KEY-PF2 CONVERSION: PATHFINDER 2E TIER all THE KEY -> PATHFINDER 2E (remaster) =================================== Draft 0.1. Correct these numbers at the table, not in modules. TIER 1: levels 1-4 2: 5-8 3: 9-14 4: 15-20 CREATURES Build with the "Building Creatures" tables (GM Core / GMG). Creature level = Threat - 1 (Threat 0 = level -1) Then choose each column from the grades: Hits Frail -> HP Low Normal -> Moderate Tough -> High Huge -> top of High, +25% Armor None/Light -> AC Low Medium -> Moderate Heavy -> High Superb -> Extreme Harm Weak -> Strike damage Low Normal -> Moderate Heavy -> High Brutal -> Extreme Deadly -> Extreme, plus a persistent or area rider Attack Moderate; High if Harm is Heavy or worse. Saves Body -> Fortitude Reflex -> Reflex Mind -> Will Save DC = the creature's Moderate spell DC; Hard = High spell DC. Move Slow 15 ft Normal 25 ft Fast 40 ft Nerve PF2e has no morale rule; use the Key's: 2d6 over Nerve and they flee or surrender. Test when the first falls, at half strength, and when a leader drops. XP By creature level vs party level, as normal. CHECKS Use the DC for the party's level as Normal. Easy = easy (-2) Hard = very hard (+5) Heroic = incredibly hard (+10) Out of combat at Tier 1, simple DCs also work: Easy 10, Normal 15, Hard 20, Heroic 30. TREASURE Printed gp / 10 = PF2e gp. Check the module total against Treasure by Level and top up with consumables if short. MAGIC Enchantment +N -> +N potency rune (add striking at +2). Power: Minor = rank 1-2, Major = rank 3-5, Mighty = rank 6+. PF1E Use CR = Threat and the "Monster Statistics by CR" table; the AD&D sheet's checks work as skill DCs 10/15/20/30. - 1 -