Banned and Altered Content

Aging Rules
Template: Young

Aging Effects are not in use unless via spells and effects.

Books
All content from the Niobe book.

All content from the Mythic Adventures books.

All content from the People of the Stars book.

Technology Guide.

3.5 Material written by Paizo is not in use.

Classes/Effects
Sage Class (Spheres)

Technician Class (Spheres)

Base Pathfinder Druid Herbalism (See Ours)

Negotiator Bard (Archetype)

Knight of Coins Paladin (Archetype)

Souldrinker (Errata'd Version)

Noble Scion (Prestige Class)

Mech Dragoon

War Kineticist (Archetype)

Realmwalker [Spheres of Power] (Prestige Class)

Interminate (Arcanist Archetype)

Fleshforger (Blacksmith Archetype)

The Alchemist Discovery named Bottle Aurora from Spheres.

The Barbarian Rage Powers named Lesser Astral Totem, Astral Totem and Greater Astral Totem from Spheres.

Unified Traditions

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

Leadership (RP and interact with the world to get followers ya ninny) And All Leadership Like Feats (Torchbearer, Squire, Vile Leadership, and ETC)

Deadened Flesh

Cold Heart

Aristeia feats

Spellcrafting (Feat and System)

Elemental Might

Shape Quintessence (Dual Sphere)

Items
Numerian Tech

Cyclops Helm

Radium weapons

War-Lance

Horn of Plenty

Ghost Syrup

Wendifisa Spear

Numerian Fluid

Planar Power Components [Restricted]

Level 1 Feats
Feats that say must be selected at level 1 cannot be retrained (This isn't a ban on the feat itself but it is a point of note that may be ban-worthy.)

Magic Item and Mundane Crafting
You cannot sell crafted items to the Aether, if a player wants something sell it to them otherwise no trying to cheese gunsmithing i see you Sang.

Races
Nagaji cannot take the Spheres Alternate Racial Trait to gain Darkvision.

Monstrous Races

Svirfneblin

Munavri

Kasatha

Android

Drow Noble (Not a race though just saying)

Ask for unknown, and races above 20rp

Spells
Blood Money

Simulacrum

Talents/Spheres
Pilot Sphere

Tech Sphere

Technomancy Sphere

Unified Traditions

Veilweaving Sphere

Signature Trait (Alteration Sphere)

Imperfect Recreation (Creation Sphere)

Alien Connections (Leadership Sphere)

Remote Casting (divine) (Divination Sphere)

Traits/Drawbacks
Campaign Traits

Warded Against Nature

Traits That Alter Starting Wealth

Umbral Unmasking

Ancestral Weapon

Rulesets
On the Spheres front page we are not actively using the Other Options listings

I.E. We are not using Airship Rules, Aristeia, Churches and Powers of Faith, Gestalt Rules, Madness, Oaths. Variant Rules, Wilderness.

Animal Companion Feats
For animal companions with and intelligence of 2 or below, these feats are added to the list of feats they can pick from:


 * Flyby Attack;
 * Aquadynamic Focus.

Bladebound Magus
Here is a small change to the Bladebound Magus, allowing him to enhance his black blade:

A black blade can be enhanced as though its owner possessed the Craft Magic Arms and Armor feat. For the purposes of enhancement, the black blade does not follow the normal rules for weapon enhancement. A black blade can only be enhanced with special abilities, and its enhancement bonus to attack and damage is determined by its owners level. Special abilities can be applied to a black blade without first applying a +1 enhancement bonus. It can be enhanced to a maximum modified bonus of +5, and enhancements made to the black blade cost twice as much as a normal weapon. For example, enhancing the black blade with the bane and corrosive abilities would cost 16,000 gp, the cost of a +2 weapon doubled.

Divine Character Note
Divine Characters are able to pray and worship an idea or concept to get the strength of said powers [These 'Ideals' are approved on a case-by-case basis and approved for use in a similar manner to new content] (Obediences are still locked to Dieties and the like).

Legendary Class Note
If the Legendary Class you've picked does not have a Favored Class bonus section, please refer to the non-legendary class version if it seems like it would fit in with your new class.

Legendary Cleric
Channeling Adept archetype for Legendary Cleric may stack with other archetypes that would edit Channel Energy but not alter it or replace it entirely. (I.E. Channeling Adept + Channeler of the Faith may stack).

Legendary Fighter
Armored Training: If you use the spheres archetypes where you'd lose armor training you lose both instances of armor training instead of just the 'Advanced' armor training.

Smooth Brain Babies
All Classes that have 2+Int in skills now have 4+Int in skills.

Soul Drinker Pre-Errata
We welcome the pre-errata Soul-Drinker https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/souldrinker-pzo9239/ With the Caviat that the target's Hit Dice is equal or greater to your 1/2 Souldrinker's Total Level.

Summoner
We allow the Base Pathfinder Summoner with the exception that it uses the Unchained Summoner Spell List.

Dragoon
Dragoons cannot select the Construct Variant for their legendary drake.

Titan Mauler Errata
At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. This allows her to use weapons designed for creatures larger than her size, always treating them as two-handed weapons and applying a cumulative -2 penalty on attack rolls per size category of difference. The total attack roll penalty is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0). This ability replaces trap sense.

Touch of Corruption (Antipaladin or other classes that gain this ability)
If you are healed by negative energy, you may expend a swift action to heal yourself.

Urban Bloodragers
Urban Bloodragers lose Knowledge (Arcana).

Warpriest (Arsenal Chaplain)
This archetype is eligible for the Advanced Weapon Training feat with their bonus feats from the Warpriest Class with the exception of one of the following choices: Focused Weapon Advanced Weapon Training.

Winter Witches
Winter Witches can pick Arctic Hares as familiars.

Druidic Herbalism (Long Read, i'm Sorry)
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.

At 4th level, a druid's increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcrack check to identify one of the druid's concoctions, the concoction appears to be a different herbal concoction of the druid's choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.

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.

Kinetic Blade Mastery (Kinetic Duelist)
At 1st level, a kinetic duelist begins along their martial path. As a free action, they can channel their power into one of their hands for as long as they wish, dismissing it as a free action. A kinetic duelist may attack with this energy as though using the kinetic blade infusion, as well as being able to make attacks of opportunity with it. This ability is considered as kinetic blast as well as kinetic blade for all effects relating to it. A kinetic duelist cannot make a ranged kinetic blast without the ranged blast infusion, nor can they add a form infusion to their kinetic blast except kinetic whip, ranged blast, kinetic assault, or dual blades. When augmenting this blade with burn costs the burn cost is required to be re-payed each round.

Antipaladin/Paladin/Ranger
When these classes get their casting at level 4 they get their full class level to their caster level instead of level - 3.

Skald's Performance
Similar to how Bard's performance works where it goes through the entire turn a Skald now does the same.

Runesinger
Signature Technique (Rune)

Prerequisite: Runes class feature, runesinger 8.

Benefit: When you gain this ability, choose a rune you possess. While you have martial focus, after expending your chosen rune it brightens 1d4 rounds later (This allows it to return next turn or a bit later). [I.E. At the end of your turn if you have martial focus you may roll a 1d4 to determine when your rune brightens. You do not need martial focus for subsequent turns if you roll above a 1 hypothetically.]

Crafting
We use talent based crafting only on Consumable items. (I.E. Wands/Staves/ETC)

AC bonus (Other) and Save Bonus (Other) are removed from Crafting tables.

Skill Bonus items (Magical Toolkit) cap to +10 when crafted.

Spell Resistance caps at 25 (From Crafting).

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.

Feats (Most of this is from Elephant in the Room which we are using)
If you would gain a feat through Bonus Feats, Features or other means that is part of our Altered List (I.E. Using Elephant in the Room which gives Weapon Finesse for Free Effective), you would instead gain a bonus feat from the General Feats Catagory (Non-Combat/Metamagic/Etc). In addition this applies to feats gained from the Banned List of feats (I.E. Leadership/Etc).

Weapon Focus and other Weapon Specific feat choices: Will now work in fighter groups instead of for only one weapon. Ex.(polearms).

Dodge/Mobility: Combined.

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

Deft Maneuvers also allows you to Feint as a move action as Improved Feint allowed this.

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

Improved Unarmed Strike/Grapple: Combined into Unarmed Combatant.

Greater Unarmed Strike (Combat) When taken by a Spheres of Might character using Unarmed Strikes instead of the ability to increase their base damage, a character who uses this feat instead treats their size as one size larger for the purpose of their unarmed strike damage.

Wandering Spirit (Necrosis) does not have a 4 Necrosis feat ability.

Strange Corpsecraft (Death Sphere) does not work with animal companions.

Power Attack/Deadly Aim/Combat Expertise: These feats do not require taking the feat, only +1BAB before you have the ability to use them.

Weapon Finesse: Granted when using a light/finesse weapon, although if you want Dex to Damage you'll need a different feature to get that ability.

Channel Force no longer requires a Combat Maneuver it instead works if the creature fails the save against the channel DC.

Muscular Reflexes can now always be taken when Combat Reflexes is offered.

Deific Fighting Techniques such as Desnas Shooting Star are not currently in play and will be worked in at a later date with the current deities with possible changes to them.

Strange Corpsecraft cannot be used on Animal Companions, despite what the Wiki says.

Shapeshifter Style: The prerequisites for this feat now read as the following: Base attack bonus +3; change shape ability, wild shape or shapechanger subtype.

Spell Cartridges now reads as: "While your gun is imbued with power from the Arcane Strike feat, you can fire force bullets instead of regular ammunition. A force bullet deals 1d4 points of force damage for every five caster levels you have (Minimum 1d4). Force bullets do not use black powder or ammunition and count as magic for the purpose of bypassing damage reduction."

Realmwalker Adept: The Material Plane may not be picked as your favored plane.

Aquatic Armours
We allow the Aquatic Armours from d20pfsrd's special materials page (Not the Sharkskin and '3rd Party' choices).

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.

Poisons
You cannot used DRUGS as Poisons in a hostile manner I SEE YOU SANG!

Special Materials
Special Materials are applied after the effect for size and typing. I.E. Adamantine Mountain Pattern Armor for a Medium sized Non-Humanoid would only cost 10500 GP.

The Following Special Materials are Restricted as they don't currently exist as accessible to players:

Abysium

Adamantine

Angel Skin

Aszite

Blightburn

Blight Quartz

Blood Crystal

Cuazite

Druchite

Featherglass

Flowstone

Glaucite

Horacalcum

Lazurite

Mindglass (Nearly the same as throneglass)

Mithral

Noqual

Shadow Cord

Siccatite

Sidhair

Singing Steel

Stable Shadowstuff

Throneglass

Unstable Shadowstuff

Voidglass

Wayfinders
All 'Complete' Ioun Stones have resonance (Method 1), cracked and flawed do not have a chance for it.

Comprehensive Education
Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on knowledge checks if they already have the Knowledge skill as a class skill from their class levels. This racial trait replaces skilled.

Ganzi Weaponplay
19-20: Weaponplay (Ex) Ganzis with lineages that link to the valkyries manifest their heritage in their skill in combat. Such ganzis are always proficient with all simple and martial weapons, and they are treated as having levels in the fighter class equal to their class level for the purpose of feat prerequisites (IE: A 4th-level ganzi sorcerer would qualify for the feat Weapon Specialization). They must still meet all other feat prerequisites, such as race or BAB.

Water Combat
Attacks from outside of water into water follow the rules for attacks from land into water.

Retraining
Retraining traits will be allowed in a manner similar to retraining feats. Casting Traditions follow the same rules as Martial Traditions for retraining.

Non-Lethal Damage
Nonlethal damage rules have been very slightly tweaked: players no longer take a -4 penalty to attack rolls when inflicting nonlethal damage with a weapon that deals lethal damage, but instead lose the ability to confirm critical hits when doing so.

Nonlethal Damage Nonlethal damage represents harm to a character that is not life-threatening. Unlike normal damage, nonlethal damage is healed quickly with rest. Dealing Nonlethal Damage: Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, keep a running total of how much you’ve accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not “real” damage. Instead, when your nonlethal damage equals your current hit points, you’re staggered (see below), and when it exceeds your current hit points, you fall unconscious.

Nonlethal Damage with a Weapon that Deals Lethal Damage: You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you cannot confirm critical hits when doing so.

Lethal Damage with a Weapon that Deals Nonlethal Damage: You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a –4 penalty on your attack roll.

If you take levels in a class or gain a feature that would normally allow you to deal nonlethal damage with a lethal weapon you regain the ability to confirm critical hits when doing so.

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.

Infernal healing and Celestial healing lose their alignment descriptors.

Deathwatch now works in this manner: Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, dying (below 0% health but not dead), fighting off death (0% to 25% hit points left), fragile (26% to 50% hit points left), wounded (51% to 75% hit points left), healthy (76% to 100% hit points left), undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.

You also cannot see Invisible or stealthy creatures in an area under Deathwatch.

Vancian Spells like Mending & Make Whole and Spheres based repairing things like Creation Sphere's Alter-Repair & Potent Alteration talents can be used to repair destroyed magical and non-magical items.

Talents/Spheres
Dual Attack cannot be used in conjunction with the Barrage Sphere's Barrage Ability.

Natural Casting the Casting Tradition now has a Variant which allows it to use Intelligence, Wisdom or Charisma for its casting stat.

Advanced Medical Training from the Scholar class has the ability to remove poison can be used on a person suffering from an unchained poison to push them back a step, this ability may be used again even if they are not under a poison but still affected by the condition track to push them back another step by succeeding the DC by an additional 15.

Restore Health (Cure) from the Life Sphere has the ability to remove poison can be used on a person suffering from an unchained poison to push them back a step, this ability may be used again even if they are not under a poison but still affected by the condition track to push them back another step.

Spear Dancer now includes Javelin in it's listing (That is it).

Deep Fighter Training (discipline) [Alienist HB] You gain proficiency with the gnome hooked hammer, hand crossbow, mancatcher, rapier, poisoned sand tube, sanpkhang, scorpion whip, shortsword, spinal sword, and whip. Any weapon from the above listing you wield can deliver contact poison upon a successful combat maneuver check as well as upon a successful attack roll, regardless of whether you deal damage.

Under water Combat
Magical talents have the same restrictions and checks as normal Vancian casting when cast underwater.

[Equipment Sphere]
Critical Genius cannot be applied to Ray Attacks or other Magical Attacks (Kinetic Blast/Mystic Bolts)

Corpse Forge (dominion) [Gravecaller's HB]
[Divination Sphere]

Cartographer's Divinations (divine)