TEXT: 1
  By Jacob Karpel and Patrick Miller
  ◆ Book 2 ◆
  
  1
  Steelforge
  Book 2
  Authors: Jacob Karpel
  Additional Material: Patrick Miller
  Interior Design: Forrest Heck
  Editing: Forrest Heck
  Interior Layout: Jeremy Smith
  Artwork: Joe Shawcross, Rick Hershey, Jacob Blackmon, Tonis Pan
  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 II is published by Dreamscarred Press under the Open Game License version 1.0a Copyright 2000 
  Wizards of the Coast, Inc. 
  © 2017 Dreamscarred Press
  
  2
  Steelforge
  Welcome to the second Steelforge release! This time 
  around, we are going to focus on the big stuff. Artifacts 
  are things so dramatic that you just can’t put a price on 
  them. The way to make them is long forgotten, but the 
  items themselves remain. The quest for the mythical 
  relics of times long gone is a staple trope in fantasy (and 
  other genres, too), and I hope this volume provides some 
  of the excitement and drive of these great tales.
  In addition, we have built on Dreamscarred Press’s 
  Legendary Items, pieces of equipment whose stories 
  drive their power, and which grow with their chosen 
  wielder. No fewer than fifteen are presented here, and 
  we now have eased their use in games by including 
  estimated gold values so that the GM doesn’t have to.
  Jacob “PsyBomb” Karpel
  Author
  I wrote the original version of the Twisted Gambit for 
  a home game where one of the players wanted to throw 
  cards at people. I looked over existing ways to do it, and 
  found them kind of disappointing. So we wrote up a 
  special glove for him that would allow him to do cool 
  things with playing cards. When I saw Razor, I got the 
  idea to turn that piece of homebrew into a full legendary 
  item with a heavy theme around gambling. But then I 
  realized how much fun terminology I could use, which 
  was probably one of the most enjoyable parts of writing 
  this. Enjoy!
  Patrick Miller
  Author
  Introduction
  In this book, you will find new legendary items, 
  artifacts, a new prestige class, as well as a variety of 
  legendary items that originally appeared in Ultimate 
  Psionics, as well as weapon special abilities in the 
  appendix for ease of reference.
  In the first section, the rules for legendary items 
  and several new legendary items are presented. These 
  include the City in a Bottle and the Ring of the Grand 
  Vizier. Legendary items grow as the character gains 
  levels, allowing a character to gain a powerful item at 
  lower levels without unbalancing a game and to keep 
  that same item over the course of the character's career.
  In the second section, three new artifacts are presented, 
  including the Chessboard of the Astral Army. 
  Next is the forgelord prestige class, who gains special 
  abilities using magical items, while progressing the 
  character's original class features like manifesting, 
  spellcasting, or maneuvers.
  Finally, in the GM's Tools section, you will find a host 
  of legendary items that originally appeared in Ultimate 
  Psionics. This provides you with a variety of legendary 
  items to fully explore the concept in your game. Weapon 
  special abilities are presented in the appendix at the end 
  of the book for ease of reference. 
  Foreword
  
  3
  Steelforge
  Not every item is great because of what it is. For some, 
  they become great according to the weight of history 
  behind them, the stories which have been told only feeding 
  their might. These grow with their wielders, becoming 
  greater as the character does.
  These represent what some hold to be the ideal of a magic 
  item. That is, one that remains with the character, not one 
  that is disposed of. They cannot be intentionally crafted, the 
  values given are just for reference, see Chapter 6 for more 
  details.
  As a reminder, a given character can only have one 
  legendary item attuned to them, and a given legendary item 
  will only show its true capabilities for one person at a time.
  CITY IN A BOTTLE
  Slot: None
  This bottle is sized about right for a half-gallon of 
  whatever drink you happen to like, with an open mouth an 
  inch across. Clearly visible through the glass sides, though, 
  is a city. When viewed extremely closely, such as under a 
  magnifying glass, what appears to be tiny people walk 
  through the streets, conducting their daily lives. No matter 
  how the bottle is moved or tilted, those within don’t seem 
  disturbed.
  Requirements
  Skills: At least 7 ranks total in Craft skills, Profession 
  skills, and/or Spellcraft.
  Special: Must have personally sold goods you either 
  bought or made totalling over 500 gold pieces.
  Item 
  Level
  Wielder 
  Minimum 
  Level
  Abilities
  1
  -
  bag of holding type I
  2
  5
  Leadership, Bottled Village
  3
  10
  Bottled Town, bag of holding 
  type II
  4
  15
  Bottled City
  5
  20
  Bottled Metropolis, City Seed, 
  bag of holding type III
  * The City in a Bottle does not have a Value column, 
  unlike others here and below. This is because its worth 
  varies to an extreme degree depending on the party and 
  the nature of the campaign, and is thus meant more as a 
  Legendary Items
  tool for GMs to allow their players to adventure without being 
  anchored to a city or town for their resources. After all, they’re 
  carrying it with them. 
  Bag of Holding: When found, the City in a Bottle acts as 
  a bag of holding type I. Although the opening only appears 
  about an inch wide, anything which could fit into a bag of 
  holding will fit into it. At third item level, it upgrades to a 
  bag of holding type II, and at fifth it upgrades to a bag of 
  holding type III. Unlike a normal bag of holding, it has a 
  hardness of 15 and 50 hit points, and will not rupture from 
  a sharp object placed inside. It is still an extradimensional 
  space, and will react as any other bag of holding to being 
  placed inside of a portable hole
  Leadership: Once bonded, the City in a Bottle grants its 
  owner the benefits of the Leadership feat, with the following 
  modifications. The cohort and all followers are confined to 
  the city within the bottle. While within the city, any of them 
  can communicate telepathically with the owner. The cohort 
  in particular acts as the owner’s representative within the 
  city, able to interact with the residents to perform crafting, 
  research, and even buy or sell equipment and supplies as 
  appropriate to the size of the city. Although he cannot leave 
  the city, the cohort can exchange items through the bag of 
  holding effect (which opens into a small storage shed in the 
  City).
  Bottled Village: Upon revealing its abilities, the City in 
  
  4
  Steelforge
  a Bottle is revealed to be a village of about 100 people. It 
  contains basic facilities for just about any craft, as well as a 
  small research library and a small market. Where the goods 
  there come from before being bought, or where they go after 
  being sold there, is unknown.  The village is an autocracy, 
  consisting primarily of the owner’s own race (though there 
  are significant numbers of other races) and aligned to the 
  owner’s alignment.The residents speak any one language 
  the owner does, typically Common. The owner of the City 
  in a Bottle cannot enter the village yet.
  Bottled Town: The city has grown to about 2,500 people 
  and is a large town. The facilities have improved and are 
  now well-equipped, granting +2 to any Craft skill checks 
  or research attempts made by the cohort. In addition, the 
  owner of the city can call forth one follower from the city 
  to assist him in the real world. The follower appears next 
  to the bottle, and serves to the best of his ability. Only one 
  such can be out of the city at a time. Should the follower die, 
  or should the owner want to switch which is out, he can be 
  returned by touching the bottle to him.
  Bottled City: The city has grown to about 12,500 people 
  and is a large city. At this point, the owner gains the ability 
  to enter the city as a standard action by merely willing it so 
  while in contact with the bottle. All of their equipment goes 
  with them, as well as any willing creature touching them.
  Those not native to the city can leave by walking or riding 
  out the front gate  The bottle remains where it was, though, 
  and characters leaving the city could find themselves in 
  trouble if enemies have found it, or if it has ended up in a 
  dangerous location.
  Bottled Metropolis: The city has grown to about 30,000 
  people and is a metropolis.The cohort is now available as an 
  option to call forth from the City.
  City Seed: The City in a Bottle can now be planted like 
  a seed, anywhere there exists at least twenty square miles 
  not already within the boundaries of another city or town. 
  Over the course of a week, buildings spring up and their 
  residents with them, surrounded by farms and pastures as 
  appropriate to the region. The owner of the City in a Bottle 
  is its rightful ruler, with a small castle in the center of the city, 
  fully staffed. The residents are loyal, and include the cohort 
  and all of the followers gained from Leadership. They are no 
  longer limited to the city’s borders and can come and go 
  as desired. Typically, the city will grow rapidly up from its 
  current population when this happens unless surrounding 
  circumstances prevent it.
  RAZOR, THE WARRIOR’S WEAPON
  Slot: none
  This glass-like blade is formed of magical force, appearing 
  as a near-transparent sheet of impossibly thin material. 
  When lifted, the wielder can feel a slight mental presence 
  from the sword, urging them to fight, to kill, to win. To most, 
  this is the only manifestation of Razor’s true power, but in 
  the hands of a suitable wielder, the cursed blade will give 
  itself utterly to the warrior, asking only one thing in return—
  that they never become a coward.
  Razor is a masterwork machete that cannot be broken, 
  damaged, or destroyed by anything less than a disintegrate 
  spell, a rod of cancellation, or similarly powerful magic. 
  Although it does not have an enhancement bonus, Razor is 
  treated as a magic weapon for the purposes of overcoming 
  damage reduction, and attacks made with it ignore 
  hardness of objects less than 20. Razor cannot be improved 
  with item creation feats or otherwise enchanted as a magic 
  weapon outside of its own abilities (although effects such 
  as a greater magic weapon spell affect it as normal). A 
  detect magic spell or similar effect shows an aura of strong 
  transmutation magic.
  If Razor is grasped outside of a combat by a character 
  with a base attack bonus of +3 or higher, it attempts 
  to communicate with them, drawing them into an 
  extradimensional space within the blade and appearing as 
  a mirror image of the wielder. Its terms are simple; if the 
  wielder and the sword are to work together, Razor desires to 
  fight those it calls “warriors,” defined as any sentient creature 
  (including those not traditionally-defined as “warriors,” 
  such as mages) willing to fight and put its life on the line 
  in battle, and refuses to be used to face “cowards,” those 
  who have lost the will to fight, are broken by the traumas of 
  combat, or are uninterested in fighting at all. If the wielder 
  agrees to these terms, Razor promises to be the perfect tool, 
  transforming into a masterwork melee sword of the wielder’s 
  choice (see the sidebar) immediately following the contract 
  being sealed. Once the contract is made, Razor is willing to 
  remain under the wielder’s command until they die; if they 
  become a coward in Razor’s eyes, the sword will attempt to 
  return them to what it considers the proper path, but it will 
  not abandon one with which it has made an agreement. If 
  its contracted wielder dies and is later returned to life (or 
  unlife) and Razor has made a new contract, the sword will 
  only return to them if they kill its current owner. If they do 
  so, Razor will form a new contract with them, automatically 
  regaining the total bonus and weapon special abilities it had 
  for claimed for that wielder before they died. If the wielder 
  so wishes, Razor can also become a different weapon than 
  before when it makes this new contract.
  Requirements
  To successfully wield Razor to its fullest potential, a 
  character must fulfill the following requirements.
  Base Attack Bonus: +3
  Special: The character must be proficient with at least 
  one sword and have sealed a contract with Razor (see 
  above).
  
  5
  Steelforge
  What's a Sword?
  For Razor’s purposes, a sword is any weapon with a 
  long metal blade and a hilt. Generally (but not always), 
  this includes any weapon with the word “sword” in its 
  name, and many weapons from the light blades and 
  heavy blades weapon groups. Razor is proud of its form, 
  and will refuse to take the shape of non-sword bladed 
  weapons such as kamas, sickles, and axes. It could be 
  convinced to transform into a knife or similar weapon 
  (such as a dagger or kukri) if the wielder phrased their 
  contract correctly, but there are some weapons, such 
  as hafted weapons, projectile weapons, and bayonets, 
  that Razor will never willingly transform into. Razor is 
  willing to take the form of double weapons if and only if 
  both parts of the weapon are swords. If it does, then its 
  victor’s spoils ability improves each head of the double 
  weapon separately (and counts each head towards its 
  own individual maximum total bonus) when a head is 
  used to destroy a weapon.
  Bladebound Magi and Razor
  When a bladebound magus seals a contract with 
  Razor, they can feed their black blade to it as they do 
  so. If they do, then Razor takes the physical form of their 
  black blade (albeit made of magical force), and counts 
  as the their black blade thereafter for all purposes, 
  gaining the black blade arcane pool, Alertness, black 
  blade strike, energy attunement, teleport blade, transfer 
  arcana, and life drinker abilities at the appropriate level. 
  The sword does not gain the telepathy or unbreakable 
  abilities, nor does it gain an enhancement bonus from 
  its wielder’s levels. Razor uses its own mental ability 
  scores, ego, languages, skills, and senses, and its behavior 
  is unaffected by the black blade’s original personality.
  Item 
  Level
  Minimum 
  Wielder 
  Level
  Abilities
  Value 
  (Unfed)
  Value 
  (Fed)
  1
  –
  Unique 
  masterwork 
  machete (see 
  above), personal 
  space,
  unlocked 
  intelligence, 
  victor’s spoils 
  (+3 maximum)
  1,290gp
  2,960gp
  2
  4
  Victor’s spoils 
  (+4 maximum)
  1,575gp
  8,240gp
  3
  6
  Never unarmed, 
  victor’s spoils 
  (+5 maximum)
  5,560gp
  20,560gp
  4
  8
  Victor’s spoils 
  (+6 maximum)
  5,575gp
  32,240gp
  5
  10
  Never deserted, 
  victor’s spoils 
  (+7 maximum)
  5,700gp
  47,280gp
  6
  12
  Victor’s spoils 
  (+8 maximum)
  6,000gp
  65,600gp
  7
  14
  Never outwitted, 
  victor’s spoils 
  (+9 maximum)
  10,015gp
  91,680gp
  8
  16
  Victor’s spoils 
  (+10 maximum)
  10,950gp
  117,600gp
  9
  18
  Never defeated
  121,800gp
  256,800gp
  10
  20
  Warlord’s arsenal 125,000gp
  287,200gp
  *The Value (Fed) column above assumes that Razor is kept 
  fed with with ever-stronger weapons, GMs should not count 
  the value of those weapons, instead using the value of Razor 
  as the total. The Value (Unfed) column is what the weapon is 
  worth if it has no enhancements, such as when it is first found 
  or if no suitable weapons are coming around.
  Unlocked Intelligence: Unless it has a wielder, Razor’s 
  intelligence lies dormant beyond the ability to offer its terms. 
  Once the contract becomes sealed, Razor regains its full will, 
  becoming an intelligent item with the statistics listed below. 
  Although it does not necessarily have a full enhancement 
  bonus, its ego score is always treated as if the weapon was at 
  its maximum power. Unlike normal intelligent items, Razor’s 
  contracted wielder does not gain negative levels if their 
  alignment does not match the sword’s. Razor has the special 
  purpose of defeating and slaying powerful warriors in battle, 
  and can automatically tell whether or not an opponent of 
  its wielder within 60 feet is a coward or a warrior by the 
  sword’s personal definitions. There are only two situations 
  where Razor might come into a conflict of interest with its 
  wielder and prompt a Will save against its Ego score—the 
  first is if the wielder attempts to use Razor to deal nonlethal 
  damage to or otherwise spare an opponent it deems an 
  enemy warrior, and the second is if the wielder attempts to 
  deal lethal damage to or otherwise kill an opponent (with 
  any weapon) it deems a coward or other innocent. Razor 
  is unwilling to be used to fight such creatures, considering 
  them beneath it. Razor does not retain dominance after 
  negating the action that would have broken the terms of 
  its contract. The sword’s wielder can choose to not fight 
  enemies or flee without penalty, although it will judge their 
  actions and hold it against them in the future. Although this 
  this ability is gained the 1st item level, it does not come into 
  effect unless Razor’s wielder has sealed a contract with it.
  STATISTICS
  Alignment CN (see text); Ego 30; Senses 60 ft., darkvision 
  60ft.
  Int 10 + item level, Wis 10 + item level, Cha 10
  Communication empathy
  Personal Space: Razor can, if it is touching its wielder, 
  draw them into a pocket dimension within its blade as a 
  free action. While the wielder is within this dimension, the 
  sword stands balanced on its tip. Razor can be moved and 
  
  6
  Steelforge
  attended by other creatures as normal, although when its 
  wielder reappears, the sword returns to their hand. Inside 
  the sword’s personal space is an empty grey void, containing 
  what is generally some sort of seat or couch, a rack of 
  weapons (initially empty, but later housing each weapon 
  that Razor has devoured in its wielder’s service), and Razor 
  itself, taking the form of a mirror image of the wielder. While 
  the wielder is within this space, Razor can converse with it 
  freely, speaking all languages the wielder knows. Time passes 
  at a normal rate within this pocket dimension, and Razor 
  will often bring the wielder into the space when it wishes, 
  doing so to judge them, congratulate them on a victory, or 
  even sometimes just to speak. Razor does not allow the 
  wielder to use this space as a tool or hiding place; its realm 
  is its own, and once the sword finishes with its business, it 
  ejects the wielder.
  Victor’s Spoils: If it has sealed a contract with a wielder, 
  Razor gains the ability to claim ownership of the weapons 
  of defeated foes. Whenever Razor reduces a magic weapon 
  to 0 hit points (either through a sunder attempt or merely 
  attacking the weapon as an unattended object), the blade 
  devours that weapon utterly, potentially increasing its 
  power. When it does so, it can improve itself in one or more 
  of the following ways:
  • 
  Razor may increase its total bonus to match 
  the devoured weapon’s if that weapon has a higher total 
  bonus. For the purposes of this ability, only the permanent 
  enhancement bonus of the weapons are considered; a 
  greater magic weapon spell or similar effect is ignored. 
  Razor’s total bonus cannot increase to higher than its item 
  level + 2 (up to a maximum of +10, at the 8th item level).
  • 
  Razor may increase its enhancement bonus to 
  up to the devoured weapon’s, provided that this does not 
  increase its total bonus past that weapon’s.
  • 
  Razor may gain one of the devoured weapon’s 
  special abilities, provided that Razor does not already have 
  it. It can reduce its enhancement bonus and/or lose any 
  number of its current abilities to make room for the desired 
  ability, if necessary. Razor cannot gain a weapon special 
  ability that would be incompatible with it (such as the 
  reliable property, which is normally reserved for firearms).
  If, after devouring the weapon, Razor’s total bonus cannot 
  match or exceed that weapon’s, then any excess from the 
  devoured weapon is lost. Razor does not gain any benefits 
  or improvements from devouring magic ammunition 
  or temporary weapons (such as mind blades or weapons 
  from the call weaponry power); an actual weapon must be 
  consumed. At the GM’s option, Razor can devour weapon 
  special abilities with a static price using this power; the GM 
  should assign the special ability an effective bonus for the 
  purposes of Razor’s maximum. Razor refuses to take on the 
  glamered special ability, as well as any other abilities that 
  magically conceal its form.
  For example, if Razor is currently a +1 keen greatsword 
  and devours a +2 flaming warhammer, Razor’s total bonus 
  increases to +3, and Razor could gain the flaming special 
  ability, increase its enhancement bonus to +2, or even lose 
  the keen special ability and become a +2 flaming greatsword.
  Never Unarmed: At the 3rd item level, Razor’s wielder 
  often finds themselves with the blade in their hand the 
  moment they reach for it. Razor’s wielder gains the benefit 
  of the Quick Draw feat for the purposes of drawing the 
  sword.
  Never Deserted: At the 5th item level, Razor’s bond with 
  its wielder tightens, allowing the sword to return to them if 
  disarmed or stolen. As a free action that can be taken even if 
  it is not the wielder’s turn, Razor’s wielder can call the sword 
  to their open hand as if drawing it. This is a teleportation 
  effect that functions over any distance (although it does 
  not allow Razor to cross planar boundaries), and is treated 
  as drawing the weapon for the purposes of relevant effects 
  and abilities. If it wishes, Razor can also activate this ability, 
  bringing itself to its wielder’s hand.
  Never Outwitted: At the 7th item level, Razor shares 
  its instincts with its wielder, allowing them to react before 
  danger manifests. The wielder gains the benefits of the 
  uncanny dodge ability (as the rogue class feature). If 
  the wielder already has the uncanny dodge ability, they 
  automatically gain the improved uncanny dodge ability 
  instead, treating Razor’s item level as class levels in a class 
  that granted the uncanny dodge ability for the purposes of 
  stacking with their existing class levels.
  Never Defeated: At the 9th item level, Razor’s respect for 
  its wielder has grown enough that it is willing to break some 
  of the terms of its contract with them, recalling them from 
  death rather than passing to a new wielder. Once per month, 
  Razor can cast a true resurrection spell on its wielder. This 
  does not require any material components. If later asked 
  about this power, Razor will refuse to acknowledge that it 
  did so and in fact asserts that it has no such ability at all.
  Warlord’s Arsenal: At the 10th item level, Razor allows 
  its wielder to access its full power, revealing the forms of 
  every weapon it has devoured since its creation. Once per 
  day as a full-round action, the wielder can change Razor’s 
  weapon special abilities to any combination of abilities with 
  a value equal to its total enhancement bonus. This change 
  lasts until the wielder changes Razor’s special abilities again, 
  either through this ability or by having Razor devour a 
  weapon.
  RING OF THE GRAND VIZIER
  Slot: Ring
  Long ago, this simple gold band studded with blue 
  diamonds marked the highest advisor to a great rajah. 
  Unfortunately, the advisor went mad with power, and nearly 
  enslaved the kingdom before he was taken down. The ring 
  exists in order to help its owner serve as an advisor, and its 
  powers reflect that to this day, rejecting its original wearer’s 
  descent into power-hungry madness.
  Requirements
  Feats: At least one Akashic feat.
  Skills: At least 8 ranks in Knowledge skills, including 4 
  ranks in any one
  
  7
  Steelforge
  Special: Able to shape at least one Veil, and an Essence 
  pool of at least 4
  Item 
  Level
  Wielder 
  Minimum 
  Level
  Abilities
  Value
  1
  -
  Ring of Protection +1
  2,000gp
  2
  5
  Grand Vizier’s 
  Experiments
  5,000gp
  3
  10
  Ring of Protection +2,  
  Grand Vizier’s Advice
  10,800gp
  4
  15
  Grand Vizier’s Insight
  20,800gp
  5
  20
  Ring of Protection +3,  
  Grand Vizier’s Power
  64,800gp
  Ring of Protection +1: When first found, the Ring of the 
  Grand Vizier functions as a ring of protection +1. As its user 
  grows in power, so too does this effect at level 10 and 20.
  Grand Vizier’s Experiments: When the user shapes 
  their Veils in the morning, they may choose to have the 
  Ring of the Grand Vizier be treated as a Veil for all purposes 
  (including Essense capacity, counting against total veils 
  shaped, etc.). It occupies the Ring chakra, regardless of 
  whether the character could normally shape a Veil there. 
  At this level, the wearer gains a +1 insight bonus to all 
  Spellcraft and Use Magic Device rolls, plus one point per 
  point of Essence invested in the Ring of the Grand Vizier. 
  The wearer may also make such skill checks untrained. If the 
  character can bind Veils to their Ring chakra and chooses to 
  bind this veil to it, they gain the following effect: Whenever 
  you successfully activate an item by using Use Magic Device, 
  you need not make another roll to activate it for the next 
  twelve hours.
  Grand Vizier’s Advice: While shaped as a Veil, the Ring 
  of the Grand Vizier also grants the following benefits: You 
  gain a bonus to all rolls made to Aid Another equal to 
  the Essence invested, and the bonus granted increases by 
  one per two Essence invested. While bound, you may use 
  the Aid Another action as an Immediate action once per 
  minute, and may use it to assist any ally within 30 feet who 
  can see or hear you.
  Grand Vizier’s Insight: While shaped as a Veil, the Ring 
  of the Grand Vizier also increases all other Insight bonuses 
  you receive by one per three essence invested into it.
  Grand Vizier’s Power: The Ring of the Grand Vizier also 
  has the effects of a least akashic catalyst, except that it 
  affects all chakras. This does not stack with the effects of a 
  lesser or greater akashic catalyst
  TWISTED GAMBIT
  Said to be the legacy the the greatest gambler in history, 
  the Twisted Gambit is a highly illegal item in countries that 
  believe it exists. Legends have grown across many cultures 
  and centuries of the strange glove worn by numerous 
  master gamblers and thieves, but no one has ever been able 
  to find and study it.
  The truth of the Twisted Gambit is lost to history, and 
  only a few things are known. First is that the Twisted Gambit 
  does not suffer fools. It seems inclined to abandon a reckless 
  owner, simply vanishing and reappearing elsewhere as part 
  of some great prize. It always appears as a single, rather 
  plain glove, though a successful owner may find it growing 
  increasingly ornate over the course of a career. Finally, 
  there are consistent rumors that the Twisted Gambit is 
  somehow linked to some great vault where all the treasures 
  it has claimed reside. Among these treasures are a startling 
  number of important articles, including the deed to the 
  Material Plane.
  Requirements
  To use the Twisted Gambit, a character must fulfill the 
  following requirements.
  Skills: 4 ranks in at least 2 of the following skills: Bluff, 
  Perception, Profession (Gambler), Sleight of Hand.
  Special: The Twisted Gambit must be won in a wager. If 
  the glove is acquired through other means, its other abilities 
  can not be activated until it has been wagered and won.
  Item 
  Level
  Minimum 
  Wielder 
  Level
  Abilities
  Value
  1
  –
  Card sharp
  302gp
  2
  4
  House advantage
  2,802gp
  3
  6
  Fate’s gambit, up 
  your sleeve
  12,802gp
  4
  8
  Blackjack, pick a 
  card
  22,802gp
  5
  10
  Stacked deck
  40,302gp
  6
  12
  Loaded dice
  48,302gp
  7
  14
  Jackpot
  69,302gp
  8
  16
  All in the cards
  110,702gp
  9
  18
  Ace up your sleeve
  141,702gp
  10
  20
  Heart in the cards
  291,702gp
  Card Sharp: The Twisted Gambit appears to be a rather 
  ordinary glove, but while worn, it turns seemingly ordinary 
  items into deadly weapons. The wearer may wield cards 
  
  8
  Steelforge
  from any deck as daggers, with no penalty for using them as 
  improvised weapons.
  House Advantage: At the 2nd item level, the Twisted 
  Gambit’s wearer gains a bonus equal to the Gambit’s item 
  level on Sleight of Hand and Profession (gambler) checks, as 
  well as on other checks or d20 rolls made while gambling 
  (such as an attack roll to throw a dart in a game of darts or 
  a Perception check to win a shell game).
  Fate’s Gambit: As the bond with the Twisted Gambit 
  grows, so does the potential of the item. Starting at the 3rd 
  item level, the Gambit’s wearer may make Sleight of Hand 
  checks in place of Stealth checks.
  Up Your Sleeve: The Twisted Gambit is a tricky item, and 
  things tend to vanish around it. Starting at the 3rd item 
  level, the Gambit also functions as a glove of storing (see 
  the Magic Items in the Pathfinder Roleplaying Game Core 
  Rulebook/Gamemastery Guide). This is in addition to its 
  normal powers.
  Pick a Card: At the 4th item level, whenever the Twisted 
  Gambit’s wearer wins money while gambling, he may 
  choose to grant the money to the Gambit (if the winnings 
  are in the form of an item, the item is rendered worthless 
  beyond repair). This money forms a pool of gold pieces 
  that may be spent to enhance the Twisted Gambit as if 
  it were a masterwork weapon. The Gambit’s wearer may 
  assign or reassign these abilities by spending four hours 
  practicing different ways to cheat, using overall market 
  value of the bonuses and abilities gained to determine 
  its cost. Alternatively, the Gambit’s wearer can reassign 
  these abilities as a full-round action. Doing so angers the 
  phantom intelligence of the Twisted Gambit, however, and 
  causes the Gambit to lose half of its accumulated gold piece 
  pool (before choosing any new abilities).
  The Twisted Gambit cannot itself be used as a weapon, 
  but it confers its enhancement bonus and weapon special 
  abilities to any cards wielded using its card sharp ability.
  Blackjack: At the 4th item, whenever Twisted Gambit’s 
  wearer rolls a natural 20 on a d20 roll, they gain a +1 bonus 
  on that roll.
  Stacked Deck: At the 5th item level, the Twisted Gambit 
  allows its wearer to manipulate fortune to their own 
  advantage. The wearer gains a pool of luck points equal 
  to 1/2 the Gambit’s item level. As a free action that can be 
  taken even when it isn’t their turn, the wearer can spend 
  one luck point to reroll a die they just rolled with a bonus 
  equal to the number of luck points remaining in the pool. 
  They must take the result of the second roll, even if it’s worse. 
  This ability can only be used once on a given roll.
  The wearer can spend luck points from this pool even if 
  the pool is empty or at a negative number. If they do, they 
  reduce the pool further. If the luck pool currently has a 
  negative total, then the bonus that would normally be 
  applied on rerolls when using this ability becomes a penalty 
  equal to the negative total. This penalty is considered to 
  affect the base die roll, rather than the overall result. For 
  example, if the wielder makes a reroll with a luck pool of –2 
  and rolls a natural 20 on a d20, they are considered to have 
  rolled an 18 instead.
  At the start of each day, the wearer regains one luck point, 
  up to a maximum of 1/2 the Twisted Gambit’s item level. 
  In addition, the wearer regains one luck point whenever 
  they win a game or gamble with a pot value of 10% of the 
  owner’s wealth by level or more without using the Gambit’s 
  benefits or abilities (see the Gamemastering chapter in the 
  Pathfinder Roleplaying Game Core Rulebook/Gamemastery 
  Guide). The wearer may only regain one luck point in this 
  manner per day.
  Loaded Dice: At the 6th item level, the Twisted Gambit’s 
  wearer gains the ability to hedge their bets as an immediate 
  action as part of rolling a d20. When they do so, they call high 
  (11-20) or low (1-10). The d20 roll gains a either a bonus (if 
  the call was correct) or a penalty (if it was incorrect) equal 
  to 1/2 the Gambit’s item level. In addition, if the call was 
  incorrect, the wielder takes a –2 luck penalty on all d20 rolls 
  for one round.
  Jackpot: At the 7th item level, the Twisted Gambit’s 
  wearer can create a single consumable item (such as 
  alchemical items, power stones, wands, and scrolls, as well 
  as wondrous items with only a single use) worth no more 
  than 777gp once per day as a standard action. This item 
  remains for up to one hour before vanishing.
  All in the Cards: At the 8th item level, the Twisted 
  Gambit’s wearer gains the ability to teleport up to 200 
  feet to an unoccupied space they can see as a swift action. 
  When they do so, they may make a Sleight of Hand check 
  to imitate a spell, power, or maneuver of their choice that 
  normally allows the use to teleport (DC 20 + twice the spell, 
  power, or maneuver’s level). If the wielder is successful, then 
  they appear to all eyes as having used that ability for the 
  purposes of Spellcraft or Knowledge (martial) checks. If a 
  viewer’s Spellcraft or Knowledge (martial) check result is 
  higher than the wearer’s Sleight of Hand check, then they 
  see through the ruse. In addition, whenever the Gambit’s 
  wearer teleports, they can make a Stealth check as a free 
  Twisted Secrets
  A character who encounters or hears about the 
  Twisted Gambit can make a Knowledge (local) check 
  to determine whether or not they have heard of the 
  item before.
  DC 15: There exists a legend about a glove that can make anyone 
  into a master gambler, and a capable warrior while wielding the 
  tools of that trade. Legends name the glove the Twisted Gambit, 
  and it seems to possess a certain intelligence of its own, able to 
  determine worthy owners.
  DC 25: It is said that some master gamblers who were arrested 
  and imprisoned were able to escape as if by magic. Suddenly 
  empty cells, guards who changed places with the prisoner but had 
  no memory of doing so, and even one who hung himself and was 
  later found half the world away.
  DC 35: A single, elusive rumor says that the Twisted Gambit 
  is not a single glove, but a legacy created by millennia of master 
  gamblers. Even when unowned, it must be won in a wager, proving 
  each owner worthy of carrying on the legacy.
  
  9
  Steelforge
  action. This Stealth check may be made even while observed, 
  but may be irrelevant if the Gambit’s wearer does not have 
  the hide in plain sight ability or did not teleport to a place 
  of cover or concealment.
  Ace Up Your Sleeve: At the 9th item level, the Twisted 
  Gambit’s wearer can create a single consumable item (such 
  as alchemical items, power stones, wands, and scrolls, as 
  well as wondrous items with only a single use) worth no 
  more than 1,111gp three times per day as a standard action. 
  Items created with this ability remain for up to one hour 
  before vanishing.
  Heart in the Cards: At the 10th item level, when a 
  master of the Twisted Gambit dies, their body and soul 
  are absorbed into the nearest deck of cards, along with the 
  Gambit itself. They remain there until that deck is used in a 
  game or gamble of some sort. Any card game played with 
  the deck has a 50% chance of drawing the soul card. When 
  the card is drawn, the master of the Gambit is immediately 
  returned to life (or unlife, if they were an undead creature) 
  at no penalty, and appropriate ante or bid is withdrawn 
  from the Gambit’s pool of gold pieces from the pick a card 
  ability. The Gambit’s master is then dealt into the game.
  While they remain trapped in a deck of cards, no act short 
  of direct divine intervention may return the master to life, 
  not even a wish spell.
  The idea of attaining something that you have no way of 
  making yourself is a powerful thing, just as what you acquire 
  might be. The following items are ones whose methods of 
  creation are long lost to the mists of time. Fortunate or 
  canny adventurers may track down or come across one 
  or more of them, and none are unique. These do not have 
  values assigned, for the most part they do not easily map to 
  gold values. They should be considered bonuses for a party, 
  plot devices, or goals for a quest.
  CHESSBOARD OF THE ASTRAL ARMY
  Aura Strong Metacreativity
  Slot none; Weight 2lbs
  A Chessboard of the Astral Army is typically nondescript, 
  but always appears both well-used and very clean. It can 
  store up to 32 Chesspieces of the Astral Army (16 Pawns, 
  4 Rooks, 4 Knights, 4 Bishops, 2 Queens, and 2 Kings, see 
  below) in an extradimensional space merely by touching 
  them to the playing surface and willing it so as a move 
  action. These pieces can be retrieved one by one as free 
  actions, appearing in hand and ready for use. If used within 
  one round of being retrieved this way, the duration of the 
  astral construct is doubled (as Extend Power) and it adds 
  Improved Buff, Blindsight, and Greater Might to its chosen 
  menu options.
  If the board is ever destroyed, its lingering power infuses 
  the one who destroyed it, granting them the ability to 
  summon a Pawn three times per day and a Knight once per 
  day as standard actions (as if using the items). These are 
  treated as if just retrieved from the chessboard.
  DESTRUCTION
  In order to destroy a Chessboard of the Astral Army, one 
  must gather a full set of Chess Pieces of the Astral Army 
  (costing 67,500 gp or more if bought) and challenge the 
  board to a game of speed chess. When you do, all of the 
  pieces animate and enact your moves on a grander scale 
  as you play. Resolve this as opposed Knowledge (Martial) 
  checks, each taking one round (the board has a +20 total 
  modifier on this check). The winner of each check captures 
  one piece per three points they win by, working their way 
  from Pawns first to the King last. You have 26 rounds until 
  the game pieces fade, and must capture the Board’s King 
  before then. Regardless of the result, all of the pieces used 
  become nonmagical afterwards.
  INCINERATOR CANNON
  Aura strong evocation
  Slot none; Weight 100 lbs or 1 lb (see text)
  Many powerful arcane spellcasters greatly value the 
  privacy of their towers. This item is the result of a team of 
  evokers becoming much more serious than usual in their 
  Artifacts
  
  10
  Steelforge
  desire to not hear a knock on their door. In its fully expanded 
  and entrenched form, the incinerator cannon is an immobile 
  orange dome ten feet across. Every morning, its owner may 
  define what it considers an enemy. This definition must be a 
  single sentence of no more than 20 words, or else the cannon 
  does nothing for that day. Once per round, while a defined 
  foe is within 200 feet, it fires an empowered disintegrate at 
  the nearest one with a +20 attack bonus and a caster level 
  of 20 (DC 25). Optionally during the morning programming, 
  it can fold itself down into a tiny floating orange orb that 
  follows its owner around, easily mistaken for an ioun stone. 
  In this form, it attacks the nearest defined foe within 50 
  feet for 6d6 damage each round (of the same destructive 
  impulse as the disintegrate spell). It can be expanded back 
  in the same way. The owner has no control over its actions 
  other than daily programming, it acts automatically any 
  time a defined enemy is within range regardless of its user’s 
  will. If two or more defined foes are at the same range, it 
  fires at a random one.
  DESTRUCTION
  The incinerator cannon can be destroyed only by defining 
  itself as its own foe, which causes it to explode one round 
  later. This explosion deals 25d6 damage of the same 
  destructive impulse as a disintegrate to everything within 
  50 feet. There is no save, and anything destroyed by this 
  damage is reduced to fine dust.
  LIAR’S QUILL
  Aura Strong Divination
  Slot none; Weight -
  This peacock-feather quill always writes smoothly 
  and never needs to be filled with ink. It carries with it a 
  powerful enchantment that affects all text that it is used 
  to write. Specifically, it is unable to write anything which is 
  currently true. Attempts to do so always result in the writer 
  accidentally changing words to make the statement untrue 
  (for example, attempting to write “The sky is blue” may end 
  up as “The sky is yellow”). The writer must roll Perception 
  (DC 20) to realize that this alteration took place. This is 
  not predictive in nature, the pen knows nothing about 
  the future, so any statement about the future comes out 
  unaltered. Finally, the pen gives a +10 competence bonus to 
  Bluff and Linguistics checks made to lie through its writing.
  DESTRUCTION
  In order to destroy the liar’s quill, its user must spend 
  a year and a day without speaking. In addition, all of their 
  written communication must be made with the liar’s quill. 
  After this time, it withers away to nothing and is destroyed
  CHESS PIECES OF THE ASTRAL ARMY
  Aura strong metacreativity; ML 13th
  Price 650 gp (Pawn), 2,600 gp (Rook), 3,250 gp 
  (Knight), 3,900 gp (Bishop), 4,550 (King or Queen) ; Slot 
  none; Weight -
  These ornate chess pieces stand about an inch tall and 
  can be carved out of nearly any material (though wood 
  and marble are popular). They are enchanted to create 
  servants for the user, after their own kind. Some help 
  with life, some with travel, and some with war. The user 
  can throw a piece anywhere within 50 feet as a standard 
  action. Where it lands, its corresponding astral construct 
  springs to life, as the power (ML 13). It acts on the user’s 
  initiative starting the next turn, and can be mentally 
  directed as a free action. The characteristics of the 
  constructs are as follows:
  Pawn: 1st-Level Astral Construct with the Utility and 
  Fly menu options.
  Rook: 4th-Level Astral Construct with the Reach and 
  Heavy Deflection menu options.
  Knight: 5th-Level Astral Construct with the Smite, 
  Power Attack, and Celerity menu options.
  Bishop: 6th-Level Astral Construct with the Improved 
  Fly and Stunning Fist menu options.
  Queen: 7th-Level Astral Construct with the Pounce, 
  Muscle, Improved Fly, Power Attack, and Celerity menu 
  options
  King: 7th-Level Astral Construct with the Concussion 
  and Dimension Slide menu options
  Once used, the magic of the piece is expended 
  (although the physical chess piece remains). Complete 
  sets are very rare and extremely expensive, but unlike 
  the chessboard of the astral army, the knowledge of their 
  creation remains. Individual pieces are therefore much 
  more likely to be found.
  CONSTRUCTION
  Requirements Craft Wondrous Item, Advanced 
  Constructs, Boost Construct, astral construct; Cost 325 
  gp (Pawn), 1,300 gp (Rook), 1,625 gp (Knight), 1,950 gp 
  (Bishop), 2,275 gp (King or Queen)
  
  11
  Steelforge
  It is one thing to use magical items. A very great 
  number of greedy adventurers seek them out to the 
  ends of the earth. Some make their own, toiling in their 
  towers and forges to create the tools they change the 
  world with. There is, however, a third breed entirely.
  The forgelords use their considerable expertise in the 
  creation of magical equipment to find the resonance of 
  power within them, attuning themselves to it. By doing 
  so, they bring a much greater degree of the potential 
  out of their equipment, and can better bring it to bear 
  against their foes.
  Hit Die: d8
  Requirements
  In order to become a forgelord, a character must meet 
  these requirements.
  Skills: Craft (any one) (5 ranks), Spellcraft (5 ranks).
  Feats: Any Item Creation feat.
  Special: Must have used an item that they crafted 
  themselves in order to defeat a challenging foe.
  Class Skills
  The forgelord's class skills (and the key ability for 
  each skill) are Craft (Int), Knowledge (Arcana, Psionics), 
  Spellcraft, Use Magic Device
  Skill Ranks at Each Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the forgelord 
  prestige class. 
  Weapon and Armor Proficiencies: The forgelord 
  gains no new armor or weapon proficiencies (but see 
  below).
  Craft Bonus (Ex): The forgelord gains a bonus to 
  all skill rolls related to the crafting process equal to 
  her class level. If the forgelord possesses the Master 
  Craftsman feat, they can now use it to qualify for 
  any item creation feat, using appropriate skills.
  Class Features: At second, third, and fourth level, 
  the forgelord 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 forgelord 
  to her levels of the previous class and determines her 
  class features (such as power points, initiator level, and 
  bonus feats) accordingly. If the forgelord had more 
  than one class before she became a forgelord, she must 
  choose one of them to augment with this benefit; once 
  made, this choice cannot be changed.
  Item Attunement (Su): What sets a forgelord apart 
  from other adventurers is their ability to find the 
  magical resonance within an item, and in doing so attune 
  themselves to it to bring out more of its potential. At first 
  level, the forgelord can spend an hour in meditation with 
  a magic item in order to attune themselves to it, gaining 
  the Least bonus as appropriate from the list below. They 
  may only have one item attuned at a time, attuning to a 
  second one causes them to lose the attunement to the first. 
  At third level, the forgelord gains the ability to attune to 
  a second item at a time, and one of the two may gain 
  both the Least and Lesser bonuses from its appropriate 
  list. At fifth level, the forgelord may attune to three items 
  Forgelord
  
  12
  Steelforge
  at a time. The forgelord may choose one attuned item to 
  gain the Least, Lesser and Greater benefits, and a second 
  attuned item to gain the Least and Lesser benefits. The 
  third attuned item gains only the Least benefit. The 
  forgelord may change which attuned item gains which 
  bonuses with a minute of concentration. All bonuses 
  only apply when the forgelord is the one using the item. 
  If an item would fall into more than one category (such 
  as the Ring of the Grand Vizier, which could be Armor or 
  Wondrous), then the forgelord must choose which set of 
  bonuses that item will be granted.
  Weapons: This category includes swords, bows, amulet 
  of mighty fists, and the like. You may not attune to 
  ammunition in this way.
  Least- Gain Weapon Proficiency and Weapon Focus 
  with that weapon as bonus feats for as long as you stay 
  attuned.
  Lesser- Increase the weapon’s critical multiplier by 1. 
  This stacks with similar effects.
  Greater- Increase the weapon’s Enhancement bonus by 
  2. This specifically can bring it over +5, or the total over 
  +10, and does not affect the price of further enhancing it.
  Armor: This category includes worn armor, shields, 
  and items which provide a continuous, numeric bonus 
  to AC (such as +1 Breastplate or a Carapace of Natural 
  Armor).
  Least- Gain proficiency with the item, increase its 
  bonus to AC by one, reduce its armor check penalty by 
  one, and increase its maximum dexterity bonus by one.
  Lesser- Increase its bonus to AC by another one (total 
  of 2), and it now grants DR X/- where X is equal to your 
  class level. This stacks with any other source of DR/-.
  Greater- Increase its bonus to AC by another one (total 
  of 3), and the forgelord is treated as not wearing the item 
  whenever it would be advantageous to her. For example, 
  a monk attuned to a magical suit of full plate would 
  retain her class features while wearing it, and it would 
  not reduce her movement speed. Characters with vows 
  forbidding the use of the item still violate those vows if 
  they choose to do so.
  Spell: This category includes wands, dorjes, staves, 
  and other items which either repeatedly or constantly 
  replicate the effects of spells, powers, veils, or other such.
  Least- The caster level of the item is increased by 1. 
  You gain a Competence bonus to UMD equal to your class 
  level when activating the item.
  Lesser- If the attuned item is charged, or has limited 
  uses per day, there is a 10% chance per class level when 
  activated that it does not consume a charge or use.
  Greater- The forgelord may apply the effects of one 
  appropriate Metamagic or Metapsionic feat they know 
  to the spell used whenever it is activated. Modifying it 
  this way increases its casting action to one full round, or 
  doubles the time it takes if it was already longer than 
  this.
  Disposable: This category includes scrolls, potions, 
  psionic tattoos, magical ammunition, feather tokens, and 
  other one-time-use items. Attuning to an item in this 
  category only takes one minute, instead of an hour.
  Least- There is a 10% chance per class level that the 
  item is not expended when used. Scrolls don’t lose their 
  power, potions spontaneously refill, ammunition is not 
  destroyed, other items reappear in hand immediately, 
  etc. You gain a Competence bonus to UMD equal to your 
  class level when activating the item.
  Lesser- The caster level for the effect is increased to 
  your character level, if higher.
  Greater- If the attuned item allows a save, that save DC 
  increases to 10 + 1/2 your character level + your highest 
  ability score modifier as long as this would be higher 
  than the item’s own save DC.
  Wondrous: This category is a catch-all for anything 
  that doesn’t fall into any of the above.
  Least- If the item is activated as a full-round action or 
  less, reduce the time required to activate it by one step 
  (full round to standard to move to swift to immediate).
  Lesser- If the item is worn, it no longer takes up the slot 
  it was worn in, allowing the forgelord to wear another 
  item in the same location and gain the benefits of both.
  Greater- The item retains its power for a short time 
  even when it should have been rendered nonfunctional. 
  Whenever it would stop working for any reason (being 
  Sundered, entering an Antimagic Field, etc), it instead 
  can make a Fortitude save to stay functional immediately 
  and again at the end of each round. The DC for this starts 
  at 15, and increases by 2 for each successive save.
  Recharge (Su): Once per day as a standard action, the 
  forgelord can bestow one temporary charge to a charged 
  item he is attuned to. This charge lasts for one hour per 
  class level before disappearing. They gain a second use 
  of this ability per day at 4th level.
  Extend Effect (Su): Once per class level per day, the 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Class Features
  1st
  +0
  +1
  +0
  +1
  Item Attunement, Least; Craft Bonus
  2nd
  +1
  +1
  +1
  +1
  Recharge (1/day), Extend Effect
  +1 level of existing class
  3rd
  +2
  +2
  +1
  +2
  Item Attunement, Lesser
  +1 level of existing class
  4th
  +3
  +2
  +1
  +2
  Recharge (2/day) Persist Effect
  +1 level of existing class
  5th
  +3
  +3
  +2
  +3
  Lesser Artifact; Item Attunement, Greater
  
  13
  Steelforge
  forgelord can cause any magic item that does not have an 
  instantaneous duration or continuous effect to function 
  at twice its normal duration. This item must replicate a 
  spell or power effect of no higher than 3rd level, and he 
  must be attuned to the item.
  Persist Effect (Su): Once per day, when the forgelord 
  uses Extend Effect, she may instead cause the duration 
  of the effect to become 24 hours. Using this ability again 
  before a previous instance expires causes the old effect 
  to immediately fade.
  Lesser Artifact (Ex): Upon reaching fifth level, the 
  forgelord is inspired to create a masterpiece in the form 
  of a Lesser Artifact. They gain the knowledge of how to 
  craft one lesser artifact of their choice, and may craft 
  one such item. Should the item ever be destroyed (not 
  expended), the forgelord may make another to replace 
  it. Crafting the Lesser Artifact or its replacement takes 
  100 days and costs 50,000gp in materials. No rolls are 
  necessary for this process. The forgelord may Attune to 
  this artifact as appropriate once it is completed.
  The hard part of using artifacts and legendary items 
  in a game is rather easy to pin down. If the GM intends 
  for the PCs to possess and use it long-term, it needs to 
  be accounted for in the treasure so that one character 
  doesn’t get too far ahead of everyone else in capability. 
  The issue with this is that, since they cannot be made, 
  values haven’t been given to them. What we’re doing here 
  is fixing that issue. Their backstories and descriptions 
  have been significantly cut down in the interest of space, 
  the full descriptions can be found in Ultimate Psionics.
  Pricing a legendary item takes more time, but follows 
  the same process as a regular magic item. The only 
  difference is that you need to do so for every item level 
  in order for the value to keep up. You still calculate each 
  effect the same way, and still multiply stacked effects. On 
  all of the items in this book, as well as for everything we 
  could get our hands on, we’ve done the work for you.. 
  Also included are the full Legendary Item rules for ease 
  of reference.
  LEGENDARY ITEMS
  Although most adventurers eventually have powerful 
  weapons, armor, and items that grant them special 
  abilities and the might to vanquish the toughest of 
  foes, it is normal in the Pathfinder Roleplaying Game 
  that characters will replace their gear as stronger or 
  better-suited options are found in the treasure hordes 
  of slain foes or crafted by the party artificer.  This sort of 
  behavior, however, does not allow for the sort of stuff of 
  legends where a hero of old carries a trusty sword their 
  entire career.  
  Instead, characters who keep family heirlooms are 
  often weaker than their counterparts who do not hold 
  to sentimentality.  Legendary items are meant to bridge 
  this gap, growing in power as the wielder gains in levels, 
  unlocking new abilities as the campaign progresses.  In 
  this fashion, the item can be given to a character early in 
  their career without giving them a powerful artifact that 
  makes encounters trivial.  
  Presented in this section are ten legendary items, 
  presented in a standard format, with the background 
  and description of the item first, then requirements 
  to attune to the item, and finally the abilities the item 
  grants as the character gains in levels.
  Legendary Item Rules
  Legendary items follow a standard format and set of 
  rules, as detailed below.
  Legendary items follow a standard format and set of rules, 
  as detailed below.
  • Legendary armor, shields, or weapons have a base 
  legendary value which is usually a +1 enhancement 
  bonus, such as a +1 shield, available even if the wearer is 
  GM Tools
  
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  not attuned. 
  • For all other legendary items, the legendary item has a 
  base item ability that the wearer can use even if he does 
  not meet the requirements 
  • Each legendary item has requirements necessary to 
  attune it to the wearer.
  • If by 4th level for armor, shields, and weapons, or 5th level 
  for all other legendary items, the wearer of the legendary 
  item has met the requirements needed to attune the item, 
  it increases in power to its second item level. 
  • Increasing a legendary item’s power level occurs 
  automatically once the wielder has gained the required 
  wielder minimum level and is attuned to the item.  For 
  armor, shields, and weapons, this is every two character 
  levels, and for all other legendary items, for every five 
  character levels.
  • Any psi-like abilities gained through the use of the 
  legendary item are based on the wearer’s highest mental 
  characteristic (Int, Wis, or Cha).
  • The manifester level for any effects of the item are based 
  on the wearer’s total Hit Dice.
  • Only one owner can be attuned to a legendary item at any 
  one time. If the owner dies or loses the item for more than 
  a year and one day or intentionally parts with it, the item 
  is free to become attuned to another. 
  • A character can only be attuned to one legendary item at 
  a time.
  Bonus Feats
  Many of the legendary items presented grant bonus feats. 
  Unless otherwise noted, these bonus feats remain in effect 
  as long as the owner is physically wearing the item. The 
  wearer does not need to meet the prerequisites for these 
  bonus feats.
  CROWN OF CHAOS
  On her twenty-first birthday, the beautiful Princess 
  Magdylyne appeared at court wearing a delicate crystal 
  crown that twisted and writhed atop her head. She lashed 
  out with bolts of psionic fury, reducing the old regime’s 
  most prominent members to ashen husks. No retaliatory 
  attacks could touch her; as she walked through the room, 
  any attacks made against her would twist away at the last 
  moment or be intercepted by seemingly random events. 
  In a few minutes of utter chaos, Magdylyne had taken the 
  throne and bent a kingdom to its knee.
  Her reign was not to last, however. The surviving nobility 
  banded together and formulated a plan with layers of 
  contingencies and redundancies. It took six months and 
  nearly a score of attempted assassinations before one finally 
  succeeded, ending the reign of the self-proclaimed queen 
  of chaos. It took nearly a century before the instability she 
  created had normalized, and her crown was never recovered.
  Requirements
  To successfully wield the Crown of Chaos to its fullest 
  potential, a character must fulfill the following requirements.
  Alignment: Any non-lawful
  Feats: Overchannel 
  Skills: Bluff 5 ranks
  Special: A character with the wild surge class feature 
  does not need Overchannel
  Item 
  Level
  Wielder 
  Minimum 
  Level
  Abilities
  Value
  1
  -
  Lesser psicrown of force 
  and fire
  22,000gp
  2
  5
  Power surge
  82,000gp
  3
  10
  Good fortune
  88,000gp
  4
  15
  True psicrown of force and 
  fire
  127,740gp
  5
  20
  Shroud of chaos
  192,540gp
  Lesser Psicrown of Force and Fire: The Crown of Chaos 
  is always treated as a lesser psicrown of force and fire (see 
  above).  However, unlike a standard psicrown, the wearer 
  of the Crown of Chaos treats all powers in the psicrown 
  as if they were on their class power list.  If the power is on 
  multiple class power lists, use the lowest level.
  Power Surge (Su): At item level 2, whenever the wearer 
  manifests a power, she can use the power of the crown to 
  augment her powers instead of paying from her reserve. 
  She must expend the power points to manifest the power 
  normally, but any augmentations can be drawn from the 
  crown. The wearer still cannot exceed her normal manifester 
  level limit on power points spent on the manifestation. This 
  power comes at a price: the wearer suffers 1d6 points of 
  nonlethal damage for each power point spent by the crown. 
  Good Fortune (Ex): Upon reaching item level 3, the 
  wearer of the Crown of Chaos gains fortuitous luck. Once 
  per day, on a skill check, attack roll, ability check or saving 
  throw, she can roll twice and choose the better result.  She 
  must decide before making the roll to use this ability.
  True Psicrown of Force and Fire: At item level 4, the 
  Crown of Chaos is treated as a true psicrown of force and 
  fire (see above). In addition, the wearer can as a free action 
  command the Crown of Chaos to recharge itself once per 
  day, recharging 14 power points. This recharging ability 
  cannot be used if the wearer has already recharged another 
  
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  psicrown that day and he cannot later that day recharge a 
  different psicrown.
  Shroud of Chaos (Su): Upon reaching item level 5, the 
  wearer gains the ability to wrap herself in a shroud of chaotic 
  energy as a swift action. While the shroud is active, ranged 
  attacks made against the wearer suffer a 20% miss chance. 
  Additionally, any creature except the wearer making a skill 
  check or saving throw within 30 feet of the wearer must roll 
  2 dice and choose the worse result. This effect lasts for one 
  minute and can be used once per day.
  DANCING ROBES OF SHARATWAN
  The stories tell that Sharatwan the Peace Bringer was 
  a whirling dervish in combat, her unusual dancing gown 
  cutting the air in a blur of faintly-glowing cloth as she moved 
  about the field faster than the eye could follow.  Legends 
  claim her hands became lances of light that struck down all 
  the enemies around her and even devastated leaders from 
  afar. When she raised her hands, aglow with her inner power, 
  high into the air, it was her sign to all enemies to negotiate a 
  peace or face the deadly consequences of battle against her 
  and her allies. 
  Requirements 
  To successfully wield the Dancing Robes of Sharatwan to 
  its fullest potential, a character must fulfill the following 
  requirements.
  Mind Blade: Ability to form two mind blades
  Feats: Two-Weapon Fighting, Weapon Finesse
  Skills: Diplomacy 4 ranks, Intimidate 4 ranks
  Item 
  Level
  Wielder 
  Minimum 
  Level
  Abilities
  Value
  1
  -
  +1 Dancing robes
  4,005gp
  2
  4
  Speed of Thought
  9,005gp
  3
  6
  Hands alight
  12,005gp
  4
  8
  +2 Dancing robes
  15,005gp
  5
  10
  Twin strike
  31,505gp
  6
  12
  Physical acceleration 
  (3/day)
  48,380gp
  7
  14
  +3 determination 
  dancing robes
  83,380gp
  8
  16
  The Price of Peace
  101,380gp
  9
  18
  Energized blades
  111,380gp
  10
  20
  +4 determination 
  dancing robes
  125,380gp
  Dancing Robes: The Dancing Robes of Sharatwan may 
  look like a gown for a party, but are specially toughened 
  fabric and are treated as masterwork padded armor to 
  determine the armor bonus to AC, maximum dexterity 
  bonus, and arcane spell failure chance.
  Speed of Thought: Once the Dancing Robes of Sharatwan 
  has had the 2nd armor level reached, the wearer gains Speed 
  of Thought as a bonus feat.
  Hands Alight (Su): Starting at the 3rd item level, the 
  wearer of the Dancing Robes of Sharatwan can wreath 
  her hands in light as a free action, which grants a +2 
  circumstance bonus on Intimidate checks, but the wearer 
  fails any Stealth check against a creature with vision.  This 
  light does not otherwise alter her attacks or any other 
  abilities, but does give off light as a torch, shedding normal 
  light in a 20-foot radius, and increasing the light level for an 
  additional 20 feet by one step, up to normal light (darkness 
  becomes dim light, and dim light becomes normal light). In 
  an area of normal or bright light, this has no effect. The color 
  of the light is chosen by the wearer.  The effect lasts until it is 
  dismissed; dismissing the effect is a free action.
  Twin Strike: Upon reaching the 5th item level, the wearer 
  of the Dancing Robes of Sharatwan gains the Twin Strike 
  blade skill as a bonus blade skill.  This blade skill is only 
  available while wearing the Dancing Robes of Sharatwan.
  Physical Acceleration (Ps): At the 6th item level, the 
  wearer of the Dancing Robes of Sharatwan gains the ability 
  to use physical acceleration as a psi-like ability three times 
  per day.
  The Price of Peace (Su): If the wearer of the Dancing Robes 
  of Sharatwan attempts to use Diplomacy on a creature that 
  then attacks her (either during the course of negotiations 
  
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  or for the next hour afterwards), that creature must make a 
  Will save (DC 10 + 1/2 character level + Charisma modifier) 
  or be shaken for a number of rounds equal to the wearer’s 
  Charisma modifier.
  Energized Blades (Su): Upon achieving armor level 9, 
  the wearer of the Dancing Robes of Sharatwan can charge 
  her mind blades with electricity.  Activating or deactivating 
  this ability is a free action.  While this ability is active, the 
  wearer’s mind blades deal electricity damage instead of 
  physical damage and as such are not subject to damage 
  reduction, but are subject to electricity resistance, immunity, 
  or vulnerability.
  DISRUPTOR
  Thiroc was born psionically gifted into a family who 
  viewed psionic energy and wielders of it as abominations 
  who were cursed and must be destroyed. Rather than kill 
  their child, Thiroc’s parents viewed this as an opportunity 
  to strike at the cursed psionic creatures that seemed to 
  be everywhere.  So it was that Thiroc was trained from an 
  early age in the use of his mind blade, wielding the sword 
  and learning how to sense those who had psionic talent. 
  Thiroc was taught that his abilities were magical, a gift from 
  the gods to strike down these aberrations of nature who 
  wielded psionic power.
  And that was exactly what Thiroc did, hunting down and 
  killing those individuals who studied and wielded psionic 
  power. As his skills grew, Thiroc faced stronger and more 
  skilled manifesters, and found that his opponents were 
  more unpredictable and powerful.  To protect himself, 
  Thiroc had a special shield crafted that channeled the energy 
  of his mind blade and could block the psionic attacks that 
  he faced from his enemies. He named this shield Disruptor. 
  It was said that he could not be struck by psionic energy 
  as long as he was wielding Disruptor and Thiroc became a 
  feared predator among the manifesters of his time.
  .
  Requirements 
  To successfully wield Disruptor to its fullest potential, a 
  character must fulfill the following requirements.
  Soulknife Blade Skill: Mind Shield
  Feats: Shield Focus
  Skills: Knowledge (psionics) 4 ranks
  Item 
  Level
  Wielder 
  Minimum 
  Level
  Abilities
  Value
  1
  -
  +1 crystalline shield
  5,600gp
  2
  4
  Detect psionics
  8,600gp
  3
  6
  Evasion
  21,100gp
  4
  8
  Block ray
  26,100gp
  5
  10
  +2 crystalline shield
  42,900gp
  6
  12
  Power resistance
  162,900gp
  7
  14
  Improved evasion
  179,900gp
  8
  16
  Absorb energy
  199,900gp
  9
  18
  +3 crystalline shield
  229,900gp
  10
  20
  Nullify power
  351,900gp
  Crystalline Shield: Disruptor is a crystal grip that is 
  fashioned to resemble a shield made of crystal.  It functions 
  as a standard crystal grip.
  Detect Psionics (Ps): The wielder of Disruptor can use 
  detect psionics as a psi-like ability at will as long as he is 
  holding Disruptor.
  Evasion (Ex): The wielder of Disruptor gains Evasion as a 
  rogue equal to his character level.
  Block Ray (Ex): Starting at item level 6, the wielder of 
  Disruptor adds the shield bonus to his AC against any ray 
  effects that target him.
  Power Resistance (Su): Once Disruptor has reached item 
  level 6, the wielder gains power resistance equal to 12 + 
  character level while wielding Disruptor.
  Improved Evasion (Ex): The wielder of Disruptor gains 
  Improved Evasion as a rogue equal to his character level.
  Absorb Energy (Su): Starting at item level 8, the wielder 
  of Disruptor can use the crystal shield to absorb energy from 
  powers manifested against him and convert that energy into 
  harmless light.  The wielder can choose to use this ability at 
  the time the effect occurs.  Disruptor can absorb up to 5 
  power points of effects per class level the wielder possesses 
  per day.  If the effect to be absorbed cost more power points 
  than are remaining to be absorbed, this ability cannot be 
  used on that effect.  For example, if Disruptor is wielded 
  by a 17th level soulknife, it can absorb up to 85 power 
  points worth of effects per day.  If it has already absorbed 
  80 power points and the wielder was targeted by an effect 
  that cost 6 power points, the effect could not be absorbed. 
  Effects that do not cost power points, such as spells, are not 
  absorbed.  Psi-like abilities are treated as if they cost the 
  
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  creature’s effective manifester level in power points, even 
  if the creature did not spend any power points.   Effects 
  that target an area, such as energy ball are only absorbed for 
  the portion that would target the wielder of Disruptor; the 
  remaining area is still affected normally.
  Nullify Power (Su): At item level 10, Disruptor allows its 
  wielder to negate psionic effects entirely.  As an immediate 
  action, Disruptor’s wielder can make a dispel psionics attempt 
  against any harmful power or effect that would affect him, 
  including targeting psionic weapons used to attack him. 
  The manifester level of the dispel psionics check is equal to 
  the wielder’s character level.  After being used, this ability 
  cannot be used again for two rounds.
  DISSONANCE, WIND OF THE MIND
  This heavy chain has two heavy, violet crystalline heads - 
  each riddled with oddly acoustic dimples that whistle as they 
  spin. This sound is irritating enough to normal opponents, 
  but cuts like a knife into the brains of those attuned to the 
  psionic arts. When the heads spin fast enough, it causes 
  gales of psionic wind to rend the air, throwing objects into 
  the air.
  Requirements
  To successfully wield Dissonance to its fullest potential, a 
  character must fulfill the following requirements.
  Feats: Exotic Weapon Proficiency (meteor hammer), 
  Weapon Focus (meteor hammer)
  Skills: Perform (wind instruments) 4 ranks
  Item 
  Level
  Wielder 
  Minimum 
  Level
  Abilities
  Value
  1
  -
  +1/+1 meteor 
  hammer
  4,310gp
  2
  4
  Psychic static
  11,310gp
  3
  6
  +1 whistling/+1 
  meteor hammer
  27,310gp
  4
  8
  Psychic cacophony
  34,310gp
  5
  10
  +1 whistling/+2 
  meteor hammer
  40,310gp
  6
  12
  Deafening static
  45,310gp
  7
  14
  +2 whistling/+3 
  meteor hammer
  69,310gp
  8
  16
  Psychic whirlwind
  74,310gp
  9
  18
  +3 whistling/+3 
  whistling meteor 
  hammer
  124,310gp
  10
  20
  Psychic maelstrom
  129,310gp
  +1/+1 Meteor Hammer: When found, Dissonance is a 
  meteor hammer with a +1 enhancement bonus on each 
  head.
  Psychic Static (Su): When the 2nd weapon level 
  is reached, the whirling heads of Dissonance create a 
  distracting crackling in the minds of nearby psionic 
  creatures. As a standard action that does not provoke an 
  attack of opportunity, the wielder can begin spinning the 
  chain. This causes a penalty on concentration checks equal 
  to the bonus of the meteor hammer (i.e., a +1 weapon 
  causes a -1 penalty to concentration) to all psionic creatures 
  within 15 feet. The wielder can maintain this effect as a free 
  action as long as he is wielding the meteor hammer.
  Whistling (Su): When the 3rd weapon level is reached, 
  Dissonance gains the whistling weapon property on one 
  head. At weapon level 9th, both heads have this power.
  Psychic Cacophony (Su): When the 4th weapon level is 
  reached, the wielder’s skill with the weapon can cause its 
  static to reach a deafening crescendo. For each hit with a 
  melee attack with Dissonance in a round, the penalty from 
  psychic static is applied an additional time to that creature. 
  This additional penalty lasts for one round.
  Deafening Static (Su): When the 6th weapon level 
  is reached, the screeching of the spheres transcends the 
  psychic realm and enters the minds of normal spellcasters. 
  All spellcasters within 15 feet suffer the same penalty as 
  psionic characters from Dissonance. In addition, the range 
  against psionic characters is increased to 30 feet.
  Psychic Whirlwind (Su): When the 8th weapon level is 
  reached, the wielder gains access to a more potent version 
  of psychic static. The wielder can impose the psychic 
  static penalties on all psionic creatures within 60 feet and 
  spellcasters within 30 feet. In addition, he may make disarm 
  attempt as a free action (even if it isn’t his turn) against any 
  creature that fails a concentration check within 15 feet to 
  make them drop one held object of the wielder’s choice. 
  Psychic Maelstrom (Su): When the 10th and final 
  weapon level is reached, Dissonance can creates an 
  
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  impossible barrage of psychic noise. As an immediate action 
  once per day, the wielder of Dissonance can whirl the chain 
  to create a swirling maelstrom that rends the very air. Any 
  psionic creature within 60 feet attempting to cast a spell or 
  manifest a power must make a DC 20 concentration check. 
  Additionally, the wielder may make a disarm attempt as a 
  standard action against all creatures within 30 feet to cause 
  them to drop one held object. Roll CMB once and compare 
  it to the CMD of all affected creatures.
  GROUNDSCORN BOOTS OF THE 
  TWICE-LOVED
  The adventurous Ykatrime, an elan, was a beautiful and 
  graceful woman. She adventured across the world with her 
  partner, Boriz, slowly falling in love. Ykatrime was psionically 
  gifted and grew in power as an elocater, free of the bounds 
  of gravity and the earth. Her somewhat alien personality 
  was both intriguing and frustrating for Boriz, but in the 
  end they found their love overcame any differences… even 
  the death of her human prior incarnation, since Boriz had 
  known her before as Katrina, unbeknownst to her.
  However, this separation, both physical and metaphysical 
  in nature, soon began to wear on the twice-fallen lovers. 
  Seeing that they could overcome at least one limitation, 
  Ykatrime poured a part of herself into a pair of boots that 
  mimicked some of her powers over the forces of gravity. 
  Now her lover could overcome some of the same physical 
  limitations as she, allowing them to at least be physically 
  together. 
  Requirements
  To successfully wield the Groundscorn Boots to their 
  fullest potential, a character must fulfill the following 
  requirements.
  Feats: Lightning Reflexes, Step Up
  Skills: Acrobatics 5 ranks
  Item 
  Level
  Wielder 
  Minimum 
  Level
  Abilities
  Value
  1
  -
  Boots of skating
  7,000gp
  2
  5
  Up the Walls
  12,000gp
  3
  10
  Teleportation dance
  17,000gp
  4
  15
  Air strider
  23,000gp
  5
  20
  Unshakable
  50,000gp
  Boots of Skating: The Groundscorn Boots function as 
  boots of skating.
  Up the Walls: At item level 2, the wearer gains Up the 
  Walls as a bonus feat.
  Teleportation Dance (Su): Upon reaching item level 3, 
  the wearer gains the ability to tap into nearby teleportation 
  effects. Once per day when the wearer is within 30 ft. of 
  a teleportation effect (such as fold space or psychoport), 
  he can choose to have the same effect apply to him. He 
  appears in a random location within 30 ft. of the teleported 
  creature’s destination, or the nearest space available if there 
  is no open space within 30 ft.
  Air Strider (Su): Upon reaching item level 4, as long as 
  the wearer is maintaining psionic focus, he can walk on the 
  air, rising as if under the effects of defy gravity. If this effect 
  is dispelled, it will reactivate on the wearer’s next turn as a 
  free action. 
  Unshakable (Su): At item level 5, the wearer of the boots 
  gains the ability to mimic the movement modes of nearby 
  creatures. Activating this ability is a free action and grants 
  the wearer all of the movement modes of a creature within 
  10 ft., including benefits to movement such as those from 
  fly or the elocater’s scorn earth, feats like Speed of Thought 
  or Fleet, or the like. The wearer can use this ability for up 
  to 10 rounds per day and can use them in single-round 
  increments or can continue the effect from the previous 
  round, but the creature from which the movement mode is 
  mimicked must have been within 10 ft. of the wearer within 
  the past round.
  THE HEARTSTAFF
  One bright summer day, when the weather was beautiful, 
  the hermit Negrath decided to do something about his 
  loneliness. He wanted to share the world with someone 
  who could appreciate his viewpoints, had the intelligence 
  to understand what he meant, and perhaps even challenge 
  him so that he could grow mentally. He channeled all of his 
  psionic abilities into his staff, the vessel that would bridge 
  his mind and that of his psicrystal, and through mysteries 
  now lost to the world, he set his psicrystal free into a unique, 
  sentient creature. 
  Requirements
  To successfully wield Heartstaff to its fullest potential, a 
  character must fulfill the following requirements.
  
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  Steelforge
  Feats: Psicrystal Affinity, Psicrystal Containment
  Skills: Spellcraft 5 ranks
  Item 
  Level
  Wielder 
  Minimum 
  Level
  Abilities
  Value
  1
  -
  Psicrystal staff
  2,000gp
  2
  4
  Improved mobility, 
  willful psicrystal
  7,000gp
  3
  6
  Enhanced psicrystal
  9,600gp
  4
  8
  Blindsense
  14,600gp
  5
  10
  Greater psicrystal staff
  21,000gp
  6
  12
  Safe dock
  27,000gp
  7
  14
  Alertness
  32,000gp
  8
  16
  Blindsight
  47,000gp
  9
  18
  Augment psicrystal
  54,200gp
  10
  20
  Cloud mind
  103,000gp
   
  Psicrystal Staff: Heartstaff functions as a standard 
  psicrystal staff.
  Improved Mobility: Upon reaching the 2nd item 
  level, a psicrystal that gains the benefits of Heartstaff can 
  activate its self-propulsion ability at will as a free action, 
  instead of the master having to do it as a standard action. 
  If the psicrystal has the flight ability, this benefit applies 
  to that as well. In addition, all forms of the psicrystal’s 
  movement are improved by 10 ft.  
  Willful Psicrystal: Every time a new item level is 
  reached for Heartstaff, there is a 5% chance that the 
  psicrystal will leave its master.  When this happens, 
  Heartstaff’s wielder must wait one week before he can 
  create a new psicrystal.  
  Enhanced Psicrystal:  When the 3rd item level has 
  been reached, as long as Heartstaff’s wielder’s psicrystal 
  gains the benefits of the psicrystal staff, the bonus it 
  grants to its wielder from its personality is improved 
  by 50% (rounded down).  If the psicrystal has multiple 
  personalities, such as those from the Improved Psicrystal 
  feat, each bonus is similarly affected.  
  In addition, the psicrystal gains far hand as a psi-like 
  ability usable at will, with a manifester level of 1. 
  Blindsense (Ex): Once the 4th item level has been 
  unlocked, Heartstaff grants the wielder’s psicrystal the 
  blindsense ability with a range of 40 ft.
  Greater Psicrystal Staff: Upon achieving the 5th item 
  level, Heartstaff is treated as a greater psicrystal staff. This 
  subsumes (and does not stack with) the skill bonuses 
  from Enhanced Psicrystal, though the ability to use far 
  hand remains.
  Safe Dock (Su): At 6th item level, Heartstaff grants 
  the psicrystal the ability to teleport back to it as an 
  immediate action.  The psicrystal must be within 1 mile 
  of Heartstaff to use this ability and this ability may only be 
  used once a day.
  Alertness: At the 7th item level, Heartstaff grants the 
  wielder’s psicrystal the Alertness feat as a bonus feat.
  Blindsight (Ex): Once the 8th item level has been 
  unlocked, Heartstaff grants the wielder’s psicrystal the 
  blindsight ability with a range of 40 ft.
  Augment Psicrystal (Su): At the 9th item level, 
  Heartstaff allows the wielder to augment his psicrystal with 
  powerful abilities.  Once per day as a standard action, the 
  wielder can turn his psicrystal into an astral construct 
  as if he manifested the power astral construct with a 
  manifester level equal to his character level.
  Cloud Mind (Ps): Upon achieving the 10th 
  item level, a psicrystal that gains the benefits of 
  Heartstaff can use cloud mind as a psi-like ability 
  three times per day, with a manifester level equal 
  to its master’s manifester level.
  HELM OF THE HYDRA
  Creatures of truly monstrous appearance have a 
  way of instilling fear in people before they ever make 
  an aggressive move.  The Metabolic Masters knew 
  this and harnessed the ability to join their forms into 
  a single monster as a way to control people through 
  the terror such an appearance caused.  It was said that 
  the Metabolic Masters were once able to terrify an 
  entire village so completely that the villagers eventually 
  starved to death rather than leave the safety of their 
  homes and face the dreadful beast.  So skilled were the 
  Metabolic Masters that they did not have to resort to 
  torture or physical assault, they used only the threat 
  of it to achieve their goals. And rumors tell that they 
  viewed true fear, not that created by the manipulation 
  of the mind, as the sign of a true master, and they 
  considered the manufacturing of fear through the use 
  of telepathy to be something only rank amateurs did. 
  When not transformed, the Metabolic Masters could 
  be recognized by their signature Helms of the Hydra, 
  which carried the mark of the beast for which the 
  helms were named.  
  Requirements 
  To successfully wield the Helm of the Hydra to its 
  fullest potential, a character must fulfill the following 
  requirements.
  Skills: Intimidate 5 ranks
  Psionics: Ability to manifest a power of the 
  Psychometabolism discipline
  
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  Steelforge
  Item 
  Level
  Wielder 
  Minimum 
  Level
  Abilities
  1
  -
  Helm of the hydra
  6,000gp
  2
  5
  Physical resonance
  21,000gp
  3
  10
  Metaconcert
  71,000gp
  4
  15
  Monstrous fusion
  107,000gp
  5
  20
  Fast healing 5
  169,000gp
  Helm of the Hydra: The wearer of the Helm of the Hydra 
  treats his collective as if his class level were four levels higher.  If 
  the wearer does not have a collective, he gains one as a tactician 
  equal to his class level (see below).  In either case, the wearer 
  and all members of the collective can communicate with each 
  other telepathically as long as they are in the collective.  
  Physical Resonance (Su): The Helm of the Hydra is 
  stronger the more people are networked to its wielder.  For 
  every four people in the wearer’s collective (including the 
  wearer), the wearer’s manifester level is increased by 1 when 
  manifesting powers of the Psychometabolism discipline.
  Metaconcert: The wearer of the Helm of the Hydra gains 
  metaconcert as a power known once the 3rd item level is 
  reached.  The power is only available while the Helm of the 
  Hydra is worn and does not count against the wearer’s total 
  number of powers known.
  Monstrous Fusion (Ps): When the Helm of the Hydra 
  has reached 4th item level, once per day, the wearer can 
  join himself and any of the members of his collective into 
  a hideous creature.  This function as the form of doom 
  power, except the wielder may include any member of his 
  collective in the effect.  Each affected member is absorbed 
  into the wielder’s form and increases the wielder’s damage 
  reduction from form of doom by 1 per affected collective 
  member.  Absorbed members can only take purely mental 
  actions until the effect ends.  Should the wearer die while 
  one or more members of the collective are absorbed, they 
  immediately reform in the space nearest to the wearer’s 
  location upon death and are sickened for one round.  
  The duration of monstrous fusion is 1 hour per level of the 
  wielder, but can be dismissed by the wearer at any time as 
  a free action.
  Fast Healing (Su): Upon unlocking the Helm of the 
  Hydra’s 5th item level, the wearer gains fast healing 5.
  MOLDEV, THE SECRET STRIKE
  In the long history of burglary, some perpetrators of 
  daring crimes stand out more for their character than their 
  achievements. Such was the case for a pair of twin soulknives 
  named Moldev and Voldem. Voldem’s avarice grew as their 
  successes mounted, and he started to seek increasingly 
  lucrative scores. He developed a cruel streak, leaving anyone 
  who interfered in their heists maimed or worse. Over time, 
  and still achieving only limited success, Voldem saw this lack 
  of truly big scores as the fault of his twin brother, the kind-
  hearted Moldev. 
  Seeking a way to be rid of his weakling brother without 
  losing his valuable talents, Voldem researched a method to 
  combine the twins’ powers and keep them as his own. He 
  tricked his brother into helping him craft a ring that would 
  trap the talent of a soulknife and transfer it to another. In 
  doing so, Voldem stole Moldev’s powers, and then killed 
  him. However, some small part of Moldev remained, and 
  the ring granted only non-lethal powers, always trying to 
  alter the attack to subdue foes instead of killing them.
  Requirements
  To successfully wield Moldev to its fullest potential, a 
  character must fulfill the following requirements.
  Mind Blade: Form mind blade class feature, enhanced 
  mind blade class feature
  Feats: Up the Walls
  Skills: Stealth 5 ranks
  Item 
  Level
  Wielder 
  Minimum 
  Level
  Abilities
  Value
  1
  -
  Form mind blade, 
  improved enhanced 
  mind blade
  5,000gp
  2
  5
  Knockout
  7,000gp
  3
  10
  Suppression
  23,000gp
  4
  15
  Clip wings
  53,000gp
  5
  20
  Scramble mind
  101,000gp
  
  21
  Steelforge
  Form Mind Blade (Su): The wielder of Moldev gains the 
  ability to form a basic mind blade, as a 1st level soulknife, 
  except the weapon is always a light piercing weapon with 
  a critical range of 19-20/x2.  If the wielder already has the 
  ability to form a mind blade, he can still alter the mind 
  blade as normal (such as selecting a two-handed form or 
  slashing damage). 
  Improved Enhanced Mind Blade (Su): A soulknife (or 
  other character that already possesses the ability to form 
  a mind blade) treats their level as 2 higher than it actually 
  is for purposes of the enhanced mind blade ability.  This 
  includes determining when weapon special abilities can be 
  selected.
  Knockout (Su): Upon reaching the 2nd item level, the 
  wielder can make subduing strikes against his opponents. 
  On a successful hit, the wielder can force his opponent to 
  make a DC 13 Fortitude save or fall unconscious, as if with 
  the knockout weapon quality. This ability can be used three 
  times per day.
  Suppression (Su): At the 3rd item level, the wielder gains 
  the ability to make strikes against his opponents’ defenses. 
  On a successful hit, the wielder can choose to make a 
  targeted dispel psionics check against his opponent, as the 
  suppression weapon special ability. This ability can be used 
  three times per day.
  Clip Wings (Su): Once the 4th item level has been reached, 
  the wielder can make a special attack once per round that 
  hinders a foe’s movement. On a successful hit, the wielder 
  can force his opponent to make a Reflex save (DC 10 + the 
  wielder’s base attack bonus) or suffer a -10 ft. penalty to one 
  form of movement of the wielder’s choice. Additionally, if 
  a special form of movement is affected, such as burrowing, 
  the creature loses access to that form of movement for 1 
  round. This movement penalty stacks (to a minimum speed 
  of 5 feet) and lasts until the creature has had at least 8 
  hours of rest or has been healed by an effect such as mend 
  body. 
  Scramble Mind (Su): Upon reaching the 5th item level, 
  the wielder gains the ability to debilitate his opponent with 
  a blow that scrambles consciousness and leaves the struck 
  creature helpless. Once per day as a standard action, the 
  wielder can make a touch attack that deals no damage. 
  Instead, the target must make a Will save (DC 10 + the 
  wielder’s base attack bonus) or gain the helpless condition. 
  This is a mind-affecting effect.  This effect lasts for 24 hours.
  SEVERIS, THE SCOURGE SLAYER
  As long as there have been tales of the tentacled 
  nightmares known as phrenic scourges, there have been 
  legends of an axe named Severis, an axe which made its 
  wielder impervious to the dreaded creatures, but that draws 
  the phrenic scourges to it like iron to a lodestone.  Some 
  say that within the axe is the energy of the progenitor of 
  the phrenic scourge race, and that the scourges are able to 
  sense that energy.  Others contend that within the axe is 
  the secret to destroy the phrenic scourges and all of their 
  ilk forever, and that the scourges learned of the threat and 
  developed ways to find it.  The more sinister rumors claim 
  that should the scourges ever manage to unlock the secrets 
  of the axe, that they will gain the power to enslave every 
  intelligent being.
  Requirements 
  To successfully wield Severis to its fullest potential, a 
  character must fulfill the following requirements.
  Base Attack Bonus: +4
  Feats: Power Attack
  Skills: Knowledge (psionics) 4 ranks
  Item 
  Level
  Wielder 
  Minimum 
  Level
  Abilities
  Value
  1
  -
  +1 battleaxe
  2,310gp
  2
  4
  Scourge resonance
  3,310gp
  3
  6
  +1 scourgebane 
  battleaxe
  9,310gp
  4
  8
  Implant protection
  12,310gp
  5
  10
  +2 scourgebane 
  battleaxe
  22,310gp
  6
  12
  Stalwart
  32,310gp
  7
  14
  +3 scourgebane 
  battleaxe
  46,310gp
  8
  16
  Personal barred mind
  103,910gp
  9
  18
  +4 scourgebane 
  battleaxe
  134,310gp
  10
  20
  Phrenic liberation
  256,710gp
    
   +1 Battleaxe: When found, Severis is a +1 battleaxe.
  
  22
  Steelforge
  Scourge Resonance (Su): When the 2nd weapon level 
  is reached, the psionic power of Severis can detect the 
  presence of phrenic scourges, but likewise emits an energy 
  that phrenic scourges can detect.  The wielder of Severis can 
  detect phrenic scourges, or those of their ilk, within 30 ft. 
  as a free action.  This does not allow the wielder to locate 
  the creature with pinpoint accuracy, but only detect that 
  there is a member of the phrenic scourge family somewhere 
  within 30 ft.  Phrenic scourges and their ilk, however, can 
  detect the presence of Severis within 100 ft. and know the 
  direction of the axe once they are within 30 ft.
  Scourgebane: At 3rd weapon level, Severis gains the 
  scourgebane weapon special ability.  
  Implant Protection (Su): Starting at the 4th weapon 
  level, the wielder of Severis gains an additional Fortitude 
  save every round after a successful implant attack to fight 
  off the larva (using the same DC as the original save).  If any 
  of the Fortitude saves are successful, the larva dies, saving 
  the wielder from death from the larva reaching his brain.
  Stalwart: Starting at the 6th weapon level, whenever the 
  wielder of Severis succeeds on a Fortitude or Will save for a 
  reduced or partial effect, it is instead negated.
  Personal Barred Mind (Ps): Once the 8th weapon level 
  has been reached, three times per day, the wielder of Severis 
  can use personal barred mind as a psi-like ability with a 
  manifester level equal to the wielder’s character level.
  Phrenic Liberation (Su): Upon reaching the 10th 
  weapon level, if a creature struck by Severis is under the 
  control of a creature of the phrenic scourge family, including 
  the enthrall ability of a puppeteer, the mind control psi-like 
  ability of the phrenic scourge, or similar, the damage is 
  empathically redirected to that controlling creature, and 
  the struck creature is unharmed.
  Phrenic Scourge Ilk
  The powers of Severis are not merely tied to the phrenic 
  scourge creature itself, but also to all creatures related to 
  the phrenic scourge.  This includes puppeteers and flesh 
  harrowers, as well as any creature implanted by the phrenic 
  scourge that survives but does not become a phrenic 
  scourge itself.
  TEMPEST’S BLADE
  The dark tempests pride themselves on being shrouded 
  in mystery, and their greatest warrior, known only as the 
  Tempest, is no different.  Known for wearing a mask that hid 
  his visage and a crystalline blade that spun so quickly the 
  eye couldn’t follow it, some say the Tempest was actually 
  not a singular person, but the progression of greatest 
  warriors among the dark tempests, and that the crystalline 
  blade and mask were a mark of his rank. 
  It is believed that the dark tempests did not view the 
  crystalline blade as a reward to be earned, but that the 
  greatest warrior should wield the greatest weapon to achieve 
  the greatest result. When the greatest was finally found, the 
  crystalline blade was bestowed upon him and elevated his 
  ability in battle, driving him to be a perfect wielder of the 
  mind blade, sapping the will of his enemies to fight and 
  besting hordes of lesser creatures without difficulty.
  Requirements 
  To successfully wield Tempest’s Blade to its fullest potential 
  a character must fulfill the following requirements:
  Blade Skill: Additional configuration
  Feats: Weapon Finesse
  Skills: Knowledge (psionics) 4 ranks
  Special: A character with the mind blade finesse blade 
  skill does not need to have the Weapon Finesse feat.
  Item 
  Level
  Wielder 
  Minimum 
  Level
  Abilities
  Value
  1
  -
  +1 crystal focus
  11,200gp
  2
  4
  Double weapon
  22,400gp
  3
  6
  Dazzling swordplay 
  (3/day)
  23,600gp
  4
  8
  Bladewind
  35,800gp
  5
  10
  +2 crystal focus
  103,000gp
  6
  12
  Call to hand
  105,000gp
  7
  14
  Third configuration
  110,000gp
  8
  16
  Wither (3/day)
  186,800gp
  9
  18
  +3 crystal focus
  319,200gp
  10
  20
  Dueling weapon
  335,600gp
  
  23
  Steelforge
  Crystal Focus: This mithral and gold rod encases two 
  crystal shards that focus the psionic energy of a mind blade. 
  It functions as a standard crystal hilt.
  Double Weapon:  At item level 2, Tempest’s Blade allows 
  the wielder to form his mind blade into a double weapon 
  that deals 1d8 points of damage for each end (there is no 
  enhancement penalty as is normal for forming two mind 
  blades).  You can use a double weapon to fight as if fighting 
  with two weapons, but if you do, you incur all the normal 
  attack penalties associated with fighting with two weapons, 
  just as if you were using a one-handed weapon and a 
  light weapon. The user may choose to enhance each end 
  separately with his Additional Configuration blade skill. The 
  user may assign the damage type as normal, but both ends 
  must be the same type (bludgeoning, piercing, or slashing).
  Dazzling Swordplay (Ps): At item level 3, three times 
  per day, the wielder can use dazzling swordplay as a psi-
  like ability with a manifester level equal to the wielder’s 
  character level.
  Bladewind:  At 4th item level, the wielder gains the 
  bladewind blade skill as a bonus blade skill.
  Call to Hand (Ps): Once the 6th item level has been 
  reached, as a move action, the wielder can at will call 
  Tempest’s Blade to his hand using telekinesis, so long as 
  Tempest’s Blade is within 30 ft. of the wielder. 
  Third Configuration: At item level 7, the wielder gains a 
  third configuration for the mind blade.  This functions like 
  the secondary configuration of the additional configuration 
  blade skill, but the wielder can assign this third configuration 
  after a 1 hour of concentration instead of the normal 8.  This 
  configuration may only be used on a mind blade formed 
  through Tempest’s Blade.  If Tempest’s Blade is not in hand, 
  only the standard configurations may be used.
  Wither (Ps): At item level 8, three times per day, the 
  wielder can use wither as a psi-like ability with a manifester 
  level equal to the wielder’s character level. 
  Dueling Weapon: At the 20th item level, as long as the 
  wielder has Tempest’s Blade in hand, it grants him a +4 bonus 
  on Initiative checks, a +2 bonus on disarm checks and feint 
  checks, a +2 bonus to CMD to resist disarm attempts, and a 
  +2 to the DC to perform a feint against him.
  
  24
  Steelforge
  Appendix
  Several of the Legendary items in this book use weapon 
  properties from Ultimate Psionics. They have been reprinted 
  here for reference.
  Knockout: When a weapon with this ability hits an 
  opponent, the target must make a DC 13 Fortitude save 
  or fall unconscious.This effect lasts 3 rounds, but the target 
  can make a new save each round to shake off the effect. 
  A creature that makes a successful saving throw against 
  this ability cannot be targeted again for 24 hours. Bows, 
  crossbows, and slings crafted with this ability bestow this 
  power
  upon their ammunition.
  Faint telepathy; ML 5th; Craft Magic Arms and Armor, 
  disable; Price: +1 bonus.
  Scourgebane: When used against a creature of the 
  phrenic scourge family, the weapon’s enhancement bonus 
  is +2 better than its actual bonus. It also deals an extra 2d6 
  points of damage against the creature. Creatures of the 
  phrenic scourge family who try to wield the axe receive one 
  negative level that cannot be removed by any means short 
  of a reality revision or similar effect and are stunned for one
  minute. The negative level lasts for one hour, after which 
  time it fades.
  Moderate metacreativity; ML 10th; Craft Magic Arms and 
  Armor, modify matter; Price +1 bonus.
  Suppression: An opponent or object struck by this kind 
  of weapon is subject to a targeted dispel psionics
  power. The wielder makes a dispel check (1d20 + 5 + 
  the wielder’s manifester level, maximum +15) against a DC 
  of 11 + the manifester level of the power to be dispelled. 
  Bows, crossbows, and slings bestow this ability upon their 
  ammunition, but can do so only three times per day. 
  Moderate psychokinesis ML 10th; Craft Magic Arms and 
  Armor, dispel psionics; Price +2 bonus.
  Whistling: This weapon emits a high-pitched whistle 
  that rattles the ear drums and shatters concentration. Any 
  opponent hit by the weapon must make a DC 15 Will save 
  or be staggered until the end of the wielder’s next turn. If a 
  staggered creature is hit again, it must make a DC 15 Will 
  save or become dazed for one round, and is then staggered 
  the following round. A creature that has been dazed by 
  a whistling weapon is then immune to the dazing effect 
  for ten minutes. Additionally, a target hit by this weapon 
  attempting to manifest a psionic power in the next round 
  must pay an additional 4 power points or the power fails. 
  These additional power points count against the manifester 
  level cap.
  Moderate telepathy; ML 9th, Craft Magic Arms and 
  Armor, catapsi; Price +2 bonus.
  Section 15:
  
  25
  Steelforge
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  OPEN GAME LICENSE Version 1.0a
  
  26
  Steelforge
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