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Additional Resources

Last Updated Thursday, August 28, 2014

Below is a specific list of Paizo Publishing products and the equipment, traits, deities, spells, feats, and classes contained within that are legal for play in Pathfinder Society Organized Play. While most of the Pathfinder RPG Core Rulebook is legal for play (with some feat and spell exceptions), these additional resources give you new character options. If a product does not appear on this list, then it is not considered legal for play. This list will be updated frequently as new products are released.

In order to utilize content from an Additional Resource, a player must have a physical copy of the Additional Resource in question, a name-watermarked Paizo PDF of it, or a printout of the relevant pages from it, as well as a copy of the current version of the Additional Resources list. (If you're bringing a printout of the pages, it must be from the Paizo PDF and not text copied and pasted into a blank word processing document). Since the core assumption for Pathfinder Society Organized Play is the Pathfinder RPG Core Rulebook and Guide to Pathfinder Society Organized Play, we cannot assume that every Game Master will have the products listed below. As such, it's up to players to bring these items in order to familiarize their Game Masters with the rules.

Red indicates the most recently updated content

Click to download a PDF copy of the list of Additional Resources.


Pathfinder Adventure Path | Pathfinder Campaign Setting | Pathfinder Player Companion | Pathfinder Roleplaying Game


Chronicle Sheets

Below are download links Chronicle sheets for products that have been sanctioned for play in Pathfinder Society. Rules for how these are used in Organized Play can be found in The Guide to Pathfinder Society Organized Play.

Pathfinder Modules

Academy of Secrets
Broken Chains
Carrion Hill
City of Golden Death
Crypt of the Everflame
Cult of the Ebon Destroyers
Curse of the Riven Sky
Dawn of the Scarlet Sun
Doom Comes to Dustpawn
The Dragon's Demand
Fangwood Keep
Feast of Ravenmoor
From Shore to Sea
The Godsmouth Heresy
The Harrowing
Masks of the Living God
Master of the Fallen Fortress
The Midnight Mirror
The Moonscar
Murder's Mark
No Response from Deepmar
Realm of the Fellnight Queen
Risen from the Sands
Ruby Phoenix Tournament
Tears at Bitter Manor
Tomb of the Iron Medusa
We Be Goblins!
We Be Goblins Too!
Witchwar Legacy

Pathfinder Tales

Blood of the City
Called to Darkness
City of the Fallen Sky
Death's Heretic
Master of Devils
Nightglass
Plague of Shadows
Prince of Wolves
Queen of Thorns
Song of the Serpent
Winter Witch
Worldwound Gambit
Pathfinder Tales, Vol 4
(includes: Liar's Blade, Pirate's Honor, The Wizard's Mask, and King of Chaos)

Pathfinder Society Quests

Ambush in Absalom
(Kobold Quarterly #17)
The Urge to Evolve
(Kobold Quarterly #23)

Pathfinder Online

Thornkeep
The Emerald Spire

Website Blogs

The following blog posts are sanctioned for use in Organized Play. 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

February 17, 2011
Golarion Day: Subdomains for Everyone!

April 19, 2012
Pirate Familiars

Pathfinder Adventure Path

Rise of the Runelords

Rise of the Runelords Player's Guide

Equipment: all equipment on pages 10–11 (except hide shirt and Varisian Idol)

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, staff of heaven and earth, staff of mithral might, talons of Leng are legal for play; Spells: Blood money, covetous aura, deathwine, raiment of command, sign of wrath, swipe, and unconscious agenda are legal for play.

Rise of the Runelords Anniversary Edition is sanctioned for use in Pathfinder Society Organized Play.
Download the rules and Chronicle sheets. (438 KB zip/PDF).

Curse of the Crimson Throne

Pathfinder Adventure Path #9: "Escape from Old Korvosa"

Equipment: all equipment on page 83

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

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.)

Council of Thieves

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

Kingmaker

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

Pathfinder Adventure Path #34: "Blood for Blood"

Equipment: crown of ash, staff of stoneweaving, emerald frog, goreclaw of Thercerrod, and plumed mantle

Pathfinder Adventure Path #35: "War of the River Kings"

Equipment: rod of razors; Spell: swallow your fear; Other: customized summon list on page 73

Serpent's Skull

Pathfinder Adventure Path #37: "Souls for Smuggler's Shiv"

Animal Companions: dimorphodon, quetzalcoatlus

Pathfinder Adventure Path #38: "Racing to Ruin"

Equipment: 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"

Equipment: 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

Carrion Crown

Carrion Crown is sanctioned for use in Pathfinder Society Organized Play.
Download the Chronicle sheets and rules for running this Adventure Path. (561 KB zip/PDF).

Pathfinder Adventure Path #43: "The Haunting of Harrowstone"

Magic Item: haunt siphon

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.

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 after December 18, 2013. The updated version in Bestiary 4 is the legal option after that date.

Pathfinder Adventure Path #48: "Shadows of Gallowspire"

Equipment: bloodfeast shield, bone beads, coldfire wrappings

Jade Regent

Jade Regent is sanctioned for use in Pathfinder Society Organized Play.
Download the Chronicle sheets and rules for running this Adventure Path. (532 KB zip/PDF).

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

Skull & Shackles

Skull & Shackles is sanctioned for use in Pathfinder Society Organized Play.
Download the Chronicle sheets and rules for running this Adventure Path. (330 KB zip/PDF).

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

Pathfinder Adventure Path #56: "Raiders of the Fever Sea"

Equipment: brine's sting, captain's locker, farglass, svingli's eye, zul; Spells: submerge ship

Pathfinder Adventure Path #57: "Tempest Rising"

Equipment charts of the fair winds, ring of the iron skull, shackles ensign, sharpshooter's blade

Pathfinder Adventure Path #58: "Island of Empty Eyes"

Equipment: eel skin armor, horn of the tritons, impossible bottle, scoundrel's sword cane

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

Pathfinder Adventure Path #60: "From Hell's Heart"

Equipment: Crossbow of retribution, doubleshot pepperbox, enervating pistol, and hurricane crown are legal for play.

Shattered Star

Shattered Star is sanctioned for use in Pathfinder Society Organized Play.
Download the Chronicle sheets and rules for running this Adventure Path. (373 KB zip/PDF).

Pathfinder Adventure Path #61: "Shards of Sin"

Equipment: burglar's boots, cytillesh extract, frostspore, paradox box, pendant of the souk, and second-story harness are legal for play.

Pathfinder Adventure Path #62: "Curse of the Lady's Light"

Equipment: deathbalm talisman, maiden's helm, wax of defiance, and whispering coin are legal for play; Misc.: The customized summon list on 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

Pathfinder Adventure Path #63: "The Asylum Stone"

Equipment: fortifying leeches, spy eyes, and wings of flying, lesser are legal for play

Pathfinder Adventure Path #64: "Beyond the Doomsday Door"

Equipment: crystalline starknife, flaying halberd, lashing aklys; Misc.: The customized summon list on page 73 is legal for play for followers of Groetus; Spells: curse item is legal for play if you are a follower of Groetus.

Pathfinder Adventure Path #65: "Into the Nightmare Rift"

See Chronicle sheet.

Pathfinder Adventure Path #66: "The Dead Heart of Xin"

See Chronicle sheet.

Reign of Winter

Reign of Winter is sanctioned for use in Pathfinder Society Organized Play.
Download the Chronicle sheets and rules for running this Adventure Path. (639 KB zip/PDF).

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

Pathfinder Adventure Path #68: "The Shackled Hut"

Misc.: The customized summon list on 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

Pathfinder Adventure Path #69: "Maiden, Mother, Crone"

Equipment: all equipment on pages 60-61 except frost-thunder hammer is legal for play

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

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.

Pathfinder Adventure Path #72: "The Witch Queen's Revenge"

Equipment: labrys of the stone idol is legal for play

Mummy's Mask

Mummy's Mask is sanctioned for use in Pathfinder Society Organized Play.
Download the Chronicle sheets and rules for running this Adventure Path. (595 KB zip/PDF).

Pathfinder Adventure Path #79: "The Half Dead City"

Equipment: all equipment on pages 60-61 are 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: "Shifting 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 pharaoh’s key.

Pathfinder Adventure Path #84: "Pyramid of the Sky Pharoah"

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 Campaign Setting

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; Misc: all empyreal lords on the inside front cover and pages 6–29 are legal except Irez; the mystery cultist on pages 48–49 is legal; Note that the following obedience boons are not permitted: Lymnieris' 2nd boon, Rite of Passage; Olheon's 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: heathensnuff; Spell: 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: 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; Feat: Companion Figurine; Spell: retrieve item

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 Worlds

Spells: planetary adaptation, planetary adaptation, mass

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. To create a kitsune, nagaji, or wayang character, you must have a Chronicle sheet that opens the race as a legal option at character creation.

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: deadflesh waraxe, 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: Giants Revisited

Equipment: all-seeing eye, bloodstone impaler

Pathfinder Campaign Setting: Gods and Magic

Equipment: 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; Gods: all of the gods listed on the inside front cover are legal choices for clerics; Spells: Abadar’s truthtelling, blessing of the watch, burst of glory, channel the gift, channel vigor, Deadeye’s arrow, defending bone, Gorum’s armor, Gozreh’s trident, greater infernal healing, infernal healing, pick your poison, poisoned egg, shield of the dawnflower, traveling dream, unbreakable heart, waters of Lamashtu. Fallback Strategy are 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: Horsemen of the Apocalypse

Spells: all spells on pages 38—39 are legal; Items: candle of abbadon, daemon seed

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 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, and preklikin’s book of cults and stagger-proof boots; Feats: all feats on pages 204–217 are legal. Glorious Heat grants a number of points of healing equal to the spell level, not the caster level (ie. flame strike grants 5 points, while spark grants 0); 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; Misc.: all material in chapter 1 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 Magic

Equipment: riffle scrolls (any spell augmented by the Silent Spell metamagic feat; price equals the spell's effective level x the caster's level x 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 swift 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 rifts 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; the Varisian Pilgrim does not replace her 8th-level domain power with Blessing of the Harrow.

Pathfinder Campaign Setting: Inner Sea World Guide

Domains: Scalykind and Void domains; 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, Fortune Teller, Hamatulatsu, Harrowed, 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; Languages: all languages on page 251 may be learned via the Linguistics skill; Magic Items: goz mask, unguent of revivification, wayfinder, zoic fetish; Prestige Classes: Harrower, Hellknight, Low Templar; 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 harrowing, extraplanetary teleport, and teleport trap

Pathfinder Campaign Setting: Lands of the Linnorm Kings

Reputation, effigies, 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: 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: 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: Osirion, Legacy of Paroahs

Misc:all animals on pgaes 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, and this book is considered part of the Core Assumption.

Pathfinder Campaign Setting: Paths of Prestige

Presige 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, Riftwarden, Shieldmarshal, Skyseeker, Sleepless Detective, Storm Kindler, Tattooed Mystic, Veiled Illusionist, and Winter Witch are legal for play.

Pathfinder Campaign Setting: Princes of Darkness

Prestige Class: Diabolist; to qualify for the diabolist prestige class, 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: Rival Guide

Equipment: blackfingers paste, all poisons on page 53; Feats: Circling Offense, 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: 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: Technology Guide

Archetypes: all archetypes on pages 12–13 are legal for play, except Cyber-Soldier and Techslinger; Feats: all feats on pages 6–7 are legal for play, except craft cybernetics, craft pharmaceutical, craft technological arms and armor, and craft technological item; Misc.: Androffan 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, except linguistics (Androffan); Spells: all spells on pages 8–11 are legal for play, except irradiate, memory of function, and recharge.

Pathfinder Character Traits Web Enhancement

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 Affinity*, 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

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 are never legal for play, and armored kilts are not legal.

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 pages 6–31 are legal for play except cytillesh extract, cytillesh spores, fungul grafts, fungal eyes, fury gas, ginger extract, mugwort extract, and reaching vines. 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 inidividual items found in kits can not be sold back seperately; 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 crafting setion 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 (you must be a member of the Andoran faction to join, as you'll receive the invite from Captain Colson Maldriss; 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, Prismati Player

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 different available magic item slot based on the creature's anatomy). Second, 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 Huntmaster may only have one animal companion in his hunting pack; Animals: all animal companions on pages 28-29 are legal for purchase. 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; 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 in 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: 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: Blood of Angels

To create an aasimar, you must have a Chronicle sheet that opens the race as a legal option at character creation.

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 assimar 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 27 are legal except the whimsy subdomain; Traits: all traits on pages 30-31 are legal except ethical leader. Clergy member is useable once per scenario instead of once per week. Faith healer may be used for Day Job checks.

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.

*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

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.

Note: Racial feats, racial traits, and racial spells are only available for characters of the skinwalker race. 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, domination link; 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: 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 craft 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; 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: 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: 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; Races: To create a kitsune, nagaji, or wayang character, you must have a Chronicle sheet that opens the race as a legal option at character creation. Spells: Call the Void; Subdomains: Moon; Traits: all traits on pages 8-21, except Chosen Child and Rebel Leader

Pathfinder Player Companion: Dragonslayer's Handbook

Equipment: all equipment and kits on pages 7 and 26-27 are legal for play except dragoncrafting 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 gift, 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 Toilcrafter

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; 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.

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: Gnomes of Golarion

Equipment: all equipment in the table on page 23; Feats: Arcane School Spirit, Bewildering Koan, Blood Ties, Caustic Slur, Effortless 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 Gifted, Rapscallion, Sprint, Trickster, and Zealot

Pathfinder Player Companion: Halflings of Golarion

Alternate Racial Trait: Halfling Jinx; 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.

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 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: 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: 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; Inquisitons: all inquisitions on page 10 are legel for play; Masterpieces: all masterpieces on page 30 are legal for play; Other: the use of Arinna's Wagon, Berdred's Armory, Coltan's Floating Emporium, Dawnflower Goods, The Dirty Trap, Earth and Ore Smithy, Magick Esoterica, Oulur's Alchemical Wares, The Rusty Glove, The Secret Hearth, Strongswill Trciks & 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: 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 after 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: 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 ; 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 are legal; Spells: all spells on page 26 are legal; Traits: all traits are legal.

Pathfinder Player Companion: People of the River

Archetypes: all archetypes on pages pages 6–25 are legal for play; 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; 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 oracle mystery on page 19 is legal; 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 waved, but when taking the prestige class, 1,000 gp must be spent to acquire the stone scarab; Roles: all roles on pages 6-13 and 19-23 are 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.: androids are not 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, Offspring of the Ascension, Outer Dragon Blood, Skymetal Affinity, Sovyrian Intellectual, and Sun-blessed are legal for play.

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: 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.

Pathfinder Player Companion: Sargava, The Lost Colony

Equipment: Kaava Musk on page 24, all magic items on pages 228-29; 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; Prestige Class: Liberator (reduce all skill rank requirements by -3)

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 (decrease all skill rank requirements by -3)

Pathfinder Player Companion: Undead Slayer's Handbook

All content in this book is legal.

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 are 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 Roleplaying Game

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.

Archetypes: all archetypes on pages 75–133 are legal for play, except forgepriest, hex channeler, musketeer, mutation warrior, packmaster, primal companion hunter, primalist, spirit summoner, and steel hound.
Classes: All ten base classes are legal for play. Some classes are modified as follows:

Arcanist: The Item Crafting bonus feat is not legal for play.
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 Craft 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 utilize a blessing, a character must be a worshiper of the listed deity.

Equipment: all equipment and magic items on pages 202–237 are legal for play, except dust knuckles, false face, rod of abrupt hexes, and rod of voracious hexes.
Feats: all feats on pages 137–159 are legal for play, except Animal Soul, Divine Protection, Evolved Companion, and Spirited Gift.
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.
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.

The following parts of the Advanced Player's Guide are NOT legal for play:
craftsman 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)
Witch's Cauldron hex
Antipaladin alternate class
Cooperative Crafting feat
all cursed magic items and artifacts
the Hero Point new rule and associated feats, spells, and magic items

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.

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, dhampir, fetchling, grippli, goblin, ifrit, kitsune, nagaji, oread, suli, sylph, tiefling, undine, vishkanya or wayang 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 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).
The new alchemist discovery on page 44 is legal for play for characters of all races.

Dwarves: all alternate racial traits, except craftsman 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 Craft 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 (Craft); 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 racial subtypes, 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 craft 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 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, orcs, and ratfolk 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.
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.
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.
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 changelings, duergar, gillmen, merfolk, samsarans, strix, svirfneblin, and vanaras entries are currently legal for play.
The rogue talents on page 193 are legal for play for characters of all races.

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.
Nagaji: all alternate racial traits, favored class options, racial archetypes, racial feats, and magic items are legal for play.
Sulis: all alternate racial traits, favored class options, racial archetypes, racial equipment, feats, 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: Bestiary

Animal Companions: ankylosaurus, aurochs, brachiosaurus, dire bat, dire rat, dolphin, elasmosaurus, electric eel, elephant/mastodon, frog, 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; 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 effects (including a druid's wild shape ability) within the boundaries of each spell or ability's parameters.

Pathfinder Roleplaying Game: Bestiary 2

Animal Companions: allosaurus, arsinoitherium, baboon, compsognathus, gar, glyptodon, hippopotamus, manta ray, megaloceros, megatherium, parasaurolophus, ram, giant snapping turtle, stingray, tylosaurus; Familiars: brownie, compsognathus, lyraken azata, 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 effects (including a druid's wild shape ability) within the boundaries of each spell or ability's parameters.

Pathfinder Roleplaying Game: Bestiary 3

Animal Companions (p. 311): antelope, archelon, axe beak, baluchitherium, basilosaurus, dimetrodon, elk, giant chameleon, giant gecko, giant vulture, iguanodon, kangaroo, megalania, pachycephalosaurus, spinosaurus, thylacine; Familiars: all familiars listed on pages 112-113 and the carbuncle and sprite; 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 effects (including a druid's wild shape ability) within the boundaries of each spell or ability's parameters.

Pathfinder Roleplaying Game: Bestiary 4

Animal Companions (p. 311): dimorphodon, giant seahorse, giant tortoise, giant weasel, stag, styracosaurus, trumpeter swan, velociraptor, and walrus are legal for play; 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 effects (including a druid's wild shape ability) within the boundaries of each spell or ability's parameters.

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 Roleplaying Game: Ultimate Campaign

Refer to page 10 in the Guide to Pathfinder Society Organized Play 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.

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. Anyone playing the playtest version must have updated his or her character as of 8/4/11. Updating your character means adjusting only the things that have changed, but not rebuilding the character.
All material from this book is legal for play except as noted below. Some rules elements are legal but function differently 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 scenario's 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
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 Craft checks as part of a Day Job check, but may not craft 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 permited 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 differently in Pathfinder Society Organized Play than they do in regular games:
Gunsmithing does not grant the ability to craft firearms, ammunition, or black powder. Rather, it allows the purchase of bullets, pellets, black powder, and alchemical cartridges (with 1 rank in Craft [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 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 firearm sized Large or larger is available for purchase. The double hackbut and culverin 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 differently 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.

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. 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.
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 staff, 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, bracer's of falcon's aim, cauldron of the undead, collar of the true companion, darkskull, horn of evil, otherworldly kimono, orb of foul abaddon, quick runner's shirt, robe of the archmagi (black), stalker's mask, and talons of Leng are legal for play.

Nothing from Chapter 6 is legal for play unless it appears on a Chronicle sheet.

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, staff-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 witch's brew major hex are not legal for play.

The following function differently than written in the sourcebook:
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.


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