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CONVERTING ADVENTURES FROM 1ST EDITION

TOOL

AUTOMATED

CONVERSION

INTERNET

Author Ivan Blanco Credit to u/Dogs_Not_Gods

The world of Pathfinder Second Edition (2E) is fundamentally the same as First Edition (1E), except that it takes place after all published 1E content. However, the 2E system works just as well for running 1E materials, after making a few adjustments.

  • First, replace the creatures and traps with the corresponding creature stat blocks found in the Pathfinder Bestiaries and trap stat blocks found in the Core Rulebook. If an exact creature doesn’t exist, create one using the instructions from the Game Mastery Guide.
  • Next, ensure any rewards are replaced with magic items and treasure from Second Edition. This calculator below uses a linear interpolation equation to match GP as closely to Paizo conversion guide as possible.
  • 1E

    2E

  • Finally, go through the adventure to make sure that any skill or saving throw DCs match those found in the Core Rulebook. Use Table 10–4 to assign skill proficiencies and Table 10–5 for skill and spell DCs. Both tables can be found on page 503 of the Core Rulebook.

This calculator converts 1E DC’s into 2E DC’s. You have to specify the average party level for that stage, using either XP or milestone leveling, and the 1E DC listed on the adventure path. For instance, if a 1E dungeon is expected to be played at 3rd level, a DC 15 Climb check would convert to DC 18 Athletics (Trained) for 2E! Try it!

TABLE: Skill conversions 1E 2E
1st Edition Skill2nd Edition Skill
AcrobaticsAcrobatics
AppraiseCrafting, Society
BluffDeception
ClimbAthletics
CraftCrafting
DiplomacyDiplomacy
Disable DeviceThievery
DisguiseDeception
Escape ArtistThievery
FlyAcrobatics
Handle AnimalNature
HealMedicine
IntimidateIntimidation
Knowledge (arcana)Arcana, Lore
Knowledge (dungeoneering)Lore, Occultism
Knowledge (engineering)Crafting, Lore
Knowledge (geography)Lore, Nature
Knowledge (history)Lore, Society
Knowledge (local)Lore, Society
Knowledge (nature)Lore, Nature
Knowledge (nobility)Lore, Society
Knowledge (planes)Arcana, Lore, Nature, Occultism, Religion
Knowledge (religion)Lore, Religion
LinguisticsSociety
PerceptionPerception
PerformPerformance
ProfessionCrafting, Lore
RideNature
Sense MotivePerception
Sleight of HandDeception, Thievery
SpellcraftArcana, Occultism
StealthStealth
SurvivalSurvival
SwimAthletics
Use Magic DeviceArcana, Nature, Occultism, Religion
These are general approximations, and may need to change depending on the situation. Knowledge (Planes) in particular can apply to any of the 4 magic schools, depending on the plane. See CRB pg. 238 on Recall Knowledge.