Chapter 5: Anachronistic Adventures
This chapter explores how to incorporate elements from Pathfinder into a Starfinder campaign, or vice versa.
- Timeshifted Adventures discusses how PCs can use Pathfinder rules elements in a Starfinder campaign.
- Archaic Adventures gives advice for GMs and PCs who use Starfinder rules elements in a Pathfinder campaign.
- Anachronistic Creatures explains the key differences between Pathfinder and Starfinder creatures, including guidelines for how you can use one monster in the other setting.
- Anachronistic Gear provides guidelines on how to use Starfinder equipment in a Pathfinder game and vice versa.
Fully Compatible
Even though the rules are compatible, some options from Starfinder aren't a great fit for a Pathfinder game, and the reverse is true as well. For example, it's much easier to get darkvision and flight in Starfinder than in Pathfinder. If you find this interferes with your campaign, you could restrict access to any equipment, feats, or spells from Starfinder that grant darkvision, or limit ancestries and equipment that grant flight at 1st level.
Rarity
Timeshifted Adventures
Timeshifted Heroes
Ancestry
Starfinder ancestry feats that modify movement speeds and senses might be initially stronger than Pathfinder options, as these abilities often come online at lower levels and are more easily available in Starfinder using armor upgrades, augmentations, and other equipment. You can discuss adjusting these ancestry feats to match the pace of feats from other existing Starfinder ancestries, but be wary of those with physiological disadvantages that are intended to offset their ability to fly or use special senses. The human ancestry is a good benchmark to compare other ancestries to, and to make sure there are no mitigating circumstances beyond these similar feats. Additional bonuses like a Lore skill proficiency can also help offset ancestry and heritage abilities like darkvision that Starfinder characters can get relatively cheaply as an augmentation or armor upgrade. You can also decide to add darkvision and flight to Pathfinder ancestries, choosing to balance the campaign by empowering all the players rather than taking options away.
Background
Class
Class features that refer to specific types of gear, especially runes and firearms, need to be adjusted to fit Starfinder's technology. Pathfinder classes that use technology with a notable failure effect, such as firearms with a chance to misfire, should apply those rules when using that technology with feats or features balanced around that chance of failure. When using firearms, you'll want these especially risky actions to have a chance of a misfire to offset the increased range and magazine capacity of Starfinder weapons. These risks can be ignored when the character is using the equipment with actions available to a character of any other class.
Gear-dependent classes that Craft their own equipment are much more challenging to use with tech items, such as the alchemist and the inventor. While these characters can still function using Pathfinder gear, they might want to use a Starfinder class with the alchemist or inventor archetypes, after they get a taste of more advanced technology. These classes could easily adjust the theme of their key items as tech items without destabilizing the game. For example, an alchemist's bombs could be a type of grenade, and an inventor's innovation could be considered a suit of experimental technological armor.
Classes with similar roles and features might overlap in ways that make players feel less valuable, for example, in the case of a bard playing with a rhythm connection mystic. Likewise, some classes might synergize in unexpected ways, such as bard, commander, and envoy stacking buffs on the same party. Parties with characters using classes that cover similar niches might find themselves struggling in some encounters, like an operative and a rogue being the primary damage dealers against a creature who's immune to precision damage. Be aware of these overlapping niches when designing campaigns and encounters to make sure they are a challenge without being impossible.
Archetypes tend to be more specific and can be more challenging to convert. For example, the eldritch archer could conceivably work with a gun, but it's also possible that certain spell combinations and Starfinder feats might destabilize the archetype in unexpected ways. If players want to choose archetypes like the talisman dabbler that rely on items that don't exist in Starfinder, you will need to convert those items into tech items or use a similar Starfinder equivalent instead. For example, a scroll trickster who got lost in the Dimension of Time and ended up on Absalom Station in the year 325 ag might learn how to use spell gems instead of scrolls for their class abilities.
Deities
Equipment
Feats
Technology has also made some skill feats less useful. The Legendary Linguist feat still has its uses in campaigns exploring uncontacted worlds, but within the Pact Worlds, most PCs can get by through purchasing a translator app and investing in the lower-level Digital Ambassador skill feat. The theme of the campaign should always be considered. For example, players investing in Survival will appreciate being told beforehand that the campaign will likely not include wilderness adventures but might include some interplanar or urban survival.
Skills
Spells
Starfinder Adventures
Technology
Downtime
Crafting
Skill Checks
Archaic Adventures
Archaic Heroes
Ancestry
Darkvision and other forms of special senses are much more common in Starfinder than Pathfinder. While some GMs might wish to incorporate items from Starfinder to make up the difference, you might want to adjust the Starfinder ancestries and ancestry feats that confer special forms of vision by lowering the range or raising the level of the feat that confers the special sense. You should also be wary of special movement speeds, such as climbing and flight, that become available at a much lower level in Starfinder. While some Pathfinder adventures might not mind the low-level access to these speeds, you might want to adjust by instead using the progression of movement speed–related ancestry feats presented to other ancestries in Pathfinder.
Background
Class
Envoys are easy to use in a Pathfinder campaign with minimal adjustments. They make for great support characters without the use of magic and can help support a martial party with directives and bonuses whether they're using firearms or swords. You may run into unforeseen issues with stacking bonuses and penalties if there's a commander, bard, or similar support class in the party. The hotshot and infosphere director leadership styles require the use of vehicles and computers, which can be a bit complicated.
Mystics are easy to use in a Pathfinder campaign with minimal adjustments. This class is ideal for characters wanting to play spontaneous support casters, especially in a party with only one or two undead PCs, as the mystic can use their vitality network to heal them as well. Some campaigns might want to limit the telepathy of the mystic, especially survival horror and intrigue campaigns where this ability could cause disruptions. Review spells for more information about potentially conflicting mechanics, many of which might be conferred by mystic feats and features.
Operatives can be used in a Pathfinder campaign with some minor adjustments. These consistent damage dealers can utilize high mobility to fight at ideal distances with a multitude of ranged weapons. Which Pathfinder weapons qualify as a gun should be discussed with the player and depend on the operative's specialization. In an anachronistic adventure, consider allowing operatives to use Aim and other class features with all ranged weapons, even if they don't have the analog or tech trait. Operatives perform best with modern guns. Archaic firearms have a chance to misfire and take longer to reload, but they often have powerful traits like fatal to make up for it. The presence of an operative in a party might skew encounters in the direction of ranged combat, and GMs could consider giving their creatures enhancements for movement speed or ranged options if the party begins to exploit this preference of fighting at a distance. Many operatives also rely on being able to shoot multiple times before having to reload, and allowing them access to rare multi-magazine firearms using the statistics of those from Starfinder might be necessary for them to keep up with other damage dealers in the party.
Solarians are easy to use in a Pathfinder campaign with no adjustments. Channeling the power of the cosmos is a classic high-fantasy theme, and many players will enjoy being able to play a supernatural warrior who constructs their own weapons on the fly. You might consider adjusting specific movement abilities until these options would normally be available to spellcasters in your game. Channeling the cosmos and maintaining spiritual balance are timeless themes that can be freely explored using archaic characters without any major concerns.
Soldiers can present certain challenges in Pathfinder campaigns and might require some adjustments. Whether scavenged from an ancient alien ship, taken with you from the future, or ancient relics repurposed by an inventor, allowing your soldier access to area weapons addresses most of these concerns. Groups not looking to employ scrap launchers or alchemical flamethrowers might want to limit a soldier to using the Whirling Swipe feat as their source of area attacks. Soldiers with ranged area attacks in a Pathfinder game might be a little oppressive against melee-heavy creatures, and you might want to toggle the suppressed condition to only reduce the enemy's Speeds by 5 feet at earlier levels, perhaps increasing it to 10 feet when the soldier gets weapon specialization.
Witchwarpers are easy to use in a Pathfinder campaign with minimal adjustments. Many players enjoy being able to manipulate the battlefield while playing a high-mobility caster. The analyst anchor and precog need new paradox skills depending on the background of the individual character and the source of their power in your campaign. Check the spells section for more information about potentially conflicting mechanics, many of which might be conferred by witchwarper feats and features.
Deities
Equipment
Early on in a campaign, time-traveling characters might struggle to make ends meet, unless they happen to be antique coin collectors. The balance on a credstick is meaningless in a civilization without computers, but even the most mundane tech gear could be worth a king's ransom to collectors. A spare firearm, jet pack, or even datapad is likely worth many times more than what it would be in Starfinder, assuming you can find the right buyer. This kind of exchange can be especially helpful if a Starfinder character is being introduced to a Pathfinder campaign above 1st level, but the player wants the character to be completely out of their element. It can also serve as a fun narrative device when an eccentric noble finds their toy running low on battery power and demands a refund from the hapless time traveler!
Feats
Skills
Spells
You should pay special attention to the inclusion of spells that grant special senses and movement speeds, such as polymorph spells, skyfire wings, and wild bond. You might want to adjust spells that grant these abilities to be a rank higher to account for the mobility assumptions of Pathfinder encounter design. Spells that modify gravity, radiation, and other Starfinder environmental effects might also be unwieldy in Pathfinder campaigns when other creatures and player characters don't have access to the same feats, gear, resistances, and spells that help them navigate and survive these environments. If you're playing a low-tech game, spells that engage virtual reality, such as new game, might instead function using illusions, dreams, interplanar travel, or mindscapes and will need adjustments, such as additional traits or requirements, to properly function
Pathfinder Adventures
Technology
Downtime
Crafting
Skill Checks
You should inform your characters in advance whether or not the Computers and Piloting skills are appropriate in your game. Pathfinder games that use a lot of vehicles might appreciate having a universal skill rather than having to rely on different Lore skills to Drive. Computers and other Lore skills that might be less applicable to a Pathfinder game should be adjusted on a one-for-one basis with some thought given to the nature of the adventure. Backgrounds are often a great source of inspiration for finding equivalent Lore skills. If you need some ideas, many published adventures have guides that include lists of useful skills as well as backgrounds that include Lore skills often used in those campaigns and campaigns set in the same region of Golarion.
Anachronistic Creatures
Since Starfinder exists in the future of the Lost Omens setting, most creatures from Pathfinder probably lurk somewhere in the Starfinder universe, whether preserved from Lost Golarion deep in the Ghost Levels of Absalom Station, whisked away by fey or other extraplanar collectors, or genetically engineered to amuse guests at the Golarion World theme park. These guidelines can help you modify Pathfinder creatures to use in your Starfinder campaign.
Damage Types
Environment
Creatures inhabiting starships should have some way to survive. If intelligent, they should have a useful skill like Computers or Crafting. More feral creatures might inhabit vents or trash compactors and could have an ability like compression or a garbage spew ranged attack that helps make the creature more thematically appropriate. Likewise, creatures adapted to new worlds should have abilities that allow them to not only survive but thrive on those worlds in one or more ecological niches. A fast and easy way to approach adaptation is to look for another creature from the same world in Alien Core and skim its stat block for any abilities that help it survive the challenges of its home. For example, creatures from space usually have the cosmic trait and some resistance to cold damage, representing their ability to survive in the void.
Equipment
The integrated trait allows for equipment that players can't easily reuse in the midst of a series of encounters, although depending on the nature of the weapon and its integration with the creature, it might be salvageable with the Scavenger feat. In many cases, even the Scavenger feat isn't enough to allow a character to loot an integrated piece of gear, such as an integrated jetpack that uses a firebreathing creature's internal flames to keep it aloft.
Movement Speed
Ranged Attacks
Anachronistic Gear
Item Grades
By default, all equipment from Pathfinder has the archaic trait to distinguish it from equipment made using modern crafting techniques and technology. Archaic armor and weapons aren't analog or tech and can't be upgraded like normal equipment. You could simply allow characters with Pathfinder equipment to apply runes, as some crafters still know these ancient techniques. Alternatively, you could modify equipment without runes in the process of upgrading it. By spending an additional week and paying half the base Price of the equipment, you could install the technology required to apply upgrades, integrate tech like comm units and environmental protectiona into armor, and add upgrade slots to shields and weapons. In the case of armor, you can even allow players to pay only half the base price by giving the armor the exposed trait, denying themselves the benefits of environmental protections. The end result would be a commercial grade piece of equipment with the tech trait and one upgrade slot.
Ammunition
Other Equipment
Optional Rule: Archaic Equipment
- The Broken Threshold (BT) of equipment with the archaic trait equals three-quarters of its maximum Hit Points, causing it to gain the broken condition when it takes damage equal to a quarter of its total Hit Points (instead of half).
- Armor with the archaic trait has weakness to nonarchaic weapons depending on its category: 6 for light armor, 4 for medium armor, or 2 for heavy armor.
- Unless you score a critical hit, weapons with the archaic trait deal one lower die size of damage against armor without the archaic trait (minimum 1d4).