I have issues with your summary, because you do filter out thinks you think are irrelevant or should not be here. That is inherent in the prrocess of making a summarry.
I noticed several of my reports being missing.
yea i figured i might have missed some points.
lets see
multiarmed was included.
cone length from area i was unsure how much that was in need of fixing i will be honest; less seems an errata issue and a way to balance a weapon that can do both tasks; though thinking it long term about what you said on the upgrades is a point. i should have added it for that bit specifically.
i got no idea what one can summerize the caster range issues; it at most seems to be a problem for PF2e Classes less SF2e Classes, i probably wouldnt include it.
Prismeni should be uncommon for the points made; that way a gm has jurisdiction when or when it shouldnt be allowed
batteries got load of issues; but i believe the intent of having a battery weapon slowly get better isnt a errata specific issue and the design space part is just using weapons without batteries. the half charging part was partially included as they should just be refillable while not full.(via someones elses post tho). there should be some activity to allow you to transfer energy from 1 battery to another if there isnt a charging station nearby.
strikers design seems to be on the thought of using agility melee weapons in... melee. as a swashbuckler isnt inherently bad for not having a STR keystat i dont think this is either. i wouldnt say its good but it plays its archetype enough and i wouldnt even know how to add it to a summary.
First/last action feels like i should include but i have no idea where to put it; as its not really covered in any section of the book; probably in the playing the game area.
the notes on cover are fair. as one could argue "feature that allows you to take cover" and any form of light cover would be considered good enough for most.
shields are a tricky subject. i think they are fine enough and the ones that grant you the ability to cover behind them are rare enough to not be its own trait; that and it would be rewriting both books for 1 trait.
Solarian Solar Flare the crit spec shouldnt apply map; but probably still count for it; but definitely shouldnt let you crit fail from it. i just missed that one.
Ghosts Operative's deception grants the ability Create a Diversion and can grant hidden on a success; which is enough for the ghost tap exploit. and from it you can then become hidden after the fact if you are in a covered situation. i think that works perfectly fine if im not missing something.
plated vesk 100% just should be unarmored for those who dont have proficiency in it. being stuck in armor you cant use is just silly. Though this issue exists with conrasu in the past.
hammer is understated.
think tail blade just being a free hand with 0 hands used is fine enough to clarify its point.
battle ribbon is missing a trait if analogy to whip...
included field agent multiclass error...
i think i included the kalo electricity thing if i didnt oops.
low grade ammo seems to have the normal expected result of just working so unsure if it needs to be mentioned...
singing spear is understated.
barricade feat just feels like a feat tax to be a free-hand buckler; since to gain the benefits of a shield requires 2 actions per turn. i dont think it should be included.
how the quantum field interacts with light is a nice quirk; but could be argued a spell effect and should not pass the zone. how isolated spell matrix and its targeting with quantum field targets creatures should be clarified though.
the next time a summery is posted (probably when the 2e starfinder forums come out,) ill make sure to include the bulk of these. ill be editing a saved post till then.
There's two points about Detect Thoughts - my apologies to the first person to mention the Contemplative issue, I know it wasn't me but I can't remember if it was on reddit or on this forum.
Detect Thoughts in the Player Core calls for a Will save in the description, but doesn't seem to actually need one at any point. This is because Detect Thoughts was clearly hastily edited from a cantrip to a 2nd level spell, and they removed the part of the spell that called for a Will save. This is clearly just a mistake, and an errata to remove "Save: Will" in the spell's text would help with legibility.
The Galaxy Guide also has the Thoughtseeker Contemplative heritage, which says "You gain detect thoughts as an occult innate cantrip, which you can cast at will". I don't know enough about 2e rules to know if this means it doesn't work or if you can just cast a 2nd rank spell at will, but either way it seems unintentional.
piggy backing on this, as while looking through this to continue adding to the reddit post i also noticed that the Aeon Stone (Projecting) mentions casting a 1 action version of Detect Thoughts; but such a variation of the spell does not exist. Starfinder 2e Core PG 283
I am also curious as to what happens if you are granted a strike and are wielding an area weapon which normally can only two action area fire. If an envoy, commander, or mystic grant an area weapon user a strike is it wasted even if the gun has not been used that round.
If so, that devalues bombards in particular and soldier, envoy parties in general.
Well for all* weapons this is covered that each area weapon *also* has the unwieldy trait, which prohibits using them for reaction strikes; the only exception being the grenade and its launcher, which both dont have the area trait; just lets you use them as *if* they had it. how that applies in game is unknown.
Below is a further compiled list of issues already seen, but for Starfinder 2e Core Only. this one including everything (including things mentioned in this thread) as well as other issues found since the last compilation. good chance i missed some already observed issues though, as im only human.
Deities:
The god Damoritosh grants entropy strike; a spell accessible for divine casters. This goes against devotion spells being exclusively non-divine. Starfinder 2e Core PG 35
The god Ibra has a plasma rifle as their favored weapon, a weapon that does not exist (this was also a playtest issue, probably will be errataed to the plasma caster). Starfinder 2e Core PG 36
The god Meyel lists lightning bolt as a 4th-level spell when it is a 3rd-level spell. Starfinder 2e Core PG 37
The god(s?) Zon-Shelyn has 4 spells listed (not game-breaking but does break the 3/9 mold). Starfinder 2e Core PG 37
The god Lao Shu Po lists veil of privacy as a 4th-level spell when it is a 3rd-level spell. Starfinder 2e Core PG 37
the goddess Pharasma lists vision of death as a 6th-level spell when it is a 4th-level spell. Starfinder 2e Core PG 37
the god Urgathoa lists mask of terror as a 5th-level spell when it is a 7th-level spell. Starfinder 2e Core PG 38
Ancestries:
The Networked Android Heritage from android grants the ability to do a variety of actions without a toolkit; utilizing computers, but it is unknown if intended for them to be able to pick locks utilizing computers over thievery. Starfinder 2e Core PG 43 Credit : u/MrDreedz
Multi-armed characters might need some clarification; as of writing there are 2 conflicting pieces of information; on each ancestry, it states only active hands can use items however the page redirect states that only active hands can use weapons. There is no suggestion or prevention of being able to use those hands for tasks that do not involve items; such as grabbing tripping or climbing Starfinder 2e Core PG 54,70,254 credit: u/lightning247
To prevent the above issue from happening again; there should only be 1 write-up on the rule text for multiarmed Ancestries or features that interact with it; and all future instances of multi-armed should reference that section in the core rule book. Credit: u/zgrssd
the Trooper background has gained the uncommon tag since the playtest; however, this tag was probably intended for the Timelost above it. Starfinder 2e Core PG 96 credit: u/humanflea23
the Tech Support background grants the skill feat Quick Install; and the skill increase into Computers. However, Quick Install is a Crafting Feat; so it could lead to the situation of having a feat without its prerequisites. Starfinder 2e Core PG 96,226 credit: u/DrChestnut
Classes
Envoy:
Envoy's directive; Through Desperate Times, their unique directive Keep on Keeping On! needs clarity. Currently; If normal Battle Medicine with 1 day Cooldown is used, the person becomes completely immune to the 2 Action version; this seems unintuitive and unintentional. Starfinder 2e Core PG 105 credit: u/coop1522
Envoy's directive; In the Spotlight, their unique directive Dance Partner! mentions 1 term never clarified or done before; being threatened. the exact rules text that should be defined by that condition is never spelt out. Starfinder 2e Core PG 105 credit: u/HMetal2001
Envoy's directive; In the Spotlight, their unique directive Dance Partner! seems to have an extremely narrow use case on its concealment for an additional cost of 1 action. Starfinder 2e Core PG 105 credit: u/HMetal2001
Envoy's directive; Guns Blazing, their unique directive Ready Arms!, while utilizing the 2 action version; does not allow you to strike or area fire with a weapon you might already have on hand. Starfinder 2e Core PG 105
Envoy fails to gain master class DC, which would be a first for any class that gains increases to said DC. It was originally tied into the Silver Tongue class feature; which has received significant changes since the playtest. Starfinder 2e Core PG 108
Envoy's Feat Not in the Face changes the type of penalty from status to circumstance; depending on degree of success. should probably only be status. Starfinder 2e Core PG 110
Envoy's feat Influence does not have the Fortune trait. Starfinder 2e Core PG 110
Mystic:
Mystics ConnectionRhythmHarmony benefit extends the duration of aEpiphanyspell they cast by 1 round; however all spells have a duration of sustained for 1 minute; so while there is a usecase to have them potentially last longer then a minute; it was probably intended that this Harmony benefitSustain's the spell instead. Starfinder 2e Core PG 120 the actual rulestext of sustain make this a non issue; but should probably be just sustain to prevent issues or confusion (or the niche situation to extend a spell past 1 minute?)
Mystic's example build is invalid; It states it's a healing connection that took Eldritch Bond, but this shouldn't be possible as Healing is a divine caster. Starfinder 2e Core PG 122
Feat options at level 8 for the Mystic feel overwhelmingly empty (not an issue, just something to note). Starfinder 2e Core PG 123
Greater Epiphany at level 10 does nothing at the level you get it, as it grants a level 6 spell, and the highest spell you can cast at level 10 is 5; it works as normal at 11+. Starfinder 2e Core PG 124
Feels the 2 focus spells being granted are too close; gaining both in a 2-level gap. If Greater Epiphany has an errata moving it to level 12, it leaves only 1 valid feat for divine mystics to choose from, being Quickened Casting, as all other level 10 feats require different magic. Starfinder 2e Core PG 124
Operative:
It is unclear if it is intended or not that a target remains your Mark after the benefits of Aim wear off at the end of your turn. Starfinder 2e Core PG 128 credit: u/RheaWeiss
Operatives' proficiencies end up unusual in comparison to other martials; only ever reaching expert proficiency with weapons that aren't guns at level 13 and never advancing past that. Starfinder 2e Core PG 130-131 credit: u/PM_ME_UR_LOLS
as a quirk of the above error; the specialization Striker can end with a funny proficiency situation of having legendary with simple guns; expert in martial guns; and then again legendary in advanced guns. Starfinder 2e Core PG 129-131 credit: u/PM_ME_UR_LOLS
Operatives' 3rd level feature Focused fails to do anything in most cases as marks do not remain for longer than your turn, and stops being relevant 4 levels later via reflex mastery. Starfinder 2e Core PG 130 credit: u/KalistheGalvanic
The feat Explosive Deflection has a trigger yet it has no action symbol; being either free action or reaction. Its use case is also extremely narrow and probably should be expanded on. Starfinder 2e Core PG 136 credit: u/Thegrandbuddha
Solarian:
a Solarian'sSolar Weapon does not have conditions on having your weapon disarmed like other classes that conjure weapons out of thin air; or methods to gain them back. (eg Mindsmith or Soulforger) Starfinder 2e Core PG 141 credit: u/zgrssd
The Twin Weapons feat grants you a second weapon; however, it is unclear if the Twin Trait will work if the 2 weapons are in different weapon groups; as the trait specifies that the weapon must be of the same type. Starfinder 2e Core PG 143 credit: u/zgrssd
Meditative Analysis does not specify where the +1 circumstance bonus is applied to. Starfinder 2e Core PG 143 credit: u/zgrssd
The example Solarian build is impossible. (Reach + disarm, 3 total points when you only get 2) Starfinder 2e Core PG 146
Stellar Shield Collapse level 16 feat’s conditions of triggering are impossible; as to break the shield requires spending a reaction to Shield Block with it; and Solarian only has access to a single reaction per turn. Starfinder 2e Core PG 152 credit: u/TestSeeker
Soldier:
Suppressing Fire and Primary Target seemed to be worded differently to extreme differences in results. Suppressing Fire asks whenever you make a strike with a weapon with the area traits to do its thing; while Primary Fire asks whenever you make an area attack you do its thing. The problem lies in that all weapons with the automatic trait do not have the area trait directly; only the auto-fire action possesses the trait rather than the weapon. It is an easy solution to resolve. RAW Suppressing fire fails to function for automatic weapons but RAI it does. More emphasis should be put towards the traits of the attack rather than the weapon to prevent confusion (Eg "when you make an attack with the area trait using a weapon"). Starfinder 2e Core PG 152
The area trait on weapons and Primary Target requires some clarification. Currently, the trait prevents firing from any method other than area-fire; however, Primary Target asks you to make a strike to a target within; which normally would be considered firing; under expend 255. RAI is obviously to allow such a shot to occur but RAW possibly prevents the trait from allowing Soldiers (and classes archetyped into Soldier) to utilize a primary feature. Starfinder 2e Core PG 152
Soldiers Fighting style Close Quarters has a problem utilizing melee weapons with area fire, as a core rule to use them is to have a Range increment. it needs to steal some text from its feat Whirling Swipe to function as expected. Starfinder 2e Core PG 152,155
The feat Ready Reload does not have a time limit to how long the reduction in reload actions needed last. it should have been just *reload twice*. Starfinder 2e Core PG 155 Credit: Christopher#2411504
The Feat Overwhelming Assault Seems to have an odd progression for multi-attack penalty. should be -6 on agile weapons much like Combination Finisher from swashbuckler. Starfinder 2e Core PG 156 Credit: u/ubik2
Soldiers Fighting style Close Quarters also has a secondary problem of not being allowed to do standard strikes as per rules of the area trait. this prevents them from using the feat Punitive Strike. Starfinder 2e Core PG 158
Witchwarper:
The Anchor Tangible Object does not have any clauses of what might happen if you would lose the item, methods to retrieve it when lost, or its effects not being present on your person. Starfinder 2e Core PG 169 credit: u/zgrssd
Danger Zone has text that is relevant for Predict Outcome: "If you’re legendary in Arcana or Occultism, you take only 1 minute to Predict Outcome."; information occurs at a page swap; and the original text was probably for url=https://2e.aonsrd.com/feats/681-predict-outcome]Predict Outcome[/url] as a base feature. Starfinder 2e Core PG 171,172 credit: u/coop1522
Greater Warp at level 10 does nothing at the level you get it, as it grants a level 6 spell, and the highest spell you can cast at level 10 is 5; it works as normal at 11+. Starfinder 2e Core PG 172
Archetypes:
The Operative archetype might have a niche way to grant expert proficiency sooner then possible for caster formatted classes. if they choose to take the Striker specialization and gain its Exploit; they can gain expert in simple guns and finesse weapons; 3 levels sooner then when a caster should get it, and 4 levels sooner when archetypes should grant it. Starfinder 2e Core PG 129,177
The Solarian archetype feat of Solar Flare currently fails to do anything; As all aspects of the ranged attack are determined by attunement; you do have a ranged weapon but without any stats. Starfinder 2e Core PG 178
The Solarian archetype does not have checks or handles to see if you have proficiency with solar weapons; or grant basic training with them; potentially granting you an ability that your character cannot use correctly. while they are considered martial weapons; there are situations one can take this archetype and not have proficiency in them. Starfinder 2e Core PG 178
The Witchwarper archetype does not have the option to choose between Intelligence or Charisma; it has either as a prerequisite, as Psychic has in the past for multi-keystat casters. Starfinder 2e Core PG 180
The Mystic Archetypes Vitality Network feat increases the size of transfer higher than the capacity of the network at level 5; there was probably an intended increase in size at level 5. (transfer of 15 but only a capacity of 10 at level 5 until level 10, where they match again at 20 capacity and transfer.) Starfinder 2e Core PG 180 credit: paizo forum
The Mystic Archetypes Vitality Network feat oddly does not mention it is granting said class feature. RAW could imply you do not have the ability to regenerate the network nor Transfer Vitality as those are features gained from the class feature. Starfinder 2e Core PG 180 credit: u/bonreu
Battle Medicine does not list any traditional methods to determine valid targets or range increments. It could be interpreted to be an unlimited ranged ability, though RAI it should be 1 creature within reach. Starfinder 2e Core PG 216 credit: u/WanderingShoebox
Serum Crafting feat states you can craft "medical items" — the exact definition of what constitutes being a medical item isn't clear. Starfinder 2e Core PG 227 credit: u/coop1522
Items:
The game uses the term Advanced (item upgrade level) and the trait Advanced (weapon category). With both being used for completely different systems but both can relate to weapons. Can cause confusion. Credit: u/Prudent-Ad-4298
Wheelchairs are missing information on what happens when you try to ride one/use one. It should at the very least have a redirect to Player Core p. 293 if it was considered too much page space. Starfinder 2e Core PG 240 credit: u/zgrssd
An armor’s environmental protections are missing the minimum of 1 day inside the activation and duration section. Starfinder 2e Core PG 244 credit: paizo forums
Solarians Potency Crystals use Pathfinder’s language for improved attacks rather than Starfinder’s. Starfinder 2e Core PG 244 credit: [Red Griffyn]Red Griffyn
The Archaic trait has removed the text for being unable to function on modern equipment minus the shield; which keeps the text from the playtest. possibly a missed issue. If it isnt; clarity on what that means should be given. Starfinder 2e Core PG 250
area trait: the area trait on weapons has some funky properties, the biggest being what does not being allowed to fire do? There are times where an area weapon meets prerequisites for feats but is unable to do the following actions (Demoralizing Shot and Soldiers' Primary Target are key examples) — some clarification or rules text on what "firing" covers should be done. Starfinder 2e Core PG 255
The boost trait does not specify when it should be discharged if never used; originally in the playtest it discharged by the end of your next turn but it does not state this in the core book. Starfinder 2e Core PG 255
The boost trait does not specify what occurs when using actions with the attack trait that do not initially do damage; such as with Streetsweeper and its Ranged Trip action. Starfinder 2e Core PG 255 Credit: u/zgrssd
The Assassin Rifle has a text description that would imply it would have the Breakdown Trait, but does not possess it. Starfinder 2e Core PG 255,262,266 Credit : u/xuir
The Plasma Caster has stats and a picture that do not seem to be a pistol; being 2-handed as opposed to 1-handed—atypical for a pistol. these stats seem to be more fitting the Plasma Rifle god Ibra mentions. Starfinder 2e Core PG 262,263,266
Solarian crystals probably should have used an existing upgrade system rather than being their unique system of weapon upgrades. later down the line will create page bloat for the same item for both an upgrade and as a crystal; or will have one system be forgotten.Starfinder 2e Core PG 276
Shielding Skin does not have an AC bonus; if intended, there should be an equivalent item that only grants an item bonus to AC to be its opposite, as all armor eventually gains saving throw bonuses; to gain higher and higher AC bonuses without choice leaving this item as pointless. Starfinder 2e Core PG 270
Chem Tanks and its upgrades are only in multiples of 8, however, all weapons that use Chem Tanks are in multiples of 10. Starfinder 2e Core PG 270 credit: u/DrChestnut
Batteries and Chem Tanks need clarification on what you should do when you use one with a weapon with a magazine smaller than their capacity. (eg, if I use a Battery, advanced with a Rotolaser, do I still only have a capacity of 10, or is it now a capacity of 40?) Starfinder 2e Core PG 270 credit: u/DrChestnut
Frag grenade damage dice goes from 12d8 piercing damage at its level 16 iteration to 4d8 damage at its 19th level iteration. Looks like it was intended to go to 14d8. Starfinder 2e Core PG 280 credit : u/criticalham
Grenades and the Grenade Launcher seemed to have overly inflated range increments; to the degree that one can more accurately lob a grenade further than an effective sniper rifle’s range. Starfinder 2e Core PG 280-281 credit: u/Timebomb_42
Akashic Lens's 15th level item version grants Akashic Download at 4th rank, which has no benefit as it does not heighten past 3rd. Starfinder 2e Core PG 283,314
Conditions:
The glitching trait and the current wording of the stunned trait need some clarification. As of writing; when you begin your turn and generate actions; if you somehow gain glitching and crit fail the saving throw you would have all 3 actions for the turn but be unable to use them; and only have 2 actions the following turn. (There are several posts on this issue; but it is an error I felt I should include; this is because of the rules text attached to stunned stating "You can't act"; which the exact consequences are clarified at Starfinder 2e Core PG 428 Step 2: Act) the issue also can be found with any critical hit with a shock weapon to a person who's turn it currently is; or any other such action that could give stunned mid turn. (A 15th-level operative hitting with a held action or reaction attack with a shock weapon being the most likely scenario)
Spells:
Analyze Target Changes between Status and Circumstance based on level of heightening. Starfinder 2e Core PG 314 Credit: Spamotron
It is unclear what happens when you use Recharge Weapon and end up with more ammo then its capacity. (typically happens with weapons of a capacity of 1 and any of its heightens.) Starfinder 2e Core PG 354 Credit: pauljathome
Weight of Ages has the attack trait; while being a saving throw spell with 0 mention of how making an attack roll is relevant. Starfinder 2e Core PG 374
Infusion has the Vitality and Void Traits; and is missing the Healing trait which brings into question if RAW if there are any valid targets to be healed via this ability, as both traits negate healing for the opposing side if present. Starfinder 2e Core PG 376 credit: u/TheErikkuBlade
Reality Wipe is missing any form of heightening; which is unusual for a damage focus spell. Starfinder 2e Core PG 379
Playing the Game:
On step 3 of making a sample character, it says "she picks an ancestry feat, deciding on Psychic Talent, so she can cast the an occult cantrip.." having 2 dots and being improper grammar; probably meant to be a substituted spell. Starfinder 2e Core PG 26 Credit: Justnobodyfqwl
The example given for triggering Weakness does not make sense. A critical hit from a Plasma Doshko only does persistent electric damage; which should not trigger Weakness immediately. Additionally; this was in the past considered two separate instances of damage; much like how resistances trigger and resist several different damage dice instead of reducing the whole as one instance. Starfinder 2e Core PG 400
On the counteract table in the Counteracting sidebar the table results for critical success and success are flipped. Starfinder 2e Core PG 423 credit: u/roll_with_punches
Recharge only works on batteries that are completely empty; when they should work on any battery that is not full; as one could *shoot* into the air to empty it anyway. Starfinder 2e Core PG 422 credit: Dennis Muldoon
Primary target grants a free action. Unwieldy doesn't affect free actions. I'm not clear on the bullet/charge cost of primary target attacks with area only weapons.
How does unwieldy ignore free actions? It is a limit on per turn strikes, and reactions. So if you somehow have already done a Strike with an unwieldy weapon and get to make a second strike as a free action... you can't strike with that weapon.
This is actually seems quite possible for a level 20 Soldier using Bullet Typhon. They could easily make two area attacks, so get two chances to use Primary Target. Which is NBD, they just wouldn't use Primary Target on one of the (likely the second) area attacks.
well theres some thoughts to be had regarding what there intent on what should or shouldnt work. we have the feat Spread the Love at level 18, which lets you choose 2 primary fire targets rather then 1, but does not have any rules that would allow a unwieldy weapon to shoot twice, even though all area weapons have it.
theres also fan the hammer, which funny enough mentions you can ignore the unwieldy trait for a strike; even though the only thing you do with it is an area attack as the primary fire is restricted; so what gives? why have the unwieldly if you can strike freely, and why have bullet typhoon for area weapons if you cant since it misses the trait. there isnt a winning situation here.
Starfinder Player Core, p. 122, the example mystic has an incorrect feat.
It suggests taking the Eldritch Bond feat even though it has the Healing connection, and Eldritch Bond requires a connection with occult spellcasting.
Less important, but still notable, is that the example mystic suggests taking Heal as a spell in your repertoire even though the Healing connection grants it to you already. Perhaps it is meant to have Harm, instead?
im wondering if i should repost the list of found errors for SF2 Player core as this one was already found there under mystic in this thread. getting immediate buried vibes. i mean the list has gotten a fair bit bigger from what was gathered from things i and others have found beyond these forums but i cant edit it after 2(?) hours.
another funky interaction regarding area trait and weapons.
The Close Quarters Fighter is unable to properly use its expected feat Punitive Strike as it states that for feats 2 handed melee weapons gain the area trait, which isn't allowed to preform normal strikes.
They do infact, as there warp reality keys off it instead of spell dc. it is in sync with spell dc up until they hit level 19; where they gain legendary spell dc. (which i am deeply bothered by for the need to worry about both dc's frequently)
Hmm. Soldier's level 1 feat choices feel very lacking for Bombards. Almost literally useless, in fact.
I can agree to most of what you listed minus 1 feat
Dubious Scholar wrote:
Burst of Strength - You need a free hand to use Athletics. And also strength investment. You're already investing in dex and con, so...?
There's 2 things I want to bring up with the thoughts around this feat. First is if you are a race with multiple arms; they should be able to do all those maneuvers because of the extra set; secondly and more importantly is soldiers get the 3rd level feature fearsome bulwark; which let's them utilize con instead of strength for reposition and shoves. Is it much? No; but it has a use.
Ok this took a while to convert to this markdown; and i might have some mistakes with links being mismatched; but this is all the issues/things that might need rule clarifications; minus ones already mentioned in this forum. there shouldnt be anything new compared to the reddit post; just put here for ease of access. i also removed things that were considered subjective or possibly not really able to be fixed (eg mystics level 8 feat options feeling barren)
Deities:
The god Ibra has a plasma rifle as their favored weapon, a weapon that does not exist (this was also a playtest issue, probably will be errataed to the plasma caster). Starfinder 2e Core PG 36
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The god Damoritosh grants entropy strike; a spell accessible for divine casters. This goes against devotion spells being exclusively non-divine. Starfinder 2e Core PG 35
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The god Meyel lists lightning bolt as a 4th-level spell when it is a 3rd-level spell. Starfinder 2e Core PG 37
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The god(s?) Zon-Shelyn has 4 spells listed (not game-breaking but does break the 3/9 mold). Starfinder 2e Core PG 37
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The god Lao Shu Po lists veil of privacy as a 4th-level spell when it is a 3rd-level spell. Starfinder 2e Core PG 37
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the goddess Pharasma lists vision of death as a 6th-level spell when it is a 4th-level spell. Starfinder 2e Core PG 37
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the god Urgathoa lists mask of terror as a 5th-level spell when it is a 7th-level spell. Starfinder 2e Core PG 38
Backgrounds:
the Trooper background has gained the uncommon tag since the playtest; however, this tag was probably intended for the Timelost above it. Starfinder 2e Core PG 96
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the Tech Support background grants the skill feat Quick Install; and the skill increase into Computers. However, Quick Install is a Crafting Feat; so it could lead to the situation of having a feat without its prerequisites. Starfinder 2e Core PG 96,226
Classes
Envoy:
Envoy fails to gain master class DC, which would be a first for any class that gains increases to said DC. It was originally tied into the Silver Tongue class feature; which has received significant changes since the playtest. Starfinder 2e Core PG 108
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Envoy’s directive; Through Desperate Times, their unique directive Keep on Keeping On! needs clarity. Currently; if normal Battle Medicine with 1-day Cooldown is used, the person becomes completely immune to the 2-Action version; this seems unintuitive and unintentional. Starfinder 2e Core PG 105
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Envoy’s directive; Guns Blazing, their unique directive Ready Arms!, while utilizing the 2-action version; does not allow you to strike or area fire with a weapon you might already have on hand. Starfinder 2e Core PG 105
Mystic:
Mystic’s example build is invalid; it states it’s a healing connection that took Eldritch Bond, but this shouldn’t be possible as Healing is a divine caster. Starfinder 2e Core PG 122
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Greater Epiphany at level 10 does nothing at the level you get it, as it grants a level 6 spell, and the highest spell you can cast at level 10 is 5; it works as normal at 11+. Starfinder 2e Core PG 124
Operative:
Operatives’ proficiencies end up unusual in comparison to other martials; only ever reaching expert proficiency with weapons that aren’t guns at level 13 and never advancing past that. Starfinder 2e Core PG 130-131
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as a quirk of the above error; the specialization Striker can end with a funny proficiency situation of having legendary with simple guns; expert in martial guns; and then again legendary in advanced guns. Starfinder 2e Core PG 129-131
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Operatives’ 3rd-level feature Focused fails to do anything in most cases as marks do not remain for longer than your turn, and stops being relevant 4 levels later via Reflex Mastery.
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It is unclear if it is intended or not that a target remains your Mark after the benefits of Aim wear off at the end of your turn. Starfinder 2e Core PG 128
Solarian:
a Solarian’sSolar Weapon does not have conditions on having your weapon disarmed like other classes that conjure weapons out of thin air; or methods to gain them back (e.g. Mindsmith or Soulforger). Starfinder 2e Core PG 141
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The Twin Weapons feat grants you a second weapon; however, it is unclear if the Twin Trait will work if the 2 weapons are in different weapon groups; as the trait specifies that the weapon must be of the same type. Starfinder 2e Core PG 143
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The example Solarian build is impossible. (Reach + disarm, 3 total points when you only get 2) Starfinder 2e Core PG 146
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Stellar Shield Collapse level 16 feat’s conditions of triggering are impossible; as to break the shield requires spending a reaction to Shield Block with it; and Solarian only has access to a single reaction per turn. Starfinder 2e Core PG 152
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Meditative Analysis does not specify where the +1 circumstance bonus is applied. Starfinder 2e Core PG 143
Soldier:
Suppressing Fire and Primary Target seemed to be worded differently to extreme differences in results. Suppressing Fire asks whenever you make a strike with a weapon with the area trait to do its thing; while Primary Fire asks whenever you make an area attack you do its thing. The problem lies in that all weapons with the automatic trait do not have the area trait directly; only the auto-fire action possesses the trait rather than the weapon. It is an easy solution to resolve RAW—Suppressing Fire fails to function for automatic weapons but RAI it does. More emphasis should be put towards the traits of the attack rather than the weapon to prevent confusion (e.g. “when you make an attack with the area trait using a weapon”). Starfinder 2e Core PG 152
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The area trait on weapons and Primary Fire requires some clarification. Currently, the trait prevents firing from any method other than area-fire; however, Primary Fire asks you to make a strike to a target within; which normally would be considered firing under expend 255. RAI is obviously to allow such a shot to occur but RAW possibly prevents the trait from allowing Soldiers (and classes archetyped into Soldier) to utilize a primary feature. Starfinder 2e Core PG 152
Witchwarper:
The Anchor Tangible Object does not have any clauses of what might happen if you would lose the item, methods to retrieve it when lost, or its effects not being present on your person. Starfinder 2e Core PG 169
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Greater Warp at level 10 does nothing at the level you get it, as it grants a level 6 spell, and the highest spell you can cast at level 10 is 5; it works as normal at 11+. Starfinder 2e Core PG 172
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Danger Zone has text that is relevant for Predict Outcome: “If you’re legendary in Arcana or Occultism, you take only 1 minute to Predict Outcome.” This information occurs at a page swap; and the original text was probably intended for [Predict Outcome]. Starfinder 2e Core PG 171,172
Archetypes:
The Solarian archetype feat of Solar Flare currently fails to do anything; as all aspects of the ranged attack are determined by attunement; you do have a ranged weapon but without any stats. Starfinder 2e Core PG 178
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The Witchwarper archetype does not have the option to choose between Intelligence or Charisma; it has either as a prerequisite, as Psychic has in the past for multi-keystat casters. Starfinder 2e Core PG 180
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The Mystic Archetype Vitality Network feat increases the size of transfer higher than the capacity of the network at level 5; there was probably an intended increase in size at level 5. (transfer of 15 but only a capacity of 10 at level 5 until level 10, where they match again at 20 capacity and transfer.) Starfinder 2e Core PG 180
Skill Feats:
Battle Medicine does not list any traditional methods to determine valid targets or range increments. It could be interpreted to be an unlimited-ranged ability, though RAI it should be 1 creature within reach. Starfinder 2e Core PG 216
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Serum Crafting feat states you can craft “medical items” — the exact definition of what constitutes a medical item isn’t clear. Starfinder 2e Core PG 227
Items:
area trait: the area trait on weapons has some funky properties, the biggest being what “not being allowed to fire” means. There are times where an area weapon meets prerequisites for feats but is unable to do the following actions (Demoralizing Shot and Soldiers’ Primary Target are key examples) — some clarification or rules text on what “firing” covers should be done. Starfinder 2e Core PG 255
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the game uses the term Advanced (item upgrade level) and the trait Advanced (weapon category). Both are used for completely different systems but both can relate to weapons. Can cause confusion.
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The boost trait does not specify when it should be discharged if never used; originally in the playtest it discharged by the end of your next turn but it does not state this in the core book. Starfinder 2e Core PG 255
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The boost trait does not specify what occurs when using actions with the attack trait that do not initially do damage; such as with Streetsweeper and its Ranged Trip action. Starfinder 2e Core PG 255
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The Assassin Rifle has a text description that would imply it would have the Breakdown trait, but does not possess it. Starfinder 2e Core PG 255,262,266
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Shielding Skin does not have an AC bonus; if intended, there should be an equivalent item that only grants an item bonus to AC to be its opposite, as all armor eventually gains saving throw bonuses; to gain higher and higher AC bonuses without choice leaves this item as pointless. Starfinder 2e Core PG 270
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Frag Grenade damage dice goes from 12d8 piercing damage at its level-16 iteration to 4d8 damage at its 19th-level iteration. Looks like it was intended to go to 14d8. Starfinder 2e Core PG 280
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Wheelchairs are missing information on what happens when you try to ride one/use one. It should at the very least have a redirect to Player Core p. 293 if it was considered too much page space. Starfinder 2e Core PG 240
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Chem Tanks and its upgrades are only in multiples of 8, however, all weapons that use Chem Tanks are in multiples of 10. Starfinder 2e Core PG 270
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Batteries and Chem Tanks need clarification on what you should do when you use one with a weapon with a magazine smaller than their capacity (e.g., if I use a Battery, Advanced with a Rotolaser, do I still only have a capacity of 10, or is it now a capacity of 40?). Starfinder 2e Core PG 270
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Grenades and the Grenade Launcher seemed to have overly inflated range increments; to the degree that one can more accurately lob a grenade further than an effective sniper rifle’s range. Starfinder 2e Core PG 280-281
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An armor’s environmental protections are missing the minimum of 1 day inside the activation and duration section. Starfinder 2e Core PG 244
Conditions:
The glitching trait and the current wording of the stunned trait need clarification. As of writing; when you begin your turn and generate actions; if you somehow gain glitching and crit-fail the saving throw you would have all 3 actions for the turn but be unable to use them; and only have 2 actions the following turn. The issue also occurs with any critical hit from a shock weapon mid-turn (e.g., a 15th-level operative hitting with a held-action or reaction attack). Starfinder 2e Core PG 428 Step 2: Act
Spells:
Weight of Ages has the attack trait while being a saving-throw spell with zero mention of how an attack roll is relevant. Starfinder 2e Core PG 374
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Infusion has the Vitality and Void traits, but is missing the Healing trait—bringing into question if there are any valid targets to be healed. Starfinder 2e Core PG 376
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Vitality Nova is missing the Healing trait. Starfinder 2e Core PG 376
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Vital Rebirth is missing the Healing trait. Starfinder 2e Core PG 376
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Reality Wipe is missing any form of heightening; which is unusual for a damage focus spell Starfinder 2e Core PG 379
Playing the Game:
The example given for triggering Weakness does not make sense. A critical hit from a Plasma Doshko only does persistent electric damage, which should not trigger Weakness immediately. Additionally; this was in the past considered two separate instances of damage—much like how resistances work—instead of one combined instance. Starfinder 2e Core PG 400