Starfinder Playtest Errata

Thursday, August 1, 2024

The Starfinder Second Edition Playtest is finally here! This labor of love wouldn’t be possible without the dedicated work of an incredible team here at Paizo and the feedback we’ve received during the Field Test stage as we conduct the most open playtest process in Paizo’s history! Check out our playtest scenarios and learn how to playtest blogs, download the freeStarfinder Second Edition Playtest Rulebook, and start playing Starfinder Second Edition today!

A Ysoki kneeling on the ground with an electric over one shoulder, investigating a small disk in their hand


We have made some small corrections to the Playtest Rulebook since it was sent to the printers. Most of these tweaks will have minimal impact on your games and are meant to clarify our intent with certain abilities or serve as editorial reminders before we begin collecting feedback from all your awesome adventures. The errata are posted alongside our Starfinder 2nd Edition Playtest FAQ.

We look forward to all your input and feedback as we launch this new edition of our favorite game!

—The Starfinder Team


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Tags: Errata Starfinder Starfinder Playtest Starfinder Roleplaying Game Starfinder Second Edition
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The playtest PDF only has the first 15 pages, I feel like something's up

Dark Archive

Echoing Troodos, seems like the wrong file was uploaded! It gets as far as the last page of Ancestry Feats for the Barathu and that's it.

Ya'll been teasing us with the Witchwarper goodies too long, give up the goods! xD


Are the Errata needed for the Playtest PDF? Or is the Playtest PDF updated to include them?


Is it just me, or can others not see the option to download a PDF on the Product Page?

Dark Archive

The_Treebeard wrote:
Is it just me, or can others not see the option to download a PDF on the Product Page?

The PDF is over at https://paizo.com/starfinderplaytest

But currently they only have the first 15 pages up, I'm sure that'll be corrected soon xP


The_Treebeard wrote:
Is it just me, or can others not see the option to download a PDF on the Product Page?

Not just you, but it's available at the playtest landing page... kinda (currently the pdf is only 15 pages, hopefully the fix is on the way).


One weird thing when looking through my physical copy. A first level feat for the barathu is to give them legs which says increases their land speed to 20 feet. But right at the start of that ancestry it lists speed 25 fly 20.


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And it's up

Dark Archive

Milo v3 wrote:
And it's up

Woohoo!

Glad it made it out of The Gap xD


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Going to the product page, adding the PDF to my account, and downloading it from my downloads gave me the whole book, so that works for now at least.

Envoy's Alliance

Pathfinder Rulebook Subscriber

I noticed the Barathu thing too in the 15 page thing.

Paizo Employee

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Happy Playtest Day, everyone! We have a couple more minor changes that won't be reflected in the PDF for now.

• Xenodruid Bond (pg 82): The 5th rank spell for Viral Order should be Toxic Cloud.
• Creative Cover (Pg 91): Requirements should be Prerequisites.
• Tactical Swap (Pg 94): Prerequisites should be Requirements.
• Unhindered Advance (Pg 94): Requirements should be Prerequisites
• Armor Expertise (Pg 102): Remove the last sentence of this ability. Solarians do not get the armor specialization effects of light and medium armor.

Paizo Employee Webstore Coordinator

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Hey folks, sorry for the snafu with the shortened document in the link. That should be fixed now, so feel free to try the download link again!


Are the Playtest scenarios for society a part of the Starfinder Society Society’ subscription?


P210-P213: Does these item have tech trait, per item? Especially for comm unit and datapad.


Zoken44 wrote:
I noticed the Barathu thing too in the 15 page thing.

I suspect there was some copy paste issue there. I believe in starfinder 1st edition barathu ground speed by default was like 5 or 10 as their normal movement was just floating around everywhere which makes sense since their home is a gas giant.


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Honestly...
I know that a lot of people like cats :)
But I hope they errata that cat person out of my Solarian :P


A real Errata is guns have volley but no volley range!


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ElementalofCuteness wrote:
A real Errata is guns have volley but no volley range!

The volley trait ranged was added to the FAQ page. Pretty much it's always 30 feet.

Also, Thurston clarified on Reddit that the Barathu's base land Speed is 5 feet.

Grand Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Mobile Bulkwark shield is missing the Hefty value. :O
(Page 169)


Ezekieru wrote:
ElementalofCuteness wrote:
A real Errata is guns have volley but no volley range!

The volley trait ranged was added to the FAQ page. Pretty much it's always 30 feet.

Also, Thurston clarified on Reddit that the Barathu's base land Speed is 5 feet.

Okay that makes sense for their speed I figured it had to be something like that.


Painglaive is listed as a Martial Melee Weapon in the table, but described as an Advanced Melee Weapon (and seemingly describing a sort of trait that isn't mechanically reflected in its stats).

Grand Archive

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
keftiu wrote:
Painglaive is listed as a Martial Melee Weapon in the table, but described as an Advanced Melee Weapon (and seemingly describing a sort of trait that isn't mechanically reflected in its stats).

The errata page says that it should be Martial.


LINK to Playtest page

Direct Link to SF2 Playtest Book


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Witchwarper has no weapon expertise, making it the only class that doesn't increase it's weapons from trained.


2 things that immediately stood out to me while going through the ancestries.

One of the versatile heritages mentions the "cosmic" trait, but it isn't defined anywhere I could find by doing a search of the word in the PDF as to what the trait does. I assume it's meant to make you adapted to the vacuum of space but it's not actually specified anywhere.

Similarly to that, I went to look for the rules of being in a vacuum... and it's missing from the atmospheres section of the environment section. I can't find it anywhere. I also assume it's meant to make you hold your breath, and probably take bludgeoning damage from decompression based on the effects of other things that mention it, but the specifics are missing.


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so many reaction are shown as 3 action

quantum negation doesn't show action cost at all

it also have more than double damage of fatal aria

wonder how the balancing would work


What 3 Action abilities are Reactions?


Dragonbane999 wrote:

2 things that immediately stood out to me while going through the ancestries.

One of the versatile heritages mentions the "cosmic" trait, but it isn't defined anywhere I could find by doing a search of the word in the PDF as to what the trait does. I assume it's meant to make you adapted to the vacuum of space but it's not actually specified anywhere.

Similarly to that, I went to look for the rules of being in a vacuum... and it's missing from the atmospheres section of the environment section. I can't find it anywhere. I also assume it's meant to make you hold your breath, and probably take bludgeoning damage from decompression based on the effects of other things that mention it, but the specifics are missing.

Cosmic is a monster trait defined in Second Contact.

Second Seekers (Jadnura)

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Pathfinder Starfinder Society Subscriber

Few things that came up from a Day 1 play session:
- Pregen Obozaya doesn't have her +Str added to melee damage, at either lvl 1 or lvl 5. Is that a mistake (or a new Soldier thing?)
- on pg 112, in the Soldier write-up, it says the Suppressed condition gives -10 to speed. But in the Conditions index on pg. 256, it's -5 to speed. Which is it? (Or do the Soldiers just get their own fancy pants -10 Suppressed?)
- Zemir's character sheet (at both lvl 1 and lvl 5) doesn't list the Actions for the Light spell (it's 2 actions, per AoN.)
- WHERE LIFE BUBBLE
- Justice for Life Bubble


Page 205:

Quote:

Type kaleidoscopic icosahedron; Level 15; Price 61,000 credits

This gold star glitters with joyful energy. The resonant power
allows you to cast guidance as an occult innate cantrip.
Activate—Cosmic Luck [three-actions] (concentrate) Frequency once per
day; Trigger You critically fail an attack roll, saving throw, or
skill check; Effect You change the critical failure into a failure.

Should be a reaction.

Scarab Sages

3 people marked this as a favorite.
Kishmo wrote:

Few things that came up from a Day 1 play session:

- Pregen Obozaya doesn't have her +Str added to melee damage, at either lvl 1 or lvl 5. Is that a mistake (or a new Soldier thing?)
- on pg 112, in the Soldier write-up, it says the Suppressed condition gives -10 to speed. But in the Conditions index on pg. 256, it's -5 to speed. Which is it? (Or do the Soldiers just get their own fancy pants -10 Suppressed?)
- Zemir's character sheet (at both lvl 1 and lvl 5) doesn't list the Actions for the Light spell (it's 2 actions, per AoN.)
- WHERE LIFE BUBBLE
- Justice for Life Bubble

Suppressed started off as -5 speed, and then, during the field test, they upped it to -10. It should be -10 now, they probably just missed one instance of it being written down.


language of double draw are very confusing

Interact twice to draw and stow one object

should it say draw or stow

from up to two of your pairs of arms

does that means 2 arm or 2 pair of arm which is 4

should be 2 arm

overall very strong feat

better than lightning swap of fighter


25speedforseaweedleshy wrote:

language of double draw are very confusing

Interact twice to draw and stow one object

should it say draw or stow

from up to two of your pairs of arms

does that means 2 arm or 2 pair of arm which is 4

should be 2 arm

it says up to, so you could swap stuff in or out of your inactive extra hands, is how I read it. which is very good for the whole theme of multi-arms, given that they don't feel too satisfying. I think if you got to choose which hands are active at the start of your turn would be very beneficial, either as an innate ability, or an Ancestry Feat, or even a General Feat if they specifically give Ancestry Feats to some multi-armed ancestries but not others.


25speedforseaweedleshy wrote:

language of double draw are very confusing

Interact twice to draw and stow one object

should it say draw or stow

from up to two of your pairs of arms

does that means 2 arm or 2 pair of arm which is 4

should be 2 arm

overall very strong feat

better than lightning swap of fighter

If I recall reading that last night I am pretty sure it says two pairs of arms. I think they call it out like that in case something like a skittermander gains that option as they have 3 pairs of arms. I think the wording of the draw and stow is so that you can basically switch weapons by stowing what you have and drawing another weapon but it should give you the option to do one or the other if you don't want to do both actions.


Hi all, I’m not getting the advantage of the switching arm pairs in the multi-armed ancestries vs the swap item interact action. Both seem to require one action to swap for example from a rifle to a 2h sword regardless if you have 2, 4 or 6 arms. So what’s the advantage for multi armed creatures? I would have thought that having X-hands worth of items but no extra actions to use them would be easier to grok? What am I missing?

Also, am I assuming that the Barathu’s speed should be 15 instead of 25?


Atomic Blast Spell Critical Success reads - The Target takes half damage is this intentional?

Mind Skewer - It defense is Will but says it is an Attack roll, is this a spell that attack rolls against Will? Intentional or not!?

Overload System - Lists the Defense as Reflex but mentions the degress o success of their Will Save. Which one is correct?


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SirDidymus wrote:

Hi all, I’m not getting the advantage of the switching arm pairs in the multi-armed ancestries vs the swap item interact action. Both seem to require one action to swap for example from a rifle to a 2h sword regardless if you have 2, 4 or 6 arms. So what’s the advantage for multi armed creatures? I would have thought that having X-hands worth of items but no extra actions to use them would be easier to grok? What am I missing?

Also, am I assuming that the Barathu’s speed should be 15 instead of 25?

Two advantages of multi-armed: you can swap to something new without using an interact and triggering a potential reaction, and you save a single action if swapping to a pair of arms holding two items, rather than a single two handed item. It's basically double draw for two (preset, already held) single hand items that don't provoke reactions.

Barathu should be 5, it has errata.


Great, thanks! For both answers, much appreciated.


Pathfinder Rulebook Subscriber

As written there is no difference between the L18 "Ultimate" Armor improvement and the L20 "Paragon" improvement, other than the 460k cred difference.


The text of the soldier's Primary Target feature isn't clear on how it interacts with area fire weapons.

"After resolving the area of effect attack, make a ranged Strike using your weapon against the selected target. Ignore the unwieldy trait on your weapon when using this action."

Does this mean that when using Primary Target, an area fire weapon can use a single-target Strike when they normally wouldn't be able to?


Dunwich_Horror wrote:

The text of the soldier's Primary Target feature isn't clear on how it interacts with area fire weapons.

"After resolving the area of effect attack, make a ranged Strike using your weapon against the selected target. Ignore the unwieldy trait on your weapon when using this action."

Does this mean that when using Primary Target, an area fire weapon can use a single-target Strike when they normally wouldn't be able to?

Correct. It is technically a great example for "specific beats general" and therefore absolutely clear (for some definitions of the word), but yeah, this should absolutely be spelled out.


Relentless Aim (p. 97) is redundant at level 18, as you starting at level 17 Aim natively reduces cover bonuses by -4 aka greater cover.

Run Hot (p. 118) says that "your weapon becomes unusable for 1 round as it cools off". I'm pretty sure that this is supposed to be longer than the start of your next turn.

The Athletics skill section (p. 137/138) is missing the Reposition action.


Seeker Rifle is described as a sniper rifle, but it isn't a sniper category weapon.

Environmental protections have a duration of 0 days because of all armour being level 0.


On page 173 the backstabber trait still references the flat-footed condition, which I think is meant to now be the off-guard condition?


The Deadly trait, p. 173, is incorrect, assuming it's intended to match Pathfinder's

Deadly, p. 173 wrote:
Deadly: On a critical hit, the weapon adds an additional weapon damage die of the listed size. Roll this after doubling the weapon’s damage. The damage from this trait increases for each damage dice the weapon has. For instance, an advanced nano-edge rapier deals an additional 2d8 piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.

Emphasis mine. The Pathfinder Deadly trait doesn't increase damage when a weapon gains a Striking rune, only when it gains Greater/Major Striking, so you would end up with three deadly dice at the end of the progression, not four.


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Perpdepog wrote:

The Deadly trait, p. 173, is incorrect, assuming it's intended to match Pathfinder's

Deadly, p. 173 wrote:
Deadly: On a critical hit, the weapon adds an additional weapon damage die of the listed size. Roll this after doubling the weapon’s damage. The damage from this trait increases for each damage dice the weapon has. For instance, an advanced nano-edge rapier deals an additional 2d8 piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.
Emphasis mine. The Pathfinder Deadly trait doesn't increase damage when a weapon gains a Striking rune, only when it gains Greater/Major Striking, so you would end up with three deadly dice at the end of the progression, not four.

That's probably because they don't have those runes on most weapons in SF.

Much prefer this version, though it might skew things if it had been the choice for PF.


Guntermench wrote:

That's probably because they don't have those runes on most weapons in SF.

Much prefer this version, though it might skew things if it had been the choice for PF.

No, but it does have Elite and Paragon-grade items, which are functionally the same thing.

It also introduces a bit of unnecessary confusion for anyone switching from PF2E to SF2E, because they have exactly the same name.


Fair enough.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Karmagator wrote:

Relentless Aim (p. 97) is redundant at level 18, as you starting at level 17 Aim natively reduces cover bonuses by -4 aka greater cover.

Level 17 Aim reduces the circumstance bonus to AC from Cover by 4. Relentless Aim is situational, in that it also gets rid of the circumstance bonus to Reflex saves in the case where you are using an area weapon (that targets Reflex instead of AC).

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