Banned and Altered Content

Apparent Master

Penumbra (The Cantrip)

Negotiator Bard

Knight of Coins Paladin

Svirfneblin

Kasatha

Drow Noble

Duergar Tyrant

Craft Magic Arms and Armor

Forge Ring

Sacred Geometry / Arithmancy: Math is chaotic evil, because some numbers are just...irrational.

All Damnation feats.

Craft Construct

### [Traits]

Campaign Traits

Warded Against Nature

Traits that alter starting wealth

Umbral Unmasking

Dusk Walker Agent

Ancestral Weapon

### [Items]

Radium weapons

Butchering Axe

Warlance

Technologic Items

### [Additional Items]

Templates

Young Characters

Aging Effects are not in use.

Ask for race point unknown (Not banned just a point of note).

## **Altered List**

### [Classes/Archetypes]

Alchemist Saboteur: No longer race locked

Bard Prankster: No longer race locked

Bloody-Knuckled Rowdy: "At 5th level, the bloody-knuckled rowdy gains the Combat Style Master feat. He doesn’t need to meet the prerequisites for this feat. This ability replaces uncanny dodge and improved uncanny dodge." The ignoring prerequisites part only applies to the Combat Style Master Feat.

Cavalier: Small Cavaliers are able to select Elasmotherium as their animal companions.

Crossblooded sorcerer: No longer stops muticlassing doesn't stop multiclassing

Druid: Druidic Herbalism changed see below

#### Druidic Herbalism

Instead of granting access to a domain or an animal companion, a druid's bond with nature can take a third form: access to druidic herbalism.

Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.

A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Due to the highly unstable nature of these concoctions, they remain potent only for 1 day before becoming inert, thus a druid must re-prepare his herbal concoctions every day. Inert herbal concoctions grand no benefit. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion (except how long they last). Herbal concoctions created with herbs that cause special effects when ingested (see page 10 of Pathfinder Player Companion: Heroes of the Wild) retain those effects as well as the appropriate spell effect.

A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. It takes her 20 minutes to prepare a herbal concoction or 10 minutes if she has access to an alchemy crafting kit or an alchemy lab. She cannot create herbal concoctions past this number. Druids may not sell their herbal concoctions as if they were potions (NPCs can tell the unstable nature of the concoctions at a glance).

In addition, when creating any herbal concoctions of 4th level or higher (maximum 6th level), a non-druid character drinking it must succeed at a Fortitude saving throw (DC 10 + spell level + druid's wisdom modifier + any other boost to the DC of a druid's spell (like spell focus)) or become nauseated for a number of rounds equal to the spell level of the potion. Creatures immune to Fortitude saving throws are not immune to this effect. Creatures with the Endurance feat gain a +4 bonus to their Fortitude saving throw against this effect.

Additionally, at 4th level, the druid may administer (force-feed included) the herbal concoctions as a standard action.

Additionally, at 7th level, the druid may administer (force-feed included) the herbal concoctions as a move action.

Eidolons and Phantom: Both Eidolons and Phantoms gain background Skills

Fighter: Fighters get the following new feature at level 2. Fighters gain a pool of combat stamina (as per the combat stamina feat stuff) equal to their CON + their fighter level, for all purposes this is the combat stamina feat, and applies as such. If you take the basic stamina feat it just turns into Extra Stamina for your fighter pool.

Gun chemist: if you take Exploding Bullet as a Gun Chemist you are then able to apply Targeted Bomb Admixture to your gun

Gunslinger: The deadeye deed for firearms as far as advanced firearms are concenred starts from their 5th range increment rather than first, 1 PT. for 6th Range increment, 2pts for 7th, Etc. Etc.

Master Summoner: Master Summoner is now available for play with unchained summoner, with the stipulation that a summoner cannot have more than 1 active summoned monster out with the SLA at a time. (You can have your eidolon and a summon as per the class features statement.)

Ninja: Ninjas now get Finesse Training as per Unchained Rogue

Occultist: Sidestep Secret (Sp) has some strange wording that says it acts like teleport, so it officially does.

Primal Companion: A primal companion's animal companion does not require taking evolutions for parts it already has, if it has claws it does not need to take the claws evolution for the sake of unlocking further evolutions based on a claw attack.

Rogue Flicher: No longer race locked

Sage Familiars: Sage familiars gain Skill Points\* equal to their 'effective' hit dice rather than not getting effective hd skill points.

Shaman: Witch Hex (Advanced Class Guide pg. 37): The shaman selects any one hex normally available through the witch’s hex class feature. She treats her shaman level as her witch level when determining the powers and abilities of the hex. She uses her Wisdom modifier in place of her Intelligence modifier for the hex. She cannot select major hexes or grand hexes using this ability. The shaman cannot select a witch hex that has the same name as a shaman hex. This hex may be taken multiple times <= This part is new.

Skald: Skald's Rage Song count as Bardic Performance and works similarly for the sake of the length of the turn.

Staff Magus: Gains light armor proficiency back.

Steel hound Investigator: Battered gun can now be made masterwork

Summoner: Twinned and Soulbound Summoner stack

Unchained Nornkith: Now works for unchained varient with the changed of. Fate Weaver for the ki power at 12th; Snip Thread for the ki power at 16th; Inscrutable for the ki power at 18th

Unchained Shadow Caller: Now works for unchained varient

Witch: Witch Familiars working in a similar way to Wizards (Learning new spells costs money).

Oozemorph: Morphic Weaponry gains effectively they get the ability improvements from Shifter's Claws as per normal when intercting with dr.

### [Feats]

Blessed Waters Technique: This feat is now a spell-like ability instead of being poorly worded... *Shrug.* Not much more to say about that.

Boon Companion: Works with Eidolons.

Call Truce: Removed. If you want to drop your weapon in order to call a ceasefire, you can just RP it. The DC will be based off the current DM, and the situation you are in.

Dodge/Mobility: Combined.

Fencing Grace: Fencing grace now instead of being locked to only Rapiers is now useable with all Light or One-Handed Piercing Weapons, this doesn't allow you to use Dex to Attack with those weapons if they wouldn't normally be able to be used in that manner, same as Slashing Grace, basically it's the same thing now,

Improved Bull Rush/Drag/Overrun/Sunder: Combined into Powerful Maneuvers.

#### Powerful Maneuvers (Combat)

You are skilled in a variety of strength-focused combat maneuvers.

Prerequisites: Str 13, base attack bonus +1

Benefit: You do not provoke an attack of opportunity when performing a bull rush, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush, hamstring, or overrun you or sunder your gear. Targets of your overrun attempts may not choose to avoid you.

Normal: You provoke an attack of opportunity when performing a bull rush, overrun, or sunder combat maneuver.

Improved Disarm/Dirty Trick/Trip/Feint/Reposition/Steal: Combined into Deft Maneuvers.

#### Deft Maneuvers (Combat)

You are skilled in a variety of dextrous combat maneuvers.

Prerequisite: Dex 13.

Benefit: You do not provoke an attack of opportunity when performing a trip or disarm combat maneuver. In addition, you receive a +2 bonus on checks with trip and disarm combat maneuvers, and you can make a Bluff check to feint in combat as a move action. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip or disarm you.

Normal: You provoke an attack of opportunity when performing a trip or disarm combat maneuver. Feinting in combat is a standard action.

Improved Unarmed Strike/Grapple: Combined into Unarmed Combatant.

#### Unarmed Combatant (Combat)

You are skilled at grappling and fighting while unarmed.

Benefit: You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. You can deal lethal or nonlethal damage, at your choice. You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack. You provoke an attack of opportunity when performing a grapple combat maneuver.

Leadership: Currently being changed to 2e's system

Martial mastery: Weapon Focus and feats that normally select a single weapon will now work in fighter groups instead of for only one weapon. Ex.(polearms).

The only exception to the above rule is Weapon Proficiency in which case Exotic weapons still require a feat and only grant proficiency in one weapon.

Point Blank Shot/Precise Shot: These feats are now combined.

Raging blood: Raging blood now keys to the closest bloodline within the Bloodrager bloodlines... I.E. Boreal - > Elemental, if you don't understand this or one wouldn't exactly make sense ask about it in Character Help with an @GM accordingly.

Ranged feint: Ranged Feint allows you to use other feint related abilities and feats with ranged weapons as well as qualifying for feint abilities. https://www.aonprd.com/FeatDisplay.aspx?ItemName=Ranged%20Feint https://www.aonprd.com/FeatDisplay.aspx?ItemName=Two-Weapon%20Feint These work together, you can use ranged weapons with Ranged Feint with Two-Weapon Feint.

Unconquerable resolve combat and deeds: These now work together, with Vengeful Heart treating you Swashbuckler Level as Samurai Level for all purposes in relation to the Resolve Class Feature, allowing use of the feat in question.

### [Items]

Alchemical cartridges: Now works with advanced firearms

Blinding Spittle Glands: Blinding Spittle Glands is stupidly worded and we've made it so if you use the item you just can't cast Verbal Spells while under it's influence.

Cyclops Helm: Players must be attuned to this item, and it only allows you to re-roll not choose your roll

Durable bolts: Can now be made see below

Source Alchemy Manual pg. 20, Elves of Golarion pg. 22 (This is just where durable is from). Price 2 gp; Weight — Category: Alchemical Weapons Description These bolts are tightly wrapped in strands of alchemical glue. Durable bolts don’t break with normal use, whether or not they hit their target; unless a durable bolt goes missing, a crossbowman can retrieve and reuse it again and again. Durable bolts can be broken in other ways (such as deliberate snapping, hitting a fire elemental, and so on). A magical durable bolt with an enhancement bonus or magic weapon special ability applies these magical effects only the first time it is used—afterward, the durable bolt becomes nonmagical, and it can be reused or imbued with magic again. Alchemical Recipe Recipe (1 cold iron + 1 myrrh)/exposure; Craft 25 Time 1 hour; Tools —; Type alchemical weapon

Handwraps: Handwraps can now be wraped on feet was well as hands.

Improvised Weapons: Improvised weapons now follow this chart for the max damage they can deal before any modifications are made through feats, abilities, or etc. 1d8 for a Medium 2-Handed Weapon / 1d6 for a Medium 1-Handed Weapon / 1d4 for a Medium Light Weapon.

Ioun Stones: All Ioun stones sold in Absalom do have resonance no matter their quality

Ioun stone resonance: All Ioun stones sold in Absalom do have resonance no matter their quality.

Masterwork tools: Masterwork tools contrary to the listing for Artistry does actually assist in the creation of Masterpieces.

Pathstones: Pathstones come in sets of 25 and last for 6 hours.

Pillows: Straw Pillows are 1 Silver Piece. Feather Pillows are 1 Gold Piece.

Tepoztopilli: Tepoztopilli has a Steel Variant, also it belongs to the Polearm and Tribal Weapon Groups. It's Cost is 4x it's default listing and weights twice and much.

Tower Shields: Tower Shields can be made of metal and accordingly can be made of special materials accordingly as if made of wood or metal.

Wands: Wands can be crafted with 10 / 25 / 50 Charges, similarly to how you can buy them with those amounts.

### [Races]

Gnoll languages: Added the list of additional languages they can take now. Common, Sylvan, Draconic, and Orcish

Lizardfolk Bite: Lizardfolk's Bite now deals 1d4 instead of 1d3.

Lizardfolk languages: Added the list of additional languages they can take now. Common, Dwarven, Aquan, and Gnome.

Monkey goblin: Monkey Goblins count as Goblins for Archetypes/Class features with few exceptions (Ask if you're unsure).

Non-human outsiders: Non-Human Aasimar, Tiefling, Genie-kin races, etc. That would be given the ability to become Humanoid (Human) through their listings alternate racial traits now are able to pick other humanoid races that would normally be eligible for play with the information that you gain the subtype and qualify for feats/prereqs as per normal for that race but gain none of the other effects of that race in a manner similar to the usual 'Gain Humanoid (Human)' alterate racial trait. If you would pick a race that is small, you do gain the ability to choose between being Medium or Small. (You can be an Orc Tiefling but not a Giant Tiefling or a Centaur Tiefling).

### [Rules]

Artistry: Now works as a craft skill.

Bonus Feats from Elephant in the room: If a class would give you a feat that already gain as part of Elephant in the Room's changes (Combat Expertise, Deadly Aim, Power Attack, or Weapon Finesse) you gain a Bonus Feat, this feat must be chosen from the following lists: Skill Focus in any Background Skill or Racial (Non-Combat).

Combat Maneuvers: The Greater Maneuvers feats still require the INT 13 prerequisite, there are a variety of classes, feats and other abilities that are used to bypass that prerequisites quite frequently.

Downtime Rules: New skills are available for the use of gaining money during downtime new list is as follows. Appraise, Artistry, Craft, Handle Animal, Linguistics, Perform, Profession, Sleight of Hand the change will be reflected in the rules and in the downtime channel accordingly.

Ethic Languages: races that gain common as part of it's starting languages or if they gain the ability to take common as one of their bonus languages they now have the ability to select regional languages such as Skald, Varisian, Halit, Tian, ETC.

Level 1 Feats: You know those feats that require them be taken at level 1? Like... https://aonprd.com/FeatDisplay.aspx?ItemName=Noble%20Scion Yeah... those feats? They can't be retrained anymore... if you take it at 1, you're stuck with it at 1. *Thumbs up.* You also cannot retrain into these feats.

Martial Mastery: Combat feats that specify a single weapon now select a whole group, the only exceptions to this rule are:

* Weapon proficiency: It grants proficiency in the martial weapons of a fighter group.
* Exotic Weapon Proficiency: Grants proficiency with the singular exotic weapon in question.

Mundane Crafting: That way, If you can hit 40 with your craft (armor), you could raise the DC to craft a Full Plate twice, from 19 to 39 (+10 each time) to make it faster. Mind you, that will only slightly increase the crafting time, but it won't be done in a week or anything like that. Only extremely specialized characters will manage to craft a full plate in less than a month. In the above example, someone with skill unlock in Craft (Armor) will still only make about 44.6 GP of progression per week (So it'll take 34 weeks to create a non-masterwork full plate).

Nonlethal: No longer takes a -4 penalty to hit. Instead, you lose the ability to deal critical hits. Abilities that would normally remove the penalty now grant you the option of regaining the ability to crit while dealing nonlethal.

Power Attack/Deadly Aim/Combat Expertise: Doesn't require taking the feat, only +1BAB

Racial Traits: Just no... Paizo makes stupid decisions all the time, this is one of them... even if some case-by-case ones could make sense... but no... you are no longer able to retrain racial traits.

Rooms and Teams: Rooms & Teams, You may only own a number of Rooms or Teams to gain a Mechanical Effect from them equal to your Level x 2. - In addition with Rooms & Teams you may not have duplicate rooms or teams to grant the same bonus.

Spellcasting Services: Spellcasting Services now Stretch past our prior limits (Kind of). Access to 5th level Healing Spells and Revival spells now is ease of access for players to use. Keeping in mind that while we are in in Absalom we have limited spellcasting services up to 4th level spells and 7th level casters. Another thing to note is that once characters begin to reach higher levels such as... 9th level or 11th level or 13th level, they begin to unlock access to those higher level spellcasting services as needed as well, a 9th level character reaches 5th level spellcasting services [With the Appropriate caster level of course] You also now have the ability to copy 5th level spells if they are in-fact a full caster in need of those spells! Keep in mind digging into and requesting help in relation to using higher spellcasting services is still an option for lower leveled characters.

Summoned Animals: Animals summoned via Summoning spells gain the following tricks. Attack x2 and Subdue.

Weapon Finesse: Granted when using a light/finesse weapon, although you still need to get dex to damage feats.

### [Spells]

Bestow Grace: Now has a range of Another Creature Touched therefore you can't self cast it, but if your paladin bros need theirs buffs go wild.

Ear Piercing Scream: Now reads as: You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (Minimum 1d6, Maximum 5d6). A successful save negates the daze effect and halves the damage.

Full Pouch: Items Crafted by Full Pouch no longer have the ability to be sold for profit, these items have a noticeable 'Wear' in quality and are only able to be bought for 1 gold. In addition the spell now has the following phrase added to it. "You may only conjure alchemical Items using this spell with up to a maximum gold cost of 50 GP x your caster level." (Perfect ice be Bitch'n ya know).

Magic fist and Barbed chains: Spell effects like Magic Fist and Barbed chains are not weapons for the purpose of effects that would only work on weapons such as power attack.

Create Mindscape: This now has an initial will save when used against a target.

Spiritual Weapon: Spiritual Weapon now has the following text added to it in place of "plus your Wisdom modifier as its attack bonus." -> "plus either your Wisdom or Charisma bonus (whichever is higher) as it's attack bonus."

### [Traits]

Efreeti Magic: Efreeti Magic alternate racial trait can be used to increase/decrease their own size in addition to other Ifrits.

Religion Traits: If you swap religions, the trait swaps too, this is one of the few exceptions to the no trait retraining rule. If a PC changes religion and loses access to a relegion trait, if their new religion doesn't have a trait they can trade trait as per the trait selection rules.