Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Pathfinder Roleplaying Game

Pathfinder Adventure Card Game


Pathfinder Society


Starfinder


Starfinder Society

So... which Pathfinder class take the "least amount" of adaptation lore-wise?


Starfinder General Discussion


All 7 classes have a sci-fi feel to them, not so much for the PF classes. Then again, some of them can be converted in SF without too much problems, right? The Legacy chapter has rules for every class... except the ACG and Occult classes for some reasons, but I feel like not every class can easily fit into Starfinder, as in that some classes take a LOT of rework to explain their own "existence" in SF.

Case-in-point: the vigilante; a regular citizen playing self-appointed law enforcer/criminal mastermind. That actually works pretty well in SF, possibly better here than in PF.

Wanna play as Superman or Green Lantern? I'm pretty sure you can in SF XD


Fighter: Remove the medium armor training with weapon specialization and let weapon training apply to any of the new weapons groups.
You now got a SF class, which is in nearly the same to the soldier (I am looking at you, Bad WILL Save!), but would perfectly fit in.

AND, noone would ever take it. XD


JiCi wrote:

All 7 classes have a sci-fi feel to them, not so much for the PF classes. Then again, some of them can be converted in SF without too much problems, right? The Legacy chapter has rules for every class... except the ACG and Occult classes for some reasons, but I feel like not every class can easily fit into Starfinder, as in that some classes take a LOT of rework to explain their own "existence" in SF.

Case-in-point: the vigilante; a regular citizen playing self-appointed law enforcer/criminal mastermind. That actually works pretty well in SF, possibly better here than in PF.

Wanna play as Superman or Green Lantern? I'm pretty sure you can in SF XD

Vigilante still has the same problem in SF that it has in PF. No one cares about secret identities, and there isn't any reason having one would give you magical face powers.

It's a very strange genre mismatch- everyone can be a self appointed law enforcer/criminal mastermind if they feel like it. They can even not tell other people about it if they feel it's somehow edgy.


With the exception of the Psychic, the Occult Adventure classes work best as a hybrid of tech and magic. I can imagine them working mainly with the use of technomantic implants.

Sovereign Court

Pathfinder Companion, Roleplaying Game Subscriber

Monk probably has the easiest time fitting in, given its Ki-powers have always been a little parasitic (i.e. no other system really plays with them). Kineticist is the same, but it would probably overlap too much with the Solarion in terms of feel. Monk does something no other class does, but it'd fit much better as an archetype (operative for cmb monks, soldier for damage monks, mystic for ki monks, etc...).


Considering the changes to the magic system, it's an easier lore-adaption to translate the martial classes.

Akiton's 4-armed Shobhad probably still take levels in Barbarian.

Fighters don't really have lore, so are easy (and pointless) to translate.

Assassins are an easy fit for science fantasy.

Rangers with guns probably hang out on frontier planets, protecting settlers and guiding expeditions with their weird alien animal companion.

As said, Kineticist would fit easily, though they'd likely be nearly all Aether, with maybe a few Fire. Controlling the four classical elements isn't very science fictiony.


An aerokineticist manipulating electricity could have a lot of interesting applications in Starfinder. Charging batteries, zapping robots (are they still vulnerable to electricity?), maybe interfacing with the a ship's electronic systems somehow...

I feel like the full casters wouldn't be all that hard. Magic's magic, it no longer even matters where theirs comes from. Sure they suffer a major power downgrade from the loss of 7-9 level spells, but that's not entirely a bad thing, and you could always add in other class features (or beef up existing ones) to compensate.

A techno-barbarian who used combat stimulants would be fun.


A gunslinger sounds easy enough to put in a starfinder game. Just say they're REALLY big gun nuts, and that they like their history. They can still fire modern weaponry.


Pathfinder Starfinder Adventure Path Subscriber

Are we talking Sci-Fi in general or the Starfinder setting? Because I don't see Paladins being too out of place when Sarenrae has a literal solar theocracy and Iomedae as the goddess of humanity.


The Starfinder equivalent of a Paladin is a Soldier with the Priest Theme and the Arcane Assailant specialization, who scribes a holy symbol of Iomedae on their plasma cannon so that they can blast demons into orbit in the name of the Inheritor.


I feel that a lot of the low-hanging fruit of adaptation is already in the core rule book. Why port the fighter when you have the solider? The wizard is replaced by the technomancer, etc...

So if you ignore what paizo has already done or superceded:
fighter
cleric
oracle
wizard
rogue

I think the easiest candidate would be the paladin. And for fun, here is a Quick Qlass Qonversion!

Paladin
7 hp and stamina per level, 4 skill points, class skills as Mystic
Full BaB
3 good saves
Charisma is key attribute
proficient in light and heavy armor, small arms, basic melee weapons, long arms, advanced melee weapons and grenades.

Smite Evil - level 1
Once per day, as a swift action, you may pass judgement on a creature with the evil alignment or the [evil] subtype. The chosen creature gains no benefit from cover less then total cover or partial concealment against you. You also reduce the effect of total concealment to a 20% miss chance and can always pinpoint the creature as long as you have line of effect to it. Even if the target of your smite is behind walls or other barriers, you can always sense the direction and general distance to your target. If they enter a different plane, you know which plane it is. Your attacks against the creature ignore DR and energy resistance.

The smite ends when you rest to recover stamina or lose consciousness.

If the target of your smite is an undead creature, evil dragon or an outsider with the evil subtype, you deal an extra d6 damage with your attacks against them.

Connection (SU) - level 1
You gain the Mystic's connection, connection power, channel skill and Enlightenment abilities at the same levels as the mystic does. Except you use your charisma modifier instead of wisdom modifier to calculate any effects that depend on wisdom.

Weapon specialization (EX) - level 3
You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.

Aura of Courage (EX) - level 5
you are immune to fear. Allies that are within 60 ft of you gain a +4 moral bonus to saves against fear.
In starship combat, the DC to use the taunt skill on your ship is increased by your Charisma modifier.

Lay on Hands (EX) - level 9
You can expend a point of resolve as a standard action you can cause a touched ally to recover enough stamina so that he has half of his maximum stamina. You can use this ability on yourself as a move action.

Holy Onslaught (EX) 11th Level
When you make a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty

Aura of Faith (SU) 13th Level
your weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of you or within 10 ft of a target you attacked during your last turn is treated as good-aligned for the purposes of overcoming Damage Reduction.

Weapons of a starship you are a crew member on are also considered good aligned.

Aura of Righteousness (SU) 17th Level
You gain DR 10/evil and immunity to compulsion spells and spell-like abilities. Each ally within 20 feet of you gains a +4 morale bonus on saving throws against compulsion effects.
You may expend a point of resolve as a swift action to increase your DR to 25/Evil for 1 minute

---------

All the abilities may be wonky cause I don't know the balance points of Starfinder; especially the value of resolve. This should feel like a paladin though. I am especially proud of my idea for smite. Can't give a pile of stats in Stafinder, but I like the idea of a paladin curving lasers around corners.

Paizo / Messageboards / Paizo / Starfinder® / Starfinder General Discussion / So... which Pathfinder class take the "least amount" of adaptation lore-wise? All Messageboards

Want to post a reply? Sign in.

©2002-2017 Paizo Inc.® | Privacy Policy | Contact Us
Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours, Monday through Friday, 10:00 AM to 5:00 PM Pacific time.

Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.