Chapter 5: Anachronistic Adventures

Starfinder is a science-fantasy setting, a galaxy full of magic and tech set in the far future. The Starfinder and Pathfinder games are fully compatible—the rules for one game work with the other. This chapter can help GMs choose which elements fit best in their games, how to adjust them if necessary, and how to incorporate two different timelines in the same adventure.

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

The rules for Starfinder and Pathfinder are fully compatible. Both include sci-fi and fantasy themes, and many thematic elements fit seamlessly within another. If your campaign tells a story of time travel, an alien ship loaded with futuristic tech crashing on a primeval world, or you simply want more options for your game, you might decide to allow PCs to choose options from both games.

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

Even if you're running a Starfinder campaign with no Pathfinder elements, or vice versa, use the uncommon and rare traits to highlight that not every published rule element is appropriate for every game. A good rule of thumb is to assume everything that exists only in Starfinder is uncommon in Pathfinder, and vice versa. Rules elements that rely on ancestries, classes, deities, or equipment should be assumed rare, and you should analyze them carefully to make sure they fit your campaign's themes before allowing players to choose those options.

Timeshifted Adventures

Pathfinder provides a vast trove of compatible resources for your next Starfinder campaign. Whether your campaign stars an entire group of time-displaced adventurers or just has a single character who really wants a cool item or spell, these guidelines help you navigate the process of figuring out which rules elements are most appropriate for your campaign and any challenges you should look out for when using Pathfinder content in a Starfinder campaign.

Timeshifted Heroes

Starfinder and Pathfinder characters are built using the same fundamental process, and allowing both sets of rules opens up even more options. In this section, we've outlined guidelines for each of these steps. Ultimately it's up to the GM to determine what abilities and themes are most appropriate for their campaign. Here's some advice for creating timeshifted characters.

Ancestry

The ancestries and heritages from Lost Golarion still exist in the Pact Worlds, especially on Absalom Station, where many of them took refuge in the chaos after the amnesiac Gap. You should be able to use these options with minimal adjustments. If a character is from the Pact Worlds, you should be prepared to describe the character's home world, lifestyle, and culture. You might determine this lore yourself or allow players to collaborate, which can be a great way to build investment in the campaign. Changes to these details might inspire new ancestral weapons, languages, lore skills, or even heritages using those of other ancestries from the same planets or who remain in close contact with the Pathfinder ancestry. As many versatile heritages are created by the influence of interplanar exploration and unique circumstances that vary from character to character, most Pathfinder versatile heritages fit seamlessly into a Starfinder campaign.

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

While most Pathfinder backgrounds fit in the Starfinder setting, some that specialize in preindustrial skills might need to be updated—assuming the character is from the Starfinder era. This adjustment is especially important for skill feats and Lore skills that might not be relevant to your campaign, and these options should be reviewed as per the guidelines in the feat and skills sections. For characters using archaic methods, consider granting History Lore to reflect a character's knowledge in ancient traditions. When replacing a skill feat that doesn't fit a Starfinder campaign, you should look for other skill feats from the same skill or consider Assurance in one of the skills conferred by the background.

Class

The Pathfinder classes and archetypes both exist and are compatible within the Starfinder setting. When allowing multiclass archetypes between games, you should always be wary of allowing characters to mix Pathfinder and Starfinder class feats from classes that share similar roles. Class feats are balanced under the assumption that no other class in the game has access to these abilities, so neither game is prepared for the influx of similar abilities that could stack in unforeseen ways. Keeping a careful eye on which feats a PC wants to select should prevent game-breaking situations.

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

Many of your favorite Pathfinder deities are still openly worshipped in Starfinder. Some have changed since the time before the Gap, and a character might be viewed with unusual curiosity or suspicion for their outdated views. Most deities still accept these followers, and if they're powerful clerics or the like, a god might even send guides to help their faithful find their way home. For example, Zon-Shelyn still cherishes those followers who refuse to acknowledge their fusion, appearing in their separate forms when answering their prayers. Many deities also have updated their repertoire with tech weapons but still accept followers who use the ancient armaments of their church. Characters who gain proficiency in their deity's favored weapon should choose one or the other. So, a cleric of Besmara can choose to be trained in the breaching gun or the rapier, but not both. Once they do, this decision can only be changed by retraining, and any feats or spells that specify having to use a deity's favored weapon must select one or the other. For an adventure featuring a party that splits their time between eras, you might allow a character to swap their proficiency depending on the time period.

Equipment

Be wary of items that don't normally exist in Starfinder, especially alchemical items, talismans, and runes. Classes and archetypes that use these archaic items might instead use tech equivalents or not be allowed in the campaign. See Anachronistic Gear for more information.

Feats

Most of the skill and general feats from Pathfinder can be used in Starfinder without any challenges. PCs should avoid feats that rely on incompatible equipment that might be difficult to obtain in the Starfinder setting. Alchemy has been supplanted by grenades and pharmaceuticasl, while scrolls and wands have been replaced by spell gems and spell chips, and runes have been replaced by upgrades and the item grade system (commercial, tactical, and so on). Additionally, PCs should be aware of augmentations and tech gear that can make certain feats superfluous, especially those that provide new movement speeds and senses. These feats might still prove useful in campaigns where players don't have reliable access to their technology and for characters who can't spare the slots for additional augmentations and equipment upgrades.

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

Starfinder has two skills not available in Pathfinder: Computers and Piloting. The Piloting skill replaces Driving Lore and Sailing Lore, and any archetypes, equipment, or feats that used these skills should use Piloting instead. While there's no direct analogue to the Computers skill, the GM might allow PCs to use similar skills, such as Occultism or Thievery, to accomplish similar tasks until they have an opportunity to gain proficiency in these skills. A GM should consider finding an opportunity for PCs built using Pathfinder rules to retrain skill proficiency choices into Computers or Piloting. Lore skills should be considered based on the theme of the campaign, and some specific lores players could gain from backgrounds and ancestry feats might not be applicable for use in a Starfinder campaign. Switching those to another vaguely related lore, such as Hellknight Lore instead of Cheliax Lore, or a broader lore, such as Golarion Lore or History Lore instead of Cheliax Lore, can help make the skill more relevant for your campaign.

Spells

The sheer volume of spells printed in both the Starfinder and Pathfinder Player Core rulebooks represents the timeless nature of magic's universal efficacy. That said, many Pathfinder spells that modify equipment can cause problems in Starfinder, especially those that apply armor and weapon runes, which aren't effective on Starfinder equipment. Furthermore, spellcasters selecting non-damaging spells should spend some time reviewing Starfinder options, as abilities like darkvision, flight, and other utility options might be necessary to compete with the augmentations and other tech items that can affordably replicate these spell effects, or might become less desirable choices because of the existence of such technology.

Starfinder Adventures

While Pathfinder and Starfinder both lend themselves to high-fantasy adventures, there are differences that should be considered when importing a Pathfinder character into the Starfinder setting. Most of this advice is intended for games that include one or more characters transported from the past or from a world with the same level of technology as the Lost Omens setting.

Technology

The difference in technology between the Starfinder and Pathfinder settings creates great opportunities for roleplaying and environmental storytelling. Describing technology without using modern terminology can help facilitate the alien nature of a new world, and many GMs might find it helpful to write out these descriptions in advance to keep the game's pace snappy, even if they improvise when the time comes to explain. While this storytelling technique can be fun for a couple sessions, most technology is engineered to be picked up relatively quickly by end-level consumers, and it shouldn't take long for an anachronistic character to pick up on the cues more tech-savvy characters take for granted. While roleplaying a character who rejects technology can make for some fun story beats, in long-running Starfinder campaigns, this type of character is best avoided or subverted for the sake of giving all PCs access to the advanced tech equipment that creatures and hazards assume everyone has access to and uses. You can find more guidelines on using anachronistic equipment in the Anachronistic Gear section.

Downtime

Life in a post-scarcity civilization like the Pact Worlds offers many more opportunities for leisure time than life on worlds like our own. While the rules of downtime activities are largely the same in both eras, there are additional innate rewards and risks inherent to these activities in Starfinder that might come as a surprise to an archaic character. Finding specific equipment, information, teachers, translators, and other specialists is significantly easier on the infosphere. This also means that it's easier for others to find information about the PCs, which can make it more challenging to avoid or circumvent the outcomes of certain critical failures, such as being caught stealing or believing a lie on the infosphere that a more experienced browser would've realized was just an attempt at trolling. Options from Pathfinder that provide additional downtime activities should keep these circumstances in mind, and you might consider dropping warnings if a PC attempts to go ahead with an activity without accounting for the perils of technology, such as using the infosphere recklessly or ignoring security cameras.

Crafting

While both games use similar rules for Crafting, it's faster for a character to Craft items in Starfinder than in Pathfinder. The Fabricator skill feat allows PCs to use creator capsules to 3D print gear in hours instead of days, which is especially useful for characters needing to replenish consumable items like ammunition and grenades. It also gives the party freedom to venture farther from their ports of call since they don't need to sell their loot and upgrade their gear after every caper. While item formulas are still necessary for high-level gear, PCs can access these formulas much more easily using the infosphere. In addition, the maker's app is an affordable tech item that has the formula for any piece of adventuring gear. Alchemical items no longer exist in Starfinder, but many characters interested in those items might consider the Serum Crafting skill feat.

Skill Checks

Including Pathfinder characters in a Starfinder adventure might mean having a narrower band of skills until the characters get acclimated to the Starfinder setting. You should double-check your skill encounters and hazards to make sure that there are still ways for the party to progress in the event that no one is trained in skills like Computers and Piloting. A Crafting or Thievery check can sometimes replace a Computers check, especially when the solution involves hardware. For checks involving data, characters might be able to get by using Arcana or Occultism, especially if it involves using logic, such as deciphering computer code. Instead of a Piloting check, you could let multiple PCs attempt the check using Perception and Survival. If you plan on continuing these skill checks in future sessions, you should consider using the narrative to create a sense of risk that encourages your PCs to invest in new skills as soon as possible, or at least hire a hacker or pilot to tag along and help teach them the ropes!

Archaic Adventures

Compatibility with Pathfinder means you can mix your favorite Starfinder ancestries, classes, and more with the dozens of adventures and sourcebooks available for Pathfinder! Whether Starfinders are thrust back in time and trying to survive on Lost Golarion or you want to run a classic Pathfinder Adventure Path using Starfinder characters, GMs can use the guidelines presented here to help make an unforgettable campaign!

Archaic Heroes

System compatibility makes it easy for your PCs to seamlessly utilize their favorite Starfinder options in a Pathfinder campaign. But Starfinder has certain assumptions that Pathfinder does not, and transferring mechanics from one game to another might require some tinkering.

Ancestry

While many of the ancestries who visited the Pact Worlds after the Gap would've been unheard of on ancient Golarion, there is no shortage of opportunities to include your favorite aliens in the Lost Omens setting. From the galaxy-spanning elven aiudara gates to the spacefaring Azlanti Star Empire, having an ancient civilization return from other worlds with other species in tow is just one of the countless ways you can incorporate a species from beyond the stars in your Pathfinder adventures. There are also Starfinder-exclusive heritage options for existing Pathfinder ancestries, but whether using an ancestry or heritage, you should be aware of the nuanced mechanical differences between the two games.

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

Most backgrounds from Starfinder Player Core work fine with minimal flavor adjustment in Pathfinder. Some offer feats that won't serve any purpose in your setting, such as the Augmented Body feat in a game with no augmentations. Others have contemporary narratives that make them inappropriate for high-fantasy games, such as electrician or hacker. Backgrounds like brutaris player, dream prophet, and icon might just need some minor thematic adjustments to fit your setting, while those like diplomat and smuggler should work fine with no adjustments.

Class

While Starfinder classes are rules compatible with Pathfinder, you might make minor thematic or even mechanical adjustments depending on the themes of your specific campaign. All the classes could have minor adjustments to existing flavor, including the names of feats that reference technology, without mechanical impact on the abilities themselves.

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

Most deities from Starfinder were still active prior to the Gap, although those who are too distant from Golarion to interfere directly might be ideal for time-traveling PCs for continuity's sake. Those with deities who undergo significant changes in the future might find themselves without access to their original deity, instead drawing powers from an unknown patron who might be using the PC for their own purposes. In some cases, even the patron deity might not understand why they're drawn to the mortal until everything is said and done.

Equipment

Without access to advanced technology, many Starfinder classes have to rely on Pathfinder equivalents to properly function. In the Lost Omens setting, players might need to rely on technology from specific niche sources like alien technology from Numeria, relics from the Jistka Imperium, and experimental weapons forged in Alkenstar. Alchemical and magical solutions might also exist, but the item's traits would need some adjustment. Groups looking for a challenge might want to deny their players access to solar charging stations and might demand that players spend downtime to maintain or recharge their gear, or else incur the glitching condition on a critical failure. While many of Starfinder's items aren't easily integrated into most Pathfinder campaigns, there are opportunities to use this alien technology in your game without having to convert everything into a magic item equivalent, guidelines for which can be found in Anachronistic Gear.

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

Most of the skill and general feats from Starfinder can be used in Pathfinder without any adjustment. Feats that refer to specific technology that might not exist in your setting might not be appropriate for your campaign, including Augmented Body, and many of the Crafting and Computers skill feats. Feats that rely on comm units or the infosphere, such as Master Troll or Digital Ambassador, would be applicable only if a magic item were introduced with similar features specifically for that feat. Piloting skill feats would require using Driving Lore or adjusting the vehicle rules in your game and should only be accessible if you plan on making vehicles a major component of your campaign. Feats that deal with technology might still be appropriate for a Pathfinder campaign with some adjustments, especially those that heavily feature alien technology or constructs.

Skills

Most Pathfinder adventures won't include the Computers or Piloting skills, making options that rely on these skills superfluous on the surface. Options that grant training or boosts in these skills should instead use other related skills, such as Driving Lore, Sailing Lore, or Survival for Piloting and Crafting, Mathematics Lore, and Thievery for Computers. Allowing your characters to use Piloting to Drive any kind of vehicle might help simplify games that heavily feature vehicles, but be cautious about encouraging the Piloting skill if you don't plan on featuring vehicles in your campaign.

Spells

Spells that require the use of technology, such as motivating ringtone, might be challenging to use in a Pathfinder campaign if you don't also allow the associated technology itself. Magic items can help bridge the divide and work as replacements, such as a special wayfinder that can play music instead of a comm unit. Spells that refer to robots might refer to constructs instead if your campaign doesn't include robotic foes as part of its theme. Depending on your group's preference, your players might appreciate picking new names for spells that use contemporary or futuristic names. Alternatively, you could justify the names by claiming they're rough translations of spells developed on other worlds, such as by the elves of Castrovel or elementals on the Plane of Metal.

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

From Alkenstar to Numeria, the Lost Omens campaign setting has a number of locales with burgeoning, alien, or lost technology integrated into a high-fantasy world. While technology is the first thing most people consider when combining elements of the two systems, there are other considerations one must take into account when running Pathfinder adventures for Starfinder characters.

Technology

Starfinder player characters are assumed to have unfettered access to advanced technology. Many of the challenges in Pathfinder adventures assume your characters don't have access to this technology, and those abilities will either need to be adjusted, restricted, or the technology brought forward into your Pathfinder game. Make sure to inform your players in advance if you plan on setting firm limits on the use of the technology, such as batteries that need charging or the need to Craft your own ammunition. Maintaining tech gear is going to take a significant amount of time and effort, and the frustration of trying to make do with archaic equipment might be why the PC adventures in the first place. For more information on how Starfinder characters can use Pathfinder gear, see Anachronistic Gear.

Downtime

Starfinder PCs who spend their leisure time playing vidgames and checking out local clubs might find it challenging to adapt to life in a preindustrial setting. Fortunately, there's so much a timeshifted character would need to do to adapt to life in the past that they might not have the time to think about it! Some players might love the opportunity to roleplay a stranger in a strange land, perhaps even wanting to spend some downtime learning local languages and customs. Cooking, crafting, healing, and shopping can all become substantially more time-consuming without the use of scientifically advanced technology, and the frustration of not having access to the magic that could emulate that technology can be a great motivator!

Crafting

A Starfinder character might want to spend a significant portion of their downtime crafting. This can mean repairing and maintaining their futuristic gear, such as making ammunition and using archaic tools like waterwheels to recharge their batteries. It can also mean figuring out how to upgrade their gear without access to AbadarCorp's free online shipping and many convenient locations. Doing so could require finding an NPC who can do the actual checks behind the scenes while the PC is off on adventures, especially if the PC doesn't have ranks in Crafting. It could also mean working alongside another PC, perhaps allowing the Starfinder PC to help the NPC Craft by teaching them the basics of the advanced technology. You might even find yourself limiting a player's access to higher-level tech gear by forcing them to find necessary materials, from rare minerals to Numerian artifacts, that require specific adventures to acquire!

Skill Checks

Characters from a time or world with more pervasive high-technology solutions to everyday problems might find it challenging to adapt to life in a more agrarian setting. Capturing that struggle with extraneous skill challenges could enhance the verisimilitude of your game, but over time, most characters should be able to adapt to how things are done in the pre-modern world. You should avoid trying to unduly punish players for wanting to play characters with themes, instead using the story to help explain how a PC failed or critically failed a check rather than giving them a numerical penalty to the check itself. For example, if a time-displaced Zemir rolled a 1 on his check to Influence a local celebrity with a Diplomacy check, the GM could explain that he confused the diva by asking for their social media contacts.

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

From Pathfinder Monster Core to its countless Adventure Paths, Pathfinder has hundreds of incredible creatures you can use in your Starfinder campaign with minimal adjustment. These guidelines can help you incorporate these monsters with minimal concern. Following these guidelines will help you easily convert a creature, encounter, or even entire adventure into your Starfinder game!

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

Characters can generally access a wider variety of damage types in Starfinder. You should make a mental note if you have any characters in your game with a limited repertoire of damage, as creatures with resistance or weaknesses to a party's primary form of damage can make an encounter too easy or too hard. Fire weakness and vulnerability are particularly commonplace and easy to trigger using Starfinder weapons, especially lasers and explosives.

Environment

Starfinder encounters are more likely to occur in environments with effects like radioactivity that most Pathfinder creatures were never designed to interact with. If your encounter takes place in space, the creatures and NPCs need armor with environmental protections or the cosmic trait to survive. If your encounter uses radiation, the creature should have it listed as an immunity, have a resistance to poison damage, or have the assumed damage and sickened conditions built into their stat block in advance so you don't need to apply it during the encounter.

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

Most intelligent creatures and NPCs in Starfinder carry tech gear. You should consider upgrading the armor and weapons wielded by such creatures in Pathfinder to their Starfinder equivalents. While the weapons could use the same statistics, applying the analog or tech trait makes it usable with the weapon grade system rather than needing compatible runes to upgrade. There are also spells and feats, such as Combat Hack, that only work if enemies have modern tech equipment. Note that while most people in the Pact Worlds carry a computer in the form of a comm unit or datapad, all tech armor has an integrated comm unit that makes carrying an additional communication device superfluous (but not unheard of). Giving a Pathfinder creature a gun is also an easy way to apply a simple but effective ranged attack if the creature didn't already have one—the image of a troll with a machine gun will stick with your players. Including tech gear in enemy stat blocks also gives the PCs ammunition (and batteries) to loot after the combat.

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

Many Starfinder characters have access to flight and use ranged weapons that can cut an encounter with typical Pathfinder creatures short. Giving creatures additions like grafted wings or integrated jetpacks allows them to use melee tactics against flying PCs. Consider giving them other ways to close the gap, like a climb Speed or teleportation. When designing encounters, include environmental features like wind, platforms, and variable gravity.

Ranged Attacks

Give most Pathfinder creatures a ranged attack. If a simple ranged attack isn't enough to deal with flying or distant foes, consider solutions that don't use extra actions such as Improved Grab, Improved Knockdown, or an accompanying hazard to that can pull the PCs closer.

Anachronistic Gear

From an operative assassin with ancient sawtooth sabers to a mystic healer wielding a magical staff, many Starfinder characters would love to get their hands (or alien appendages) on ancient Pathfinder gear. Whether you're introducing them to your campaign as standard tools of the trade, artifacts from before the Gap, or specialty tools favored by hobby enthusiasts, these guidelines can help you decide the best way to handle using Pathfinder equipment in your Starfinder game.

Item Grades

The ellicoth in the room when discussing implementing Pathfinder gear is item grades. In Starfinder, items are improved by buying or crafting upgrades to your gear to progress them from commercial to paragon grade. While this consolidates and simplifies the terminology used to describe magic armor and other magic items, it does mean that certain abilities that refer to grades of gear might not function with Pathfinder items that are otherwise acceptable inclusions into a Starfinder campaign.

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

Ammunition for archaic weapons shouldn't be too difficult to craft or obtain. Crossbow bolts and arrows are still in production and used across the Pact Worlds by athletes, hunters, and adventurers who value the reliability and silence of ranged analog weaponry. Flintlock and black powder weapons are still collected and fired by enthusiasts, and the construction of these weapons is relatively simple. Blowguns and other injecting weapons function with the same darts as the needler pistol. Markets on low-tech worlds are more likely to carry these items, but they can be found just about anywhere.

Other Equipment

Most other varieties of equipment in Pathfinder have Starfinder equivalents, and it should be relatively simple to adjudicate their use. Spell gems can function like scrolls, serums like potions, and so on. You should always warn your players that specific interactions of converted equipment with other items and feats are always subject to change. For example, you might rule that the alchemical flasks awarded by defeating a time-displaced alchemist can function as detailed in the appropriate Pathfinder source book, but you should also keep in mind if such items will be a suitable reward and could perhaps instead choose to have them operate as grenades. It's usually best to wait until after a session to make any on-the-fly adjustments. Your players will likely remember the encounter where they took out a pair of vesk honor guards with a glue bomb fired out of a fireburst chamber!

Optional Rule: Archaic Equipment

Whether worn by the ravages of time or simply made from inferior materials, some campaigns might mechanically emphasize the difference between modern and ancient equipment. You can adopt the following guidelines in a campaign intended to emphasize the struggles of fighting a force with vastly superior technology. These rules don't apply to unarmed attacks and equipment made using high-grade precious materials.
  • 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).

Treasure & Rewards

Some ancient treasure from Pathfinder might not feel appropriate in a Starfinder campaign, especially magic armor, shields, weapons, and alchemical consumables. Treating these treasures as antique gear rather than converting them to the Starfinder-grade equivalents introduces a new type of precious treasure that can be sold to collectors. The infosphere makes finding such collectors a relatively simple task, unless the item is prohibited for sale for some reason. But be careful, selling valuable rare items might put the PCs in the crosshairs of thieves or predatory investors! PCs might appreciate being able to sell lower-level ancient consumables to collectors, but make sure to adjust other story rewards if you're allowing players to effectively sell this gear at full price. Some PCs might feel uncomfortable selling artifacts to private collections and might demand they belong in a museum, or with the culture that crafted them, for there are rewards more valuable than credits.