Starfinder 2E GM Core - Chapter 5: Anachronistic Adventures
Source: https://2e.aonsrd.com/rules/1216-chapter-5-anachronistic-adventures
Last Updated: 2026-01-14
Overview
The chapter explores incorporating Pathfinder elements into Starfinder campaigns and vice versa. Both games share compatible rules systems within a science-fantasy setting spanning different timelines.
Core Compatibility Principle
"The rules for Starfinder and Pathfinder are fully compatible." However, certain options require adjustment based on campaign themes and tone. The chapter emphasizes that some 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.
TIMESHIFTED ADVENTURES
Guidelines for using Pathfinder content within Starfinder campaigns.
Timeshifted Heroes
Both character systems use identical creation processes. GMs determine which abilities fit their campaign's themes.
Ancestry
Pathfinder ancestries exist on Absalom Station and other Pact Worlds locations post-Gap. Special considerations include:
- 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, particularly:
- 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 include:
- 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 include:
- 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
Environmental and mechanical differences require narrative management.
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
ARCHAIC ADVENTURES
Guidelines for using Starfinder content within Pathfinder campaigns.
Archaic Heroes
System compatibility enables Starfinder options in fantasy settings with mechanical adjustments.
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 using these guidelines.
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
Environmental considerations:
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:
- Rune preservation: Characters apply runes using ancient techniques
- 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 CONVERSION
Standard rates:
- 1 credit = 1 silver piece
- 10 credits = 1 gold piece
Practical application: Antique coins lack commercial acceptance in Pact Worlds. Currency exchange through AbadarCorp and collectors provides conversion.
SPECIAL MECHANICS
Summoning Adjustments
Cautions for planar summoning across systems:
- Verify spell and equipment compatibility
- Assess creature movement speed appropriateness
- Consider designating cross-system summoned creatures as uncommon/rare
Time Travel Narrative Devices
Continuity preservation options:
- Gap supernaturally alters sensitive information
- Deity/fate intervention limits historical changes
- Time travel creates alternate reality (no home timeline impact)
- Disbelief prevents information spread
Anachronistic Side Quests
One-shot adventures can transport PCs between eras with loose rule enforcement, resolving incompatibilities upon return. GMs may permit artifact retention as campaign memento.
KEY THEMES
The chapter emphasizes:
- Communication: Players appreciate out-of-character rule adjustment explanation
- Story integration: Mechanical conversions should reflect narrative reality
- Balance flexibility: Guidelines adapt to campaign tone and length
- Progressive adaptation: Time-displaced characters gradually acclimate to new setting norms
- Encounter design: Account for mechanical disparities when mixing system elements
CROSS-SYSTEM CONVERSION SUMMARY
Pathfinder → Starfinder Adjustments
Character Elements:
- Replace archaic skill feats with tech-appropriate alternatives
- Substitute Computers/Piloting for Driving/Sailing Lore
- Convert alchemist bombs → grenades
- Replace scroll/wand feats with spell gem/chip equivalents
- Review rune-dependent spells for compatibility
Equipment:
- Archaic trait applied by default
- Tech conversion available (1 week + 50% base cost)
- Currency: 1 gp = 10 credits; 1 sp = 1 credit
Mechanical Balance:
- Starfinder provides earlier access to darkvision/flight
- Consider empowering Pathfinder ancestries rather than restricting Starfinder options
- Address multiclass stacking concerns between similar roles
Starfinder → Pathfinder Adjustments
Character Elements:
- Replace tech-dependent skill feats
- Substitute Driving/Sailing Lore/Survival for Piloting
- Substitute Crafting/Mathematics Lore/Thievery for Computers
- Adjust movement/sense feats to match Pathfinder progression
- Review tech-dependent spells for magical alternatives
Equipment:
- Require narrative sources (Numeria, Jistka, Alkenstar)
- Dramatically reduced tech gear value in antiquity
- Currency: 1 credit = 1 sp; 10 credits = 1 gp
Class-Specific Adjustments:
- Envoys: Minimal changes (verify vehicle/computer availability for some styles)
- Mystics: Minimal changes (consider telepathy limitations in intrigue)
- Operatives: Allow Aim with all ranged weapons during transition
- Solarians: No adjustments needed
- Soldiers: Adjust area weapon availability; consider alternatives
- Witchwarpers: Minimal changes (reframe paradox skills thematically)
This document contains the complete mechanical details from SF2E GM Core Chapter 5: Anachronistic Adventures, including all conversion rules, currency rates, equipment guidelines, class adjustments, and cross-system compatibility frameworks for integrating Pathfinder 2E and Starfinder 2E content.
