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PF2E ↔ SF2E COMPATIBILITY QUICK REFERENCE

PF2E ↔ SF2E COMPATIBILITY QUICK REFERENCE

Source: SF2E GM Core Chapter 5: Anachronistic Adventures Last Updated: 2026-01-17


CORE PRINCIPLE

"The rules for Starfinder and Pathfinder are fully compatible." - with adjustments.


SKILL CONVERSIONS

PF2E → SF2E

PF2E SkillSF2E Substitute
Driving LorePiloting
Sailing LorePiloting
(none)Computers

SF2E → PF2E

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

EQUIPMENT CONVERSIONS

Direct Equivalents

PF2E ItemSF2E Equivalent
ScrollsSpell gems
PotionsSerums
Alchemical bombsGrenades
ElixirsSerums
PoisonsBiotech toxins

Items Requiring GM Adjudication

PF2E ItemSolution
WandsUse spell chips
RunesUse equipment grades/upgrades
TalismansExclude or convert to tech consumables

Archaic Equipment (PF2E → 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

All classes mechanically compatible between systems.

PF2E → SF2E Adjustments

ClassSolution
AlchemistUse grenades from tech-items
InventorUse experimental tech armor

SF2E → 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 → 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 → 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 → SF2E)

Rune-modifying spells, equipment enchantment spells.

Spells That DON'T Work (SF2E → 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 → SF2E

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

SF2E → PF2E

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

CURRENCY

All item prices use PF2E gold pieces (gp). In the Pact Worlds, "credits" is the in-world flavor name (10 credits = 1 gp).

PF2ESF2E Flavor
1 gold piece10 credits
1 silver piece1 credit
1 copper piece0.1 credits

RARITY GUIDELINES

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

CRAFTING DIFFERENCES

PF2E → SF2E

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

SF2E → 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 FLOWCHART

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

Distilled from SF2E GM Core Chapter 5: Anachronistic Adventures.