Conversion rules for the inclusion of Starfinder content in a Pathfinder Second Edition game, if you like to mix your chocolate and peanut butter.
- Starfinder Stuff can be taken from the Starfinder Core Rulebook, Armory, and any other official Starfinder resource with GM approval. Normally, these would be located or obtained through events in the story, not during character generation or in markets.
- Damage Types: Bludgeoning is a subset of Kinetic. Kinetic is a subset of Force. Ballistic is a subset of Piercing. Lightning is the same as Electrical. All other energy types (sonic, fire, cold, etc.) are subtypes of Energy. Light and Darkness damage are subsets of Spiritual damage. Evil, Neutral, “Negative Energy,” and Chaos are also subsets of Darkness. While Good, “Positive Energy,” and Lawful are subsets of Light. Other damage types are subsets of existing Pathfinder 2e damage types, and GM may need to rule on which ones if they are not obvious.
- Weapons and Armor: Weapons and armor are to be used AS IS, including level, etc. The GM may need to modify a specific armor or weapon for a specific character in a given story element. Pathfinder 2e weapons work similarly to how Archaic Weapons are described in Starfinder; with Archaic weapons doing 5 points fewer Weapon damage on a strike against Modern or Starfinder Armor. Archaic only effects Weapon Damage, not other kinds of to damage that may be added to a Strike such as Precision damage from a Sneak Attack, etc. In Pathfinder 2e, unless otherwise stated, weapons and armor are level 1 and are Archaic. Uncommon, Advanced, Racial, and magic are not Archaic. Weapon Damage is capped at 6 damage dice. This does not affect other kinds of damage that are applied to a weapon’s total damage done in a successful strike. Armor is capped at a +10 Armor bonus. This does not affect other kinds of bonuses to AC. KAC and EAC from Starfinder is in effect for Starfinder armor, but not Pathfinder 2e armor. EAC is only applied to a Starfinder armor wearer being targeted by energy damage.
- Modern Firearms: Modern Firearms are a subset of Projectile weapons and do Ballistic damage. Modern Firearms are not as advanced in technology as Starfinder Projectile weapons. Modern Firearms will typically have more ammunition per magazine than Starfinder weapons, but they also produce Report Shock and Recoil. A separate article covers damage, range, and conversion of Modern Firearms to PF2e.
- Handguns/Small Arms Proficiency: Unlike other ranged weapons, Handguns can be used to make Reactions, such as Attacks of Opportunity, if the Reaction is available to you. Likewise, they do not provoke Reactions, such as Attacks of Opportunity, as other Ranged weapons do. You must have the Small Arms Proficiency to use Reactions with a Handgun.
- Story Weapons: Force Lance, Light Saber, and activated Heritage Katana do Light damage. The GM reserves the right to add or delete story element weapons and modify their statistics as needed to keep the game balanced.
- Skills/Proficiencies: If you have access to a skill/proficiency (as determined by the GM), then you may be able to take it from Starfinder, so long as a Pathfinder 2e Proficiency does not cover the same area of skill or knowledge. Most of the differing Proficiencies are subsets of existing proficiencies. For example, Lore: Computers in Pathfinder 2e is the same as Computers. Crafting is the same as Engineering in Starfinder. Society is the same as Culture (except it does not grant a language, as it does in Starfinder). Security Systems is Thievery. Lore: Piloting is the same as Piloting. Lore: Driving is the same as Driving. Once you have access to a skill, even if you have not actually trained it, you may attempt untrained actions if an action is allowed untrained. Humans may apply their Improviser feats to the newly accessed skill.
- Classes, Class Features, Races, Racial Features, Feats, Spells, etc. in Starfinder are not available to Pathfinder 2e characters.
- Enhancements for armor, weapons, etc. are treated like Runes in Pathfinder 2e.
- Economics: 1 Credit in Starfinder is equal to 1 Silver Piece in Pathfinder 2e for the purposes of price listing and development costs. However, converting them back and forth may prove to be very difficult as Silver is a commodity. One day 1 Silver may be worth 0.2 credits, and the next day worth 2.3 credits depending on the market and location of the characters.
- Non-Pathfinder 2e Weapons Proficiencies: Once you have access to Modern or Starfinder Weapons (and an instructor to teach you), and when you gain a Class Feat, Skill Feat, General Feat, or Ancestry Feat, you can use it to take the Elevated Weapon Proficiency Feat. The Elevated Weapons Proficiencies are Small Arms, Long Arms, Heavy Weapons, and Sniper Weapons as described in Starfinder. Modern Firearms and non-Pathfinder 2e weapons fall into these. The Elevated Weapon Proficiency Feat allows you to become Trained in Small Arms or Long Arms. You can take it multiple times. You can take it again if you are Trained in Small Arms or Long Arms, and gain Trained in Small Arms, Long Arms, Heavy Weapons, or Sniper Weapons. At 1st level or higher you can take it to increase Trained to Expert in an Elevated Weapon Proficiency you are Trained in. You can also take it at 7th level or higher and gain Master in an Elevated Weapon Proficiency you are already Expert in. At 13th level or higher you can take it and gain Legendary in an Elevated Weapon feat you are already Master in.
- Non-Pathfinder 2e Armor: If you are trained in Light Armor, and you have access to Starfinder Armor (and an instructor to teach you), you can take the Powered Armor Feat as a General, Skill, Ancestry, or Class Feat, and become Trained. You can take it again at 1st level or higher and become Expert. At 7th level or higher you can take it again and become a Master. And at 13th level or higher you can take it again and become Legendary.