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COMPILED SF2E GM RULES

COMPILED SF2E GM RULES

Purpose: Starfinder 2E base game rules for Game Masters

Sources:

  • docs/rules/sf2e-base/building-games.md
  • docs/rules/sf2e-base/subsystems.md
  • docs/rules/sf2e-base/pact-worlds.md
  • docs/rules/sf2e-base/anachronistic-adventures.md

Note: This document covers SF2E BASE GM rules from the official GM Core. For module-specific supplemental rules (starships, colonies, vehicles, companions, etc.), see COMPILED_MODULE_GM_RULES.md.


TABLE OF CONTENTS


PART I: CAMPAIGN DESIGN

Campaign Length & Structure

Campaigns range from a few sessions to many years. General progression estimates:

  • Playing weekly for a year: ~14-level campaign
  • Playing biweekly for a year: ~8-level campaign
  • Playing monthly for a year: ~5-level campaign

"You should have an end point in mind when you start a campaign. Still, you have to be flexible."

Basic Campaign Structures

One-Shot

  • Adventures: 1
  • Top Level: 1 (often higher)
  • Time Frame: 1 session

Brief Campaign

  • Adventures: 2
  • Top Level: 4-5
  • Time Frame: 3 months weekly or 6 months biweekly

Extended Campaign

  • Adventures: 5
  • Top Level: 11-13
  • Time Frame: 1 year weekly or 1.5 years biweekly

Epic Campaign

  • Adventures: 6 long adventures
  • Top Level: 20
  • Time Frame: 1.5 years weekly or 3 years biweekly

Campaign Themes

Campaign themes include major dramatic questions, recurring environments, creatures, and genres such as dystopian, high-tech, fantasy, wartorn, horror, and weird. Themes should relate to backstories, motivations, and flaws of player characters and villains.

Linking Adventures

Smooth transitions between adventures include:

  • NPCs appearing in multiple adventures
  • Treasure or clues from one adventure becoming important in later ones
  • Fallout from previous PC choices affecting subsequent adventures
  • Related locations in space

Player Goals

"Find out what each character wants to achieve and look for opportunities you can place in the game world and its adventures." Progress character goals through roleplay and downtime. Reward players who track goals with extra Hero Points.

Changing the World

"As the group moves through the campaign, the events of their adventures and downtime should change the world and galaxy around them." Show changes through NPC reactions, scenery, and environment.

Power Level

As the game progresses, both PCs and foes become more powerful. "Higher-level adventures should present new challenges appropriate to the PCs' abilities." PCs should elicit different reactions as their reputation spreads.

Recurring Villains

Include villains appearing multiple times across adventures. "When you create a recurring villain, it's best not to make them too integral to the story since the PCs might take them down earlier than you expect!"

Villain Goals

Villains should have goals guiding their actions. "Just like with the PCs' goals, show how the villain's goal has impacted the world, even in small ways."

Starting the Campaign

Before the first session, communicate:

  • Expected schedule and campaign length estimate
  • When/where first session occurs and what to prepare
  • Character-building restrictions or extra options
  • Game universe location
  • Basic genre or theme

At the First Session

  • Recap campaign basics
  • Have players introduce characters
  • Ask questions about characters and note significant details
  • Begin adventure using Starting a Session steps

Starting at a Higher Level

PCs all start at the same level. Use the Character Wealth table to determine starting currency and items. "Let the players choose their own items as well as spend their currency on common items if they choose."

Ending the Campaign

Check in with the group about how long they want continuation and if they're having fun. "Ideally, you know at least a session in advance that the end is coming, allowing you to prepare for a thrilling conclusion."

An epilogue makes endings more fulfilling. Let roleplay finish, describe broad results, ask what characters do next, and narrate short scenes.

Dealing with Failure

If a campaign ends prematurely, ask players if they want to continue. Look for ways the campaign might continue even after setbacks.

The Next Campaign

If the next campaign follows in the same setting, "think through the repercussions of the last campaign and change the galaxy as needed." Introduce elements calling back to the previous campaign.


PART II: ADVENTURE DESIGN

"Creating an adventure for your players can be one of the most fulfilling parts of being a GM." Adventures can start from antagonists, locations, or other points.

Player Motivations

"One of your most important and rewarding tasks is getting to know your players and what makes them tick." Implement hooks speaking to different player preferences. Different players enjoy epic stories, tactical combat, NPCs, cute creatures, etc. "Knowing their motivations gives you a way to put in elements you expect will appeal to your players, but their decisions will still take the adventure in unexpected directions."

Theme and Feeling

"Think about the emotional and thematic touchstones you want to hit during play." Consider what emotions players should feel: triumph, dread, sadness, optimism, etc.

Keeping it Varied

Provide variety through:

  • Types of challenges (combat, social, problem-solving)
  • Locations
  • NPCs met
  • Monsters faced
  • Treasure acquired

"Think in terms of sessions. If your group gets through five scenes per session, how do you make one game session feel different from another?"

Adventure Recipes

Eight-step procedures for building adventure skeletons:

  1. Styles
  2. Threats
  3. Motivations
  4. Story Arcs
  5. NPCs and Organizations
  6. Locations
  7. Encounters
  8. Treasure

Adventure Styles (10 Types)

Exploration (3-4 sessions)

  • Exploration Scenes: 1 long voyage, 3 trapped hallways/mazes, 1 hangar, 2 secret rooms
  • Combat Encounters: 2 trivial, 8 low, 6 moderate, 2 severe
  • Roleplaying Encounters: 4 conversations, 1 negotiation
  • Tropes: Lasers, cameras, robots, chambers, hallways, traps, puzzles

Dystopian Adventure (5-7 sessions)

  • Exploration Scenes: 1 long voyage in space, 2-3 urban/space explorations, 1 heist
  • Combat Encounters: 4 trivial, 7 low, 7 moderate, 4 severe, possibly 1 extreme
  • Roleplaying Encounters: 2 battles of wits, 2 deception chances, 2 info gathering
  • Tropes: Personal stakes, betrayal, ambushes, duplicity, urban disasters, piracy

Horror (1-2 sessions)

  • Exploration Scenes: 1 short voyage, 2-4 creepy areas
  • Combat Encounters: 2 moderate, 1 severe, possibly 1 extreme
  • Roleplaying Encounters: 2 with doubtful authorities, 1 info gathering, 1 horrible truth
  • Tropes: Jarring encounters, overwhelming feelings, retreat options

Infiltration (2-3 sessions)

  • Exploration Scenes: 1 voyage/tour, 2-3 trapped rooms
  • Combat Encounters: 4 low, 4 moderate, 1 severe
  • Roleplaying Encounters: 1-2 with security patrols
  • Tropes: Secured complexes, goal-oriented victories

Intrigue (2-3 sessions)

  • Exploration Scenes: 3-4 competitions, 1-2 infiltrations
  • Combat Encounters: 2 trivial, 2 low, 4 moderate, 1 severe
  • Roleplaying Encounters: 2-3 battles of wits, 2 political scenes, 1 cryptic source
  • Tropes: Urban environments, ambushes, assassination attempts

Military Adventure (2-3 sessions)

  • Exploration Scenes: 1 long voyage, 2-3 patrols, 2-3 trapped outposts
  • Combat Encounters: 4 low, 4 moderate, 1 severe
  • Roleplaying Encounters: 1-2 skill challenges, 1-2 with officers
  • Tropes: Fortified battlegrounds, starship battles, goal-oriented victories

Mystery (2-3 sessions)

  • Exploration Scenes: 2-3 trapped rooms, 2 puzzles/investigations
  • Combat Encounters: 2 trivial, 4 low, 6 moderate, 6 severe
  • Roleplaying Encounters: 1 battle of wits, 1 unusual ally, 1 info gathering, 1 reveal
  • Tropes: Natural encounter discovery during investigation

Planar Adventure (6-8 sessions)

  • Exploration Scenes: 3-4 long voyages through planes, 1-2 scouting scenes
  • Combat Encounters: 4 low, 12 moderate, 6 severe, 2 extreme
  • Roleplaying Encounters: 4 with bizarre creatures, 4 info gathering
  • Tropes: Otherworldly environments, creative battlegrounds

Romantic Adventure (4-6 sessions)

  • Exploration Scenes: 1 tour, 1 outskirts adventure, 1 tournament
  • Combat Encounters: 2 trivial, 3 low, 6 moderate, 1 severe
  • Roleplaying Encounters: 2 battles of wits, 1 gala, 1 entreaty, 2 relaxation scenes
  • Tropes: Duels, connections between PCs and foes, rivals becoming lovers

Space Opera (6-8 sessions)

  • Exploration Scenes: 2 long voyages, 1 dangerous complex/race
  • Combat Encounters: 4 trivial, 10 low, 12 moderate, 4 severe
  • Roleplaying Encounters: 2 battles of wits, 4 potential ally conversations
  • Tropes: Unique environments, starship boarding, dogfights, large enemy groups

Threat Types (5 Archetypes)

Corruption Opposition weakens or changes motivation of places, people, institutions, or groups.

  • Show corruption effects on people and places
  • Make enemies subtle and patient
  • Contrast corruption with education and progress
  • Expose corruption agents when PCs make progress
  • Foes: fiends, Midwives, psychic fungus, undead

Devastation Opposition destroys or lays waste to places, people, institutions, ideals, or groups.

  • Show destruction effects
  • Make enemies hard to reason with
  • Contrast devastation with preservation
  • Show slow recovery from devastation
  • Foes: dragons, daemons, Swarm

Extremism Opposition seeks massive change through violent means.

  • Demonstrate ruthlessness
  • Have enemies focus on their goal
  • Show sympathetic sides if applicable
  • Show demoralization when PCs make progress
  • Foes: angels, cultists, jinsuls, terrorists

Mayhem Senseless violence disrupts settlements and natural order.

  • Single powerful foe or groups cause mayhem
  • Emphasize cascading disruption effects
  • Show resilience and recovery
  • Foes: akatas, beasts, bloodbrothers, dinosaurs, gremlins, orocorans

Subjugation Opposition wants to rule over groups, locations, or the world.

  • Show submission to avoid consequences
  • Make enemies self-righteous and focused
  • Show opposition and rebellion
  • Have previously cowed parties rebel
  • Foes: aeon guards, Corpse Fleet, devils, dragons, imperial troopers, Swarm

Story Arcs

Keep multiple story arcs in mind with beginning, middle, and end points. "Revisit the end point you've imagined. If the adversary's plan has been derailed, what might they do instead?"

Use touchstones:

  • Use motifs and repeated thematic elements
  • Follow character growth
  • Escalate threats
  • Bring in recurring characters
  • Make each adventure count
  • Make choices matter

NPCs and Organizations

Allied, neutral, and adversarial NPCs and organizations contribute to theme. Include counterpoints to theme for variety. "Including NPCs who aren't adversaries makes the game universe feel more real."

Locations

"Memorable settings that include mysterious and fantastical locations for players to visit can elicit the players' curiosity." Describe details like decorations, landmarks, wildlife, smells, and temperature. Include environment-based challenges appropriate to location.

Encounters

"A robust set of encounters forms the backbone of your adventure." Build appropriate encounters for group level.

Treasure

"Your adventure should give out an amount of treasure that's appropriate to the characters' level." Spread treasure throughout adventures rather than stockpiling in single hoards.


PART III: ENCOUNTER DESIGN

"Encounters play a fundamental part in roleplaying games, but it can be tricky to know where to start when building them." Good encounters have place in story, compelling adversaries, interesting locations, and dynamic twists.

Threat Levels & XP Budgets

Five threat categories exist:

Trivial-threat encounters are essentially unloseable. Characters unlikely to spend significant resources. "A trivial-threat encounter can still be fun to play, so don't ignore them just because of the lack of challenge."

Low-threat encounters present difficulty and typically use party resources. Party unlikely to be seriously endangered.

Moderate-threat encounters seriously challenge characters. "Characters usually need to use sound tactics and manage their resources wisely."

Severe-threat encounters are hardest most groups defeat. "Use severe encounters carefully—there's a good chance a character could die."

Extreme-threat encounters are likely even matches. "Use an extreme encounter only if you're willing to take the chance the entire party will die."

XP Budget Table

Base XP budget by threat (4-character group):

ThreatXP BudgetCharacter Adjustment
Trivial40 or less10 or less
Low6020
Moderate8020
Severe12030
Extreme16040

For each additional character beyond four, increase XP budget by Character Adjustment amount. For fewer than four characters, subtract correspondingly.

Creature Selection

Creatures typically range from party level -4 to party level +4.

Creature XP and Role Table

Creature LevelXPSuggested Role
Party level -410Low-threat lackey
Party level -315Low/moderate-threat lackey
Party level -220Any lackey or standard
Party level -130Any standard
Party level40Any standard or low-threat boss
Party level +160Low/moderate-threat boss
Party level +280Moderate/severe-threat boss
Party level +3120Severe/extreme-threat boss
Party level +4160Extreme-threat solo boss

Quick Adventure Groups

Basic encounter structures (120 XP moderate):

  • Boss and Lackeys: 1 party level +2, four party level -4
  • Boss and Lieutenant: 1 party level +2, 1 party level
  • Elite Enemies: 3 party level creatures
  • Lieutenant and Lackeys: 1 party level, four party level -4 (80 XP)
  • Pair: 2 party level (80 XP)
  • Troop: 1 party level, 2 party level -2 (80 XP)
  • Squad: 6 party level -4 (60 XP)

Dynamic Encounters

Use dynamic elements to create more interactive, interesting encounters. These work best for boss fights and memorable encounters. "The more complex a dynamic encounter is, the longer it takes to run and the more demanding it is."

Dynamic Encounter Elements

Hazards in Combat: Simple hazards combined with creatures can prove perilous. Complex hazards continue to act, offering ongoing encounter presence. "Hazards in combat shine when they give the PCs ways to contribute meaningfully other than dealing damage to a creature."

Evolving Battlefields: Create evolving battlefields with dynamic environmental features, third parties, or state changes. "Major physical changes to the environment, such as the collapsed portions of a room rising and falling or water beginning to rush in and fill the room, can force the PCs to rethink their plans."

Time Pressure: "Time pressure adds an extra sense of urgency to any encounter and can be a great way to make an otherwise trivial- or low-threat encounter tactically engaging."

Secondary Objectives: "One of the simplest and most exciting ways to create a dynamic encounter, even if the combat itself isn't so difficult, is to add a secondary objective beyond simply defeating foes." Examples include preventing executions, protecting evidence, preventing retreats, or using nonlethal tactics.

Opponent Synergy: Collaborating foes develop additional strategies. Give team members reactions triggered by allies' abilities. Synergistic components can represent hive minds or massive creatures.

Misdirection: Use holograms, disguised doubles, illusions, or possession for misdirection. Villains might escape and return with counterstrategies.

Encounter Locations

"Choose compelling settings for your encounters." Environmental features should reflect occupants' tastes, biology, or wealth. Encounters should match creature motivations and locations.

Maps and Terrain

Consider maneuverability, line of sight, and attack ranges. "Even empty rooms and corridors can provide variety based on their size and shape." Large areas need cover and interesting features. Small spaces favor melee combatants.

Inhabitant or Intruder

Most often, PCs enter territory more familiar to foes. Inhabitants know locations, avoid dangers, or are unaffected by them. Consider creature abilities like burrowing, climbing, or swimming.

Wild Weather

Weather creates challenges: rain slows movement, cold introduces ice, extreme temperatures can impact encounters. "Light levels play a key role in both outdoor and indoor encounters."

Unexpected Infrastructure

Hidden mechanical, electronic, and plumbing features exist in buildings/starships. Complex infrastructure actions should take an entire round or more.

Budgeting for Terrain

Tricky terrain or hazardous features might increase encounter difficulty. "Think about the impact of the terrain in advance, especially if the battle would already be a severe threat, or you might kill the party."

Enemy Motivations & Morale

"Every encounter should happen for a reason. Consider a creature's motivation to fight." Creatures might defend homes, rob for enrichment, follow impulses, or fight for pay.

"Think how an enemy reacts when a fight is going poorly for them—or well!" Most creatures—even animals—back down from obviously losing battles. This normally means fleeing but could involve capture or negotiation.

Social Encounters

Social Encounter Examples include:

  • Broadcasting deceptions
  • Brokering peace
  • Convincing NPCs of various actions
  • Ending standoffs
  • Winning competitions
  • Proving innocence
  • Securing contracts
  • Defeating arguments

Treasure by Encounter

Standard rules count treasure over level. For single-encounter treasure, use threat level:

LevelTotal/LevelLowModerateSevereExtremeExtra
11,750130180260350350
23,000230300450600600
35,0003805007501,0001,000
48,5006508501,3001,7001,700
513,5001,0001,3502,0002,7002,700
620,0001,5002,0003,0004,0004,000
728,5002,1002,8504,3005,7005,700
840,0003,0004,0006,0008,0008,000
956,0004,2005,6008,40011,20011,200
1080,0006,0008,00012,00016,00016,000
11112,0008,40011,20016,80022,40022,400
12160,00012,00016,00024,00032,00032,000
13224,00016,80022,40033,60044,80044,800
14320,00024,00032,00048,00064,00064,000
15448,00033,60044,80067,20089,60089,600
16640,00048,00064,00096,000128,000128,000
17896,00067,20089,600134,400179,200179,200
181,280,00096,000128,000192,000256,000256,000
191,792,000134,400179,200268,800358,400358,400
202,560,000192,000256,000384,000512,000512,000

PART IV: SUBSYSTEMS

Chapter 4 of the GM Core provides detailed subsystems for expanding gameplay beyond standard combat encounters. These frameworks allow GMs to create deeper, more nuanced encounters.

Victory Points Framework

Core Concept: Victory Points (VP) track progress through complex obstacles using a standardized measurement system that can be adapted across multiple subsystems.

Naming Convention

GMs should select thematic names reflecting the subsystem's purpose—examples include Awareness Points, Influence Points, and Research Points—helping players connect mechanics to narrative.

Subsystem Structures

Accumulating Model: PCs gain VP toward a goal threshold. Opposition can also accumulate VP, creating dynamic competition rather than simple attrition.

Accumulating Rolls Table:

  • Critical Success: 2 VP
  • Success: 1 VP
  • Critical Failure: -1 VP

Diminishing Model: PCs start with VP and lose them through failures, creating urgency. When all VP are exhausted, failure occurs.

Diminishing Rolls Table:

  • Critical Success: +1 VP (if applicable)
  • Success: No loss
  • Failure: -1 VP
  • Critical Failure: -2 VP

Multiple Point Systems: Track different VP types simultaneously—such as both Infiltration Points (objectives) and Awareness Points (opposition).

Setting Scale

DurationVP End PointVP Thresholds
Quick encounter3–5
Long encounter7–104
Most of session15–255, 10, 15
Adventure-wide, sideline15–205, 10, 15
Adventure-wide, forefront25–5010, 20, 30, 40

Running Considerations

Vary skills and approaches to encourage creativity. Use timers to promote participation. Ensure all PCs have meaningful opportunities to contribute. Provide both easy and challenging options for different character builds.

Rewards

Subsystems resolved in one session typically award accomplishment XP. Longer-spanning subsystems grant XP at meaningful milestones.

Influence Subsystem

Purpose: A short-term social encounter system where PCs accumulate Influence Points during timed interactions with NPCs.

Key Feature: Every character has meaningful contributions through diverse skill options—"Because of the variety of Influence skill options...every character has something important to contribute."

Encounter Structure

Encounters divide into rounds (typically 15 minutes to 1 hour each). Each round, PCs can act once to either Influence or Discover.

NPC Stat Block Components

Essential Statistics:

  • Perception modifier
  • Will modifier
  • Discovery DC (Perception check + skill check options)
  • Influence Skills (listed by difficulty, lowest first)
  • Influence Thresholds (VP targets with benefits)

Additional Elements:

  • Resistances: Increase DC by +2 (or +5 for stronger)
  • Weaknesses: Decrease DC by -2 (or -5 for stronger)

Sample Stat Block: Groovelock

Level 3 Ysoki Engineer (grouchy, remorseful)

  • Perception: +9
  • Will: +12
  • Discovery DC: 18 Perception; 15 Piloting; 16 Society
  • Influence Skills:
    • DC 16 Crafting (discussing repairs/salvage)
    • DC 16 Junker Lore
    • DC 20 Performance
    • DC 20 Piloting
    • DC 22 Diplomacy
    • DC 24 Deception

Thresholds:

  • 4 IP: Access to junkyard
  • 6 IP: Assistant introduction
  • 8 IP: Full repair assistance

Resistance: Refuses credits (+2 DC for payment appeals)

Weakness: Values craftmanship and salvage (-2 DC for Crafting)

Setting DCs

Begin with the NPC's Will modifier as base DC, typically for Diplomacy. Adjust using standard difficulty modifiers. Skills better suited to the NPC's interests receive easier DCs; less effective approaches receive harder DCs.

Experience Rewards

Influence encounters award XP equivalent to moderate combat encounters of the same level.

Research Subsystem

Purpose: Structured information-gathering where PCs accumulate Research Points under time pressure or rival competition.

Framework: PCs use the Research action during exploration to gain RP. As thresholds are reached, they unlock information, rewards, and complications.

Building Components

Library: The research location—could be databases, locations, social gatherings, or virtual spaces. Include hazards or encounters as complications. Place research checks throughout the environment.

Research Stat Block: Details the topic, thresholds, and rewards.

Research Topic Stat Block Structure

Research Checks: Listed with location/area, followed by skill options and DCs (lowest to highest).

Research Thresholds: Numbered RP requirements with escalating effects and rewards.

Sample Research: Sihedron Cannon (7th Level)

Locations with Checks:

  • Aeon Locks: Max 5 RP (DC 23 Arcana/Occultism; DC 28 Thievery)
  • Sabotaging Virus: Max 10 RP (DC 18 Lore; DC 23 Computers)
  • Captive Scientist: Max 15 RP (DC 21 Deception/Intimidation; DC 23 Crafting)

Thresholds:

  • 5 RP: Basic weapon information
  • 10 RP: Server access discovered; virus references project
  • 15 RP: Weaponization history revealed
  • 20 RP: Scientist explains creation (requires DC 28 Diplomacy)
  • 30 RP: Armor upgrade provided; admiral location revealed; combat encounter triggered

Chases Subsystem

Purpose: Cinematic pursuit encounters emphasizing narrative obstacles over raw Speed.

Mechanics: PCs roll checks to progress through obstacles; opposition moves at steady pace. PCs gain Chase Points per obstacle; once threshold is met, party advances.

Obstacle System

Chase Points: Obstacles require specific CP totals (typically 1 or 2 fewer than party size).

Success Table:

  • Critical Success: 2 CP
  • Success: 1 CP
  • Critical Failure: -1 CP

Automatic Success: Some actions bypass rolls, typically granting 1 CP (2 for exceptional help).

Building Chases

Guidelines:

  • Short: 6 obstacles, 10–20 minutes
  • Medium: 8 obstacles, 15–25 minutes
  • Long: 10 obstacles, 20–30 minutes

DC Setting: Use simple DCs at proficiency ranks appropriate for party level. Provide one easy and one standard/hard option.

Chase Types

Chase Down: PCs pursue enemies. PCs act second. End when PCs catch enemies or reach enemy safety point.

Run Away: PCs escape. PCs act first. End at safe location or three obstacles ahead.

Beat the Clock: Overcome obstacles before round limit expires.

Competitive: Both sides race toward same objective.

Sample Obstacles by Environment

Underground:

  • Crumbling Corridor (1st): DC 13 Acrobatics/DC 15 Crafting
  • Fungal Grotto (1st): DC 15 Fortitude/DC 13 Survival

Urban:

  • Chain Link Fence (1st): DC 13 Athletics/DC 15 Thievery
  • Crowd (1st): DC 15 Acrobatics/Athletics/DC 13 Society
  • Security Drone (1st): DC 14 Computers/DC 16 Stealth

Vehicle:

  • Traffic Jam (1st): DC 13 Perception/DC 15 Piloting
  • Construction Site (2nd): DC 17 Piloting/DC 13 Society

Wilderness:

  • Rope Bridge (1st): DC 15 Acrobatics/DC 13 Crafting
  • Rushing River (1st): DC 15 Athletics/DC 13 Survival

Infiltration Subsystem

Purpose: Subtlety-focused encounters where PCs accumulate Infiltration Points while managing Awareness Points (opposition detection).

Core Mechanic: PCs overcome obstacles to complete objectives without triggering too many Awareness Points.

Building Infiltrations

Objectives: Broad goals requiring multiple obstacles. Can sequence multiple objectives. Offer more obstacles than required, allowing PC choice.

Objectives Completion: Once target Infiltration Points are earned, character advances to next objective. Infiltration succeeds when all PCs complete final objective.

Obstacles System

Infiltration Points: Character progress toward overcoming individual or group obstacles.

Success Table:

  • Critical Success: 2 IP
  • Success: 1 IP
  • Failure: 1 AP (Awareness Point)
  • Critical Failure: 2 AP

Automatic Help: Spells/items usually grant 1 IP (2 for exceptional benefit).

Obstacle Types:

  • Individual: Each PC must earn required IP themselves
  • Group: Party pools IP together

Sample Obstacles

Locked Door:

  • IP: 1 (group)
  • Overcome: Hard/Very Hard Athletics, Computers, Thievery

Security Checkpoint:

  • IP: 2 (individual)
  • Overcome: Standard/Hard/Very Hard Deception, Diplomacy, Stealth

Surveillance Camera:

  • IP: 1 (group)
  • Overcome: Standard/Hard Acrobatics, Computers, Stealth

Trap:

  • IP: 3 (group)
  • Overcome: Hard/Very Hard Thievery
  • Special: Critical failure triggers trap

Awareness Points Mechanics

AP increases through:

  1. Failed obstacle checks (1 AP; 2 on critical failure)
  2. Time passage (1 AP per round)
  3. Disruptive activities

Typical Thresholds for 10 IP objective:

  • 5 AP: DCs increase by 1; complication occurs
  • 10 AP: Complication occurs
  • 15 AP: DCs increase by 2; complication occurs
  • 20 AP: Infiltration fails

Complications

Unexpected problems triggered by critical failures, AP thresholds, or GM discretion. Common types: security encounters, alarms, environmental hazards, identification checks.

Edge Points

Advantages earned through preparation or quick thinking. Spend to convert failure/critical failure to success. Some Edge Points apply only in specific circumstances.

Preparation Activities

Before infiltration, PCs conduct downtime activities to gain Edge Points. Limit preparation time and available activities. Careless preparation risks AP generation before infiltration starts.

Hacking Subsystem

Purpose: Computer access encounters allowing diverse party contributions through varied skills.

Philosophy: Untrained characters contribute through magic, social skills, and creativity.

Hacking Types

Simple Hacking: One access point, no vulnerabilities. Two-action activity. Allow up to 2 additional failures before countermeasure triggers.

Complex Hacking: Multiple rounds of action with various access points, vulnerabilities, and countermeasures.

Building Computers

Concept Development:

  1. What does accessing accomplish?
  2. What level?
  3. Simple or complex?
  4. Magical, technological, or hybrid?
  5. Physical or remote access?

Computer Types:

  • Tech: Hacked via Computers, Crafting, Thievery
  • Magical: Hacked via Arcana, Nature, Occultism, Religion
  • Hybrid: Both magical and tech traits; different access points available

Setting Statistics

Use hazard Disable DCs as baseline:

  • Low DC vulnerability exploit: -1 DC to Hack
  • High DC vulnerability exploit: -2 DC to Hack
  • Elite DC vulnerability exploit: -3 DC to Hack

Complex Hacking Structure

Access Points: Each has unique vulnerabilities and countermeasures. Listed as physical (adjacent) or remote.

Vulnerabilities: Skill checks to exploit, reducing Hack DC.

Countermeasures: Trigger after accruing failures. Some have persistent trait (retrigger each round until disabled).

Round Actions:

  • Exploit vulnerabilities (lower DC)
  • Notice and disable countermeasures
  • Hack access point

Failure Tracking: Each failed check = 1 failure (2 on critical failure) per access point. When failures reach threshold, countermeasures trigger.

Idle Round Penalty: If PCs skip Hacking/countermeasure disabling in a round, they accrue 1 failure to associated access point.

Sample Vulnerabilities

  • Deduce username/password (Perception, Society, Lore)
  • Call customer service (Deception, Diplomacy)
  • Steal/spoof authentication (Crafting, Thievery)
  • Program keylogger (Computers, Performance)
  • Find allied hacker (Diplomacy, Society)
  • Survey server farm (Nature, Survival)
  • Divination (Occultism, Religion)
  • Bribe administrator (Diplomacy, Intimidation)
  • Physical retrieval (Acrobatics, Piloting)
  • Phishing scheme (Computers, Society)
  • Phreak server (Crafting, Performance)
  • Social engineering (Deception, Lore)
  • Denial-of-service (Computers; Diplomacy/Performance to rally help)
  • Ritual casting (Arcana, Nature, Occultism, Religion)
  • Electromagnetic theft (Crafting, Piloting)
  • Social infiltration (Deception, Society)
  • Employee theft (Stealth, Thievery)
  • Tower climbing (Acrobatics, Athletics)
  • Biometric spoofing (Deception, Medicine)
  • Hidden zone discovery (Piloting, Lore)

Sample Countermeasures

  • Account banning (Notice: Computers/Perception; Disable: Deception/Intimidation)
  • False information (Notice: Computers/Crafting/Perception; Disable: Stealth/Thievery)
  • File deletion (Notice: Society/Survival; Disable: Computers/Crafting)
  • Authentication lockout (Notice: Perception; Disable: Crafting/Thievery/Lore)
  • Admin detection (Notice: Perception; Disable: Computers/Diplomacy/Intimidation)
  • Security guard (Notice: Perception; Disable: Deception/Stealth)
  • Hellknight tracker (Notice: Society; Disable: Stealth/Survival)
  • Admin threat (Notice: Perception; Disable: Deception/Diplomacy/Intimidation)
  • Magitech virus (Notice: Arcana/Occultism; Disable: Arcana/Occultism/Will save)
  • First World curse (Notice: Perception; Disable: Nature/Survival)
  • EMP strike (Notice: Perception; Disable: Athletics/Thievery)

Simplified Quick Hacking

Each party member rolls appropriate skill check supporting primary hacker. Each success lowers Hack DC by 1 (2 on critical success). Critical failure raises DC by 1.

Cinematic Starship Scenes

Purpose: Encounter-mode starship combat using narrative roles rather than tactical grids.

Structure: Runs like standard encounters with initiative-based rounds. PCs occupy starship roles with specialized actions.

Scene Components

PCs' Starship: Details and available roles

Threats: Enemy starships, creatures, hazards, gravity wells

Victory Conditions: Scene objectives and success thresholds

Initiative and Roles

Initiative Roll: Based on selected starship role (Piloting for pilots, Computers for science officers, etc.). PCs receive Starship Bonuses based on role selection.

Role Selection: Each round begins with available roles announced. PCs select unoccupied roles (some roles allow multiples). PCs maintain role until round end.

Action Economy: PCs have 3 actions. Most starship actions require 2 actions, leaving 1 spare for Aid, guidance spells, or other actions.

Opposition: Threats operate preset routines; no crew actions.

Experience Values

Party Level DifferenceXP
–410
–315
–220
–130
Equal40
+160
+280
+3100
+4120

Additional Considerations

Multiple Crew: Beyond baseline 4 PCs, examine VP success requirements and enemy output. More PCs provide options, not necessarily increased damage.

Character Abilities: Core class abilities (Aim, Suppressing Fire) aren't designed for cinematic scenes. Spells and feats are GM-discretionary based on appropriateness.

Persistent Damage on Starships: Resolves at round end (not per player turn). One PC rolls flat check to recover.

Integration Across Subsystems

Subsystems combine effectively—chases during infiltrations, infiltrations preceding hacking objectives, vehicles in chases, cinematic starship scenes incorporating Victory Points. Designate one backdrop subsystem tracking longer-term progress, with shorter-term subsystems contributing to it.


PART V: SETTING & LORE

The Gap & Timeline

"The Gap erased an entire era from history" approximately three centuries ago. Records are scrambled or nonexistent, and affected individuals experienced collective amnesia. Neither magic nor technology can bridge this broken timeline, and deities refuse to divulge information about it.

During this catastrophic event, civilizations changed or vanished entirely. The planet Golarion disappeared, replaced by Absalom Station with the legendary Starstone fused to its core reactor.

Timeline of Key Events

  • 0 AG: The Gap occurs; the modern era begins; planet Golarion vanishes; Absalom Station appears with the Starstone fused to its core
  • 3 AG: Triune's Signal enables Drift discovery and hyperspace travel
  • 41 AG: The Pact Worlds unify into a collective defense alliance after conflict with the Veskarium
  • 324 AG: Planet Aucturn hatches, birthing the Newborn godling and creating the Gelid Edge
  • 325 AG: Current campaign year

Lost Golarion

Pre-Gap Golarion was the presumed birthplace of humans, ysoki, dwarves, goblins, halflings, hobgoblins, and orcs. Its theological significance derived from two features: Golarion's core imprisoned Rovagug, a forgotten destruction deity; the Starstone artifact allowed worthy mortals to achieve divinity. The deity Iomedae ascended via the Starstone and remains widely worshipped.

"At some point during the Gap, Golarion disappeared, and Absalom Station appeared in its place." Current knowledge confirms Golarion still exists in seclusion, unreachable by magic or science, with its descendants surviving safely. The Knights of Golarion honor Iomedae's legacy in the modern age.

The Starstone

This miraculous artifact enabled mortals to achieve divinity through passing its tests. The Starstone believed located at Absalom Station's core is "the very same Starstone that was once located on Lost Golarion," though none have ascended to divinity post-Gap, breeding conspiracy theories.

Triune and the Drift

The artificial god Triune dispatched the Signal a few years post-Gap, gifting civilizations across the galaxy hyperspace travel innovation through a mysterious dimension called the Drift. Triune's church maintains Drift beacons enabling Drift navigation and galactic messaging.

Using Drift engines, inhabitants can traverse vast interstellar distances in days or weeks. Journeys to Absalom Station remain swift due to Starstone properties.

Post-Drift Crisis (approximately 324 AG), Drift lanes emerged as hyperspace highways connecting major ports, enabling even faster travel after adventurers rebooted and stabilized the dimension.

The Pact Worlds System

The core system comprises 11 major planets orbiting Golarion's former sun:

  1. Aballon
  2. Castrovel
  3. Absalom Station - Central hub, easily accessible from anywhere; serves as Pact Worlds anchor
  4. Akiton
  5. Verces
  6. The Diaspora
  7. Eox
  8. Triaxus
  9. Liavara
  10. Bretheda
  11. Apostae

Additionally included as Pact Worlds:

  • The Idari - Kasatha generation ship
  • Pulonis - In Near Space (formerly Veskarium-occupied)
  • The Gelid Edge - Destroyed Aucturn's remnants

The Pact Worlds also include the Brethedan moons.

Pact Standard Time

Pact Standard Time uses a 24-hour day, 7-day week, and 52-week year with leap days every 4 years.

Days of the Week

  • Firstday (Monday)
  • Seconday (Tuesday)
  • Thirday (Wednesday)
  • Fourthday (Thursday)
  • Fifthday (Friday)
  • Sixthday (Saturday)
  • Seventhday (Sunday)

Months

Days are numbered, and months retain traditional names from pre-Gap Golarion:

  • Abadius (January)
  • Calistril (February) - Leap day added every 4 years
  • Pharast (March)
  • Gozran (April)
  • Desnus (May)
  • Sarenith (June)
  • Erastus (July)
  • Arodus (August)
  • Rova (September)
  • Lamashan (October)
  • Neth (November)
  • Kuthona (December)

Day/Night Cycle

Absalom Station maintains 24-hour artificial cycle mirroring Earth standards. Individual planets maintain their own cycles while observing Pact Standard Time for communication/coordination.

Beyond the Pact Worlds

Near Space

Near Space comprises all worlds whose proximity to Drift beacons enables swift, relatively safe travel. Journey times typically last approximately one week (3d6 days).

The Veskarium

"A mighty interstellar empire of vesk and all the peoples they've conquered" occupying the Ghavaniska System plus distant colonies. Currently at peace with Pact Worlds, warring with the Azlanti Star Empire.

Patron Deity: Damoritosh (war god)

Marixah Republic

Democratic federation sharing ancient Golarion ties with nearby powers; maintains tentative peace amid territorial disputes.

Gideron Authority

Militarized coalition similarly rooted in Golarion heritage.

Szandite Collective

Federation spanning seven worlds across four star systems, linked by ancient magical szandite crystals; currently under Swarm attack.

Notable Independent Worlds in Near Space

  • Daimalko - Ravaged by colossi
  • Embroi - Infernally-bound
  • Tabrid Minor - Polluted
  • Preluria - Gas giant with anarchic settlements

The Vast

The Vast encompasses everything beyond Near Space's Drift beacon-dense regions. These worlds are dangerous, infrequently traveled, and often uncharted. Travel times range from weeks to months (5d6 days).

Azlanti Star Empire

"A tyrannical, human-centric regime" centered on New Thespera and Aristia System, conquering 11+ solar systems through expansion. Recent coup toppled the Ixomander dynasty, sparking war with Veskarium.

Patron Deity: Lissala (goddess of duty, obedience, service rewards)

Scoured Stars

Trinary system recently explored by Starfinder Society; under jealous god Kadrical's protection.

Jinsul Hierocracy

"A xenophobic war machine of vicious jinsuls intent on scouring the galaxy of all sentient life not originating in the Scoured Stars."

Kazmurg's Absurdity

Recently opened sector where interstellar travel is broken, requiring old-fashioned star charts.

Other Notable Sites in The Vast

  • Elytrio - Radioactive wasteland
  • Lajok - Mysterious ruins orbiting reborn sun
  • Shadari Confederacy - Criminal haven near Azlanti fringe

Planar Information

The Inner Sphere

"The planes of the Inner Sphere form the heart of the cosmos." They form nested shells containing elemental planes (fire, earth, metal, water, wood, air), mortal galaxies of the Universe, and at the core, Creation's Forge and the Void overlapping the Universe.

Transitive Planes

These planes coexist with other planes, functioning as passages between realms:

The Drift

"Mysterious one-way connections to every plane," accessible via technology from Universe inhabitants.

Ethereal Plane

Overlaps Inner Sphere planes.

Astral Plane

"Borders every other plane in existence like the backstage of the cosmos."

First World

Bright mirror overlapping mortal world.

Netherworld

Dark mirror overlapping mortal world.

Outer Sphere Planes

"The planes of the Outer Sphere are the manifest realms of philosophy: good and evil, order and change, faith." Populated by celestials, fiends, and monitors promoting moral concepts. The Boneyard's spire serves as judgment location for mortal souls, determining their final destinations.

Planar Traits

Scope Traits

Finite: Limited spatial extent.

Immeasurable: Immensely large, possibly infinite.

Unbounded: Loops back upon reaching edges.

Gravity Traits

Normal: Standard planetary gravity.

High Gravity:

  • Doubled creature/object bulk
  • Halved movement
  • Reduced jump distances
  • Ranged attacks limited to third increment
  • Fall damage equals distance fallen

Low Gravity:

  • Halved bulk
  • Doubled carrying capacity and jumping
  • Ranged attacks reach twelfth increment
  • First 10 feet of falls cause no damage, then quarter-damage

Microgravity: Creatures float unless pushing off surfaces.

Strange Gravity: All sufficiently-large masses serve as gravity centers with equal force.

Subjective Gravity: Gravity centers determined by non-mindless creature will; enables pseudo-flight via Fly action.

Time Traits

Normal: Time flows identically to Universe.

Erratic: Time fluctuates unpredictably via DC 11 flat check:

  • Success = normal
  • Failure = 1 hour = 1 day
  • Critical failure = 1 round = 1 day

Flowing: Consistently faster/slower time flow.

Timeless: Time passes without hunger, thirst, aging, natural healing effects; retroactive effects occur upon departure.

Morphic Traits

Normal: Objects remain unchanged without physical force/magic.

Metamorphic: Changes occur via non-physical/magical means.

Sentient: Plane changes according to its own whims.

Static: Visitors cannot affect living residents or carried objects; protective spells become ineffective.

Planar Essence Traits

Air: Open spaces; breathable but potentially toxic atmospheres; difficult for earth creatures.

Earth: Mostly solid; suffocation risks without air pockets; uncomfortable for air creatures.

Fire: Continually burning flames; flammable materials ignite; creatures take 1d6 persistent fire damage; extraplanar creatures suffer moderate environmental damage per round.

Metal: Chaotic shifting metal structures/oceans; plentiful air pockets; disconcerting for wood creatures.

Water: Mostly liquid; aquatic combat rules apply; fire spells/actions become impossible.

Wood: Trees and flora in organic patterns; generally non-hostile.

Shadow: Umbral murky light; light source radii halved.

Void: Vast empty reaches; living creatures take minimum minor void environmental damage per round (death trait); killed creatures become ash/wraiths.

Vitality: Intense life energy; undead creatures take minimum minor vitality damage per round; living creatures regain HP equal to undead damage (excess becomes temporary HP); explosive consequence if temporary HP exceeds maximum.

Quintessence: Philosophically aligned material constituting Outer Planes; conforms to powerful prevailing beliefs.

Religion and Deities

"Many individuals in the universe pay homage to at least one deity," whether species-associated or possessing broader galactic reach. Some worship local pantheons, while others venerate distinct philosophies. Deities receive worship across countless worlds, sometimes adopting different identities.

Core Deities

Iomedae: Ascended via Starstone; widely worshipped by humans; honored by Knights of Golarion.

Damoritosh: War god; Veskarium patron deity.

Lissala: Goddess of duty, obedience, service rewards; Azlanti Star Empire patron.

Triune: Artificial god; dispatched the Signal; maintains Drift beacon infrastructure.

The Newborn: Godling birthed when planet Aucturn hatched (324 AG).

Kadrical: Jealous god protecting Scoured Stars.

Desna: Goddess associated with the galaxy name "Desna's Path."

Rovagug: Forgotten destruction deity imprisoned in pre-Gap Golarion's core.

Factions and Organizations

Stewards

"Battle-trained diplomats" providing mutual defense across Pact Worlds; recruit from allied planets/protectorates; operate from Bastion on Absalom Station.

Knights of Golarion

Modern organization ritually honoring Iomedae's Starstone legacy.

Starfinder Society

Recently explored Scoured Stars; maintains protective purview over that region.


PART VI: CROSS-SYSTEM COMPATIBILITY

Core Compatibility Principle

"The rules for Starfinder and Pathfinder are fully compatible." However, certain options require adjustment based on campaign themes and tone. Starfinder abilities—particularly darkvision and flight—are more readily available than Pathfinder equivalents.

Rarity Guidelines

Rules elements existing solely in one system should default to uncommon rarity in the other. Items relying on specific ancestries, classes, deities, or equipment are considered rare and require careful GM review for thematic appropriateness.

PF2E in SF2E: Timeshifted Adventures

Guidelines for using Pathfinder content within Starfinder campaigns.

Timeshifted Heroes

Ancestry

Pathfinder ancestries exist on Absalom Station and other Pact Worlds locations post-Gap. Special considerations:

  • Starfinder ancestry feats modifying movement speeds and senses often activate earlier than Pathfinder equivalents
  • GMs should compare against the human ancestry baseline
  • Alternative approach: empower all players by adding darkvision and flight to Pathfinder ancestries rather than restricting Starfinder options

Background

Most Pathfinder backgrounds require minimal updates. Preindustrial skill-focused backgrounds need adjustment:

  • Skill feats lacking Starfinder relevance should be replaced
  • Archaic method characters might gain History Lore proficiency
  • Consider substituting incompatible skill feats with alternative options from the same skill

Class

Both Pathfinder and Starfinder classes function compatibly. Important considerations:

Multiclass Concerns: Avoid mixing class feats from similar roles between games due to unintended ability stacking.

Technology References: Gear-dependent classes require conversion:

  • Alchemist bombs → grenades
  • Inventor innovations → experimental tech armor

Overlapping Niches: Bard/mystic, operative/rogue, and commander/envoy combinations may create redundancy requiring encounter adjustment.

Archetype Conversion: Requires careful analysis of item dependencies and spell interactions.

Deities

Pathfinder deities remain active in Starfinder. Considerations:

  • Many deities updated their arsenals to include tech weapons
  • Characters gain proficiency in either archaic or modern deity favored weapons (not both)
  • Split-era campaigns may allow proficiency swapping between time periods

Equipment

Archaic items require careful review. Alchemical items, talismans, and runes lack Starfinder equivalents and may necessitate exclusion.

Feats

Skill and general feats transfer readily. Restrictions apply to:

  • Feats requiring incompatible equipment
  • Alchemy-dependent abilities (replaced by grenades/pharmaceuticals)
  • Scroll/wand-focused options (use spell gems/chips instead)
  • Augmentation/tech feats that may become superfluous

Practical adjustment: Characters gaining access to Computers and Piloting skill feats should receive retraining opportunities.

Skills

Starfinder introduces Computers and Piloting (replacing Driving/Sailing Lore). GMs should:

  • Allow Piloting skill use for related checks until characters train formally
  • Substitute incompatible Lore skills with broader alternatives (History Lore, Golarion Lore)
  • Preview skill usage expectations before campaign start

Spells

Spell volume demonstrates magic's universal efficacy. Cautions:

  • Equipment-modifying spells (armor/weapon runes) incompatible with Starfinder gear
  • Utility abilities (darkvision, flight) may become less attractive due to affordable tech equivalents
  • Review spells carefully to ensure thematic fit

Starfinder Adventures

Technology

Technological disparities create roleplay opportunities. GMs should:

  • Describe technology without modern terminology initially
  • Expect rapid PC acclimation to advanced systems
  • Avoid prolonged tech-rejection character arcs in long campaigns
  • Ensure all PCs access equipment others rely upon

Downtime

Post-scarcity civilization offers abundant leisure opportunities. Considerations:

  • Information discovery is significantly easier via infosphere
  • Increased surveillance risk for critical failures
  • PCs may lack knowledge to avoid information security pitfalls

Crafting

Starfinder crafting operates faster than Pathfinder:

  • Creator capsules enable 3D printing in hours (vs. days)
  • Fabricator feat streamlines consumable replenishment
  • Maker's app provides affordable formula access
  • Serum Crafting replaces alchemical item interest

Skill Checks

Pathfinder characters may lack Computers and Piloting training. GMs should:

  • Ensure alternative skill solutions exist (Crafting/Thievery for Computers; Perception/Survival for Piloting)
  • Preview skill availability to encourage timely retraining
  • Create narrative risk encouraging skill development

SF2E in PF2E: Archaic Adventures

Guidelines for using Starfinder content within Pathfinder campaigns.

Archaic Heroes

Ancestry

Starfinder ancestries lack precedent on ancient Golarion but can appear through:

  • Interdimensional transportation (aiudara gates)
  • Ancient civilization returns (Azlanti Star Empire)
  • Cultural integration over generations

Mechanical adjustments:

  • Darkvision and special senses availability should be restricted to higher feat levels
  • Movement speed feats (flight, climbing) should match Pathfinder progression pace

Background

Most Starfinder backgrounds fit with minimal adjustment. Technology-dependent options require replacement:

  • Appropriate conversions: Diplomat, Smuggler, Dream Prophet
  • Requires adjustment: Electrician, Hacker, Augmented Body
  • Remove tech prerequisites: Select alternative skill feats

Class

All Starfinder classes function in Pathfinder campaigns with varying adjustment needs.

Envoys: Excellent support characters; minimal adjustments needed. Hotshot and Infosphere Director leadership styles require vehicle/computer availability.

Mystics: Ideal spontaneous support casters; minimal adjustments. Some campaigns may limit telepathy effects in intrigue scenarios.

Operatives: Consistent ranged damage dealers requiring discussion of gun-equivalent weapons. Recommend allowing Aim with all ranged weapons (not just guns) during transition.

Solarians: Require no adjustments; cosmic channeling fits fantasy themes perfectly.

Soldiers: Require adjustments for area weaponry. Options include:

  • Scavenged alien weapons
  • Whirling Swipe feat as sole area attack source
  • Modified Suppressed condition effects at lower levels

Witchwarpers: Excellent high-mobility casters; minimal adjustments. Paradox skills may require thematic reframing.

Deities

Pre-Gap Starfinder deities remain active on ancient Golarion. Time-traveling followers may:

  • Lack direct deity connection (unknown patron support)
  • Receive guidance toward home timeline
  • Discover patron deity identity later

Equipment

Technology-deprived campaigns require Pathfinder equipment substitutes. Sources include:

  • Numerian alien technology
  • Jistka Imperium relics
  • Alkenstar experimental weapons
  • Alchemical/magical equivalents

Currency considerations: Tech gear value dramatically exceeds Pathfinder baseline in antiquity settings.

Feats

Most Starfinder skill and general feats transfer directly. Exclusions:

  • Technology-specific abilities (Augmented Body, tech skill feats)
  • Comm unit/infosphere dependence (Digital Ambassador, Master Troll)
  • Piloting feats (require vehicle-heavy campaigns)

Skills

Computers and Piloting lack natural Pathfinder equivalents. Substitutions:

  • Piloting → Driving Lore, Sailing Lore, Survival
  • Computers → Crafting, Mathematics Lore, Thievery

Discuss Piloting applicability before campaign commitment.

Spells

Technology-dependent spells require careful management:

  • Spells requiring tech (Motivating Ringtone) need magical item bridges
  • Robot references → construct equivalents
  • Mobility spells (Polymorph, Skyfire Wings) should increase in rank
  • Virtual reality spells → illusion/dreams/mindscape alternatives

Anachronistic Creatures

Pathfinder creatures integrate into Starfinder with minimal adjustment.

Damage Types

Starfinder characters access broader damage type variety. Note parties with limited damage options against creatures with relevant resistances/weaknesses. Fire weakness is particularly common against laser and explosive weapons.

Environment

Space encounters: Creatures require environmental protections or cosmic trait.

Radiation: Creatures need poison resistance or preexisting sickened condition integration.

Starships: Intelligent creatures require useful skills (Computers, Crafting); feral creatures need thematic abilities (compression, garbage attacks).

Adapted creatures: Reference Alien Core for world-specific survival abilities.

Equipment

Upgrades to creature gear enhance encounters:

  • Apply analog or tech traits to weapons
  • Provide comm units/datapads to intelligent NPCs
  • Include ammunition/battery loot for PCs
  • Consider integrated equipment preventing easy recovery

Movement Speed

Address flying PC advantages by providing:

  • Grafted wings or integrated jetpacks
  • Climb speeds or teleportation
  • Environmental features (wind, platforms, variable gravity)

Ranged Attacks

Most Pathfinder creatures benefit from ranged attack additions. Alternative gap-closing methods include:

  • Improved Grab
  • Improved Knockdown
  • Environmental hazards pulling PCs closer

Anachronistic Gear

Guidelines for Pathfinder equipment use in Starfinder campaigns.

Item Grades

Default treatment: Pathfinder equipment receives archaic trait, preventing standard upgrade application.

Conversion options:

  1. Rune preservation: Characters apply runes using ancient techniques
  2. Tech conversion: Spend additional week plus 50% base price to:
    • Install upgrade-compatible technology
    • Integrate comm units and environmental protection
    • Add upgrade slots to shields/weapons
    • Apply tech trait and commercial-grade designation

Ammunition

Archaic ammunition remains available throughout Pact Worlds:

  • Crossbow bolts and arrows used by athletes/hunters
  • Flintlock ammunition crafted by enthusiasts
  • Blowgun darts compatible with needler pistols
  • Low-tech worlds carry better selection

Other Equipment

Starfinder equivalents simplify conversion:

  • Spell gems ↔ scrolls
  • Serums ↔ potions
  • Grenades ↔ alchemical consumables

Caution: Verify converted equipment interactions with feats/items case-by-case.

Optional Rule: Archaic Equipment Degradation

For campaigns emphasizing technology superiority:

Broken Threshold: Archaic equipment gains broken condition at 75% maximum hit points (instead of 50%).

Armor weakness:

  • Light armor: 6 weakness to non-archaic weapons
  • Medium armor: 4 weakness to non-archaic weapons
  • Heavy armor: 2 weakness to non-archaic weapons

Weapon damage: Non-critical hits deal one die size reduction against non-archaic armor (minimum 1d4).

Treasure & Rewards

Ancient magic items function as antique treasures:

  • Collectible value to museum/private buyers
  • Infosphere facilitates collector discovery
  • Consider resale restrictions for certain items
  • Evaluate alternative story rewards if enabling full-price sales

Currency

All item prices use PF2E gold pieces (gp), aligned with PF2E's level-based pricing curve. In the Pact Worlds, "credits" is the in-world flavor name for currency (10 credits = 1 gp; 1 credit = 1 sp).

Practical application: Antique coins lack commercial acceptance in Pact Worlds. Currency exchange through AbadarCorp and collectors provides conversion.

PF2E Class Compatibility Notes

When using PF2E classes in SF2E:

  • Alchemist: Convert bombs to grenades; consider pharmaceutical replacements
  • Barbarian: Direct compatibility; no adjustments
  • Bard: May overlap with Mystic; adjust encounters for dual support
  • Champion: Divine focus fits SF2E themes; update deity favored weapons
  • Cleric: Direct compatibility; update deity arsenals
  • Druid: Natural magic fits; consider tech/nature tension
  • Fighter: Direct compatibility; may need weapon proficiency updates
  • Gunslinger: Excellent fit; minimal adjustment needed
  • Inventor: Convert innovations to tech armor; leverage crafting systems
  • Investigator: Direct compatibility; benefits from infosphere access
  • Kineticist: Direct compatibility; elemental manipulation fits science-fantasy
  • Magus: Spellstrike works with tech weapons; review spell compatibility
  • Monk: Direct compatibility; consider cybernetic augmentation options
  • Oracle: Mystery themes fit SF2E; update curse manifestations
  • Psychic: Excellent fit; psychic traditions match SF2E themes
  • Ranger: Direct compatibility; adapt favored terrain to planets/environments
  • Rogue: May overlap with Operative; distinct enough for most campaigns
  • Sorcerer: Bloodline themes fit SF2E; review tech-incompatible spells
  • Summoner: Review summoned creature compatibility; adjust movement speeds
  • Swashbuckler: Direct compatibility; panache works with tech weapons
  • Thaumaturge: Esoteric implements may need tech conversions
  • Witch: Familiar mechanics fit; update patron themes
  • Wizard: Spellbook traditions fit; review tech-incompatible spells

Last Compiled: 2026-01-17