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PF2e Remastered GM Screen Reference Guide
pathfinder 2egame master

PF2e Remastered GM Screen Reference Guide

10 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >Pathfinder 2e
  3. >Gm
  4. >PF2e Remastered GM Screen Reference Guide

The short answer

A useful Pathfinder 2e GM screen keeps only the frequent decisions close: conditions, dying, Hero Points, common actions, DCs, encounter preparation, hazards, treasure, exploration, and party-specific reminders. Link to rare rules instead of filling the screen with material that is faster to search.

Introduction

A GM screen is useful only if it reduces friction. It should collect the decisions you make during prep and live play, not every rule in the game.

On this page

  • Introduction
  • Fast Screen Build
  • Player Core Foundation
  • Player Core 2 Updates
  • GM Core Procedure
  • Live Play Panel
  • Prep Panel
  • Adjudication Panel
  • Quick Reference
  • What Not To Put On The Screen
  • Screen Layout That Actually Helps
  • Party-Specific Screen Notes
  • Session Start Checklist
  • Reference Links To Keep Open
  • Common Mistakes
  • Best Links
  • Hot Take

Use this with GM guide, rules, combat, skills, equipment, classes, ancestry guides, and archetypes.

Pathfinder 2e GM Screen Reference

Fast Screen Build

PanelPut hereWhy it earns space
Live playconditions, dying, Hero Points, basic actions, skill actions, detection, cover, concealmentThese are the rules that interrupt turns.
Adjudicationsimple DCs, level-based DCs, difficulty adjustments, secret checks, Aid, exploration activitiesThese are the rules you improvise under pressure.
Encounter prepencounter difficulty, party-size adjustment, terrain, hazards, treasure, recovery, moraleThese keep prep connected to GM Core math.
Campaign notesrarity access, variant rules, safety boundaries, downtime policy, source permissions, house rulingsThese prevent table drift and mid-session arguments.
Party panelclass loops, key skills, languages, senses, movement modes, healing, crafting, consumablesThis makes the screen fit the group instead of a theoretical party.

Hot take: the best GM screen is aggressively incomplete. It should remember the stuff you forget, not impersonate a hardcover.

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Player Core Foundation

Player Core material belongs on the screen when it is used constantly: actions, conditions, dying, Hero Points, exploration activities, skill actions, basic DC logic, spell areas, and common traits. Anything rare can stay in a linked reference.

Player-facing itemScreen reminder
Three-action economyCommon one-action activities, reactions, free actions, Sustain, Ready, Delay, Interact, Seek, Take Cover.
ConditionsKeep the frequent conditions visible: frightened, grabbed, prone, slowed, stunned, sickened, concealed, hidden, dying, wounded.
Death and dyingKeep dying, wounded, recovery checks, Hero Points, and stabilization procedures close.
Exploration activitiesRemind yourself who is Avoiding Notice, Defending, Detecting Magic, Scouting, Searching, Tracking, or Investigating.
Skill actionsKeep common combat skills near the table: Athletics, Acrobatics, Intimidation, Deception, Medicine.
Detection and sensesHidden, undetected, unnoticed, precise senses, imprecise senses, Seek, and special senses.

Player Core 2 Updates

Player Core 2 adds table reminders for uncommon ancestry access, new class loops, alchemical items, archetype access, and expanded feats. The GM screen should not list every option, but it should remind you to account for the expanded party toolkit.

Player Core 2 presenceAdd this reminder
AlchemistConsumables, splash, persistent damage, weaknesses, Crafting, item access, and formula pacing.
ChampionReactions, ally protection, sanctification, enemy target logic, and moral tension.
InvestigatorClues, Recall Knowledge, Pursue a Lead-style pacing, and pre-fight information.
MonkSpeed, stances, flurry pressure, verticality, and action compression.
OracleDivine support, curse pressure, focus pacing, and encounter length.
SorcererSpontaneous spell access, bloodline expectations, tradition limits, and scroll gaps.
SwashbucklerPanache skill hooks, movement, style opportunities, and flashy objective play.
New ancestriesSenses, movement, poison, terrain identity, storage, uncommon access, and social reactions.

GM Core Procedure

GM Core material belongs on the screen when it affects prep pacing: encounter budgets, party-size adjustments, simple DCs, level-based DCs, treasure expectations, hazard basics, subsystem choices, Hero Point awards, and downtime or retraining reminders.

Live Play Panel

PromptWhy it helps
What is the current mode?Encounter, exploration, downtime, or narrative pacing changes which procedures matter.
What is the immediate stake?Players make better choices when success and failure are visible.
Is this check secret?Knowledge, detection, and uncertainty often work better when the result is not fully visible.
What is the consequence of failure?A roll without consequence is often narration wearing dice.
Does Aid apply?PF2e rewards teamwork, but Aid should still fit the fiction and action cost.
Which condition changed?Track conditions immediately, especially frightened, grabbed, prone, slowed, stunned, dying, wounded, persistent damage, and concealment states.
Who has a reaction?Reactions define many class and monster turns; keep them visible.

Prep Panel

Prep itemScreen note
Encounter budgetUse encounter building, then adjust for party size and actual party roles.
Party-size adjustmentUse adjusting encounters when a player is absent or the group is larger than default.
Monster roleBrute, soldier, skirmisher, controller, caster, support, hazard, or objective.
Terrain jobCover, elevation, water, doors, rubble, darkness, weather, crowd, or route pressure.
TreasureCheck treasure by level, consumables, permanent items, formulas, scrolls, and item access.
HazardsDecide trigger, clue, detection, disable, consequence, escalation, and bypass.
RecoveryNote whether Treat Wounds, focus recovery, refocusing, repairs, and rest are expected before the next scene.

Adjudication Panel

NeedReference
Fast task difficultySkill check DCs and rules DCs.
Leveled obstacleLevel-based DC logic for creatures, hazards, items, spells, rituals, and level-scaled threats.
Circumstance shiftEasy/hard adjustments, tools, time pressure, visibility, help, and approach quality.
Hidden informationSecret checks, Recall Knowledge, detection, searching, and false certainty management.
Social pressureSocial encounters, attitudes, leverage, consequences, and influence pacing.
Complex sceneSubsystems, victory points, chases, influence, infiltration, research, and reputation.

Quick Reference

GM questionUse this when
Live play panelconditions, dying, Hero Points, exploration, common DCs
Prep panelencounter budgets, treasure, hazards, party size
Adjudication panelsimple DCs, level DCs, adjustments, secret checks
Campaign panelvariants, rarity access, downtime, session zero agreements

What Not To Put On The Screen

Do not crowd the screen with rules you rarely use, spell lists, full item tables, or class text. A crowded screen is slower than a search. Keep the screen opinionated: the procedures you forget, the numbers you need, and the links you open every session.

Usually leave offBetter replacement
Full spell listsLinks to spell guides and current party spell pages.
Complete class rulesOne-line reminders for each actual PC's class loop.
Every item tableTreasure by level, equipment, and active wish-list notes.
Full monster textStat block guide, current encounter notes, and creature traits.
Rare subsystem rulesA link to subsystems and the one subsystem currently in use.

Screen Layout That Actually Helps

Put the fastest decisions closest to your eyes: simple DCs, level-based DCs, difficulty adjustments, conditions, dying, Hero Points, and encounter difficulty. Put prep reminders on the side: treasure by level, party-size adjustment, hazard basics, and subsystem selection. Put campaign agreements where you can see them before improvising: rarity access, variant rules, tone, safety boundaries, downtime policy, and treasure style. Player Core 2 belongs as a reminder, not a catalog: uncommon ancestry access, new class roles, alchemical item pressure, archetype use, and expanded source permission. The goal is speed, not completeness.

Party-Specific Screen Notes

Customize one panel for the current party.

Party featureGM reminder
No dedicated healerPut recovery windows, consumable treasure, and dying rules where you can see them.
Heavy summons or companionsKeep companions and familiars, summoned creatures, turn timing, and battlefield blocking in mind.
Strong craftingKeep Crafting, formulas, repairs, alchemical items, and downtime visible.
Strong social partyKeep attitudes, influence, reputation, Society, Diplomacy, Deception, and Intimidation visible.
Investigation-heavy partyKeep Recall Knowledge, clues, secret checks, and research procedures close.
High-mobility partyKeep terrain, falling, climbing, jumping, swimming, cover, doors, and chase pressure close.
Spell-heavy partyKeep counteract, areas, cover, concealment, traditions, saves, and common traits nearby.

Session Start Checklist

QuestionWhy it matters
Who has Hero Points?The session economy starts here.
What source books are allowed today?Remastered source access, rarity, and new options should not become mid-session debates.
What unresolved conditions or diseases exist?Persistent consequences are easy to forget between sessions.
What is the next likely mode?Exploration, combat, downtime, travel, social pressure, or subsystem play changes the screen focus.
What treasure or clue is pending?Rewards and information are pacing tools, not afterthoughts.
What safety or tone note matters tonight?Campaign agreements belong where the GM will actually see them.

Reference Links To Keep Open

A digital GM screen should keep a short stack of links open: this GM guide, skill check DCs, encounter building, adjusting encounters, hazards, treasure by level, Hero Points, conditions, dying, exploration, and the current party's class pages. Add Player Core 2 pages for any new class at the table. If there is an Alchemist, keep alchemical items and Crafting nearby. If there is an Investigator, keep skills and Recall Knowledge guidance nearby. If there is a Swashbuckler or Monk, keep movement and terrain rules nearby. The best screen is customized to this party, not every possible party.

Common Mistakes

MistakeFix
Treating the rule as isolated mathConnect it to character choices, scene stakes, and consequences.
Ignoring Player Core 2 optionsCheck whether new ancestries, classes, archetypes, feats, spells, or items change the party's tools.
Hiding every procedureKeep mystery in the fiction, not in the basic rules the players need to make decisions.
Overbuilding the sceneUse the lightest GM Core procedure that creates useful pressure.
Copying a generic screen foreverRebuild one panel around the current party and campaign.
Listing rules instead of decisionsPut prompts and procedures on the screen, not walls of text.
Forgetting session-start stateHero Points, conditions, clocks, treasure, and unresolved choices should be visible before recap.
Hiding house rulings in memoryWrite variant rules, rarity access, and source permissions where players can expect consistency.
Treating digital tabs as a screenKeep only the links you actually use. Twenty tabs is just clutter with a browser frame.

Best Links

Use skill check DCs, Hero Points, encounter building, adjusting encounters, treasure by level, hazards, environment, subsystems, social encounters, conditions, detection and senses, and rules.

Hot Take

A GM screen should reduce decisions, not become wallpaper with rules on it.

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