From Star to Path: converting Starfinder's alien races to Pathfinder


Conversions


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Hey, both settings are related, so why not give it a shot ;) ?

Note: Androids, Lashuntas, Kasathas and Ryphorians (Triaxians)... don't need conversions, as they already exist in Pathfinder.

I'll start:

Dragonkin, Spacefaring
- Dragon (10 rp)
-- Darkvision 60 ft.
-- Low-light vision
-- Immunity to magical sleep effects and paralysis effects
- Large (7 rp)
- Base speed 30 ft. (Normal, 0 rp)
- +4 Str, -2 Dex, +2 Cha (2 rp*)
- Gliding Wings (3 rp)
- Speaks Common and Draconic (Standard, 0 rp)
- Partner Bond (Ex) (1 rp): A dragonkin can form a permanent bond with one willing non-dragonkin creature. Once this bond is made, a dragonkin cannot form another partner bond unless its current partner dies. A dragonkin and its partner can communicate with each other as if they both had telepathy with a range of 100 feet. In combat, when a dragonkin is within 30 feet of its partner, both creatures roll initiative checks separately and treat the higher result as the result for both of them.

Total: 24 rp

*For the ability scores, it's Flexible (+2 Str and +2 Cha), but it also takes in account the Large modifiers (+2 Str and -2 Dex).

Ok, now to answer some of your questions:
- No natural weapons due to rather poor damage output. A regular dragonkin deals 1d8 with a bite, but according to the ARG, it would be 1d4... Same goes with claws. If there are feats that grant natural weapons, they could be applied here.
- Flight can be overpowered in a lot of situations and I thought that in Starfinder, dragonkin PCs would be able to glide instead of fly. If there are feats that grant a flight upgrade, they could be applied here.
- Breath weapons are powerful abilities... that the ARG can't offer for a similar option that Starfinder can. At the very best, they could get a bonus to checks or saves with kinetic blasts or any breath weapon ability, but even then, that could dangerous.

So... that's it. Your turn ^_^


Skittermander
- Humanoid (Skittermander) (0 rp)
- Small (0 rp)
- Low-light vision (1 rp)
- Speaks Common and Vesk (Standard, 0 rp)
- +2 Dex, +2 Cha, -2 Int (Standard, 0 rp)
- Grappler (Ex) (2 rp): Skittermanders gain a +2 racial bonus to grapple combat maneuvers
- Hyper (Ex) (2 rp): Once per day, a skittermander can take an extra move action.
- Multi-Armed (16 RP): Skittermanders have six arms, which allows them to wield and hold up to six hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat unless it has the proper feats. If so, Skittermanders can wield multiple weapons, but only one hand is its primary hand, and all others are off hands.

Total: 21 rp

Ok, now to answer some of your questions:
- The Multi-Armed trait is the biggest purchase here. If it costs 4 rp to get a 3rd arm and another 4 rp to get a 4th arm, you can do the math that it cost 4 rp per arm, thus 16 rp to get 4 additional arms.


Shirren
- Humanoid (Shirren) (0 rp)
- Medium (0 rp)
- Blindsense 30 ft (4 rp)
- Speaks Common and Shirren (Standard, 0 rp)
- +2 Con, +2 Wis, -2 Cha (Standard, 0 rp)
- Communalism (1 rp): Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.
- Limited telepathy 30 ft (4 RP): Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.

Total: 9 rp

Ok, now to answer some of your questions:
- Telepathy isn't listed as a trait, so... I went with Blindsense as a comparison.


Vesk
- Humanoid (Vesk, Reptilian) (0 rp)
- Medium (0 rp)
- Low-light vision (0 rp)
- Speaks Common and Vesk (Standard, 0 rp)
- +2 Str, +2 Con, -2 Int (Standard, 0 rp)
- Bite (1 rp): 1d3 points of damage
- Fearless (1 rp): Vesk receive a +2 racial bonus to saving throws against fear effects.
- Armor Savant (4 rp): Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal.

Total: 6 rp

Ok, now to answer some of your questions:
- Armor Savant is similar to Greater Defensive Training, so...


Pathfinder Roleplaying Game Subscriber

Must read...later.


BTW, don't be afraid to pitch some ideas too ;)


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And now to make a character fascinated with these interstellar creatures and be ingratiated by saying they are the cause of several Golarion conspiracies. His #1 response?

"Aliens."


Darksol the Painbringer wrote:

And now to make a character fascinated with these interstellar creatures and be ingratiated by saying they are the cause of several Golarion conspiracies. His #1 response?

"Aliens."

Well, pretty sure that some of these alien races were existant prior to Starfinder's time ;)


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Some conversion is necessary, even for humans.

Being raised in a Starfinder culture are limited to 6th level spells.
They can pick up any technological item and use it.

Thoes raised in a superstitious, enchanted, culture can learn magic all the way up to 9th level. If they try to use tech above medeval machines and such, they need to use magic device at -4.

This is the difference between a Ratfolk wizard and YSOKI engineer.
I've looked at character themes and they need little conversion.
Even the Spacefarer can be converted to a plane walker easily.

Stamina points are pretty much hit points. Resolve points can be dropped or ported over to benefit fighters and such.


Just what I'm looking for. A Pathfinder rules based space setting! Can't give up all those classes. Nice ruling, Goth Guru!


Goth Guru wrote:

Some conversion is necessary, even for humans.

Being raised in a Starfinder culture are limited to 6th level spells.
They can pick up any technological item and use it.

Thoes raised in a superstitious, enchanted, culture can learn magic all the way up to 9th level. If they try to use tech above medeval machines and such, they need to use magic device at -4.

This is the difference between a Ratfolk wizard and YSOKI engineer.
I've looked at character themes and they need little conversion.
Even the Spacefarer can be converted to a plane walker easily.

Stamina points are pretty much hit points. Resolve points can be dropped or ported over to benefit fighters and such.

I don't think you understood. It's to convert any Starfinder race to Pathfinder using the Pathfinder rules.


Third-party already did some:

http://www.rpgnow.com/product/231729/Everyman-Minis-FarFlung-Races?manufact urers_id=6101


I picked up the actual book for Starfinder, as well as the PDFs for all the other rule books.

While it does look interesting, I have to admit I was looking for something that would let me use my VAST catalogue of Pathfinder material (particularly the Bestiaries) in a setting that uses the 'Baseline Pathfinder' rules (including Action Economy, and everything else, no matter how many problems it might have when compared to the more streamlined Starfinder).

Although I don't know if I'll ever contribute to this thread, I may eventually pull out some of the better options from Starfinder and just convert them to Pathfinder (less work than going the other way).

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