Remaster: main things to be aware of ?


Seven Dooms for Sandpoint


I’m ready to start this AP using Remaster rules, what are the main references to pre-remaster universe that might need some slight alterations ?

From what I see:
- Liralarue and schools of Magic. I think that’s fine if you take some distance from the mechanical schools of magic and just take those are schools of thought, like the remaster schools.
- Some ennemies would benefit from the replacement with their remaster variants, like Shadows.

Anything else ?


Pathfinder Roleplaying Game Superscriber

Ghouls work differently in the remaster, and that's the very first encounter.

Paizo Employee Creative Director

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My advice: Run it as-is, using the stats for monsters from the Bestiary. We very deliberately did NOT choose to shift into the remastered rules for this one because it's so deeply nostalgic for a 3.5 pre-Pathfinder story. You can always choose to swap out for remastered creatures as needed/preferred (shadows, for example), but if you have access to 2nd edition Bestiaries and the Core Rulebook for treasures... My suggestion would be to just run it as-is for a group of remastered PCs and not worry about adjusting all the things in the adventure that, when you run it as a home game, aren't restricted by licensing issues.


Thank you for taking the time to answer James ! Appreciated !

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