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The adventures in Dark Archive also received remaster changes, but these updates focus on the rules for players and GM tools.
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Page 9: Update the psychic’s initial proficiencies as follows.
Spells
Trained in spell attack modifier
Trained in spell DCClass DC
Trained in psychic class DC -
Page 10, 15: The psychic had several wording changes due to the removal of spell components in the remastered rules. In addition to the changes below, update references to “thought components” throughout the class to refer to thoughtforms instead.
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Page 10: Update the first paragraph under Psychic Spellcasting.
“You access the vast well of power that resides within your own mind, calling forth psychic magic with nothing but thought and will. You are a spellcaster and can cast occult spells using the Cast a Spell activity (Pathfinder Player Core 299). You don’t need to utter incantations to cast your spells, instead exerting your mind toward your intended effect as described in your subconscious mind class feature. Your spells still have clear and noticeable visual and auditory manifestations, as normal for a spellcaster.”
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Pages 12 and 13: The original version of amps excluded spellshape effects, but could be combined with other abilities that powered up spells for an outsized effect. The definition of the amp trait has been updated. Note that the 1st printing of Dark Archive (Remastered) doesn’t include the sentences about how amps work with reactions and triggered free actions. There were also minor changes to the language around refocusing.
- Page 12: Replace the sentence “Whenever you cast a psi cantrip, you can amp it by spending 1 Focus Point to add the amp effect.” Use the following text instead. “Whenever you cast a psi cantrip, you can amp it by spending 1 Focus Point as a free action. If the next action you take is to cast the psi cantrip, you add the amp effect. If the spell is a reaction or triggered free action, instead spend the Focus Point as part of that action to add the amped effect.”
In the following paragraph, change the second sentence to “If you’ve spent Focus Points only to amp psi cantrips or fuel psychic abilities since the last time you Refocused, you regain 2 Focus Points instead of 1.” - Page 13: Update the definition in the sidebar. The notable changes and additions are noted in bold. Note that this text mentions spellshape as a reminder, though the way spellshape and amp work now exclude one another automatically.
Amp: Amps are special thoughtforms that modify the properties of your psi cantrips. You can apply an amp only to a psi cantrip, spending 1 Focus Point as a free action. If the next action you take is to cast a psi cantrip, you gain its amped effects. If the spell is a reaction or triggered free action, instead spend the Focus Point as part of that action to add the amped effect. The singular focus required to amp a psi cantrip means that unless otherwise noted, you can apply only one amp to a given psi cantrip, and you can’t apply both an amp and a spellshape ability to a cantrip at the same time. If both an amp and the amped cantrip deal damage of the same type, combine their damage for the purpose of resistances and weaknesses. Feats with the amp trait provide different amps you can apply to psi cantrips in place of their normal amps. If an amp has its own effect, its rank is the same as the amped cantrip’s.
- Page 12: Replace the sentence “Whenever you cast a psi cantrip, you can amp it by spending 1 Focus Point to add the amp effect.” Use the following text instead. “Whenever you cast a psi cantrip, you can amp it by spending 1 Focus Point as a free action. If the next action you take is to cast the psi cantrip, you add the amp effect. If the spell is a reaction or triggered free action, instead spend the Focus Point as part of that action to add the amped effect.”
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Page 12: To make Unleash Psyche usable with a wider range of spells, the second bullet point has been updated.
“• When you cast a damaging spell using your psychic spellcasting, you gain a status bonus to its damage equal to double the spell’s rank. This applies only to the initial damage the spell deals when cast, and an individual creature takes this damage only once per spell, even if the spell would damage that creature multiple times.”
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Page 14: The great fortitude class feature is now named fortitude expertise.
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Page 14: To account for changes to spell proficiencies in the remaster, change the second sentence of expert spellcaster to “Your proficiency ranks for spell attack modifier and spell DC increase to expert.” On page 15, master spellcaster and legendary spellcaster have changed similarly.
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Page 15: Update the first paragraph under Subconscious Mind.
“The core of how you cast spells comes from the subconscious portions of your mind. Because you cast spells using the power of your subconscious mind, you form particular thoughtforms instead of needing to utter incantations for your spells. These replace the normal need to utter incantations when casting a spell and alter the visual and audible manifestation of your magic, but do not otherwise affect the spell’s traits. Details of each subconscious mind’s thoughtforms appear in its entry. You select your subconscious mind at 1st level, and it determines the following.”
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Pages 16–17: The distant grasp conscious mind had the following changes.
- Page 16: Change the 3rd-rank granted spell to gravity well (Player Core 2 246).
- Pages 16–17: Change all mentions of mage hand to telekinetic hand.
- Page 17: Update the vector screen spell’s area to a 10-foot line. Both heightened versions change the line to 20 feet.
- Page 17: In the dancing blade cantrip, replace “damage equal to 2d6 plus your spellcasting ability modifier” with “3d6 damage”.
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Page 18: The infinite eye conscious mind had the following changes.
- Update three granted spells. 1st: sure strike; 3rd: locate; 5th scouting eye.
- In foresee the path, update the example of “Attack of Opportunity” to “Reactive Strike.”
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Pages 19–20: The oscillating wave conscious mind had the following changes.
- Page 19: Change the following granted spells. 1st: breathe fire; 2nd: blazing bolt; 4th: ice storm (Player Core 2 247); 5th: howling blizzard; 6th: frozen fog (Battlecry 86); 7th: volcanic eruption; 8th: arctic rift; 9th: falling star.
- Page 19: Change the standard psi cantrips to frostbite and ignition.
- Page 19: Update the first three paragraphs under Conservation of Energy.
Energy can’t be created or destroyed, only transferred or changed—whenever you use your magic to add or remove energy, you must then balance it with the opposing force. While this allows you to invert your spells to cast a scorching frostbite or frozen fireball, it also means your spells alternate between fire and cold in equal measure. The first time in an encounter that you cast a granted spell or standard psi cantrip from your conscious mind, decide whether you’re adding energy or removing it. Once you add energy, you must remove energy the next time you cast one of these spells, and vice versa. When you Refocus, you restore yourself to a neutral state, allowing you to once again freely choose whether you add or remove energy on your next spell.
Adding Energy: The ability gains the fire trait and any damage it deals is fire damage. It loses any traits matching damage types it no longer deals.
Removing Energy: The ability gains the cold trait and any damage it deals is cold damage. It loses any traits matching damage types it no longer deals.
- Page 20: Change the text for the standard psi cantrips.
Frostbite
You can freeze people from even farther away. The range of your frostbite increases to 120 feet. Your frostbite also gains the following amp.
Amp You drain thermal energy at a distance, using what you plunder to replenish yourself. The orb deals 3d4 cold damage. You gain temporary Hit Points equal to half the damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.
Amp Heightened (+1) The initial damage increases by 2d4 instead of 1d4. The weakness on a critical failure increases by 1.Ignition
You can drastically increase the heat against targets at a distance. When using ignition as a ranged attack, increase the range to 60 feet. When using ignition as a melee attack, your reach increases by 5 feet. Your ignition also gains the following amp.
Amp You project pure heat that causes a target to combust. The initial damage changes to 1d10 fire damage plus 1 fire splash damage. When using amped ignition as a melee attack, increase the damage dice of the initial damage from d10s to d12s. You are not harmed by splash damage from amped ignition.
Amp Heightened (+1) Instead of using ignition’s normal heightened entry, the initial damage increases by 1d10 (1d12 for melee) and the splash damage increases by 1. The persistent fire damage on a critical hit increases by 1d4. -
Pages 20–21: The silent whisper conscious mind had the following changes.
- Page 20: Change the 2nd-rank granted spell to stupefy.
- Page 21: Under the Message header, add the following sentence just before the final sentence. “You can cast message in a purely telepathic manner, causing the spell to lose the auditory trait.”
- Page 21: Change the description of forbidden thought to the following. “You place a psychic lock in a foe’s mind that prevents it from a specific action. Choose “Strike,” “Stride,” “Cast a Spell,” or a specific action you know the creature to have (such as a dragon’s magic breath). If the creature attempts that action on its next turn, it must surmount your lock to do so, causing it to take 2d6 mental damage (with a basic Will save). The target is then temporarily immune for 1 minute.”
- Page 21: In the shatter mind cantrip, change "mental damage equal to 2d4 plus your spellcasting ability modifier" to "3d4 mental damage."
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Pages 21–22: The tangible dream conscious mind had the following changes.
- Page 21: Update several of the granted spells. 1st: dizzying colors; 2nd: invisibility; 3r4th: containment (Player Core 2 243); 6th: scintillating safeguard (Player Core 2 251); 8th: confusing colors; 9th: resplendent mansion.
- Page 21: Replace the standard psi cantrip dancing lights with figment.
- Page 21: Replace the entire Dancing Lights section with the following.
Figment
Your minor illusions shift and dance in a way that draws the eye. The range of figment increases to 60 feet. When you Sustain the spell, you can move the apparent sound or vision up to 15 feet. You can then attempt to Create a Diversion as usual. Those creatures who disbelieved the illusion aren’t affected by this diversion. Your figment also gains the following amp.
Amp When you amp the spell, you can create a particularly distracting illusion as part of its normal effects. Choose an unoccupied square within the spell’s range. The illusion in that square provides flanking for a single melee attack made before the beginning of your next turn. If you Sustain the spell, the details of the illusion change and shift to keep your enemies unsettled; the flanking illusion’s duration extends until the beginning of your next turn and you can move it to any unoccupied square in the spell’s range. The flanking illusion can’t provide its benefit against any creature who has disbelieved the figment.- Page 22: Imaginary weapon had changes to better match its theme and for better balance.
Imaginary Weapon [two-actions] Cantrip 1
Uncommon, Attack, Cantrip, Concentrate, Force, Manipulate, Psychic
Range touch; Targets 1 creature
Defense AC
You create a simple weapon of force and lash out, its arc following your hand. Make a melee spell attack roll against your target’s AC. If you hit, you deal 2d6 force damage. On a critical success, you deal double damage and can choose to detonate your weapon to push the target 10 feet away from you.
Heightened (+1) The damage increases by 1d6.
Amp You form multiple force weapons to lash out at multiple foes. You can target two creatures, making an attack against each. These attacks each increase your multiple attack penalty, but you don’t increase your multiple attack penalty until after you make all the spell attack rolls.
Amp Heightened (+1) The damage increases by 2d6 instead of 1d6.- Page 22: In the astral rain cantrip, replace “your choice of bludgeoning or piercing damage equal to 2d4 plus your spellcasting ability modifier” with “4d4 bludgeoning or piercing damage (your choice)”.
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Page 23: The unbound step conscious mind had the following changes.
- Change the following granted spells. 4th: translocate; 8th: quandary. The following spells have new page references. 1st: thoughtful gift (Player Core 2 253); 5th: strange geometry (Player Core 2 252); 6th: collective transposition (Player Core 2 243).
- Distortion lens has a few changes to make it more useful. First, update the area to a 5-foot burst. Also update the amp entry to “Amp You can lock the lens in place, allowing it to affect creatures more strongly. The duration of the spell becomes 1 minute, but you cannot Sustain the spell to reposition the lens. Once during a Medium or smaller ally’s move action, the ally can move into and out of the lens’s area without those spaces counting against the total distance moved. Conversely, the lens is difficult terrain for your enemies.”
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Page 25: The Violent Unleash feat has been revised. Use this new version.
Violent Unleash [one-action] Feat 4
Mindshift, Occult, Psychic
Requirement Your previous action was to Unleash your Psyche.
The force of your mind unleashing itself releases a violent shock wave that batters your enemies. You deal 2d6 force damage to all creatures in a 20-foot emanation, with a basic Reflex save.At 5th level and every 2 levels thereafter, the damage increases by 1d6.
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Page 26: The psyche trait has been removed from Brain Drain.
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Page 27: In Dream Guise, change the second sentence to “Then, either you or your ally Strides.”
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Page 27: In Remove Presence’s amp entry, change the see invisibility spell to see the unseen and change true seeing to truesight.
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Page 27: The Whispering Steps amp now moves the target farther. Update the amp to “Amp Choose one enemy who is a target of the spell. If that enemy fails its save or the spell hits it, you whisper in the creature’s mind, forcing it to Stride up to half its Speed in a direction of your choosing; as this is forced movement, you can’t force the creature to move into hazardous terrain, off a ledge, or the like. After it moves, the creature becomes temporarily immune to this amp for 24 hours.
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Page 27: In Dream Guise, change the second sentence to “Then, either you or your ally Strides.”
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Page 28: To Refocus faster, the psychic gained a new feat, Amp Focus. Note that, unlike the base psychic ability to Refocus faster, this feat recharges your Focus Points regardless of whether you spent them on amps or not.
Amp Focus Feat 12
Psychic
You’ve glimpsed the furthest recesses of your mind. When you Refocus, you regain all your Focus Points (even if you spent them on something other than amps). -
Page 29: The Deepest Wellspring feat became redundant due to remaster changes, and has been removed.
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Page 29: The Twin Psyche feat is now 18th level instead of 20th.
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Page 29: In Become Thought, a weakness has been removed. Change the first bullet point to “You gain resistance 10 to physical damage but weakness 5 to mental damage.”
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Page 29: Add a new feat!
Autonomic Psychic Action Feat 20
Psychic
Your power wants to be free. You’re permanently quickened, and can use the additional action only for psyche actions. -
Page 29: In Unlimited Potential, change the “metamagic” trait to “spellshape.”
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Pages 33–35: Several of the thaumaturge’s class features were renamed to match other remastered classes, and some rules and descriptions were changed.
- Page 33: Lightning reflexes is now reflex expertise (and has moved to page 34).
Reflex Expertise 3rd
You’ve developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.- Pages 34–35: “Thaumaturge weapon expertise” is now “weapon expertise.” The class’s weapon proficiency class features should also apply to unarmed attacks as well as simple weapons and martial weapons. The weapon expertise class feature should read “You’ve learned the secret ways your weapons work most effectively. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons increase to expert.” The weapon mastery class feature should read “You fully understand your weapons. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons increase to master.” (These errata were originally released in Spring 2024, and are repeated here for convenience.)
- Page 34: Resolve is now disciplined mind.
- Page 35: Vigilant senses has been replaced with perception expertise.
Perception Expertise 9th
You’ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.- Page 35: Greater resolve is now perfected mind.
- Page 35: Weapon mastery also applies to unarmed attacks. (This change was made in a Spring 2024 erratum.)
- Page 35: Juggernaut is now earned resilience.
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Page 37: The Ring Bell action had some changes to better fit its sound-based theme. It gains the sonic trait and loses the emotion, enchantment, and mental traits. Disrupting harmony has been revised from “sinks into your foe’s mind” to “sinks into your foe’s body.” For the bell’s intensify vulnerability, change the final sentence to “This effect has the auditory trait.”
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Pages 37–38: The chalice implement has several changes.
- Page 37: Drink from the Chalice has some changes. A sip now grants temporary Hit Points equal to your level (minimum 3). The drain option changed traits to remastered terms. In the trait parentheses, change the positive trait to the vitality trait. Also change the final sentence to “If the drinker has void healing, it can still heal in this way, and the effect has the void trait instead of healing and vitality.”
- Page 37: The adept benefit increases the temporary Hit Points granted on a sip to twice your level.
- Page 38: The intensify vulnerability benefit has changed, no longer requiring you to hit with a Strike.
Your reinforced chalice can collect a creature’s life force from a distance to become empowered. While you’re within 30 feet of the target of your Exploit Vulnerability, you increase the effect if someone Drinks from the Chalice. Add additional temporary Hit Points equal to your level if the drinker sips, or add twice your level to the Hit Points regained if the drinker drains the chalice.
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Page 38: The lantern implement was reworded to use an aura for better rules clarity and to update the traits the paragon benefits helps see through to the remastered rules. Also, intensify vulnerability now temporarily doubles the size of the aura.
Initiate Benefit
While you hold your lantern, its burning light leaves secrets no place to hide. You can light or extinguish your lantern with nothing but a thought, as a free action that has the concentrate trait. While lit, the lantern emits an aura of light in a 20-foot emanation; the aura has the light and magical traits. Everything in the aura is magically lit with bright light regardless of cover, and dim light extends beyond the aura an additional distance equal to the size of the aura. The aura’s counteract rank against magical darkness is equal to half your level rounded up.The lantern’s aura attempts to reveal the unseen. You and your allies in the lantern’s aura gain a +1 status bonus to visual Perception checks to notice anything that is also within the aura and a +1 status bonus to checks to Recall Knowledge against creatures within the aura, as the light exposes their true natures. During exploration, even if you aren’t Searching, the GM rolls a secret check for you to find traps, environmental hazards, haunts, and secrets (such as secret doors). The GM rolls each time a given hazard or secret comes within the lantern’s aura. These effects have the magical and revelation traits.
Adept Benefit 7th
In addition to the initiate benefits, when you hold your lantern, its light reveals the invisible and the ethereal. The lantern’s aura of light increases to a 30-foot emanation. While you’re holding your lantern, invisible and ethereal creatures within the aura become visible as rippling distortions, though they’re still concealed. This doesn’t give you any special ability to affect a creature on the Ethereal Plane, but it ensures you’re aware of the creatures’ presence.Intensify Vulnerability 9th
Your lantern’s light flares and burns bright, leaving no shadows in which secrets and enemies can hide. The emanation of your lantern’s aura doubles in size. Against the target of your Exploit Vulnerability, the status bonuses from the lantern’s initiate benefit increase to +2. The creature takes a –2 status penalty to Deception checks and Stealth checks as long as it’s within the aura. Additionally, the target of your Exploit Vulnerability can’t be concealed while it’s in the lantern’s aura, though it still can potentially become hidden or undetected using cover or means other than the concealed condition.Paragon Benefit 17th
In addition to the other benefits, your lantern reveals all things as they truly are. The lantern’s aura of light increases to a 40-foot emanation. While you’re holding your lantern, the GM rolls a secret counteract check against any illusion, morph, or polymorph effects that come within the lantern’s aura, but only for the purpose of determining whether you and others can see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature’s true form, but you don’t end the spell). Use half your level rounded up as the counteract rank and your class DC – 10 as the counteract modifier. On a failed counteract check, the lantern can’t attempt to counteract that illusion, morph, or polymorph effect again until midnight. You can choose to leave any effect you discover intact instead of counteracting it. -
Page 39: The mirror adept benefit has been updated to use a free action so you can choose not to explode your mirror self. Change the second sentence to “When an enemy adjacent to one of your spaces damages you while your Mirror’s Reflection is in effect, you can, as a free action, cause that version of you to explode into mirror shards.”
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Page 39: The regalia initiate benefit had some rewording. Replace the first sentence of the second paragraph with these two sentences. “You stoke courage even against impossible odds. While holding your regalia, you gain an inspiring aura affecting you and all allies in a 15-foot emanation who can see you, granting them a +1 status bonus to saving throws against fear.”
In the paragon benefit, change “flat-footed” to “off-guard.”
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Page 41: The wand implement had some substantial changes.
- Fling Magic has been updated to change its damage and make it recharge faster.
Fling Magic [two-actions]
Concentrate, Magical, Manipulate, Thaumaturge
Requirements You are holding your wand implement.
You fling magical energy at a target within 60 feet, dealing 3d4 damage, with a basic Reflex save against your class DC. The damage is of the type you selected when you gained your wand implement. At 3rd level and every 2 levels thereafter, the damage increases by 1d4.You can expend more energy than usual to boost the effect of Fling Magic, dealing d6s of damage instead of d4s. After you do, the wand’s extra energy is discharged; you can’t boost the wand’s damage again, but can continue to Fling Magic normally. The extra energy recharges at the end of your next turn.
Special This activity has the trait corresponding to the damage type you selected.
- In adept benefit, change “flat-footed” to “off-guard.”
- The wand’s intensified damage has increased, and is now a status bonus. Change the second sentence of intensify vulnerability to “When you Fling Magic to damage the target of your Exploit Vulnerability, Fling Magic gains a status bonus to its damage roll equal to your level.”
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Page 42: In Divine Disharmony, change both mentions of “flat-footed” to “off-guard.”
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Page 42: In the Haunt Ingenuity feat, add the detection trait (in addition to removing the divination trait).
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Page 42–43: Call Implement now makes it easier to recall your implement. Change the last sentence to “If the creature succeeds, you can’t attempt to Call that Implement again until midnight.”
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Page 43: Talisman Esoterica now grants you the formulas for all common talismans in GM Core of your level or lower instead of Core Rulebook.
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Page 44: Paired Link referred to thaumaturge abilities with a “range of touch,” which wasn’t clear. Change the third sentence to “On that ally, you can cast spells and use thaumaturge abilities targeting your paired ally as though you are adjacent to each other, and the ally can cast spells targeting you in the same way.”
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Page 45: The examples in Sympathetic Vulnerabilities have been updated. Change “red dragon” to “cinder dragon” and both mentions of “imp” to “ort.”
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Page 45: Know-it-All was updated to match the remastered version of Recall Knowledge. “Having heard and scrutinized every rumor or story in the book, you know for a fact that if you’ve heard something at all, you’ve probably heard about it at great length. When you succeed or critically succeed at a check to Recall Knowledge, you can ask an additional follow-up question. At the GM’s discretion, you might gain even more additional context than normal.”
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Page 45: Share Weakness didn’t specify where your chosen ally was located. In the first sentence, change “grant it to an ally” to “grant it to an adjacent ally.”
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Page 45: In Thaumaturge’s Investiture, change the Charisma requirements to match the remastered rules. The Prerequisites line should read Charisma +3, and the additional limits sentence reads as follows. “The limit increases to 14 if you have Charisma +4, 16 if you have Charisma +5, 18 if you have Charisma +6, and 20 if you have Charisma +7.”
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Page 46: Update Thaumaturge’s Demesne by replacing the second sentence. “Once you’ve chosen your demesne, it’s automatically protected by an arcane peaceful bubble spell with an unlimited duration, heightened to half your level rounded up and using your thaumaturge class DC in place of a spell DC, if necessary. Additionally, the demesne is attended by three phantasmal minions (Player Core 349). These phantasmal minions have an unlimited duration; you don’t need to concentrate on them, and they aren’t summoned minions. You can spend an action, which has the concentrate trait, to command one to perform a basic task; it continues to perform the task until the task is completed or it’s commanded again.”
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Page 48: The psychic archetype’s dedication feat was giving more abilities than is normal for a multiclass archetype, so the archetype received significant changes.
- Psychic Dedication has been changed to this new version.
Psychic Dedication Feat 2
Archetype, Dedication, Multiclass
Prerequisites Intelligence +2 or Charisma +2
You feel something awaken within your mind. You become trained in Occultism; if you were already trained in Occultism, you become trained in a skill of your choice.You cast spells like a psychic and gain the Cast a Spell activity; as you don’t have a subconscious mind class feature, your thoughtforms are simple intentions. Choose a conscious mind. You gain a spell repertoire with one standard psi cantrip of your choice from your conscious mind, which you cast as a psi cantrip. You gain the normal benefits for this psi cantrip, but not any other benefits from the conscious mind. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for psychic archetype spells is the attribute you used to qualify for the archetype, and they are occult psychic spells.
- Basic Psychic Spellcasting, Expert Psychic Spellcasting, and Master Psychic Spellcasting: Update the page references for spellcasting benefits to page 215 of Player Core. Update Basic Psychic Spellcasting to refer to “spell rank” instead of “spell level.” To match other spellcasting archetypes, add “master in Occultism” to the prerequisites for Expert Psychic Spellcasting and “legendary in Occultism” to Master Psychic Spellcasting.
- Psi Development has been updated to add the ability to amp psi cantrips. Use the following new version.
Psi Development Feat 6
Archetype
Prerequisite Psychic Dedication
You’ve found a new mental form. You gain another psi cantrip from your conscious mind: either the standard cantrip you didn’t take with Psychic Dedication, or the unique surface psi cantrip. You gain the psychic benefits for this second psi cantrip.You gain the ability to amp your psi cantrips. If you don’t have one, you gain a focus pool of 1 Focus Point, which you can use to amp your psi cantrips, and you can Refocus by meditating on your new powers.
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Pages 55–57: Several aftermath feats have gained magical traits.
- Devil’s Eye: Divine
- Echo of the Fallen: Add the occult trait to the Accept Echo activation.
- Lingering Chill: Primal
- Elysium’s Cadence: Divine
- Petrified Skin: Magical
- Dormant Eruption: Primal
- Sink and Swim: Primal
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Page 56: At the top of the page, change the spell in Lingering Chill from ray of frost to frostbite.
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Page 56: In Elysium’s Cadence, change “if the target is chaotic good” to “if the target is holy.”
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Page 57: Petrified Skin has two updates. First, add the magical trait. Second, modify the text to work correctly with revised methods of removing petrification. Change everything after “You can’t voluntarily end this petrification.” to the following.
“An effect that suppresses, counteracts, or otherwise ends petrification (such as sure footing) functions against this petrification, but has no effect against the petrification unless the effect has a counteract rank equal to half your level or higher and the effect’s creator succeeds at a counteract check against the hard DC for your level. Each time you recover from this petrification, you gain a new scar on your skin in the shape of a long, thin crack.”
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Page 57: Make a couple updates to the Fey Life feat. In the last two sentences of the first paragraph, replace “7th-level” with “7th-rank”, “8th level” with “8th rank”, and “9th level” with “9th rank”. In the final paragraph, change “wish spell” to “wish ritual.”
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Page 62: In cloak of the false foe’s Activate entry, replace “3rd-level” with “3rd-rank” and “5th-level” with “5th-rank”.
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Page 64: Update Cryptic Spell to use remastered traits and rules.
Cryptic Spell [one-action] Feat 4
Concentrate, Druid, Spellshape
Requirements You’re in natural terrain.
You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o’-wisp. If the next action you take is to Cast a Spell, the spell gains the subtle trait, masking the spell’s manifestations in the natural sights and sounds of the environment.The trait hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.
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Page 65: In Forgotten Presence, change the spell modify memory to rewrite memory.
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Page 65: In the Unseen Animal Companions sidebar, change “flat-footed” to “off-guard.”
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Page 65: In Bizarre Transformation, change the prerequisite to Untamed Form and update the spell references from wild shape to untamed form.
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Pages 73, 92, 135, and 176: In all the backgrounds, change “ability boost” to “attribute boost.”
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Page 79: In Morphic Manipulation, change the positive trait to vitality.
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Page 79: Replace the last sentence of the Skeptic’s Defense feat with a new paragraph: “If the source of the effect you successfully counteracted has an Intelligence modifier of –3 or higher, that creature becomes stupefied for 1 round. This is an auditory linguistic effect.”
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Page 81: In tag team, change “flat-footed” to “off-guard.”
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Page 99: Under Deviation Saves and Attack Rolls, update the final sentence to “A deviation’s counteract modifier is equal the deviation’s DC – 10.”
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Page 101: Adjust the Energetic Meltdown moderate backlash so it still gives you weakness 1 at 2nd level. Replace the second sentence with the following two sentences. “After taking the damage, you gain weakness 1 to the energy type of your backlash until your next daily preparations. The weakness increases by 1 at 6th, 9th, 12th, 15th, and 18th level.”
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Page 102: Add the void trait to Enervating Wail, and update the first paragraph to the following.
“You release a terrible wail that tears at the spirits of all nearby. All living creatures in a 20-foot emanation take 4d6 void damage with a basic Fortitude save. The damage increases by 1d6 at every level beyond 6th.”
In the first awakening, update the text to remove the auditory and void traits.
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Page 103: In Distant Wandering, change the mention of the prying eye spell to scouting eye.
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Page 105: Add the subtle trait to empty pack.
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Page 106: Update phase bolt’s range to 60 feet and replace the final two sentences with the following text to match the damage dice and format of other remastered damaging cantrips.
“On a success, you deal 3d4 piercing damage.
Critical Success The target takes double damage.
Success The target takes full damage.”(This erratum replaces the phase bolt damage erratum from Fall 2023.)
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Page 106: Rally point has some minor wording tweaks in its heightened entry. Replace “You can target” with “You can designate” and “Each of the targets” with “Each of these creatures”.
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Page 120: Morph-risen gave a bonus against transmutation effects. Change the final sentence to “You gain a +1 circumstance bonus to saving throws against morph and polymorph effects, and if you roll a success on a saving throw against a hostile morph or polymorph effect, you get a critical success instead.”
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Page 121: In Replicate, change “transmutation and morph effect” to “morph effect.”
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Page 121: In Mirror Refuge, change the spell meld with stone to one with stone.
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Page 121: In Two Truths, change the spell zone of truth to ring of truth.
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Pages 122–125: Update the Reset entries of the hazards.
- Any entry reading “automatic” now reads “The trap resets after 1 round.” Mirror door (page 122) and exhaling portal (page 125) are an exception; they now read “The trap resets when the door is shut.”
- Entries using an amount of time, such as “1 minute,” “1 hour,” and “1 day” have been updated to a full sentence, such as “The trap resets after 1 minute.” Their reset times haven’t changed.
- Shrouded assailant now reads “The haunt is reset when the mirror is covered again.”
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Page 124: In sigil of deepest fears, change “9th level” to “9th rank” and change the weird spell to phantasmagoria.
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Page 124: Replace spirit window’s reaction with the following updated version.
“Siphon Soul [reaction] (occult, void) Trigger A creature touches the window; Effect The triggering creature takes 8d10+44 void damage with a DC 42 basic Will save as the window attempts to steal their soul. If this damage would kill the target, the target’s soul is trapped inside the window with the effects of seize soul.”
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Page 125: Replace the bounding hounds hazard with a remastered darkside mirror.
Darkside Mirror Hazard 14
Complex, Magical
Stealth +24 (master) to notice it isn't a regular mirror
Description A magic mirror replaces characters with malicious mirror duplicates from another dimension.
Disable DC 34 Thievery (legendary) to retrieve a creature from the other dimension within 10 minutes of the switch (possible only if their mirror duplicate is dead), DC 39 Thievery (master) to permanently disable the mirror once all mirror duplicates are dead, or dispel magic (7th rank; counteract DC 32) to counteract the mirror for 1 minute and prevent additional replacements during that time.
AC 34; Fort +25, Ref +20
Hardness 1, HP 4 (BT 2), the mirror can’t be damaged while any mirror duplicate is alive
Reflection of Malice [reaction] (arcane, teleportation) Trigger A creature is reflected in the mirror; Effect The mirror absorbs the creature, replacing it with a malicious mirror duplicate (DC 34 Reflex to avoid being absorbed into the mirror), and rolls initiative.
Routine (1 action) The mirror absorbs another reflected creature and replaces it with a mirror duplicate. A mirror duplicate attacks on their own initiative, using the same statistics as the original creature, but they hate all other non-duplicate creatures. A mirror duplicate can spend 3 actions in contact with the mirror to return to their original dimension and release the duplicated creature.
Reset The mirror is always ready to absorb creatures into the other dimension. Ten minutes after a creature is sucked into the mirror, if an ally doesn’t rescue the creature, it reaches the other dimension. In the mirror dimension, it counts as a mirror duplicate. These dimensions are alternate realities, not planes, so even spells like interplanar teleport can’t reach them. -
Page 125: In shrouded assailant, change the resistance entry to “Resistances all damage 20 (except force, ghost touch, spirit, or vitality; double resistance to non-magical).”
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Page 127: Update the text of Sound Mirror to change one spell and modify the wording. Replace every sentence after the first with the following text.
“You can cast silence on yourself as a 2nd-rank innate occult spell and ventriloquism as a 1st-rank innate occult spell, each once per day. You also can cast figment as an innate occult cantrip. You become trained in the spell attack modifier and spell DC statistics, and your key spellcasting attribute for alter ego archetype spells is Charisma.”
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Page 140: In Tap Vitality, change the positive trait to the vitality trait (in addition to removing the necromancy trait as normal).
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Page 141: Rename the feat “Exude Abyssal Corruption” to “Exude Demonic Corruption.”
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Page 141: In Fey’s Trickery, replace the visual trait with the subtle trait. Replace the text of the feat with the following: “You connect with the fey trickster to momentarily vanish from sight. This has the effects of invisibility.”
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Page 142: In Cinder Gaze, update the new life entry. “2. New Life The next time you take damage, just before taking the damage, you gain 6 temporary Hit Points.”
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Page 143: In isolation, change the see invisibility spell to see the unseen.
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Page 143: Inevitable destination has two Critical Success entries. Change the bottom entry to “Critical Failure.”
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Page 143: In the purifying veil spell, remove the good trait, add the holy and spirit traits, and change the damage to spirit damage.
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Page 145: Add the emotion trait to bacchanalia.
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Page 146: Recall past life referenced a monster that hasn’t been remastered. Update the failure and critical failure entries as follows. (If you have Book of the Dead, your GM might choose to still use the husk zombie statistics.)
Failure Nothing happens, though the target’s unconscious state is disturbing, and they wake up fatigued as well as likely disoriented.
Critical Failure The sigils are drawn improperly, or the wine was tainted. The swaddled baby orchids that grow around the body scream at the moment when the target would've awakened. The target dies and their body is immediately possessed by a malevolent spirit that seeks to destroy their former allies. Use the statistics for a ghost commoner (Monster Core 161) using Malevolent Possession on the target's body. -
Page 155: In conrasu coin, replace “lawful creature” with “creature with the aeon trait”.
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Pages 160–161: Add the rare trait to every item that didn’t list a rarity trait (calamity glass, golden goose, mistranslator’s draft, ring of sneering charity, rose of loves lost, tablet of chained souls, and taleteller’s ring).
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Pages 160: In gift of the poisoned heart, replace the evil trait with the unholy trait and change the mention of the remove curse spell to cleanse affliction.
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Pages 160: In golden goose, replace the evil trait with the unholy trait, change “non-evil creature” to “non-unholy creature,” and change the flesh to stone spell to petrify.
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Page 161: In both ring of sneering charity and taleteller’s ring, remove “ring” from the Usage line.
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Page 161: In rose of loves lost, replace the evil trait with unholy and update the second paragraph to use remastered spells. The text includes some other changes for text flow and fit that don’t majorly alter the item’s effects.
“You activate the rose of loves lost by giving it to someone toward whom you feel romantic attraction. This item functions only if you feel genuine attraction and desire, and it doesn’t function if you know the item’s curse. If the target accepts the gift, they must succeed at a DC 27 Will save or be affected by charm with an unlimited duration. Every 24 hours, the victim attempts another Will save to break the spell. If they fail three consecutive Will saves, they become doomed 1, as the rose inflicts a lethal wasting disease. This value can’t decrease while the curse continues. Instead, it worsens every 3 days the victim fails to break the rose’s spell, until the victim either dies or shakes off the curse. A successful saving throw or cleanse affliction (of 4th rank or higher) ends the charm and enables the victim to begin decreasing their doomed value.”
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Page 162: In sinful tongue’s tempted curse, remove the mention of the enchantment trait.
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Page 162: In swarming words, make the following changes.
- Replace the second sentence after Saving Throw to account for the removal of spell components. “Whenever you attempt to Cast a Spell requiring incantations (as most do) or use an activity that has the auditory trait, you must attempt a DC 5 flat check.” Likewise, in the tempted curse, change the fourth sentence to “For the rest of the day, whenever you attempt to Cast a Spell requiring incantations or otherwise use an activity that has the auditory trait, you must attempt a DC 10 flat check.” (Note that spells with the subtle trait or cast by psychics using their psychic spellcasting don’t require incantations.)
- Change both instances of “counteract your activity” to “disrupt your activity.” The flat checks are automatic and don’t require a counteract check.
- The vomit swarm spell should refer to page 254 of Player Core 2.
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Page 163: In the rage of the excommunicant curse, replace “dealing 1d6 damage” with “dealing 1d6 spirit damage”, change “quickened 1” to just “quickened”, and change “whenever you see the deity’s religious symbol, you lose 2d6 Hit Points” with “for each round you look upon the deity’s religious symbol, you take 2d6 spirit damage”.
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Page 164: In cryolite eye’s activation, change the see invisibility spell to see the unseen.
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Page 165: In key to the stomach, update the final sentence of the activation to “You’re affected by a 5th-rank cleanse affliction to remove a poison.”
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Page 165: In lost ember, change the modify memory spell to rewrite memory and change all instances of “flat-footed” to “off-guard.”
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Pages 166–167: Make the following updates to the pactbinder archetype.
- Page 166: In Pactbinder Dedication, change the example of “champion’s code” to “champion’s sanctification.”
- Page 166: Several pactbinder feats stated specific ways you could retrain out of them, but nothing in the rulebook said a pactbinder can’t retrain their feats. In Pactbinder Dedication, at the following to the end of the first paragraph. “Many feats from this archetype involve swearing specific pacts. You typically can’t retrain out of these feats.”
- Page 166–167: In Pact of Draconic Fury, change all mentions of a “breath weapon” to just “breath.”
- Page 167: In pact of infernal prowess, update “such as miracle” to “such as the wish ritual” and update the discern location spell to pinpoint.
- Page 167: In pact of eldritch eyes, change the prying eye spell to scouting eye.
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Page 169: Make the following changes to curse maelstrom feats.
- In Accursed Magic, change the reference for seal fate to “(Player Core 2 251).” Also update the final sentence to “ If you couldn’t already cast occult spells, these spells use Wisdom as your spellcasting attribute, and you become trained in the spell attack modifier and spell DC statistics.”
- In the Counter Curse feat, replace “the higher of your class DC and spell DC” with “the higher of your class DC - 10 or spell DC - 10”.
- In Torrential Backlash, change the damage to void damage. The feat’s saving throw uses the higher of your class DC or spell DC.
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Page 181: In awaken entropy, change all negative damage to void damage.
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Page 182: Quicken time got a small wording update to clarify how long the quickened condition lasts. Change the second sentence to “Any creature that begins its turn in the area is quickened until the end of its turn and can use the extra action to Stride or Strike.”
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Pages 184–185: Time mage received several changes.
- Page 184: Update the additional feats to use new page references, and remove Quickened Casting from the list since it’s been replaced with the Spell Acceleration feat. “Additional Feats: 10th Read Disaster (Player Core 2 141); 16th Plot the Future (Player Core 2 112); 20th Echoing Spell (Player Core 2 157)”
- Page 184: Time Mage dedication has been updated to use newer page references, match the wording of other archetype feats granting focus spells, and clarify some text. “You might be a novice in the temporal arts now, but in the future, you’ll hold time in the palm of your hand. As some of your future knowledge leaks back to your present self, you gain the delay consequence domain spell (Pathfinder Lost Omens Divine Mysteries 270). The rules for focus spells appear on page 298 of Player Core. You can Refocus by revisiting moments from your past and contemplating futures yet to come. If you already knew delay consequence from a feat or ability that allows you to gain your choice of domain spell, such as the Domain Initiate feat, then when you take Time Mage Dedication, you can retrain that option to select a different domain spell instead as your personal timeline rearranges itself. You also gain time sense (page 183) as an innate cantrip usable at will. This innate spell and your focus spells from the time mage archetype are of the same tradition as the spells you used to meet the archetype’s prerequisites.”
- Page 184: In Chronocognizance, change the reference to the time stop spell to freeze time.
- Page 185: Update the Chronomancer’s Secrets feat to use new page references and focus spell wording. “The secrets of time peel back, revealing deeper truths. You gain either the stasis domain spell (Divine Mysteries 270) or the path of least resistance focus spell (below).
”Special You can take this feat a second time, gaining the focus spell that you didn’t gain the first time.” - Page 185: In What Could Have Been, change the metamagic trait to spellshape.
- Page 185: In Into the Future, change the metamagic trait to spellshape and change “an Attack of Opportunity reaction” to “a Reactive Strike reaction.”
- Page 185: Add the following new feat to the time mage archetype. It replaces Quickened Casting as an additional feat and clarifies how the feat works with the archetype.
Spell Acceleration Feat 12
Archetype
Prerequisites Time Mage Dedication
Special time-weaving techniques let you compress your spellcasting gestures and incantations into a short burst so you can cast with incredible speed—though it causes temporal strain. You gain the Quickened Casting feat (Player Core 105). It applies to your cantrips and spells from the class you used to qualify for Time Mage Dedication.- Page 185: In Timeline-splitting Spell, remove the metamagic trait. In the fourth sentence, change “material components” to “costs such as gp or valuables.” (Note that the feat doesn’t gain the spellshape trait because it doesn’t function like actions with that trait. You still can’t use a spellshape feat with the spells cast as part of Timeline-splitting Spell because they need to be followed immediately by a Cast a Spell activity, and Timeline-splitting Spell includes two Cast a Spell activities but is not itself a Cast a Spell activity.)
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Page 186: Chronoskimmer has some wording and formatting changes to be easier to read and understand, plus one typo fix.
- Page 186: Change the dedication feat as follows.
Chronoskimmer Dedication Feat 2
Rare, Archetype
You became partially unstuck from time and have learned how to manipulate your place in flow of time. When you roll initiative, you can choose one of three options: either do nothing and roll initiative normally, stabilize your timestream, or destabilize your timestream and send it into intense fluctuations.- Stabilize your Timestream (fortune) You don’t roll initiative, and instead your initiative is equal to 10 + the modifier you would have used for initiative.
- Destabilize your Timestream (fortune) You don’t roll initiative, and instead attempt a DC 11 flat check. On a success, your initiative is equal to 19 + the modifier you would have used for initiative, and on a failure, your initiative is equal to 1 + that modifier.
Additionally, if your initiative roll result is tied with an opponent’s initiative roll, you go first.
Your manipulation of time grants you access to a number of abilities, some of which require a saving throw. The DC for these abilities is either your class DC or spell DC, whichever is higher, and is called your chronoskimmer DC.- Page 186: In the Reversing Charge feat, replace “Snapback Charge” with “Reversing Charge”.
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Page 199: In the first paragraph, replace “page 136 of the Gamemastery Guide” with “page 172 of GM Core”
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Page 199: In the immersive mindscape stat block, remove the sentence about alignment from the Variations section.
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Page 201: The Requirements entry for Recenter has changed from “trained in the skill” to “trained in the statistic” to ensure psychic duelists can change to Armor of Insight, which uses Perception instead of a skill.
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Page 202: Replace the second sentence of the binary mindscape stat block to reflect the removal of alignment. “The time trait typically matches that of the plane on which the participants’ forms are. A participant with particularly strong psychic abilities might be able to adjust the time trait (typically to timeless). In a voluntary duel, adjustments like these need to be agreed upon by all participants.”
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Page 202: Under Natural Psychic Spells, update the summon lesser servitor superscript to “PC2.” The spell appears in remastered form in Player Core 2.
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Page 203: In Duel Spell Advantage, replace the crushing despair spell with wave of despair. The synesthesia spell can be found on page 253 of Player Core 2.
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Page 205: Update some of the mind smith feats.
- In Mind Projectiles, change the references to the spell-storing rune to the spell reservoir rune.
- In the list of Runic Mind Smithing’s property runes, replace disrupting with vitalizing.
- In Advanced Runic Mind-Smithing, delete the references to the anarchic and axiomatic runes, as these no longer exist.
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Pages 206–207: The sleepwalker archetype received some changes to wording and page references to better fit the remaster.
- Page 206: In Sleepwalker Dedication, update Daydeam Trance’s second sentence to use the Dismiss basic action. “You can attempt to Dismiss your trance, but your attempt fails unless you succeed at a Will saving throw against your own class DC or spell DC, whichever is higher.”
- Page 206: Add the prediction trait to Vision of Foresight.
Page 206: Update the last sentence of both Dream Magic’s main text and Waking Dream to “You become trained in the spell attack modifier and spell DC statistics, and your spellcasting attribute for these spells is Wisdom.”
- Page 207: Change the second sentence of Ward Slumber to “All creatures affected by the ritual gain a +4 status bonus on saving throws against nightmare or other effects influencing dreams (such as those provided by this archetype).”
- Page 207: In Shared Dream, update the second sentence to “You can cast dream council (Player Core 2 244) as an innate occult spell once per day.”
- Page 207: In Ever Dreaming, change “flat-footed” to “off-guard.”
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The removal of alignment necessitates some major changes for the champion class. You can use the following general fixes to play under the remastered rules until the revised class is released in Player Core 2. The tenets of evil and the related causes for evil champions appear in the Remaster compatibility errata for the Advanced Player's Guide.
Pages 106-107: The champion's code class feature and deity and cause class feature require the most difficult fixes, as they rely the most on your character's alignment and your deity's follower alignments. The tenets of your champion's code become more important than your alignment, and add specific edicts and anathema that you must follow. You lose your focus pool and divine ally only when you violate any champion-related anathema. You can choose the tenets of good only if your deity allows you to be sanctified as holy (see below). You can choose the tenets of evil only if your deity allows you to be sanctified as unholy (see Remaster compatibility errata for the Advanced Player's Guide).
For the Deity and Cause class feature, use the sanctification options listed for the gods presented in Player Core. You can choose the related tenets if the option to be sanctified as holy or unholy is presented for your deity. If the god doesn't allow either sanctification, you can't be a champion of that god. As an exception, if you could follow a certain champion cause before the remaster, you can still choose that cause (along with the related tenets of course) for that specific deity. If your deity isn't presented in Player Core, work with your GM to make a judgment call based on that deity's follower alignments. If your chosen deity allows any good alignments, you can sanctify as holy; if your deity allows any evil alignments, you can sanctify as unholy; if your deity allows both good and evil alignments, you can choose either; and if your deity allows no good and no evil alignments, you can't be a champion of that deity.
Page 106: Replace the tenets of good with the following text:
The Tenets of Good
You gain the holy trait and add that trait to any Strikes you make. In addition to your other edicts and anathema, you gain the following:
Edicts do not knowingly harm innocents or fail to prevent harm to an innocent if your direct intervention could save them
Anathema commit murder, engage in torturePages 106-107: Use the following text for the three causes that must follow the tenets of good in the Core Rulebook. These are no longer as strictly proscribed by alignment.
Paladin
You’re honorable, forthright, and committed to pushing back the forces of cruelty. You gain the Retributive Strike champion’s reaction and the lay on hands devotion spell. Your code gains the follow edicts and anathema:
Edicts follow the law, respect legitimate authorities or leadership
Anathema take advantage of another, cheatRedeemer
You’re full of kindness and forgiveness. You gain the Glimpse of Redemption champion’s reaction and the lay on hands devotion spell. Your code gains the follow edicts and anathema:
Edicts try to redeem those who commit wicked deeds, show compassion to others regardless of their authority or station
Anathema kill a sapient enemy without first offering a chance at redemptionLiberator
You defend the freedom of others. You gain the Liberating Step champion’s reaction and the lay on hands devotion spell. Your code gains the follow edicts and anathema:
Edicts oppose slavery and tyranny, fight for others’ freedom to make their own decisions, respect choices others make for their own lives
Anathema force or threaten someone to act a certain way, engage in slavery or tyrannyPages 108-109: In the Divine Smite class feature, replace all instances of "persistent good damage" with "persistent spirit damage". This persistent damage is a holy effect.
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Many of the champion class feats in the Core Rulebook need to be changed to be compatible with the Remaster.
Page 110: In the Dragonslayer Oath feat, replace the description with the following text:
You’ve sworn to slay wicked and nefarious dragons. You gain following edict: “You must slay dragons whose actions are in direct opposition to your deity’s edicts when you encounter them as long as you have a reasonable chance of success.”
Your Retributive Strike gains a +4 circumstance bonus to damage against a dragon, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from a dragon is 7 + your level. If you use Liberating Step triggered by a dragon, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.
You don’t consider dragons whose actions are in direct opposition to your deity’s edicts to be legitimate authorities, even in nations they rule.Page 110: In the Fiendsbane Oath feat, replace replace "Add the following tenet to your champion’s code after the other tenets:" with "You gain the following edict:". In addition, replace "good fiend" with "fiend that isn't unholy".
Page 110: In the Shining Oath feat, replace "Add the following tenet to your champion’s code after the other tenets:" with "You gain the following edict:". In addition, replace "good undead" with "undead that isn't unholy".
Page 111: In the Vengeful Oath feat, replace the text with the following:
You’ve sworn an oath to hunt down wicked evildoers and bring them to judgment. You gain the following edict: “You must hunt down and exterminate creatures that have committed heinous atrocities.”
You can use lay on hands to damage a creature you witness harming an innocent or a ally as if it were undead; in this case, lay on hands deals spirit damage instead of vitality damage and gains the holy trait. This doesn’t prevent you from healing such a creature with lay on hands; you choose whether to heal or harm.
Page 112: In the Smite Evil feat, replace "good damage" with "spirit damage if the target is unholy".
Page 113: In the Sense Evil feat, replace the feat's description with the following text:
"You sense evil as a queasy or foreboding feeling. You detect unholy creatures as a vague sense, similar to humans’ sense of smell. An unholy creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its unholiness from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Evil for 1 day."
Page 113: In the Radiant Blade Spirit feat, replace "flaming and any aligned properties (anarchic, axiomatic, holy, or unholy) that match your cause’s alignment" with "flaming, holy if you are holy, and unholy if you are unholy".
Page 113: In the Aura of Faith feat, replace "Your Strikes deal an extra 1 good damage against evil creatures. Also, each good-aligned ally within 15 feet gains this benefit on their first Strike that hits an evil creature each round." with "Your Strikes deal and extra 1 spirit damage against unholy creatures. Also, each willing ally within 15 feet gains this benefit on their first Strike that hits an unholy creature each round."
Page 113: In the Blade of Justice feat, replace all instances of "evil" with "unholy" and all instances of "good damage" with "spirit damage".
Page 114: In the Aura of Righteousness feat, replace "gain evil resistance 5" with "gain resistance 5 to unholy"
Page 115: In the Celestial Mount feat, replace "weakness 10 to evil damage" with "weakness 10 to unholy".
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Page 316: In the acid splash cantrip, replace the heightened entries with the following text:
"Heightened (3rd) The initial damage increases to 2d6, and the persistent damage increases to 2.
Heightened (5th) The initial damage increases to 3d6, the persistent damage increases to 3, and the splash damage increases to 2.
Heightened (7th) The initial damage increases to 4d6, the persistent damage increases to 4, and the splash damage increases to 3.
Heightened (9th) The initial damage increases to 5d6, the persistent damage increases to 5, and the splash damage increases to 4." -
Page 331: In the disrupt undead cantrip, replace "1d6 positive damage plus your spellcasting ability modifier" with "2d6 vitality damage".
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Page 337: In the false life spell, replace "a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier" with "10 temporary Hit Points".
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Page 360: In the produce flame cantrip, replace "fire damage equal to 1d4 + your spellcasting ability modifier" with "2d4 fire damage".
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Page 362: In the ray of frost cantrip, replace "cold damage equal to 1d4 + your spellcasting ability modifier" with "2d4 cold damage".
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Page 373: In the spiritual weapon spell, replace "force damage equal to 1d8 plus your spellcasting ability modifier" with "2d8 force damage".
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Page 384: In the weapon of judgment spell, replace "force damage equal to 3d10 plus your spellcasting ability modifier" with "4d10 force damage".
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Page 388: Change the following champion focus spells to account for the removal of alignment.
In litany against sloth, replace the Targets entry of "1 evil creature" with "1 creature that isn't holy".
In litany against wrath , replace the Targets entry of "1 evil creature" with "1 creature that isn't holy". In addition, replace all instances of "good creature" with "creature that isn't unholy" and all instances of "3d6 good damage" with "3d6 spirit damage".
In litany of righteousness, replace "weakness 7 to good" with "weakness 7 to holy".
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Page 401: In the ki strike spell, replace "This damage can be any of the following types of your choice, chosen each time you Strike: force, lawful (only if you're lawful), negative, or positive." with "This damage can be any of the following types of your choice, chosen each time you Strike: force, spirit, vitality, or void."
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The removal of alignment necessitates some major changes for the champion class. Player Core 2 contains a full remaster of the class with other improvements, so it's best for most players to use that version instead. These build upon those in the Remaster compatibility errata for the Core Rulebook.
Pages 116: Replace the tenets of evil with the following text:
The Tenets of Evil
You gain the unholy trait and add that trait to any Strikes you make. In addition to your other edicts and anathema, you gain the following. None of these prevents you from performing acts others might consider helpful, but these acts must be done with the expectation that they ultimately furthers your own goals or those of your deity.
Edict do not put another’s needs before your own or those of your deity
Anathema commit an entirely altruistic act, such as giving something away in charityPages 116: Use the following text for the three causes that must follow the tenets of evil . These are no longer as strictly proscribed by alignment.
Tyrant
Might makes right, and you subjugate the weak to keep them in their proper place. You gain the Iron Command champion's reaction and the touch of corruption devotion spell. You gain the follow edicts and anathema:
Edicts enforce proper hierarchies, topple illegitimate hierarchies, lead when you are the most suited to the task
Anathema let one who is lesser than you wield power over you or lead youDesecrator
You always take what pleases you, no matter who it hurts, and you spread your evil influence across all you touch. You gain the Selfish Shield champion’s reaction and the touch of corruption devotion spell. You gain the follow edicts and anathema:
Edicts subvert or corrupt everything in your path that is pure or holy, sow doubt among those holding ideals of purity or holiness
Anathema noneAntipaladin
You're dishonorable, dishonest, and committed to breaking the false hopes of kindness. You gain the Destructive Vengeance champion's reaction and the touch of corruption devotion spell. You gain the follow edicts and anathema:
Edicts destroy that which offends you or stands in your way, take advantage of others, cheat, steal
Anathema bind yourself with a law other than what your deity requiresPage 117: In the Iron Command, Selfish Shield, and Destructive Vengeance reactions, the extra damage on Strikes is your choice of "spirit or void" instead of "evil or negative".
Pages 117-118: In the divine smite class feature, replace all instances of "persistent evil damage" with "persistent spirit damage". This persistent damage is an unholy effect.
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Just like many of the champion class feats in the Core Rulebook needed to be changed to be compatible with the Remaster, the new champion class feats presented in the Advanced Player's Guide require some tweaks.
Page 118: In the Esoteric Oath feat, replace the description with the following text:
You've sworn an oath to slay the alien abominations that lurk in the remote corners of Golarion and prey on the weak. You gain following edict: “You must slay aberrations whose actions are in direct opposition to your deity’s edicts when you encounter them as long as you have a reasonable chance of success.”
Your Retributive Strike gains a +4 circumstance bonus to damage against an aberration, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from an aberration is 7 + your level. If you use Liberating Step triggered by an aberration, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.
You don’t consider aberrations whose actions are in direct opposition to your deity’s edicts to be legitimate authorities, even in nations they rule.Page 119: In the Corrupted Shield feat, replace the negative trait with the void trait. Replace "the attacker takes 1d6 evil or negative damage (your choice)" with "the attacker takes 1d6 void damage".
Page 119: In the Smite Good feat, replace "deal an extra 4 evil damage" to "deal an extra 4 spirit damage if the target is holy".
Page 120: Replace the entirety of the Sense Good feat's description with the following:
"The presence of goodness sickens you with its saccharine self-righteousness. You detect holy creatures as a vague sense, similar to humans’ sense of smell. A holy creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its holiness from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Good for 1 day."Page 120: In the Amplifying Touch feat, replace "deals 1 additional good damage on all their Strikes" with "deals 1 additional spirit damage on all their Strikes". Add the following sentence at the end of the feat's description, "In addition, all their Strikes are holy until the end of their next turn."
Page 121: In the Fiendish Mount feat, replace "weakness 10 to good damage" with "weakness 10 to holy".
Page 121: In the Sacred Defender feat, replace "evil creatures" with "unholy creatures" and "good creatures" with "holy creatures".
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Page 193: In the shadowdancer archetype's shadow illusion focus spell, replace "2d8 damage plus your spellcasting ability modifier" with "3d8 damage".
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Page 227: In the wall of flesh spell, replace "piercing damage equal to 1d6 + your spellcasting ability modifier" with "2d6 piercing damage".
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Page 228: In the litany of depravity focus spell, replace the Targets line "1 good creature" with "1 creature that isn't unholy" and replace "weakness 7 to evil" with "weakness 7 to unholy".
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Page 236: In the establish ward focus spell, replace "deal bludgeoning, piercing, or slashing damage equal to 2d8 plus your spellcasting ability modifier" with "deal 3d8 bludgeoning, piercing, or slashing damage".
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Pages 38, 48: With the removal of spell schools in the Remaster, parts of the magus class require some tweaks to be usable. This errata also includes some corrections from the first printing of the book that are unrelated to the Remaster. Note: The updates from this entry also appear in the Fall 2024 Secrets of Magic errata, along with more changes. It's the more comprehensive source.
Page 38: Replace the Arcane Cascade action with the following text:
Arcane Cascade [one-action]
Concentrate, Magus, Stance
Requirements You used your most recent action this turn to Cast a Spell or make a Spellstrike. You need to meet this requirement only to enter the stance, not to remain in it.
You divert a portion of the spell’s magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you’re in the stance, your melee Strikes deal 1 extra force damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is instead the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage).
Page 48: Replace the Arcane Shroud feat with the following text. Note that heroism was not on the arcane spell list and has been removed from this more flexible version of the action:
Arcane Shroud [one-action] Feat 14
Concentrate, Magus
Prerequisites Arcade Cascade, Spellstrike
Frequency once per turn
Requirements Your most recent action was to Cast a Spell from a spell slot or make a Spellstrike with a spell from a spell slot.
Your magic has a powerful aftereffect, briefly granting you a certain spell. When you take this feat, choose three of false vitality, fire shield, fleet step, flicker, invisibility, mountain resilience, and see the unseen. You use Arcane Cascade and are subject to an additional aftereffect spell of your choice from the three you selected. This aftereffect spell’s duration lasts until the end of your next turn or its normal duration, whichever is shorter. Using Arcane Shroud again ends any existing spell you gained from Arcane Shroud. -
Pages 59, 62: With the removal of alignment damage, certain eidolons require some small tweaks to their strikes.
Page 59: For the angel eidolon's Hallowed Strikes, replace “Your eidolon’s unarmed Strikes deal an extra 1 good damage; as usual, this extra damage harms only evil creatures or those with a weakness to good damage." with “Your eidolon's unarmed Strikes gain the holy trait and deal 1 extra spirit damage to unholy creatures and creatures with weakness to holy.”
Page 62: For the demon eidolon's Demonic Strikes, replace “Your eidolon’s unarmed Strikes deal an extra 1 evil damage; as usual, this extra damage harms only good creatures or those with a weakness to evil damage." with "Your eidolon's unarmed Strikes gain the unholy trait and deal 1 extra spirit damage to holy creatures and creatures with weakness to unholy.”
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Page 108: In the gale blast spell, replace “bludgeoning damage equal to your spellcasting ability modifier” with “1d6 bludgeoning damage” and change the heightened entry from "Heightened (+2)" to "Heightened (+1)". Note: The original update included only the base damage, but has been updated with the better heightening values to match Player Core 2.
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Page 109: In the haunting hymn spell, replace "sonic damage equal to your spellcasting ability modifier" with "1d8 sonic damage". Also, in the spell's heightened entry, replace "1d6" with "1d8".
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Page 124: In the puff of poison spell, replace "poison damage equal to your spellcasting modifier and 2 persistent poison damage" with "1d8 poison damage and 2 persistent poison damage".
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Page 127: In the scatter scree spell, replace "bludgeoning damage equal to 1d4 plus your spellcasting ability modifier” with “2d4 bludgeoning damage".
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Page 130: In the spout spell, replace “bludgeoning damage equal to 1d4 plus your spellcasting ability modifier” to “2d4 bludgeoning damage”. In addition, to give the spell a little more oomph, add the following sentence to the end of the description: "A creature that critically fails its save is disoriented by the explosion of water, becoming off-guard until the end of your next turn.”
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No. The Pathfinder Second Edition Remaster Project does not change the fundamental core system design of Pathfinder. Small improvements and cosmetic changes appear throughout, but outside of a few minor changes in terminology, the changes are not anywhere substantive enough to be considered a new edition. We like Pathfinder Second Edition. You like Pathfinder Second Edition. This is a remastered version of the original, not a new version altogether.
No. With the exception of a few minor variations in terminology and a slightly different mix of monsters, spells, and magic items, the rules remain largely unchanged. A pre-remaster stat block, spell, monster, or adventure should work with the remastered rules with no problem.
Paizo is working with its digital partners to integrate new system updates in the most seamless way possible. The new rules will be uploaded to Archives of Nethys as usual, and legacy content that does not appear in the remastered books will not disappear from online rulesets.
We will not be updating PDFs of legacy products with the updated rules.
Pathfinder Second Edition Remaster books will be included in ongoing Pathfinder Rulebooks subscriptions. We are currently working on a method whereby existing subscribers will have the opportunity to “opt out” of these volumes if they wish, and will provide additional details as we get closer to the release of the first two volumes.
We are working closely with our Organized Play team to seamlessly integrate new rules options in the upcoming books as those books are released, as normal. In the rare case of a conflict between a new book and legacy source, campaign management will provide clear advice to result in as little disruption as possible to player characters or the campaign itself.
It’s very likely that we will continue to update and remaster the Bestiaries in the future, but for now we are focusing on the four announced books as well as Paizo’s regular schedule of Pathfinder releases. Publishing 100% new material remains Paizo’s primary focus, and we look forward to upcoming releases like Pathfinder Rage of Elements, Lost Omens Tian Xia World Guide and Character Guide, our monthly Adventure Path installments, and other exciting projects we have yet to announce.
Yes. We are looking into various exciting print options for these books and will post more information soon.
Yes. Pocket editions of the new books will appear roughly three months following the hardcover releases.
Not yet.
To learn more about the Remaster books, check out our live stream chat about the announcement happening later today on Twitch. Beyond that, we will be making a handful of additional announcements in the coming days and weeks to showcase more about this exciting project, culminating in your first full look at the project during PaizoCon (May 26th-29th)!