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CROSS-SYSTEM COMPATIBILITY QUICK REFERENCE

CROSS-SYSTEM COMPATIBILITY QUICK REFERENCE

Source: SF2E GM Core Chapter 5: Anachronistic Adventures Last Updated: 2026-04-09


CORE PRINCIPLE

"The rules for Starfinder and Pathfinder are fully compatible." -- SF2E GM Core, Chapter 5: Anachronistic Adventures

All PF2E content works in SF2E campaigns, and vice versa, with some adjustments. This guide covers both player-facing compatibility and GM conversion details.


SECTION 1: FOR PLAYERS

Everything Works

Content TypeWorks in SF2E?Notes
ClassesYesAll 20+ PF2E classes
AncestriesYesAll PF2E ancestries
BackgroundsYesAll PF2E backgrounds
FeatsYesGeneral, skill, ancestry, class
SpellsYesAll traditions
ItemsYesAll equipment types
ArchetypesYesAll dedications
HeritagesYesIncluding versatile heritages

Item Naming: PF2E vs SF2E

These are the SAME mechanics with different names. Use whichever fits your campaign's tone:

PF2E NameSF2E NameMechanicsModule Compendium
ScrollsSpell gemsSingle-use spellpf2e-starships.spells
PotionsSerumsConsumable effectpf2e-starships.tech-items
ElixirsSerumsConsumable buffpf2e-starships.tech-items
Alchemical bombsGrenadesThrown explosivespf2e-starships.tech-items
PoisonsBiotech toxinsApplied toxinspf2e-starships.augmentations
WandsSpell chipsRechargeable spell item--
StavesTech stavesMulti-spell item--
RunesEquipment gradesItem enhancement(SF2E uses grades)
TalismansTech consumablesOne-use attached item--

Equipment Enhancement: Runes vs Grades

PF2E uses runes to enhance weapons/armor. SF2E uses equipment grades.

Both systems work. Choose based on campaign tone:

SystemFlavorHow It Works
Runes (PF2E)Magical enchantmentEtch runes onto items
Grades (SF2E)Tech upgradeUpgrade equipment grade (Commercial to Paragon)

You can even mix them: a character might have a rune-enhanced ancestral sword AND a grade-upgraded laser rifle.

Class Features

All class features work. Some have SF2E flavor alternatives:

PF2E Class FeatureWorks?SF2E Alternative
Alchemist bombsYesCan also use grenades
Scroll/wand featsYesCan also use spell gems/chips
Rune craftingYesCan also use grade upgrades
Poison craftingYesCan also craft biotech toxins
FamiliarYesCan be tech drone/AI

Alchemist in SF2E

  • Bombs work exactly as written
  • Can ALSO use grenades from tech-items compendium
  • Elixirs = Serums (same mechanics)
  • Mutagens work unchanged

Inventor in SF2E

  • Innovations work as written
  • Flavor as experimental tech
  • Unstable abilities = prototype tech

Spells

All spells work in SF2E. Consider:

Spell TypeNotes
Damage spellsWork unchanged
Healing spellsWork unchanged
Utility spellsWork, but tech may be cheaper
SummoningWork: summon creatures/constructs
EnchantmentWork unchanged

Utility Spell Consideration

Some utility spells duplicate cheap tech:

  • Darkvision spell vs. darkvision goggles (tech)
  • Fly spell vs. jetpack (tech)
  • Comprehend Languages vs. translator device (tech)

These still work: spells don't require equipment and can't be lost/broken.

Currency

All item prices use PF2E gold pieces (gp), aligned with PF2E's level-based pricing curve.

PF2ESF2E FlavorConversion
1 gold piece10 credits1:10
1 silver piece1 credit1:1
1 copper piece0.1 credits1:0.1

In the Pact Worlds setting, "credits" is the in-world name for currency. For game mechanics, use gp. In mixed campaigns, use whichever flavor term fits the scene:

  • Fantasy planet: gold/silver
  • Space station: credits
  • Trading hub: either accepted

In Foundry VTT: All item prices are stored in the gold piece (gp) field.

Thematic Guidance

Mixing PF2E and SF2E Content

Option 1: Full Integration

  • Use all PF2E and SF2E content freely
  • Scrolls and spell gems both exist
  • Runes and grades both exist
  • Maximum player choice

Option 2: SF2E Flavor Preference

  • Use SF2E naming when available
  • Module compendiums have SF2E-flavored items
  • More consistent sci-fi tone

Option 3: Separated by Origin

  • PF2E items = archaic/magical
  • SF2E items = technological
  • Clear distinction by source

Flavor Adjustments

PF2E ConceptSF2E Flavor
Magic shopTech store / Fabricator
Wizard's towerResearch station
TempleMedical facility / Shrine
Thieves' guildCriminal syndicate
KnightPower armor trooper
DragonAlien megafauna

Module Compendiums

SF2E-flavored equivalents are available in these module compendiums:

ContentCompendiumItems
Tech weaponspf2e-starships.tech-weapons1,782
Tech armorpf2e-starships.tech-armor304
Tech itemspf2e-starships.tech-items381
Augmentationspf2e-starships.augmentations504
Grenadespf2e-starships.tech-items(included)
Serumspf2e-starships.tech-items(included)

SECTION 2: FOR GMs

Skill Conversions

PF2E to SF2E

PF2E SkillSF2E Substitute
Driving LorePiloting
Sailing LorePiloting
(none)Computers

SF2E to PF2E

SF2E SkillPF2E Substitute
ComputersCrafting, Thievery, Mathematics Lore
PilotingDriving Lore, Sailing Lore, Survival

Archaic Equipment (PF2E in SF2E)

  • PF2E equipment receives archaic trait
  • Tech Conversion: 1 week + 50% base cost to install upgrade-compatible technology
  • Archaic ammunition remains available (crossbow bolts, arrows, flintlock, blowgun darts)

Optional: Archaic Equipment Degradation

  • Broken Threshold: 75% max HP (instead of 50%)
  • Armor Weakness vs Non-Archaic: Light 6 / Medium 4 / Heavy 2
  • Weapon Damage: One die size reduction vs non-archaic armor (min 1d4)

Class Compatibility Details

All classes mechanically compatible between systems.

PF2E to SF2E Adjustments

ClassSolution
AlchemistUse grenades from tech-items
InventorUse experimental tech armor

SF2E to PF2E Adjustments

ClassSolution
OperativeAllow Aim with all ranged weapons
SoldierScavenged alien weapons, Whirling Swipe, or modified Suppressed condition
EnvoyVerify vehicle/computer availability

Multiclass Stacking Warning

Avoid mixing: Bard/Mystic, Rogue/Operative, Commander/Envoy (overlapping abilities).

Feat Compatibility

Feats That DON'T Work (PF2E to SF2E)

Feat TypeAlternative
Rune-dependentUse upgrade-related feats
Scroll featsUse spell gem feats
Wand featsUse spell chip feats
Specific alchemyUse tech item crafting feats

Feats That DON'T Work (SF2E to PF2E)

Feat TypeAlternative
Augmented BodyRemove or require narrative source
Tech skill featsUse Crafting/Thievery feats
Comm unit/infosphere featsExclude or provide magical alternatives
Piloting featsEnsure vehicle availability

Spell Compatibility

Spells That DON'T Work (PF2E to SF2E)

Rune-modifying spells, equipment enchantment spells.

Spells That DON'T Work (SF2E to PF2E)

TypeAlternative
Tech-dependent (Motivating Ringtone)Require magical item bridges
Robot referencesUse construct equivalents
Virtual reality spellsUse illusion/dreams/mindscape

Note: Utility spells (darkvision, flight) less valuable in SF2E due to cheap tech alternatives.

Ancestry Compatibility

PF2E to SF2E

  • PF2E ancestries exist on Absalom Station post-Gap
  • SF2E ancestry feats activate earlier; consider empowering PF2E ancestries

SF2E to PF2E

  • Introduce via interdimensional transport, ancient civilization returns, or cultural integration
  • Restrict darkvision/flight to higher feat levels

Rarity Guidelines

  • Cross-system content is uncommon by default
  • Ancestry/class/deity-specific items are rare

Crafting Differences

PF2E to SF2E

SF2E crafting is faster: creator capsules (hours vs days), Fabricator feat, Maker's app, Serum Crafting.

SF2E to PF2E

Standard PF2E crafting rules. Tech requires narrative source: Numeria, Jistka Imperium, Alkenstar, alchemical/magical equivalents.

Creature Compatibility (PF2E in SF2E)

  • Damage Types: SF2E parties have broader damage variety; fire weakness common vs lasers/explosives
  • Space Encounters: Creatures need environmental protections or cosmic trait
  • Equipment: Apply analog/tech traits to weapons; provide comm units to intelligent NPCs
  • Movement: Address flying PCs with grafted wings, jetpacks, climb speeds, environmental features
  • Ranged Attacks: Add ranged options or gap-closing abilities (Improved Grab, environmental hazards)

Quick Decision Flowcharts

PF2E Content in SF2E:

  1. Rune/rune-dependent? Use equipment grades/upgrades
  2. Scroll/potion? Use spell gem/serum
  3. Wand/talisman? Use spell chip or exclude
  4. Class feature? Check multiclass stacking
  5. Feat? Check for rune/scroll/wand/alchemy references
  6. Spell? Check for rune/enchantment dependencies
  7. Equipment? Apply archaic trait (optional tech conversion: 1 week + 50% cost)
  8. Everything else Usually works

SF2E Content in PF2E:

  1. Requires Computers/Piloting? Substitute skills
  2. Requires tech? Find narrative source
  3. Class? Check class-specific adjustments
  4. Feat? Check tech/comm unit/infosphere dependencies
  5. Spell? Check tech/robot/VR dependencies
  6. Ancestry? Restrict darkvision/flight to higher levels
  7. Everything else Usually works

External Resources


Distilled from SF2E GM Core Chapter 5: Anachronistic Adventures and pf2e-starships module documentation.