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 Type | Works in SF2E? | Notes |
|---|---|---|
| Classes | Yes | All 20+ PF2E classes |
| Ancestries | Yes | All PF2E ancestries |
| Backgrounds | Yes | All PF2E backgrounds |
| Feats | Yes | General, skill, ancestry, class |
| Spells | Yes | All traditions |
| Items | Yes | All equipment types |
| Archetypes | Yes | All dedications |
| Heritages | Yes | Including versatile heritages |
Item Naming: PF2E vs SF2E
These are the SAME mechanics with different names. Use whichever fits your campaign's tone:
| PF2E Name | SF2E Name | Mechanics | Module Compendium |
|---|---|---|---|
| Scrolls | Spell gems | Single-use spell | pf2e-starships.spells |
| Potions | Serums | Consumable effect | pf2e-starships.tech-items |
| Elixirs | Serums | Consumable buff | pf2e-starships.tech-items |
| Alchemical bombs | Grenades | Thrown explosives | pf2e-starships.tech-items |
| Poisons | Biotech toxins | Applied toxins | pf2e-starships.augmentations |
| Wands | Spell chips | Rechargeable spell item | -- |
| Staves | Tech staves | Multi-spell item | -- |
| Runes | Equipment grades | Item enhancement | (SF2E uses grades) |
| Talismans | Tech consumables | One-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:
| System | Flavor | How It Works |
|---|---|---|
| Runes (PF2E) | Magical enchantment | Etch runes onto items |
| Grades (SF2E) | Tech upgrade | Upgrade 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 Feature | Works? | SF2E Alternative |
|---|---|---|
| Alchemist bombs | Yes | Can also use grenades |
| Scroll/wand feats | Yes | Can also use spell gems/chips |
| Rune crafting | Yes | Can also use grade upgrades |
| Poison crafting | Yes | Can also craft biotech toxins |
| Familiar | Yes | Can 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 Type | Notes |
|---|---|
| Damage spells | Work unchanged |
| Healing spells | Work unchanged |
| Utility spells | Work, but tech may be cheaper |
| Summoning | Work: summon creatures/constructs |
| Enchantment | Work 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.
| PF2E | SF2E Flavor | Conversion |
|---|---|---|
| 1 gold piece | 10 credits | 1:10 |
| 1 silver piece | 1 credit | 1:1 |
| 1 copper piece | 0.1 credits | 1:0.1 |
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 Concept | SF2E Flavor |
|---|---|
| Magic shop | Tech store / Fabricator |
| Wizard's tower | Research station |
| Temple | Medical facility / Shrine |
| Thieves' guild | Criminal syndicate |
| Knight | Power armor trooper |
| Dragon | Alien megafauna |
Module Compendiums
SF2E-flavored equivalents are available in these module compendiums:
| Content | Compendium | Items |
|---|---|---|
| Tech weapons | pf2e-starships.tech-weapons | 1,782 |
| Tech armor | pf2e-starships.tech-armor | 304 |
| Tech items | pf2e-starships.tech-items | 381 |
| Augmentations | pf2e-starships.augmentations | 504 |
| Grenades | pf2e-starships.tech-items | (included) |
| Serums | pf2e-starships.tech-items | (included) |
SECTION 2: FOR GMs
Skill Conversions
PF2E to SF2E
| PF2E Skill | SF2E Substitute |
|---|---|
| Driving Lore | Piloting |
| Sailing Lore | Piloting |
| (none) | Computers |
SF2E to PF2E
| SF2E Skill | PF2E Substitute |
|---|---|
| Computers | Crafting, Thievery, Mathematics Lore |
| Piloting | Driving 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
| Class | Solution |
|---|---|
| Alchemist | Use grenades from tech-items |
| Inventor | Use experimental tech armor |
SF2E to PF2E Adjustments
| Class | Solution |
|---|---|
| Operative | Allow Aim with all ranged weapons |
| Soldier | Scavenged alien weapons, Whirling Swipe, or modified Suppressed condition |
| Envoy | Verify 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 Type | Alternative |
|---|---|
| Rune-dependent | Use upgrade-related feats |
| Scroll feats | Use spell gem feats |
| Wand feats | Use spell chip feats |
| Specific alchemy | Use tech item crafting feats |
Feats That DON'T Work (SF2E to PF2E)
| Feat Type | Alternative |
|---|---|
| Augmented Body | Remove or require narrative source |
| Tech skill feats | Use Crafting/Thievery feats |
| Comm unit/infosphere feats | Exclude or provide magical alternatives |
| Piloting feats | Ensure 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)
| Type | Alternative |
|---|---|
| Tech-dependent (Motivating Ringtone) | Require magical item bridges |
| Robot references | Use construct equivalents |
| Virtual reality spells | Use 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:
- Rune/rune-dependent? Use equipment grades/upgrades
- Scroll/potion? Use spell gem/serum
- Wand/talisman? Use spell chip or exclude
- Class feature? Check multiclass stacking
- Feat? Check for rune/scroll/wand/alchemy references
- Spell? Check for rune/enchantment dependencies
- Equipment? Apply archaic trait (optional tech conversion: 1 week + 50% cost)
- Everything else Usually works
SF2E Content in PF2E:
- Requires Computers/Piloting? Substitute skills
- Requires tech? Find narrative source
- Class? Check class-specific adjustments
- Feat? Check tech/comm unit/infosphere dependencies
- Spell? Check tech/robot/VR dependencies
- Ancestry? Restrict darkvision/flight to higher levels
- Everything else Usually works
External Resources
- PF2E Content: https://2e.aonprd.com
- SF2E Content: https://2e.aonsrd.com
- Module Compendiums: In Foundry, browse pf2e-starships packs
Distilled from SF2E GM Core Chapter 5: Anachronistic Adventures and pf2e-starships module documentation.
