Effect of the Remaster on existing PF2e material?


Pathfinder Second Edition General Discussion


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Pathfinder Roleplaying Game Superscriber

I'm sure this has been addressed, but I haven't found it.

What effect will the material in the Remaster have on existing PF2e options? That is to say, if I choose to GM a game with the Remastered rules, will my players be able to use material from the many PF2e books I own (e.g., the Character Guide or Secrets of Magic or Treasure Vault)? Or will those become obsolete?

If I as a player work out a strategy for my bard or my cleric now, how likely am I to have to completely rework that strategy after the Remaster comes out?


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Tarondor wrote:

I'm sure this has been addressed, but I haven't found it.

What effect will the material in the Remaster have on existing PF2e options? That is to say, if I choose to GM a game with the Remastered rules, will my players be able to use material from the many PF2e books I own (e.g., the Character Guide or Secrets of Magic or Treasure Vault)? Or will those become obsolete?

If I as a player work out a strategy for my bard or my cleric now, how likely am I to have to completely rework that strategy after the Remaster comes out?

If your strategy revolves around doing alignment damage, it would need to be reworked. Otherwise, everything else should work just fine.


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Tarondor wrote:

I'm sure this has been addressed, but I haven't found it.

What effect will the material in the Remaster have on existing PF2e options? That is to say, if I choose to GM a game with the Remastered rules, will my players be able to use material from the many PF2e books I own (e.g., the Character Guide or Secrets of Magic or Treasure Vault)? Or will those become obsolete?

If I as a player work out a strategy for my bard or my cleric now, how likely am I to have to completely rework that strategy after the Remaster comes out?

What stuff that wouldn't work amongst the various Rulebooks and Lost Omens books, will get errata'd sometime down the line. Material like standalone adventures and adventure paths will probably need some conversion, mostly in terms of dealing with alignment and spell schools.


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Ezekieru wrote:
What stuff that wouldn't work amongst the various Rulebooks and Lost Omens books, will get errata'd sometime down the line.

And before the official errata comes out, it won't be terribly hard to update yourself. It doesn't seem to be huge paradigm shifts that we are facing. There is already a Remaster Preview document to look over to see what is going to be involved.


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The actual rules from pre-remaster material are still valid. They may be different versions of the rule you're using, but that's been a thing as long as there's been errata.

Most of the big changes you're going to have to deal with are just translation. Instead of "Reflex Save" you say "Reflex Defense" and instead of "Magic Missile" you say "Force Barrage". But this rule mostly describes the books Paizo is printing, nothing will force you to stop casting Magic Missiles. It's just that NPCs in Paizo books won't know the spell anymore.


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aobst128 wrote:
Tarondor wrote:

I'm sure this has been addressed, but I haven't found it.

What effect will the material in the Remaster have on existing PF2e options? That is to say, if I choose to GM a game with the Remastered rules, will my players be able to use material from the many PF2e books I own (e.g., the Character Guide or Secrets of Magic or Treasure Vault)? Or will those become obsolete?

If I as a player work out a strategy for my bard or my cleric now, how likely am I to have to completely rework that strategy after the Remaster comes out?

If your strategy revolves around doing alignment damage, it would need to be reworked. Otherwise, everything else should work just fine.

Actually, if your strategy is just doing alignment damage you'll probably do much better because spiritual damage hurts more things. If your strategy was using Divine Wrath on your allies without fear, you may need to reevaluate.


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Magus and Psychic are the ones I foresee having the biggest problems until they get their errata.

Magus as Arcane Cascade works off Spell Schools, and Psychic because of how they calculate their Focus Points. There are easy fixes for both, but short of getting official errata, it'll leave them in a mechanical limbo.


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I think official errata for all the things that don't work correctly with the remastered rules is in the cards.


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
Dante Majiko wrote:

Magus and Psychic are the ones I foresee having the biggest problems until they get their errata.

Magus as Arcane Cascade works off Spell Schools, and Psychic because of how they calculate their Focus Points. There are easy fixes for both, but short of getting official errata, it'll leave them in a mechanical limbo.

To tide players over, what sort of easy fixes do you reccommend?


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We don't get anything official but for homebrew I recomend to remove the sentence "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 when you Refocus, up to your maximum of 2. If you've spent Focus Points on focus spells or abilities other than those from the psychic class (for instance, to cast a focus spell you gained from an archetype), you regain only 1 Focus Point." to just "you regain all your focus Points when you Refocus".

I would also remove "This ability doesn't change the number of Focus Points you regain when you Refocus" from Clarity of Focus.

IMO this is needed because one of the main advantages of psychic was getting focus points early and allow to refocus early. Due in the remaster you will able to get 2 or more focus points bit easily with many classes at the 1st level while is able to refocus them in 20 minutes. To keep some advantage to psychic I think is necessary to allows it to get full refocus benefit since from the beginning.

But this is my homebrew maybe Paizo designer would want to change differently.

Magus already have a bit more complicated problem. Once the old spell schools are gone and the new one is more like a "bloodline" spell list independent from spells traits and RoE already have spells without it the Arcane Cascade becomes orphan I have no idea what Paizo will put in place. Maybe it will simply allow you to choose the damage type or will make the damage type linked to your hybrid study or maybe lock it to a specific one.

My recommended workaround here is just simply allow the player to choose its Arcane Cascade damage type freely until Paizo publishes an errata.


Pathfinder Roleplaying Game Superscriber

Okay, what I meant was, if I like a feat from the Core Rulebook and that feat is not in the Remastered Core, can I still use it and be "official"?


Tarondor wrote:
Okay, what I meant was, if I like a feat from the Core Rulebook and that feat is not in the Remastered Core, can I still use it and be "official"?

This is an "ask your GM" situation. Some feats aren't going to be in the remaster rules because there's no reason to take them anymore (e.g. the higher level refocus feat.) Some things might not be in the remaster because they involve a mechanic that doesn't exist anymore (like alignment damage or spell schools.) Some of these things would take work in order to make them work again, but that work isn't impossible.

It's unlikely that anything is going to be removed from the game because "it's too good" though.

I think the more likely scenario to come up is "there's two spells that do similar things, one from the CRB and one from the Player Core." But that's a case by case basis sort of thing- I wouldn't personally object to someone knowing both produce flame and ignition. But if they decided to tone down electric arc, I don't think you should be able to just pick the better one.

Liberty's Edge

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PFS will very likely clarify how things work for Organized Play when the first Remastered books hit the ground. Hopefully a little bit before so we can preemptively adjust our PCs as needed.

Liberty's Edge

PossibleCabbage wrote:
Tarondor wrote:
Okay, what I meant was, if I like a feat from the Core Rulebook and that feat is not in the Remastered Core, can I still use it and be "official"?

This is an "ask your GM" situation. Some feats aren't going to be in the remaster rules because there's no reason to take them anymore (e.g. the higher level refocus feat.) Some things might not be in the remaster because they involve a mechanic that doesn't exist anymore (like alignment damage or spell schools.) Some of these things would take work in order to make them work again, but that work isn't impossible.

It's unlikely that anything is going to be removed from the game because "it's too good" though.

I think the more likely scenario to come up is "there's two spells that do similar things, one from the CRB and one from the Player Core." But that's a case by case basis sort of thing- I wouldn't personally object to someone knowing both produce flame and ignition. But if they decided to tone down electric arc, I don't think you should be able to just pick the better one.

I think it should be treated like errata : GMs can keep the ones they like and ignore the others.


I agree I would threat the new Core books like erratas effectively substituting the CRB and APG while they are being released.

For example when they release Players Core 1, all remasters classes will substitute their entire CRB+APG versions. If something in a class was feature removed, I simply will consider it as removed!
Same for spells. After release of Players Core 1 I will simple ignore all CRB spells and start to use the Players Core 1 spells instead.


For a GM conversion of small details will be routine. I just finished converting the PF1 adventure path Ironfang Invasion to PF2 rules and that conversion was manageable. The harder part was altering the adventure to a full 20 levels instead of just 16, because the players gained extra levels on side quests and I decided to make it a full 20-level adventure.

I converted the CR 16 unique PF1 shaitan Shaakhib in Vault of the Onyx Citadel to a 17th-level unique PF2 shaitan. He would instead become a 17th-level jabali in PF2 Remastered.

Shaitan Creature 7
Uncommon LN Large Earth Elemental Genie
Source Bestiary pg. 164
[/b]Perception[/b] +15; darkvision, detect magic, tremorsense (imprecise) 60 feet
Languages Common, Terran
Skills Athletics +19, Crafting +14, Deception +16, Nature +15, Society +14
Str +6, Dex +1, Con +4, Int +3, Wis +2, Cha +3
Items +1 falchion
AC 25; Fort +18, Ref +12, Will +15
HP 110; Resistances electricity 10
Speed 20 feet, burrow 45 feet, climb 20 feet; earth glide
Melee [one-action] falchion +20 [+15/+10] (forceful +1, magical, reach 10 feet, sweep), Damage 1d10+12 slashing
Melee [one-action] fist +19 [+15/+11] (agile, magical, nonlethal, reach 10 feet), Damage 1d4+12 bludgeoning plus Push 10 feet and shove into stone
Arcane Innate Spells DC 24; 7th plane shift (to Astral Plane, Elemental Planes, or Material Plane only); 5th veil (self only), wall of stone; 4th shape stone (at will); 2nd glitterdust (x2); Constant (4th) detect magic
Earth Glide The shaitan can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing.
Shove into Stone (arcane, earth, transmutation) When the shaitan Pushes a creature into a stone barrier, the target must succeed at a DC 22 Reflex save or become merged with the barrier (as meld with stone). The victim can attempt to Escape (DC 28).

Jabali Creature 7
UNCOMMON LARGE EARTH ELEMENTAL GENIE
Perception +15; darkvision, tremorsense (imprecise) 60 feet
Languages Common, Petran; truespeech
Skills Athletics +19, Crafting +14, Deception +16, Nature +15, Society +14
Str +6, Dex +1, Con +4, Int +3, Wis +2, Cha +3
Items +1 falchion
AC 25; Fort +18, Ref +12, Will +15
HP 110
Speed 25 feet, burrow 45 feet, climb 20 feet; earth glide
Melee [one-action] falchion +20 (forceful, magical, reach 10 feet, sweep), Damage 1d10+12 slashing
Melee [one-action] fist +19 (agile, magical, nonlethal, reach 10 feet), Damage 1d4+12 bludgeoning plus Push 10 feet (page 13) and stone clutch
Arcane Innate Spells DC 24; 7th interplanar teleport (to Astral Plane, Elemental Planes, or the Universe only); 5th wall of stone; 4th shape stone (at will); Cantrips (4th) detect magic; Constant (5th) truespeech
Earth Glide The jabali can Burrow through dirt and stone at their full burrow Speed, leaving no tunnels or signs of their passing.
Stone Clutch (arcane, earth) When the jabali Pushes a creature into a stone barrier, the surface grips it with fingers of stone. The target must succeed at a DC 22 Reflex save or become grabbed by the surface (Escape DC 28).

Comparing them, I see the same skills, ability/attribute modifiers, AC and saving throws/defenses, hit points, movement speeds, melee attacks, and earth glide. The jabali loses the shaitan's constant Detect Magic and has Detect Magic as a cantrip instead, gains truespeech, loses a resistance to electricity, and loses Veil and Glitterdust spells. Shove into Stone and Stone Clutch are different ways of getting an enemy trapped in stone, but they are both ways of getting an enemy trapped and have the same DCs.

The most difficult part of converting 17th-level Shaakhib to PF2 Remastered is finding the changes, which I already finished. And learning some new names, such as Terran Language renamed to Petran language.

Hm, the PF1 shaitan was immune to electricity, the PF2 shaitan had Resistance electricity 10, and the PF2 Remaster jabali lost eletcricity resistance entirely. The changes were consistently toward less electricity resistance.

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