after six years of doing they're own thing and going in their own direction, they're not really even that similar.
I went to the PF SRD site and looked for some stuff with a 2016 date on it.
Here's the creature template I found:
Cursed Lord
Challenge Rating: Base creature’s CR + 2.
Defensive Abilities: Cursed lords gain the following.
Immortal Curse (Su)
Even death can’t free a cursed lord from its domain, and cursed lords that are killed return to life 24 hours later.
When a cursed lord is created, a specific condition is determined by the source of the cursed lord’s curse, which must be performed in order for the cursed lord to be permanently slain. The exact means vary with each cursed lord, are difficult but never impossible, and should be created specifically for each cursed lord by the GM.
Weaknesses: A cursed lord gains the following weakness.
Trapped (Ex)
A cursed lord is unable to leave its domain by any means, and effects such as plane shift, shadow walk, teleport, and even wish fail. If its domain is bordered by dread fog, the mists inevitably guide the cursed lord back to its domain after 1 hour.
Ability Scores: Wisdom –4.
That could be straight from a 3E D&D product - it's technical framing and nomenclature is indistinguishable.
I won't post the whole of the Vigilante class, but here is enough to make the same point in relation to it:
A vigilante's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.
That is then followed by a table with headings and entries indistinguishable from those in my 3E PHB: base attack (including multiple attacks at +6 and +11), three save categories, and a list of special abilities, all by level, and with the special abilities set out in what follows. Here's one of the first level ones, which makes the point:
Seamless Guise (Ex)
A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.
The notion that this no more closely resembles 3E D&D than RQ does D&D of any stripe is simply laughable!
Pathfinder is also Golarion and it's world as much as its rules.
A Google of "PF FR game" turned up
this as the first item (from March 2016):
There is an opening for 1 or 2 pcs in a 13th level FR Game using PF rules, set in 1252 D.R.
I don't think that advertisement is misleading or confusing - and certainly not contradictory! I would certainly expect it to be much easier to run a 3E FR module using PF rules than (say) 4e or even 5e ones. The potential little inconsistencies wouldn't be any greater than 3E/3.5 ones - ie basically ignorable on the GM's side unless you're a stickler for PC/NPC mechanical equivalency.
This doesn't make something not D&D! D&D has always had new races and classes. New monsters, new spells, new magic items, etc. The whole point of a list-based system is to add to the lists!
Marvel Comics is just the DC Universe published by a different company.
Marvel comic's superheroes owe as much to DC and Superman as PF owes to D&D. Superman and then Batman established the tropes as much as D&D established the rule framework. Many characters are interchangeable.
They use the same structures for storytelling as all comic books. They used identical looking text bubbles and simmilar font. Their art style was very simmilar in the past. If you took an unlettered page of the characters in civilian clothes, you'd be unable to tell a Marvel comic from a DC comic.
They're far more simmilar than D&D and Pathfinder.
Marvel was founded on being
not DC - hence "the Marvel way", the FF not having secret identities and having interfamily squabbles, etc.
The relationship between Marvel and DC is more like that between D&D and T&T, as described
here by Ken St Andre:
My objective was to make the game easy to understand, quick to play, and as humorous as I could. Multi-sided dice were the first to go. My game would use six-sided dice that anyone could get from games they already had like Monopoly. Next to go was character alignments. Why should characters be Good, Evil, or Chaotic? Nobody I knew fit into such a neat scheme.
Then I threw out attributes that didn’t make any sense. What the heck did Wisdom have to do with anything? Who needs Hit Points when the character already has Constitution? What did Charisma mean, anyway–I started out thinking of it as personal beauty and pretty quickly translated it first into leadership and then into impressiveness. I’d remember something from the D & D rules, and then I’d change and simplify it so that it made sense to me.
C&S, RQ and RM are also reactions to D&D, though heading in a different direction from T&T.