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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Page 145
The General Feat Augmented Body has the line: "The bfirst time you take this feat, the augmentation you receive is free as
long as its item level is 1 or lower."

But does not actually say anywhere that the feat can be taken multiple times. Yes, it's implied but not explicitly said.

Page 237
It is a bit odd that the spell Wall of Steel doesn't have the Metal trait when Wall of Plasma directly above it has Fire and Electricity.


merge sense doesn't have action cost and refer animal companion as familiar

mind skewer target will but say effect on critical hit

share pain debuff have no duration

many blackhole style ability and spell do void damage

like spell singularity seed slice reality entropy strike event horizon

solarian ability singularity

it doesn't seem to make sense for any of them couldn't damage undead


how does quantum aura work with warped infinities

at written quantum aura would still be 10 feet at level 19

Grand Lodge

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The "Archaic" trait has a description, but it's kind of vague.

Reminds me of "Noisy" from the first pre-errata CRB.
This weapon/armor doesn't work well against modern armor/weapon. Okay, in what way?


Super Zero wrote:

The "Archaic" trait has a description, but it's kind of vague.

Reminds me of "Noisy" from the first pre-errata CRB.
This weapon/armor doesn't work well against modern armor/weapon. Okay, in what way?

paizo seem to get rid of archaic resistance of of scifi armor

now they have more upgrade slot and early save upgrade


The Resilient bonus progression on armor seems to be off. Comparing to comparable PF2e runes, the resilient rune is always 1 tier ahead of where it should be. (+1 at 5 instead of 8, +2 at 11 instead of 14, +3 at 18 instead of 20)

Also, the Bone Scepter is a 1-handed 1d10 martial weapon. Not sure if that is an error, but certainly seems out of place.


I don't want to s3ee Archaic trait actually get a mechanic debuff. That'd make the compatability harder to deal with!


Distant Feint says if you Feint from range it gains the Mental trait.

Feint already has the Mental trait.


The Hologram Skeptic, and Plant Rumor skill feats are supposed to have a trained prerequisite instead of an expert prerequisite, as these are feats that are granted by the Vidgamer, and Icon backgrounds, respectively. Backgrounds can only grant feats that require trained proficiency. Also, Level 1 skill feats are not supposed to require expert proficiency. That's Level 2, mimimum.

Digital Ambassador, alike, needs to either have it's level increased to 2, or have it's prerequisite decreased to Trained, for the same reasons.

Granted, these conditions can be ignored, as the typical practice is to add the clause that you ignore the prerequisites, but it'd set a weird precedent of power creep where backgrounds can start being created that use expert proficiency feats instead of trained.


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Hello,
Unless mistaken, I haven't seen this discrepency on the Erratum related to the Suppressed condition. I've noticed a difference in it definition
- P112 : " A suppressed target takes a –1 circumstance penalty on attack rolls and takes a –10-foot status penalty to its Speeds."
- P255: "You take a –1 circumstance penalty to attack rolls and take a –5-foot status penalty to all your Speeds.

there's a difference in the penalty to speed (10 or 5 feet). if I remember well, during the field test the suppressed condition was errated from 5 to 10. So I guess the valid answer is "10 feet" :-)


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Now May be I should check if this is the correct thread to provide feed-back for the erratum


Spamotron wrote:

Page 145

The General Feat Augmented Body has the line: "The bfirst time you take this feat, the augmentation you receive is free as
long as its item level is 1 or lower."

But does not actually say anywhere that the feat can be taken multiple times. Yes, it's implied but not explicitly said.

I think this refers to retraining into and out of Augmented Body, but I agree that it could use more clarification.


Interesting. It seems there was supposed to be a spell called Replicate that Paizo might have forgot to add, or that might have been cut for page space. The Shadow Mystic grants a spell called Replicate as a Rank 4 spell, which does not show up in the spell list.

Grand Archive

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
moosher12 wrote:
Interesting. It seems there was supposed to be a spell called Replicate that Paizo might have forgot to add, or that might have been cut for page space. The Shadow Mystic grants a spell called Replicate as a Rank 4 spell, which does not show up in the spell list.

It's a Secrets of Magic spell... But yeah, it's REALLY thematic, and fit perfectly... but we were only told the playtest would reference the Core books. xD

Probably someone that looked on AoN, and forgot to double check the source of the spell.


Elfteiroh wrote:
moosher12 wrote:
Interesting. It seems there was supposed to be a spell called Replicate that Paizo might have forgot to add, or that might have been cut for page space. The Shadow Mystic grants a spell called Replicate as a Rank 4 spell, which does not show up in the spell list.

It's a Secrets of Magic spell... But yeah, it's REALLY thematic, and fit perfectly... but we were only told the playtest would reference the Core books. xD

Probably someone that looked on AoN, and forgot to double check the source of the spell.

Thank you, I just searched in PC1 and PC2, I figured it'd just reference ORC spells, so I didn't think to search AoN. Indeed, that is a very thematic spell.


Oh, though on one that is NOT on the archives of Nethys, the Xenodruid feat for the mystic mentions a Rank 5 spell called Stardust Plague that is missing.

Additionally, the Level 4 Adaptive Defense mystic feat lacks a Transfer Cost.

Cloud Storage also sounds a bit weird. As it makes it sound like bonded creature pays the transfer cost, not you.


Pathfinder Starfinder Roleplaying Game Subscriber

Infinite Magic (Witchwarper level 18 feat) does not specify rank 9 or lower spell slot, just any ranked spell slot, meaning it is objectively better than Quantum Research (Level 20 feat to get an extra rank 10 slot) as far as I can tell.


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Skabb wrote:
Infinite Magic (Witchwarper level 18 feat) does not specify rank 9 or lower spell slot, just any ranked spell slot, meaning it is objectively better than Quantum Research (Level 20 feat to get an extra rank 10 slot) as far as I can tell.

I wanna say specific beats general? The feature that gives you a rank 10 slot, as always, clarifies that feats/features that cheat out/add/restore slots can't apply to it, with the exception of Quantum Research. I agree that additional clarification would be good though.


I noticed that the level 5 soldier Obozaya has a wrong Strength indicated in her Athletics. She has +3 but it's written +2 (so she should have +12 athletics instead of +11)


4lias wrote:
I noticed that the level 5 soldier Obozaya has a wrong Strength indicated in her Athletics. She has +3 but it's written +2 (so she should have +12 athletics instead of +11)

Shouldn't a level 5 Obozaya be adding Constitution instead of Strength to her Athletics as per Fearsome Bulwark?


This just in!

Flaming and freezing (Cold) Upgrade for weapons do not work for Area/Auto0Fire attacks based upon wording so those lose out of a possible 2d6 damage of Fire or Cold. Since they mention the damage only works on a Strike (Which is a certain action in Pathfinder 2E)

However!

Entropic and Shocking Upgrade works because they mention they only need to Hit which an Area/Auto-fire attack is you hitting but not striking meaning they do add the possibility of bonus damage to these attacks.

Which wording is the correct one or is both correct?


DMurnett wrote:
4lias wrote:
I noticed that the level 5 soldier Obozaya has a wrong Strength indicated in her Athletics. She has +3 but it's written +2 (so she should have +12 athletics instead of +11)
Shouldn't a level 5 Obozaya be adding Constitution instead of Strength to her Athletics as per Fearsome Bulwark?

Only for Reposition and Shove now.

Also, I noted there are several other errors in the skills : a lot of "trained" skills have only a +3 for proficiency. At level 5, that should be +7.


Professional is an awesome weapon trait, but it says your proficiency with the weapon is your proficiency with the skill (up to your simple weapon proficiency), not that it's the higher between your skill proficiency and your proficiency with that weapon. An Envoy that didn't take Computers training at all would be worse with a Polyglove than a Mystic who did. If this is intended (which I can't rule out), why make a distinction between Professional weapons that are martial and advanced at all instead of a bespoke Professional group?


The whole question of "do area/auto-fire suffer from MAP" is currently at a hard "maybe", because PF2 PC1 doesn't really anticipate this interaction:

Both activities have the attack trait so they - being attacks - would add to and suffer from MAP. That part is 100% clear.

But then we get to a problem.

According to the MAP rules on PC1 p. 275, the MAP rules just say "your attack takes a -X penalty". Since nothing prevents your class DC from taking a penalty, the answer is a clear "yes".

Then on p. 402 it says "you take a -X penalty to your check". You don't make a check with either activity (the enemies do all the rolling), meaning you wouldn't take the penalty aka a clear "no".


ElementalofCuteness wrote:

This just in!

Flaming and freezing (Cold) Upgrade for weapons do not work for Area/Auto0Fire attacks based upon wording so those lose out of a possible 2d6 damage of Fire or Cold. Since they mention the damage only works on a Strike (Which is a certain action in Pathfinder 2E)

However!

Entropic and Shocking Upgrade works because they mention they only need to Hit which an Area/Auto-fire attack is you hitting but not striking meaning they do add the possibility of bonus damage to these attacks.

Which wording is the correct one or is both correct?

This seems to be a classic "PF2 import issue" (see flaming and corrosive), because there it doesn't matter. So currently, both wordings are "correct" in a sense.

As to what should be the final wording? It has to be "when you hit with this weapon", because of the exact interaction you mentioned. If you insist on having a second weapon damage scaling mechanic (for some reason), then excluding entire weapon categories from them is not an option.


Assuming it is your first action/attack...Probably doesn't give you any MAP but if it did it makes Soldier pretty weak on a second reading.


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Pathfinder Starfinder Roleplaying Game Subscriber
DMurnett wrote:
Skabb wrote:
Infinite Magic (Witchwarper level 18 feat) does not specify rank 9 or lower spell slot, just any ranked spell slot, meaning it is objectively better than Quantum Research (Level 20 feat to get an extra rank 10 slot) as far as I can tell.
I wanna say specific beats general? The feature that gives you a rank 10 slot, as always, clarifies that feats/features that cheat out/add/restore slots can't apply to it, with the exception of Quantum Research. I agree that additional clarification would be good though.

You are correct. I probably would have figured that out eventually, but these kind of exceptions are always tricky to make sure they are communicated directly. If they do specify only rank 9 or lower, people may see that a precedent setting, and elsewhere where this isn't specified may be informed by this.


there are many untyped source of speed in playtest even when they should obviously be item or status

like speed suspension

hard to imagine this is intentional or well designed


Divine Weapon Training is listed as Level 1 in the General Feats table, but is listed as Level 2 standalone.


Method Actor is listed as expert in performance in the Skill Feats table, but is listed is trained in Performance standalone.


Feel advanced medicinal items should have a trait tag. Such as say, "Pharmaceutical" to tag them as being craftable with the Pharmaceutical Crafting feat.


Armor Improvement Resilient growth rate is misaligned. Resilient bonuses are attainable one step too early on all levels, and the Paragon Armor is made to be equivalent to, but more expensive than the Ultimate Armor by this error.


moosher12 wrote:
Armor Improvement Resilient growth rate is misaligned. Resilient bonuses are attainable one step too early on all levels, and the Paragon Armor is made to be equivalent to, but more expensive than the Ultimate Armor by this error.

I feel as if that was intended, it gives you +1 Saves over the additioal upgrades.


ElementalofCuteness wrote:
moosher12 wrote:
Armor Improvement Resilient growth rate is misaligned. Resilient bonuses are attainable one step too early on all levels, and the Paragon Armor is made to be equivalent to, but more expensive than the Ultimate Armor by this error.
I feel as if that was intended, it gives you +1 Saves over the additioal upgrades.

I'm pretty sure it's still a typo

Both Ultimate and Paragon give +3 upgrades, a +3 AC Bonus, and a +3 Resilient Trait. The only different between them is level and cost.

If it was intended, at least one of the above stats would have been different between the two versions.

At the very least, the Paragon armor would have to be removed because it offers no benefit over Ultimate armor


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moosher12 wrote:
ElementalofCuteness wrote:
moosher12 wrote:
Armor Improvement Resilient growth rate is misaligned. Resilient bonuses are attainable one step too early on all levels, and the Paragon Armor is made to be equivalent to, but more expensive than the Ultimate Armor by this error.
I feel as if that was intended, it gives you +1 Saves over the additioal upgrades.

I'm pretty sure it's still a typo

Both Ultimate and Paragon give +3 upgrades, a +3 AC Bonus, and a +3 Resilient Trait. The only different between them is level and cost.

If it was intended, at least one of the above stats would have been different between the two versions.

At the very least, the Paragon armor would have to be removed because it offers no benefit over Ultimate armor

Now technically, and this is truly as pedantic as it gets, but you do get two more days of life support from Paragon in case you end up stranded in space because the armor's item level is higher. But I agree, I think one or quite possibly both the upgrade slot and Resiliency collumns are incorrect and should be Errata'd.


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Is the Barathu's Manifold Evolution supposed to give 17th level ancestry feats, or 13th level?

Getting two 17th level feats for a 17th level feat seems kinda wild


moosher12 wrote:
Divine Weapon Training is listed as Level 1 in the General Feats table, but is listed as Level 2 standalone.

Do we know which is correct on this?


Wild Bond has a Somatic component. This is pretty strange considering those don't exist anymore


Operatives start with expert proficiency at 1st level, and increase their rank to legendary at 19th, but I can't find any class feature that gives them mastery somewhere in between.


Page 115, Whirling Swipe: This feat allows an Area Fire burst attack using a two-handed melee weapon. Does this attack allow an extra attack against a primary target, or is that disallowed because primary target (page 112) specifies that the follow-up is a ranged Strike?

Dataphiles

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Tim Emrick wrote:
Operatives start with expert proficiency at 1st level, and increase their rank to legendary at 19th, but I can't find any class feature that gives them mastery somewhere in between.

Master Gunner level 5 - Increase prof to master for simple/martial guns and expert for advanced.

Legendary Gunner level 13 - Increase prof to legendary for simple/martial guns and master for advanced (expert for unarmed, simple and martial everything else)


Sorry, I wasn't asking about guns, I found that just fine. I somehow left out the most critical word of my post: PERCEPTION. When do operatives get master rank with that?

(I guess that's what I get for posting near bedtime...)


Level 7, from the Operative's Edge class feature.


OK, I swear I've read that feature's entry multiple times, but missed that part until now. Thanks!


Do ranged weapons come loaded with a magazine or battery (as was the case in SF1E) or does all ammo have to be bought separately (as in PF2E)? I'm guessing the latter, since that's the system default now.

(The only place I found it explicitly stated whether a weapon came with a battery or not was the Powered trait, but that's for melee weapons.)


Tim Emrick wrote:

Do ranged weapons come loaded with a magazine or battery (as was the case in SF1E) or does all ammo have to be bought separately (as in PF2E)? I'm guessing the latter, since that's the system default now.

(The only place I found it explicitly stated whether a weapon came with a battery or not was the Powered trait, but that's for melee weapons.)

I am not sure if it says but every table I have played at assumes initial load of ammo is included in price of the gun. It should be called out though as it was in SF1.

Shadow Lodge

moosher12 wrote:
Feel advanced medicinal items should have a trait tag. Such as say, "Pharmaceutical" to tag them as being craftable with the Pharmaceutical Crafting feat.

While I agree with you, at least on page 214 we get this paragraph in the description of Medical Items:

"Rules for creating medical items are found in the Craft activity on page 136, and you must have the Pharmaceutical Crafting skill feat (page 154) to use Crafting to create medical items."


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Hai Yu wrote:
moosher12 wrote:
Feel advanced medicinal items should have a trait tag. Such as say, "Pharmaceutical" to tag them as being craftable with the Pharmaceutical Crafting feat.

While I agree with you, at least on page 214 we get this paragraph in the description of Medical Items:

"Rules for creating medical items are found in the Craft activity on page 136, and you must have the Pharmaceutical Crafting skill feat (page 154) to use Crafting to create medical items."

Yes, but that only works within the Player Core. You need an easy tag to identify things when it pops up in other books. Or if you run into the item independent of it's context, such as when using the Archives of Nethys. Otherwise every book that posts pharmaceutical items has to repost that rule elsewhere, which is wasted page space in what can be done by simply adding a trait to appropriate items.

It also results in player-side confusion, because a sizeable proportion of players in actuality won't own the Player Core, and will instead do things just skimming the Archives of Nethys. So when they look up medical items, the rule won't be attached (nor will they be aware the rule existed), which can often lead to repetitive need for a GM to explain how the rule actually works.

Basically be prepared for many players asking GM's, so this feat says I can make pharmaceuticals. "What is a medicinal item and poison?" Medicinal is not a searcheable trait. Loosely related, there is also the player question of "Is an Elixir or a Poison a medicinal item?" Strictly speaking, they are by common sense definitions. Which can result in players making the initial assumption before being rebuffed.

But in reality, it's referring to "Medical Items" not "Medicinal Items" And it's referring to a single paragraph, which as I said above, only applies to the Player Core.

Allinall, all sorts of points of confusion from a user interface perspective. And streamlining the user interface is important, because it saves wasting the time of making mistakes that did not have to be made.

Pathfinder does a good job in letting Traits tag what interacts with what. Because you can look at an item in a vacuum and know exactly what it is, and if you do not immediately know, you now know where to look. Medical items do not need an exception to this rule. If you see a Pharmaceutical, it should have a Pharmaceutical or Chemical or some other trait, to show that it is within a group that is separate from alchemy.

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