Pathfinder 2nd Edition Remaster FAQ

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  • The changing of several cantrips in the Remaster affects two of the psychic's conscious minds. You can continue to use the cantrips in the Core Rulebook, allowing the psychic to operate as currently written, though note the errata to bring those spells in line with other Remastered cantrips.

    If you wish to use the Remastered cantrips instead of those from the Core Rulebook, there are some small tweaks to the related conscious minds.

    Page 19: The Oscillating Wave conscious mind gains frostbite and ignition instead of ray of frost and produce flame as its standard psi cantrips. Replace the associated text with the following.

    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 produce flame 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.

    Page 21: The Tangible Dream conscious mind gains figment instead of dancing lights as one of its standard psi cantrips. Replace the associated text with the following. While there have been some minor changes to the shield cantrip, the way it is used by the psychic is unchanged.

    Figment

    Your minor illusions shift and dance. 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.

  • To bring them in line with the Remaster's damaging cantrips, many of the psychic's unique psi cantrips have their damage adjusted.

    Page 17: In the dancing blade cantrip, replace “damage equal to 2d6 plus your spellcasting ability modifier” with “3d6 damage”.

    Page 21: In the forbidden thought cantrip, replace “1d6 mental damage plus your spellcasing ability modifier” with “2d6 mental damage”.

    Page 21: In the shatter mind cantrip, change "mental damage equal to 2d4 plus your spellcasting ability modifier" to "3d4 mental damage".

    Page 22: In the imaginary weapon cantrip, change “your choice of bludgeoning or slashing damage equal to 1d8 plus your spellcasting ability modifier” to "2d8 bludgeoning or slashing damage (your choice)".

    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)”.

  • Page 106: In the phase bolt cantrip, replace "1d4 piercing damage plus your spellcasting ability modifier" with "3d4 piercing damage".

  • 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 torture

    Pages 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, cheat

    Redeemer
    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 redemption

    Liberator
    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 tyranny

    Pages 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.

  • 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".

  • 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".

  • 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".

  • Page 360: In the produce flame cantrip, replace "fire damage equal to 1d4 + your spellcasting ability modifier" with "2d4 fire damage".

  • Page 362: In the ray of frost cantrip, replace "cold damage equal to 1d4 + your spellcasting ability modifier" with "2d4 cold damage".

  • Page 373: In the spiritual weapon spell, replace "force damage equal to 1d8 plus your spellcasting ability modifier" with "2d8 force damage".

  • Page 384: In the weapon of judgment spell, replace "force damage equal to 3d10 plus your spellcasting ability modifier" with "4d10 force damage".

  • 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".

  • 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."

  • The removal of alignment necessitates some major changes for the champion class. Use the following general fixes until Player Core 2 is released. 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 charity

    Pages 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 you

    Desecrator
    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 none

    Antipaladin
    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 requires

    Page 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.

  • 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".

  • Page 193: In the shadowdancer archetype's shadow illusion focus spell, replace "2d8 damage plus your spellcasting ability modifier" with "3d8 damage".

  • Page 227: In the wall of flesh spell, replace "piercing damage equal to 1d6 + your spellcasting ability modifier" with "2d6 piercing damage".

  • 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".

  • 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".

  • 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.

    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.

  • 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.”

  • Page 108: In the gale blast spell, replace “bludgeoning damage equal to your spellcasting ability modifier” with “1d6 bludgeoning damage”.

  • 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".

  • 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".

  • Page 127: In the scatter scree spell, replace "bludgeoning damage equal to 1d4 plus your spellcasting ability modifier” with “2d4 bludgeoning damage".

  • 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.”

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)!

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