Will there be a place for current Pathfinder classes?


General Discussion


We know Starfinder will be as backwards compatible as it can without being a slave to Pathfinder, but what about current Pathfinder classes?

I think it's safe to assume, based on what's been said, that you play an existing class, but will that class have a place in this new setting?

Can we expect to have parties comprised of new classes specific to Starfinder as well as a Pathfinder Ranger? Will there be support for existing classes in Starfinder? Maybe archetypes that mix in the Starfinder flavor with the groundwork Pathfinder has already done for their library of classes.

This ended up being kind of a disjointed series of thoughts, but what do you guys think? What are your opinions how the two games will mix?

Also, if this discussion is already happening in another thread let me know.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Per the Paizocon seminar, you should be able to play an existing class, but the designers are hoping that by providing thematic replacements, you'll choose to use those instead for your character.


It's going to take a while to provide thematic replacements for the 30+ pathfinder classes. Good to know though.


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Given that the setting is sci-fantasy and directly related to Golarion I can't see why they wouldn't be able to fit but Starfinder being billed as it's own game means that adventures for it would likely be limited to the options inside, maybe Pathfinder's Bestiary even if modified, and whatever NPC classes that may or may not be in the game.


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Depending on page count, there may also be several archetypes for Pathfinder classes in Starfinder. The cyber-soldier, iron priest, and savage technologist from the Technology Guide will also probably fit in without much trouble; the technic scavenger and techslinger are not as useful in an environment without timeworn technology, however.


Dragonchess Player wrote:
Depending on page count, there may also be several archetypes for Pathfinder classes in Starfinder. The cyber-soldier, iron priest, and savage technologist from the Technology Guide will also probably fit in without much trouble; the technic scavenger and techslinger are not as useful in an environment without timeworn technology, however.

But Starfinder is going to be a stand-alone RPG in the sense that you don't need Pathfinder to play it, meaning that options for Pathfinder classes won't be in there. Mechanically its independant of Pathfinder.


I expect that it will take very little to make existing classes fit. For example, I suspect that Starfinder will have a few different skills, and you'll have to decide which pathfinder classes might have those as class skills.

Obviously they won't have 43 classes in the core book. (BTW, D&D 3.5 had 52 official classes at the end, so Pathfinder is coming close)


Yeah, they've said there will be new Starfinder classes, but that it wouldn't be too hard to convert Pathfinder classes for Starfinder, they want to keep things reasonably compatible. I'm definitely curious about the new classes, though I also kind of want to make a kineticist that goes fire/void for gravity fun, the ability to survive in space, and lasers.


Alchemist is easy to reflavour for space fantasy.
Extracts/mutagens are pharmaceuticals...


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Malwing wrote:
Dragonchess Player wrote:
Depending on page count, there may also be several archetypes for Pathfinder classes in Starfinder. The cyber-soldier, iron priest, and savage technologist from the Technology Guide will also probably fit in without much trouble; the technic scavenger and techslinger are not as useful in an environment without timeworn technology, however.
But Starfinder is going to be a stand-alone RPG in the sense that you don't need Pathfinder to play it, meaning that options for Pathfinder classes won't be in there. Mechanically its independant of Pathfinder.

Even if they add some archetypes for Pathfinder classes, you won't "need" Pathfinder to play; assuming that the "core Starfinder" classes (with their archetpes) have enough capabilities/features that Pathfinder classes aren't significantly superior. You just have the option to use Pathfinder classes with some modifications to make them fit better in a science fantasy game.

Also, with the PRD, Starfinder groups won't even "need" to buy any Pathfinder products if they do use the Starfinder archetypes of the Pathfinder classes.


Dragonchess Player wrote:
Malwing wrote:
Dragonchess Player wrote:
Depending on page count, there may also be several archetypes for Pathfinder classes in Starfinder. The cyber-soldier, iron priest, and savage technologist from the Technology Guide will also probably fit in without much trouble; the technic scavenger and techslinger are not as useful in an environment without timeworn technology, however.
But Starfinder is going to be a stand-alone RPG in the sense that you don't need Pathfinder to play it, meaning that options for Pathfinder classes won't be in there. Mechanically its independant of Pathfinder.

Even if they add some archetypes for Pathfinder classes, you won't "need" Pathfinder to play; assuming that the "core Starfinder" classes (with their archetpes) have enough capabilities/features that Pathfinder classes aren't significantly superior. You just have the option to use Pathfinder classes with some modifications to make them fit better in a science fantasy game.

Also, with the PRD, Starfinder groups won't even "need" to buy any Pathfinder products if they do use the Starfinder archetypes of the Pathfinder classes.

If you have options that require Pathfinder classes to play them, that's not a stand alone game as they've described because you still have things floating around the book that requires peripheral material that's from whats supposed to be a completely separate game. This isn't Star Adventures for Pathfinder.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Malwing wrote:
Dragonchess Player wrote:
Malwing wrote:
Dragonchess Player wrote:
Depending on page count, there may also be several archetypes for Pathfinder classes in Starfinder. The cyber-soldier, iron priest, and savage technologist from the Technology Guide will also probably fit in without much trouble; the technic scavenger and techslinger are not as useful in an environment without timeworn technology, however.
But Starfinder is going to be a stand-alone RPG in the sense that you don't need Pathfinder to play it, meaning that options for Pathfinder classes won't be in there. Mechanically its independant of Pathfinder.

Even if they add some archetypes for Pathfinder classes, you won't "need" Pathfinder to play; assuming that the "core Starfinder" classes (with their archetpes) have enough capabilities/features that Pathfinder classes aren't significantly superior. You just have the option to use Pathfinder classes with some modifications to make them fit better in a science fantasy game.

Also, with the PRD, Starfinder groups won't even "need" to buy any Pathfinder products if they do use the Starfinder archetypes of the Pathfinder classes.

If you have options that require Pathfinder classes to play them, that's not a stand alone game as they've described because you still have things floating around the book that requires peripheral material that's from whats supposed to be a completely separate game. This isn't Star Adventures for Pathfinder.

The developers have stated their goal that Pathfinder material will be able to be used in Starfinder, with some level of conversion (the degree of conversion required is not known until they're farther along in the development process). Potentially, there may be a "Using Pathfinder Material" section to detail how to do that conversion; adding one (or maybe two) archetype for each of the Core classes (possibly APG base classes and magus, as well) as examples in addition to how to convert the creatures in the Bestiaries would be completely within that goal.

Much like the "Sixguns & Sorcery" and "Mutants & Magic" conversion guidelines in the 1st Ed AD&D DMG. You didn't "need" the Boot Hill or Gamma World to play AD&D, but you were given the explicit option of using material from those systems in an AD&D game. Attempting to enforce a "strict separation," rather than "you don't need to, but you can use your existing Pathfinder material" is a less than optimal sales practice (and also counter to the spirit of the game; insert comments about cross-pollination, Murlynd, and Expedition to the Barrier Peaks).


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Depends on how much sword and sorcery you want in your science fiction I figure.

Magic can work in a scifi setting just fine if you want it to.

Case in Point Netflix's new Voltron show
-Evil Space Druids
-Elven Princess in a crystal castle/spaceship
-Magic Lion Mecha
-Immortal evil overlord sucking the lifeforce from planets.

and just to reiterate because it's cool

-EVIL SPACE DRUIDS


My guess is that the Starfinder Core rulebook will be completely insular to Starfinder. Down the road they'll release a "Tomes of Ancient Lore" or some other odd sourcebook that completely covers conversion between Finders.
However, my guess is that Starfinder will have thematic heirs to the core classes which would make conversion of them redundant. I for one hope that Starfinder has classes that draw inspiration from, but are independent from, their Pathfinder ancestors.
On another note, I hope they keep religion because I've seen religion really get interesting in a sci-fi setting. I also cannot wait to see a new brand of classes devoted specifically to technology and science. Not going to lie, I also want to see their take on space druids, just for sheer curiosity.

Silver Crusade

In my opinion:

Barbarian: This would be really good in a sci-fi setting, in that they could represent those who have come to reject advanced technology, or members of more "culturally primitive" (typing those words was painful to me) communities.

Bard: Not meaningfully different in a sci-fi setting.

Cleric/Oracle: Not that different. Even relatively advanced healing tech likely works more slowly than a cure spell, especially in the chaos of combat. The incurability of Oracle curses is easily hand waved.

Druid/Ranger/Hunter: My first instinct is that druids are screwed... however, sci-fi people explore wilderness all the time, so they'll be about as handicapped as they are during an urban adventure.

Fighter: Their abilities are really generic. They'll be using blasters instead of swords, but you could probably import the class without having to change anything about it, other that defining the weapon groups for various sci-fi guns.

Monk: The thing about monks is that they rely heavily on unarmed strikes. That's something that doesn't change with technology. Their biggest disadvantage might be the lack of tech-based armor if that is important.

Paladin/Inquisitor: The role-play potential for a paladin makes me happier than most people will ever be in their entire lives. In all seriousness though, everything I said about clerics and fighters applies to the similar abilities of paladins and inquisitors.

Rogue: The rogue might actually become stronger if the game changes its emphasis to ranged weapons. He also fits into an existing sci-fi archetype.

Sorcerer/Wizard/Alchemist: I think the big thing with these guys is monopoly loss. In PF, the only way to do a lot of things is with magic and expensive magic items. SF may well have a lot ways to do those things. However, those may well be just as expensive. So... whose to say these will be that different at all?

Cavalier: I suspect we'll not hear much from these. I can think of cool things you can do with it, but it's just kind of a silly image.

Magus: There's something called an eldritch archer. Find-replace arrow with blaster.

Summoner: Not meaningfully different.

Vigilante: Probably a lot harder to keep up in certain contexts. Things like security cameras... and hell, cameras, will make secret identities harder to maintain.

Witch: Not meaningfully different. What I said about the cleric and healing applies to the witch and debuff.


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If Pathfinder classes are a common inclusion in Starfinder games I'm going to cry.

Dark Archive

Johnnycat93 wrote:
If Pathfinder classes are a common inclusion in Starfinder games I'm going to cry.

They won't be. The panel discussion spent more time than it needed to discussing regular ol' pathfinder elf Paladins in space. They tried to dissuade the crowd of this fact but given the nature of the purported conversion document, if you just have to play an elf paladin then here is how you can. I do not expect any Paizo produced book to contain Pathfinder content. Maybe an Orc or two, but they will be Starfinder Orcs, not Belkzen barbarians.

I doubt there will ever be a book detain how the old classes work in Starfindrer. I expect this to be fan and 3PP driven.


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Johnnycat93 wrote:
If Pathfinder classes are a common inclusion in Starfinder games I'm going to cry.

Expect table variation.

Just like with how common base classes from Core vs. APG/UM/UC vs. ACG vs. Occult Adventures are with different groups, different people have different preferences. Heck, expect variation from campaign to campaign with the same group or even the same player (lashunta mindtech psychic one campaign vs. human "space marine"* in another).

*- whatever the combat-focused Starfinder class turns out to be


For classes I think they'll follow this formula:

-A frontlines fighter class
-a religious/philosophical support class
-a high magic class
-a high technology class
-a high skill class

There will be at least three classes that splice two of these together into a functioning third.

I do hope that Starfinder adopts a system similar to DnD 5e as far as the handling of archetypes. Effectively the class would have "Archetype feature" listed in it's table at appropriate levels, then all you have to do is plug and play whatever archetype you want. It's certainly alot easier than have to cross-reference and substitute.


JoelF847 wrote:
Per the Paizocon seminar, you should be able to play an existing class, but the designers are hoping that by providing thematic replacements, you'll choose to use those instead for your character.

Seems like these should be Starfinder-themed archetypes. There would be a 'default' archetype which is the standard loadout of abilities, then maybe other archetypes set up as variants on that one.

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