While the process of converting characters and classes from PF to SF has been clarified, the path backwards has not been created. In certain PF settings, it would make sense to have characters who fall under the categories of envoy, soldier, or operative. The following rules enable conversions of SF classes into the PF system.
The following alterations apply to all SF classes:
Hit Points: Replace the hit points and stamina points gained at each level with hit dice at each level, based on how many hit points the class would get at each level.Table 4: Class Hit Points
|Hit points at each level||Hit Dice|
Iterative Attacks: The class gains additional iterative attacks as a PF class would as its BAB increases (for reference on what levels classes with BAB equal to their class level would gain attacks, consult the table for the fighter class. For reference on what levels classes with BAB equal to ¾ their class level would gain attacks, consult the table for the rogue class). SF do not gain additional attacks per round from class features such as Soldier’s Onslaught or Triple Attack which enable more than two attacks on a full attack (seeing as creatures can make more than two attacks on a full attack anyway in PF)
Weapon Specialization: Classes do not gain weapon specialization at 3rd level
Resolve Points: All characters with levels in SF classes gain resolve points as normal. However, these points can only be used for class features (such as Magic Hacks). Any spells which would have Resolve Point costs lose these costs. As many items, feats, and ship actions require resolve points, however, a new system is required in order to facilitate the use of such abilities. It is advised that each character be given a pool of “surge points” which can be used in place of resolve points to fuel feats, items, or other actions not gained from a class or archetype. The number of surge points a creature has is equal to half their hit dice or CR (whichever is lower) plus the creature’s highest ability score modifier (minimum 1 surge point). A creature can replenish their surge points by resting for 8 hours.
Full Attacks: Any ability which would reduce the penalties for a full attack or enable the character to perform multiple attacks in an additional circumstance (such as the Solarian’s Solar Acceleration ability or the Charge Attack style technique of the Soldier) instead enables them to perform a full attack in that circumstance or reduces the penalty on iterative attacks by a corresponding amount.
Bonuses: To keep in line with the rapid escalation of PF, it is advised that any class feature which provides a static or level-based bonus to AC, attack rolls, or damage rolls (excluding Weapon Specialization) be doubled.
The following modifications and clarifications are listed for specific SF classes
- Envoys are proficient with light and medium armor and with shields. They are proficient with simple weapons.
- The envoy gains Appraise as a class skill.
- Mechanics are proficient with light and medium armor and with simple weapons. The combat tracking class feature grants proficiency with heavy armor and martial weapons.
- The mechanic gains Appraise as a class skill.
- The mechanic’s drone gains the True AI feature at 1st level rather than 20th level. In place of listed HP, BAB, and save progression, the drone gains hit dice progression as the Homunculus companion of the PrometheanOA Alchemist.
- The mechanic’s drone does not gain the Master Control class feature.
- Mystics are proficient with light armor and with simple weapons and are proficient with the favored weapon of their deity.
- The Mystic can learn and cast any spell on the cleric/oracle and psychic spell lists as if they were on the mystic spell list.
- The Mystic gains Appraise and Use Magic Device as class skills.
- The Mystic’s spellcasting is considered psychic spellcasting for rules purposes, and the Mystic must provide thought and emotion components to cast spells (some spells may only require one of these components, or none at all, at GM’s discretion).
- Operatives are proficient with light armor and with simple and martial weapons.
- Trick attack can be used with any weapon that can be used with weapon finesse alongside any one-handed ranged weapon.
- Replace the operative’s uncanny agility class feature with the uncanny dodge and improved uncanny dodge class features of the monk, using operative level in place of monk level.
- On any round that you move further than 10 feet while also attacking, you may make a skill check as you could with a trick attack (this is considered to be the skill check made as part of the trick attack). If you succeed, you add your trick attack bonus to all damage rolls made this turn, provided that you are attacking with a weapon usable with trick attack.
- You may select rogue talents in place of operative exploits, using your operative level in place of your rogue level and applying any benefits to sneak attacks to trick attacks.
- Solarians are proficient with light and medium armor, with shields, and with simple and martial weapons. They are always proficient with their solar weapon.
- The Solarian gains Use Magic Device as a class skill.
- The bonus to AC from the Solarian’s solar weapon is a deflection bonus rather than an enhancement bonus.
- Change Flashing Strikes to “when making a full attack entirely with melee weapons, your second attack made with each weapon is just as accurate as the first and does not take the -5 penalty to attack rolls for being an iterative attack.”
- The Solarian’s solar weapon is a one-handed weapon which can be wielded in two hands but can also be used with the Weapon Finesse feat.
- Soldiers are proficient with light, medium, and heavy armor and simple, martial, and heavy exotic weapons.
- Levels in soldier count as levels in fighter for the purpose of meeting prerequisites.
- Abilities that would enable the soldier to make a third attack as part of a full attack (such as Soldier’s Onslaught) instead enable the soldier to make an additional attack at their highest base attack bonus when making a full attack (this additional attack does not stack with similar effects such as haste).
- Abilities that would reduce the Soldier’s penalties when making full attacks (such as Focus Fire) instead reduce the penalty on all iterative attacks beyond the first when making full attacks by the same amount they would reduce the full attack penalty (for example, a full attack made by a soldier using Focus Fire would have penalties of -0/-4/-9 rather than -0/-5/).
- Technomancers are proficient with light armor and with simple weapons.
- The Technomancer can learn and cast any spell on the magus spell list as if they were on the technomancer spell list.
- The Technomancer gains Appraise and Use Magic Device as class skills.
- The Technomancer’s spellcasting is considered arcane spellcasting for rules purposes, and the Technomancer must provide somatic and verbal components to cast spells (some spells may only require one of these components, or none at all, at GM’s discretion). However, she does not suffer any sort of arcane spell failure chance for casting in armor.
- The Cache Capacitor class feature works with any 1st-level spell at 6th level. It works with any 2nd-level spell starting at 12th level and any 3rd-level spell starting at 18th level.
Due to the similarity of how races function in PF and SF, it is not difficult to alter player races from SF for use in PF. To make a SF race playable in PF, make the following adjustments:
- Remove any racial hit points the race receives.
- If the race provides a bonus on certain skill checks, replace that skill with an appropriate skill from PF. It may be appropriate to grant multiple skill bonuses or perhaps additional abilities tied to the skill in which the race gains a bonus.
- If a race has the natural weapons racial trait, replace this with an appropriate natural weapon, generally two claw attacks which deal 1d4 damage or a bite which deals 1d6 damage (these values assume a medium creature). Alternatively, the race could be given Improved Unarmed StrikeSF as bonus feats.
- Supply the race with a list of starting languages appropriate to the campaign.
Two examples of race conversion are given below.
+2 Constitution, +2 Wisdom, -2 Charisma. Shirrens are perceptive and durable but end up being off-putting to many.
Blindsense (Ex): Shirren gain blindsense out to 30 feet. This is negated any time the shirren would be unable to hear.
Communalism (Ex): Shirren excel at cooperating with others. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.
Gifted Linguist: Shirren receive a +2 bonus on linguistics checks and can select two languages every time they gain a rank in linguistics rather than 1.
Limited Telepathy (Su): A shirren is able to mentally communicate with any creature within 30 feet with whom he shares a language. Otherwise this ability is identical to the telepathy ability.
Languages: Shirren begin speaking common and shirren. Shirren with a high intelligence score can learn any languages as bonus languages, save for secret languages such as druidic.
+2 Strength, +2 Constitution, -2 Intelligence. Vesk are powerful and hearty creatures, but are not the most intellectual of beings
Armor Savant: When wearing armor, vesk gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal.
Fearless: Vesk gain a +2 racial bonus on saving throws against fear effects
Low-light Vision: Vesk can see twice as far as humans in dim light
Martial Savant: Vesk gain Improved Unarmed StrikeSF as a bonus feat at 1st level
Languages: Vesk begin speaking Vesk. Vesk with a high intelligence score can choose the following languages as bonus languages: Aklo, Common, Draconic, Dwarven, Giant, Orc, and Undercommon.
Modifying Existing Races
Many races exist in both SF and PF but possess different abilities in each system. It is advised that when playing with SF content, PF characters should be able to select alternate racial traits that correspond to the abilities that their races possess in SF. Given below are a few examples of such racial trait replacement.
Upgrade Slot (Ex): The Android possesses a single armor upgrade slot in its body. Regardless of whether it is wearing armor, they can use this slot to install any one armor upgrade that could be be installed into light armor. This ability replaces Nanite surge.
Sophisticate Mage (Su): Drow in certain cases have focused their studies on magic to a greater degree, learning how to call upon their powers more easily. Drow with this racial trait gain Drow Nobility as a bonus feat and are treated has having the Minor Psychic Power feat for the purpose of meeting prerequisites. This ability replaces poison use.
It is advised that GMs simply replace existing PF goblin stats with the stats given in the Starfinder Roleplaying Game Alien Archive, removing the racial hit points. The fast trait is considered to be the fast movement trait for the purpose of replacing it. And any alternate racial trait which could replace a PF Goblin’s Skilled Racial Trait (including the Skilled Racial Trait) would instead replace Tinker.
Historian: Kasatha are known for keeping close records of their history and receive a +2 bonus on knowledge [history] and knowledge [local] checks. This ability replaces stalker.
Martial Student: Some Kasatha possess a culture which is more in tune with physical discipline at the expense of certain scholastic pursuits. They receive a +2 bonus to strength and wisdom but take a -2 penalty to intelligence. This replaces the normal kasatha racial ability score modifiers.
Altered Dimorphism: The process of development for some Lashunta has altered, causing their bodies and minds to mature in a manner that alters their dimorphism from being female-male to being Damaya-Korasha. Both Damaya and Korasha Lashunta gain a +2 bonus to Charisma. Korasha get +2 Strength and -2 Wisdom. Damaya get +2 Intelligence and -2 Constitution. This replaces the Lashunta’s normal Ability Score modifiers and Sexual Dimorphism.
Heavily Armed (Ex): Ratfolk with this racial trait can utilize weapons of one size category larger than normal. This ability replaces rodent empathy.
Moxie (Ex): Some ratfolk are known to creatively respond to adversity, dodging out of unpleasant situations easily. A ratfolk with this racial trait can stand up from prone as a swift action and does not become flat-footed or take a penalty on attack rolls when off-kilter. This ability replaces swarming.
SF classes and equipment share a set of expectations which don’t necessarily exist in PF. Rather than laying unneeded burdens on SF characters, it is rather advised that the following system modifications be made to PF if it is played using a combination of PF and SF content. It is advised that the following changes be applied to the system overall.
All characters gain the following feats as bonus feats even if they don’t meet the prerequisites: Precise Shot, Technologist (they do not gain the bonus on skill checks, however), Weapon Finesse, and Improved Unarmed StrikePF
All characters are treated as having the following feats for the purpose of meeting prerequisites but cannot use their effects unless they specifically take them: Combat Expertise, Dodge, Point-Blank Shot, and Power Attack.
The improved combat maneuver feats (such as Improved Overrun and Improved Trip), with the exception of Improved FeintPF, are not needed to meet prerequisites which would normally require them.
For feats which exist in both PF and SF but have different effects in each game, it falls to the GM to decide which version to use or whether both versions of the feat can be selected by characters within their world. The table below outlines which versions of each feat will be used in TPK Games’ production of multi-system content. If there are multiple feats separated by a slash, it implies that the feats should be treated as the same feat for the purpose of deciding which one to use in a game. Any SF ability which would use a reaction instead uses an immediate actionTable 5: PF vs. SF Feats
|Use PF Version||Use SF Version|
|Barroom BrawlerACG/Adaptive Fighting||Blind-Fight|
|Combat Casting||Nimble Moves|
|Deadly Aim||Parting Shot|
|Deflect Arrows/Deflect Projectiles||Penetrating Attack/Penetrating Strike|
|Diehard||Shot on the Run|
|Improved Critical||Spring Attack|
|Improved Feint||Step Up and Strike|
|Improved Great Fortitude||Strike Back|
|Improved Iron Will||Weapon Focus1|
|Improved Lightning Reflexes|
|Improved Unarmed Strike2|
|In Harm’s WayAPG|
|Multiweapon Fighting/Multi-Weapon Fighting|
|Snatch Arrows/Reflect Projectiles|
|Suppressive Fire ISR2|
1: See the rules regarding equipment for more information on this feat.
^^2: As the two versions of this feat function very differently, it is advised that players and GMs treat them
as separate feats which can be taken individually.
A GM is welcome to grant all players (as well as suitably powerful or influential NPCs) a theme of their choice from SF, which takes effect as normal. Alternatively, a character could choose to exchange two traits at character creation in order to gain the benefits of a theme of their choice (these can include traits gained from the Additional TraitsAPG feat).
As both games use a system known as Archetypes, some separation is required. The Archetypes system in SF shall be referred to as SF Archetypes and the PF system as PF Archetypes.
It is advised that SF Archetypes be used freely in PF, just as they are used in SF. Certain archetypes may not be appropriate for the level of balance in SF, but such rulings should be settled on a case-by-case basis. Provided that they do not replace the same features, it is even possible for a character to possess both a PF Archetype and a SF Archetype on the same character and class.
Favored Class Bonuses
Just as they could with any PF class, a character may choose a SF class as their favored class, gaining favored class bonuses as normal
If a spell exists in both PF and SF, the GM chooses which version feels more appropriate for the game he wishes to run. Alternatively, the spellcaster could choose to apply either effect when he either learns, prepares or casts the spell. For example, in the case of Haste, a GM may rule that the version of Haste a wizard can cast is dependent on either what version he learns (as the PF and SF versions function differently and are completely distinct spells), what version he prepares (meaning that the effect is decided at the start of the day), or what version he chooses to cast (meaning that the two variants are the same spell, just with options in regard to its effect).
Some classes may benefit from being able to use new spells from SF, and at GM’s discretion may learn any of them at the appropriate levels.
Variable-level spells may be used in PF at GM’s discretion. The following PF spells are considered to be variable-level spells if the GM wishes for these rules to be employed (using different iterations at different levels as varied castings of the same spell).
- Animate dead, create undead, and create greater undead
- Interposing hand, forceful hand, grasping hand, clenched fist, and crushing hand.
- All spells that can be undercast (each spell being capable of undercast individually, such as the Summon monsterPF spells or the tower of iron willPF, OA spells)
- All spells with “cure” in their name
- All spells with “inflict” in their name
It is advised that GMs use the skills from SF rather than those from PF, consolidating them as they are in the Starfinder Core Rulebook. In this case, Appraise and Use magic device (both from PF) should both be added to the list of SF skills. Craft skills should be replaced with skills more relevant to the crafting of specific items (Mysticism for magical items, Engineering for mechanical items, etc.)
Starship combat can be directly ported from SF into PF if skill alterations are similarly replicated, but the looser math of PF skills could potentially result in immense skill modifiers that break down the normal calculations of ship combat. Some GMs may wish to normalize the math of ship combat, in which case it is advised that they ignore any skill bonuses characters obtain from spells, powers, veils, and equipment (excluding ship computers).
Given that a more technologically advanced world would allow for characters to more easily access blueprints and materials, the process of crafting items should be more accessible to characters. If a character possesses the necessary spells, labs, and other prerequisites needed to craft an item, they are able to craft the item without the necessary item creation feats. However, the cost of creating such items is doubled, meaning that it costs the same amount of money to craft an item as it does to purchase it. If a character possesses the necessary item creation feats to craft an item, however, they can craft it at half market price as normal.
It is advised that the time needed to craft an item be reduced to one hour of work for every 1, gp in its price, or two hours of work for every 1, gp if the creator does not possess the proper item creation feats.
If a player or GM wishes to use SF equipment in a PF game, it is advised that the following rules be employed.
If using the Armor Penetration Rules listed in Arcforge: Technology Expanded, SF weapons have an Armor Penetration value equal to their level -2 (minimum 0). Otherwise, any weapon above 5th level or that deals energy damage targets touch AC.
Light Armor from SF is considered to be Light Armor in PF, while Heavy Armor from SF is considered to be eavy Armor in PF for all purposes.
Critical Hit Effects
Rather than using the Critical Hit Effects rule, it may be possible for SF weapons to instead have enhanced critical hit threat ranges and damage multipliers corresponding to the magnitude of critical hit effects. The same process can also go the other way if the GM so wishes (for example, a scimitar could be changed to a weapon with the Bleed 2d6 property). Some GMs may wish to use this system selectively, applying altered effects only to certain types of critical hit effects while keeping others the same (for example, a screamer could still deafen targets on a critical hit while a buzzblade curve blade has a critical threat range of /x4)Table 6: SF to PF Critical Hit Effects
|SF Critical Hit Effect||PF Threat Range and Damage|
|Arc, Corrode, Burn, or Bleed 1 die||/x2|
|Arc, Corrode Burn, or Bleed 2 dice||/x2|
|Arc, Corrode, Burn, or Bleed 3 dice||/x3|
|Arc, Corrode, Burn, or Bleed 4 dice||/x3|
|Arc, Corrode, Burn, or Bleed 5 dice||/x4|
|Arc, Corrode, Burn, or Bleed 6 dice or more||/x4|
As SF uses a much wider variety of weapons than PF and players are generally expected to exchange weapons a great deal more often, it is unfeasible to build characters whose specialize in using a single weapon (such as a katanaUC). Hence, if SF equipment is being used regularly in a PF game, it is advised that any feat, ability, or class feature which applies to specific weapon (with the exception of proficiencies) instead applies to all weapons in that weapon group (with the exception of unarmed strikes). For example, if a character has the feat Weapon Specialization (greatsword), she would gain the benefits of Weapon Specialization with all heavy blades. Similarly, the Sling FlailUC feat could be used with any thrown weapon, not just a sling. The system of weapon groups should also be altered to accommodate the greater number of weapons of certain types in the setting.
- The firearms weapon group should be removed.
- Small arms is a new weapon group, comprised of all small arms and one-handed firearms.
- Longarms is a new weapon group, comprised of all longarms and two-handed firearms.
- Heavy Weaponry is a new weapon group, comprised of all heavy weaponry and seige firearms.
- All grenades are considered to be part of the thrown weapon group.
Other weapons may be sorted into groups as well, with the following list including examples of how this might be done from the Starfinder Core Rulebook.
- Cryopikes and pikes are considered part of the spears weapon group.
- Batons, shock truncheons, clubs, hammers, swoop hammers, incapacitators, and peacemakers are considered part of the hammers weapon group.
- Daggers, starknives, and knives are considered part of the light blades weapon group.
- Doshkos, flame doshkos, and plasma doshkos are considered part of the axes weapon group.
- Longswords, skyfire swords, dueling swords, curve blades, devastation blades, fangblades, grindblades, and plasma swords are considered part of the heavy blades weapon group.
- Staves (including weapons with staff in their name) and Dragonglaives are considered part of the polearms weapon group.
- Taclashes and Monowhips are considered part of the flails weapon group.
- Battlegloves, pulse gauntlets, bone cesti, electrovore gloves, and injection gloves are considered part of the close weapon group.
For the purpose of converting different weapon types to PF, it is advised that the following system be used:
- Small arms and basic melee weapons should be considered simple weapons.
- Longarms and advanced melee weapons should be considered martial weapons, but any character which would be considered proficient with firearms is proficient with longarms).
- Heavy Weapons are considered exotic weapons, but a character can gain proficiency with all of them by taking the feat Exotic Weapon Proficiency (Heavy Weaponry).
- Sniper Weapons are considered exotic weapons, but a character can gain proficiency with all of them by taking the feat Exotic Weapon Proficiency (Sniper Weapons).
- Grenades are considered martial weapons.
Weapons with the Operative property are considered to be light weapons for all purposes. For rules regarding Automatic Weaponry, the same principle applies in Backwards Conversion as in Forwards Conversion. When making a full attack with an Automatic weapon in PF, one can choose to simply make iterative attacks with the weapon as if it didn’t have the Automatic property or to make attacks as per the SF Automatic weapon property at a -4 penalty.
Weapon Fusions and Enhancements
Weapon Fusions use the pricing of weapon enhancements and are considered to be weapon enhancements for all purposes (for example, a +1 Trailblazer Fangblade would cost the same amount as a +2 Fangblade). All weapon fusions of 8th level or below cost the same amount to add to a weapon as an enhancement ability worth +1, while those of 9th level or higher cost the same amount as an enhancement ability worth +2. If a PF enhancement and a SF weapon fusion share the same name, it is possible for a weapon to have both (for example, a weapon could have both the flaming weapon enhancement and the flaming weapon fusion).
It is advised that the +1 enhancement bonus requirement of weapon enhancements be removed if weapon fusions are being used. For example, someone could create a venomous ominous mighty cleaving doshko for the same price they could create a +3 doshko.
Weapons and Armor of Alternate Sizes
All of the weapons in the SF books are built for medium-sized characters, and to keep in line with PF rules it is advised that their damage be altered if they are constructed to be other than medium size. When the damage dealt by a creature’s weapons or natural attacks changes due to a change in its size (or the size of its weapon), use the following rules to determine the new damage.
If the size increases by one step, look up the original damage on the chart and increase the damage by two steps. If the initial size is Small or lower (or is treated as Small or lower) or the initial damage is 1d6 or less, instead increase the damage by one step.
If the size decreases by one step, look up the original damage on the chart and decrease the damage by two steps. If the initial size is Medium or lower (or is treated as Medium or lower) or the initial damage is 1d8 or less, instead decrease the damage by one step.
If the exact number of original dice is not found on this chart, apply the following before adjusting the damage dice. If the damage is a number of d6, find the next lowest number of d6 on the chart and use that number of d8 as the original damage value (for example, 10d6 would instead be treated as 8d8). If the damage is a number of d8, find the next highest number of d8 on the chart and use that number of d6 as the original damage value (for example, 5d8 would instead be treated as 6d6). Once you have the new damage value, adjust by the number of steps noted above.
If the die type is not referenced on this chart, apply the following rules before adjusting the damage dice. 2d4 counts as 1d8 on the chart, 3d4 counts as 2d6 on the chart, and so on for higher numbers of d4. 1d12 counts as 2d6 on the chart, and so on for higher numbers of d
Finally, multiple d10s increases to twice as many d8s (for example, 2d10 to 4d8 and 3d10 to 6d8) and decreases to an equal number of d8s (for example, 2d10 to 2d8 and 4d10 to 4d8), regardless of the initial size.
If a specific weapon’s damage dice do not easily correspond with the values on the table, take the weapon’s average damage and select the damage dice value whose average damage value is closest (round down in the case of ties). For example, a medium-sized Liquidator Disintegrator Cannon has a base damage dice of 1d20 (average ), so a large-sized disintegrator cannon would have base damage dice of 4d6 (two steps higher than 3d6, which also has damage dice of ) and a small-sized Liquidator Disintegrator Cannon would have base damage dice of 2d6 (two steps lower than 3d6).
The cost of SF weapons or armor should not be altered based on size, as larger equipment is easier to manufacture given less concentrated components and smaller weapons requiring more condensed mechanism but less material overall.Table 7: Damage Dice Progression Chart
|Damage Dice||Average Damage|
Magic Item Restrictions
If using SF content in PF, it falls to the GM to decide if SF’s magic item restriction should be imposed upon PF characters. For balance purposes, the following resolution is suggested:
If a character is wearing SF armor, then they are restricted as a SF character would be in terms of magic items but can have this limit circumvented by the alternate rule regarding Magic Item Restrictions from the Forwards Conversion Rules. If a character is not wearing SF Armor, there is no limit to the number of magic items they can utilize at the same time.
Equipment Costs and Levels
SF’s player wealth scales at a different rate than PF’s, so the prices of SF equipment should be adjusted based on the equipment’s effective level if they are being used in PF.
- Equipment of 7th level or lower should have its price doubled
- Equipment of 8th, 9th, or 10th level should have its price be the same.
- Equipment of 11th, 12th, 13th, 14th, or 15th level should have its price halved
- Equipment of 16th level or higher should have its price reduced to ¼ of the listed price.
To control the progression of players buying powerful weapons and armor, PF characters should generally not be able to purchase items whose level exceeds their own. This also circumvents the issue of certain pieces of armor being more expensive than stronger (but more high-level) alternatives.
When crafting a piece of SF equipment, characters will use a variety of skills and feats depending on the nature of the item.
- Weapons and Armor require a Military Lab and use the Craft Technological Arms and Armor feat. They are created with an Engineering check.
- Weapons Fusions use the Craft Magical Arms and Armor feat. They are created with a Mysticism check
- Armor Upgrades use the Craft Wondrous Item or Craft Technological feat, depending on whether the item is magical or not. They are created with an Engineering check if they are nonmagical or a Mysticism check if they are magical
- Computers use the Craft Technological Item feat. They are created with a Computers or Engineering check.
- Technological Items use the Craft Technological Item feat. They are created with an Engineering check
- Magic Items use the Craft Wondrous Item feat. They are created with a Mysticism check
- Hybrid Items use both the Craft Technological Item and Craft Wondrous Item feats, requiring both to gain the benefits of having the necessary item creation feats. They are created with either an Engineering or Mysticism check
- Augmentations use the Craft Cybernetics feat. They are created with an Engineering or Medicine check
- Vehicles use the Craft Technological Item feat. They are created with an Engineering check
- Drugs, Medicinals, and Poisons use the Craft Pharmaceutical feat. They are created with a Life Science or Physical Science check
- Food and Drink Items are created with a Life Science check
- Generic items of other, unlisted types can be crafted with GM discretion using either Engineering, Life Science, or Phyiscal Science to make the check, and do use specific item creation feats.
The DC to craft a SF item is 15 + the item’s level.
A good number of monsters in SF already exist in PF in some form or another (shobhadB4, zombies, chromatic dragons, and witchwyrdsB2 being among the more notable). In the cases of these monsters, using the existing stats is recommended, perhaps with slight adjustments in the event that the SF version possess abilities the original did not.
SF Monsters in PF
As SF monsters are simplified in their statistics, converting them backwards is a much more difficult affair. Hence, if a GM wishes to apply class levels or certain complex templates to a SF monster, such a creature should be rebuilt from scratch using the rules for Monster Creation listed in the PF Bestiary.
For a GM who wishes to use a SF monster in a PF game without altering it, simply add the following additions to the creature’s existing statblock:
- CMB equal to the monster’s high attack bonus.
- CMD equal to the monster’s high attack bonus + it’s CR.
- Concentration bonus on casting spells equal to the monster’s CR+the highest of their intelligence, wisdom, and charisma modifiers.
- An effective number of Hit Dice equal to the monster’s CR for the purpose of effects based on HD (such as color spray or animate dead).
- An AC equal to the higher of the monster’s EAC and KAC, a flat-footed AC equal to 9+the creature’s fortitude saving throw modifier, and touch AC equal to the creature’s 9+the creature’s reflex saving throw modifier. How these bonuses are distributed among different bonus types is up to the GM and should be determined on a monster-by-monster basis.
In a game where Pathfiinder characters have access to SF equipment, it is possible for them to easily increase their AC and damage to incredible levels (although such feats were not difficult in PF, either). As such, GMs with less experience designing encounters may struggle to keep pace with players who employ SF gear in combat. Below is some advice for giving characters with high AC and damage output more of a challenge:
-More Numerous Enemies More creatures on the field means that killing individual creatures will have less of an impact on the fight, which in turn diminishes the value of high single-target damage. Use of weaker monsters to obstruct attacks against stronger monsters also increases the survivability of heavy hitters
-Negative Status Conditions Characters using more powerful armor and weapons will be no less vulnerable to many effects which target their saving throws and CMD, meaning that spells such as Confusion, Slow, or Black Tentacles can still do a great deal to hamper them. What’s more, many of these conditions will also inhibit the ability of player characters to fight back or defend against attacks, allowing monsters to get hits in more easily.
-High Initiative If monsters are dying before they can act, make sure that they are able to act before the players. Invest in initiative so that your creatures can unleash their most dangerous abilities
-Utilize the Environment Cover, traps, lighting, terrain, weather, and unusual architecture are all things that a GM can use to the monster’s advantage, allowing them to obstruct attacks and movement. The players will have a harder time if they are dealing with monsters in an entrenched position.
Monsters and Armor Penetration
If players are using SF armor and weapons while employing the Armor Penetration rules, this will result in many creatures whose defenses are based on Natural Armor being easily hit by higher-level weapons. Here are several suggested ways to deal with this issue.
1. No Change The first solution is to simply not change anything, giving high-level weaponry a distinct advantage against creatures which rely on natural armor to protect themselves.
2. Increased Natural Armor To compensate for the phenomenally improved accuracy of weapons, any creature which does not possess class levels and which is not wearing armor should increase this natural armor bonus by an amount equal to half the creature’s CR (minimum 0). This increase to AC (which scales in a similar way to the increased AC of characters using SF Armor) enables an armored monster to deflect attacks and forces players to still account for accuracy even when they possess powerful armor-piercing armaments. The disadvantage of this solution is that it disadvantages characters who rely on low-level or low-AP weapons, incentivizing them to invest more in accuracy than those who obtain weapons with greater penetrating capacity.
3. Bulletproof Hide As an alternative to increasing AC, one might also say that natural armor has adapted to defend against more sophisticated armaments, and as a result ignores any armor penetration that weapons possess. This, however, has the opposite effect to the previous rule change, potentially discouraging players from spending large amounts of gold on high-end weaponry.
4. Increased Health Although players will be hitting a lot more with their armor-piercing firearms, it may become necessary for them to hit monsters many more times in order to bring them down. To reflect how thicker hide might be indicative of a more durable biology, creatures without class levels and armor should gain additional hit points equal to their natural armor bonus x their CR.
The following are new options for characters playing in a PF game that utilizes SF content. Note that not all of these abilities may be acceptably balanced for SF given the different standards for each game. Many of the archetypes which follow use maneuvers and stances based in the Path of War rules; for such classes, all use the following table to determine the number of maneuvers and stances available to them.Table 8: Archetype Maneuver Progression
Ace Greaser (Mechanic Archetype)
A unique brand of mechanics, Ace Greasers focus themselves on optimizing the abilities of vehicles and honing their abilities behind the wheel. Forgoing typical measures of stealth, an Ace Greaser will employ their vehicle as their primary weapon, running foes down with several tons of screaming metal at their command.
Companion Vehicle (Ex) The ace greaser gains a companion vehicleATE, treating his class level as his pilot level. This replaces artificial intelligence.
Skilled at the Wheel (Ex) At 1st level, the ace greaser gains a +1 insight bonus to engineering and piloting checks. At 5th level, every 4 levels thereafter, and 20th level, this bonus increases by 1.
Starting at 3rd level, any vehicle the ace greaser is driving has its speed increased by 10 feet and its acceleration increased by 5 feet. If piloting a starship, the starship’s maneuverability is treated as one step better and its speed increases by 1 hex.
At 9th level, If the ace greaser becomes staggered, dying, sickened, nauseated, stunned, dazed, disabled, fatigued, exhausted, or paralyzed while piloting a vehicle, he can attempt a DC 15 Fortitude save each round to remain in control of his vehicle and maneuver it as if he was uninhibited, though he may take no other actions.
At 19th level, the ace greaser gains an additional standard or move action each round, but such actions can only be used to pilot a vehicle or fire a weapon mounted on a vehicle.
This ability replaces bypass, overload, override, and ghost in the machine.
Greaser Tricks (Ex) An ace greaser can select helmsman overcharges in place of mechanic tricks, using their ace greaser level in place of their helmsman level. For every point of essence burn a helmsman would take for using an overcharge, an ace greaser instead spends one point of resolve. This ability alters mechanic tricks.
Tricked-Out (Ex) At 7th, 11th, 14th, and 17th level, the ace greaser’s companion vehicle gains one additional Mech Enhancement. This ability replaces coordinated assault and control net.
Eliminator (Operative Archetype)
All operatives are versatile and skilled combatants who excel at making the most of any situation with a wide array of tools. Among the most dangerous of these individuals, however, are the operatives who don the mantle of eliminator, studying martial arts and strategy to master the art of murder.
Maneuvers An eliminator begins their career with knowledge of three martial maneuvers. The disciplines available to them are Steel SerpentPoW, Tempest Gale, and Thrashing DragonPoW.
Once the eliminator knows a maneuver, they must ready it before they can use it (see Maneuvers Readied, below). A maneuver usable by eliminators is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. An eliminator’s maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when they initiate one.
The eliminator learns additional maneuvers at higher levels, as indicated on Table 8: Archetype Maneuver Progression. The maximum level of maneuvers gained through eliminator levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to his maneuvers known through other methods, such as prestige classes or the Advanced Study feat. An eliminator must meet a maneuver’s prerequisite to learn it. See the Systems and Use chapter in Path of War for more details on how maneuvers are used. Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the eliminator can choose to learn a new maneuver in place of one they already know. In effect, they lose the old maneuver in exchange for the new one. They can choose a new maneuver of any level they like, as long as they observes the restriction on the highest-level maneuvers they know; the eliminator need not replace the old maneuver with a maneuver of the same level. They can swap only a single maneuver at any given level. An eliminator’s initiation modifier is Intelligence, and each eliminator level is counted as a full initiator level.
Maneuvers Readied An eliminator can ready all three of their maneuvers known at 1st level, and as they advance in level and learns more maneuvers, they are able to ready more, but must choose which maneuvers to ready. An eliminator must always ready their maximum number of maneuvers readied. They ready their maneuvers by meditating or performing martial katas for ten minutes. The maneuvers they choose remain readied until they decides to meditate again and change them. The eliminator does not need to sleep or rest for any long period of time in order to ready their maneuvers; any time they spends ten minutes meditating, they can change their readied maneuvers.
An eliminator begins an encounter with all their readied maneuvers unexpended, regardless of how many times they might have already used them since they chose them. When they initiate a maneuver, they expend it for the current encounter, so each of their readied maneuvers can be used once per encounter (unless they recover them, as described below).
In order for the eliminator to recover maneuvers, they must single out a target for elimination. The eliminator recovers one maneuver whenever they claim a creature and recovers a number of maneuvers equal to their initiation modifier (minimum 2) whenever they reduce a claimed creature to 0 hit points. Alternately, the eliminator may take a moment to study their surroundings, recovering a single maneuver as a standard action.
Stances An eliminator begins play with knowledge of one stance from any discipline open to eliminators. At 4th, 7th, 11th, and 13th levels, they can select an additional stance to learn. The maximum level of stances gained through eliminator levels is limited by those listed in Table 8: Archetype Maneuver Progression. Unlike maneuvers, stances are not expended and the eliminator does not have to ready them. All the stances they know are available to them at all times, and they can change the stance they are currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.
Unlike with maneuvers, an eliminator cannot learn a new stance at higher levels in place of one they already know.
This ability replaces the operative exploits gained at 4th, 8th, 12th, 16th and 20th levels. This ability does not cause the eliminator archetype to be incompatible with other archetypes that alter the operative exploits class feature, so long as it still has an exploit at each of these levels to give up.
Designated Target (Ex) The eliminator’s combat styles revolves around picking out targets and dealing with them individually. As a swift action, the eliminator may Claim an opponent that they can see (including with special senses such as blindsense or tremorsense) within close range (25 feet + 5 feet per 2 eliminator levels) for a number of rounds equal to 1/2 their class level (minimum 1 round). An eliminator can have a maximum number of creatures Claimed equal to their eliminator initiation modifier (minimum 1) and may not Claim a creature they have already Claimed until or unless the Claim expires. When making a trick attack against a claimed creature, the eliminator automatically succeeds on the skill check needed to make a trick attack.
Martial Trick (Ex) When an eliminator performs a trick attack with a martial strike, she can use the strike’s associated skill for the trick attack. For example, when performing a trick attack with a scarlet throne maneuver, she may use sense motive in place of bluff, intimidate, or stealth.
At 11th level, when an eliminator makes an attack roll, she can spend a resolve point to reroll the attack roll and take the higher result between the two. This ability can only be done before revealing whether or not the attack is a hit.
This ability replaces Operative Specialization.
Extermination (Su) At 20th level, you ensure that no opponent you slay ever gets back up. Whenever you reduce a claimed creature to 0 hit points with nonlethal damage, you deal ability damage to one of the target’s ability scores so that it is instantly reduced to 0. If you kill a creature, then that creature cannot be resurrected by any means short of a Wish or Miracle.
This ability replaces Supreme Operative.
Legatus (Envoy Archetype)
The role of the envoy is rarely that of the combatant. Rather, it is that of the supporter and commander, the knowledgeable entity which uses tact to optimize the utility of its allies. A Legatus merges these roles, displaying a great deal of martial understanding while also employing these abilities to increase the capabilities of their allies.
Maneuvers A legatus begins her career with knowledge of three martial maneuvers. The disciplines available to her are Golden LionPoW, Scarlet ThronePoW, and Tempest GalePoWE.
Once the legatus knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by legatus is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A legatus’ maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.
The legatus learns additional maneuvers at higher levels, as indicated on Table 8: Archetype Maneuver Progression. The maximum level of maneuvers gained through legatus levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to his maneuvers known through other methods, such as prestige classes or the Advanced Study feat. A legatus must meet a maneuver’s prerequisite to learn it. See the Systems and Use chapter in Path of War for more details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the legatus can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest- level maneuvers she knows; the legatus need not replace the old maneuver with a maneuver of the same level. She can swap only a single maneuver at any given level. A legatus’ initiation modifier is Charisma, and each legatus level is counted as a full initiator level.
Maneuvers Readied A legatus can ready all three of her maneuvers known at 1st level, and as she advances in level and learns more maneuvers, she is able to ready more, but must still choose which maneuvers to ready. A legatus must always ready her maximum number of maneuvers readied. She readies her maneuvers by meditating or performing martial katas for ten minutes. The maneuvers she chooses remain readied until she decides to meditate again and change them. The legatus does not need to sleep or rest for any long period of time in order to ready her maneuvers; any time she spends ten minutes in meditating, she can change her readied maneuvers.
A legatus begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below).
A legatus regains a single maneuver whenever she designates an ally as a comitatus and regains a number of maneuvers equal to her initiation modifier (minimum 0) whenever a comitatus r e d u c e s an enemy to 0 hit points or fewer. Alternately, the legatus may take in the scene around her, recovering a single maneuver as a standard action.
Stances A legatus begins play with knowledge of one stance from any discipline open to legati. At 4th, 7th, 11th, and 13th levels, she can select an additional stance to learn. The maximum level of stances gained through legatus levels is limited by those listed in Table 8: Archetype Maneuver Progression.
Unlike maneuvers, stances are not expended and the legatus does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description. Unlike with maneuvers, a legatus cannot learn a new stance at higher levels in place of one she already knows.
This ability replaces the envoy improvisations gained at 4th, 8th, 12th, 16th and 20th levels.
Committee (Ex) As a swift action, a legatus can open a channel of communication with an ally within close range (25 feet + 5 feet/2 levels) which enables the legatus to easily relay information to them. Any ally targeted by this ability is considered a comitatus, and the legatus can have a number of comitati at any given time equal to her initiation modifier (minimum 1). An comitatus which becomes unable to communicate with the Envoy is no longer considered a comitatus. A legatus is always treated as their own comitati and does not count towards the limit of comitati she can have.
Delegation (Ex) Whenever the legatus initiates a maneuver, she may have one of her willing comitati perform the maneuver in place of her as a free action. The legatus still expends the maneuver and is treated as having used up the initiation action, but the comitatus carries out the effects of the maneuver. For example, the legatus could spend a swift action to perform a boost that would affect herself but could instead use this ability to have it affect one of her comitati. Similarly, the Legatus could use this ability in conjunction with a martial strike as a standard or full-round action to have one of her comitati perform the martial strike against a target as a free action.
Dual Boost (Ex) At 5th level, the legatus learns to use boosts more effectively, augmenting her maneuvers in multiple ways. Once per day the legatus may initiate two boost type maneuvers as part of the same swift action. She may use this an additional time per day at 9th level and every 4 levels thereafter. This ability can be used in conjunction with Delegation. This replaces the bonus to expertise granted at 5th level.
Dual Strike (Ex) At 9th level, the legatus gains the ability to expend a use of dual boost to initiate two martial strikes as a full round action. The strikes the legatus initiates must have an initiation action of one standard action, and she must have both strikes readied. Boosts may not be applied to a dual strike due to the need to concentrate on two separate martial movements. When a dual strike is used, the action must be declared beforehand when used, both strikes are resolved separately and are expended. This ability can be used in conjunction with Delegation.
This replaces the bonus to expertise granted at 9th level.
Improved Delegation (Ex) At 13th level, whenever the legatus uses her delegation ability, she may target two comitati rather than one with the ability. In addition, all members of the legatus’ committee gain the benefits of whatever stances the legatus is in.
This ability replaces the increase in expertise die size at 13th level (it remains a d6 rather than becoming a d8).
Dual Counter (Ex) At 17th level, the legatus learns how to set up multiple defensive measures simultaneously. By expending a use of Dual Boost, a legatus may initiate two counters as part of the same immediate action. This ability can be used in conjunction with Delegation.
This replaces the bonus to expertise granted at 17th level.
Dual Stance (Ex) At 20th level, the legatus’ martial knowledge enables her to combine several techniques at once. she can gain the benefits of two known stances simultaneously. She must still adopt each stance individually, requiring him to expend one swift action for each stance. This ability can be used in conjunction with Improved Delegation.
This replaces the bonus to expertise granted at 20th level.
Robot Lord (Helmsman Archetype)
No matter how close a captain may be to his ship, the experience cannot truly compare to that of having an intelligent entity fighting alongside them on the battlefield. Be it in the form of a cybernetic companion working in their mind or a robot companion backing them up. Those who utilize these companions are known as robot lords, commanding intelligent machines to aid them.
Artificial Intelligence (Ex) At 1st level, the Robot Lord gains the Artificial Intelligence and Custom Rig class features of a Mechanic, using his Helmsman level in place of his Mechanic level to determine the effects of either the drone or the exocortex. If the Robot Lord also possesses levels in Mechanic, these levels stack for the purpose of either the exocortex or the drone (provided both classess have selected the same option).
If the Robot Lord chooses a Drone, the drone gains the benefits of all veils and chakra binds the Robot Lord is using, and the Robot Lord can apply the Hypercharge, Turboboost, and Akashic Armaments class features to the Drone as if it were a bonded vessel. When using the Hardware Augment hypercharge, the Robot Lord selects a drone mod instead of a mech enhancement (this includes advanced mods if the Robot Lord is at least 11th level).
If the Robot Lord chooses an exocortex, he may use his Akashic Armaments, Hypercharge, and Turboboost class features on himself rather than a companion vehicle.
This ability replaces Bonded Vessel, and modifies Hypercharge, Turboboost, and Akashic Armaments.
Mechanic Tricks (Ex) The Robot Lord can learn the following mechanic tricks in place of Hypercharges, provided that his Helmsman level equals or exceeds the minimum mechanic level to select them: Drone Meld, Extra Mod, Hyperclocking, Mod Tinkerer, Overclocking, Repair Drone, and Ultraclocking. The Robot Lord may take one point of essence burn in place of spending a resolve point.
Starknight (Solarian Archetype)
Some Solarians utilize a unique array of tactics which involve internatlizing the powers of the universe rather than simply channeling them. Fusing cosmic power into their form, these entities known as Starknights become living avatars of cosmic energy who utilize these grandiose energies in a flowing combat style.
Maneuvers A starknight begins his career with knowledge of five martial maneuvers. The disciplines available to him are Elemental FluxPoWE, Golden Lion, Riven HourglassPoWE, Solar Wind, and Veiled MoonPoW. Once the starknight knows a maneuver, he must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by a starknight is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A starknight’s maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.
The starknight learns additional maneuvers at higher levels, as indicated on Table 9: Starknight Maneuvers. The maximum level of maneuvers gained through starknight levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to his maneuvers known through other methods, such as prestige classes or the Advanced Study feat. He must meet a maneuver’s prerequisite to learn it.
Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the starknight can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes the restriction on the highest-level maneuvers she knows; the starknight need not replace the old maneuver with a maneuver of the same level. He can swap only a single maneuver at any given level. A starknight’s primary initiator attribute is Charisma.
Maneuvers Readied A starknight can ready three of his five maneuvers known at 1st level, and as he advances in level and learns more maneuvers, he is able to ready more, but must still choose which maneuvers to ready. A starknight must always ready his maximum number of maneuvers readied. He readies his maneuvers by meditating for ten minutes. The maneuvers he chooses remain readied until he decides to meditate again and change them. The starknightdoes not need to sleep or rest for any long period of time in order to ready his maneuvers; any time he spends ten minutes in meditation, he can change his readied maneuvers.
A starknight begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since she chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below).
As they tap the power of the universe rather than their own abilities, Starknights do not have full control over their readied maneuvers; when a starknight readies his maneuvers, he selects one of his readied maneuvers to be immediately granted to him for use at any time (when this maneuver is used outside of combat, they recover on their own in the following round), with the rest of his initially randomized maneuvers waiting to be granted in combat. The remainder of his readied maneuvers are withheld and currently inaccessible until combat begins. If he is able to act in a surprise round when combat begins, he is granted his maneuvers then as normal, but if he is caught unaware, he must wait until his initiative before his maneuvers are granted (beyond the initial one). At the end of each of his combat turns, one previously withheld maneuver (randomly determined) is granted to him, and thus becomes accessible for his next turn and subsequent turns. He can freely choose to initiate any maneuver that is currently granted when his turn begins, but he cannot initiate a withheld maneuver. If the starknight chooses not to employ a maneuver in a given round, his currently granted maneuvers remain available, and a previously withheld maneuver is granted, as described above. In other words, it doesn’t matter if he uses his maneuvers or not—at the end of each of his turns, one withheld maneuver from his selection of readied maneuvers is granted to him. Over the course of a few rounds, all the starknight’s maneuvers will eventually be granted.
Starknights receive readied maneuvers based upon their attunement. A starknight attuned to photons can be granted maneuvers from the Golden Lion, and Solar Wind disciplines (or any disciplines that replace them). A starknight attuned to gravitons can only be granted maneuvers from the Riven Hourglass, and Veiled Moon Disciplines. Elemental Flux maneuvers can be granted in either attunement
A starknight can change the readied maneuver he has chosen to be immediately granted for use at any time by spending one minute meditating. If, at the end of the starknight’s turn, he cannot be granted a maneuver because he has no withheld maneuvers remaining, he recovers all expended maneuvers, and a new group of readied maneuvers is granted to him, replacing his previously granted maneuvers if any remain unspent. He selects one of his choice (and gains the remainder of granted maneuvers as randomized selections, see below). At the end of his next turn, a withheld maneuver is granted to the starknight, and the process of gathering power begins again.
At 4th level and again at 8th, 12th, 16th, and 20th levels, the number of maneuvers granted to the starknight at the beginning of an encounter and when he recovers his maneuvers increases by one. Unlike the starknight’s initial granted maneuver, these additional maneuvers are randomly determined (for example, at the beginning of an encounter, an 8th level nexus commander would choose one maneuver to have access to, then randomly be granted two more).
This replaces the stellar revelations gained at 4th, 8th, 12th, 16th, and 20th levels.Table 9: Starknight Maneuvers
Stances Starknights begin play with knowledge of one stance from any discipline open to them. At 4th, 7th, 11th, and 13th levels, the starknight selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the starknight cannot learn a new stance at higher levels in place of one he already knows.
Animus (Su) The powers of the cosmos infuse the starnight with an erratic energy known as animus. The Starknight gains the animus class feature of a mysticPoWE of his starknight level, using his starknight initiator level in place of a mystic initiator level. A starknight does not gain stellar attunement normally. Rather, he must spend animus to attune himself. As a free action, the starknight may spend any number of points of animus to gain points of attunement in either photon or graviton mode equal to the number of points of animus spent. If he becomes attuned in one mode, he loses any attunement in his other mode.
This ability modifies Stellar Mode
Stellar Restructure (Su) As a full-round action, a starknigh may spend a point of animus to grant himself all his remaining withheld maneuvers, then immediately expend them all at once. As there are no remaining maneuvers to be granted, a new set of maneuvers is granted to the starknight at the end of his turn, as normal. When he does this, a starknight may become either full photon-attuned, fully graviton-attuned, or unattuned.
Dualistic Strike (Su) At 7th level, a starknight learns how to combine their martial and cosmic abilities into a single fighting style. As a full-round action, the starknight can initiate a martial strike and use a single stellar revelation of their choice as part of the same action. You may choose which ability takes effect first.
This ability replaces Flashing Strikes.
Uplink Warrior (Mechanic Archetype)
For most, martial study is exhaustive, with individuals enduring intense training to learn of the sophisticated mechanics of combat. In the wake of ever-developing technology, however, there have some who have figured out a way to shortcut this process. By tapping into immense databases of martial lore, uplink warriors draw upon whatever combat skill is needed for the situation.
Maneuvers: The uplink warrior chooses any three disciplines to be available to her at first level. Any maneuvers she learns from the combat uplink class feature must be from one of these three disciplines. The uplink warrior treats all maneuvers of these disciplines that she is capable of initiating as maneuvers known. Once the uplink warrior knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by uplink warriors is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. An uplink warrior’s maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.
The maximum level of maneuvers learned through uplink warrior levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to her maneuvers known through other methods, such as prestige classes or the Advanced Study feat. An uplink warrior must meet a maneuver’s prerequisite to learn it. An uplink warrior’s initiation modifier is intelligence, and her initiator level is equal to her uplink warrior level.
Maneuvers Readied: An uplink warrior can ready three maneuvers from her chosen disciplines at 1st level, and as she advances in level and learns more maneuvers, she is able to ready more, but must still choose which maneuvers to ready. The number of maneuvers she may ready at any given time is given on Table 8: Archetype Maneuver Progression. An uplink warrior must always ready her maximum number of maneuvers readied. She readies her maneuvers by searching through information on her maneuvers using her uplink for ten minutes. The maneuvers she chooses remain readied until she decides to change them. The uplink warrior does not need to sleep or rest for any long period of time in order to ready her maneuvers; any time she spends ten minutes in meditating, she can change her readied maneuvers.
An uplink warrior begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below).
In order for the uplink warrior to recover maneuvers, she must use her combat uplink to take in information from her surroundings and process a new strategy as a full-round action. When she does, she regains a number of expended maneuvers equal to her initiation modifier (minimum 2) and may exchange one maneuver readied with any other maneuver that she is capable of learning on top of changing any feats gained from martial flexibility to other feats which could be selected. Alternately, the uplink warrior may take a moment to reposition, recovering a single maneuver as a standard action.
Stances: An uplink warrior begins play with knowledge of one stance from any discipline open to her. At 4th, 7th, 11th, and 13th levels, she can select an additional stance to learn. The maximum level of stances gained through uplink warrior levels is limited by those listed in Table 8: Archetype Maneuver Progression. Unlike maneuvers, stances are not expended and the uplink warrior does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.
Unlike with maneuvers, an uplink warrior cannot learn a new stance at higher levels in place of one she already knows.
This ability replaces the mechanic tricks gained at 4th, 8th, 12th, 16th and 20th levels.
Combat Uplink (Ex): An Uplink Warrior must select an exocortex for her artificial intelligence class feature. This is her combat uplink and provides her with the means to install her maneuvers into her mind. If her combat uplink would not function (such as in an antitech field), she cannot use her martial flexibility class feature, exchange maneuvers when she recovers them, or ready new maneuvers. This does not stop the uplink warrior from regaining or initiating currently readied maneuvers or benefitting from feats already gained from martial flexibility.
An uplink warrior can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The uplink warrior must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her uplink warrior level (minimum 1).
The uplink warrior can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.
At 5th level, an uplink warrior can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, an uplink warrior can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 15th level, an uplink warrior can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, an uplink warrior can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
This ability replaces the Combat Tracking, Wireless Hack, Twin Tracking, Quad Tracking, and Multitasking abilities of the Exocortex.
Unrestricted Info (Ex): At 20th level, the uplink warrior gains the ability to enter a state where advanced analytics constantly feed her information. By spending one resolve point as a free action, the uplink warrior gains the ability to treat all maneuvers from her chosen discipline as readied maneuvers for a number of rounds equal to her initiation modifier. Each maneuver is only readied once but can be recovered as normal so long as the uplink warrior remains in this state.
This ability replaces Tech Master.
Zenith Marine (Soldier Archetype)
As the art of war evolves ever-further, so too must its practitioners. Eventually, even the most basic soldier must display superhuman might if they are to survive on the battlefield. Representing this fact more than any other beings are the zenith marines, combatants whose skill-at-arms has evolved to match their inhuman arsenal and whose physical prowess are rivaled by none.
Maneuvers: A zenith marine begins his career with knowledge of three martial maneuvers. When he takes his first zenith marine level, he selects any four disciplines to gain access to for zenith marine maneuvers. If one of his selected disciplines’ associated skills is not on his class skill list, he gains it as a class skill. Once the zenith marine knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by zenith marines is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A zenith marine’s maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.
The zenith marine learns additional maneuvers at higher levels, as indicated on Table 8: Archetype Maneuver Progression. The maximum level of maneuvers gained through zenith marine levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to his maneuvers known through other methods, such as prestige classes or the Advanced Study feat. A zenith marine must meet a maneuver’s prerequisite to learn it.
Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the zenith marine can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes the restriction on the highest-level maneuvers he knows; the zenith marine need not replace the old maneuver with a maneuver of the same level. He can swap only a single maneuver at any given level. A zenith marine’s initiation modifier is Intelligence, and each zenith marine level is counted as a full initiator level.
Maneuvers Readied: A zenith marine can ready all three of his maneuvers known at 1st level, and as he advances in level and learns more maneuvers, he is able to ready more, but must still choose which maneuvers to ready. A zenith marine must always ready his maximum number of maneuvers readied. He readies his maneuvers by performing weapon drills for ten minutes. The maneuvers he chooses remain readied until he decides to practice again and change them. The zenith marine does not need to sleep or rest for any long period of time in order to ready his maneuvers; any time he spends ten minutes practicing, he can change his readied maneuvers. A zenith marine begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below).
In order for the zenith marine to recover maneuvers, he must take a moment to purify his mind and body of fault, tapping into his training to bypass adverse effects. This is a full round action and causes the zenith marine to regain a number of expended maneuvers equal to his initiation modifier (minimum 2). In addition, the zenith marine may make new saving throws to end any ongoing conditions affecting him, using the effect’s original DC and gaining a bonus to the saving throw equal to his initiation modifier. If the save is successful, the ongoing effect upon the zenith marine immediately ends.
Stances: A zenith marine begins his career with knowledge of one stance from any discipline open to zenith marines. At 4th, 7th, 11th, and 13th levels, he can select an additional stance to learn. The maximum level of stances gained through zenith marine levels is limited by those listed in Table 8: Archetype Maneuver Progression. Unlike maneuvers, stances are not expended and the zenith marine does not have to ready them. All the stances he knows are available to his at all times, and he can change the stance he is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description. Unlike with maneuvers, a zenith marine cannot learn a new stance at higher levels in place of one he already knows.
This ability replaces the bonus feats gained at 6th, 10th, 14th, and 18th levels.
Indomitable (Ex) The zenith marine’s body and mind are enhanced to shrug off most debilitating effects. At 2nd level, a zenith marine becomes immune to disease effects.
At 6th level, the zenith marine becomes immune to fatigue and poison effects. At 10th level, the zenith marine becomes immune to exhaustion and paralysis effects. At 14th level, a zenith marine is immune to bleed damage and death from massive damage. At 20th level, the zenith marine becomes immune to critical hits.
This ability replaces the bonus feat gained at 2nd level as well as Kill Shot.
New Solarian Stellar Revelations
Graviton Revelations are designated with [G], while Photon Revelations are designated with [S].
Kinetic Shielding [Su] [G] Your bonus to AC from Solar armor increases by an amount equal to your Charisma modifier. When you are attuned or fully attuned, you gain a bonus equal to your Charisma modifier on all saving throws.
Solar Renewal [Su] [S] You gain fast healing 1. When you are attuned or fully attuned, this increases to fast healing equal to your Charisma modifier (minimum 2).
Lethal Penetration [Su] [S] Your solar blade ignores an amount of DR, Hardness, and Energy Resistance equal to your solarian level.
New Solarian Solar Manifestation
In place of a solar weapon or solar armor, a solarian can select the following option:
Solar Guidance: Your solar mote exists inside you, guiding your actions. You may use your charisma modifier in place of either your strength modifier or dexterity modifier for all purposes.
New Technomancer Spell Hacks
Arcane Discovery: The Technomancer learns one Wizard Arcane DiscoveryUM, using her Technomancer level in place of her Wizard level for the purpose of meeting prerequisites. The effects of any arcane discovery that she selects with this exploit apply only to arcanist spells that she casts, not to wizard spells, and she cannot select an arcane discovery in place of a feat (unless she also has wizard levels, in which case the discovery applies only to her wizard spells). This spell hack can be taken multiple times.
Exploit: The Technomancer learns one Arcanist Exploit, using her Technomancer level in place of her Arcanist level and resolve points in place of arcane pool points. The Technomancer uses her technomancer level in place of her arcanist level. This Spell Hack can be taken multiple times.
Glitch Expert (Ex): Whenever a Technomancer triggers a glitch when using a timeworn technological itemTG, she rolls twice and can choose which of the two glitch effects occurs. By spending 1 resolve point, a Technomancer can treat a glitched piece of equipment as not glitched for one round.
Greater Exploit: This functions as the Exploit Spell Hack, but the Technomancer can select among Greater Arcanist Exploits. The technomancer must be at least 11th level and possess the Exploit spell hack to select this spell hack. This Spell Hack can be taken multiple times.
Psi-tech discovery: The Technomancer learns one Psi-tech discoveryOR, using her technomancer level in place of her psychic level and using resolve points in place of phrenic pool points. This Spell Hack can be taken multiple times.
Quick Thinking: By spending an additional point of resolve, the Technomancer gains the ability to use any Spell Hack which would require a standard action as a move action, or any Spell Hack which would require a move action as a swift action. This ability can be used in conjunction with the Quicken Spell Spell Hack.
Your drone is more developed than others
Prerequisites: Drone or Exocortex class feature.
Benefit: Your Drone or Exocortex gains one additional mod
Special: This ability can be selected a second time once the character’s effective mechanic level exceeds 5, and once again every 5 levels thereafter.
Agile Heft [Combat]
Even a large, cumbersome weapon can be managed in trained hands
Benefits: Firing weapons with the unwieldy or slowfiring weapon properties only requires a standard action and can be performed as a normal attack (for example, a character with this feat can use a slowfiring weapon for the vital strike feat and for martial maneuvers). In addition, such weapons can be used as part of making a full attack but can make no more than one attack as part of such an action (other attacks must be filled with other weapons).
Space is filled with more than just heat, and your powers take advantage of that.
Prerequisite: Solarian level 1st.
Benefits: Choose either cold, electricity, or acid damage. Any of your Solarian abilities which deal fire damage instead deal that type of damage.
Special: This feat can be taken multiple times, allowing you to choose which type of damage you deal with each attack.
Energy Soldier [Combat]
You have learned how to apply combat techniques to energy weapons.
Benefit: Any ability that would enable you ignore any amount damage reduction also enables you to ignore the same amount of energy resistance under the same circumstances (for example, you may use the Clustered Shots feat to cause fire resistance to only be applied on the first attack of a full attack with a laser rifle).
Extra Envoy Improvisation
Another trick of words is up your sleeve.
Prerequisites: Envoy Improvisation class feature.
Benefit: You gain one additional Envoy Improvisation for which you meet the prerequisites.
Special: This feat can be selected multiple times.
Extra Expertise Talent
You’ve learned another use for your armaments.
Prerequisites: Expertise Talent class feature.
Benefit: You gain one additional Expertise Talent for which you meet the prerequisites.
Special: This feat can be selected multiple times.
Extra Gear Boost [Combat]
You’ve learned another use for your armaments.
Prerequisites: Gear Boost class feature.
Benefit: You gain one additional Gear Boost for which you meet the prerequisites.
Special: This feat can be selected multiple times.
Extra Mechanic Trick
You’ve figured out a new way to tinker with machinery.
Prerequisites: Mechanic Trick class feature.
Benefit: You gain one additional Mechanic Trick for which you meet the prerequisites.
Special: This feat can be selected multiple times.
Extra Operative Exploit
You’ve acquired another skill for the field.
Prerequisites: Operative Exploit class feature.
Benefit: You gain one additional Operative Exploit for which you meet the prerequisites.
Special: This feat can be selected multiple times.
Extra Solar Manifestation
You learn to utilize your solar mote in multiple ways.
Prerequisites: Solar Manifestation class feature.
Benefit: You gain one additional Solar Manifestation beyond the one you selected at 1st level, gaining the benefits of all of them.
Special: This feat can be selected multiple times.
Extra Spell Hack
Magic and Technology are place further at your mercy.
Prerequisites: Spell Hack class feature.
Benefit: You gain one additional Spell Hack for which you meet the prerequisites.
Special: This feat can be selected multiple times.
Extra Stellar Revelation
Your reality-warping powers have taken on a new dimension.
Prerequisites: Stellar Revelation class feature.
Benefit: You gain one additional Stellar Revelation for which you meet the prerequisites.
Special: This feat can be selected multiple times.
Improved Agile Heft [Combat]
You have learned to use heavy weaponry no differently from normal arms.
Prerequisites: Agile Heft, base attack bonus +6.
Benefit: Any weapon you are using is treated as not having the unwieldy or slow-firing weapon properties.
Many-Armed Warrior [Combat]
You excel at fighting with many weapons at once, as befits your numerous limbs.
Prerequisites: Multiweapon Fighting, three or more arms capable of wielding weapons.
Benefit: You are treated as having the Two-Weapon Fighting feat for the purpose of meeting all prerequisites. In addition, whenever a feat would give you an extra attack with an off-hand weapon (such as from Improved Two-Weapon Fighting), you may make an attack with every weapon currently wielded in hands other than your primary hand.
Mighty Barrage [Combat]
You have acquired great control over rapid-firing and unpredictable weapons.
Prerequisite: Proficiency with longarms or twohanded firearms.
Benefit: When you are using a weapon with the Automatic (Burst) property, you may instead treat it as if it had the Automatic property.
You have integrated the techniques of Cosmic and Mental weaponry into a single deadly discipline.
Prerequisites: Enhanced Mind Blade class featureUP, Solar Weapon class feature.
Benefit: You may choose to have your mind blade deal damage as if it were your solar weapon and may apply Solarian weapon crystals to your mind blade as if were a solar weapon. In addition, your Solarian and Soulknife levels stack for the purpose of determining the effects of your Enhanced Mind Blade and Solar Weapon class features, but neither can exceed your character level.
Trick Combatant [Combat]
You have expanded your arsenal of techniques for agile strikes.
Prerequisite: Trick Attack class feature.
Benefit: You gain the ability to use trick attack with all weapons you are proficient with, even weapons which do not possess the operative property or are compatible with weapon finesse.
Void Spell [Metamagic]
Your spells operate even when there is nothing to conduct them.
Benefit: You may cast a void spell in any environment even where nonmagical environment abnormalities would make it impossible, such as casting a fire spell in the void of space. A void spell uses up a spell slot one level higher than the spell’s actual level.
Since Pathfinder 2e came out, folks have asked hesitantly about when Starfinder 2e is coming out, and they are assured it wont be as anytime soon. However, what if you want some 3 action economy degree of success system peanut butter in your science fiction chocolate?
As a third-party publisher with no physical inventory, I can give that to you, a Starfinder Unchained if you will.
Update: Im re-threading this article to more closely mirror the Starfinder Core Rules like so many of my *setting* in Starfinder articles.
Races: All of the Starfinder Core Races would be treated like Pathfinder 2e Ancestries in that you get more benefits as you level instead of getting your stats, eyes, and funny haircut at 1st level.
Classes: Somebody would have to rewrite all the Starfinder classes so that the class abilities work in the three action system, degree of success system, and the proficiency system. Do all of the classes get Attacks of Opportunity to stay true to the Starfinder material, or in the spirit of embracing the 3 action system, do we shake up the Classes and Monsters and speedup play by removing AoOs from most classes and monsters and giving everyone different reactions.
Skills: Since both systems have the following ten skills in common, they would be a natural place to start converting. Acrobatics, Athletics, Bluff/Deception, Culture/Society, Diplomacy, Intimidate, Knowledge/Lore, Medicine, Sleight of Hand/Thievery, Stealth, Survival. We can start converting over the skill descriptions and degree of success. Computers, Engineering, and Piloting, will need new write-ups altogether.
Our first decision, are you moving the proficiency system over, or just the degree of success and action economy. Its possible to use the degree of success and still use Starfinder style skill points instead of proficiencies; you would substitute Unchained style skill unlocks for any proficiency requirement in skill checks. So lets say we write a sidebar for that and move on.
Somebody would have to write knowledge check failures for the Alien Archives. In Pathfinder 2e when you use Recall Knowledge to find out what you know about a Monster, there are degrees of success, including Critical Failures where the GM gives you a plausible bit of lore that sounds real but isnt true. ERG wrote 2 books on this for Pathfinder 2e to accommodate this new part of the system. They are like Monster Knowledge Cards for PF1e but include different results for failures too.
Feats: Were going to have to rewrite feats that affect degree of success skills like the ones that reduce critical failures to regular failures and so on.
Equipment: Starfinder has scaling damage by level, PF2e has Runes and things, as a basic conversion Science Fiction probably works better with people upgrading their gear over time as their abilities improve. We will probably leave in some of the innovations from PF2e, but it needs to serve the Scifi feel and the numerical structure at the core.
Vehicles: The Vehicles in Starfinder are intentionally slow to keep pace with Character combat, vehicle to vehicle combat without characters isnt very fast either; were going to rebuild this and accommodate 3 actions per turn as well as model some real-world vehicles until they play right and then we can add speeder bikes and starfighters that characters can interact with on more than a superficial level. Starships will integrate into character combat more like star Wars D20 and SWSE did.
Tactical Rules:Were going to have to rewrite actions a little to accommodate the 3 actions versions while dropping things like Material, Somatic and Verbal components that Starfinder doesnt have. Pathfinder 1e had 15 bonus types, Starfinder has only 4 bonus types, Pathfinder 2e only has 3 bonus types, and PF2e completely rewrote 8 subsystems (AC/BAB/Saves/Skills) around the proficiency system, whichs going to ripple through a lot of Starfinder math.
Starships:There are no Starships in PF2e, but were going to make some changes to starship construction and combat. Starship combat will probably play more like Character scale combat.
Magic and spells: Somebody would have to rewrite all the Starfinder spells to have action capabilities. Since many have Pathfinder 2e equivalents, this shouldnt be too hard.
Game Mastery: Well, were going to need to pick the NPC and monster making rules that make the most sense. Encounter design, XP, wealth by level, and treasure will have to use the parts the system ends up closest to.
Update: I have a very thoughtful email about this post from a customer keenly interested in this project. I will be updating the main post and making some new posts covering some of the details as I explore just how big this is to smash together two Paizo systems take what I feel are the strongest parts of each, and end up with something playable. The customer also asked me if wed be doing a Kickstarter, a Playtest, and if wed be converting more than just the Core Rules, what Starfinder hardbacks were on the table, so to speak.
If you have any comments about this post, please send them to:
While the Starfinder Roleplaying Game is very similar to this game, there are some key differences. The following guide is meant to be used in conjunction with the Legacy Conversion chapter of the Starfinder Core Rulebook to help you navigate converting your Spheres of Might character over to the Starfinder Roleplaying Game, or create a new Starfinder character that uses combat sphere abilities.
Attack Action: Just like in Pathfinder, usage of this term in Spheres of Might for Starfinder refers to attacks made as a standard action. Abilities requiring an attack action cannot be used when using a full-round action to make a full attack.
CMB/CMD: Starfinder does not use CMB/CMD for performing combat maneuvers. Whenever a talent or ability would grant a bonus or impose a penalty to a creature’s CMB to perform a maneuver, it instead adds that bonus or penalty to its melee attack roll to perform the designated maneuver. Whenever a talent or ability would give a creature a bonus or penalty to their CMD against a maneuver, it instead applies that bonus to their KAC against attacks made to perform that maneuver.
Concealment: Whenever a talent grants partial concealment, it grants 20% concealment. Total concealment means the same thing in both systems, granting a 50% miss chance and preventing some types of attacks.
Critical Hits: Unlike in Pathfinder, all weapons in Starfinder threaten a critical hit on a natural 20 only, and automatically confirm if that attack is equal to or greater than the target’s EAC or KAC (as appropriate), allowing you to roll your damage twice and apply any special critical effects the weapon possesses. As such, most talents that change the weapon’s critical threat range or critical multiplier are generally not appropriate in Starfinder.
Difficult Terrain: While difficult terrain does not exist in Starfinder, abilities which can create it in Spheres of Might work just like in Pathfinder; any square that has been turned into difficult terrain counts as two squares of movement.
Heal Skill: The Heal skill does not exist in Starfinder. Whenever a talent or ability references the Heal skill, it should reference the Medicine skill instead.
Immediate Actions: Immediate actions do not exist in Starfinder. Whenever a combat talent or class ability allows you to do something as an immediate action, it is instead done as a reaction.
Light Weapons: There is not a light weapons category in Starfinder. Whenever a talent or ability references light weapons, this instead applies to weapons with the operative special property.
Move Action: In Pathfinder, a 5-ft. step is a non-action that doesn’t count against your action economy, but in Starfinder a 5-ft. step is a type of move action. Whenever a combat talent or class ability in Spheres of Might allows you to take a 5-ft. step, it does not take up your move action but otherwise follows the normal rules, allowing you to move 5 feet without provoking an attack of opportunity. If an ability has a conditional trigger that happens when you take a 5-ft. step, follow the normal rules for 5 foot steps in Starfinder, using your move action as normal.
Reactions and Attacks of Opportunity: In Starfinder, attacks of opportunity are a subset of a new type of action called reactions. Normally you can only make one reaction or attack of opportunity per turn, but in Spheres of Might many abilities assume that you can make multiple attacks of opportunity and have access to feats such as Combat Reflexes or Muscular Reflexes. Class features and combat sphere abilities that grant additional attacks of opportunity, such as the Guardian sphere’s Swift Reflexes, work normally but no longer stack with other abilities that grant additional attacks of opportunity. Instead of adding Combat Reflexes or Muscular Reflexes to Starfinder, use the following feat:
Rapid Reflexes (Combat)
Your combat experience allows you to react to openings more frequently in combat.
Benefit: During any round in which you do not take a full-round action, you may make 1 additional attack of opportunity, plus 1 for every 5 class levels you possess, though doing so costs you 1 point of Stamina for each additional attack taken. If your Stamina is reduced to 0, you cannot make an additional attack of opportunity. You do not gain additional uses of any other type of reaction.
Normal: A character without this feat can make only one attack of opportunity per round.
Steal: The Stealcombat maneuver does not exist in Starfinder. Whenever a talent or ability references it, use the Pick Pocket function of Sleight of Hand instead.
Temporary Hit Points: Any talent that grants temporary hit points for an effect instead heals that many Stamina points, up to your normal maximum.
Touch Attacks: Touch attacks do not exist in Starfinder; whenever a talent or ability allows you to make a touch attack, you instead make an attack against their KAC with a +2 bonus.
There are several changes between Starfinder and Pathfinder that affect the use and function of several combat spheres. In addition to using a different skill list, Starfinder uses a different method of progressing damage as you level up than Pathfinder does. As a result, many combat talents which add to your damage are not appropriate for Starfinder. Several specific combat talents and sphere abilities are discussed below, including appropriate changes to update them for Starfinder.
- Any character who gains combat talents may spend a combat talent to take the Improved Combat Maneuver feat.
- Any reference to the Craft (alchemy) skill should now refer to the Medicine skill.
- The Cluster Toss talent is not appropriate for Starfinder and should be removed from available options.
- Any reference to the Climb or Swim skill should instead refer to the Athletics skill, and any reference to the Fly skill should instead refer to the Acrobatics skill unless noted otherwise. The Athletics sphere’s 5 packages should be reduced to 2; one that gives you the benefits of the (climb) and (swim) packages, and one which gives you the benefits of the (fly), (leap), and (run) packages.
- Barrage sphere abilities cannot be used with any weapon that has the unwieldy special property.
- Barrage sphere abilities cannot be used while staggered.
- The fragile special feature does not exist in Starfinder. Any reference to fragile weapons should be removed/ ignored.
- Since Starfinder does not include detailed rules for size category changes, whenever a talent refers to a change in weapon size category, refer to the damage entries in the improvised weapons rules at the beginning of this book.
- The Drunken Boxer talent should be changed to the following: “As long as you have the drunk status, you may deal lethal damage with your unarmed strikes. If you would normally be able to do this, you now deal an additional 1d6 damage with your unarmed strikes. You can expend your drunk status to deal an additional 1d6 damage, +1d6 for every 5 points of base attack bonus you possess, as a free action.”
- The Improvised Shield talent should be changed to the following: “As a free action, you may wield an improvised weapon as an improvised shield for 1 round. When wielded as an improvised shield, it deals 1d4 B damage, and grants a +1 shield bonus to your EAC and KAC, +1 for every 5 points of base attack bonus you possess. An improvised shield counts as a regular shield for the Shield sphere. Whenever a creature scores a critical hit against you while you are wielding an improvised shield in this manner, you may have the attack destroy the shield to change the critical hit into a normal hit.”
- Remove the second sentence of the Nice and Loose talent.
- Remove the Reeling Steps talent; its benefits do not translate to the Starfinder framework.
- Remove the second paragraph of the Shatter talent.
- The Beastmastery sphere’s functions are based on rules paradigms that are unique to this game and which do not extend to Starfinder. As such, this sphere is not appropriate for use in the Starfinder Roleplaying Game, and should not be used. Martial traditions and archetypes which offer it as an option should have that option removed, and rules elements that do not offer a choice in using it should not be used.
- Change the text of the Deathless talent to the following: “When you are reduced to 0 hit points, you no longer fall unconscious and are instead staggered. You continue to lose 1 Resolve point each round until you have at least 1 hit point, and you still die as normal if both your hit points and Resolve are reduced to 0.”
- Remove the Decapitate talent; its benefits do not translate to the Starfinder framework.
- Remove the Greater Sunder talent.
- The AC penalty imposed by the Leg-Smasher talent applies to both the target’s EAC and KAC.
- The Mage Masher talent applies to technological weapons as well as magic items.
- Remove the Shadowboxing talent.
- The Overruncombat maneuver does not exist in Starfinder. Characters with the Brute sphere gain the special ability to perform this combat maneuver. Use the following rules when performing an overrun: “Overrun: As a standard action that can be taken during your move, or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space. When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a melee attack roll against it’s KAC; if your maneuver is successful, you move through the target’s space. If your attack exceeds your opponent’s KAC by 5 or more, you move through the target’s space and the target is knocked prone. If the target has more than two legs, it gains a +2 to its KAC against your overrunattack roll for each additional leg it has.”
- Remove the Greater Brute talent.
- Remove the second sentence in Greater Shove as it no longer provides any benefit.
Dual Wielding Sphere
- Dual Wielding sphere talents and abilities cannot be used with weapons with the unwieldy property.
- Remove “(bludgeoning, piercing, or slashing only)” from the Asychronous Swing talent.
- Remove the Critical Follow Up talent.
- Focusing Defense grants a +1 bonus to your EAC and KAC instead of your AC and CMD.
- Change the 4th and 5th sentences of the Bind Weapon talent to read as follows: “A creature whose weapon is bound may release the weapon as a free action or attempt to break the bind as a standard action by making a successful melee attack roll against your KAC. If the bound weapon is a natural attack or unarmed strike, the creature cannot choose to release the weapon and must succeed at a successful melee attack roll against your KAC to break the bind.”
- Many weapons and options mentioned in the Equipment sphere do not exist in Starfinder. Since the changes between systems are too numerous to cover individually, the following general rules should be used: You may spend 1 combat talent on the Equipment sphere to gain proficiency in a weapon group you are not currently proficient with and gain the benefits of a discipline with similar thematic connections. For example, if you choose to gain proficiency in advanced melee weapons, you could choose to also gain the secondary benefits of the Knightly Training or Pikeman Training talents. Talents that only grant proficiency in diverse weapon groups, such as the Orc Heritage talent, generally will not be used in Starfinder.
- The bonus damage from the Fencing sphere only applies to one-handed melee weapons and weapons with the operative special property.
- Expert Feint causes the target to lose their Dexterity bonus to their EAC and KAC.
- Remove the Fatal Opening talent
- Change the third sentence of the impale ability to read as follows: “An impaled creature who attempts to cast a spell or use a spell-like ability must succeed at a Fortitude saving throw (DC 10 + your base attack bonus), or lose the spell.”
- Change the first sentence of the second paragraph in the Impale ability to read as follows: “This impalement may be broken when you lose control of the weapon used for the attack (such as by being disarmed), or by the impaled creature successfully making a melee attack roll against your KAC as a standard action.”
Open Hand Sphere
- Change the Swift Hands ability to read as follows: “When attempting a dirty trick maneuver, you may use your ranks in the Sleight of Hand skill plus your Dexterity bonus when determining your total attack bonus. Any bonuses that would normally apply to your attack rolls when attempting a dirty trickcombat maneuver, such as the Improved Maneuver feat, are added to this roll.”
- Remove the Improved Grifting talent.
- The Switcheroo talent may be used with grenades and other weapons with the explode special property. Scout Sphere
- Since Knowledge checks do not exist in Starfinder, whenever the Scout sphere references a Knowledge check it instead refers to the Identify Creature function of the Engineering, Life Science, and Mysticism skills.
- The bonus damage granted by the Sniper sphere only applies to weapons with the sniper special property, and only when you have used a move action to aim the weapon and fire it on the same turn.
- Whenever the Trap sphere references the Craft (traps) skill, it should instead refer to the Engineering skill. Wrestling Sphere
- Remove the Iron Grip talent.
Section Copyright Notice
Spheres of Might, © , Drop Dead Studios LLC; Authors: Adam Meyers, Michael Sayre, Andrew Stoeckle, N. Jolly
Converting Pathfinder monsters for use in Starfinder
Were in a funny place right now, having a full base system for Starfinder but hardly any creatures for characters to fight against before the Alien Archivecomes out this month. Hence, the chapter in the rulebook for converting things from Pathfinder for use in Starfinder.
From my quick read, here is a list of the (main) things you need to know when using a creature from a Pathfinder Bestiary versus Starfinder characters:
- About AC it says: When converting a Pathfinder RPG monster to Starfinder, treat its normal AC as its KAC (if the monster functions in a combat role as defined on page of the Pathfinder RPG Bestiary, add 1 to its KAC) and subtract 1 from its normal AC to obtain its EAC. You can ignore the flatfooted AC, because in Starfinder, flatfooted is simply a condition that applies a –2 penalty to both EAC and KAC regardless of the affected monster’s Dexterity bonus.
- Increase its hit points by 25%
- If you need to know its Hit Dice for purposes of a spell or other effect, use its CR
- If it has more than one attack:
Option #1: use them as written (full attacks cannot be combined with a guarded step)
Option #2: You may want to give some creatures with weapons a Level-appropriate TECH weapon from the Starfinder Equipment chapter
then if it has more than 1 attack but rarely can use it (e.g. it is melee with multiple attacks) and so just makes single attacks, add 3 or 4 to its attack bonus
- If it has a larger crit range than 20, then natural rolls within that range that are NOT 20 need confirmation rolls
- Use Starfinder equivalents to spells, spell-like abilities, feats, etc. when possible
- If it has multiple skills, that are now consolidated in Starfinder, use the skill bonus that is highest
- Use Starfinder rules for curses, diseases, poisons (Starfinder Core Rulebook p. )
-Your Thoughtful and Helpful Grandmaster
Tags: alien archive, bestiary, convert, monsters, pathfinder, starfinder
Pathfinder to starfinder converting
I will address you to this blog entry from Paizo, dating from What it says, in essence, is that while they tried to make most of the content compatible between the two systems, Starfinder and Pathfinder still work differently.
From the article, the cross content depends on the category:
- Monsters : highly compatible
- Races : compatible
- Magic items, spells, feats, equipment, : Complex, potentially gamebreaking
- Classes : Nigh impossible
Furthermore, the new books now come out with "Pathfinder / Starfinder compatible" tags. (Can't link appropriately right now to examples).
Most of the work is done to tell you what is compatible with the other system when you get new material.
I haven't been able to find a list of "approved cross system content", but given the information above, you can fairly reliably assume that a creature from Starfinder that is not in a Pathfinder Bestiary is the "official" and can be used with little effort of conversion in a Pathfinder game.
However, since there is (to the best extent of my knowledge) no sanctionned list of cross content, I'm afraid PFS legal is still restricted to current legal Pathfinder rules and does not include any extra content from Starfinder. The Societies are still there to make you play the system they're dedicated to.
answered Nov 4 '19 at
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Keep in mind that these conversions sometimes require a fair amount of work and won’t always result in perfect pieces of rules text. As such, most of this section is directed at Game Masters, who should be very careful about which conversions they allow in their games. The full conversion of all of the Pathfinder RPG core races (starting), however, can be used as written, as long as the GM still has those races in her setting.
Some types of rules appear in both monster stat blocks and player character classes, and they can be converted in the same way.
This game has a different set of actions than the Pathfinder RPG. If rules for a type of action are already provided, use the new rules. Other abilities require the following adjustments.
Free Actions: Most abilities that require a free action in the Pathfinder RPG instead require a swift action in this game system. For any Pathfinder action that needs to be used an unlimited number of times, treat it as a free action.
Full-Round Action: Full-round actions change to full actions.
Immediate Action: Pathfinder RPG immediate actions used by a character when it isn’t that character’s turn use that character’s reaction in this game, and those used on that character’s turn use his swift action. If a character uses an ability as a swift action, he can’t use his reaction to use that same ability again until the start of his next turn, and vice versa.
It is important to note that this game doesn’t use certain types of bonuses. If an ability or effect grants one of the bonuses listed below, you will need to convert that bonus type. (Remember that bonuses of the same type still don’t stack.) In most cases, these changes are fairly straightforward and won’t cause problems, but you should endeavor to keep bonuses that increase AC rare.
The universe takes place in a time far removed from that of the Pathfinder RPG setting, but that doesn’t mean you have to leave all of those Pathfinder RPG books behind. In many cases, Pathfinder RPG rules content can be used in this game with a few tweaks, but some abilities and class features require more effort. The following section presents details on how to convert Pathfinder RPG monsters to this game, guidelines on how legacy classes can fit in, and the specifics of playing the Pathfinder RPG core races in this game.
|Pathfinder RPG Bonus||New Bonus|
Pathfinder RPG skills that have the same names as skills in this game don’t need to be converted (though you should use the new rules for those skills, of course). To convert a skill that isn’t found in this game, replace mentions of that Pathfinder RPG skill with the skill indicated in the right column of the table below. If the entry has a dash, you can simply assume that the PCs succeed at all skill checks of that type.
Because touch AC isn’t used in Starfinder, any touch attacks should target EAC instead.
For the most part, Pathfinder RPG monsters can be used in a Starfinder game with few changes. Detailed rules for creating Starfinder monsters and NPCs from scratch will be presented in the Starfinder Alien Archive using a system of benchmarks similar to those found in Pathfinder RPG Pathfinder Unchained, which allows even relatively new Game Masters to create interesting and balanced creatures by making a few key decisions.
GMs who want to use Pathfinder RPG monsters should take into account that while a legacy monster converted using these guidelines should be usable in a Starfinder game, it won’t be as polished as a monster created specifically for Starfinder. The guidelines below are presented in the order of a creature’s Pathfinder stat block.
Type and Subtype
Most converted Pathfinder RPG monsters can retain their listed types and subtypes. However, if you are converting a construct, remember that in Starfinder all constructs have either the magical or technological subtype. Choose the one most appropriate to the construct you’re converting. For example, golems are magical constructs and robots are technological constructs. Constructs are not immune to spells, afflictions, and other effects that specifically note that they target or affect constructs.
Senses such as lifesense and scent are presented slightly differently in Starfinder, though they operate essentially in the same way. The various types of senses given to Pathfinder RPG monsters can be used in Starfinder exactly as they are written.
Starfinder doesn’t use the concepts of flat-footedAC and touch AC, and instead breaks a character’s AC into two categories: Energy Armor Class (or EAC) and Kinetic Armor Class (or KAC). Weapons that deal energy damage (such as a laser pistol) target EAC, while weapons that deal physical damage (such as a longsword) target KAC. When converting a Pathfinder RPG monster to Starfinder, treat its normal AC as its KAC (if the monster functions in a combat role as defined of the Pathfinder RPG Bestiary, add 1 to its KAC) and subtract 1 from its normal AC to obtain its EAC. You can ignore the flat-footedAC, because in Starfinder, flat-footed is simply a condition that applies a –2 penalty to both EAC and KAC regardless of the affected monster’s Dexterity bonus.
Hit Points, Stamina Points, and Resolve Points
Increase a converted monster’s Hit Points by 25%. Any monster abilities that require you to know a target’s Hit Dice operate using the target’s level or CR instead. Unlike a player character, however, a monster doesn’t have Stamina Points, and it will only need to have Resolve Points if you give it a new ability (or a class feature) that uses them. If you do so, a monster should have a number of Resolve Points equal to 3 + one-fifth of its CR (rounded down).
You might decide to give a converted monster a plasma sword, a laser pistol, or another Starfinder weapon (see Gear and Treasure starting). If you do so, you need to do two other things. First, ignore any iterative attacks the monster might have from a high base attack bonus. Instead, it can attack once with the new weapon at its highest attack bonus or attack twice by taking a full attack action (with a –4 penalty to its highest attack bonus for each attack). Second, add the monster’s CR to the damage dealt by the weapon (in addition to the monster’s Strength bonus for melee attacks, of course) to represent weapon specialization.
Alternatively, you can use a Pathfinder RPG monster’s full attack as it is listed without doing any conversion, resulting in a larger number of attacks that each deal less damage. This works like the multiattack ability that some monsters have in Starfinder, regardless of whether the attacks are made with manufactured or natural weapons. The monster can still make a Starfinder full attack (two attacks at its highest attack bonus with a –4 penalty to each). A converted monster that makes a Starfinder full attack cannot make a guarded step on the same turn.
For example, a harpy has an attack entry that reads, “ Melee morningstar +8/+3 (1d8+1), 2 talons +3 (1d6).” the harpy could attack as normal to make two morningstar attacks (one at +8 and one at +3) plus two talon attacks (at +3 each). In this case, her successful attacks would deal the amount of damage listed in her Pathfinder stat block. Alternatively, the harpy could make one morningstar attack (at +8), or two morningstar attacks at +4 each. In this case, each successful attack would deal 1d8+5 damage.
Single Attacks: Monsters in Starfinder are often more accurate than Pathfinder RPG monsters because of how full attacks work in Starfinder; for legacy monsters, the increased accuracy with its first attack in a full attack often makes up for this. If you have a converted monster that is rarely able to make a full attack, you can give it a bonus to its attack rolls when making a single attack, usually +3 or +4.
Critical Hits: A converted monster deals automatic critical damage when it rolls a natural 20 on its attack, with no confirmation roll. However, if a monster’s weapon or attack has an expanded critical range, it must roll to confirm the critical on any result that is in that range but isn’t a For example, if a marilith rolled a 20 on her longsword attack (2d6+8/17–20), she would automatically score a critical hit and deal double damage. If she rolled a 17, 18, or 19, she must hit with a confirmation roll to deal critical damage. Critical multipliers (such as a weapon that deals ×3 damage on a critical hit) still multiply damage by the indicated amount.
Spells and Spell-Like Abilities
If a Pathfinder RPG monster can cast a spell or use a spell-like ability with the same name as a Starfinder spell, use the rules for the Starfinder spell. Otherwise, use the spell as written. However, if you want your converted monster to have more of a Starfinder flavor, you can take the time to replace those spells with similar Starfinder spells. For instance, you might use explosive blast instead of fireball. Be aware that this takes more time and effort.
Starfinder monsters don’t have ability scores like player characters do; their ability scores are described in terms of the ability score modifiers that should be familiar. When converting a monster, you aren’t required to express its ability scores as the associated modifiers unless a Starfinder rule directly references ability score modifiers.
Combat Maneuver Bonus and Defense
Starfinder doesn’t employ Combat Maneuver Bonuses or Combat Maneuver Defense, so you can simply ignore them when converting a Pathfinder RPG monster and use the Starfinder rules for bull rush, disarm, and other combat maneuvers. If a monster has a combat maneuver feat (such as Improved Disarm) or a special ability related to a combat maneuver (such as grab), use the Starfinder version of that feat or apply any bonus it provides directly to the appropriate type of attack. Immunities to combat maneuvers (such as “can’t be tripped”) still apply, and bonuses against specific combat maneuvers simply apply to AC instead of CMD.
If a Pathfinder RPG monster has a feat that has the same name as a feat or monster special ability found in Starfinder, use the Starfinder rules where possible. Otherwise, use the rules for the Pathfinder RPG feat, adjusting them as needed. For example, a feat that lets the monster do something as a response to an enemy’s action should cost a reaction.
When converting Pathfinder RPG skills as noted, if a monster has multiple skills that become the same skill, use the highest bonus of those skills. If a monster has an especially high bonus (such as a very high Climb bonus due to having a climb speed), you might want to use a conditional modifier. For example, a Pathfinder creature with Climb +14, Swim +6, and a +8 racial bonus to Climb would have Athletics +6 (+14 when climbing). Specific considerations for specific skills are as follows.
Acrobatics: Move any circumstantial modifiers when jumping to the Athletics skill, and possibly adjust the creature’s Athletics if it’s supposed to be good at jumping but didn’t have the Climb or Swim skills.
Linguistics: The monster retains the same number of languages, even though the skill is removed.
Use Magic Device: Allow the monster to use any magic items it has without attempting checks.
Many of the languages found in the Pathfinder RPG can be found in Starfinder, with the exception of most regional dialects. However, with a multitude of alien cultures, Starfinder presents a large number of new languages. When converting a monster, you probably won’t need to worry too much about the languages it can speak, but if it would make sense for it to know an appropriate alien language, feel free to change or increase its vocabulary!
Gear and Treasure Most of the humanoid monsters in the Pathfinder RPG wield weapons and wear armor that are appropriate to that game’s fantasy setting, and much of it is magic. While this might fit in certain Starfinder adventures (such as traveling to a planet where technology hasn’t advanced very far or a planet that simply benefits from a high concentration of magic), you might want to consider giving a converted monster some cool futuristic gadgets and weapons. Just remember to stick with items of a level that is close to the monster’s CR!
The type of treasure the PCs receive after defeating a converted monster should be commensurate with the guidelines presented. However, any treasure that grants a bonus to attack rolls or AC (such as the magic items used by a monster) should not be part of that treasure. You will need to convert such items into similar magic items before the PCs get ahold of them.
Most of a converted Pathfinder RPG monster’s special abilities can be used as written, though some require a bit of adjusting.
Abilities that Emulate Spells: An ability functioning as a Pathfinder RPG spell can use the rules for that spell, unless there is a Starfinder spell with the same name.
Afflictions: Curses, diseases, and poisons function differently in Starfinder than in the Pathfinder RPG. Use the Starfinder version if it is presented in the sample afflictions starting (keeping whatever save DC is listed in the converted monster). Otherwise, you can simulate the affliction with the appropriate track. For instance, if the affliction is a poison that deals Dexterity damage, use the Dexterity poison track, but add any special effects the converted affliction deals.
While the core Starfinder classes can simulate a great variety of different science fantasy character concepts, players are always thinking of ideas that can be a little more difficult to Model. As the GM, you may decide you are interested in allowing Pathfinder RPG classes in your Starfinder campaign. This will require work on your part and the cooperation and patience of the players allowed to play such classes. The following guidelines will help you manage some of the more common factors, but be forewarned that complicated class features will require a more in-depth conversion than what can be presented here.
Keep in mind that legacy class conversions can only be used in your Starfinder game if you, the GM, allow them!
Key Ability Score
Each class in Starfinder denotes one of the six ability scores as that class’s key ability score, and certain calculations (such as DCs for abilities) are based on that score’s modifier. If you are using a Pathfinder RPG class, you will need to assign a key ability score for that class. In some cases, this will be obvious: a spellcasting class’s key ability score is often the same ability score that grants that class bonus spells.
Ultimate Quick Conversion
If you are running a Starfinder game and need a monster right away, you can use one of an appropriate CR from any Pathfinder RP G Bestiary volume, and use it within moments. Simply convert its AC, and you are good to go. You might need to alter some of its skills or other abilities as you play, but for most quick encounters, chances are your players will defeat the monster and move on without really noticing the difference!
Fantasy Characters Out of Time
Whether due to a rip in the space-time continuum or the whim of a deity, you might allow one or more of your players to use their already established Pathfinder RPG characters in a Starfinder campaign. This will require no small amount of work, but you can essentially use the same guidelines for converting a monster. Remember, however, that most Pathfinder RPG characters will be unfamiliar with the advanced technology readily available in a Starfinder campaign, especially the ranged weapons. Such characters will eventually want to take at least one of the proficiency feats and the Weapon Specialization feat. At your discretion, you can grant a converted character the Small Arm Proficiency feat as a bonus feat after an extended period of training (best handled in a montage, of course).
Intrigue, and Pathfinder RPG Ultimate Magic; classes that list several ability scores work much like the soldier, in that the player can choose the score that is the most important to him for both mechanical effects and for thematic concerns.
Health, Stamina, and Resolve
Starfinder characters don’t rely solely on Hit Points to stay alive: they also have pools of Stamina Points that they can quickly replenish using Resolve Points. These concepts are vital in Starfinder, so a converted Pathfinder RPG class needs both Stamina and Resolve Points. Additionally, Hit Points in Starfinder are calculated differently. Find the converted class’s Hit Die on the chart below to determine how many Hit Points and Stamina Points that class receives at each level.
Like all Starfinder characters, a character with levels in a converted Pathfinder RPG class receives a number of Resolve Points equal to half her level plus her key ability score modifier.
|Pathfinder RPG Hit Die||Hit Points||Stamina Points|
|d6||5||5 + Con modifier|
|d8||6||6 + Con modifier|
|d10||7||7 + Con modifier|
|d12||8||8 + Con modifier|
Class Skills and Skill Ranks Per Level
A Pathfinder RPG character’s list of class skills will necessarily be shorter when converted to Starfinder. Use the guidelines for skill conversions to determine a converted class’s appropriate class skills.
Find the converted class’s number of skill ranks per level on the chart below to determine the new number of skill ranks that class should receive at each level. of course, you can decide to give the converted class fewer skill ranks if you wish, but you shouldn’t give that class more.
Skill Ranks Per Level
Skill Ranks Per Level
|2 + Int modifier||4 + Int modifier|
|4 + Int modifier||4 + Int modifier|
|6 + Int modifier||6 + Int modifier|
|8 + Int modifier||8 + Int modifier|
There are only two types of armor in Starfinder—light and heavy armor—compared to the three types of armor found in the Pathfinder RPG. When bringing a legacy class into Starfinder, this conversion is fairly simple. If a class grants proficiency with light armor, then it functions the same way in Starfinder. The same holds true for heavy armor proficiency, and proficiency with medium armor can be ignored.
Shields don’t see much use in Starfinder, so proficiency with them can also be ignored when converting a Pathfinder RPG class.
Weapon Proficiency and Specialization
Ranged weapons are an important part of Starfinder, and most converted classes should have some familiarity with them. A Pathfinder RPG class proficient with simple weapons should be proficient with basic melee weapons and small arms in Starfinder. A class proficient with martial weapons should be proficient with basic and advanced melee weapons and longarms in Starfinder; if that class has a base attack bonus equal to its class level and class features that increase accuracy or damage with weapons, it should also gain proficiency with heavy weapons. For classes with very tight restrictions on the types of weapons with which they are proficient (such as druids and wizards), you will have to curate a similar list, allowing such characters proficiency with only certain types of small arms. If a class already offers proficiency with firearms (such as the gunslinger), you might want to consider giving that class proficiency with sniper rifles (or another special type of ranged weapon).
Remember that at 3rd level, all classes grant the Weapon Specialization feat for every weapon type with which that class is proficient.
Base Attack Bonus and Iterative Attacks
The progression of base attack bonuses for classes is unchanged from the Pathfinder RPG to Starfinder, but you should remember that iterative attacks (extra attacks a character receives for having a high base attack bonus) aren’t used in Starfinder. For classes that receive the first iterative attack at 6th level (such as barbarians and fighters), you might consider granting new class features that either reduce the penalty when taking the full attack action or allow extra attacks when taking the full attack action (similar to the solarian’s flashing strikes class feature or the soldier’s onslaught class feature, respectively).
Converting a Pathfinder RPG spellcasting class to Starfinder will require the most amount of work. You will need to decide which Starfinder spells are available to that class. In addition, the highest-level spell that can be cast by a mystic or a technomancer is 6th level, but a great deal of Pathfinder RPG spellcasting classes can cast 7th-, 8th-, and 9th-level spells! It will be up to you to provide spells of those levels, either by creating your own or converting Pathfinder RPG spells. For an idea of how to convert a spell, look at how acid arrow became caustic conversion. Remember that spells in Starfinder don’t require components of any kind, though some very powerful ones do require an expenditure of credits or another costly component.
The most important thing to remember about converting class features is that those granting a bonus to attack rolls or AC should be replaced. Look to abilities of a similar level from the envoy, operative, and soldier classes for options to replace those abilities.
Certain class features of Pathfinder RPG classes are only effective when the character isn’t carrying a medium or heavy load. These concepts aren’t found in Starfinder, though how much a character can carry is still relevant. When converting a class, these features should be lost if the character has the encumbered or overburdened condition (in addition to any other factors listed in the class feature).
Some Pathfinder RPG classes grant specific bonus feats as part of their class features. If possible, a converted class should grant a Starfinder feat with the same name. If no such feat exists, choose a Starfinder feat that is as similar to the granted bonus feat as you can find. Failing that, you should convert the feat as best as you can; see the Diehard feat for an example of how to convert a Pathfinder RPG feat to Starfinder.
Guidelines on how to convert specific class features that might present the most trouble are presented below.
Animal Companions, Eidolons, and Mounts
While it is possible to simply use animal companions, eidolons, or mounts from Pathfinder as written, they might not function as effectively in battle at higher levels as their Starfinder analogue: The mechanic’s Drone.
As such, you might want to allow a character playing a druid, a ranger, a summoner, or any other class or archetype that receives an animal companion or eidolon to construct such a class feature using the Drone rules, altering one of the base chassis as needed to make sense (most likely replacing all of its weapon mounts with melee weapon arms). For example, if a druid player wants to use the stealth Drone chassis to emulate a small dinosaur, you should remove its climb speed (by not giving it the climbing claws mod) and increase its land speed to 60 feet. For a Large animal companion or eidolon, you can use the combat Drone chassis and simply state that it is Large or build your own starting Large chassis.
A class that grants a mount as a class feature can work in a similar fashion, but the Drone must have some way for the character to ride it, and it should probably be Large (for Medium characters, of course). To simulate this, you can take the combat Drone chassis, make it Large, and replace one weapon mount with the riding saddle mod.
Either way, treat the character’s class level in the appropriate class as an effective mechanic level to determine when the “Drone” receives and qualifies for new upgrades. For classes that grant companions at later levels (such as the ranger), use the same formula for determining that character’s effective mechanic level.
If you use these Drone conversion rules, you should also make sure that the converted class uses the same kind of actions to control the new companion as the mechanic uses to control his Drone.
Finally, once the converted “Drone” has been built, you can change its type from construct to a creature type appropriate to the class feature (animal, magical beast, outsider, etc.). of course, you can always skip this part of a conversion if you are comfortable with rangers befriending cyberapes and paladins riding robosteeds. In such a case, it makes sense for these companions to have guns instead of claws!
Most of a bard’s bardic performance abilities can be used as written, with appropriate Profession skill checks substituting for Perform skill checks. For instance, Profession (musician) replaces any Perform skill that requires a musical instrument, and Profession (actor) replaces Perform (act).
As written, starting a bardic performance is a standard action, but maintaining a bardic performance each round after that should require a swift action. At 7th and 13th levels, a bard must spend 1 Resolve Point to start a bardic performance as a move action or swift action, respectively.
Any competence bonuses or dodge bonuses granted by a bardic performance should be insight bonuses. In addition, once a bard stops maintaining a bardic performance with the word “inspire” in its name, an ally that gained the benefits from that inspiring bardic performance can’t do so again until she takes a minute rest to recover Stamina Points.
While all of the bard’s allies should receive the morale bonus to saving throws against charm and fear effects from inspire courage, the bonus to attack and damage rolls should apply only to one ally (or the bard himself) at 1st level. At 5th level, and every 6 levels thereafter, the bard can inspire an additional ally. The bonus to attack rolls doesn’t increase as the bard gains levels, but at 5th level, the bonus to damage rolls should change to equal half of the inspired ally’s bonus from weapon specialization.
An ally affected by the inspire greatness bardic performance should regain a number of Stamina Points equal to twice the bard’s class level + the bard’s Charisma modifier, instead of gaining bonus Hit Dice.
While it might seem possible to create a familiar that a character (such as a wizard) receives from a Pathfinder RPG class using the same guidelines as an animal companion above, the realities are a bit more complicated, as familiars don’t usually have same combat capabilities as a Drone. However, modifying the Tiny hover Drone chassis is a good place to begin.
First, alter the Drone’s speed as appropriate for the converted familiar. For example, a lizard familiar should have a climb speed instead of a fly speed. Next, increase the Drone’s AC by the amount listed under natural armor adjustment, depending on the level of the wizard. Then, give the Drone a good Fortitude saving throw bonus (instead of a poor one). Remember that the familiar’s Intelligence score increases as the wizard gains more levels, also as noted in the table mentioned above. Finally, ignore the Drone’s bonus skill unit and starting mods, and make sure that the converted familiar receives the special abilities listed in the table mentioned above.
The converted familiar should follow all the normal rules for familiars (number of Hit Points, attacks, etc.), though the ability it grants its master may need to be altered to match the Starfinder list of skills.
Monk Unarmed Damage and Flurry of Blows
A Pathfinder RPG monk is going to have trouble matching the damage output of other classes at higher levels.
One way to convert such a character is to have the converted monk’s unarmed strikes deal an amount of damage equal to that dealt by a one-handed operative melee weapon with an item level no greater than the monk’s level. In addition, the unarmed strikes deal an extra amount of damage equal to that dealt by the trick attack class feature of an operative of a level equal to the monk’s level. Unlike an operative, the monk doesn’t need to succeed at a skill check to deal this extra damage, but he can deal it only with his unarmed strikes. The monk is proficient with his unarmed strikes and thus receives the Weapon Specialization feat with them at 3rd level.
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