1
the relevant pages, or either a photocopy of the relevant pages
or electronic access to the Pathnder Reference Document at
paizo.com/prd along with proof of purchase. Proof of purchase
may include a receipt from a game store or a screenshot of your
My Downloads page on paizo.com.
** Products marked with a double asterisk also appear in the
Campaign Clarifications document. See that document for
more information.
P
aizo produces a wide range of books that further explore
the game rules and world of Pathnder. These volumes
contain a huge variety of options to help customize
your character. You can view the list of all campaign-legal
additional resources online at paizo.com/pathfindersociety/
rpg/additional. In order to use content from sources outside
of the Pathfinder RPG Core Rulebook, a player must bring an
accessible copy of the resource that indicates that she owns
the resource. An accessible copy means one of the following: a
physical copy of the book, a name-watermarked Paizo PDF of
PATHFINDER SOCIETY
ROLEPLAYING GUILD
ADDITIONAL RESOURCES
Last Updated Thursday, June 10, 2021
Product Legal for Play (Unless Otherwise Noted)
Rise of the Runelords Player’s Guide Equipment: all equipment on pages 10–11 (except hide shirt and Varisian Idol)
Curse of the Crimson Throne Player’s Guide Equipment: all equipment on pages 12–13 (except hide shirt); Feats:
Acadamae Graduate, Crossbow Mastery
Legacy of Fire Player’s Guide Equipment: all equipment on pages 22–23, all magic items on pages 26–
27 (Note: handstraps of roofjumping applies to the Acrobatics skill); Feat:
Sandwalker; Traits: all traits on pages 7–9 are allowed except Duskwalker
Agent (Notes: Uwaga Highlander applies only to the Stealth skill and Eyes
and Ears of the City applies only to the Perception skill; no campaign traits
are allowed.)
Reign of Winter Player’s Guide Familiars: The familiars on pages 10–11 are legal for play.
Hell’s Rebels Player’s Guide ** Feat: The Noble Scion feat variants on page 11 are legal. Obedience: The
deific obedience for Milani on page 14 is legal for play.
Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition Equipment: boots of the mire, elixir of the peaks, fog-cutting lenses, medusa
mask, robe of runes, sadist’s lash, snakeskin tunic, sta of heaven and earth, sta
of mithral might are legal for play; Spells: Covetous aura, deathwine, raiment
of command, sign of wrath, swipe, and unconscious agenda are legal for play.
The blood money spell is no longer legal for play as of December 14, 2015. See
downloadable Chronicle sheets for other items that are legal.
Pathfinder Adventure Path #9: Escape from Old Korvosa Equipment: all equipment on page 83
Pathfinder Adventure Path #26: The Sixfold Trial ** Feat: Iomedaean Sword Oath; Prestige Class: Inheritor’s Crusader; Spell:
inheritor’s smite; Other: customized summon list on page 72
Pathfinder Adventure Path #27: What Lies in Dust Magic Items: bones of Founder Raccona, clasp of the mind scream, entwined
syrinx, felhart, golden dragon kite, hand of Abendego, dream journal of the pallid
seer, Kybwa’ka war mask, skin of Klendar the Troll King, talisman of the orc
mother’s fury, Vudran ashak helmet (never an intelligent magic item)
Pathfinder Adventure Path #29: Mother of Flies Spells: greater infernal healing, greater spellcasting contract, infernal healing,
lesser spellcasting contract, spellcasting contract; Other: customized summon
list on page 67
Pathfinder Adventure Path #31: Stolen Land Animal Companions: elk, megaloceros, thylacine
Pathfinder Adventure Path #32: Rivers Run Red Spell: tracking mark; Other: customized summon list on page 71
2
Pathfinder Adventure Path #34: Blood for Blood Magic Items: crown of ash, sta of stoneweaving, emerald frog, goreclaw of
Thercerrod, and plumed mantle
Pathfinder Adventure Path #35: War of the River Kings Magic Item: rod of razors; Spell: swallow your fear; Other: customized
summon list on page 73
Pathfinder Adventure Path #37: Souls for Smuggler’s Shiv Animal Companions: dimorphodon, quetzalcoatlus; Familiar
rhamphorhynchus
Pathfinder Adventure Path #38: Racing to Ruin Magic Items: eloko bell, war mask of terror, Zenj spirit fetish; Spell: ice armor;
Other: customized summon list on page 71
Pathfinder Adventure Path #39: City of Seven Spears Magic Items: spirit tear, all magic items on pages 55–57 except the mantis
blade; Feat: Cry of Mercy
Pathfinder Adventure Path #41: The Thousand Fangs Below Spell: fractions of heal and harm; Other: customized summon list on page 73
Pathfinder Adventure Path #43: The Haunting of Harrowstone Magic Item: haunt siphon; See the rules and Chronicle sheet download for
additional sanctioned content.
Pathfinder Adventure Path #44: Trial of the Beast Spell: smite abomination; Other: customized summon list on page 69.
Note that both summonable monsters’ stats appear in Pathfinder Adventure
Path #47, not in Pathfinder Adventure Path #44 as indicated. The referenced
yanakeion psychopomp has been replaced by the nosoi psychopomp and the
amzranei psychopomp has been replaced by the vanth psychopom. The vanth
psychopomp belongs on the summon monster VI list for priests of Pharasma.
See the rules and Chronicle sheet download for additional sanctioned
content, including updated language for the Remnants of the Beast boon.
Pathfinder Adventure Path #45: Broken Moon See the rules and Chronicle sheet download for additional sanctioned content.
Pathfinder Adventure Path #46: Wake of the Watcher See the rules and Chronicle sheet download for additional sanctioned content.
Pathfinder Adventure Path #47: Ashes at Dawn Magic Items: bloodbrew elixir, moribund key, witching gown; Other: customized
summon list on page 71, nosoi familiars. The nosoi familiar from this AP is no
longer available to be chosen as an option aer Dec. 18, 2013. The updated
version in Bestiary 4 is the legal option aer that date. See the rules and
Chronicle sheet download for additional sanctioned content.
Pathfinder Adventure Path #48: Shadows of Gallowspire Equipment: bloodfeast shield, bone beads, coldfire wrappings; See the rules and
Chronicle sheet download for additional sanctioned content.
Pathfinder Adventure Path #49: The Brinewall Legacy Equipment: dancing wasp
Pathfinder Adventure Path #50: Night of Frozen Shadows Equipment: deadly kiss, earthfire shuriken, fugitive’s grenade, shozoku of the
night wind; Spells: aspect of the nightengale; Other: customized summon list
on page 75
Pathfinder Adventure Path #51: The Hungry Storm Equipment: claws of the ice bear, ghost mirror armor, map of the high ice,
sashimono of comfort, terra-cotta talisman
Pathfinder Adventure Path #52: Forest of Spirits ** Equipment: do-maru of broken flesh, flask of endless sake, jingasa of the
fortunate soldier, kikuya’s sensu
Pathfinder Adventure Path #53: Tide of Honor Equipment: armor of the tireless warrior, daikyu of commanding presence,
dragonmaw nunchaku, karyukai tea set, samisen of oracular vision; Other:
Customized summon list on page 73; Spell: replenish ki
Pathfinder Adventure Path #54: The Empty Throne Equipment: Ikarikurusai, the raging cyclone, Karusetsu, the cutting light, o-yoroi
of imperial rule, Seishhinru, spirit elixir, Tsuruhashi, the silent crane
Pathfinder Adventure Path #55: The Wormwood Mutiny Equipment: Besmara’s tricorne, boarding pike of repelling, hospitality’s hammock,
shackles of compliance, steadfast grapple, tidewater cutlass, vindictive harpoon;
Familiars: all familiars listed on pages 88–89; Misc: customized summon list
are legal for Besmaran clerics and Besmaran familiars are legal for clerics and
rangers of Besmara; Spells: advanced scurvy, cloud of seasickness; See the rules
and Chronicle sheet download for additional sanctioned content.
Pathfinder Adventure Path #56: Raiders of the Fever Sea Equipment: brines sting, captains locker, farglass, svingli’s eye, zul; Spells:
submerge ship; See the rules and Chronicle sheet download for additional
sanctioned content.
Pathfinder Adventure Path #57: Tempest Rising Equipment: charts of the fair winds, ring of the iron skull, shackles ensign,
sharpshooter’s blade; See the rules and Chronicle sheet download for
additional sanctioned content.
3
Pathfinder Adventure Path #58: Island of Empty Eyes Equipment: eel skin armor, horn of the tritons, impossible bottle, scoundrel’s
sword cane; See the rules and Chronicle sheet download for additional
sanctioned content.
Pathfinder Adventure Path #59: The Price of Infamy Equipment: howling skull armor, mariner’s eye patch, mutineer’s bane earrring,
skyrocket crossbow, wizard hook; Other: customized summon list on page 75
is legal; Spells: false alibi; See the rules and Chronicle sheet download for
additional sanctioned content.
Pathfinder Adventure Path #60: From Hell’s Heart Equipment: Crossbow of retribution, doubleshot pepperbox, enervating pistol,
and hurricane crown are legal for play; See the rules and Chronicle sheet
download for additional sanctioned content.
Pathfinder Adventure Path #61: Shards of Sin Equipment: Cat burglar’s boots, cytillesh extract, frostspore, paradox box,
pendant of the souk, and second-story harness are legal for play. See the rules
and Chronicle sheet download for additional sanctioned content.
Pathfinder Adventure Path #62: Curse of the Lady’s Light Equipment: deathbalm talisman, maidens helm, wax of defiance, and whispering
coin are legal for play; Misc.: The customized summon list 0n page 75 is legal
for play for followers of Torag; Spells: firebelly and ironbloom sprouts are legal
for play if you are a follower of Torag; See the rules and Chronicle sheet
download for additional sanctioned content.
Pathfinder Adventure Path #63: The Asylum Stone Equipment: fortifying leeches, spy eyes, and wings of flying, lesser are legal
for play; Familiar: The clockwork familiar is legal for play. See the rules and
Chronicle sheet download for additional sanctioned content.
Pathfinder Adventure Path #64: Beyond the Doomsday Door Equipment: crystalline starknife, flaying halberd, lashing aklys; Misc.: The
customized summon list 0n page 73 is legal for play for followers of Groetus;
Spells: curse item is legal for play if you are a follower of Groetus. See the rules
and Chronicle sheet download for additional sanctioned content.
Pathfinder Adventure Path #65: Into the Nightmare Ri See the rules and Chronicle sheet download for additional sanctioned
content.
Pathfinder Adventure Path #66: The Dead Heart of Xin See the rules and Chronicle sheet download for additional sanctioned
content.
Pathfinder Adventure Path #67: The Snows of Summer Equipment: all equipment except cauldron of overwhelming allies and spear
of manhunting are legal for play; Spells: flurry of snowballs, ice spears, Irriseni
mirror sight, and snowball; See the rules and Chronicle sheet download for
additional sanctioned content.
Pathfinder Adventure Path #68: The Shackled Hut Misc.: The customized summon list 0n page 69 is legal for play for followers
of Milani; Spells: martyr’s last blessing and peasant armaments are legal for play
if you are a follower of Milani; See the rules and Chronicle sheet download for
additional sanctioned content.
Pathfinder Adventure Path #69: Maiden, Mother, Crone Equipment: all equipment on pages 60-61 except frost-thunder hammer is
legal for play; See the rules and Chronicle sheet download for additional
sanctioned content.
Pathfinder Adventure Path #70: The Frozen Stars Equipment: all equipment on pages 62-63 except hide of the dragonrider and
rimeblade is legal for play; See the rules and Chronicle sheet download for
additional sanctioned content. All languages found in this book are available
for a character to learn with the linguistics skill.
Pathfinder Adventure Path #71: Rasputin Must Die! Equipment: all equipment on pages 60-61 except maxim of suppressive fire
and spectral searchlight is legal for play; Mystery: the Occult mystery on
page 68 is legal. See the rules and Chronicle sheet download for additional
sanctioned content.
Pathfinder Adventure Path #72: The Witch Queens Revenge Equipment: labrys of the stone idol is legal for play.
Pathfinder Adventure Path #73: The Worldwound Incursion Improved Familiar: The sin eater is a legal choice for PCs with the Improved
Familiar feat. Magic Items: The bilous bottle and ranseur of the gargoyle are
legal for play.
Pathfinder Adventure Path #74: Sword of Valor Magic Items: armor of the pious and Lymirin Discourses are legal for play.
Spells: apparent treachery, film of filth, lightning lash, maw of chaos, and unleash
pandemonium are legal for play.
4
Pathfinder Adventure Path #75: Demons Heresy Magic Items: spherewalker’s sta, starbow, and swallowtail bracers are legal for
play. Philosophy: The Green Faith is legal for play. The customized summon
list on page 69 are legal for play for Green Faith PCs of the appropriate order.
Pathfinder Adventure Path #76: The Midnight Isle Magic Items: blancher and the talisman of true faith are legal for play.
Pathfinder Adventure Path #77: Herald of the Ivory Labyrinth Spells: rune of Jandelay is legal for play.
Pathfinder Adventure Path #78: City of Locusts Material from this book is not legal for play.
Pathfinder Adventure Path #79: The Half-Dead City Equipment: all equipment on pages 60–61 is legal for play.
Pathfinder Adventure Path #80: Empty Graves Discovery: the discovery on page 26 is legal; Equipment: all equipment and
magic items on pages 62–63 are legal for play except mask of the forgotten
pharoah; Gods: the gods on page 65–75 are legal for play; Spells: the spells on
page 28 are legal.
Pathfinder Adventure Path #81: Shiing Sands Equipment: all equipment and magic items on pages 58–59 are legal for play;
Feats: feats on page 73 are legal.
Pathfinder Adventure Path #82: Secrets of the Sphinx Curses: all cruel curses on pages 73–74 are legal for play; Equipment: all
equipment and magic items on pages 62–63 are legal for play; Spells: all
cursed spells on pages 74–75 are legal for play.
Pathfinder Adventure Path #83: The Slave Trenches of Hakotep Equipment: all equipment and magic items on pages 62–63 are legal for play,
except life lantern and pharaohs key.
Pathfinder Adventure Path #84: Pyramid of the Sky Pharaoh Equipment: all equipment and magic items on pages 60–61 are legal for play,
except canopic jar of unlife and crook and flail of kings; Spells: the spell on page
15 is legal for play.
Pathfinder Adventure Path #85: Fires of Creation See the rules and Chronicle sheet download for additional sanctioned content.
Pathfinder Adventure Path #86: Lords of Rust** The obedience, planar allies, spells, and summon list on pages 74–75 are legal
for play. None of the equipment found in this book is legal for play unless
found on a Chronicle sheet. See the rules and Chronicle sheet download for
additional sanctioned content.
Pathfinder Adventure Path #87: The Choking Tower Equipment: the gremlin-skin drum, hearth mantle, and rod of gripping smoke
are legal for play. See the rules and Chronicle sheet download for additional
sanctioned content.
Pathfinder Adventure Path #88: Valley of the Brain Collectors Equipment: the sta of the dark tapestry is legal for play. See the rules and
Chronicle sheet download for additional sanctioned content.
Pathfinder Adventure Path #89: Palace of Fallen Stars** Misc.: the customized summon list on page 75 is legal for play; Obedience:
the obedience on page 75 is legal for play; Spells: the spell on page 74 is legal
for play.See the rules and Chronicle sheet download for additional sanctioned
content.
Pathfinder Adventure Path #90: The Divinity Drive See the rules and Chronicle sheet download for additional sanctioned content.
Pathfinder Adventure Path #91: Battle of Bloodmarch Hill Animal Companions: all animal companions on pages 82–83 and 86–87 are
legal for play; Magic Items: Brinya’s Love, kins face tattoo, true love locket,
and unerring grenade are legal for play. See the rules and Chronicle sheet
download for additional sanctioned content.
Pathfinder Adventure Path #92: The Hill Giant’s Pledge Magic Items: Gorum’s thorn, true love locket, and Victor’s belt are legal for
play. See the rules and Chronicle sheet download for additional sanctioned
content.
Pathfinder Adventure Path #93: Forge of the Giant God** Magic Items: Heartspit, giant’s nail scale mail, and giant bag of holding are
legal for play.; Misc.: the customized summon list on page 75 is legal for play;
Obedience: the obedience on page 75 is legal. To benefit from rewarding
smash, the crit hit must be against a creature that is neither captive or
helpless; Spells: gravel vortex is legal for play. See the rules and Chronicle
sheet download for additional sanctioned content.
Pathfinder Adventure Path #94: Ice Tomb of the Giant Queen Magic Items: Scepter of divine providence, surefooted shield, Thremyr’s beard, and
torc of enmity are legal for play. See the rules and Chronicle sheet download
for additional sanctioned content.
Pathfinder Adventure Path #95: Anvil of Fire Archetypes: The cinderwalker and pyroclast archetypes are legal for play;
Magic Items: Rod of mortared walls is legal for play; Obedience: The obedience
and custom spell list on page 67 are legal for play; Oracle Mystery: The volcano
mystery is legal for play; Spells: Stoke the inner flame is legal for play. See the
5
rules and Chronicle sheet download for additional sanctioned content.
Pathfinder Adventure Path #96: Shadow of the Storm Tyrant Magic Items: cloud engineer badge and roc rider badge are legal for play. See
the rules and Chronicle sheet download for additional sanctioned content.
Pathfinder Adventure Path #97: In Hell’s Bright Shadow Animal Companions: All animal companions on pages 82–83 are legal for play.
Pathfinder Adventure Path #98: Turn of the Torrent Discipline: The seek the taken Hellknight discipline is legal for play.
Pathfinder Adventure Path #99: Dance of the Damned Magic Items: The vest of the deep is legal for play.
Pathfinder Adventure Path #100: A Song of Silver Magic Items: The magic items on page 21 are legal for play.
Pathfinder Adventure Path #102: Breaking the Bones of Hell Obedience: The obedience on page 75 is legal for play; Spell: The spell on
page 75 is legal for play.
Pathfinder Adventure Path #103: The Hellfire Compact Familiar: The typhilipede on page 88 is legal for play; Magic Items The magic
items on page 73 are legal for play.
Pathfinder Adventure Path #104: Wrath of Thrune Equipment: The brimstone barbazu, discord bottle, honor’s panoply, and
sinderbos are legal for play. Honor’s panoply cannot be corrupted.
Pathfinder Adventure Path #105: The Inferno Gate Equipment: Black whinnis poison is legal for play. Misc.: The variant
spellcasting, obedience, and customized summon list for Moloch are legal
for play.
Pathfinder Adventure Path #106: For Queen & Empire Equipment: The alchemical equipment on page 75 is legal for play except
tiller’s gum.
Pathfinder Adventure Path #107: Scourge of the Godclaw Familiar: The nehushtan is legal for play. Misc.: The variant spellcasting,
obedience, and customized spell list for Geryon is legal for play. The muddling
heresy poison is only available for use with the boons on page 73. The invoke
glyph Hellknight discipline is legal for play.
Pathfinder Adventure Path #108: Hell Comes to Westcrown Magic Item: Duxotar’s signet is legal for play. Monsters: A mustelidal can be
conjured using conjuration (calling) spells.
Pathfinder Adventure Path #109: In Search of Sanity No material from this book is legal for play.
Pathfinder Adventure Path #110: The Thrushmoor Terror No material from this book is legal for play.
Pathfinder Adventure Path #111: Dreams of the Yellow King Equipment: The howdah of leisurely travel is legal for play.
Pathfinder Adventure Path #112: Whisper Out of Time Equipment: The equipment and magic items on page 73 are legal for play.
Pathfinder Adventure Path #113: What Grows Within Equipment: The Forbidden Name is legal for play. Spells: Protection from spores
is legal for play.
Pathfinder Adventure Path #114: Black Stars Beckon Equipment: The viol of potent summoning is legal for play. Other: The Fugue
de Rue d’Auseil bardic masterpiece is legal for play.
Pathfinder Adventure Path #115: Trail of the Hunted Equipment: The cloak of woodland creatures, stench-gas bladder, and sting
grenade are legal for play. Feats: The Grenade Expert feat is legal for play.
Spells: The ja noi aspect and opportunistic loyalty spells are legal for play.
Misc.: The lich newt, ringhorn, and switchback jackal are legal for play. The
wereraptor-kin skinwalker variant is legal for play for skinwalker PCs.
Pathfinder Adventure Path #116: Fangs of War Equipment: The Korrigan club, lidless charm bracelet, and periapt of placebos
are legal for play. Feats: The Delayed Spell and Quick Trapper feats are legal
for play. Prestige Class: The Chernasardo warden prestige class is legal for
play. Spells: The spectral scout and sylvan hideout spells are legal for play.
Pathfinder Adventure Path #117: Assault on Longshadow Equipment: The skelterhide is legal for play. Spells: The hobbling bomb
admixture spell is legal for play. Misc.: The obedience on page 77 is legal for
play.
Pathfinder Adventure Path #118: Siege of Stone Animal Companions and Familiars: The dallo, gallerok, and rock tuatara are
legal for play.
Pathfinder Adventure Path #119: Prisoners of the Blight Animal Companions and Familiars: The faerie mount, hobbe hound, mome
rath, and snark are legal for play. Equipment: The spiteful scimitar is legal for
play. Feats: The feats in this book are legal for play. Spells: The spells in this
book are legal for play except fey boon and fey blight. Misc.: The customized
summon list and obedience in this book are legal for play.
Pathfinder Adventure Path #120: Vault of the Onyx Citadel Equipment: The hammer of seismic assault and snake charmer’s flute are legal
for play.
Pathfinder Adventure Path #121: The Lost Outpost** Animal Companions: The enchanter heron, gliding turtle, and sea crawler are
legal for play.
6
Pathfinder Adventure Path #122: Into the Shattered Continent Equipment: The arbalest cloak, ioun gauntlet, mossy disk ioun stone, necklace of
air adaptation, pearl dolphin figurine of wondrous power, regression mine, sta
of Curchanus, tourmaline sphere ioun stone, unctuous waders and wave harp are
legal for play. The unctuous waders do not punish the wearer for not being
submerged in an ocean.
Pathfinder Adventure Path #123: The Flooded Cathedral Equipment: The crossbow of the crab and insightful scroll case are legal for play.
The ring of resistance +1 and ring of resistance +2 are legal for play, and versions
of this item with higher bonuses may appear on future Chronicle sheets.
Gods: The deities in this book are legal for play except Acavna, Amaznen,
Lissala, and Shelyn (as listed in this book). Misc.: The alchemist discoveries in
this book are legal for play.
Pathfinder Adventure Path #124: City in the Deep Alternate Racial Traits: The alternate racial traits in this book are legal for
play except tongue of the sea. Archetype: The spire diver is legal for play.
Equipment: The magic items in this book are legal for play except Dagons eye.
Feats: The feats in this book are legal for play. Familiar: The tullimonstrum is
a legal familiar.
Pathfinder Adventure Path #125: Tower of the Drowned Dead Equipment: The azure briolette ioun stone, elixir of concordance, and pearlescent
pyramid ioun stone are legal for play.
Pathfinder Adventure Path #126: Beyond the Veiled Past Equipment: The cerebrum drill is legal for play.
Pathfinder Adventure Path #127: Crownfall Equipment: The brass chatterbox is legal for play.
Pathfinder Adventure Path #128: Songbird, Scion, Saboteur Familiar: The galluvix is legal for play.
Pathfinder Adventure Path #129: The Twilight Child Equipment: The lover’s bangle is legal for play.
Pathfinder Adventure Path #130: City in the Lions Eye Talents: The bardic pretender and sneak training talents are legal for play.
Pathfinder Adventure Path #131: Reaper’s Right Hand Equipment: The band of triumph and seeking lens are legal for play. Spells: The
halfling vengeance, mass halfling vengeance, and word of beckoning spells are
legal for play but are accessible only to worshippers of Thamir Gixx. Misc.:
The variant spellcasting options for clerics of Thamir Gixx are legal for play.
The customized summon list is not legal for play.
Pathfinder Adventure Path #132: The Six-Legend Soul Feats: The feats in this book are legal for play except Dragon Gold Crown.
Spirits: The legendary spirits in this book are legal for play, except the taboo
of Daronlyr XII. When you acquire a weapon associated with the Gennaris
III spirit, have the GM note this item on your Chronicle sheet. A PC can only
have the ability to contact one legendary spirit at a time, a PC permanently
loses the ability to contact a legendary spirit if he breaks that spirit’s oath, and
a PC can regain that spirit’s favor with an atonement (priced as if restoring a
cleric’s spellcasting abilities).
Pathfinder Adventure Path #133: Secrets of Rodrick’s Cove Familiar: The cyphergull is legal for play.
Pathfinder Adventure Path #134: It Came From Hollow Mountain Equipment: Oozeclot unguent is legal for play. Obedience: The obedience in
this book is legal for play. Spells: The moonrise arrow spell is legal for play.
Misc.: The variant spellcasting options and customized summon list for
worshippers of Ashava are legal for play.
Pathfinder Adventure Path #135: Runeplague Material from this book is not legal for play.
Pathfinder Adventure Path #136: Temple of the Peacock Spirit Equipment: The shadow stylus is legal for play.
Pathfinder Adventure Path #137: City Outside of Time Material from this book is not legal for play.
Pathfinder Adventure Path #138: Rise of New Thassilon Equipment: The emerald wedge ioun stone is legal for play.
Pathfinder Adventure Path #139: The Dead Roads** The character options in this book are legal for play except the blasphemous
chalice. A shabti can take only one origin feat.
Pathfinder Adventure Path #140: Eulogy for Roslar’s Coer** Spells: The bloodstone mirror, litany of the red crusader, and unspoken name
spells are legal for play but are accessible only to worshippers of Arazni. Misc.:
The obedience, variant spellcasting options, and customized summon list for
clerics of Arazni are legal for play.
Pathfinder Adventure Path #141: Last Watch** Equipment: Iomedae’s needle and red crusader’s quill are legal for play. Iomedae’s
needle can be purchased as ballista bolts or as crossbow bolts. Monsters: A
sceazir can be conjured using conjuration (calling) spells.
Pathfinder Adventure Path #142: Gardens of Gallowspire Material from this book is not legal for play.
7
Pathfinder Adventure Path #143: Borne by the Suns Grace Deities: Barzahk and Cihua Couatl are legal for play. The additional
spellcasting options for clerics of Barzahk on page 78, as well as the expanded
summoning options, obedience, and boons on page 79, are legal for play. The
spell that clerics of Barzahk have access to as a 9th level spell is teleportation
circle. Magic Items: The Tlil mask is legal for play. Spells: The spells on page
78 are legal for play but are accessible only to worshippers of Barzahk.
Pathfinder Adventure Path #144: Midwives to Death Material from this book is not legal for play.
Pathfinder Module: Daughters of Fury Magic Items: All magic items from pages 56–63 are legal for play except bitter
widow’s veil, bog boots, death mask, murktouch cloak, poltergeist knot, star cinder,
and stormcrusher gauntlet.
Pathfinder Module: Down the Blighted Path ** Equipment: The magic items on pages 60–63 are legal for play except sta of
the prime mover.
Pathfinder Module: Gallows of Madness Familiar: The katroome is legal for play.
Pathfinder Campaign Setting: Andoran, Birthplace of Freedom Feats: The feats on pages 28–32 are legal. The Strongarm feat on page 33 is
not legal for play. The Primal Ancestry feat on page 34 is legal for play. The
Secret Capital feat on page 35 is not legal for play. Contents in this book are
no longer restricted to Liberty’s Edge faction members.
Pathfinder Campaign Setting: Aquatic Adventures** All character options in this book (i.e. pages 49–63) are legal for play except
the air tank, Child of Two Worlds feat, Gasping Pearl, and poison sealant. The
order of the waves cavalier order’s edict does not require constant underwater
adventuring; the cavalier may still freely participate in adventures that do not
take place underwater.
The Aquatic Rules in this book serve simply as guidelines—not mandates—
for handling underwater combat; these are definitive only when prompted by
a scenario. Character options that directly reference one of these rules use the
relevant rule specifically to adjudicate those abilities.
Pathfinder Campaign Setting: Belkzen, Hold of the Orc Hordes Animal Companions: the bristle boar and whisperfall vulture are legal for
play; Equipment: tusk blades are legal for play.
Pathfinder Campaign Setting: Chronicles of the Righteous ** Equipment: all equipment on pages 52–53 are legal except angel’s clarion,
chronicle of the righteous, starknife of the void, and sword of vengeance; Feats.:
all feats on pages 5 are legal for play; Misc.: all empyreal lords on the inside
front cover and pages 6–29 are legal for play; the mystery cultist on pages
48–49 is legal; Note that the following obedience boons are not permitted:
Lymnieris’ 2nd boon, Rite of Passage; Olheons 3rd boon, Lordship. Spells:
all spells on pages 50–51 are legal except blood of the martyr and elemental
assessor
Pathfinder Campaign Setting: Cities of Golarion Feats: Corsair of Taldor, Endure Pain, Indomitable Mount, Irrisen Ice
Mage, Master Delver, Mounted Onslaught, Wheeling Charge; Equipment:
heathensnu; Spells: Irissen mirror sight
Pathfinder Campaign Setting: City of Strangers Feat: Bloatmage Initiate; Prestige Class: Bloatmage
Pathfinder Campaign Setting: Classic Horrors Revisited Equipment: aklys, crystal chakram, fauchard, injection spear
Pathfinder Campaign Setting: Classic Monsters Revisited Equipment: minotaur double crossbow; Feat: Minotaur’s Charge
Pathfinder Campaign Setting: Classic Treasures Revisited Feat: Companion Figurine, Instrumental; Magic Items: aligned horn of
Valhalla, corpse-ferrying bag, cube of varied force walls, discriminating cube,
executioner’s hand, frostkiss whip, helm of electric radiance, helm of reclamation,
independent cube of force, Jorngarl’s harm, lesser helm of brilliance, minor bag of
holding, rechargeable cube of force, remote activation cube, twinned cube of force;
Spell: retrieve item
Pathfinder Campaign Setting: Concordance of Rivals** Feat: The Monitor Obedience feat is legal for play. Gods: The monitor
demigods in this book are legal for play. Obediences: The obediences are
legal for play. You may only consume your own flesh or blood in obedience
to Mother Vulture, not that of others. The second boon of Phlegyas grants
breath of life as a spell-like ability in place of reincarnate. Keep a simple record
of any characters you raise from the dead with the third boon of Saloc, such
as by noting their character number on that adventures Chronicle sheet.
8
Pathfinder Campaign Setting: Concordance of Rivals (cont.) ** Monsters: The agnoia, akizendri, illureshi, ibshaunet, and morbai can be
conjured using conjuration (calling) spells. Prestige Class: The proctor is
legal for play. Misc.: Mantras are not legal for play.
Pathfinder Campaign Setting: Construct Handbook ** Archetypes: The archetypes in the book are legal for play. The clocksmith
gains Spell Focus as a bonus feat in place of the Cra Construct ability.
Equipment: The equipment and magic items in this book are legal for play
except automaton core, golem manuals, and suppression gem. Familiar: The
familiar automaton is legal for play. Misc.: The construct modifications and
construct craing are not legal for play.
Pathfinder Campaign Setting: Dark Markets, A Guide to Katapesh Feats: Jackal Blood, Lucky Halfling; Prestige Class: Balanced Scale of Abadar
Pathfinder Campaign Setting: Demons Revisited Spells: contact nalfeshnee
Pathfinder Campaign Setting: Distant Realms ** Archetypes: All archetypes in this book are legal for play. Feats: All feats in
this book are legal for play except Choral Support. Traits: The traits listed
in this book are not character traits; they are monster traits for petitioners,
and are therefore not legal for play. Misc: All alchemist discoveries, bardic
masterpieces, magic tricks, rogue and slayer talents, and sorcerer bloodlines
in this book are legal for play. The aszite special material is legal for play.
Pathfinder Campaign Setting: Distant Shores Equipment: The weapons on page 12 are legal for play. The litchina on
page 63 is legal for play, though it cannot be magically enhanced. Feats:
The feats on page 63 are legal for play. A PC cannot benefit from the feat
Bonded Mind or any teamwork feats that use it as a prerequisite unless he
permanently possesses the feat; this is an exception to how an inquisitor’s
solo tactics ability, a cavalier’s tactician ability, and similar abilities function.
Traits: All traits on page 23 are legal for play except Pact Servant. Misc.: The
order of the eclipse cavalier order is legal for play. The mythic powers on
page 12 are legal options for a PC with mythic tiers. Deities: A PC may select
Ashukharma, Kelksiomides, Matravash, Mazludeh, Omrataji, or Psomeira as
her patron deity. As noted in the deity entry, divine spellcasters who have
selected Psomeira as a deity are unable to cast 9th-level divine spells.
Pathfinder Campaign Setting: Dragon Empires Gazetteer Subdomains: Moon; Gods: All gods listed on pages 58-63; Languages: all
languages on pages 49-51 may be learned via the Linguistics skill; Races: All
human ethnicities are legal, humans begin play knowing all listed languages
for their chosen ethnicity as racial languages. The boon restriction to create a
kitsune, nagaji, and wayang was removed at the start of Season 6 and all three
are now available for open creation.
Pathfinder Campaign Setting: Druma, Profit and Prophecy** Animal Companions: The bacallia is legal for play. Familiars: The keulia and
tauhoti are legal for play. Feats: All feats in this book are legal for play.
Pathfinder Campaign Setting: Dungeon Denizens Revisited Equipment: alkali flask, alkali salt, bulette bulwark (shield), delving (armor
quality); Feats: Indigestible, Ooze Whisperer; Spell: flesh to ooze
Pathfinder Campaign Setting: Dungeons of Golarion Equipment: raven bracers; Spells: battering blast, undeath ward
Pathfinder Campaign Setting: Faction Guide Feat: Fast Crawl; Spells: hibernate, tripvine; Traits: Beast of the Society,
Berserker of the Society, Blade of the Society, Defender of the Society, Exalted
of the Society, Greater Adept of the Society, Havoc of the Society, Honored
Fist of the Society, Maestro of the Society, Stalwart of the Society, Tracker of
the Society
Pathfinder Campaign Setting: Faiths of Golarion Feats: The feat in this book is legal for play. Gods: The deities in this book
are legal for play. Obediences: The obediences in this book are legal for play.
Gruhasthas second exalted boon grants the constant benefits of comprehend
languages instead of the listed benefit. A PC who has the fortune’s favored
trait or similar character option that increases the luck bonus granted by
eects may replace those character options at no cost upon gaining either
the fortunate spells or fortune’s child boon of Chaldira Zuzaristan. Misc.: The
variant spellcasting options and paladin codes in this book are legal for play.
Pathfinder Campaign Setting: First World, Realm of the Fey ** Gods: The gods on pages 18–35 are legal for play. Prestige Class: The feysworn
prestige class is legal for play. Spells: The spells in this book are legal for play.
Monsters: The bulabar, choxani, ekekeh, escorite, and gerbie can be conjured
9
Pathfinder Campaign Setting: First World, Realm of the Fey (cont.) ** using conjuration (calling) spells. Misc.: Fey map and Fey Obedience are legal
for play. A PC who worships one of the Eldest can choose to use the variant
summon list on page 57, but he permanently loses the ability to summon
creatures with the outsider type using summon monster and summon nature’s
ally.
Pathfinder Campaign Setting: Giants Revisited Equipment: all-seeing eye, bloodstone impaler
Pathfinder Campaign Setting: Gods and Magic Gods: all of the gods listed on the inside front cover are legal choices for clerics
or inquisitors; Magic Items: Azlant pendant, barbed pentacle of Asmodeus, belt
of the snake king, broken chain of the beast, bronze dagger of Erastil, cloak of
the crusader, cloak of the Dark Tapestry, dawnflower sash, deathlurker’s cloak,
gossamer amberstone, hag’s shabble, holy mask of the living god, icon of the
midwife, inheritor’s gauntlet, key of the second vault, mask of cutting flesh,
nightstone of sorrow, orb of the waybringer, pallid crystal, Preklikin’s Book of
Cults, rhombocrystal, robe of the master of masters, sacrificial dagger of the blood
mother, Shad’Gorum nugget, spellsight bracer, stinging stiletto, tankard of the
drunken hero, veil of veils, vurra of the maker, windwave kilt; Spells: Abadar’s
truthtelling, blessing of the watch, burst of glory, channel the gi, channel vigor,
Deadeye’s arrow, defending bone, Gorums armor, Gozrehs trident, greater infernal
healing, infernal healing, pick your poison, poisoned egg, shield of the dawnflower,
traveling dream, unbreakable heart, waters of Lamashtu. Fallback Strategy is
not legal from this sourcebook and have been updated to a new version in
Pathfinder Campaign Setting: Inner Sea Gods.
Pathfinder Campaign Setting: Guide to the River Kingdoms Feat: Touvette Defender; Spell: silverlight; Other: focused performance bard
alternate class ability
Pathfinder Campaign Setting: Heart of the Jungle Animal Companion: pygmy hippopotamus
Pathfinder Campaign Setting: Heaven Unleashed Deity: The empyreal lord Andoletta is a legal divine patron. Monsters:
Cadathiel the Zealot, Cervine Protector, Penshi, and Pilali can be conjured
using conjuration (calling) spells.
Pathfinder Campaign Setting: Hell Unleashed No material from this book is legal for play.
Pathfinder Campaign Setting: Horror Realms ** Archetypes: The archetypes in this book are legal for play. The scarred monk
is not a valid archetype for unchained monks. Equipment: The equipment in
this book is not legal for play. Misc.: The arcanist exploits, bardic masterpieces,
eidolon subtype, eidolon evolutions, eidolon base form, and shaman spirit
are all legal for play except fiendish proboscis, music beyond the spheres, and
ri fog. The oracle curses in this book are legal for play except ghoul, plagued,
and promethean. The Uskwood domain is not legal for play. The accursed
companion rules are not legal for play.
Pathfinder Campaign Setting: Horseman of the Apocalypse Spells: The spells in this book are legal for play except create soul gem; Items:
The candle of abbadon is legal for play. As of 11/21/2017, the create soul gem
spell and daemon seed drug are no longer legal for play.
Pathfinder Campaign Setting: Inner Sea Bestiary All languages found in this book are available for a character to learn with the
Linguistics skill; Familiar: The mockingfey is legal for play.
Pathfinder Campaign Setting: Inner Sea Combat ** All content on pages 10–11 and pages 13–17 are legal except the cannon master
feat. Nothing on page 12 is legal. Nothing in the combat schools chapter
(pages 18–27) is legal. All content on pages 28–47 is legal except the order
of the beast, rough rampager, seal-breaker, and siege gunner. Equipment:
all equipment and magic items on pages 50–63 are legal except backbreaker
mail, crag linnorm plate, feather token, mammoth hide, numerian resistance plate,
shadowbound chains, and imperial army greathelm.
Pathfinder Campaign Setting: Inner Sea Faiths ** Obediences: All deific obediences in this book are legal for play except
Gyronnas. An evangelist of Achaekek who qualifies for that deity’s third boon
can purchase a mask of the mantis as if it were a legal item; Misc.: All variant
spellcasting options in this book are legal for play. All alternate paladin codes
are legal for play.
10
Pathfinder Campaign Setting: Inner Sea Gods ** Equipment: all equipment and magic items on pages 250–271 are legal except
demon mother’s mask, father’s forgehammer, gray gambler’s hat, preklikins book
of cults and stagger-proof boots; Feats: all feats on pages 204–217 are legal
except Dreamed Secrets; Gods: all of the gods listed in the appendix are
legal choices except daemon harbingers, great old ones, infernal dukes,
malebranche, nascent demon lords, orc deities, outer gods, qlippoth lords,
and whore queens. A PC may worship a dead deity, but such gods grant
no spells or other benefits; Misc.: All material in Chapters 1 and 2 is legal
except pages 92–99; Prestige classes: the evangelist, exalted, and sentinel
prestige classes are legal for play. The evangelist prestige class may not be
taken as an option until 6th level. The sentinel’s righteous leader class feature
is replaced with a deity specific feat of the player’s choice from pages 204–217
or the Persuasive feat; Spells: all spells on pages 228–245 are legal except
ghoul hunger, spawn calling, and transplant visage. All variant spellcasting on
pages 19–171 are legal except page 99; Subdomains: all subdomains on pages
224–227 are legal except arson; Traits: all traits on pages 218–223 are legal.
Pathfinder Campaign Setting: Inner Sea Intrigue ** Archetypes: All archetypes in this book are legal for play except the Anaphexia
thought-killer, provocateur, and royal accuser. The Galtan agitator gains the
Persuasive feat at 12th level rather than Leadership. The studious librarian gains
Skill Focus (Knowledge [any]) instead of the Scribe Scroll feat. Equipment: All
equipment in this book is legal for play except bloodlink, Brastlewark brew,
Harrow deck of secret schemes, mask of the cursed eye, masterful gray gloves,
seemless skin, and the training weapon enchantment. Feats: All feats in this
book are legal for play. Prestige Classes: The enchanting courtesan and Lion
Blade prestige classes are legal for play; a Lion Blade PC must be a member
of the Sovereign Court faction. Spells: All spells in this book are legal for
play except assumed likeness, brightest light, oath of anonymity, and recorporeal
incarnation. Daggermark’s exchange can only create poisons that are legal in
the organized play campaign. Other: The investigator talents, rogue talents,
social talents, and vigilante talents are legal for play except false spellcaster
and Twilight Talon improvisation. All inquisitor inquisitions in this book are
legal for play; the sedition inquisition grants the Persuasive feat at 8th level,
not Leadership. The special building materials and room augmentations are
not legal for play.
Pathfinder Campaign Setting: Inner Sea Magic Equipment: rie scrolls (any spell augmented by the Silent Spell metamagic
feat; price equals the spell’s eective level the caster’s level 25 gp); Feats:
all feats on pages 10 and 15; Prestige Classes: A cyphermage replaces any
Spell Focus feat for Scribe Scroll as a prerequisite, and may not choose the
swi scrivener ability from the list of available cypher lore; the divine scion
functions as written; Spells: all spells in chapter 5 except impart mind, and
spellscar; Other: all magical tattoos on page 16; both the spellscar and outer
ris oracle mysteries on pages 30–31 (the spellscar oracle does not gain access
to the eldritch scar, primal mastery or trigger primal magic event revelations);
all archetypes on pages 32–43 except the primalist wizard archetype, with the
following restrictions: only elves may be spire defender magi; a tattooed
sorcerer may only use her create spell tattoo power during days spent in play
(ie. not between scenarios); a vampire hunter inquisitor does not gain the
silversmith ability, instead replacing detect alignment with detect undead; Upon
gaining 8th level, the Varisian Pilgrim may gain the 8th-level ability Blessing
of the Harrow as long as the player possesses a Harrow deck.
Pathfinder Campaign Setting: Inner Sea Monster Codex Archetypes: No archetypes from this book are legal for play; Discoveries:
cytillesh bomb, monstrous gra, and precise poison are legal for play;
Domain: the Ruins and Vermin domains are legal for play; Feats: Guardian
of Tradition is legal for play; Magic Items: the magic items on page 41 are
legal for play. Oracle Curse: the hunger and powerless prophecy curses are
legal for play; Spells: the spells on page 41 are legal for play
11
Pathfinder Campaign Setting: Inner Sea Races ** To create an aasimar, android, catfolk, changeling, dhampir, fetchling, goblin,
grippli, ifrit, oread, ratfolk, samsaran, skinwalker, suli, sylph, tiefling, undine,
vanara, or vishkanya character, you must have a Chronicle sheet that opens
the race as a legal option at character creation. Aasimars and tieflings that
were created and had at least one XP applied before August 14, 2014, remain
legal for play.
Note: Alternate racial traits, racial feats, and racial spells are only available for
characters of the associated race or human ethnicity. Racial magic items can
be purchased and used by any race.
All alternate racial traits, racial feats, racial spells, and race traits are legal for
play with the following exceptions and clarifications.
Feats: The Death Roll, Eclipse Strike, and Kinslayer are not legal for play;
the True Breed feat can only be taken at 1st level. Traits: Disciplined Body,
Ratfolk Avenger, Weapon Training, and Weathered Patience are not legal for
play; Obsessed with Success does not function for Day Job checks. Racial
Traits: Elven Arrogance, Human Shadow, Innovative, Isolated, Lost Promise,
Tribalistic, and Wright are not legal for play. Spells: Damnation of Memory
and Probe History are not legal for play. Magic Items: The anvil of the
skyseeker, armor of grisly triumph, Belkzen battle standard, binding contract,
cloak of summer and winter, diadem of the interplanetary emissary, locket of true
and false friends, and master’s brand are not legal for play. Races: A dhamphir
or skinwalker PC can use the following dierent statistics as alternate racial
options supported by the Pathfinder Society Organized Play campaign rather
than those options that appear in Blood of the Moon and Blood of the Night:
jiang-shi born, vetala-born, wereboar-kin, and werecrocodile-kin. Pureblood
Azlanti human is not a legal option in the organized play campaign. The racial
heritages section from page 236–254 is a legal resource when qualifying to
play a character of a dierent race, much as if the player owned a copy of the
corresponding Bestiary or Advanced Race Guide.
Pathfinder Campaign Setting: Inner Sea Taverns The levels of inebriation rules on pages 54–55 present an alternative to the
standard rules for drunkenness. The GM may use these as guidelines for
handling drunkenness when doing so doesn’t conflict with rules directly
presented in a scenario or a character option. Character options from this
book that reference being drunk or otherwise inebriated use these rules to
adjudicate these abilities, as well as any other character abilities that reference
drunkenness.
Archetypes: The mixologist archetype is legal for play. Feats: all feats in
this book are legal for play except Extreme Mood Swings, Muddled Morals,
and Tavern Regular.
Pathfinder Campaign Setting: Inner Sea Temples ** Equipment: The equipment in this book is legal for play except dervish sikke,
elixir of emulation, and saliharion. Spells: The spells in this book are legal
for play except harvest knowledge and spirit share. Misc.: The languages and
rituals in this book are not legal for play. Characters who have Calistria as
their patron can access spells at the levels listed on page 63.
Pathfinder Campaign Setting: Inner Sea World Guide ** Domains: Scalykind and Void domains are legal; Equipment: all weapons,
armor, and adventuring gear on pages 290–293 with the following
restrictions: No character may purchase a firearm unless she possesses
the Gunsmithing feat and firearms are never considered Always Available.
The Harrow deck may be used if it is an actual Harrow deck. Any alternative
means to simulate the Harrow deck usage, such as a normal deck of cards or
dice, is not legal; Feats: all feats on pages 284–289 except Eye of the Arclord,
Hamatulatsu, and Shade of the Uskwood. For the Cypher Magic feat, replace
the Scribe Scroll prerequisite with Spell Focus; Gods: All gods listed in the
tables on pages 229, 231, and 234 are legal for play; Languages: all languages
on page 251 may be learned via the Linguistics skill; Magic Items: goz mask,
unguent of revivification, wayfinder, zoic fetish are legal for play;
12
Pathfinder Campaign Setting: Inner Sea World Guide (cont.) ** Prestige Classes: Harrower, Hellknight, Low Templar are legal for play. Note:
to use the abilities from the Harrower prestige class, only a Harrow deck
may be used. Any alternative means to simulate the Harrow deck, such as
a normal deck of cards or dice, is not legal; Races: All human ethnicities are
legal except Azlanti. Humans begin play knowing all listed languages for
their chosen ethnicity as racial languages; Spells: all spells on pages 294–297
except interplanetary teleport, and teleport trap are legal for play.
Pathfinder Campaign Setting: Lands of the Linnorm Kings Reputation, Egies, and Weregild sections are not legal for Pathfinder
Society Organized Play; Magic Items: all items on pages 50–51 are legal
Pathfinder Campaign Setting: Lords of Chaos Spells: disfiguring touch, vermin shape I, vermin shape II
Pathfinder Campaign Setting: Lost Kingdoms Magic Items: farwatcher, rotcarver, visage of the broodlord; Spells: embrace
destiny
Pathfinder Campaign Setting: Lost Treasures Magic Items: all items on pages 12–13 are legal for play.
Pathfinder Campaign Setting: Magnimar, City of Monuments Gods: All gods listed in the tables on page 25 are legal
Pathfinder Campaign Setting: Mystery Monsters Revisited Equipment: mokele-mbembe tail whip, serpentseeker bow, vitreous goggles
Pathfinder Campaign Setting: Mythical Monsters Revisited Equipment: harpy musk
Pathfinder Campaign Setting: Nidal, Land of Shadows No material in this book is legal for play.
Pathfinder Campaign Setting: Occult Bestiary Races: The reborn samsaran is a legal alternative when creating a samsaran
character. A player must still have and use a special Chronicle sheet that
allows her to build a samsaran PC. The munavri and duergar tyrant are not
legal for play.
Pathfinder Campaign Setting: Occult Mysteries Equipment: all equipment and magic items on page 55 are legal for play,
Prestige Class: the pain taster prestige class is legal for play; Mystery: the
occult mystery is legal for play; Spells: all spells on pages 50–51 and 54–55 are
legal for play, except rapping spirit and possessive dead; Traits: all traits on page
37 are legal for play.
Pathfinder Campaign Setting: Occult Realms ** Archetype: The umbral mesmerist archetype on page 17 is legal for play.
Discipline: The mindtech psychic discipline on page 13 is legal for play, but it
instead grants lightning bolt and antitech field (Technology Guide 8) as 3rd- and
7th-level bonus spells. Elemental Saturation: The elemental saturations on
pages 8–9 are only accessible only through special boons. Esoteric Items: A
PC must spend 5 Prestige Points in order to access and purchase any of the
esoteric items on pages 6–7; a PC who has either the Friend of the Family
or Impressive Influence (Nigel Aldain) boon waives this cost. Phantoms: The
greed and pride phantoms on pages 14–15 are legal for play. Psi-Tech: The
disease transference, force field, laser blast, mind over augmentation, psychic
battery, and radiation resistance psi-tech discoveries on pages 12–13 are legal
for play. Spells: The shadow enchantment and greater shadow enchantment
spells on page 17 are legal for play. A PC uses his own spell list to determine
the level of the replicated spell. If the spell does not appear on his list, use the
spell level that appears on the wizard’s or psychic’s list. Spirits: The legendary
spirits on pages 10–11 are legal for play with the following clarifications: A
PC can only have the ability to contact one legendary spirit at a time, a PC
permanently loses the ability to contact a legendary spirit if he breaks that
spirit’s oath, and a PC can regain that spirit’s favor with an atonement (priced
as if restoring a cleric’s spellcasting abilities). Umbral Mesmerism: All bold
stares, mesmerist tricks, and masterful tricks on page 16 are legal for play
except the nightmare bold stare.
Pathfinder Campaign Setting: Osirion, Legacy of Pharaohs Misc: all animals on pages 54–55, except the hetkoshu crocodile, are legal for
play; Spells: reveal mirage is legal for play
Pathfinder Campaign Setting: Pathfinder Society Field Guide All rules in this book are legal for play in Pathfinder Society Organized Play.
Pathfinder Campaign Setting: Path of the Hellknight** All material in this book is legal for play with the following exceptions.
Conquering brands and branding iron are not legal for play. A PC may only
benefit from either the Hellknight Obedience or a similar obedience character
option (e.g. Deific Obedience) at a time, except as allowed by the Might of the
Godclaw revelation. In order to swear allegiance to a Hellknight order for the
13
Pathfinder Campaign Setting: Path of the Hellknight (cont.)** purpose of qualifying for character options in this book, a PC must be lawful-
aligned. The shackle spell uses either the fetters or frontal restraint rules on
page 15. The Order of the Crux is not legal for play.
Pathfinder Campaign Setting: Paths of Prestige ** Prestige Classes: Aldori Swordlord, Bellflower Tiller, Brother of the Seal,
Champion of Irori, Dawnflower Dissident, Golden Legionnaire, Green Faith
Acolyte, Hellknight Signifier, Knight of Ozem, Lantern Bearer, Magaambyan
Arcanist, Mammoth Rider, Prophet of Kalistrade, Riwarden, Shieldmarshal,
Skyseeker, Sleepless Detective, Storm Kindler, Tattooed Mystic, Veiled
Illusionist and Winter Witch are legal for play.
Pathfinder Campaign Setting: Planes of Power All character options in this book are legal for play. Deities: Ayrzul, Hshurha,
Kelizandri, and Ymeri are legal divine patrons. Monsters: Agrawghs, earth-
infused giant porcupine, nephlei, and onkushu can all be conjured using
conjuration (calling) spells.
Pathfinder Campaign Setting: Princes of Darkness Prestige Class: Diabolist; to qualify for the diabolist prestige class, you must
cast lesser planar ally or lesser planar binding (or a similar spell) using one of
your own prepared spells or a daily spell slot, and the spell must be on your
class spell list; Spells: vision of hell
Pathfinder Campaign Setting: Qadira, Jewel of the East Archetypes: The archetypes in this book are legal for play except the ashiah
and Hatharat agent. Equipment: The equipment in this book is legal for
play except the Qadiran saddle. Feats: The feats in this book are legal for
play except Client, Colleague, and Partner. Spells: The spells in this book are
legal for play. Traits: The traits in this book are legal for play except Keleshite
Trader. Misc.: The animal companions, barbarian rage powers, cavalier order,
and sorcerer bloodline and legal for play. A PC who must select an animal
companion from a limited list (e.g. cavalier, paladin, or ranger) may select a
shissah in place of a horse, but unless it is that PC’s first animal companion
selected, the PC must spend 4 Prestige Points to gain such a mount; each
additional shissah acquired costs 4 additional Prestige Points. The horse
tricks in this book are legal for play, and they are accessible to companion
creatures of all types (not just horses). The deathcall witch hex is not legal for
play.
Pathfinder Campaign Setting: Rival Guide Equipment: blackfingers paste, all poisons on page 53; Feats: Circling
Oense, Footslasher, Greater Serpent Lash, Jackal Heritage, Serpent Lash,
Topple Foe; Magic Items: aegis of recovery, bivouac banners, cockatrice grit,
desiccating dust, firefoot powder, marionette crux, metamagic gem, pendant of
the blood scarab; Spells: dazzling blade, greensight, mass dazzling blade, sheet
lightning, staggering fall, summon accuser*, summon infernal host; Other: giant
hunter and rock stepper alternate racial traits
* A player casting this spell must provide a legal copy of the source in
which the summoned creature appears for GM review or the spell fails.
Pathfinder Campaign Setting: Sandpoint, Light of the Lost Coast Material in this book is not legal for play.
Pathfinder Campaign Setting: Seekers of Secrets Everything in this book is legal for play with the following notes. Equipment:
ioun stones use method 1 for resonance and never use method 2. Additionally,
only normal ioun stones have resonance—inferior ioun stones never do.
Advanced ioun stones are not legal for play. Prestige Class: Pathfinder
Savants replace the item creation feat prerequisite with Spell Focus.
Pathfinder Campaign Setting: Ships of the Inner Sea Equipment: the new fireworks on page 29, aviary of spirits, rimeheart amulet,
and saron slave collar are legal for play.
Pathfinder Campaign Setting: Taldor, the First Empire This book does not contain new character options.
Pathfinder Campaign Setting: Technology Guide Archetypes: all archetypes on pages 12–13 are legal for play, except Cyber-
Soldier and Techslinger; Equipment: None of the equipment is legal for play;
Feats: all feats on pages 6–7 are legal for play, except cra cybernetics, cra
pharmaceutical, cra technological arms and armor, and cra technological
item; Misc.: Androan may not be chosen as a known language. It may only
be acquired through a Chronicle sheet; Prestige Class: the Technomancer
prestige class is not legal for play; Skills: all skills on page 5 are legal for play,
14
Pathfinder Campaign Setting: Technology Guide (cont.) except linguistics (Androan); Spells: all spells on pages 8–11 are legal for
play, except irradiate, memory of function, and recharge.
Pathfinder Character Traits Web Enhancement (paizo.com/traits) Feat: Additional Traits; Traits: all traits are legal except for the following:
Hedge Magician, Natural-Born Leader, and Rich Parents
Pathfinder Chronicles Campaign Setting As of 3/7/11, the Pathfinder Chronicles Campaign Setting has been replaced
by the Pathfinder Campaign Setting: Inner Sea World Guide. Equipment, feats,
and prestige classes already in play remain legal, but no further equipment
may be purchased from this book, nor may a character take a feat or the
first level in a prestige class from this source when gaining a new level.
Any rules element which has been updated in the Inner Sea World Guide (as
denoted with an asterisk below) MUST use the version in the World Guide. If
the updated version of a feat has prerequisites you no longer meet, you may
ignore those prerequisites.
Equipment: wayfinder, all weapons on page 209, all armor on page
211 (except the armored kilt), all gear on page 213*; Feats: Aldori Dueling
Master*, Altitude Anity*, Andoren Falconry*, Arcane Vendetta*, Berserker’s
Cry, Careful Speaker*, Cosmopolitan, Crossbow Mastery, Demon Hunter*,
Desperate Battler*, Fey Foundling*, Focused Shot, Godless Healing*, Green
Faith Acolyte*, Katheer Scholar, Massed Charge, Molthuni Discipline*
(replaced with Focused Discipline), Necromantic Resistance, Parting Shot,
Rugged, Sniper Shot, Stoic*, Storm-Lashed*, Teleport Sense, Twisted Flesh,
Warped Mind, Veiled Vileness, Vermin Heart, and Wand Dancer*; Prestige
Classes: Low Templar*, Shackles Pirate
Pathfinder Player Companion: Advanced Class Origins ** Everything in this book is legal except the bekyar demon dancer archetype,
Daggermark blade, Scarzni executioner archetype, and third eye arcane exploit.
Skalds with the Belkzen war drummer archetype receive their choice of Extra
Performance, Skill Focus (Perform [percussion]), or Weapon Focus (club or
greatclub) at 7th level instead of Cra Magic Arms and Armor.
Pathfinder Player Companion: Adventurer’s Armory ** Only the 2nd printing of this book or the 1st printing augmented by the
current errata (released 7/21/11) are legal for play in Pathfinder Society
Organized Play. Everything in this book is legal for play with the following
exceptions: a pseudodragon is not legal for purchase unless you’re a wizard
with the Improved Familiar feat, elephants, armored kilts, and slaves are not
legal for play. A PC can only purchase an animal, mount, or similar creature
if its Challenge Rating is lower than that character’s level; creatures with a
Challenge Rating of 1 or lower are exempt from this restriction, as are horses.
Pathfinder Player Companion: Adventurer’s Armory 2** Equipment: The equipment and magic items in this book is legal for play
except the butchering axe, invisible enemies kit, orc hornbow, spring loaded
scroll case, sunsilver dancer’s garb, sunsilver, and waveblade. The elemental
explorer’s kit always costs 2,700 gp. The example masterwork tools on page
19 are all legal for play and do not represent an exhaustive list of such tools;
note that most tools for Knowledge checks (e.g. Pathfinder Chronicles)
typically take at least 1d4 rounds to consult and use. The typical improvised
weapons sidebar presents good guidelines for such weapons except when
a specific item provides more specific rules. Drinking multiple concoctions
does activate the concoction miscibility table on page 27. Singing steel armor,
shields, and weapons are legal for play, but other items made of singing
steel are not. Equipment Tricks: The equipment tricks in this book are legal
for play except captivating embrace, ladder lock, smoke strike, and telltale
reflection. Feats: The feats in this book are legal for play except Cra Poppet
and Modification Master. Spells: The spells in this book are legal for play.
Traits: The traits in this book are legal for play except amiable briber and
well-provisioned adventurer. Misc.: The armor modifications and weapon
modifications in this book are legal for play except nimble and versatile
design. GMs can use the expanded improvised weapons qualities list as
guidelines for adjudicating improvised weapons.
15
Pathfinder Player Companion: Agents of Evil ** Archetypes: The appeaser archetype is legal for play. Feats: The Associate,
Pathfinder Society Ally, Sycophant are legal for play. Traits: All traits in this
book are legal for play except Arcane Prodigy, Broken not Beaten, Cruel
Rager, and Poisonous Upbringing. Magic Items: The weapons, weapon
enhancements, and armor enhancements in this book are legal for play
except grave marker arrow, malevolent, snakebite, and weeping. The magic items
on pages 28-29 are legal for play except the ebony bolero, life-reading eyes,
meduseion, and mockingskull; the ioun spite bracers do not function for cracked
and flawed ioun stones. Spells: The spells in this book are legal for play except
blood tentacles, coward’s cowl, detect fiendish presence, and enticing adulation.
Equipment: The ragespittle, scholarblight, and widow’s kiss poisons are legal
for play. Miscellaneous: All other class feature options and alternate racial
traits on pages 24–25 are legal for play except Champion of Dark Powers,
Coven Caster, and Grazing Shot.
Pathfinder Player Companion: Alchemy Manual ** The spontaneous alchemy rules on pages 4–5 are legal for play; Archetypes:
the drunken rager on page 12 is legal; Equipment: all equipment, magic
items, and reagents on the inside of the front and back covers, as well as
pages 6–31 are legal for play except cytillesh extract, cytillesh spores, fungal
gras, fungal eyes, fury gas, ginger extract, mugwort extract, reaching vines,
and shamans paint. The mythic alchemical items on pages 26–27 are legal,
however the mythic section of each is not available for PFS play. Note that
any individual items found in kits can not be sold back separately. The correct
price for the vial of ecacious medicine is 7,000 gp; Feats: the feats on pages
5 and 8 are legal for play; Misc.: The new abilities for improved homunculi
on page 14 are legal for play. The ooze craing section on pages 22–23 is not
legal for play. The herbalism as alchemy section on page 24 is legal for play.
The mythic path abilities and 1st-tier universal path abilities sections on page
26 are not legal for play.
Pathfinder Player Companion: Andoran, Spirit of Liberty Magic Items: all feather tokens, figurine of wondrous power (serpentine eagle),
golden eagle epaulets, talon sword, talonstrike sword; Prestige Class: Steel
Falcon (in order to use the natural traps class feature your total character level
must be equal to or exceed the CR of the trap, and all traps are subject to
GM approval); Spells: detect charm, liberating command, suppress charms and
compulsions, summon flight of eagles; Traits: Bellis Axe Master, Bellis Honey
Harvester, Bellis Log Roller, Carpenden Lobber, Carpenden Roof Runner,
Kobold’s Neighbor, Oregent Desperation, Oregent Timing, Oregent Vandal,
and Prismati Player. Contents in this book are no longer restricted to Liberty’s
Edge faction members.
Pathfinder Player Companion: Animal Archive ** *Note: The Animal Magic Item Slots table found on the inside front cover
of the book is not legal except under the following conditions. First, an
animal companion, familiar, or bonded mount, may choose one slot listed
under its body type when taking the Extra Item Slot feat (this feat may be
taken multiple times, each time selecting a dierent available magic item
slot based on the creature’s anatomy). Second, a familiar may exchange one
of its feats for the Extra Item Slot feat. Third, access to specific magic item
slots may be granted at a later date by another legal source.
Archetypes: all archetypes on pages 6–7 and 20–21 are legal; the valet familiar
retains the Alertness feat and does not gain Cooperative Craing, though this
still counts as modifying the alertness ability for the purpose of qualifying
for archetypes. The Huntmaster may only have one animal companion in
his hunting pack; Animals: all animal companions on pages 28–29 are
legal. Animals on pages 14–15 are legal for purchase except dinosaurs and
megafauna (unless already allowed in this document in Bestiary 1, Bestiary
2, Bestiary 3, or Ultimate Equipment) and dire animals. Additionally, only
creatures of the animal type of size Large and smaller may be purchased.
Goblin dog is restricted for purchase and only available to goblin PCs.
16
Pathfinder Player Companion: Animal Archive (cont.) ** Finally, a PC can only purchase an animal, mount, or similar creature if
its Challenge Rating is lower than that character’s level; creatures with a
Challenge Rating of 1 or lower are exempt from this restriction, as are horses.;
Equipment: all equipment on pages 12–13 are legal except barding stitches,
fury drops, and poison caps; Familiars: all familiars on pages 10–11 and 30–31
are legal. Approximating familiars is not legal for PFS play; Feats: all feats on
pages 18–19 are legal except Familiar Spell; Magic items: all magic items on
pages 26–27 are legal except circlet of speaking and familiar metamagic rod;
Spells: all spells on pages 24–25 are legal; Tricks: All tricks on pages 8–9 are
legal.
Pathfinder Player Companion: Antiheros Handbook Archetypes: The archetypes in the book are legal for play except colluding
scoundrel and ruthless investigator. Equipment: The alchemical equipment
and magic items in this book are legal for play except the cursed items. Feats:
The feats in this book are legal for play except Designated Antagonist and
Piercing Gambit. Traits: The traits in this book are legal for play. Misc.: The
alchemist discoveries, bloodrager bloodline, phantom emotional focus, social
talents, and vigilante talents in this book are legal for play except poisoner.
Pathfinder Player Companion: Arcane Anthology** Archetypes: All archetypes in this book are legal for play except the deep
marshal. The eldritch scoundrel is not available for use with the unchained
rogue: Feats: All feats in this book are legal for play; Spells: All spells in
this book are legal for play except cyclic reincarnation, fool’s gold, Jatembe’s
ire, legendary proportions, and tears to wine; Spellbooks: All spellbooks in this
book are legal for play except Last Azlanti’s Analects and Six Warriors. These
spellbooks do not allow access to otherwise banned spells. The prayer and
meditation book rituals on pages 4–5 are legal for play; Traits: All traits on
page 10 are legal for play except Arodenite Historian; Misc.: The variant
spellcasting options on page 7 are legal for play. The philanthropic magic
arcanist exploit on page 17 is legal for play. The anointings on pages 22–23
are legal for play, except the eldritch enhancement option. The arrowsong’s
lament masterpiece on page 31 is not legal for play.
Pathfinder Player Companion: Armor Master’s Handbook ** Archetypes: All archetypes in this book are legal for play except the iron
tyrant. Equipment: The magic armors, shields, and special abilities are legal
for play with the following exceptions: advancing, clockwork armor, djezet skin,
shiing jerkin, and spirit-bonded. Voidglass is not a legal material except for
the lens of the Dark Tapestry. Feats: All feats in this book are legal for play
except Mobile Stronghold and Unhindering Shield. Unless otherwise noted,
a character must wear armor of the appropriate category (i.e. light, medium,
or heavy) to benefit from armor mastery and armor style feats. The Spring-
Heeled Style feat also functions when using a full-round action to use the
Spring Attack feat. Spells: All spells in this book are legal for play. Traits: All
traits in this book are legal for play. Misc.: The armor tricks on pages 8–9
are legal for play except Protected Limbs. The advanced armor training rules
on pages 14–15 are legal for play except Armor Specialization and Master
Armorer. Spellscribed armor is not legal for play.
Pathfinder Player Companion: Bastards of Golarion Archetypes: the archetype on page 9 is legal for play; Equipment: kin’s face
tattoo and ring of culturemeld are legal for play; Feats: all feats on pages 16–17
and pages 23–25 are legal, except the gillmen feat and dirty trick master;
Misc.: The bard masterpiece on page 27 is legal; Traits: The traits on pages
4–13 and 28–29 are only legal if your character is of the same ethnicity as
the section with the trait. All traits on pages 4–29 are legal, except Azlanti
inheritor, curse in the blood, evader, marked by unknown forces, mordant
envoy, signature moves, and thinblood resilience.
Pathfinder Player Companion: Black Markets ** Archetypes: All archetypes in this book are legal for play except the sorcerer of
sleep. The hoaxer archetype does not gain the curse craer ability at 5th level;
at that level he instead gains the exclusive ability to purchase any cursed item
listed on pages 16–17 except boots of dancing, gauntlets of fumbling, or scarab
17
Pathfinder Player Companion: Black Markets (cont.) ** of death. The eldritch poisoner archetype grants Skill Focus (Cra [alchemy] or
Knowledge [nature]) as a bonus feat instead of Extra Bombs. Feats: The Black
Market Sleuth and Wary Smuggler feats are legal for play. Spells: All spells in
this book are legal for play except alleviate addiction, contact high, imbue with
addiction, incendiary runes, night blindness, pesh vigor, and venomous promise
Poisons: Abyssal arsenic, burning heart, dust of Eox, and liquid influence are legal
for play, but necrotoxins are not. Equipment: All other equipment, traps, and
magic items in this book are legal for play except necrogras and the blunt
variant of the portable pit. Subschool: The extradimension subschool is legal
for play.
Pathfinder Player Companion: Blood of the Ancients ** Archetypes: The archetypes in the book are legal for play except aeromancer
and hinyasi. A Jistkan artificer does not gain access to flurrying arm.
The arcane warden gains access to Persuasive as a bonus feat in place of
Leadership. Equipment: The equipment and magic items in this book are
legal for play except chisel of excavation and null spike. Feats: The feats in
this book are legal for play except Pathologist, Saoc Brethren Initiate, Saoc
Brethren Scholar, and Strength of Obligation. Spells: The spells in this book
are legal for play except ashen path, brightest night, and shared training.
Traits: The traits in this book are legal for play except Rejected Emperor.
Misc.: The bardic masterpieces, bloodlines, and legendary spirits in this book
are legal for play except Song of Sarkoris. The vestige sorcerer bloodline
grants Alertness and Persuasive as bonus feats in place of Cra Wondrous
Item and Leadership.
Pathfinder Player Companion: Blood of Angels ** To create an aasimar, you must have a Chronicle sheet that opens the race
as a legal option at character creation. Aasimars with at least one xp applied
before August 14, 2014, remain legal for play.
Bloodlines: martyred bloodline is legal for Pathfinder Society but the bonus
feat Leadership remains unavailable; Heritages: all heritages, and associated
traits, on pages 21–23 are legal; Feats: all feats on pages 24–25 are legal except
Supernal Feast; Magic: bard masterpieces are legal; Other: variant aasimar
abilities are not legal for Pathfinder Society; Oracle Curses on page 26 are
legal; Inquisitions on pages 26–27 are legal. Aasimars may only be half-
human in Pathfinder Society; other half-celestial combinations, including but
not limited to dwarf, elf, gnome, halfling, half-orc, tengu, and any other race,
are not legal. Subdomains: all subdomains on page 27 are legal except the
whimsy subdomain; Traits: all traits on pages 30–31 are legal except ethical
leader. Clergy member is usable once per scenario instead of once per week.
Faith healer may be used for Day Job checks.
Pathfinder Player Companion: Blood of the Beast ** Legal character options in this book are accessible to all qualifying PCs, except
where noted; those options marked with an asterisk (*) are only available to
characters of the associated race. Except where otherwise enabled by another
ability, alternate favored class bonuses and racial traits are only available to
members of the associated races.
Advanced Versatile Performances: The expanded versatility and
masterpiece advanced versatile performances are legal for play, though
expanded versatility cannot be used to select Escape Artist or Use Magic
Device. Alternate Racial Traits: The acrobatic, change size, keen kitsune,
multilingual, and skilled alternate racial traits are legal for play. Archetypes:
The courser, fiend keeper*, first mother’s fang*, fortune-finder*, jinx
witch*, nine-tailed heir*, opportunist, poison darter, prowler at world’s
end*, ravener hunter, red tongue, scavenger, swarm-monger, war painter
archetypes are legal for play. A scavenger rogue gains Skill Focus (Appraise,
Disable Device, or Knowledge [engineering]) in place of Cra Construct at
11th level. A ranger with the poison dart archetype can use Cra (alchemy) to
cra poison. Favored Class Bonuses: The favored class bonuses in this book
are legal for play. Feats: The Cooperative Swarmer, Cunning Killer,
18
Pathfinder Player Companion: Blood of the Beast (cont.) ** Empty Threats, Entwining Stare, Extended Combat Meditation, Graceful
Athlete, Greater Meditation Master, Knotted Nets, Loveable Scoundrel,
Mindful Meditation, Mindfulness Mastery, Mobile Acrobat, Rat Stack,
Rending Swarm, Sensory Control, Shapechanging Savage, Squirming Pile,
Startling Shapechange, Underfoot, and Venomous Stare* feats are legal for
play. Spells: The spells batrachian surge*, bit of luck*, contagious suggestion,
curse of befouled fortune, depilate, fumblestep, greater hypnotism, gullibility,
metabolic molting*, pouncing fury, and sweat poison spells are legal for play.
Metabolic molting is not available as a spellcasting service. Naga shape I,
naga shape II, and naga shape III are only available to nagaji and characters
who have the naga bloodline. Traits: All traits in this book are legal for play.
The Prophet of Burrows trait’s benefit applies to Day Job checks. Vigilante
Talents: The vigilante talents brutal maneuver, deceitful trick, obscurity,
racial paragon*, seamless shapechanger, and transformation sequence are
legal for play. Misc.: The eidolon subtype, wildsoul natural course, advanced
weapon training, mesmerist tricks, bloodlines, monk options, and psychic
disciplines are all legal for play except fighter’s stamina.
Pathfinder Player Companion: Blood of the Coven** Archetypes: The archetypes in the book are legal for play except the hag-
haunted. A hagbound can remove the hag’s hold only by removing her
archetype directly, such as with the retraining rules in Pathfinder RPG
Ultimate Campaign. Equipment: The equipment and magic items in this
book are legal for play except the collar of sacrifice and coven charm. Feats:
The feats in this book are legal for play. Heritages: The changeling hag
heritages in this book are legal for play. Patrons: The specific patrons in
this book are legal for play except Fey Gis and Infernal Contract. To select
a specific patron, a PC must be able to select a witch patron and have the
hex class feature. Spells: The spells in this book are legal for play. Traits:
The traits in this book are legal for play. Misc.: The bloodrager bloodline,
changeling covens, patron themes, and psychic implements in this book
are legal for play. Changelings may only be half-human in Pathfinder
Society. Other half-hag combinations, including but not limited to dwarf,
elf, gnome, halfling, half-orc, tengu, and any other race, are not legal.
Pathfinder Player Companion: Blood of the Elements To create a elemental race, you must have a Chronicle sheet that opens the
race as a legal option at character creation.
Note: Racial feats, racial traits, and racial spells are only available for characters
of the assigned race. Racial equipment and magic items can be purchased
and used by any race as long as the specific item permits it.
Bloodlines: all bloodlines on pages 14–15 are legal for play; Equipment: all
equipment and magic items on page 19–31 are legal for play, except emissary’s
sash; Feats: the Elemental Commixture feat is legal for play; Order: the order
of the flame is legal for play; Spells: all traits on page 13 are legal for play;
Totems: all totems on pages 10–11 are legal for play; Traits: all traits on pages
7–27 are legal for play, except Thoughtful Wish-Maker.
Pathfinder Player Companion: Blood of Fiends To create a tiefling, you must have a Chronicle sheet that opens the race
as a legal option at character creation. Tieflings that were created and had
least one xp applied before August 14, 2014, remain legal for play.
*Note: Tieflings may only be half-human. Other races, including but not
limited to dwarf, elf, gnome, halfling, half-orc, tengu, and any other race,
are not legal in PFS.
Bloodlines: daemon bloodline is not legal for Pathfinder Society; Feats: all
feats on pages 24–25 are legal; Heritages: all heritages, and associated traits,
on pages 18–23 are legal; Magic: bard masterpieces are legal; Other: variant
tiefling abilities are not legal for Pathfinder Society; oracle curses on page 26
are legal; Inquisitons on pages 26–27 are legal; Subdomains: all subdomains
on page 15 are legal; Traits: all traits on pages 30–31 are legal.
19
Pathfinder Player Companion: Blood of the Moon ** To create a skinwalker (which includes all were-kin), you must have a
Chronicle sheet that opens the race as a legal option at character creation.
A wereshark-kin does not gain amphibious as a bestial feature; it instead
gains the ability to breath water as well as air as an option.
Note: Racial feats, racial traits, racial spells, and other character options
(witch hexes, barbarian rage powers, etc.) are only available for characters
of the skinwalker race; all such options are legal for play except: Fueled By
Vengeance, Motivating Display, Spell-Scars, Surprising Combatant, Swamp’s
Grasp, Violent Display, and Wolf Savage (Wolf Trip is not a style feat). Racial
equipment and magic items can be purchased and used by any race as long
as the specific item permits it.
The becoming a lycanthrope section of this book is not legal for Pathfinder
Society play unless noted on a future Chronicle sheet.
Equipment: all equipment on page 30 are legal; Magic Items: all magic items
on pages 30–31 are legal; Mystery: the lunar mystery is legal for play.
Pathfinder Player Companion: Blood of the Night To create a dhampir, you must have a Chronicle sheet that opens the race
as a legal option at character creation.
Note: Racial feats, racial traits, and racial spells are only available for
characters of the dhampir race. Racial equipment and magic items can be
purchased and used by any race as long as the specific item permits it. The
hunger, Jiang-shi, moroi, nosferatu, vetala, vampire characters, and vampire
transformations sections of this book are not legal for Pathfinder Society
play.
Equipment: force net, necklace of fangs, and stake of righteous; Feats:
Conviction, Hymn Singer, Life-Dominant Soul, Potent Holy Symbol, and
Schooled Resolve; Heritages: all heritages on pages 20–21 are legal; Roles:
Ancestral slayer; Spells: display aversion and domination link are legal for play;
Traits: all traits on page 19 are legal for all dhampir characters. All traits on
pages 20–21, except mind trapper, are legal for their associated heritages.
Pathfinder Player Companion: Blood of the Sea** Alternate Racial Traits: The alternate racial traits are legal for play except
surface antagonist and submerged, but these are legal only for their
respective races. Archetypes: The hidden current, kraken slayer, oceans echo,
and seeker of the lost archetypes in the book are legal for play for any PC
whose race grants them a natural swim speed (e.g. naiad or undine). All other
archetypes in this book are legal for play for any PCs. A crashing wave cleric
can take other feats to augment her balanced channel ability as if it were
channel energy, such as Extra Channel and Improved Channel, but not feats
that alter this ability, such as Elemental Channel and Alignment Channel.
Equipment: The equipment and magic items in this book are legal for play
except familiar bubble. Land limbs are usable only for creatures with a natural
base speed of 10 feet or lower. Favored Class Bonuses: The favored class
bonuses in this book are legal for play except the gillmans medium favored
class bonus. Feats: The feats in this book are legal for play. Misc.: The cavalier
order, eidolon subtype, and masterpieces in this book are legal for play except
dirge of the torn sail. The song-bound oracle curse is not legal for play.
Pathfinder Player Companion: Blood of Shadows ** Alternate Racial Traits: All of the alternate racial traits on pages 4–6 and 10 are
legal for play except dimdweller, shadowhunter, and blended view. Behind
the veil is not available to halflings; Archetypes: All of the archetypes in this
book are legal for play. the gloomchymist archetype grants Skill Focus (Cra
[alchemy] or Knowledge [planes]) as a bonus feat instead of Extra Bombs;
Equipment: All items in this book are legal for play except the beaming
weapon enhancement, focused shadowcra weapon, shadowbond tunic, and
shawl of shadowy disguise; Favored Class Options: All of the alternate favored
class bonuses in this book are legal for play; Feats: All of the feats in this book
are legal for play except Cloak and Dagger Subterfuge, Cloak and Dagger
Tactics, and Drow Spirit; Spells: All spells in this book are legal for play except
20
Pathfinder Player Companion: Blood of Shadows (cont.)** ignoble form, penumbral disguise, umbral infusion, and mass umbral infusion;
Misc.: The rogue talents and advanced talents on pages 7–9 are legal for play
except gloom magic, greater gloom magic, and see in darkness. The shadow
eidolon (page 11), shadow oracle mystery (page 12), shadow bloodline (page
16), shadow psychic discipline (page 17), and shadow blessing (page 17) are
legal for play. The alchemist discoveries on pages 18–19 are legal for play.
Pathfinder Player Companion: Champions of Balance Archetype: the archetypes on pages 18–19 and 24–25 are legal for play;
Bloodline: the bloodline on page 21 is legal for play. The cra bonus feats
remain unavailable for PFS. Spell Focus replaces Spontaneous Generation
at 3rd level; Deities: all deities on the inside front cover are legal for play;
Domains: all domains and subdomains on pages 16–17 are legal for play;
Discoveries: all discoveries on pages 20–21 are legal for play; Equipment: all
magic items on pages 28–29 are legal for play; Feats: all feats on pages 13 and
19, and on the inside back cover, are legal for play; Order: the order in page
22 is legal for play; Prestige Class: the envoy of balance is legal for play; Rage
Powers: the rage powers on page 23 are legal for play; Spells: all spells on
pages 25–27 are legal for play; Traits: all traits on pages 7, 9, and 11–13, except
commercial savvy and unabashed gall, are legal for play; Traps: all traps on
page 25 are legal for play; Tricks: all tricks on page 18 are legal for play.
Pathfinder Player Companion: Champions of Purity Deities: all deities on the inside front cover are legal for play; Discoveries: all
discoveries on pages 24 and 27 are legal for play; Domains: all domains and
subdomains on the inside cover and pages 20–21 are legal for play; Equipment:
all magic items on pages 26–27 and 30–31 except phoenix armor and rythius,
the kyton scourge are legal for play; Evolutions: all evolutions on page 26 are
legal for play; Feats: all feats on page 23 and the inside back cover are legal for
play; Hexes: all hexes on page 27 are legal for play; Inquisitons: all inquisitions
on page 22 are legal for play; Masterpieces: all masterpieces on page 25 are
legal for play; Misc.: all summoned monsters on the inside back cover are legal
options for summon spells for characters with the Summon Good Monster
feat; Patrons the witch patrons on page 27 are legal for play; Rogue Talents: all
rogue talents on page 25 are legal for play; Spells: all spells on pages 28–29 are
legal for play; Traits: all traits on pages 7, 9, 11, 13 are legal for play
Pathfinder Player Companion: Cheliax, Empire of Devils Equipment: all items on pages 20–21; Feats: all feats on pages 26–27; Spells: all
spells on pages 22–23; Traits: all traits on pages 18–19.
Pathfinder Player Companion: Chronicle of Legends** Magic Items: The magic items in this book are not legal for play. Feats: The feats
on pages 7–9 and 16–19 are legal for play. The Collector’s Boon and Improved
Collector’s Boon on page 24 are not legal for play. Misc: The deeds, talents,
and tricks on pages 4–7 are legal for play except for the following: Gruesome
Parry, Lethal Patience, Acceleration of Form, All the Stars in the Sky, Morphic
Weaponry, Volatile Arrows. The alternative capstones on pages 28–32 are legal
for play except for the following: Tip of the Spear, Huntmaster, The Boss, Ki
Sage, Perfect Body, Flawless Mind, and With This Sword. Prestige Class: The
esoteric knight prestige class is legal for play. Spells: The spells on page 14 are
legal for play. Traits: The exemplar traits on pages 2–3 are legal for play.
Pathfinder Player Companion: Cohorts and Companions Archetypes: the archetypes on pages 12, 14, 24, 30, and 31 are not legal for
play. The archetypes on pages 17 and 23 are legal for play; Discoveries: the
discoveries on page 13 are legal for play, except material mastery; Evolution:
the evolution on page 9 is legal for play; Equipment: on page 17, rust repellent
is legal for play. Mending kit is not legal for play; Feats: all feats on pages
6-7, 15, and 23 are legal for play, except Charnel Soldiers. The Monstrous
Companion feat on page 9 is not legal for play. Grow Plant and Train Plants
feats on page 20 are not legal for play; Magic Items: the magic items on
pages 11 and 29 are legal for play. All of page 16 is not legal for play; Misc.:
Ancestors (Shaman Spirit) is legal for play; Rogue Talents: all rogue talents on
page 27 are legal for play, except demand attention; Spells: the spell on pages
15 and 21 are legal for play; Traits: the traits on page 18 are not legal for play.
21
Pathfinder Player Companion: Demon Hunter’s Handbook Archetypes all archetypes on page 15 are legal for play; Equipment: all
equipment and kits on pages 7 and 18-19 are legal for play except angel quill
arrowhead; Feats: all feats on pages 9 and 21 are legal for play; Magic items: all
magic items on pages 28-29 are legal for play; Rage Powers: all rage powers on
page 8 are legal for play except feast of blood; Ranger Traps: all ranger traps on
page 11 are legal for play; Traits: all traits on pages 12-13, 23, and 25 are legal for
play.
Pathfinder Player Companion: Dirty Tactics Toolbox Archetypes: All archetypes on pages 7, 11, and 15–17 are legal for play except the
Reaper of Secrets and Toxicant archetype. Equipment: All poisons on pages 7
and 9 are legal for play; all equipment on pages 20–21 is legal for play except
alchemical candle wax and alchemical pheromones; all items on pages 24–27
are legal for play except the dazzling radiance and sapping weapon properties.
Feats: All feats on page 6, and pages 9–18 are legal for play with the following
exceptions and clarifications: the Befuddling Initiative, Poison Shot Deed, Verify,
and Wasp Familiar feats are not legal for play; “human is not a legal choice for
the Dedicated Adversary feat, but a human ethnicity such as “Ulfen is legal;
the net tricks are not a legal option for the Equipment Trick feat; the Kitsune
Tricks and Kitsune’s Vengeance feats are not style feats; the Kitsune Style feat
allows a PC to attempt only one dirty trick combat maneuver, even if he would
have additional attacks on a charge from pounce or similar abilities. Spells: All
spells on pages 28–31 are legal for play except blend with surroundings. Traits:
All traits on pages 22–23 are legal for play. Other: All alchemist discoveries, rage
powers, oracle curses, catfolk slayer talents, and witch hexes are legal for play.
Pathfinder Player Companion: Disciple’s Doctrine Archetypes: The archetypes in this book are legal for play except vessel of the
failed. Equipment: The equipment and magic items in this book are legal for
play except the charlatans cope, godstar, numerology cylinder, and spectacles of
comprehension. Spells: The spells in this book are legal for play except fortune’s
path. Traits: The traits in this book are legal for play. Misc.: The arcanist
exploits, bardic masterpieces, cavalier order, combat style, investigator talents,
magus arcana, warpriest blessing, vigilante talents, and social talents in this
book are legal for play except aspect of innocence and charmer. The variant
channeling options in this book are legal for play except the harm version of
the Monuments variant channeling. The prophecy focused arcane school and
the superiority psychic discipline are not legal for play. The occult rituals in this
book are not legal for play.
Pathfinder Player Companion: Divine Anthology ** Archetypes: The archetypes in this book are legal for play. Equipment: The
equipment in this book is legal for play. Feats: The feats in this book are legal
for play except Divine Communion. Spells: The spells in this book are legal
for play except visualization of the body and visualization of the mind. Traits:
The traits in this book are legal for play except ancestor’s blade, Andolettas
consolation, gemstone collector, and rousing courage. Misc.: The divine
fighting techniques, exploits, masterpieces, paladin codes and oaths, rogue
talents, subdomains, and variant spellcasting in this book are legal for play
except Desna’s Shooting Star, Hymn of Restorative Harmonics, Oath of the
People’s Council, Norgorber’s Silent Shiv (advanced technique only—initial
benefit is legal), and Obfuscated Spellcasting. The oath of the skyseeker paladin
oath is only available to paladins who worship the listed deities in the dwarven
pantheon. The Rites subdomain grants atonement as a 5th-level doman spell in
place of permanency.
Pathfinder Player Companion: Dragon Empires Primer ** Archetypes: all archetypes on pages 22-23; Feats: kitsune feats on page 5 are
legal for kitsune characters; all feats on pages 24-25; Gods: All gods listed on
pages 26-27; Other: Oni Bloodline, Void elemental school; Spells: call the void;
Subdomains: Moon; Traits: all traits on pages 8-21 except Chosen Child and
Rebel Leader. The boon restriction to create a kitsune, nagaji, and wayang
was removed at the start of Season 6 and all three are now available for open
creation.
22
Pathfinder Player Companion: Dragonslayer’s Handbook Equipment: all equipment and kits on pages 7 and 26-27 are legal for play
except dragoncraing kit, seige engine ammunition, spotlight, and wind
platform; Feats: all feats on pages 21 and 24-25 are legal for play; Magic
items: all magic items on pages 30-31 are legal for play; Masterpieces: all
masterpieces on page 11 are legal for play, except Pageant of the Peacock;
Spells: all spells on pages 28-29 are legal for play; Traits: all traits on pages
12-13 are legal for play.
Pathfinder Player Companion: Dungeoneer’s Handbook Archetypes: all archetypes on pages 22-23 are legal for play; Discoveries: all
discoveries on page 27 are legal for play; Equipment: all equipment on pages
6-7 and 24-29 except petrified ooze are legal for play; Feats: all feats on pages
8, 10, and 12 are legal for play; Spells: all spells on pages 30-31.; Traits: all
traits on back inside cover are legal except Alien Origins and Lost Role Model.
Pathfinder Player Companion: Dwarves of Golarion Equipment: dwarven dorn-dergar; Feats: Bounding Hammer, Darting Viper,
Dorn-Dergar Master, Sliding Axe Throw, Stance of the Xorn; Gods: all gods
listed on the inside front cover (note that all gods with favored weapons listed
as “hammer” should read “warhammer”); Spells: ancestral communion, ancestral
gi, bloodsworn retribution, dwarven veil, invigorating repose, mighty strength, oath
of justice, peacemaker’s parley, planned assault, rune of durability, rune of warding,
see through stone, summon ancestral guardian, tactical formation, watchful eye;
Traits: all traits except Coin Hoarder, Eldritch Smith, and Toilcraer
Pathfinder Player Companion: Elemental Master’s Handbook** Archetypes: The archetypes in the book are legal for play. Equipment: The
elemental augmentations, equipment, and magic items in this book are legal
for play except gemcarver’s tools. You can implant elemental augmentations
between adventures automatically. Feats: The feats in this book are legal
for play except Benthic Spell, Flumefire Rage, and Growth in Ash. Prestige
Class: The genie binder prestige class in this book is legal for play. Spells: The
spells in this book are legal for play. Traits: The traits in this book are legal
for play. Misc.: The alchemist discovery, arcane school, bloodlines, eidolon
subtype, focused arcane schools, kineticist infusions, kineticist wild talents,
masterpieces, oracle curse, oracle mystery, phantom, rogue talents in this
book are legal for play except the smoke school.
Pathfinder Player Companion: Elves of Golarion Equipment: clustershot, healer’s sorrow, and sparkfly crystal arrow weapon
qualities and alchemical archery items, except trip arrows, on pages 22-23 are
legal for play; Gods: all gods on page 10; Traits: all traits on page 15 except
Kyonin Gatekeeper and Lapsed Faith
Pathfinder Player Companion: Faiths & Philosophies Archetypes: all archetypes on pages 10–11 and 13 are legal for play; Domains:
all domains on pages 24–25 are legal for play. Note that Agent of Rebirth is
replaced with, At 8th level, the druid can cast an extended air walk spell as a
spell-like ability once per day.”; Equipment: all items on pages 30–31 are legal
for play except leshy mulch manual and tome of heretical revelation; Feats: all
feats on pages 6–7, 11, 19, and 21 are legal for play; Inquisitions: all inquisitions
on page 23 are legal for play; Mysteries: all mysteries on pages 14–15 are legal
for play; Pantheons: all pantheons on page 21 are legal for play except demon
lords; Spells: all spells on pages 28–29 are legal for play; Traits: all traits on the
inside front and back covers except bound by honor are legal for play.
Pathfinder Player Companion: Faiths of Balance Equipment: all channel foci on pages 24–25, all magic items on pages 26–27;
Feats: All feats on page 24; Spells: all spells on pages 28–29; Traits: all traits
on pages 4–21
Pathfinder Player Companion: Faiths of Corruption Feats: all feats on pages 24–25; Spells: all spells on pages 28–29; Traits: all
traits on pages 4–21
Pathfinder Player Companion: Faiths of Purity Feats: Feats on pages 24–25 are no longer legal in this sourcebook. Please
refer to Pathfinder Campaign Setting: Inner Sea Gods for the updated versions
of these feats and the requirements to choose them; Spells: all spells on
pages 28–29; Traits: all traits on pages 5, 7, 9, 11, 13, 15, 17, and 18–21. Note that
Eye of the Father grants Appraise as a class skill, not Perform, as written.
23
Pathfinder Player Companion: Familiar Folio ** Archetypes: all archetypes on pages 6–11 and 14 are legal for play, except
for Spirit Binder. Note that for the Familiar Adept archetype, Diminished
Expertise removes Spell Focus. For the Emmissary archetype, deity worship is
required and a legal domain must be selected from those available. For the
Mascot archetype, the familiar adds the team member when the character is
preparing spells or at the start of the adventure; Bloodlines: all bloodlines on
pages 16–17 are legal for play; Equipment: all equipment on pages 20–21 are
legal for play; Feats: all feats on pages 14 and 18–19 are legal for play; Magic
items: all magic items on pages 20–21 are legal for play; Misc.: the patron
familiars on page 17; the animal familiars on pages 24–27 and inside front
cover, except the ioun wyrd and the petromin, are legal for play; the improved
familiars on pages 28–29 and the inside back cover are legal for play, except
augur kyton, beheaded, ceru, coral capuchin, doru div, dweomercat cub,
faerie dragon, impundulu, isitoq, pipefox, raktavarna rakshasa, ratling,
shadow drake, shikigami kami, sin seeker, skvader, spirit oni, tidepool
dragon, tripurasura, and wolpertinger; the unusual familars on pages 30–31
are legal for play, except ioun wyrd. Note that alignment restrictions are still
considered to be able choose a familiar. To utilize the non-Core Rulebook
familiars on the inside front and back covers, you must have the sourcebook
that is listed in the source column. Additionally, the section on approximating
familars is not legal for PFS play; Spells: all spells on pages 22–23 are legal for
play.
Pathfinder Player Companion: Giant Hunter’s Handbook Archetypes All archetypes on page 20–21 are legal for play. Equipment: all
equipment and magic items in this book are legal for play except eortless
lace; see the Organized Play FAQ for clarifications about the fitting armor
special ability. Feats: All feats on page 19 and pages 22–23 are legal for play.
Spells: All spells on pages 26–27 and the back inside cover, except steal size,
are legal for play. Traits: All traits on pages 12–13 are legal for play. Misc: The
new skill options on page 11 are not legal for play.
Pathfinder Player Companion: Gnomes of Golarion ** Equipment: all equipment in the table on page 23; Feats: Arcane School Spirit,
Bewildering Koan, Blood Ties, Caustic Slur, Eortless Trickery, Extra Gnome
Magic, Helpless Prisoner, Invoke Primal Instinct, Tantrum, Threatening
Illusion, Witty Feint; Gods: all gods on the inside front cover; Spell: illusory
poison; Traits: Brastlewark Businessman, Charlatan, Collector, Excitable,
Explorer, Etymologist, First Memories, Naturally Gied, Rapscallion, Sprint,
Trickster, and Zealot
Pathfinder Player Companion: Goblins of Golarion To create a goblin character, you must have a Chronicle sheet that opens
the race as a legal option at character creation. Only legal goblin PCs are
allowed to choose anything from this book.
Equipment: all equipment in the table on page 12 except cobbled item are
legal for play; Feats: all feats on pages 24–25 are legal for play; Magic items:
all magic items on page 29 are legal for play; Misc.: all goblin gods and
subdomains except flotsam on pages 26–27 are legal for play; Spells: all spells
on pages 28–29 except limp lash are legal for play; Traits: all traits on pages
15–16 are legal for play
Pathfinder Player Companion: Halflings of Golarion Equipment: halfling hooch on page 10, all equipment in the table on page 22;
Feats: all feats on pages 23, and 26–27; Prestige Class: Halfling Opportunist;
Traits: all traits on pages 30–31; Other: halfling jinx alternate racial trait
Pathfinder Player Companion: Harrow Handbook ** Note: The Harrow deck, and any use of it with archetypes, bloodlines, orders,
equipment, feats, hexes, masterpieces, mysteries, spells, or traits, may be
used if it is an actual Harrow deck. Any alternative means to simulate the
Harrow deck usage, such as a normal deck of cards or dice, is not legal
for play. Archetypes: the archetypes on page 7, 13, 15, 22, and 24-25 are legal
for play. The Harrrow vexed spellblight is not legal for play; Bloodline: the
bloodline on pages 28-29 is legal for play; Cavalier Order: the order on page
18 is legal for play; Equipment: all equipment on pages 30-31
24
Pathfinder Player Companion: Harrow Handbook (cont.)** is legal for play except snakebite dagger; Feats: all feats on pages 14-15 and 19
are legal for play; Hexes: all hexes on page 15 are legal for play; Masterpieces:
all masterpieces on page 21 are legal for play; Mystery: the mystery on pages
26-27 is legal for play; Spells: all spells on pages 9 are legal for play; Talents:
all talents on page 20-21 are legal for play except grig jig.
Pathfinder Player Companion: Haunted Heroes Handbook ** Archetypes: All archetypes in this book are legal for play except ectoplasm
master, pact wizard, and steelbound fighter. Equipment: All equipment and
magic items in this book are legal for play. Feats: All feats in this book are
legal for play except Channel Spirit, Deaths Host, Hand’s Autonomy, Hand’s
Detachment, Hand’s Knowledge, Hand’s Sight, Haunt Scavenger, Possessed
Hand, and Subconscious Usurpation. Spells: All spells in this book are legal
for play except horrifying visage and Urgathoas beacon. Traits: All traits in
this book are legal for play except Rivethun Adherent. Misc.: The psychic
discipline, sorcerer bloodline, and variant domain powers in this book are
legal for play.
Pathfinder Player Companion: Healer’s Handbook Archetypes: The archetypes in this book are legal for play. The arcane
physician gains Spell Focus rather than gaining Brew Potion. The restorer
archetype’s guide across lifetimes ability grants heal as a spell-like ability once
per day in place of reincarnate. Equipment: The equipment in this book is
legal for play except memorium root and phoenix feather. Feats: The feats in
this book are legal for play except Painful Cures. When qualifying for and
calculating the benefits of an item mastery feat, a PC uses the base Fortitude
save bonus from only one of his classes. Spells: The spells in this book are
legal for play except purify body. Traits: The traits in this book are legal for play
except educated druggist, envoy of healing, prestigious healer. Misc.: The
alchemist discoveries, bardic masterpieces, focused blessings, hexes, mercies,
mystery, spirit specialization, variant divine bonds, and wild talents in this
book are legal for play except angelic bond, death interrupted, and symphony
of Sylandurlas Ascent.
Pathfinder Player Companion: Heroes of Golarion** Alternate Racial Traits: The alternate racial traits in this book are legal for
play. Archetypes: The archetypes in the book are legal for play. A speaker of
the Palatine Eye can only worship one deity, though they may revere others,
including Pharasma. Equipment: The equipment in this book is legal for
play except the air repeater, air reservoir, and gray dust cartridge. Feats:
The feats in this book are legal for play except Ioun Resonance, Infused
Spell Cartridges, Lifecraing, Piercing Chant, and Spell Cartridges. Misc.:
The alchemist discoveries, animal companions, arcanist exploits, bloodlines,
kineticist wild talents, legendary spirits, mesmerist tricks, oracle curse,
phrenic amplifications, shaman spirit, shier aspects, slayer talents, vigilante
talents, and witch hexes in this book are legal for play except invoke consume
primal magic, counterspell primal magic, primal magic, jaguar’s pounce,
redirect primal magic, and resist primal magic. The mythic character options
in this book are legal for those PCs who have mythic tiers.
Pathfinder Player Companion: Heroes of the Darklands ** Archetypes: All archetypes in this book are legal for play except the
darklantern, psychic marauder, and stonesinger. The demon-sworn witch
remains responsible for any potentially evil consequences of her spellcasting
(e.g. killing bystanders), even if the isolated act of casting such spells does
not impact her alignment. Equipment: All equipment in this book is legal for
play except the amulet of radiation absorption, caphorite ammunition, filter
mask, hot-air balloon, lazurite armor, slaver’s will, and sunsoil. Feats: All feats
in this book are legal for play except Tracer Fire. Spells: All spells in this book
are legal for play except mages crawl space and skyshroud. Traits: All traits in
this book are legal for play. Misc.: The occult skill unlocks in this book are not
legal for play.
25
Pathfinder Player Companion: Heroes of the Fringe ** Alternate Racial Traits: The alternate racial traits in this book are legal for
play except danger detection, evader, Mordant envoy, sahuagin song, stoic
defender, thinblood resistance. Dwarves selecting iron citizen must also
replace the hardy racial trait with the crasman alternate racial trait
ARG
.
Archetypes: The archetypes in the book are legal for play except calamity
caller, gunpowder bombardier, and warrior poet. A First World caller cannot
apply the erratic time planar trait with the warp reality ability. Equipment:
The equipment and magic items in this book are legal for play except the
dwarven heavy pelletbow and dwarven light pelletbow. Feats: The feats in
this book are legal for play except Blood Frenzy Assault, Blood Frenzy Strike,
Blood Frenzy Style, Dawn’s Blessing, Greater Cloud Invocation, Pinch Time,
Precipice Strike, Sense Allies, and Strength in Defeat. Spells: The spells in this
book are legal for play. Traits: The traits in this book are legal for play except
Observant Archer. Misc.: The bardic masterpieces, equipment tricks, hexes,
phantom emotional focus, psychic discipline, ninja tricks, and order in this
book are legal for play except hymn of sacred lands and wildsoul aria.
Pathfinder Player Companion: Heroes of the High Court ** Archetypes: The archetypes in this book are legal for play except the inerrant
voice, silksworn, and virtuous bravo. Equipment: The equipment in this book
is legal for play except the chastising baton, crown of false rule, headband of
social competence, lover’s breath, and all thrones. Feats: The feats in this book
are legal for play except Aspiring Noble, Noble Imposter, and Self-Exiled
Noble. The Enlightened Noble (scion of war) option is not legal for play.
Replace the Scribe Scroll prerequisite of Legalistic Reading with Skill Focus
(Linguistics). Spells: The spells in this book are legal for play. Traits: The traits
in this book are legal for play except Bureaucrat’s Favor, Debauchery Defier,
and Numerian Fluid Indulger. Misc.: The alchemist discoveries, alternate
racial traits, hexes, masterpieces, patrons, subdomains, tokens, and vested
powers are legal for play except aromatic extract and protective luck. The
psychic discipline, ritual, skill options, and verbal duel options are not legal
for play.
Pathfinder Player Companion: Heroes of the Streets ** All archetypes, feats, traits alternate racial traits, equipment, magic items,
spells, magus arcana, oracle mysteries, rogue talents, shaman spirits,
and subdomains are legal for play with the following exceptions and
clarificaitons.
Alternate Racial Traits: The Illustrious Urbanite alternate racial trait is not
legal for play. Archetypes: The eldritch archer archetype is not legal for play;
the Alley Witch archetype’s crowd patron grants ventriloquism instead of ears
of the city; ignore the second paragraph in the Urban Hunter’s altered animal
companion class ability; a bard with the busker archetype can use Acrobatics,
Disguise, Sleight of Hand, and Stealth for Day Job checks. Equipment: The cat
burglar’s kit is not legal for play. Feats: The Cunning Caster, Guild Emissary,
Subtle Devices, Throat Slicer, and Underworld Connections feats are not
legal for play Magic Items: The diminishing sash is not legal for play. Rogue
Talents: Eerie Disappearance and False Attacker are not legal for play. Spells:
Cloak of secrets, ears of the city, illusory crowd, and secret coer are not legal for
play. As of 22 February 2016, coin shot is legal for play. Subdomains: To qualify
for one of the subdomains on pages 18–19, a PC must select one of the listed
deities as her patron. The Legislation subdomains prohibition ability can only
prohibit any actions referenced by the forbid action spell. Traits: The Wiscrani
Ear trait is not legal for play.
Pathfinder Player Companion: Heroes of the Wild ** Archetypes: The archetypes in this book are legal for play. An herb witch must
select the healing hex at 2nd level in place of the cauldron hex; Equipment:
all equipment and magic items on pages 9–10 and 28–29 are legal for play, as
are the poisons on page 20; Feats: all feats on pages 18–19, 22–23, and 26 are
legal for play, except Stag Horn and Stag Submission;
26
Pathfinder Player Companion: Heroes of the Wild (cont.) ** Misc: the witch archetype on page 11 is not legal for play. The hex and patron
theme on page 11 are legal for play. Order: the cavalier order on page 13 is
legal for play; Rogue Talents: all rogue talents on page 21 are legal for play;
Spells: all spells on pages 30–31 are legal for play; Traits: all traits on pages
3–7 are legal for play, except fey thoughts. Feral speech does not allow a PC to
learn Druidic. Spirit: The wood shaman spirit is legal for play.
Pathfinder Player Companion: Humans of Golarion Spells: all spells on pages 28–29; Traits: all traits on pages 30–31
Pathfinder Player Companion: Inner Sea Primer ** Traits: all traits on pages 4–22 with the following changes: Pesh Addict may
only be taken at 1st level and Ustalavic Noble provides no additional starting
gold; Other: Egorian Academy Infernal Binder and Mage of the Veil arcane
schools on page 29, and all fighter archetypes on pages 24–25
Pathfinder Player Companion: Knights of the Inner Sea ** Cavalier orders: all cavalier orders on pages 24–25 are legal for play;
Equipment: all equipment on pages 30–31 are legal for play except war lance;
Spells: all spells on pages 28–29 are legal for play; Traits: all traits in the book,
except on pages 26–27, are legal for play.
Pathfinder Player Companion: Legacy of Dragons Archetypes: All archetypes in this book are legal for play; the mindwyrm
Mesmer does not gain access to the threatening mien trick, and only the
listed orders are legal orders for a drakerider cavalier. Familiar: All familiars in
this book are legal for play. Feats: All feats in this book are legal for play except
the chromatic variant of Draconic Heritage. Spells: All spells in this book are
legal for play except draconic malice, form of the alien dragon III, and Hermean
potential. Traits: All traits in this book are legal for play except Triaxus-trained.
Misc.: The alternate racial traits, bloodline arcana, oracle curse, oracle mystery,
and variant bloodlines (except that for outer dragons) are legal for play.
Pathfinder Player Companion: Legacy of the First World ** Alternate Racial Traits: The alternate racial traits in this book are legal except
disregarded, fey-sighted, shamanic enhancement, and vigilance. Archetypes:
The archetypes in this book are legal for play except deepwater rager and
seducer. Equipment: All equipment in this book is legal for play. Favored
Class Bonuses: The favored class bonuses in this book are legal for play
except the gathlain’s kineticist favored class bonus. Feats: The feats in this
book are legal for play except City-Locked, Embrace the Dark Fey, Fascinated
by the Mundane, and Spell Synergy. Gods: The deities in this book are
legal for play. Spells: The spells in this book are legal for play except mortal
terror. Traits: The traits in this book are legal for play except Voices of Solid
Things. Misc.: The alchemist discoveries, bloodlines, cavalier order, eidolon
subtype, evolutions, hexes, masterpieces, oracle curse, oracle mystery, psychic
discipline, rage powers, and variant spellcasting in this book are legal for play
except greater suocating grip.
Pathfinder Player Companion: Magic Tactics Toolbox ** Archetypes: All archetypes in this book are legal for play. Equipment: All
items in this book are legal for play except monster hunter’s folio and saccadic
focusing prism. Feats: All feats in this book are legal for play except Abeyance,
Eldritch Assault, Hinder, Scale and Skin, and Vast Spell. When qualifying
for and calculating the benefits of an item mastery feat, a PC uses the base
Fortitude save bonus from only one of his classes. Spells: All spells in this
book are legal for play except earsend and kalistocrat’s nightmare. Other:
The advanced weapon training options in this book are not legal for play.
The bloodline mutations in this book are legal for play except blood havoc.
Sagas are legal for play but are only available to skald PCs. The investigator
and rogue talents in this book are legal for play except unlock ki. The curse
warpriest blessing is legal for play.
Pathfinder Player Companion: Magical Marketplace Arcana: the new magus acanas are legal for play; Discoveries: all discoveries
on pages 18 and 20 are legal for play except infectious charms; Equipment:
anything found on pages 28-29 and clockwork bug, clockwork prosthesis, mind
buttressing, poisoning, saline purge, and serpentine tattoo are not legal for play;
Feats: all feats on page 6 are legal for play; Inquisitions: all inquisitions on
page 10 are legal for play; Masterpieces: all masterpieces on page 30 are
27
Pathfinder Player Companion: Magical Marketplace (cont.) legal for play; Other: the use of Arinna’s Wagon, Berdred’s Armory, Coltans
Floating Emporium, Dawnflower Goods, The Dirty Trap, Earth and Ore
Smithy, Magick Esoterica, Oulur’s Alchemical Wares, The Rusty Glove, The
Secret Hearth, Strongswill Tricks & Tools, Warius Opera House, any of the
other ways to pay” sections, and intelligent weapons (pages 16-17) are
not available in Pathfinder Society Organized Play unless they appear on a
Chronicle sheet; Spells: all spells on pages 8 and 24 are legal for play; Talents:
all talents on page 26 are legal for play; Traps: all traps on page 12 are legal for
play; Tricks: all tricks on page 14 are legal for play.
Pathfinder Player Companion: Martial Arts Handbook Archetypes: The archetypes in the book are legal for play. Equipment: The
equipment and magic items in this book are legal for play except handwraps,
infested bandages, and split-blade sword. Feats: The feats in this book are legal
for play except Change of Heart, Octopus Focus, Octopus Style, and Octopus
Thrash. Misc.: The advanced ninja tricks, ki powers, kineticist infusions, ninja
tricks, slayer talents, style strikes, and weapon tricks in this book are legal for
play except prognostication, throat crush, and true prognostication.
Pathfinder Player Companion: Melee Tactics Toolbox ** Archetypes: all archetypes on pages pages 9–15 are legal for play; Equipment:
all equipment and magic items on pages 18–29 are legal for play, except arms
of the marilith, exemplar weapon salve, Leng flail, and the growing weapon
property; Feats: all feats on pages 7–15 are legal for play, except Cudgeler Style,
Cudgeler Sweep, Cudgeler Takedown, Just out of Reach, and Redirect Attack;
the Kraken Throttle and Kraken Wrack feats are not style feats Masterpiece:
the bardic masterpiece is legal for play; Spells: all spells on pages 30–31 are
legal for play, except blade tutor’s spirit.
Pathfinder Player Companion: Merchant’s Manifest** Archetypes: The archetypes in this book are legal for play. A knight of coins
can select only from the second, third, fourth, and fih listed blessings of
prosperity. Equipment: The equipment and magic items in this book are legal
for play except commissioned broadsheet, crier, living glass, mantra wheel,
quill of passage, reagent extractor, reflex bow, skyspirit stone, and whisper safe.
Traits: The traits in this book are legal for play. Misc.: The bardic masterpieces
and cavalier order in this book are legal for play.
Pathfinder Player Companion: Monster Hunter’s Handbook ** Archetypes: The archetypes in this book are legal for play. The disciple of
the pike does not qualify for Advanced Weapon Training options. The
psychodermist archetype grants Skill Focus (Heal, Knowledge [local],
Knowledge [nature], or Survival) as a bonus feat instead of Harvest Parts. A
psychodermist can have trophies made of any creature whose CR is 2 or lower
from Pathfinder RPG Bestiary; trophies made of any other creature must be
harvested during play and noted on the Chronicle sheet; a psychodermist
may not create trophies from creatures of the humanoid type. Equipment:
All equipment in this book is legal for play except chemical ward, display
stand, monstrous dye, and poison sponge. For equipment and magic items in
this book that require selecting a creature type or variety, a character cannot
select from the humanoid type, subtypes, or varieties. Feats: The feats in this
book are legal for play except Grisly Ornament, Harvest Parts, and Monstrous
Craer. Spells: The spells in this book are legal for play. Traits: The traits in
this book are legal for play. Misc.: The alchemist discoveries, cavalier order,
and rogue talents in this book are legal for play except splitting mutagen. The
order of the hero order replaces his edict with that of the order of the shield
in Pathfinder RPG Advanced Player’s Guide.
Pathfinder Player Companion: Monster Summoner’s Handbook ** Archetypes: All archetypes on pages 6–8 and 16–17 are legal for play except
the monster tactician; Bardic Performance: the performances on page 15 are
legal for play Feats: all feats on pages 8–29 are legal for play except Augment
Calling and Summon Guardian Spirit; Hex: the disrupt connection hex is
legal for play; Magic Items: all items on pages 20–21 are legal for play except
rod of giant summoning; Magus Arcana: all arcana on page 9 are legal for play;
Monsters: the codex archon and ember weaver are legal choices for spells
28
Pathfinder Player Companion: Monster Summoner’s Handbook (cont.) ** of the calling subschool; Spells: the spells on pages 22–23 are legal for play
except alter summon monster and summon laborers; Traits: the traits on pages
10–11 are legal for play except Vile Domain.
Pathfinder Player Companion: Occult Origins ** Archetypes: All archetypes is this book are legal for play. An id rager gains
only the emotional focus abilities of a phantom, not the base abilities of a
phantom (e.g. slam attacks, armor bonuses, etc.). The true silvered throne
archetype grants the Extra Hex feat at 4th level and Iron Will feat at 8th level
rather than gaining the ritual hex and esoteric rites abilities. Feats: All feats in
this book are legal for play except Cranial Implantation, Haruspicy, and Ritual
Hex. The Truth in Wine feat does not grant any additional benefit to addicted
characters. Spells: All spells in this book are legal for play except death pact
and fool’s teleport. Misc.: The void and wood elements are legal options for
kineticist PCs; the mesmerist tricks on page 12 are legal for play; all devilbane
gazes except devilbane dismissal on page 13 are legal for play; the phrenic
amplifications and greater amplifications on page 16 are legal for play except
dragons breath focus; the enlightenment and rebirth disciplines are legal
for play, though the rebirth discipline grants retrocognition as a bonus spell
in place of reincarnate. Special Note: Any spell selected with the divine the
mysteries archetype ability or mnemonic esoterica discipline power must
follow the same guideline used for determining the spell level for a scroll
found on page 25 of the Pathfinder Society Roleplaying Guild Guide.
Pathfinder Player Companion: Orcs of Golarion Feats: all feats on pages 24–25 except Destroyer’s Blessing and Fire God’s
Blessing; Spells: all spells on pages 28–29 except enemy’s heart and shield the
banner; Traits: all traits on pages 22–23 except Blessing of the Feast, Demented
Inventor, and Tribal; Other: orc sorcerer bloodline on page 14
Pathfinder Player Companion: Osirion, Land of Pharaohs Equipment: all items on page 25; Feats: all feats on pages 28–29 (reduce all
skill rank requirements by –3 and remember that the Hide skill is now Stealth
and that the Search skill is now Perception) except Serpent Lash, which has
been replaced by the version in Pathfinder Campaign Setting: Rival Guide. You
must convert to the current version of Serpent Lash or replace this feat. The
versions of Thanatopic Spell and Threnodic Spell in this source are no longer
legal. You must convert to the current versions in Ultimate Magic or replace
these feats; Prestige Class: the Living Monolith version in this book is no
longer legal aer January 28, 2014. The version found in Pathfinder Player
Companion: People of the Sands must be used. If your character took the
prestige class before this date, it is grandfathered in and may be used until
retirement. If you wish to switch to the new version of the prestige class, and
you meet all the qualifications, you may do so at no cost; Spells: all spells on
pages 26–27
Pathfinder Player Companion: Pathfinder Society Primer Everything in this book is legal for play with the following note. Equipment:
Only normal ioun stones have resonance—cracked and flawed ioun stones
never do.
Pathfinder Player Companion: Paths of the Righteous ** Feats: The Daring Exploit, Favored Prestige Class, Ghost Whisperer, Smite
Evil Magic, Strike True, Two-Weapon Drunkard, Uncanny Ally feats are legal
for play. Prestige Classes: The Ashavic dancer, crimson templar, darechaser,
devoted muse, rose warden, sacred sentinel, scar seeker, and sphere singer
prestige classes are legal for play. A runeguard substitutes any Spell Focus
feat for Scribe Scroll as a prerequisite. A sphere singer’s wandering dream
ability functions as written, despite the Lucid Dreamer feat not otherwise
being legal for play. Misc.: The magic items, spells, and witch patrons in this
book are legal for play. Shield of wings is only available to characters who
worship Ragathiel.
Pathfinder Player Companion: People of the North ** The kellid, snowcaster elves, ulfen, erutaki, and jadwiga sections of the book
are legal for play. The traits on pages 6–13 are only legal if your character is of
the same ethnicity as the section with the trait.
Archetypes: all archetypes on pages 24–25 are legal for play;
29
Pathfinder Player Companion: People of the North (cont.)** Equipment: buoyant harpoon, cloak of the saga keeper, helm of the mammoth
lord, hex nail, and mammoth lance are legal for play; Feats: all feats on page 24
are legal; Languages: ethnicities begin play with their preferred language for
free. If there are more than one listed, the player may choose which one the
character receives for free; Misc.: the oracle mystery on pages 26–27 is legal;
Roles: all roles on pages 6–13 and 19–23 are legal; Spells: all spells on page 26
are legal; Traits: all traits on pages 6–23 are legal.
Pathfinder Player Companion: People of the River Archetypes: all archetypes on pages pages 6–25 are legal for play, and witches
with the veneficus witch archetype can use Cra (alchemy) to cra poison;
Bloodlines: the bloodlines on page 11 are legal for play. the nanite bloodline
on page 19 is not legal for play; Discoveries: arcane discoveris on page 9
are legal for play, except knowledge is power; Equipment: all equipment
and magic items on pages 28–29 are legal for play, except steelbone frame;
Feats: all feats on pages 12–25 are legal for play, except Call Out, Leapfrog,
and Second Wind; Order: the order of vengeance is not legal for play;
Masterpiece: the Bear’s Jig masterpiece is legal for play; Rage Powers: all
rage powers on page 7 are legal, except raging grappler; Spells: all spells on
page 26–27 are legal; Traits: all traits on pages 7–23 are legal, except ancestral
weapon, blood algorithm, and splash attack. The campaign traits on page 31
are not legal for play.
Pathfinder Player Companion: People of the Sands The Garundi, Keleshite, and Pahmet sections of the book are legal for play.
The traits on pages 8–13 are only legal if your character is of the same ethnicity
as the section with the trait.
Archetypes: the elementalist oracle archetype is legal for play; Equipment: all
equipment on pages 28–29 are legal for play; Feats: all feats on pages 9–13
are legal; Languages: ethnicities begin play with their preferred language for
free. If there are more than one listed, the player may choose which one the
character receives for free; Misc.: the rogue talents on page 19 are legal; order
of the First Law on page 21 is not legal for play; the alchemist discovery on
page 23 is legal; the bloodline on page 23 is legal; Prestige Class: the living
monolith is legal for play. The roleplaying requirement is waived, but when
taking the prestige class, 1,000 gp must be spent to acquire the stone scarab;
Roles: the role on page 7 is legal; Spells: all spells on page 11 and 21 are
legal except greater summon genie, lesser summon genie, and summon genie;
Traits: all traits on pages 8–23, are legal as long as the ethnicity or regional
requirement is met. The campaign traits on pages 30–31 are not legal for play.
Pathfinder Player Companion: People of the Stars Equipment: all equipment and magic items on page 19, 26–27, and 30–31
are legal for play, except steelbone frame and traveler’s translator; Feats: both
feats on page 27 are legal for play; Misc.: none of the races are legal for
play; Spells: all spells on pages 28–29 are legal for play; Subdomains: both
subdomains on page 23 are legal for play; Traits: Lunar Birth, Ospring of the
Ascension, Outer Dragon Blood, Skymetal Anity, Sovyrian Intellectual, and
Sun-blessed are legal for play. All languages found in this book are available
for a character to learn with the linguistics skill.
Pathfinder Player Companion: People of the Wastes ** Archetypes: The archetypes in the book are legal for play except primal
warden. A constructed pugilist cannot select Cra Magic Arms and Armor as
a bonus feat. A gun smuggler does not gain the benefits of the black market
connections talent but instead treats her eective Fame as 1 higher when
purchasing firearms. Equipment: The equipment and magic items in this
book are legal for play except beast talisman and toxic cartridge. Feats: The
feats in this book are legal for play except Agent of Purity, Aligned Craing,
Cra Enhanced Firearm, and Reinforce Craing. Traits: The traits in this book
are legal for play. Misc.: The ranger traps, vigilante talents, and witch hexes in
this book are legal for play except blighted mark trap. The mutant character
option on page 8 is not legal for play.
30
Pathfinder Player Companion: Pirates of the Inner Sea ** Archetypes: all Equipment: all equipment, items, and weapons on pages 18–
20; Prestige Class: Inner Sea Pirate; Spells: all spells on pages 28–29; Traits:
all traits on pages 5, 7, 9, 11, 13, 15, and 27
Pathfinder Player Companion: Plane-Hopper’s Handbook ** Alternate Racial Traits: The alternative racial traits in this book are legal for
play except eternal smith and uncanny aura. A ganzi may select any of the
legal oddities in place of the quibble racial ability. A ganzi may also pay 2
Prestige Points between adventures to replace their oddity with another legal
oddity. Archetypes: The archetypes and companion archetypes in the book
are legal for play. Equipment: The equipment and magic items in this book
are legal for play except planar carriage. Favored Class Bonuses: The favored
class bonuses in this book are legal for play. Feats: The feats in this book are
legal for play except Cosmic Gate, Dreamwalker, Ephemeral Tread, Improved
Stellar Wanderer, Practiced Dreamer, Stellar Wanderer, and Waking Dream.
When selecting an outsider for the Planar Mentor feat, you must choose an
outsider whose alignment is within one step of your own. Replace the Scribe
Scroll prerequisite of Scribe Spell Equation and Spell Praxis with “any feat that
lists aphorite as a prerequisite. When purchasing a scroll, an aphorite with
the Scribe Spell Equation feat can have that scroll scribed into their crystalline
dust, which reduces the scroll’s price to 50% the market price; the aphorite
is still limited to a number of spells stored in this way as noted in the feat. A
Duskwalker can only gain one origin feat. Heritages: The geniekin heritages
in this book are legal for play. Spells: The spells in this book are legal for play.
The aasimar and tiefling spells are available only to PCs of those respective
races. Traits: The traits in this book are legal for play except well-provisioned
adventuter. Misc.: The arcanist exploits, eidolon subtypes, and wild talents
in this book are legal for play. To select a storykin eidolon, the player must
possess a Harrow Deck or Deluxe Harrow Deck.
Pathfinder Player Companion: Potions & Poisons** Archetypes: The archetypes in the book are legal for play except the concocter
and mantella. Equipment: The equipment and magic items in this book are
legal for play except diplopic serum, nimble nectar, pupil’s friend, toxic censor,
and all of the drugs. Feats: The feats in this book are legal for play except
Delayed Potion, Healing Potion, Lengthy Potion, Toxic Spray, Unraveling
Blood, and Vaporous Potion. Spells: The spells in this book are legal for play.
Traits: The traits in this book are legal for play except alchemical fence, blood
potion, and technological brewmaster. Misc.: The alchemist discoveries,
investigator talents, rogue talents, slayer talents, sorcerer bloodline, and witch
hexes in this book are legal for play except anathema, greater anathema,
greater gi of consumption, and restless slumber.
Pathfinder Player Companion: Psychic Anthology ** Archetypes: All archetypes in this book are legal for play except panoply
savant and totem spiritualist. Equipment: All equipment in this book is legal
for play except the centering jewel and ring of phrenic prowess. Feats: All feats
in this book are legal for play except Blinding Stare, Confusing Stare, Kinetic
Craing, and Spell Trick. The Kinetic Invocation feat is legal but does not
grant access to silent image. Spells: All spells in this book are legal for play
except debilitating pain, glimpse of the akashic, and mass debilitating pain.
Misc.: All kinetic blasts, infusion wild talents, outsider spirits (except daemon,
demon, and devil), panoplies, phantoms (and their associated emotion rules
in the sidebar on page 5), utility wild talents in this book are legal for play
except mage’s paraphernalia and trappings of the warrior.
Pathfinder Player Companion: Qadira, Gateway to the East Equipment: all equipment, items, and materials on pages 19, 23, and 25;
Feats: all feats on pages 9 and 23; Prestige Class: Daivrat; Traits: all traits on
pages 9, 15, 19, 23, and 25
Pathfinder Player Companion: Quests & Campaigns Equipment: all magic items on pages 30–31 are legal except banner of tactical
command, lesser banner of tactical command, diadem of inspiring rule, and horn
of plenty; Feats: Expert Trainer is legal; Spells: detect relations is legal; Traits:
all traits on pages 18–21 are legal.
31
Pathfinder Player Companion: Ranged Tactics Toolbox Everything in this book is legal for play with the following note. Equipment:
To utilize the special characteristics of a weapon on the inside front or back
covers, you must have the sourcebook that is listed in the special column.
Pathfinder Player Companion: Sargava, The Lost Colony ** Equipment: Kaava Musk on page 24, all magic items on pages 28–29; Feats:
all feats on pages 24–25; Spells: all spells on page 24; Traits: all traits on page
23 except Spirit Talker
Pathfinder Player Companion: Second Darkness Equipment: all magic items on page 25 and pages 28–29 (the correct price
for Luthier’s rapier is 25,020 gp); Prestige Class: Liberator (reduce all skill rank
requirements by –3)
Pathfinder Player Companion: Spymaster’s Handbook ** Archetypes: The agathiel and Bellflower harvester archetypes are legal for
play. Equipment: All equipment and magic items in this book are legal
for play. Feats: All feats in this book are legal for play except Ascendant,
Conciliator, Golden League Tattoo, Inerrant Justice, Infiltrator, Magical
Enigma, Obliviating Stare, Puppet Master, Rival, Supernatural Spy, and Wily
Warrior. Spells: All spells in this book are legal for play except greater claim
identity, insect spies, and scribe’s binding. Traits: All traits in this book are legal
for play except Kalistocratic Prophecy. Other: Ninja, rogue, slayer, social, and
vigilante talents as well as wizard discoveries in this book are legal for play
except entrepreneur and take ‘em alive.
Pathfinder Player Companion: Taldor, Echoes of Glory ** Equipment: all equipment on pages 26–27; Feats: all feats on pages 28–29
with the exceptions of Master of the Ledger and Taldan Knight (reduce all
skill rank requirements by –3 to a minimum of 1); Spells: all spells on pages
24–25; Traits: all traits on pages 13–14 (note that Divine Warrior should read
“Your damaging divine spells gain a +1 trait bonus to damage” and Militant
Merchant applies to Perception checks and the Perception skill); Prestige
Class: The Lion Blade version in this book is no longer legal aer June 10,
2016. The version found in Pathfinder Campaign Setting: Inner Sea Intrigue
must be used. If your character took the prestige class before this date, it is
grandfathered into the campaign. If you wish to switch to the new version of
the prestige class, and you meet all the qualifications, you may do so at no
cost.
Pathfinder Player Companion: Undead Slayer’s Handbook All content in this book is legal, except Boneshard Bomb.
Pathfinder Player Companion: Varisia, Birthplace of Legends ** Archetypes: Kapenia dancer and thundercaller are legal for play.
Equipment: All equipment on pages 14–15 are legal for play except Varisian
idol.
Feats: Deadly Dealer and Thunder and Fang is legal for play.
Roles: Duskwarden, Frontier Defender, Magnimarian Warden, Professional
Gambler, Sable Company Marine, Sczarni Tough, Shingles Dweller, Shoanti
Outrider, Shoanti Totem Shaman, Sky Magistrate, Varisian Bravo, and
Welcome Wanderer are legal for play.
Traits: Coincunning, cypher resistance, emissary, empyreal cultist, harrow
chosen, humble beginnings, local know-it-all, regional influence (except
Magnimar), regional recluse, roof racer, savage breaker, Shoanti steed,
Shoanti tattoo, town gossip, underbridge dweller, Varisian tattoo, and
winner’s luck are legal for play.
Pathfinder Player Companion: Weapon Master’s Handbook ** Archetypes: All archetypes in this book are legal for play. The Molthuni Arsenal
Chaplain does not qualify for the Advanced Weapon Training on pages 18–19.
Feats: All feats in the book are legal for play with the following exceptions:
Ascetic Form, Ascetic Strike, Ascetic Style, Burrowing Shot, Dwarven Fury,
Dwarven Seething, Orc Fury, Orc Rampage, Orc Snarl, Overwatch Style,
Overwatch Tactician, Overwatch Vortex, Smash from the Air. Elven Battle
Focus functions only for melee weapons. When qualifying for and calculating
the benefits of an item mastery feat, a PC uses the base Fortitude save bonus
from only one of his classes. Equipment: The magic weapons and special
abilities on pages 30–31 are legal for play with the following exceptions:
liberating and Cailean fighting tankard. Traits: All traits in this book are legal
32
Pathfinder Player Companion: Weapon Master’s Handbook (cont.)** for play except Aldori Caution. Misc.: The weapon tricks on pages 8–9 are
legal for play with the following exceptions: hindering shot, quick brace, and
suppressing fire. The divine fighting techniques on pages 10–11 are legal for
play; the initial benefit of Iomedae’s Inspiring Sword only functions during
combat. The advanced weapon training rules on page 18–19 are legal for play.
The combat tricks on pages 24–25 and the custom weapon rules on pages
28–29 are not legal for play.
Pathfinder Player Companion: Wilderness Origins** Alternate Racial Traits: The alternate racial traits in this book are legal for
play except Arboreal Vitality, Fey Resilience, Natural Bounty, Soaring Agility,
and Whimsical Outlook. Archetypes: The archetypes in the book are legal for
play except champion of the cascade and parasite. The sworn of the Eldest
archetype is available to PCs of any race. The Cinderlands adept can select
a camel, horse, or pony as her mount. The esoteric starseeker archetype’s
Newlyweds constellation grants breath of life as a bonus spell in place of
reincarnate, and the Stargazer constellation grants foresight as a bonus spell in
place of dream voyage. Equipment: The magic plants in this book are legal for
play. Feats: The feats in this book are legal for play except Dryad’s Apprentice,
Dryad’s Attendant, Greater Spelleater, Mighty Boughs, Strength of Wood,
Sinuous Vines, Spellmirror, and Treant’s Call. The Cherry Blossom Spell feat
is available to PCs of any race. Spells: The spells in this book are legal for play.
Traits: The traits in this book are legal for play except Fruit Merchant. In place
of its listed benefits, the Beachcomber trait allows a PC to use the Survival
skill to attempt Day Job checks. Misc.: The arcanist exploits, barbarian rage
powers, expanded companion lists, ward aspects, eidolon subtype, ki powers,
kineticist talents, oracle curses, shaman spirit, shier alternate natural attacks,
shier aspects, and witch hexes are legal for play except the iceplant hex, the
scourge curse, and the waymarker ward aspect. The verdant familiar hex can
apply only to a familiar with the animal or magical beast creature type; if a PC
would gain a familiar of another type, they may replace this hex with another
hex (not greater hex or grand hex) between adventures for 2 Prestige Points.
Pathfinder Roleplaying Game: Advanced Class Guide ** All playtest versions of the ten new base classes from this book are no
longer legal for play as of 8/14/14. Anyone playing the playtest version of
one of the ten new base classes must have updated his or her character as of
8/14/14. Updating your character means adjusting only the things that have
changed, but not rebuilding the character.
Arcana: all magus arcana on page 104 are legal for play.
Archetypes: all archetypes on pages 75–133 are legal for play, except
forgepriest, musketeer, packmaster, primalist, spirit summoner, and steel
hound. Hex channeler, mutation warrior, and primal companion hunter are
now legal for play. The free crossbow by the bolt aces crossbow maven ability
is not made of any special material and is worth 22 gp if sold.
Classes: All ten base classes are legal for play. Some classes are modified as
follows:
Arcanist: The Item Craing bonus feat is not legal for play.
Bloodrager: Replace the destined bloodline’s Leadership bonus feat
option with Iron Will.
Brawler: To utilize the Martial Flexibility class feature, the player must have
the source book of the combat feat she wishes to utilize.
Shaman: Fetish hex replaces Cra Wondorous Item with Spell Focus.
Shamans
with the Nature spirit receive animal growth as a bonus spell at 10th
level instead of awaken.
Skald: Skalds receive Extra Performance at 1st level instead of Scribe
Scroll.
Warpriest: To select a blessing, a warpriest must worship a deity that
oers the domain of the same name.
33
Pathfinder Roleplaying Game: Advanced Class Guide (cont.) ** Combat Styles: all combat styles on page 118 are legal for play.
Dares: all dares on page 94 are legal for play.
Discoveries: all discoveries on page 75 are legal for play.
Equipment: all equipment and magic items on pages 202–237 are legal for
play, except dust knuckles, false face, and ironbound collar of the coven. Cape of
feinting, rod of abrupt hexes, and rod of voracious hexes are now legal for play.
Feats: all feats on pages 136–159 are legal for play, except Evolved Companion,
Evolved Summon Monster. Animal Soul, Divine Protection, Pummeling
Charge, and Spirit’s Gi are now legal for play.
Misc: Nothing in Chapter 6 is legal.
Orders: The Order of the Beast is not legal for play.
Racial Favored Class Options: all racial favored class options on pages 69–71
are legal for play.
Rages: all rages on pages 80 and 114 are legal for play.
Spells: all spells on pages 162–199 are legal for play.
Pathfinder Roleplaying Game: Advanced Player’s Guide ** All playtest versions of the six new base classes from this book are no
longer legal for play as of 8/3/10. Anyone playing the playtest version of one
of the six new base classes must have updated his or her character as of
8/3/10. Updating your character means adjusting only the things that have
changed, but not rebuilding the character.
As of 4/27/15 the summoner class in this book is no longer legal for play.
A summoner character that has played at least once at level 2 or higher by
this date qualfies to continue using this version of the class. Otherwise,
only the summoner in Pathfinder RPG Pathfinder Unchained is legal for play.
The following parts of the Advanced Player’s Guide are NOT legal for play:
crasman alternate Dwarven racial trait, practicality alternate Halfling racial
trait, heart of the fields alternate Human racial trait, Alchemist’s Brew Potion
class ability (he receives Extra Bombs instead as a bonus feat), Cavalier’s
Expert Trainer class ability (he receives Skill Focus [Handle Animal] instead as
a bonus feat), Witchs Cauldron hex, Antipaladin alternate class, Cooperative
Craing feat, all cursed magic items and artifacts, the philter of love, and the
Hero Point optional rule (and its associated feats, spells, and magic items).
Note: The nature oracle replaces awaken with animal growth. A rogue with the
poisoner or spy archetype can use Cra (alchemy) to cra poison.
Equipment: All staves in Chapter 7 are not legal for play from this source.
If you purchased these prior to Aug. 16, 2012, they are grandfathered into the
campaign. As of March 30, 2016, the philter of love is no longer legal for play.
Traits: hedge magician, natural born leader, and rich parents traits, and all
of the Campaign Traits.
The Master Alchemist feat may only be selected by Alchemists and
Poisoners.
Pathfinder Roleplaying Game: Advanced Race Guide ** To create an aasimar, catfolk, changeling, dhampir, fetchling, gillman,
grippli, goblin, merfolk, ratfolk, samsaran, suli, tiefling, vanara, or vishkanya
character, you must have a Chronicle sheet that opens the race as a legal
option at character creation. Aasimars and tieflings that were created and
had at least one xp applied before August 14, 2014, remain legal for play. The
boon restriction to create a kitsune, nagaji, and wayang was removed at the
start of Season 6, and all three are now freely available. The boon restriction
to create ifrits, oreads, sylphs, and undines was removed at the start of
Season 8, and all four are now freely available.
Note: Alternate racial traits, racial archetypes, racial evolutions, racial feats,
and racial spells are only available for characters of the associated race. Racial
equipment and magic items can be purchased and used by any race as long
as the specific item permits it (for example, only halflings can purchase and
use solidsmoke pipeweed).
34
Pathfinder Roleplaying Game: Advanced Race Guide (cont.)** The new alchemist discovery on page 44 is legal for play for characters of all
races.
Dwarves: all alternate racial traits, except crasman and xenophobic, are
legal for play; racial subtypes are legal for play; all favored class options except
wizard are legal for play; all archetypes are legal for play. The Forgemaster’s 3rd
level Cra Magic Arms and Armor bonus feat is replaced with the Heavy Armor
Proficiency feat. The Forgemaster’s 5th level master smith ability is replaced
with Skill Focus (Cra); all dwarven equipment, feats, magic items, and spells
are legal for play.
Elves: all alternate racial traits, except darkvision; all racial subtypes
except arctic and dusk elves, are legal for play; all favored class options, racial
archetypes, elven special materials except wyroot, feats, magic items, and spells
are legal for play.
Gnomes: all alternate racial traits, racial subtypes, and favored class options
are legal for play; all racial archetypes except experimental gunsmith are legal
for play; all gnome equipment, feats, and spells are legal for play; all gnome
magic items except amazing tools of manufacture are legal for play; Ring of cra
magic may be used for Day Job checks.
Half-Elves: all alernate racial traits except drow-blooded and drow magic
are legal for play; all racial subtypes except drow-descended are legal for play;
all favored class options are legal for play; all racial archetypes except wild caller
are legal for play. For the bonded witch archetype, energy siege shot is replaced
with resounding shot (Advanced Player’s Guide 238) at 10th level and arcane cannon
is replaced with fire brand (Advanced Player’s Guide 222) at 14th level under the
bonded item weapon entry; all half-elven equipment, magic items, and spells
are legal for play; all half-elven feats except Half-Drow Paragon are legal for
play.
Half-Orcs: all alternate racial traits, racial subtypes, and favored class options
are legal for play; all racial archetypes except blood god disciple and hateful
rager are legal for play; all half-orc equipment is legal for play; all half-orc feats
except Ferocious Tenacity and Tenacious Survivor is legal for play; all half-orc
magic items are legal for play; all half-orc spells except half-blood extraction are
legal for play
Halflings: all alternate racial traits except Practicality are legal for play; all
racial subtypes, favored class options, racial archetypes, orders, equipment,
feats, and magic items are legal for play.
Humans: all alternate racial traits except heart of the fields and heroic are
legal for play; all racial subtypes, except trailblazer, are legal for play; all favored
class options, feats, equipment, and spells are legal for play; all racial archetypes
and bloodlines except buccaneer and feral child are legal for play.
In Chapter 2, nothing from the catfolk, drow, hobgoblins, kobolds, and
orcs entries are currently legal for play.
Aasimars: all alternate racial traits, favored class options, racial archetypes,
racial equipment, feats, magic items, and spells are legal for play.
Catfolk: all alternate racial traits, favored class options, racial archetypes,
racial equipment, feats, magic items, rogue talents, and spells are legal for play.
Dhampirs: all alternate racial traits, favored class options, racial archetypes,
racial equipment except vampire slayer’s kit, magic items, and spells are legal
for play; all dhampir feats except Blood Drinker, Blood Feaster, Blood Salvage,
and Diverse Palate are legal for play.
Fetchling: all alternate racial traits, favored class options, archetypes except
shadow caller, evolutions, equipment, feats, magic items, and spells are legal
for play.
Goblins: all alternate racial traits, goblin discoveries, favored class options,
archetypes, equipment, feats, magic items, and spells except vomit twin are
legal for play.
35
Pathfinder Roleplaying Game: Advanced Race Guide (cont.)** Ifrits: all alternate racial traits, favored class options, racial archetypes, racial
equipment, feats, magic items, and spells are legal for play.
Oreads: all alternate racial traits, favored class options, racial archetypes,
racial equipment, feats, magic items, and spells are legal for play. The shaitan
binder archetype can be applied to an unchained summoner; however, the
summoner must select elemental (earth) for his eidolons subtype.
Ratfolk: all alternate racial traits, favored class options, racial archetypes,
racial discoveries, equipment, feats, magic items, and spells are legal for play.
Samsaran: all alternate racial traits, favored class options, racial archetypes,
racial equipment, feats, magic items, and spells are legal for play. Any spell
selected with the mystic past life alternate racial trait must follow the same
guideline used for determining the spell level for a scroll found on page 25 of
the Pathfinder Society Roleplaying Guild Guide.
Sylphs: all alternate racial traits, favored class options, racial archetypes,
racial equipment, feats, magic items, and spells are legal for play.
Tengus: all alternate racial traits, favored class options, racial archetypes,
racial equipment, feats, magic items, and spells are legal for play.
Tieflings: all alternate racial traits, favored class options, racial equipment,
feats, magic items, and spells are legal for play; all racial archetypes except
Fiendish Vessel are legal for play.
Undines: all alternate racial traits, favored class options, racial archetypes,
racial equipment, feats, magic items, and spells are legal for play.
In Chapter 3, nothing from the duergar, gillmen, merfolk, strix, and
svirfneblin, entries are currently legal for play.
The rogue talents on page 193 are legal for play for characters of all races.
Changelings: All alternate racial traits, favored class options, archetypes,
feats, and spells are legal for play.
Gillman: All alternate racial traits, favored class options, racial archetypes,
racial equipment, and racial spells are legal for play.
Gripplis: all alternate racial traits, favored class options, racial archetypes,
racial equipment, racial discoveries, racial magic items, and racial feats are
legal for play.
Kitsune: all alternate racial traits, favored class options, racial archetypes,
racial feats, and magic items are legal for play.
Merfolk: All alternate reacial traits, favored class options, racial archetypes,
racial feats, equipment, and magic items are legal for play.
Nagaji: all alternate racial traits, favored class options, racial archetypes,
racial feats, and magic items are legal for play.
Suli: all alternate racial traits, favored class options, racial archetypes, racial
equipment, feats, and spells are legal for play.
Vanara: all alternate racial traits, favored class options, racial archetypes,
racial equipment, feats, magic items, and spells are legal for play.
Vishkanyas: all alternate racial traits, favored class options, racial
archetypes, racial equipment, feats, magic items, and spells are legal for play.
Wayangs: all alternate racial traits, favored class options, racial archetypes,
racial equipment, feats, magic items, and spell are legal for play.
Nothing in Chapter 4 is legal for play.
Pathfinder Roleplaying Game: Adventurer’s Guide ** Pathfinder Society Roleplaying Guild does not limit access to material in this
book based on aliation, eectively using the Full Access option on page 5 of
this book.
Archetypes: All archetypes in this book are legal for play. Pending the
Pathfinder Reference Document update, the Aldori defender replaces the
Aldori swordlord archetype from Pathfinder Player Companion: Inner Sea
Primer. A mantis zealot does not need to be lawful evil. The ringleader
archetypes in this book and Pathfinder RPG Ultimate Intrigue are dierent
archetypes.
36
Pathfinder Roleplaying Game: Adventurer’s Guide (cont.)** Equipment: All equipment and magic items in this book are legal for play
except the Aspis badge of last resort, branding iron, mantis blade, mask of the
mantis, ring of retreat, rose knight’s blade, and storm kindler’s rod.
Feats: All feats in this book are legal for play except Aspis Partner, Fanged
Crown Massacre, and Redistributed Might.
Prestige Classes: The prestige classes in this book are legal for play except the
Aspis agent and Red Mantis assassin. A cyphermage replaces any Spell Focus
feat for Scribe Scroll as a prerequisite, and cannot choose the swi scrivener
ability from the list of available cypher lore. A sanguine angel does not need
to be female. The student of perfection is a valid prestige class for unchained
monks, not the Pathfinder RPG Core Rulebook version of the monk; the prestige
class uses the Pathfinder RPG Pathfinder Unchained versions of all monk abilities.
Spells: All spells in this book are legal for play except Deivons parry.
Misc.: The focused arcane spell schools, investigator talents, psychic discipline,
rogue talents, and shaman spirit are legal for play. The order of the asp
cavalier order, the Twice-Damned Prince legendary spirit, Thassilonian magic,
Thassilonian specialist options are not legal for play.
Contents in this book will appear in an upcoming update of the Pathfinder
Rules Document (paizo.com/prd), at which point the versions in this book
will replace any earlier versions (see the list below); at that time, characters are
expected to update to use the new rules or rebuild as laid out in Chapter 2 of
the Pathfinder Society Roleplaying Guild Guide. Modified gear—including ioun
stones whose resonance powers changed—can be sold back at its full market
price. Further updates and allowances specific to a particular character option
may appear in the Pathfinder Society General Discussion messageboard on
paizo.com. Until then, both versions of the character option are legal for play.
The following character options have received updates since they appeared in
earlier publications, and characters must use these updated versions (pending
the Pathfinder Rules Document update): brand of conformity, brand of hobbling,
brand of tracking, Eagle Knight dress uniform, enlightened bloodrager, golden
eagle epaulets, Golden Legionnaire, hellknight barding, lore warden, mammoth
hide, Mounted Blade, Pathfinder savant, Qadiran horselord, Ritual Mask,
shackle, Steel Falcon, talonstrike sword, Tribal Hunter, Tribal Scars, and wayfinder
resonance. Earlier sources in which these rules originally appeared remain a
legal source for accessing these updated character options.
Pathfinder Roleplaying Game: Bestiary Animal Companions: ankylosaurus, aurochs, brachiosaurus, dire bat, dire rat,
dolphin, elasmosaurus, electric eel, elephant/mastodon, frog, giant toad, goblin
dog, hyena, monitor lizard, moray eel, octopus, orca, pteranodon, rhinoceros,
roc, squid, stegosaurus, triceratops, and tyrannosaurus; Familiars: all familiars
listed on pages 131–133, and imp, pseudodragon, quasit; Feats: none of
the feats are legal for play for PCs, animal companions, or familiars unless
specifically granted by another legal source; Other: all creatures in this book
are legal for polymorph eects (including a druid’s wild shape ability) within
the boundaries of each spell or ability’s parameters. All languages found in
this book are available for a character to learn with the linguistics skill, except
aboleth and drow sign language.
Pathfinder Roleplaying Game: Bestiary 2 Animal Companions: arsinotherium, baboon, compsognathus, gar, glyptodon,
hippopotamus, manta ray, megaloceros, megatherium, ram, giant snapping
turtle, stingray, tylosaurus; Familiars: arbiter inevitable, brownie, cassisian angel,
cacodaemon, compsognathus, cythnigot qlippoth, lyraken azata, paracletus
aeon, silvanshee agathion, snapping turtle, voidworm protean; Feats: none
of the feats are legal for play for PCs, animal companions, or familiars unless
specifically granted by another legal source; Other: all creatures in this book
are legal for polymorph eects (including a druid’s wild shape ability) within
the boundaries of each spell or ability’s parameters. All languages found in this
book are available for a character to learn with the Linguistics skill.
37
Pathfinder Roleplaying Game: Bestiary 3 Animal Companions (p. 311): antelope, axe beak, baluchitherium,
basilosaurus, dimetrodon, elk, giant chameleon, giant gecko, giant vulture,
iguanodon, kangaroo, megalania, pachycephalosaurus, thylacine; Familiars:
all familiars listed on pages 112-113 and the carbuncle, harbinger archon,
skunk, sprite, and zoog; Feats: none of the feats are legal for play for PCs,
animal companions, or familiars unless specifically granted by another legal
source; Other: all creatures in this book are legal for polymorph eects
(including a druid’s wild shape ability) within the boundaries of each spell
or ability’s parameters. All languages found in this book are available for a
character to learn with the linguistics skill, except flail snail.
Pathfinder Roleplaying Game: Bestiary 4 Animal Companions (p. 311): dimorphodon, giant seahorse, giant tortoise,
giant weasel, girae, stag, styracosaurus, trumpeter swan, velociraptor, and
walrus are legal for play; Gods: The demon lords and emypreal lords are legal
choices as divine patrons. Familiars: all familiars listed on pages 96-97 and the
almirajes, giant flea, greensting scorpion, nosoi psychopomp, nycar, pooka,
and scarlet spider are legal for play; Feats: none of the feats are legal for
play for PCs, animal companions, or familiars unless specifically granted by
another legal source; Other: all creatures in this book are legal for polymorph
eects (including a druid’s wild shape ability) within the boundaries of each
spell or ability’s parameters. All languages found in this book are available for
a character to learn with the linguistics skill. The domains and subdomains in
this book are legal for play.
Pathfinder Roleplaying Game: Bestiary 5 Animal Companions: The blue whale, cameroceras, ceratosaurus,
chalicotherium, digmaul, kaprosuchus, moa, narwhal, plesiosaurus,
therizinosaurus, troodon, and uintatherium are legal for play. The wolliped
is a legal choice for triaxian PCs, who may select it in place of a horse animal
companion. Familiars: The brain mole, chuspiki, clockwork familiar, liminal
sprite, wysp, xiao, and all familiars listed and pages 112–113 are legal for
play; a chuspiki’s air blast ability always functions as if it were that of a 3rd-
level kineticist. Feats: None of the feats are legal for play for PCs, animal
companions, or familiars unless specifically granted by another legal source.
Other: All creatures in this book are legal for polymorph eects (including
a druid’s wild shape ability) within the boundaries of each spell or ability’s
parameters. All languages found in this book are available for a character to
learn with the Linguistics skill.
Pathfinder Roleplaying Game: Bestiary 6 ** Animal Companions: The amargasaurus, deinotherium, devil monkey,
dunkleosteus, elasmotherium, giant raven, gigantosaurus, kentrosaurus,
quetzalcoatlus, and titanoboa are all legal for play. Gods: The archdevils,
emypreal lords, Green Man, and Horsemen of the Apocalypse are legal
choices as divine patrons. Familiars: The mockingfey is a legal familiar. Feats:
None of the feats are legal for play for PCs, animal companions, or familiars
unless specifically granted by another legal source. Other: All creatures in
this book—except the blight (any), deathsnatcher, Euryale, fen mauler, green
man, mezlan, rawhead, and vespergaunt—are legal for polymorph eects
(including a druid’s wild shape ability) within the boundaries of each spell
or ability’s parameters. All languages found in this book are available for a
character to learn with the Linguistics skill. The domains and subdomains in
this book are legal for play.
Pathfinder Roleplaying Game: Book of the Damned Deities: A PC may select any archdevil, demon lord (not a nascent demon
lord), or Horseman in this book as his divine patron. Domains: The domains
and subdomains in this book are legal for play except Arson. Equipment:
The candle of Abaddon, spiteful shield, thantotic plate, thanatotic visage, and
war razor are legal for play. Feats: The Chain Mastery and Deadly Horns
feats are legal for play. Monsters: bushyashtas, deinochoses, executioner
devils, oitoses, nikaramsas, nucols, and sepsidaemons, can be conjured using
conjuration (calling) spells. Prestige Classes: None of the prestige classes
38
Pathfinder Roleplaying Game: Book of the Damned (cont.) in this book are legal for play, though the diabolist in Pathfinder Campaign
Setting: Princes of Darkness remains legal for play. Spells: The awaken the
devoured, Charon’s dispensation, lash of the astradaemon, parasitic soul, soul
transfer, and waters of Lamashtu spells are legal for play.
Pathfinder Roleplaying Game: Horror Adventures Alternate Racial Traits: All alternative racial traits in this book are legal for play
except deep jungle and rationalize.
Archetypes: All archetypes in this book are legal for play except blood
alchemist, bloody jake, dark elementalist, devolutionist, elder mythos cultist,
experimenter, family hunter, gaslighter, gingerbread witch, hate-monger,
life channeler, mad scientist, necrologist, serial killer, and undead master;
the experimenter archetype grants Skill Focus (Cra [alchemy], Disguise, or
Knowledge [engineering]) at 3rd level and 11th level as bonus feats instead of
Brew Potion and Cra Construct.
Feats: All feats in this book are legal for play except Blood Feast, Bouncing
Spell-Like Ability, Consume Essence, Disruptive Spell-Like Ability, Enemy
Cult, Engulf Horror, Engulf Revulsion, Exsanguinate, Fearsome Spell-Like
Ability, Fleshwarper, Ghost Guide, Gruesome Shape, Horrific Gorging,
Intensified Spell-Like Ability, Latching Horror, Lingering Spell-Like Ability,
Protector of the People, Reach Spell-Like Ability, Sacrificial Adept, Sacrificial
Ritualist, Scarring Spell-Like Ability, Sickening Spell-Like Ability, Skin Suit,
Spawnlink, Touch of Evil, Traumatic Spell-Like Ability, and Twisted Love.
Spells: All spells in this book are legal for play except blood ties, borrow
corruption, charnel house, contact entity (any), curse of fell seasons, curse of
the night, cursed terrain (any), greater assume appearance, hunger for flesh
(any), maze of madness and suering, plundered power, sacramental seal, sense
madness, slough, and vile dog transformation.
Equipment: All items in this book is legal for play except black heart,
crimson altar, dark lens altar, sacrificial dagger, screaming blade, and all torture
implements; the only available plague powder imparts filth fever.
Miscellaneous: The barbarian rage powers, cleric domains (and
subdomains), kineticist wild talents, and witch patrons are legal for play;
replace the nightmare witch patrons 6th-level spell dream travel with greater
oneiric horror
OA
. The levels of fear on page 10 are used only when specifically
cited by spells or other character options. Corruptions, sanity, and other
subsystems are not used except where specifically cited in adventures and
boons.
Pathfinder Roleplaying Game: Monster Codex To create a goblin or ratfolk character, you must have a Chronicle sheet that
opens the race as a legal option at character creation. None of the other
races in this book are legal choices for character creation. Other character
options are legal choices for all PCs as noted below in each race section.
Boggards: venomsweat salve is legal for play.
Bugbears: all feats on pages 20-21 are legal for play except Hurtful and Pile
On; these were removed as legal options on July 29, 2015. The isolate spell is
legal for play.The
Drow: caver’s bolt is legal for play.
Duergar: slaver’s crossbow is legal for play. The ironskin spell is removed as
a legal option from play on July 9, 2015.
Fire Giants: the burning and steaming weapon special abilities are legal for
play. The apocalypse oracle mystery is legal for play.
Frost Giants: the ice slick spell is legal for play. The fog-cutting lenses and
winter wolf runetooth are legal for play.
Ghoul: the ghoul sorcerer bloodline is legal. The hungry earth spell is legal
for play.
Goblins: Everything from this section is legal only for goblin PCs, except
the infested oracle curse. Non-goblin PCs may not use anything in this
section.
39
Pathfinder Roleplaying Game: Monster Codex (cont.) Hobgoblins: Motivated March and Spirit of the Corps are legal feats for
play; Chain Challenge was removed as a legal option on July 29, 2015. The
grenadier archetype is legal for play. All equipment on page 117 is legal for
play. The yzobu is added as a legal animal companion.
Kobolds: nothing from this section is legal for play.
Lizardfolk: Only nagaji characters may take legal choices from this section.
Non-nagaji PCs may not use anything from this section. The cold-blooded
oracle curse is legal for play. The endothermic touch spell is legal for play.
Ogres: nothing from this section is legal for play.
Orcs: nothing from this section is legal for play.
Ratfolk: Only ratfolk characters may take legal choices from this section.
Non-ratfolk PCs may not use anything from this section. Everything in this
section is legal for play.
Sahuagin: aqautic advantage feat is legal for play. Air breathing and blood in
the water spells are legal for play.
Serpentfolk: nothing from this section is legal for play.
Troglodytes: swarm of fangs spell is legal for play. Cave dweller’s greataxe is
legal for play.
Trolls: trial of fire and acid spell is legal for play. Cloak of the troll king and
gauntlets of rending are legal for play.
Pathfinder Roleplaying Game: NPC Codex The 1st and 7th level iconic characters found on pages 274-297 may be used
in place of the downloadable pregenerated characters found on Paizo.com.
The 12th level iconics are not permitted for PFS play. The text in the box on
page 275 should be noted before using the iconic characters. The animal
companions on pages 298-307 may be used as long as the character meets all
the prerequisites to obtain an animal companion.
Pathfinder RPG Occult Adventures ** All playtest versions of the six new base classes from this book are no
longer legal for play as of 7/29/15. Anyone playing the playtest version of
one of the six new base classes must have updated his or her character as
of 7/29/15. Updating the character means retraining any levels in that occult
class, adjusting any class features, taking class-appropriate archetypes, and
reassigning any skill ranks, feats, traits, or favored class bonuses. As part of
the retraining process, such a PC may also sell back any equipment that does
not use charges at its full market price (or the price she paid, whichever is
lower).
Archetypes: All archetypes on pages 88–125 are legal for play, except the
cult master and psychic duelist. The reanimated medium (page 93) disregards
the second paragraph of the channel self ability. The promethean alchemist
(page 112) gains Skill Focus (Cra [alchemy] or Knowledge [arcana]) as a bonus
feat instead of the promethean disciple discovery at 1st level; this still replaces
both Brew Potion and Throw Anything. The ectochymist gains Skill Focus
(Cra [alchemy] or Knowledge [religion]) as a bonus feat in place of Brew
Potion.
Bloodlines: The sorcerer bloodlines on pages 124–125 are legal for play.
Replace the 5th-level bonus spell ghost whip with spectral hand.
Classes: All six base classes are legal for play. Some classes are modified as
follows:
Medium: A medium may not perform actions that would allow a spirit
to attain 5 or more points of influence over him. A reanimated medium
(page 93) disregards this limit.
Psychic: Replace the 8th-level bonus spell dream voyage with euphoric
tranquility
UM
.
Discovery: The promethean disciple discovery on page 112 is not legal for
play.
Equipment: All equipment and magic items on pages 248-265 are legal for
play, except ganji doll (normal and greater), haunted doll, spirit mirror, and
40
Pathfinder RPG Occult Adventures (cont.)** waxen image. The cursed items and artifacts on pages 265–269 are not legal
for play.
Feats: All feats on pages 128–141 are legal for play, except Alter Binary
Mindscape, Lucid Dreamer, Psychic Combatant, Psychic Defender, Shatter
Mental Mask, and Third Eye.
Misc: Chakras on pages 200–201 are legal for play. Psychic duels and
associated mechanics are not legal for play. Possession rules on pages 206–
207 are legal for play as an extension of possession-related spells and eects.
Occult rituals on pages 208–215 are not legal for play. Nothing in Chapter 6 is
legal for play.
Orders: The cavalier orders on pages 116–117 are legal for play.
Patrons: The patrons on page 125 are legal for play. Replace the 8th-level
bonus spell create mindscape with mindwipe, and replace the 12th-level bonus
spell greater create mindscape with mind swap.
Racial Favored Class Options: All racial favored class options on pages
84–85 are legal for play.
Skill Unlocks: All psychic skill unlocks on pages 194–197 are legal for play.
Spells: All spells on pages 144–191 are legal for play, except awaken
construct, create mindscape, dream travel, dream voyage, ghost whip, greater
create mindscape, and instigate psychic duel.
Pathfinder Roleplaying Game: Pathfinder Unchained Classes: all classes on pages 8–39 are legal for play; Skill Unlocks: the skill
unlocks and Signature Skill feat are only available through the rogues edge
class ability.
Pathfinder Roleplaying Game: Planar Adventures ** Archetypes: The archetypes in the book are legal for play except Azatariel,
Dreamthief, and Progenitor. An idealist must select a plane for which the
planar bond ability lists the three granted spells. Equipment: The equipment
and magic items in this book are legal for play except anointed holy symbol,
gug hide, soultether ring, and metamagic rods of Authoritative Spell and Stygian
Spell. Feats: The feats in this book are legal for play except Authoritative Spell,
Channel Deific Essence, Healer’s Hands, Primal Bloom, Stygian Spell, and
Tempting Bargain. To qualify to take the Planar Infusion feat, a PC must
first participate in an adventure that takes place partially on the plane and
successfully complete at least one encounter on that plane. Aerward, the PC
can spend her Downtime and 2 PP to attune herself to that plane. She must
also select a legal planar infusion (see below). Spells: The spells in this book
are legal for play. In the invoke deity spell, the Death, Healing, Luck, and Rune
domains are not legal options. Misc.: The planar tuning rules on pages 85-86
are not legal for play. Instead, as specified in the Pathfinder Society Roleplaying
Guild Guide, PCs receive free tuning forks from the Grand Lodge keyed to
the Material Plane and all other planes of the Inner and Outer Spheres. They
cannot obtain tuning forks keyed to dimensions (such as the Dimension of
Dreams) or to demiplanes (such as the Hao Jin Tapestry). Planar infusions
are legal for all character options that reference them except the basic and
improved infusions for the Abaddon and the Positive Energy Plane, as well
as the greater infusions for Abaddon, Axis, Cynosure, Leng, and the Positive
Energy Plane. A ganzi may select any of the oddities in this book in place
of the quibble racial ability. A ganzi may also pay 2 Prestige Points between
adventures to replace their oddity with another legal oddity.
Pathfinder Roleplaying Game: Ultimate Campaign Refer to the Pathfinder Society Roleplaying Guild Guide for rules on utilizing
character retraining.
Note: Race traits are only available for characters of the associated race.
Religion traits are only available for characters of the associated religion.
Traits: all traits listed on pages 51-64 are legal for play except corpse cannibal,
hedge magician, natural-born leader, rich parents, and unblemished barrel.
41
Pathfinder Roleplaying Game: Ultimate Combat ** The playtest versions of the gunslinger, ninja, and samurai are no longer
legal for play as of 8/4/11.
All material from this book is legal for play except as noted below. Some
rules elements are legal but function dierently in Pathfinder Society
Organized Play, as described.
Gunslinger: A gunslinger’s starting gun (granted by the gunsmith class
feature) is worth 22 gp if sold (the average of 4d10).
A gunslinger begins each scenario with her Wisdom modifier in grit (or
her maximum grit if she has the Extra Grit feat). Any additional grit earned
above her starting grit does not carry over past the scenarios conclusion.
The Daring Act optional rule is not used in the Pathfinder Society
Organized Play campaign.
Samurai: A samurai who changes his order must inform the GM of
the change at the start of each scenario during the entire level in which
he receives no benefits from his order, getting GM initials in the items
purchased/conditions removed section of each Chronicle until he has earned
3 XP as an orderless samurai. A samurai who adopts the way of the ronin
must have his GM initial such a change on his Chronicle when the decision
to change orders is made.
All samurais belonging to the Ronin order treat the three tenets of the
Pathfinder Society (explore, report, and cooperate) as their edicts as outlined
in Seekers of Secrets.
A samurai may only choose from the listed animals for his mount.
Alchemist: The poison conversion discovery and siege bombs discovery
are not legal for use in Pathfinder Society Organized Play.
Barbarian: The wild rager archetype is not permitted in Pathfinder Society
Organized Play. The true primitive archetype is removed as a legal option
from play on July 9, 2015.
Cavalier: The musketeer archetype is not permitted in Pathfinder Society
Organized Play.
Fighter: The gladiator archetype is not permitted in Pathfinder Society
Organized Play.
Inquisitor: Inquisitions from Ultimate Combat are not legal for play.
Magus: A soul forger magus can add his magus level to Cra checks as
part of a Day Job check, but may not cra magic or mundane items for use in
scenarios or for resale.
Paladin: The knight of the sepulcher and holy gun archetypes are not legal
for Pathfinder Society Organized Play.
Ranger: The trophy hunter archetype is not permitted in Pathfinder Society
Organized Play.
Rogue: The black market connections rogue talent and the driver archetype
are not legal for Pathfinder Society Organized Play.
Wizard: The siege mage and spellslinger archetypes are not legal in
Pathfinder Society Organized Play.
Feats: The following feats are not allowed in Pathfinder Society Organized
Play: Expert Driver, Field Repair, Master Combat Performer, Master Siege
Engineer, Performance Weapon Master, Performing Combatant, Secret Stash
Deed, Siege Commander, Siege Engineer, Siege Gunner, Skilled Driver, and
all performance feats.
The following two feats function dierently in Pathfinder Society
Organized Play than they do in regular games:
Gunsmithing does not grant the ability to cra firearms, ammunition, or
black powder. Rather, it allows the purchase of bullets, pellets, black powder,
and alchemical cartridges (with 1 rank in Cra [alchemy]) at the listed reduced
price, but does not grant a discount on the purchase of any firearm. Resold
items gained through this feat are worth half the actual cost paid, not half
42
Pathfinder Roleplaying Game: Ultimate Combat (cont.) ** the regular market value for the item. No PC can purchase a gun without
this feat, even if they possess the Amateur Gunslinger or Exotic Weapon
Proficiency (firearm) feats.
A cavalier of 4th level or higher may take the Horse Master trait, ignoring
the expert trainer class feature. A cavalier who trades this class feature for
another as part of an archetype can not take the Horse Master feat.
Equipment: No Large or larger firearm is available for purchase. The
double hackbut, culverin and any advanced firearms on Table 3–4 and
advanced firearms on Table 3–5 and are not permitted in Pathfinder Society
Organized Play. No character may purchase a firearm unless she possesses
the Gunsmithing feat and firearms are never considered Always Available;
a character must possess enough Fame to purchase any firearm not found
on a Chronicle sheet or granted by a class feature; All ammunition except
metal cartridges may be purchased.
Spells: All spells in chapter 6 are legal for play except the following: arcane
cannon, energy siege shot, greater energy siege shot, greater magic siege engine,
and magic siege engine.
Other: Unless prompted in a scenario or granted by a Chronicle, the rules
for duels, performance combat, and siege engines, and all variant rules in
Chapter 5 are not used in Pathfinder Society Organized Play.
Pathfinder Roleplaying Game: Ultimate Equipment All items from Chapter 1 are legal for play except as noted below. Some rules
elements are legal but function dierently in Pathfinder Society Organized Play,
as described here.
Equipment: No Large or larger firearm is available for purchase. The
double hackbut, culverin and any advanced firearms on Table 1–10 are not
permitted in Pathfinder Society Organized Play. No character may purchase
a firearm unless she possesses the Gunsmithing feat and firearms are
never considered Always Available; a character must possess enough Fame
to purchase any firearm not found on a Chronicle sheet or granted by a class
feature. All ammunition except metal cartridges may be purchased.
Special Materials: All special materials, except angel skin, living steel and
wyroot, are legal for play. Following recent errata, the scorpion whip in this
book is now legal for play.
All items from Chapter 2 are legal for play except as noted below.
Equipment: Only creatures of the animal type of size Large and smaller may
be purchased. No eggs are legal for play. A PC can only purchase an animal,
mount, or similar creature if its Challenge Rating is lower than that character’s
level; creatures with a Challenge Rating of 1 or lower are exempt from this
restriction, as are horses. Animal-related gear on pages 80–86 is available
for purchase. Transports on pages 86–87 are not available for purchase.
All alchemical remedies, alchemical tools, alchemical weapons, clothing,
entertainment items, and food and drink are legal for play.
Any character with the Poison Use class ability can purchase and use
poisons. For now, they are the only classes that have a list of “always available
poisons” (those noted below)—no other class may purchase poisons unless
they appear on a Chronicle sheet or in another legal source. Alchemists, ninja,
and poisoner rogues may only purchase the following poisons: black adder
venom, bloodroot, giant wasp poison, greenblood oil, large scorpion venom,
malyass root paste, Medium spider venom, nitharit, shadow essence, small
centipede poison, terinav root.
All items from Chapter 3 are legal for play except as noted below.
All armor special abilities on pages 114–123, except dastard, are legal for play.
All specific magic armor on pages 124–129, except breastplate of vanishing,
catskin leather, demon armor, enchanted eelskin, hamatula hide, mail of malevolence,
morlock hide, otyugh hide, scarab breastplate, and warden of the woods are legal
for play.
43
Pathfinder Roleplaying Game: Ultimate Equipment (cont.) All specific magic shields on pages 130–133, except avalanche shield, belligerent
shield, celestial shield, dragonslayer’s shield, elysian shield, living steel heavy shield,
tempest shield, volcanic shield, wyrmslayer’s shield, and zombie skin shield are
legal for play.
All weapon special abilities on pages 134–149, except unholy, are legal for
play.
All specific magic weapons on pages 150–163, except bastard’s sting, blade
of the rising sun, blade of the sword-saint, cutthroat’s apprentice, dagger of
doubling, dragoncatch guisarme, earthenflail, hellscourge, lash of the howler, nine
lives stealer, pistol of the infinite sky, polarity hammer, spider’s fang, and ten-ring
sword, are legal All items from Chapter 4 are legal for play except as noted
below.
All rings on pages 166–177 are legal for play.
All rods on pages 178–191, except rod of the viper, are legal for play.
All staves on pages 192–203, except unholy sta, are legal for play.
All items from Chapter 5 are legal for play except as noted below.
Equipment: All items on pages 208–325, except ampoule of false blood,
beneficial bandolier, bone razor, cauldron of the undead, collar of the true
companion, darkskull, horn of evil, otherworldly kimono, orb of foul abaddon, robe
of the archmagi (black), stalker’s mask and talons of Leng are legal for play. As
of March 30, 2016, the philter of love is no longer legal for play. As of July 19,
2016, bracers of falcon’s aim and quickrunner’s shirt are legal for play.
Nothing from Chapter 6 is legal for play unless it appears on a Chronicle
sheet.
Pathfinder Roleplaying Game: Ultimate Intrigue All playtest versions of the vigilante from this book are no longer legal for
play as of 3/30/16. Anyone playing the playtest version must have updated
his or her character as of 3/30/16. Updating the character means retraining
any vigilante levels, adjusting any class features, taking class-appropriate
archetypes, and reassigning any skill ranks, feats, traits, or favored class
bonuses. As part of the retraining process, such a PC may also sell back any
equipment that does not use charges at its full market price (or the price she
paid, whichever is lower).
Archetypes: All archetypes in this book are legal for play except the brute,
cipher, daring general, guild agent, gunmaster, hallucinist, majordomo,
tyrant, warlord, zeitgeist. The interrogator alchemist archetype grants Skill
Focus (Intimidate or Sense Motive) as a bonus feat instead of Extra Bombs.
The metamorph alchemist archetype grants Skill Focus (Climb, Disguise, Fly,
or Swim) as a bonus feat instead of Extra Bombs.
Class: The vigilante class and its favored class options are legal for play.
Equipment: All equipment, weapons, and magic items in this book are
legal for play except the mask of stolen mien.
Feats: All feats in this book are legal for play except Entreating Critical,
Eye for Ingredients, Feign Curse, Piercing Grapple, and the variant leadership
feats in Chapter 3.
Spells: All spells in this book are legal for play except false resurrection,
greater break, greater false resurrection, matchmaker, prognostication, reincarnate
spy, treacherous teleport, and true prognostication.
Talents: The social and vigilante talents are legal for play except double
time and in vogue. The celebrity discount talent cannot be combined with
other eects to reduce an items cost below 85% normal.
Misc.: The inquisitions, oracle mystery, ranger combat style, rogue talents,
and wild talents in this book are legal for play. The rogue talents are available
to both rogues and unchained rogues.
44
Pathfinder Roleplaying Game: Ultimate Magic ** Anyone playing the magus playtest version must have updated his or her
character as of 5/19/11. The following are NOT legal for play:
Alternate class abilities: alchemical simulacrum discovery, alchemical
zombie discovery, doppelganger simulacrum discovery, and greater
alchemical simulacrum discovery are not legal for play.
Archetypes: broodmaster summoner, clone master alchemist, gravewalker
witch, pack lord druid, master summoner, reincarnated druid, sanguine
wildblooded, synthesist summoner, undead lord cleric, vivisectionist
alchemist archetypes are not legal for play.
Discoveries: arcane builder arcane discovery, golem constructor arcane
discovery, true name arcane discovery, sta-like wand arcane discovery are
not legal for play.
Feats: Blighted Critical, Create Reliquary Arms and Shield, Create
Sanguine Elixir are not legal for play.
Hexes: child scent hex, poison steep hex, cook people major hex, and
witchs brew major hex are not legal for play.
The following function dierently than written in the sourcebook:
The bottled ooze discovery may only be used to bottle oozes which appear
in the Pathfinder RPG Bestiary. Geisha bard archetype grants Spell Focus
instead of Scribe Scroll. Clerics using alternate channeling rules who worship
a deity not listed in the Core Rulebook must provide a copy of the source
in which their god’s portfolio is listed. Clostered Cleric archetype grants
Spell Focus at 4th level in place of Scribe Scroll. An ex-Inquisitor may not
replace existing class abilities with those granted by the Heretic inquisitor. A
broken monk vow only requires a casting of atonement to be renewed. The
Time oracle mystery grants hold monster at 10th level in place of permanency.
Evolutionist summoners may only mutate an eidolon between sessions.
Familiars: all familiars in Chapter 2 and all improved familiars on page 251
are legal;
Spells: all spells are legal for play except blood transcription and those
which grant a spellblight (such as curse of magic negation or steal voice);
Other: No content from Chapter 2 is legal for play except new familiars;
Words of Power are also forbidden.
Pathfinder RPG Ultimate Wilderness ** To create a gathlain, ghoran, or vine leshy character, you must have a
Chronicle sheet that opens the race as a legal option at character creation.
Note: Alternate racial traits, racial archetypes, racial feats, and racial spells
are only available for characters of the associated race. Except for giant bees
and wing hooks (usable only by gathlain PCs), racial equipment and magic
items can be purchased and used by any race as long as the specific item
permits it (for example, one needs wings that grant a fly speed to use a
harness of grabbing vines).
Class: The shier class is legal for play. Only the aspects detailed in this
book and allowed by later publications are legal for play; custom aspects are
unavailable.
Alternate Racial Traits: The alternate racial traits in this book are legal for
play except martial recollection and spelleater.
Archetypes: The archetypes in the book are legal for play except blighted
defiler, blighted myrmidon, fiendflesh shier, flood walker, rageshaper,
raging cannibal, verdant grappler, wildborn, wild soul. The forest preserve
archetype’s sacred botany ability does not add awaken to the paladins spell
list. The herb witch must select the healing hex at 2nd level in place of the
cauldron hex.
Contents in this book will appear in an upcoming update of the Pathfinder
Rules Document (paizo.com/prd), at which point the versions of the viking
archetype in this book will replace any earlier versions; at that time, characters
are expected to update to use the new rules or rebuild as laid out in Chapter
2 of the Pathfinder Society Roleplaying Guild Guide. Until then, both versions
45
Pathfinder RPG Ultimate Wilderness (cont.)** of the character option are legal for play. Earlier sources in which these
rules originally appeared remain a legal source for accessing these updated
character options.
Companions: The animal companions, familiars, plant companions, and
vermin companions in this book are legal for play except ioun wyrd. The
expanded companion options for cavaliers, paladins, and rangers on page
178 are legal. Plant companions are available only as allowed by specific
archetypes or other options. The magic item slots table on pages 176–177 is
legal for play with two exceptions: a flying fox familiar uses the avian body
type, and the quadruped (short legs) body type gains a saddle slot (see the
rules found in the Organized Play FAQ).
Companion Archetypes: The archetypes for animal companions and
familiars in this book are legal for play. Animal companions can trade out
the multiattack ability when qualifying for an archetype, even if multiattack
does not benefit them; this is a campaign-specific decision that contradicts
the details on page 186. An auspice companions deity must match that of its
master, if any, and the companion can select a qualifying subdomain ability.
A grizzly bear animal companion can qualify for and be subject to boons as
though it were a bear animal companion.
See the Organized Play FAQ for additional information about what
equipment animal companions and familiars can use.
Equipment: The equipment, magic items, and magic plants in this book
are legal for play except alchemical pheromones, cloudthorn venom, fairy cap,
grabbing vine, helping hands vine, portal oak, propagation pod, seeing slime,
starving nettle, and tree of woe. The hunter’s stand is legal for play, but the
camouflage blind is not available. A PC cannot grow a vine leshy. Purchased
herbs in this book do not spoil or expire with time.
Favored Class Options: Favored class options in this book are legal for
play.
Feats: The feats in this book are legal for play except Cultivate Magic
Plants, Expert Cartographer, Expert Explorer, Expert Salvager, Hide Worker,
Mutated Shape, Natural Poison Antitoxin, Sproutling, Wild Growth Hex, and
Wood Craer. Eidolon Mount is only available to unchained eidolons.
Gods: The deities in this book are legal for play.
Races: To create a gathlain, ghoran, or vine leshy character, you must have
a Chronicle sheet that opens the race as a legal option at character creation.
Spells: The spells in this book are legal for play except forest’s sense, and
grasping vine. Vine strike is now legal for play.
Tricks: The tricks in this book are legal for play except mark territory. The
poison from the milk venom trick cannot be preserved.
Misc.: The alchemist discoveries, barbarian rage powers, bloodrager
bloodline, cavalier order, disaster blessings (for warpriests of evil deities
only), druid domains, eidolon subtype, investigator talents (for star watchers
only), kineticist wild talents, psychic disciplines, shaman spirit, slayer talents,
subdomain, witch hexes, witch patrons in this book are legal for play. The
horoscopic scrolls talent increases the saving throw DC of any spell the star
watcher casts from a scroll by 1 instead of gaining Scribe Scroll. The symbiosis
psychic discipline grants animal growth as a bonus spell in place of awaken.
The harvesting poison subsystem is legal for play, but a PC cannot use this
subsystem to preserve poisons or create antivenom; all harvested poisons
lose their potency by the end of the adventure. The herbalism subsystem is
not legal for play; instead a PC with at least one rank in Cra (alchemy) and 1
rank in either Knowledge (nature) or Profession (herbalist) can purchase the
herbs in this book at a 10% discount that does not stack with other discounts;
if a PC’s ranks in these skills are 5 or higher, the discount increases to 15%,
and if a PC’s ranks in these skills are 10 or higher, the discount increases to
20%
46
Pathfinder RPG Villain Codex ** Archetypes: The archetypes in this book are legal for play except voice of the
void. The hellcat is not a valid archetype for unchained monks. Equipment:
The equipment in this book is legal for play except battle strider’s boots,
branding iron of tracking, darkness arrow, diabolus bell, eyes of the damned,
hood’s flair, ivory succubus, necklace of stolen breath, pallid suspension, ring of
rulership, and rod of burning blood. Feats: The feats in this book are legal for
play except Cra Shoddy Item and Two-Weapon Grace. Spells: The spells in
this book are legal for play except amnesia and fool’s gold. Misc.: The artifacts,
rituals, and templates are not legal for play. Alchemist discoveries, oracle
mysteries, oracle curses, and rage powers are legal for play. The order of the
whip is not legal for play.
47
SANCTIONED PATHFINDER TALES NOVELS
Pathfinder Tales: Blood of the City
Pathfinder Tales: Called to Darkness
Pathfinder Tales: City of the Fallen Sky
Pathfinder Tales: The Crusader Road
Pathfinder Tales: Dagger of Trust
Pathfinder Tales: Death’s Heretic
Pathfinder Tales: Firesoul
Pathfinder Tales: Forge of Ashes
Pathfinder Tales: Liar’s Blade
Pathfinder Tales: Liar’s Island
Pathfinder Tales: Lord of Runes
Pathfinder Tales: Master of Devils
Pathfinder Tales: Nightblade
Pathfinder Tales: Nightglass
Pathfinder Tales: Pirate’s Honor
Pathfinder Tales: Pirate’s Promise
Pathfinder Tales: Plague of Shadows
Pathfinder Tales: Prince of Wolves
Pathfinder Tales: Queen of Thorns
Pathfinder Tales: The Redemption Engine
Pathfinder Tales: Reign of Stars
Pathfinder Tales: Skinwalkers
Pathfinder Tales: Song of the Serpent
Pathfinder Tales: Stalking the Beast
Pathfinder Tales: Winter Witch
Pathfinder Tales: The Wizard’s Mask
Pathfinder Tales: Worldwound Gambit
PATHFINDER MODULES
The following products are sanctioned for play with unique rules. You may download each product’s Chronicle sheet
and pertinent rules in ocial Pathnder Society Roleplaying Guild events from its product page on paizo.com.
Pathfinder Module: Academy of Secrets
Pathfinder Module: Broken Chains
Pathfinder Module: Carrion Hill
Pathfinder Module: City of Golden Death
Pathfinder Module: Crypt of the Everflame
Pathfinder Module: Cult of the Ebon Destroyers
Pathfinder Module: Curse of the Riven Sky
Pathfinder Module: Dawn of the Scarlet Sun
Pathfinder Module: Daughters of Fury
Pathfinder Module: Doom Comes to Dustpawn
Pathfinder Module: Down the Blighted Path
Pathfinder Module: The Dragon’s Demand
Pathfinder Module: The Emerald Spire
Pathfinder Module: Fangwood Keep
Pathfinder Module: Feast of Dust
Pathfinder Module: Feast of Ravenmoor
Pathfinder Module: From Shore to Sea
Pathfinder Module: The Gauntlet
Pathfinder Module: The Godsmouth Heresy
Pathfinder Module: The Harrowing
Pathfinder Module: Heroes for Highdelve
Pathfinder Module: The House on Hook Street
Pathfinder Module: Ire of the Storm
Pathfinder Module: Masks of the Living God
Pathfinder Module: Master of the Fallen Fortress
Pathfinder Module: The Midnight Mirror
Pathfinder Module: The Moonscar
Pathfinder Module: Murder’s Mark
Pathfinder Module: No Response from Deepmar
Pathfinder Module: Plunder & Peril
Pathfinder Module: Realm of the Fellnight Queen
Pathfinder Module: Ruby Phoenix Tournament
Pathfinder Module: Tears at Bitter Manor
Pathfinder Module: Tomb of the Iron Medusa
Pathfinder Module: We Be Goblins!
Pathfinder Module: We Be Goblins Too!
Pathfinder Module: We Be Goblins Free!
Pathfinder Module: Wardens of the Reborn Forge
Pathfinder Modules: Witchwar Legacy
Pathfinder Online: The Emerald Spire
Pathfinder Online: Thornkeep
PATHFINDER SOCIETY QUESTS
Pathfinder Society Quest: Ambush in Absalom
(Kobold Quarterly #17)
Pathfinder Society Quest: Silverhex Chronicles
Pathfinder Society Quest: The Urge to Evolve
(Kobold Quarterly #23)
48
PAIZO BLOGS
The following blog posts are sanctioned for play with unique rules. Please note that this applies to the context of the blog
post only and not the comments.
February 10, 2011: Golarion Day: Other Gods and New Subdomains http://paizo.com/paizo/blog/v5748dyo5lbvp
February 17, 2011: Golarion Day: Subdomains for Everyone! http://paizo.com/paizo/blog/v5748dyo5lbwn
April 19, 2012: Pirate Familiars http://paizo.com/paizo/blog/v5748dyo5ldc5
October 19, 2015: Weapon Training—And So Many Weapons – http://paizo.com/paizo/blog/v5748dyo5li4u
OPEN GAME LICENSE Version .a
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