonus to +3, it would cost him 16,000 gp (6,000 
  to improve to +2, and 10,000 to improve to +3). If he later 
  wanted to add a +4 enhancement bonus to his Strength, it 
  would cost him 16,000 gp (4,000 to add the base +2 bonus, 
  then 12,000 to improve it to +4).
  Note that unlike with the belt of physical might, belt 
  of physical perfection, headband of mental prowess, and 
  headband of mental superiority, there is no increase 
  in price if a character applies multiple enhancement 
  bonuses to an ability score to a single item.
  Temporary or Permanent?
  When a character has added effects to an item that is 
  normally wielded, it should be treated as if it were 
  continuously worn so long as they still own it, even if it 
  leaves their hands (such as by throwing a weapon, or a 
  party surrendering their weapons to the city watch when 
  meeting the king). For example, if a character has a sword 
  that grants them a +2 bonus to their Intelligence score, after 
  24 hours of owning it, they can use their increased score 
  for the purposes of meeting prerequisites.  They would 
  still only gain its benefits (and thus, the benefits of feats or 
  other options whose prerequisites were met with it) while 
  the item is within their reach or in use. After a character 
  has lost their item for 24 hours, they are no longer treated 
  as its owner, and must hold it for another day to gain these 
  benefits.
  
  13
  Steelforge
  Table 1-2: Numerical Bonuses
  Bonus
  Prerequisites
  Market Price
  Ability Score: +2 enhancement bonus¹
  see text
  4,000 GP
  Ability Score: +2 to +4 enhancement bonus¹
  see text
  12,000 GP
  Ability Score: +4 to +6 enhancement bonus¹
  see text
  16,000 GP
  Armor Class: +1 deflection bonus
  shield of faith, CL = 3 × bonus
  2,000 GP
  Armor Class: +2 deflection bonus
  shield of faith, CL = 3 × bonus
  6,000 GP
  Armor Class: +3 deflection bonus
  shield of faith, CL = 3 × bonus
  10,000 GP
  Armor Class: +4 deflection bonus
  shield of faith, CL = 3 × bonus
  14,000 GP
  Armor Class: +5 deflection bonus
  shield of faith, CL = 3 × bonus
  18,000 GP
  Armor Class: +1 armor bonus²
  mage armor, CL = 2 × bonus
  1,000 GP
  Armor Class: +1 to +2 armor bonus²
  mage armor, CL = 2 × bonus
  3,000 GP
  Armor Class: +2 to +3 armor bonus²
  mage armor, CL = 2 × bonus
  5,000 GP
  Armor Class: +3 to +4 armor bonus²
  mage armor, CL = 2 × bonus
  7,000 GP
  Armor Class: +4 to +5 armor bonus²
  mage armor, CL = 2 × bonus
  9,000 GP
  Armor Class: +5 to +6 armor bonus²
  mage armor, CL = 2 × bonus
  11,000 GP
  Armor Class: +6 to +7 armor bonus²
  mage armor, CL = 2 × bonus
  13,000 GP
  Armor Class: +7 to +8 armor bonus²
  mage armor, CL = 2 × bonus
  15,000 GP
  Armor Class: +1 enhancement bonus to natural armor
  barkskin, CL = 3 × bonus
  2,000 GP
  Armor Class: +1 to +2 enhancement bonus to natural armor
  barkskin, CL = 3 × bonus
  6,000 GP
  Armor Class: +2 to +3 enhancement bonus to natural armor
  barkskin, CL = 3 × bonus
  10,000 GP
  Armor Class: +3 to +4 enhancement bonus to natural armor
  barkskin, CL = 3 × bonus
  14,000 GP
  Armor Class: +4 to +5 enhancement bonus to natural armor
  barkskin, CL = 3 × bonus
  18,000 GP
  Energy Resistance: 5 against one element³
  resist energy
  4,000 GP
  Energy Resistance: 5 to 10 against one element³
  resist energy
  8,000 GP
  Energy Resistance: 10 to 20 against one element³
  resist energy
  16,000 GP
  Energy Resistance: 20 to 30 against one element³
  resist energy
  16,000 GP
  Saving Throws: +1 resistance bonus
  resistance, CL = 3 × bonus
  1,000 GP
  Saving Throws: +1 to +2 resistance bonus
  resistance, CL = 3 × bonus
  3,000 GP
  Saving Throws: +2 to +3 resistance bonus
  resistance, CL = 3 × bonus
  5,000 GP
  Saving Throws: +3 to +4 resistance bonus
  resistance, CL = 3 × bonus
  7,000 GP
  Saving Throws: +4 to +5 resistance bonus
  resistance, CL = 3 × bonus
  9,000 GP
  Skills: +5 competence bonus on one skill⁴
  guidance, ranks in skill = bonus
  2,500 GP
  Skills: +5 to +10 competence bonus on one skill⁴
  guidance, ranks in skill = bonus
  7,500 GP
  1. An item can gain this effect multiple times (once for each ability score). If Intelligence is selected, the item also grants ranks in one associated 
  skill for each +2 bonus granted after being worn for 24 hours, as if it were a headband of vast intelligence. The skills are chosen when the item is 
  created or upgraded, and cannot be changed thereafter. The prerequisite for enhancing or upgrading an item with this effect is the appropriate 
  spell for the ability score off the following list: bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, owl's wisdom.
  2. Cannot be added to an item that already grants a nonmagical armor bonus. In addition, a character can enhance the item with armor 
  special abilities as if it were a pair of bracers of armor. In such a case, the item follows all the same restrictions as bracers of armor 
  regarding interaction with worn armor, and the creator must meet the prerequisites of the armor special abilities as normal.
  3. Chosen from acid, cold, electricity, fire, or sonic. An item can gain this effect multiple times. Each time, the creator chooses a different element.
  4. An item can gain this effect multiple times. Each time, the creator chooses a different skill.
  
  14
  Steelforge
  Non-Numerical Effects
  In addition to the numerical bonuses listed above, a 
  character can combine the effects of multiple magic 
  items into a single unit. If the final item occupies a body 
  slot or must be wielded in the user’s hands to function 
  (such as a weapon), then the total price of the item is 
  equal to the highest individual price of the effects 
  added plus 1.5 times the price of each other added non-
  numerical effect. If the final item does not occupy a body 
  slot (such as if the character is creating a specialized ioun 
  stone or a weapon that confers its abilities even when 
  sheathed), then effects that normally occupy a body slot 
  have their prices multiplied by 2, rather than 1.5.
  For example, if a character wanted to buy a +3 amulet 
  of mighty fists that also gives the effects of an amulet of 
  proof against detection and location, they would need to 
  pay 36,000 gp (the base price of a +3 amulet of mighty 
  fists) + 52,500 gp (1.5 × 35,000 gp, the base price of an 
  amulet of proof against detection and location), or a 
  total market price of 88,500 gp. If they later wanted to 
  have it grant a +2 enhancement bonus to Constitution, 
  then they would add 4,000 gp to the market price of the 
  item, because as an effect listed on Table 6-2: Numerical 
  Bonuses, it does not carry an additional cost when being 
  added to an item. The GM has the final say on whether 
  or not an item can be combined with other items in this 
  way.
  A character can also change the item slot of an item by 
  multiplying its price by 1.5, even if they are not adding 
  it to another item. For example, if a character wanted to 
  make a pair of boots of teleportation that were actually 
  gloves of teleportation, occupying their hands slot, it 
  would cost 1.5 × 49,000 gp, for a total market price of 
  73,500 gp.
  The following text is the property of Wizards of the Coast, Inc and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b)”Derivative Material” means 
  copyrighted material including derivative works and translations (including into other 
  computer languages), potation, modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in which an existing work may be 
  recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, 
  sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” 
  means the game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this License, including translations 
  and derivative works under copyright law, but specifically excludes Product Identity. (e) 
  “Product Identity” means product and product line names, logos and identifying marks 
  including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; 
  and any other trademark or registered trademark clearly identified as Product identity 
  by the owner of the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that 
  are used by a Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” 
  means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in 
  terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content distributed 
  using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material 
  as Open Game Content, You represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE of any 
  Open Game Content You are copying, modifying or distributing, and You must add the 
  title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE 
  of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute 
  a challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content. 9. 
  Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this 
  License.
  10. Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: 
  Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, 
  Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., 
  Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork 
  Shaw, Owen K.C. Stephens, 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.
  Ultimate Psionics. © 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas 
  Rönnqvist.
  Akashic Mysteries, © 2014 Dreamscarred Press; Author: Michael Sayre
  Spheres of Power, © 2014 Drop Dead Studios; Author: Adam Meyer
  Path of War, © 2014, Dreamscarred Press; Author Christopher Bennet
  Path of War: Expanded, © 2016, Dreamscarred Press; Authors: Christopher Bennet, 
  Anthony Altovilla, Jade Ripley
  OPEN GAME LICENSE Version 1.0a
  
  15
  Steelforge
  New Monsters of all CRs!
  Full-Color
  $24.99
  Now Available!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Dreamscarred Press/Steelforge - Book 1.pdf