Starfinder FAQ

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No, the attack automatically hits. This includes using ranged injection weapons to deliver biohacks, weapons with the shield property, or two willing characters engaged in a rowdy punching contest. Note that an attack roll is not automatic when it's against a creature who is willing only because of a mind-affecting effect, but such creatures may still be willing to accept beneficial effects that require an attack roll.

Tiny and diminutive characters take up less than 1 square of space and have a natural reach of 0 feet. A creature with a reach of 0 feet can only attack another creature using a melee attack if they occupy the same square as that creature or are being grappled by that creature. Tiny or smaller characters can occupy the same square as other creatures, but entering or leaving the square of an enemy with a natural reach of 5 feet or more provokes an attack of opportunity. You can use the tumble action to attempt to move into a space threatened by an enemy without provoking attacks of opportunity.

Most weapon fusions do not apply to other weapons attached using an accessory such as a bayonet bracket (Starfinder Armory page 58). However, the called fusion is an exception and, when installed on a weapon with attached weapons, will teleport both the primary and attached weapons into your hand. If the fusion seal is installed on the weapon attached to your firearm, the attached weapon will become removed and teleport into your hand without the firearm.

The titan shield armor upgrade extends three squares worth of distance, even if used by a large creature.

In most cases these abilities will only target one creature, and therefore the attack resolves as though only one creature (the target of your ability) is affected. In the case of the explode weapon property, the attack roll only applies to the attack against the grid intersection, but additional damage can be applied to the creature closest to the targeted intersection (the same creature that would take extra damage if you scored a critical hit). Note that as per the existing FAQ, you must still use the creature with the highest CR to determine the DC of your skill check with trick attack.

The target is flat-footed only against the single attack modified by the trick attack. This means the target cannot use reactions triggered by the attack, but can still use a reaction triggered by any other action the operative takes that turn. Once the operative is 4th level and gains the debilitating trick class feature (page 94), the operative can additionally cause the target hit by a trick attack to have the normal flat-footed or off-target condition until the beginning of the operative's next turn.

Yes. It is assumed that all species have access to rations that can sustain those species with the same bulk and price.

If multiple effects would reduce or ignore hardness, apply only the effect that reduces or ignores the most hardness.

NPCs with the encumbered or overburdened conditions have their speeds reduced, take a –5 penalty to Strength- and Dexterity-based skill checks, and ignore the reduction to maximum Dexterity bonus to Armor Class (an NPC's Armor Class is not calculated the same way as a player character's).

Yes. For example, to deal additional damage with the plasma sheath revelation (a photon revelation), a solarian must be photon-attuned.

First and foremost, the GM can usually quickly decide whether a creature has cover based on the circumstances of the encounter. Common sense rules the day!

If the GM is unsure, they can use the rules for measuring cover provided in the Core Rulebook. For these purposes, a measuring line that passes along a wall (but not a creature) is considered to pass through a square or border that provides cover.

When you use the overcharge mechanic trick with a powered melee weapon, subtract 3 rounds (18 seconds) from the powered weapon’s duration (instead of using additional charges). This trick can’t be used if the weapon’s battery does not have at least 3 rounds of duration left.

When an effect describes Hit Point damage or a loss of Hit Points, that value is subtracted directly from a character’s Hit Points and does not affect their Stamina Points.

Fusions can be placed on any ammunition; such a fusion functions until the standard number of charges/cartridges (listed in the ammunition's table entry) have been used. For example, a fusion on a high-capacity battery lasts for 40 charges and then is destroyed, regardless of whether or when the battery is recharged.

Fusions placed on ammunition cease functioning if used in a weapon disallowed by the fusion, or if used in a weapon when the total levels of the weapon and ammunition's fusions exceeds that of the weapon.

Fusions with limited usage apply to ammunition as well and are considered on a per-weapon basis. For example, a given weapon can benefit from the entangling fusion only once per day, whether that fusion is on the weapon itself or its ammunition.

Yes, until the telepathic creature ends communication.

The special unarmed strike made with powered armor does not count as archaic and can be improved by the Improved Unarmed Strike feat.

A character with multiple unarmed strikes can choose which to use, though note that Large or larger powered armor requires the use of all of a character’s hands, and that may restrict some characters to certain unarmed strikes.

The armor storm soldier’s hammer fist ability is optional; the soldier can use other unarmed strikes available to them instead.


Armor upgrades installed in light armor do not function while their wearer is wearing powered armor. Augmentations function normally.

Effects (including abilities and spells) that change a creature’s speeds do not affect the speeds of powered armor that creature is wearing; the powered armor's speeds replace the creature's. A creature wearing powered armor can use the speeds (both type and distance) only of its powered armor.


Yes. If a creature moves or is moved out of its space, it provokes attacks of opportunity (unless otherwise stated).

No. Once you have stabilized, you no longer lose Resolve Points (unless you take damage again). The full rules for Injury and Death on page 250 are correct.

The entry on page 167 is correct. You can carry up to half your Strength score in bulk without being encumbered.

No. When determining what abilities affect an android, and how, replace the first sentence of the constructed ability with the following. "For effects targeting creatures by type, androids count as both constructs and humanoids (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types)."

Yes. If you spend 1 Resolve Point when using this ability, you grant +2 morale bonus to attack and damage rolls against all enemies who are within 60 feet.

Once per day, a mechanic can take 10 minutes to repair their drone, which then recovers 10% of its Hit Point maximum. Additionally, any time a mechanic takes a 10-minute rest and spends a Resolve Point to recover their Stamina Points, they can also choose to repair their drone as part of that same time period. This is an exception to the normal rule that you cannot perform any tasks while taking a 10-minute rest to recover your Stamina Points. The repair drone mechanic trick increases the amount the mechanic's drone recovers when it is repaired (in either way) to 25% of its maximum Hit Points.

No, a hover drone is an exception to the normal rules for weapons built for Tiny creatures. Combat, hover, and stealth drones with melee weapon arms or weapon mounts can use weapons designed for Small or Medium creatures without penalty for their size.

A drone that takes the flight system mod twice gains perfect maneuverability. This allows hover drones to hover.

The target is flat-footed only against the single attack roll of the trick attack. Once the operative is 4th level and gains the debilitating trick class feature (page 94), the operative can additionally cause the target hit by a trick attack to have the normal flat-footed or off-target condition until the beginning of the operative's next turn.

Yes, you can use any appropriate skill (those granted by the trick attack ability or your specialization anytime you attempt a trick attack) to determine if your trick attack does extra damage and applies any penalty.

If you have debilitating sniper, or any other special ability that specifically allows you to use trick attack with a sniper weapon, using trick attack with a sniper rifle counts as taking a move action to aim the weapon to use the range increment listed in the sniper weapon special ability. You can do this even with unwieldy sniper weapons.

You must attempt the bull rush to get the fire damage. You cause the fire damage even if the bull rush fails.

Creatures take the fire damage for every square they enter that is part of the trail of flames.

An armor upgrade from this bonus slot sells at 10% of the reduced cost. If you move an armor upgrade from this bonus slot to another slot, you must pay the difference between the armor upgrade's reduced cost and its normal cost.

Either skill can identify hybrid items, using the same DCs as for technological (for Engineering) or magic (Mysticism) items.

Thrown weapons includes all weapons with the thrown special weapon property (such as carbonedge shurikens), and all weapons that note they are thrown weapons in their description (such as grenades). Thrown weapons add the attacker's Strength modifier to attack rolls, and calculate the save DC of any critical effect or explode special property as 10 + half the weapon's item level + attacker's Strength modifier, unless they specify otherwise.

The exception to the normal rules for calculating the save DC of thrown weapons is grenades. As stated on page 183 in the description for grenades, the save DC for a grenade equals 10 + half the grenade's item level + attacker's Dexterity modifier.

No. Each personal upgrade you have must apply to a different ability score.

The save DC of a spell from a spell ampoule or cast from a spell gem equals 10 + spell level + the modifier of the user's key ability score.

No. Grenades are single-use weapons that are destroyed when used.

No. Attacks made with melee weapons with the operative weapon special property can add either your Strength or Dexterity modifier to attack rolls, but always add your Strength modifier to damage rolls.

Ignore the implication in "Significant Enemies" that inspiring boost can be used multiple times on the same ally. It cannot, as per the ability description.

Of course.

Assume your ship has a Pulse Gray power core (100 PCU) and Basic 20 shields. After some starship combat, your Shield Points are down to forward 0, port 5. starboard 3, and aft 1. The engineer succeeds at the divert action and restores a total of 5 SP. As some examples, the engineer could place them all into the forward quadrant and bring up the forward shields to 5, split the shields up between two section so that they are now forward 3, port 5, starboard 3, and aft 3, or even spread around the points so they're forward 2, port 6, starboard 4, and aft 2.

Outside of combat, you can choose to change what systems are powered freely. However, you have to decide what exactly is powered on your ship as combat begins and you can't change it during combat, as it requires too much fiddling with wires, switches, programs, and such.

The power core critical effect affects the ship as normal. Taking a power core critical damage effect means the whole power system of the ship is damaged in some fashion. Basically, multiple power cores are pretty much "wired together" to power the ship.

No. When actions taken in starship combat call for a skill check, any class feature that grants bonuses to or allows rerolls with the relevant skill applies when using that skill as part of starship combat. This is an exception to the rule.

  • Page 16–17: In the Step 9 section, in the Carrying Capacity subsection, in the second sentence, delete both instances of the words “equal to or”.

  • Page 18: In the Buying Ability Scores section, in the Step 4 bullet point, in the second sentence, change “class and theme” to “race and theme”.

  • Page 23: Replace the third sentence in Stabilizing with the following.
    If you don’t have enough Resolve Points to stabilize when you are dying, you lose Resolve Points as per the dying rules (see Injury and Death on page 250).


  • Page 26: In the Step 1 section, in the second paragraph, change the last sentence to the following.
    If at 5th level he increases his Intelligence score to 18, he’ll have a modifier of +4, and thus get 8 skill ranks to spend from this level forward—but he’ll also get 4 additional ranks to assign, reflecting the ranks he would have received if he’d had an Intelligence score of 18 at his first 4 levels.

  • Page 31: In the third sentence of the icon's theme knowledge ability, change “increase” to “reduce”.

  • Page 42: Replace the first sentence of Constructed with the following.
    For effects targeting creatures by type, androids count as both constructs and humanoids (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types).

  • Page 50: Replace the text of blindsense with the following.
    Shirrens' sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—with a range of 30 feet. See page 262 for more information about blindsense.

  • Page 52: Replace the text of Natural Weapons with the following.
    Vesk can attack with a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares. Vesk gain a special version of the Weapon Specialization feat with this unarmed strike at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for this unarmed strike (instead of just adding their character level, as usual).

  • Page 61: In the envoy improvisation class feature, in the second paragraph, in the last sentence, delete the words “or requires an enemy to attempt a skill check”.

  • Page 63: Replace the fourth sentence of Improved Get 'Em with the following.
    If you spend 1 Resolve Point when using this ability, you grant a +2 morale bonus to attack and damage rolls against all enemies who are within 60 feet.

  • Page 69: In the mechanic's custom rig ability, in the first paragraph, in the seventh sentence, change “Mk 1 comm unit” to “personal comm unit” and change the parenthetical reference afterward to “see page 218”.

  • Page 74: In the second paragraph of the Drones section, add the following after the second sentence.
    Drones have the construct immunities and unliving universal creature rules (see Starfinder Alien Archive).

  • Page 74: Add the following at the end of the third paragraph of Drones.
    Once per day, you can take 10 minutes to repair your drone, which then recovers 10% of its Hit Point maximum. Additionally, when you take a 10-minute rest and spend a Resolve Point to recover Stamina Points, you can also choose to repair your drone as part of that same time period.

  • Page 75: In the Drone Chassis sidebar, in the Hover Drone column, add the following sentence and change "average" to "perfect" in the speed entry.
    A hover drone with melee weapon arms or weapon mounts can use weapons designed for Small or Medium creatures without penalty.

  • Pages 77–78: Change the last sentence of the Riding Saddle drone mod to the following.

    You no longer need to attempt the Survival check to fight from a combat-trained mount (see page 149 for more information).

  • Page 78: In the mechanic's Drone Mods section, in Advanced Mods, replace the second sentence of Echolocators with the following.

    The drone gains blindsense (sound) with a range of 60 feet.

  • Page 78: In Advanced Mods, change the last sentence of Flight System to the following.
    You can select this mod a second time; in this case, the drone’s fly speed increases to its full land speed, its maneuverability increases to perfect, and there is no limit on the amount of time it can fly.

  • Page 79: In the wireless hack exocortex ability, in the first sentence, change “Instead of combat tracking” to “On any round you don’t use combat tracking”.

  • Page 93: In the specialization class feature, in the specialization power entry, change “the specialization you chose at 1st level” to “your specialization”.

  • Page 93: In the trick attack class feature, in the fifth sentence, add “against your attack” to the end of the sentence.

  • Page 94: Change the first sentence of Debilitating Trick to the following.
    When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn.

    Change the text of Double Debilitation to the following.
    When you succeed at both the skill check and attack roll of your trick attack, you can apply two of your debilitating trick effects.

  • Page 94: In the ghost operative specialization, in the associated skills entry, in the second sentence, change “+4” to “+1”.

  • Page 96: Replace the text of Debilitating Sniper with the following.
    You can use trick attack with sniper weapons; this counts as aiming the weapon for the purposes of the sniper weapon special property. You do not add trick attack damage to your attack, but the target can still be made flat-footed, and you can use debilitating tricks.

  • Page 101: In the second paragraph of Solar Armor, in the third sentence, add “or powered armor” after “heavy armor”.

  • Page 102: In the first sentence of the second paragraph of Solar Weapon, add “with an item level equal to your solarian level” after “advanced melee weapon”.

  • Page 105: Replace the second sentence of the second paragraph of Stellar Rush with the following.
    If you attempt this bull rush, the target takes 2d6 fire damage (Reflex half), regardless of whether you succeed.

  • Page 112: In the first sentence of the arcane assailant soldier's secret of the magi style technique, the word "ethereal" should be deleted and "ghost killer" should be added to the list of weapon fusions.

  • Page 113: Replace the text of Enhanced Tank with the following.
    You gain the Powered Armored Proficiency feat and access to improved armor. This might be the result of your own engineering abilities or a powerful patron giving you gear not available to the general public. You can add one more upgrade to your armor than its normal maximum number of upgrade slots. If you add this bonus upgrade to heavy armor, you can select an upgrade normally limited to powered armor. An upgrade placed in this bonus slot costs half the normal credit amount and sells for 10% of the reduced cost. If you move an upgrade from this bonus slot to another slot, you must pay the difference between the upgrade’s reduced cost and its normal cost.

  • Page 113: Change each instance of “unarmed attack” to “unarmed strike” in the following sections.

    Hammer Fist
    Smash Through
    Mobile Army

  • Page 119: Replace the first sentence of the second paragraph of Spell Cache with the following.
    If your spell cache is damaged, it is restored to full Hit Points the next time you regain your daily allotment of spell slots.

  • Page 122: Replace the fourth sentence of Magic Negation with the following.
    If the spell’s level is higher than you can cast or the item’s level is greater than your level, you can’t suppress it.

  • Page 123: In Spellshot, change the third sentence to the following.
    You can fire the weapon as part of the standard action to cast the spell, dealing damage as normal if you hit.

  • Page 135: Replace the last sentence of Hover with the following.
    If you have average maneuverability and at least 5 ranks in Acrobatics or if you have perfect maneuverability, you can hover automatically without attempting a check; this does not require a move action.

  • Page 138: Replace the text of Detect Fake Shell with the following.
    If you have access to a computer, but not root access, you may actually only have access to a fake shell (see page 217). If you succeed at the check, which takes a full action, you realize that you have accessed a fake shell. The DC is equal to the DC to hack the computer + 5 (see Table 7–22: Computer Tiers on page 214).

  • Page 138: Replace the first sentence of Access Unsecured System with the following.
    As a standard action, you can use Computers to access an unsecured computer system’s most basic functions.

  • Page 142–143: In the first sentence of the Identify Technology section, change “technological items” to “technological and hybrid items”. In the first sentence of the Identify Magic Item section, change “magic items” to “magic and hybrid items”.

  • Page 143: In the Long-Term Stability section, replace the third and fourth sentences with the following.
    If you succeed, the unconscious creature gains a +2 bonus to its Constitution check and, if its Constitution check result is less than 10, can treat its result as if it were 10. See Long-Term Stability on page 251 for more information.

  • Page 149: Make the following changes to Ride a Creature and its actions.

    Introduction
    • Change the third sentence to the following.
    As a move action, you can either mount, ride (using the mount’s speed instead of yours), or dismount from a creature; you must use one hand to ride a creature.

    •Change the second paragraph to the following.
    The following actions do require Survival checks and can be performed only while mounted.

    Cover
    • Replace the third and fourth sentences with the following
    If you fail the check, you don’t gain the benefit of cover, and you can’t attack or cast until you pull yourself back up. In either case, pulling yourself back up takes a move action and doesn’t require a check.

    Fight from a Combat-Trained Mount
    • Replace “When” in the first sentence with “Each round”

    Guide with Knees
    • Replace the text with the following.
    As part of a move action to ride, you can guide your mount with your knees, keeping your hands free. If you fail the check, you must still use one hand to guide your mount, dropping and item or changing grip if necessary. If you fail the check, you must still use one hand to guide your mount, dropping an item or changing grip if necessary.

    Leap
    • In the first sentence, add “to ride” after “As part of a move action”.
    • Replace the second sentence with “If you succeed at the check, the mount must still succeed at an Athletics check to jump, but it can use your Survival bonus in place of its Athletics bonus, if that number is greater.”

    Soft Fall
    • In the second sentence, replace "form" with "from".

    Spur Mount
    • In the first sentence, replace "As a move action" with "As part of a move action to ride”.

    Stay Mounted
    •Remove “or when you take damage”.

    Action Table
    • Change "Fight with a combat-trained mount" to "Fight from a combat-trained mount"

  • Page 156: In the benefit of Connection Inkling, change the third sentence to:
    "For these spells, your caster level is equal to your character level and the key ability score is Wisdom."

  • Page 157: Replace the benefit text of Enhanced Resistance with the following.
    Choose one kinetic damage type (bludgeoning, piercing, or slashing) or one energy type (acid, cold, electricity, fire, or sonic). If you choose a kinetic damage, you ignore damage of that type equal to your base attack bonus; this doesn’t stack with DR. If you choose an energy type, you gain energy resistance against that type of energy equal to your base attack bonus.

  • Page 157: In the first sentence of Harm Undead’s benefit, add “as a full action” after ”When you use your healing channel”.

  • Page 158:  In Improved Unarmed Strike, change each instance of “unarmed attack” to “unarmed strike”, and add the following after the first sentence of the benefit section.
    Your unarmed strikes don’t count as archaic and can deal lethal damage.

  • Page 159: In the first sentence of the Medical Expert benefit, add “(DC 25)” after “as a full action”.

  • Page 161: In the Shot on the Run feat, make the following changes.
    Change the first sentence to “You can move, make a ranged attack, and move again before your foes can react.”
    Change the Normal line to “You can move only before or after making a ranged attack, not both.“

  • Page 163: In the benefit of Technomantic Dabbler, change the third sentence to:
    "For these spells, your caster level is equal to your character level and the key ability score is Intelligence."

  • Page 171: In the Special column, add the thrown special property (with parenthetical range increment) to the following weapons:
    club (10 ft.)
    baton (20 ft.)
    knife, survival (20 ft.)
    knife, tactical (20 ft.)
    dagger, ultrathin (20 ft.)
    dagger, zero-edge (20 ft.)
    dagger, molecular (20 ft.)
    baton, advanced (20 ft.)

  • Pages 173, 176, 179: In the Special column, add the analog special property to the following weapons:

    Small Arms
    flame pistol

    Longarms
    crossbolter, tactical
    crossbolter, dual

    Special
    carbonedge shuriken
    bow


  • Page 176: In Table 7–4: Longarms, in the shock category, change the pulsecaster rifle's capacity to 20 charges and its usage to 1.

  • Page 178: In the Special column, change "analog" to "—" for the following weapons.
    NIL grenade launcher, merc
    NIL grenade launcher, squad

  • Pages 178–179: In Table 7–7: Grenades, adjust the prices of the following grenades as below:

    Frag grenade I 35 (unchanged)

    Shock grenade I 50

    Smoke grenade 40 (unchanged)

    Stickybomb grenade I 80

    Flash grenade I 120

    Incendiary grenade I 140

    Frag grenade II 310

    Screamer grenade I 320

    Shock grenade II 290

    Stickybomb grenade II 300

    Cryo grenade I 600

    Flash grenade II 620

    Incendiary grenade II 580

    Frag grenade III 1,260

    Incendiary grenade III 1,380

    Screamer grenade II 1,340

    Cryo grenade II 2,350

    Frag grenade IV 2,700

    Shock grenade III 2,500

    Stickybomb grenade III 2,500

    Flash grenade III 4,800

    Incendiary grenade IV 4,300

    Screamer grenade III 5,200

    Cryo grenade III 9,400

    Frag grenade V 8,400

    Shock grenade IV 10,500

    Flash grenade IV 24,300

    Frag grenade VI 20,500

    Incendiary grenade V 20,200

    Screamer grenade IV 20,000

    Cryo grenade IV 54,100

    Frag grenade VII 48,400

    Incendiary grenade VI 54,300

    Frag grenade VIII 132,000

    Shock grenade V 110,000 (unchanged)

  • Pages 178–179: Adjust the explode property of the listed grenades as follows.
    For each cryo grenade, change "staggered" to "staggered 1 round".
    For each incendiary grenade, change "XdX burn" to "burning XdX".

  • Page 179: In Table 7–8: Special Weapons, add the following text to the nyfiber net's Special column.

    Analog, entangle, thrown

  • Page 181: Replace the text of Bright with the following.
    Attacks with bright weapons illuminate the area within 20 feet of your target for 1 round following the attack, increasing the illumination level by one step, to a maximum of normal light.

  • Page 181: Add the following after the third sentence of Explode.
    If you score a critical hit, it applies only to the creature closest to the targeted intersection (you choose the creature if several are equally close).

  • Page 181: Replace the first sentence of the Injection property with the following text.
    This weapon or its ammunition can be filled with a drug; a contact, ingested, inhaled, or injury poison; or a medicinal compound.

  • Page 181: In the Weapon Special Property and Critical Hit DCs sidebar, replace the parenthetical with the following.
    (Dexterity for a ranged weapon, and Strength for a melee or thrown weapon).


  • Page 182: Replace the first sentence of Thrown with the following.
    Ranged weapons that must be thrown and melee weapons that can be thrown as a ranged attack have the thrown special property and a listed range increment.

  • Page 183: In Grenades, replace the third sentence with the following.
    Some grenades apply conditions to creatures in the explosion radius that fail a Reflex save against the grenade. If a grenade has other effects, its description defines when they take effect. 

  • Page 183: Replace the last two sentences in Weapon Descriptions with the following text.
    Other groupings include grenades (see below), weapons with the operative special property (see page 184), and weapons without weapon categories (see Uncategorized Weapons on page 187). Solarian weapon crystal descriptions appear on page 186, and ammunition descriptions appear on page 190.

  • Page 184: In Smoke Grenade, replace the last sentence with the following.
    Regardless of the armor a character wears, smoke obscures vision, providing concealment.

  • Page 189: Add the following sentence at the end of Nyfiber Net.
    Attacks with the net target KAC.

  • Page 191: In the Installing and Transferring Fusions section, replace the first sentence with the following.
    A fusion can be installed in a chosen weapon (including a grenade) or piece of ammunition when it’s purchased or at any point afterward.


  • Page 192: Replace the third sentence of the Price section with the following.
    Installing a fusion into a grenade or a piece of ammunition costs half the normal price of a weapon fusion for a weapon of the same level.

  • Page 197: Change the prices of the following suits of armor to those listed below.
    AbadarCorp travel suit, platinum: 30,750
    Hardlight series, squad: 37,500

  • Page 198: Replace the first two sentences of Temperature with the following.
    Armor’s environmental protections reasonably protect you against both cold (temperatures as low as –20° F) and heat (temperatures as high as 140° F). This prevents you from having to attempt most Fortitude saving throws to avoid damage from the environment, and it prevents you from taking damage from breathing in most environments.

  • Page 205: In Upgrade Slots, add the following to the end of the first paragraph.
    You can’t install two or more armor upgrades that provide the same benefit.

  • Page 206: In the second sentence of Force Field, add “(a force effect)” after “the device generates an invisible force field around you”.
    In addition, change the first sentence of the second paragraph to the following, and delete the second sentence.
    While a force field is active, it provides you with a number of temporary Hit Points depending on the force field’s power.

  • Page 212: Change the third sentence of venom spur to the following.
    While extended, the venom spur is a one-handed basic melee weapon that deals 1d6 piercing damage and automatically injects venom into a struck target.

  • Page 212: At the end of the fourth sentence of the third paragraph of Personal Upgrades, add “and each must be applied to a different ability score.”

  • Page 213: Add the following sentence after the second sentence of the first paragraph in the Tier section.
    A computer's effective item level is equal to twice its tier (or 1 for computers of tier 0 and lower).

  • Page 215: In the sixth sentence of the Control section, remove the word “starship.”

  • Page 217: In Fake Shell, replace the fourth sentence with the following.
    See Detect Fake Shell on page 138 for more information.

  • Page 220: In Laser Microphone, add “with a range of 120 feet” after “sense through (hearing)”.

  • Page 221: In the last sentence of Signal Jammer, add “or locate” after “bypass”.

  • Page 221: In X-ray Visor, add “with a range of 60 feet” after “sense through (vision)”.

  • Page 222: Delete the following sentence from the fourth paragraph of the Magic Items introduction.
    You can’t wear more than one of the same type of item (two cloaks, two hats, etc.) except for rings.

  • Page 223: Change the third sentence of Ring of Sustenance to the following.
    If you cast spells, you can regain your daily spell slots after only 2 hours of rest, but you still can’t do so more than once per day.

  • Page 223: In Ring of Whispers, add “with a range of 60 feet” after “sense through (hearing)”.


  • Add "(Worn)" to the following item headings:
    Page 223
    Amulet of Camouflage
    Charge Cloak
    Glove of Storing
    Ring of Cosmic Alignment
    Ring of Resistance
    Ring of Sustenance
    Ring of Whispers

    Page 224
    Tiara of Translocation

    Page 226
    Efficient Bandolier

    Page 227
    Mindlink Circlet
    Psychic Booster

  • Page 225: Change the bonus granted by the sensate serum of enhancement to +2.

  • Page 226: Delete the third, fourth, and fifth sentences of Wearing Hybrid Items.

  • Page 228: In the Exploration Buggy's first parenthetical, change the instance of "5 ft." to "10 ft."

  • Page 228–229: Add "B" after the collision damage listed for each vehicle.

  • Page 229: Make the following changes to the police cruiser.

    Delete "(front)" from "attack (front)"

    Change "electricity" to "E"

    Delete "ammo 2"

    Add the following text after the first sentence in Special Abilities: "It is a longarm with a range of 50 feet, a capacity of 20, and a usage of 2."

  • Page 231: In Table 7–33: Personal Items, change the bulk of the hygiene kit from “1” to "L".

  • Page 232: In the second sentence of Poisons, change “a dose of poison” to “a dose of injury poison”.

  • Page 232: In Table 7–34, change the medicinal prices to the following.
    Tier 1 75
    Tier 2 450
    Tier 3 2,700
    Tier 4 16,200

  • Page 232: In Table 7–34, adjust (and add) the following poisons' levels and prices to the listed values.
    Id Moss: 2 / 140
    Insanity Mist: 4 / 350
    Blue Whinnis: 7 / 1,000
    Green Lotus Extract: 8 / 1,500 (no change)
    Ungol Dust: 9 / 2,000
    Shadow Essence: 10 / 2,650 (addition)
    Deathblade: 16 / 24,000
    Black Lotus Extract: 20 / 121,000

  • Page 240: Replace the second sentence of the Kinetic Armor Class section with the following.
    This generally includes attacks that deal bludgeoning, piercing, or slashing damage (described as “kinetic attacks”), attacks that don’t otherwise specify which AC they target, impacts from falling, and damage from crushing or constriction.

  • Page 242: Add the following sentence at the end of the Allies and Enemies section.
    You can reject benefits that would apply to you as the result of being an ally.

  • Page 242: In Significant Enemies, replace the second sentence with the following.
    For example, the commander ability of the mercenary theme requires you to defeat three distinct groups of significant enemies in a day to recover 1 Resolve Point; the mercenary shouldn’t gain this benefit if all they did was step on three different bugs that had no chance of hurting them.

  • Page 245: Replace the text of Targeting a Grid Intersection with the following.
    When using a weapon with the explode special property or a thrown weapon that has an area effect, such as a grenade, you target a specific grid intersection on a tactical battle map, rather than a specific creature. Treat this as a ranged attack against AC 5.

  • Page 247: Add the following text after the last sentence of Move Your Speed.
    Some full actions (such as the operative’s trick attack) allow you to move as well, which act as moving up to your speed.

  • Page 247: Replace the second sentence of Fight Defensively with the following.
    If you do, you take a –4 penalty to attacks and gain a +2 bonus to AC until the start of your next turn.

    Page 248: Replace the second sentence of Fight Defensively with the following.
    If you do so, you take a –4 penalty to all attacks (in addition to the normal penalties for making a full attack) and gain a +2 bonus to your AC until the start of your next turn.

  • Page 248: In the first bullet point in Attack of Opportunity, add "or is moved" after "the opponent moves".

  • Page 250: In the Dead section, in the first sentence of the second paragraph, add "Constitution" preceding "ability damage or ability drain".

  • Page 252: In the first sentence of Dexterity in the Ability damage section, delete “weapon damage rolls that rely on Dexterity (such as operative weapons)”.

  • Page 253: Change the first sentence of the Cover section to the following.
    Cover does not necessarily block precise senses, but it does make it more difficult to hit a target.

     In the #2 section of the Cover diagram, replace the text with the following.
    Obozaya is adjacent to the ksarik, but lines from every corner of her square to all the corners of the ksarik’s square pass through or run along the border of a wall, so the ksarik has cover from her. Using the same rules, she has cover from the ksarik, so she can make a ranged attack without provoking an attack of opportunity from it.

  • Page 257: In Squeezing, change the last sentence to "While squeezing, you have the entangled condition (see page 275), which includes moving at half your speed.”

  • Page 259: In the Flying section, replace the fourth sentence with the following.
    Creatures with average maneuverability (the default maneuverability) neither gain a bonus nor take a penalty to Acrobatics checks to fly.

  • Page 260: In the Aware of Presence section, replace the first sentence of the second paragraph with the following.
    In order to directly attack such a creature, you must pinpoint its exact location with an additional Perception check to search (see page 144).

    In the Aware of Location, Observing, and Dealing With Unseen Creatures sections, replace “pinpoint” with “search for”.

  • Page 261: In the Normal Light section, change “or the light from a flashlight or the dancing lights spell” to “typical lighting on a starship, or the light shed by a star shaman's starlight form”.

  • Page 265: In the Telepathy section, in the first sentence, add "or also has telepathy" after "knows a language".

  • Page 270: Add the following description to the list of descriptors

    Force
    A force effect deals full damage to incorporeal creatures and blocks their movement. It also blocks the sense through ability.

  • Page 270: In the Teleportation section, replace the second sentence with the following.
    Anything that blocks astral travel also blocks teleportation unless the specific effect notes otherwise, and teleportation effects work within the Drift.

  • Page 273: In the second sentence of Blinded, remove the word "most" preceding "Strength- and Dexterity-based skill checks".

  • Page 275: Change the paragraph beneath Dying to the following.
    You are unconscious and near death. Creatures at 0 Hit Points that have not stabilized are dying. You can take no actions and lose 1 Resolve Point each round at the end of your turn unless you are stabilized. You can spend RP equal to one-quarter your maximum (minimum 1, maximum 3) to stabilize and can spend 1 RP in a later round to gain 1 Hit Point and stay in the fight. Stabilizing or being healed above 0 Hit Points ends the dying condition, as does death. See Injury and Death on page 250 for more information.

  • Page 276: In Exhausted, add “that add Strength to damage” after “thrown weapon damage rolls”.
    In Fatigued, add “thrown weapon damage rolls that add Strength to damage” after “melee damage rolls”.

  • Page 276: In Fatigued, replace the third sentence with the following.
    If you are already fatigued and would gain the fatigued condition, you lose the fatigued condition and are exhausted for the total duration of all fatiguing effects.

  • Page 291: Change the last sentence of the Start Thrusters bullet point to the following.
    A starship also needs to deactivate its thrusters, which takes no time, to use its Drift engine (see below).

    Change the last sentence of the fourth paragraph in Drift Navigation to the following.
    For a starship to engage its Drift engines to either enter or exit the Drift, its conventional thrusters must be turned off for 1 minute.

  • Page 294: In the Starship Scale sidebar, change the listed weight for each size category of starship as follows.
    Tiny: 2–40 tons
    Small: 30–250 tons
    Medium: 50–2,500 tons
    Large: 2,000–50,000 tons
    Huge: 40,000–640,000 tons
    Gargantuan: 600,000 tons to 250 megatons
    Colossal: 200–2,000 megatons

  • Page 298: Replace the second paragraph of Drift Engines with the following.
    For a starship to engage its Drift engines to either enter or exit the Drift, its conventional thrusters must be turned off for 1 minute.

  • Page 302: Change the second sentence of Shields to the following.
    To defend against such threats, a ship has energy shields, though these shields don’t count as force effects.

  • Pages 302 and 303: In Table 9–2: Starship Weapons, adjust the BP cost of each starship weapon as listed below.

    Light Weapons
    Chain Cannon: Change from 15 to 10 BP.
    Coilgun: Change from 6 to 10 BP.
    High Explosive Missile Launcher: Change from 4 to 14 BP.
    Light Plasma Torpedo Launcher: Change from 5 to 11 BP.
    Light Torpedo Launcher: Change from 4 to 7 BP.
    Micromissile Battery: Change from 3 to 5 BP.
    Tactical Nuclear Missile Launcher: Change from 5 to 18 BP.

    Heavy Weapons
    Heavy EMP Cannon: Change from 24 to 12 BP.
    Heavy Laser Cannon: Change from 8 to 15 BP.
    Heavy Laser Net: Change from 12 to 15 BP.
    Particle Beam: Change from 15 to 20 BP.
    Twin Laser: Change from 12 to 18 BP.
    Heavy Antimatter Missile Launcher: Change from 12 to 35 BP.
    Heavy Nuclear Missile Launcher: Change from 10 to 35 BP.
    Heavy Plasma Torpedo Launcher: Change from 10 to 18 BP.
    Heavy Torpedo Launcher: Change from 8 to 16 BP.

    Capital Weapons
    Mass Driver: Change from 25 to 30 BP.
    Super EMP Cannon: Change from 45 to 18 BP.
    Super X-Laser Cannon: Change from 60 to 45 BP.
    Supergraser: Change from 60 to 35 BP.
    Antimatter Mega-Missile Launcher: Change from 25 to 70 BP.
    Hellfire Torpedo Launcher: Change from 25 to 40 BP.
    Nuclear Mega-Missile Launcher: Change from 20 to 60 BP.
    Quantum Missile Launcher: Change from 20 to 35 BP.
    Solar Torpedo Launcher: Change from 20 to 25 BP.

  • Page 304: Replace the fourth sentence of EMP with the following.
    If the system is already damaged, instead increase its critical damage by one level of severity for 1d4 rounds. Whenever an EMP weapon scores critical damage, it scrambles two systems at random. Systems damaged by EMP weapons can be patched or repaired as normal.

  • Pages 206-315: Update the gunnery bonuses for the following starships. These numbers appear in Captain, Pilot, and/or Gunner lines.

    Death’s Head Necroglider: +3
    Blackwind Sepulcher: +10
    Thaumtech Omenbringer: +20
    Idaran Voidrunner: +3
    Idaran Vanserai: +9
    Idaran Millennia: +17
    Ringworks Wanderer: +3
    Kevolari Venture: +5 (unchanged)
    ATech Immortal: +15
    Starhive Drone Mk III: +5 (unchanged)
    UIE Hiveguard: +11
    Hivonyx Titan Hauler: +15
    BMC Mauler: +6
    Norikama Dropship: +14
    Vindicas Tyrant: +23

  • Pages 319–325: Change the following DCs related to starship combat. If an action isn't listed, the stated DC remains the same.

    Stunts
    For the back off stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
    For the barrel roll stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
    For the evade stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.
    For the flip and burn stunt, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.
    For the flyby stunt, the DC of the Piloting check equals 15 + 1-1/2 times the tier of the enemy starship.
    For the slide stunt, the DC of the Piloting check equals 10 + 1-1/2 times your starship's tier.

    Restoring Shields and Repairing Damage
    The DC of the Engineering check to double the recharge rate for your shields equals 15 + 1-1/2 times your starship's tier.
    The DC of the Engineering check to halve the cost or time for repairing damage your starship's hull equals 15 + 1-1/2 times your starship's tier.

    Captain Actions
    For the demand action, the DC of the Intimidate check equals 15 + 1-1/2 times your starship's tier.
    For the encourage action, the DC of the Diplomacy check is 15; the DC for checks using other skills remains 10.
    For the taunt action, the DC of the Bluff or Intimidate check equals 15 + 1-1/2 times the enemy starship's tier.
    For the orders action, the DC of the check equals 15 + 1-1/2 times your starship's tier.
    For the moving speech action, the DC of the Diplomacy check equals 20 + 1-1/2 times your starship's tier.

    Engineer Actions
    For the divert action, the DC of the Engineering check equals 10 + 1-1/2 times your starship's tier.
    For the hold it together action, the DC of the Engineering check equals 15 + 1-1/2 times your starship's tier.
    For the patch action, the DCs of the Engineering check equal 10 + 1-1/2 times your starship's tier to patch the glitching critical damage condition, 15 + 1-1/2 times your starship's tier to patch the malfunctioning critical damage condition, and 20 + 1-1/2 times your starship's tier to patch the wrecked critical damage condition.
    For the overpower action, the DC of the Engineering check equals 15 + 1-1/2 times your starship's tier.
    For the quick fix action, the DC of the Engineering check equals 20 + 1-1/2 times your starship's tier.

    Pilot Actions
    For the maneuver action, the DC of the Piloting check equals 15 + 1-1/2 times your starship's tier.
    For the audacious gambit action, the DC of the Piloting check equals 20 + 1-1/2 times your starship's tier.

    Science Officer Actions
    For the balance action, the DC of the Computers check equals 10 + 1-1/2 times your starship's tier.
    For the scan action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the starship being scanned + its bonus from defensive countermeasures.
    For the target system action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the enemy starship + its bonus from defensive countermeasures.
    For the lock on action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the target starship + its bonus from defensive countermeasures.
    For the improve countermeasures action, the DC of the Computers check equals 5 + 1-1/2 times the tier of the target starship + its bonus from defensive countermeasures.

  • Page 322: In Actions, change the sentence beginning “Class features…” to the following:

    Class features or items that grant bonuses to or allow rerolls of the relevant skills can be used in starship combat.

  • Page 322: Replace the final sentence of Starship Combat Resolve with the following.
    These points can exceed your normal pool of RP; unspent points gained this way are lost at the end of the encounter. NPC starships have RP equal to tier divided by 5, plus 3.

  • Page 323: Change the last sentence of the engineer's divert crew action to the following.

    You can distribute the restored Shield Points across the shields' four quadrants as you see fit.

  • Page 326: Replace the Teleporting Between Starships sidebar with the following sidebar. 

    NPC Ship Gunnery Bonuses
    The gunnery check bonus for an NPC starship of tier 9 or lower is equal to the starship’s tier plus the highest ability score modifier for an NPC of a CR equivalent to the starship’s tier (using the array on page 129 of Alien Archive).
    For an NPC starship of tier 10 or higher, use the same calculation but substitute the second-highest ability score modifier instead.


  • Page 326: In the second sentence of Minor Crew Actions, change “You can take a minor crew action” to “You can take one minor crew action per round”.

  • Page 335: In the Caster Level section of Spell Lists, replace the first sentence with the following.
    A spell’s power often depends on caster level, which is the caster's total number of levels in spellcasting classes for the purpose of casting a particular spell.

  • Page 340: Replace the last sentence of arcane sight with the following.
    You can attempt a Mysticism skill check to identify the properties of magic or hybrid items (but not artifacts), as if you were using identify.

  • Page 356: In fog cloud, change the third and fourth sentences to the following.
    Adjacent creatures are granted concealment against one another (attacks have a 20% miss chance). Otherwise, this fog provides total concealment (50% miss chance, and attackers can’t use sight to locate targets).

  • Page 364: Replace the Targets line of mending with the following.
    one object of up to 1 bulk or one construct of up to Medium size

  • Page 370: In the description of probability prediction, change the second sentence to the following.
    At any point during the duration of this spell, you can discharge it to reroll any one of your d20 rolls (attack roll, saving throw, skill check, etc.); see page 243.

  • Page 371: In the second paragraph of raise dead, change the third sentence to the following.
    If the target is 1st or 2nd level, it takes 2 Constitution drain instead (if this would reduce its Constitution to 0 or less, it can’t be raised).

  • Page 372: Remove the words "Hit Point" from the second sentence of reflecting armor.

  • Page 373: Add paralyzed to the list of conditions removable with remove condition.

  • Page 375: In the first sentence of the second paragraph of retrocognition, and in the table column heading, change "mystic" to "caster".

  • Page 380: In the first sentence of telekinetic projectile’s description, add the word "unattended" before "object".

  • Page 392: Replace the last sentence of the Wealth by Level section with the following.
    For a balanced approach, PCs built after 1st level should spend no more than 35% of their wealth on any one weapon and 35% on armor and any one protective device.

  • Pages 397 and 398: In “Stealth and Detection in a Forest," replace the third paragraph with the following.
    The background noise of a forest makes Perception checks that rely on sound more difficult, usually increasing the DC of the check at the GM’s discretion. 

    In“Stealth and Detection in Hills and Mountains,” replace the last sentence of the paragraph with the following.
    The DCs of Perception checks that rely on sound are usually lower at the GM’s discretion.

    In “Stealth and Detection in Urban Terrain,” replace the last sentence of the second paragraph with the following.
    In addition, settlements are often noisy, making Perception checks that rely on sound more difficult, usually increasing the DC of the check at the GM’s discretion.

  • Page 399: Change the first sentence of Powerful Storms to the following.
    Very high winds and torrential precipitation reduce visibility to zero and can make Perception checks and ranged weapon attacks difficult. Powerful storms are divided into the following types.

  • Page 404: In Smoke Effects, replace the last sentence with the following.
    Smoke obscures vision, providing concealment (20% miss chance).

  • Page 414: In Afflictions, remove the fifth paragraph and add the following text after the second sentence of the third paragraph. 

    On a failed saving throw, if the victim was affected by a condition as a result of the affliction and that condition was removed (such as by remove condition), the victim regains any conditions from earlier steps along the affliction’s progression track (as well as conditions from the current step).

  • Page 419: Add “Will” before “DC” in each of the four drugs' Addiction entry.

  • Page 419: Adjust the following poisons' saving throw DCs to the listed values.

    Black Lotus Extract: 26
    Blue Whinnis: 17
    Deathblade: 23
    Green Lotus Extract: 18
    Id Moss: 14 (no change)
    Insanity Mist: 15 (no change)
    Shadow Essence: 18
    Ungol Dust: 17

  • Page 469: Change the "×5" in the Veskarium stats' diameter to "×2-1/4".

  • Page 500: Replace the second sentence of Free Actions with the following.
    When a Pathfinder action needs to be used an unlimited number of times in Starfinder, that action does not require an action to perform.

  • Page 508: In the Eternal Hope ability, remove "and despair".

  • Page 42: In exceptional vision, change the first sentence to "Androids have darkvision with a range of 60 feet and low-light vision."

  • Page 205: The usage of the titan shield should be 1/round.

  • Page 205: The usage of the phase shield should be 1/round.

  • Page 191: Replace the third sentence of Installing and Transferring Fusions with the following:

    “Any character trained in Mysticism can transfer a fusion to a new weapon; When transferring a fusion to a higher level weapon, this costs the difference between initially purchasing the fusion for each of the two weapons.” This means transferring a fusion from a 1st-level weapon to a 5th-level weapon costs 600 credits.


  • Page 191: Change the rules for fusion seals by changing the second sentence of the second paragraph to the following:

    “Removing a fusion seal and transferring it to a new weapon takes only 1 minute and does not require any specific skill training, but the fusion doesn’t function until the seal has been in place on a weapon for 10 minutes.”

  • Page 113: Change the first sentence of Enhanced Tank to the following: You gain the Powered Armored Proficiency feat, ignoring prerequisites, and access to improved armor.

  • Page 96: Replace the second sentence of Moonlight Fibers with the following: As a free action, you can act as though under the influence of the haste spell until the beginning of your next turn.

    Moonlight fibers is a magitech graft, not a necrograft.

  • Page 39: Replace the effects of the Foam Grenade with the following: A foam grenade explodes on impact to release a burst of fire-suppressant foam akin to that from a fire extinguisher. This foam ends all active fires and removes the burning condition and the corrode critical hit effect taken by creatures within the area.

  • Page 30: Remove the following sentence from the Throttle weapon special property: These are considered attacks for abilities that can increase a weapon’s damage (such as trick attack).

  • Remove the entangle special weapon property from Immature Xenolash, Mature Xenolash, Blooming Xenolash, and Seeded Xenolash.

An NPC loses 5 Hit Points per negative level.

Player characters do not receive creature type grafts or creature subtype grafts, even when those grafts have the same names as the PC's race, type, or subtype. They are considered to be of the indicated type or subtype for purposes of prerequisites and abilities limited by type.

Some of the racial traits for player races in Alien Archive are missing a small amount of information in the form of abilities they gain that are not listed with their racial traits, or notes on how specific abilities function, as noted in the Alien Archive Errata below.

All playable races are considered to have two hands for the purposes of holding and wielding weapons and other equipment (unless otherwise noted).

  • Page 21: Add the following to the barathu Racial Traits sidebar.

    Darkvision: Early stage barathus have darkvision with a range of 60 feet.

  • Page 24: In the spell-like abilities line of the bryrvath's stat block, add "; ranged +24" after "CL 15th".

  • Page 29: Add the following to the contemplative Racial Traits sidebar.

    Limited Telepathy: Contemplatives have limited telepathy with a range of 30 feet.

  • Page 57: Add the following to the gray Racial Traits sidebar.

    Limited Telepathy: Grays have limited telepathy with a range of 30 feet.

  • Page 69: Add the following to the kalo Racial Traits sidebar.

    Water Breathing: Kalos have the water breathing universal creature rule.

  • Page 75: Change the Low-Light Vision entry in the maraquoi Racial Traits sidebar to the following.

    Low-Light Vision: Maraquoi have low-light vision.

  • Page 117: Add the following to the urog Racial Traits sidebar.

    Darkvision: Urogs have darkvision with a range of 60 feet.

  • Page 119: Change the Low-Light Vision entry in the verthani Racial Traits sidebar to the following.

    Low-Light Vision: Verthani have low-light vision.

  • Replace the rules for Crush with the following:

    When ending a flying or jumping movement, the creature can land on targets that are at least three size categories smaller than itself. Targets can make a Reflex save (DC 10 + half the creature's CR + the creature's Strength modifier). Targets who succeed take half the listed damage and move to the closest open square (this movement does not provoke attacks opportunity). Targets who fail are knocked prone, take the listed damage, and are pinned. Each crushed target can attempt to escape the pin normally on its turn, and the pin ends automatically if the crushing creature moves off the target’s square. A crushed target does not take damage from the crush more than once, unless the crushing creature moves fully off that creature and then back onto it.

No.  In the orc Racial Traits sidebar, remove the following sentence from conditioned focus: "She also receives an adjustment of +1 to the ability score associated with the chosen skill."

A yasakaja is a Large creature with a space of 10 feet.

  • Page 31: Replace the first five words of the Slippery Stunts feature for the Water Elemental Starship Graft with: “When a starship-sized water elemental”. This helps clarify that the ability was intended to be used by the Water Elemental Starship without having to evaporate and become an Air Elemental Starship.

  • Page 59: Change the damage for a hook sclerite harpooner to 5d8 and the damage for a lodestone sclerite harpooner to 6d12.

  • Page 140: Change the first sentence of the second paragraph to the following. 

    Each species graft counts as a specific kind of augmentation (cybernetics, biotech, and so on), chosen when crafted or purchased.

Yes, unless those abilities forgo trick attack damage or the use of a debilitating trick.

No. They may only choose the abilities in parenthesis, not alternative abilities.

Yes. This specific weapon’s rules for injecting substances overrules the general rule that normally biohacks have no effect if the weapon deals no damage.

Use your ranks in Mysticism as your caster level.

When attacking with a weapon that affects an area or has multiple targets, your target for the purpose of the stunt and strike class feature is the enemy with the highest CR that would be affected or targeted. 

For example, if a stunt requires you to succeed at an attack or skill check, that requirement applies only to the target. Similarly, any effects that apply to the target (including making them flat-footed with a successful skill check) apply only to that target.

Hazard has a duration of instantaneous.

Yes.

Yes; abilities that apply to all of a character’s unarmed strikes (such as the Improved Unarmed Strike feat) do apply to the unarmed strike granted by solar shield.

KAC, regardless of the damage type of any solarian weapon crystal used.

Yes.

No. 

Both the constellation blast and nebula storm solarian zenith revelations should replace "15 feet from the center of one other radius" with "20 feet from the center of one other radius".

Yes.

  • Page 45: In the biohacker's genetics field of study, replace the text for the inhibitor with the following.


    You deliver a DNA-twisting or material-altering chemical nanite compound into a creature's body, increasing the damage it takes from one energy type (your choice). If the creature takes the chosen type of energy damage, it takes additional damage of the same type equal to half your level (minimum 1). This biohack doesn't increase the damage a creature takes from natural hazards or environments, only damage from energy attacks, spells, and other abilities. 

  • Page 17: Make the following changes to Xenometric Android.
    In the third sentence of the second paragraph, add "and reach" following "size category."
    at the end of the fourth sentence of the second paragraph, add "; these count as racial traits for the purposes of prerequisites."
    In the fourth paragraph, move "fierce survivalist" from the parenthetical following "nuar" and add it to the parenthetical following "orc" in the fifth paragraph.

  • Page 17: In the first sentence of the benefit of the Arm Extensions feat, in the phrase “extend your natural reach by 10 feet,” change the word “by” to “to.”

  • Page 19: In the first sentence of Cheap Shot, change “When you succeed at a Stealth check to hide opposed by a target’s Perception check“ to the "When you are hidden from a target”.

  • Page 23: In Preserve Specimen, remove the following text from the Targets line: “with an Intelligence bonus of +2 or lower.”

  • Page 25: Replace the third sentence of Profession Mastery with the following.
    You can use your ranks in the chosen Profession skill to attempt skill tasks associated with one of the two skills associated with your chosen Profession (in place of that skill’s ranks).

  • Page 25: In the third paragraph of Profession Mastery, change “Disable Device, Engineering” to “Engineering, Physical Science.”

  • Page 29: In Underfoot, in the first sentence of the second paragraph, remove “, and it treats its space as difficult terrain.”

  • Page 29: In the third sentence of Shrink Object, change “ceases to function” with “can’t be used or worn.”

  • Page 32: In the benefit of the Diverse Conditioning feat, add “except for mind-affecting” to the end of the first sentence.

  • Page 32: In the Multifaceted Nature feat, remove “or driftborn” from the prerequisites section and add “(except driftborn)” at the end of the first sentence in the benefits section.

  • Page 39: In Altered or Replaced Witchwarper Class Features, under 4th level, replace the text with the following.

    You don’t gain a paradigm shift at 5th level.

  • Page 46: In the Inhibitor section of Toxicology, add the following text at the end of the first sentence.
    “unless it succeeds at a Fortitude saving throw.”

  • Page 56: In the first sentence of Intervene, change “is damaged” to “would be damaged”

  • Page 57: In the Accelerate vanguard discipline, change the bonuses to damage from +2 and +3 to +1 and +2, respectively, and add the following text after the last sentence.
    An effect can benefit from this ability only once.

  • Page 62: In Table 2-4: Witchwarper Bonus Spells, change the first column heading from "WIS SCORE" to "CHA SCORE".

  • Page 65: After the first sentence of Hobble Creature, add the following text.
    The creature can attempt a Fortitude save to negate this effect.

  • Page 69: In Phalanx Fighting, change “benefits” to “unaligned shield bonus.”

  • Page 70: Change the first sentence of Sudden Shift to the following text.
    Whenever you or an ally deal damage to an opponent within 60 feet of you, you can take a reaction to allow all allies within 60 feet of the opponent to take a guarded step as a reaction.

  • Page 71: Add the following text to the end of the fourth sentence of Fusion Resonance.
    (except any to which the fusion could not normally apply)

  • Page 78: In the last two sentences of Modify Memory, change “24 hours” to “1 hour” and “1 year” to “1 day.”

  • Page 79: Change the resistance bonus in Suit Up to an enhancement bonus.

  • Page 80: In Marked for Death, add the following text to the end of the second paragraph.
    The target can attempt a new save against the condition at the end of each of its turns.

  • Page 80: Replace the last sentence of Stunt and Strike with the following.
    This replaces trick attack and debilitating trick.

  • Page 81: In the Dirty Trick section of Computers Stunts, remove “blinded” and “entangled.”

  • Page 82: At the beginning of the first sentence of Quick Cover, add "As a move action,".

  • Page 82: Replace the first sentence of Quick Trick with the following text.
    You can make a trick attack as a standard action if you do not move as part of that ability.

  • Page 83: In Audacity, change the text of the second sentence to the following.
    You can make an Intimidate check to demoralize a foe, but rather than cause them to be shaken on a successful check, you cause them to be staggered for 1 round plus 1 additional round for every 5 by which your result exceeds the DC.

  • Page 87: In Solar Inferno, add “except you” after “each creature within 10 feet of it.”

  • Page 87: In both the constellation blast and nebula storm solarian zenith revelations, replace "15 feet from the center of one other radius" with "20 feet from the center of one other radius".

  • Page 88: Change "Aesthetic Warrior" to "Ascetic Warrior."

  • Page 90: In the qi adept fighting style, change the text of Plasma Blast to the following.
    You condense your body’s qi into a beam of superheated plasma, allowing you to make a special ranged unarmed strike that targets KAC, requires one hand, is not archaic, has a range increment of 30 feet, deals lethal electricity and fire damage, and has the stunned critical hit effect. For the duration of this ability, you gain a special version of the Weapon Specialization feat that adds 1-1/2 times your level to the damage of this unarmed strike (rather than adding your level).

    Page 91: In the text of Plasma Blast, remove “automatic” and add “(10 ft.; DC = 10 + half your character level + your Constitution modifier)” after “explode”.

    Page 91: Change the text of Abundant Qi to the following.
    Whenever you use gather qi, you can gain one qi power with its associated bountiful qi enhancement without spending any Resolve Points, two such powers by spending 1 Resolve Point, or all three such powers by spending 2 Resolve Points.

  • Page 91: In Frenzied Fighting, change the last sentence to the following.
    You can’t use this ability again until after your frenzy ends and you rest for 10 minutes to regain Stamina Points.

  • Page 91: In Unburdened Shield, add “half” after the first instance of “ignore”, and change the second instance of “ignore” to “add 1 to”.

  • Page 93: In Junker’s Cache, in the First Slot section, remove the parenthetical following “junk armor”.
    In the Second Slot and Third Slot sections, remove both references to junk armor.

  • Page 94: In Glitch Step, in the last bullet point, remove the last sentence.

  • Page 95: In Brain Hacker, change “Intelligence score of 1” to “Intelligence score of 12”

  • Page 98: Rename Stunning Strike to Staggering Strike.

    In the first paragraph, remove the parenthetical DC calculation, change “stun” to “stagger”, change  “stunned” to “staggered,” and add “one-third” before “your class level.”

    In the second paragraph, change the first sentence to”When declaring your staggering strike, you can choose a different effect depending on your level.”

    In the second paragraph, change “stunning” to “staggering,” change “condition other than stunned” to “different effect,” and “paralyzed” to “stunned”.

  • Page 107: In the Armor section of Starwright, in the inubrix entry, add “(though not doors and walls)” after “solid objects.”

  • Page 112: In the first sentence of the benefit of the Add Leverage feat, after “beyond the minimum required to wield that weapon,” add “(to a maximum of two extra hands)”.

  • Page 122: Change the price entry for “capture pole, enforcement-class” to 550.

  • Page 123: Change the damage entry for the “cestus pistol, advanced” to 1d10
    Change the damage entry for the “cestus pistol, elite” to 2d10
    Change the damage entry for the “cestus pistol, paragon” to 4d10

  • Page 124: At the end of the last sentence of Glove Needler, add "(in which case only the injection effect occurs—no acid damage is dealt)."

  • Pages 124–126: Shield changes. 

    1) Delete the second paragraph of Knight’s Shield, Riot Shield, and Tactical Shield.

    2) Change the last sentence of Tactical Shield to the following:
    You can use a tactical shield to make a special unarmed strike that does not count as archaic. 

    3) Change the second-to-last sentence of Knight's Shield to the following:
    You can use a knight’s shield to make a special unarmed strike that does not count as archaic, and can deal either bludgeoning or piercing damage (your choice for each attack).

    4) In Reading Shield Tables, replace “Price” and “Shield Bonus” with the following.

    Price: The price of the shield in credits.

    Shield Bonus: This lists the shield bonus to AC granted by the shield. The first number represents the bonus gained when the shield is wielded, and the second represents the bonus you gain when aligning the shield to protect against a specific foe.

    5) Replace the Text under the “Shields” heading with the following.

    Shields

    Shields are a new category of equipment that provide multiple defensive options. Shields are not considered technological items for effects that work only on powered or technological objects.

    You must use one hand to wield a shield and gain its benefits. You can’t use a hand that’s wielding a shield to hold or wield any other equipment unless otherwise stated.

    You can draw or put away a shield using the draw or sheathe a weapon move action (Starfinder Core Rulebook 247).

    Shield Bonus

    A shield bonus is a new bonus type added to those bonuses that have already been defined (Core Rulebook 266–267). A shield bonus represents having a mobile physical barrier between you and an attack. Shield bonuses don’t stack with one another, and they don’t stack with bonuses gained from cover. Having a shield also does not increase the level of cover you gain from other objects. For example, a character with partial cover and a basic riot shield is not considered to have cover rather than partial cover.

    Shields provide two shield bonuses: one you gain when wielding the shield, and one you gain when you align the shield against a specific enemy (see below).

    Aligning Shields: As a move action when wielding a shield, you can align a shield against a specific enemy you are observing (Core Rulebook 260). This grants you the second shield bonus listed for that shield (see Reading Shield Tables below) against attacks from that enemy until the end of your next turn, and it may have other benefits.

    Shield Proficiency

    A character is proficient with shields if they have the Shield Proficiency feat (see page 118). Some classes from the Starfinder Core Rulebook automatically gain shield proficiency, as noted in the feat.

    If you wield a shield without being proficient, you do not gain its shield bonus.

    Other Shield Rules

    A shield can be targeted by a sunder combat maneuver, and its hardness and HP is calculated the same way as for armor (Core Rulebook 409). Shields that allow you to use them to make unarmed strikes can have weapon fusions added to them, treating their item level as their weapon item level, and can be made of any special materials that can also be used to make melee weapons. The effects of these modifications are applied to unarmed strikes made with the shield. Armor upgrades added to shields are technological items and can be affected by abilities as such, unless they say otherwise.

    All shields are considered to be designed to work with the phase shield armor upgrade (Core Rulebook 207), and you can use the arm wielding a shield to also activate a phase shield. Phase shields do not grant a shield bonus.

  • Page 125: In Table 4–5: Shields, in the row for the tactical shield, advanced, change the shield bonus to +1/+2.

  • Page 127: In Counteractant, add the following text after the last sentence.
    These benefits last a number of days equal to the medicinal’s tier.

  • Page 137: In the first sentence of Know Coordinates, change “exact” to “general”.

  • Page 138: For the miasma spell, change the mystic level icon to 4.

  • Page 138: In Optimize Technology, remove “or construct” from the Targets line and remove “, construct,” from the spell description.

  • Page 141: Change the last sentence of Slice Reality to the following.

    If you target only a single creature with this spell and it fails its save, the target is also staggered for a number of rounds equal to your caster level. 

  • Page 147–148: Change the DCs related to the following Chief Mate and Magic Officer crew actions, as noted below.
    Targeting Aid: 15 + 1-1/2 × your starship’s tier
    Maximize Speed: DC = 20 + 1-1/2 × your starship’s tier
    Mystic Haze: 15 + 1-1/2 × your starship’s tier

  • Add the following text to the description of the Blast Door spell: The door can be opened as a move action.

  • The Sacred Weapon ability of the Crusader Mystic Connection takes 1 minute to add a weapon fusion instead of 10 minutes.

  • The Versatile Design ability of the Experimental Weapon Prototype alternate class feature for the Mechanic can change the weapon fusions currently installed with 1 minute of work instead of 10 minutes of work.

  • Replace the second sentence of Extend Runtime with the following: “Whenever you cast a spell with a duration of 10 minutes/level or longer and target only yourself, you can either spend 1 Resolve Point or cast the spell using a higher level spell slot to increase its duration to 24 hours (D).”

  • Page 48: Add the following text to the description of the turquoise cube aeon stone: Once you benefit from a turquoise cube aeon stone, you become immune to the reaction of any turquoise cube aeon stone for 24 hours.

  • Page 67: Add the following text to the description of Adamantine Shot: Attacking the same target twice incurs a –4 penalty to the attack rolls. Attacking the same target three times incurs a –6 penalty to the attack rolls.

  • Page 23: Replace the text of Fusion Specialist with the following: When you apply a fusion seal to a weapon, it functions after 1 round rather than the normal 10 minutes (or immediately if you also spend 1 Resolve Point).

  • Page 36: At the end of the mutual destruction, add the following.

    This alters entropic pool and mitigate, and it replaces invulnerability.

  • Page 49: Add ring of astrozoology to table 2–2: Magic Items. It is level 7, has a price of 6,500, and has bulk of —.

  • Page 54: In the fourth sentence of the meltdown fusion, add “high” before “radiation.”

  • Page 55: In the last sentence of the gravity pulse unit, add “DC 21” before “Reflex save.”

  • Page 84: In the action line of swap initiative, replace “1 reaction” with “special; see below.”

    At the end of the spell description, add “Casting this spell does not require an action.”

  • Page 18: Remove the Environmental Adaptation feat from the exploration routine mechanic trick.

  • Page 19: Delete the last sentence of the divided uplink mechanic trick.

  • Page 20:  In Natural Linguist, change the first two sentences to the following.

    If you don’t share a language with creatures you encounter, you and the creatures can spend 10 minutes and attempt a DC 15 Culture check to converse (if they’re willing). If you’re successful, you can communicate basic concepts (such as “friendly,” “dangerous,” or “need help”), though you can’t understand one another’s exact words. 

    In addition, Change Culture Sage from 12th level to 15th level.

  • Page 114: Void whispers is a 3rd-level spell. Change the second sentence to the following.

    The target must attempt a Will save; on a failure, it begins whispering incoherently and moves half its speed in a random direction. On its turn, it does nothing except whisper incoherently and move half its speed in a random direction.

Polar vortex is a 3rd-level spell, as shown in the mystic and witchwarper spell lists.

  • Page 138: In the last sentence of Theme Knowledge, change "Constitution" to "Strength".

  • Page 146: In the doshko specialist archetype, in the third sentence of Tooth That Seeks Honor, change "until the start of your next turn" to "until the end of your next turn."

  • Page 129: After the fifth sentence in Verdant Code, add the following: A creature can escape the entangled effect with a successful Acrobatics or Athletics check as a standard action, using the spell save DC as the skill check DC.

  • Page 155: Defrex hardiness gives you DR/— and do damage equal to half your caster level, rounded up.

  • Page 156: Add the following text to Planned Obsolescence: A character wielding or wearing the target can attempt a Fortitude saving throw at the end of its turn each round to end the effect.

Yes, as long as you are wielding a weapon that can make a melee attack formed with your gear array and your nanite cloud is on an opposite border or opposite corner.

Yes

No.

It ignores all concealment by letting you target with the cloud.

Yes

You must have existing armor upgrade(s) or weapons fusion(s) on your person when conjuring the item in order to spend a Resolve point to install them automatically. You may spend 1 minute installing them and they will function normally after 10 minutes.

As of the publishing of Tech Revolution there are no rules for using these chassis with Drone Meld. Unless those rules are published, these chassis cannot be used with Drone Meld.

  • Page 27: Replace the first three sentences of Mystic Smith with the following:
    When crafting hybrid or magic items, the number of ranks you have in Engineering and Mysticism is treated as one higher for the purposes of determining what items you can craft and how long it takes to craft them. The time it takes you to install, remove, or transfer a fusion seal is reduced by a number of rounds equal to your mystic level, to a minimum of 1 round. When you transfer a fusion seal to a weapon, the fusion seal begins functioning after 1 round (or immediately if you also spend 1 Resolve Point).

  • Page 29: Add the following sentence at the end of the first paragraph of the Sniper alternate class feature.
    This ability counts as a trick attack for the purpose of other operative abilities, such as debilitating trick.

  • Page 106: Change the number of slots required for thundergauntlet from 2 to 1.

Hurl Ally allows you to move your ally to an unoccupied space. This movement does provoke attacks of opportunity. It does not make the ally prone (or standing, if they were already prone). It does not cause or prevent any kind of damage, although an ally should not take falling damage unless they are hurled into a square 10 feet lower than the square they occupied before they were thrown. You cannot miss the square. You can hurl an ally more than two size categories smaller than yourself.

  • Pages 10–12:  On the first page of the Evolutionist class, under Skill Ranks Per Level, change "8 + Intelligence modifier" to "4 + Intelligence modifier." On page 12 in Flexible Skill, change the 9th-level adjustment to skill ranks to " 6 + your Intelligence modifier" and the 17th-level adjustment to skill ranks to "8 + your Intelligence modifier."

  • Page 33: Replace the third and fourth sentences of Draining Finisher with the following: The amount of additional damage is equal to 1d4 for every 3 item levels the weapon has and the number of additional damage dice cannot exceed 1/3 of your Soldier level. If the weapon has at least half of its charges remaining, the additional damage die size increases to d6s.

  • Page 51: Shifter’s Eye reduces the total Disguise bonus once, not once per bonus. Replace the first sentence of Shifter’s Eyes with the following: “When you attempt a Perception check to pierce a creature’s disguise, you reduce any bonuses it gains from any special abilities it used to disguise itself…”

  • Page 55: The singing stinger is a small arm.

  • Page 55: The High-Flux Vivara Rifle should cost 36,100.

  • Page 71: Add the following sentence to Efficient Engineering: This discount does not stack with any other discounts for crafting items.

  • Page 98: Add the following sentence to Crescendo of Victory: “An ally who regains Stamina this way can’t gain the benefits of Crescendo of Victory again until they take a 10-minute rest to recover Stamina Points.”

  • Page 103: Replace the last paragraph about affixing spell amulets with the following: In addition, you can affix a spell amulet to a weapon or suit or armor. A spell amulet must be converted to a fusion seal to be attached to a weapon using the same process normally used to install or remove a weapon fusion. A spell amulet must be converted to an armor upgrade and installed or removed using a Mysticism check using the same process as installing a weapon fusion. Class features that allow you to conjure or replicate the effects of a weapon seal or armor upgrade cannot choose a spell amulet.

    Also, replace the benefits of casting an illusion spell with the following: One enemy within 10 feet of you is dazzled for a number of rounds equal to the spell’s level (Will negates, using the spell’s DC).

  • Page 143: Remove the last sentence from Haptic Database. Having this augmentation no longer let's you take 20 on these checks.

  • Page 83: Replace the first sentence of Manta Venom with the following: A mahoi manta’s sting stores a single dose of manta venom that it can choose to inject whenever it successfully hits a target with its sting attack (DC = 10 + half the mahoi manta’s level + its Strength modifier).

  • Page 83: Replace the first sentence of Spiteful Curse with the following: When the linnormling takes damage from a creature’s spell or attack, they cast bestow curse on that creature as a reaction with a range of 30 feet without having to touch the target (Will negates DC = 10 + half the linnormling’s level + the linnormling’s Charisma modifier).

  • Page 67: Draconic Shot does not require a full round attack. Replace the first two sentences with the following: Once per day, you can channel your natural breath weapon through a ranged weapon. As a swift action, add your breath weapon’s damage and energy type to a weapon you’re wielding.

  • Page 62: Under the contemplative’s species traits, replace the text for Applied Knowledge and Atrophied with the following:

    Applied Knowledge: Once per day before attempting a skill check or saving throw against a creature, a contemplative can use its bonus for the skill associated with that creature’s type (such as Life Science for an ooze or Mysticism for an outsider) in place of its normal bonus.

    Atrophied: A contemplative’s limbs are practically vestigial. A contemplative can manipulate most tools and one-handed weapons (including small arms) without difficulty. A contemplative can’t properly wield a two-handed weapon without dedicating its telekinetic powers to supporting the weapon, and even then it takes a –4 penalty to attack rolls. It also can’t use its spell-like abilities or fly until it is no longer wielding that weapon.

  • Page 59: Replace the second sentence under Ink Gland with the following: When you’re in an aquatic environment, you can take a standard action to vomit ink, creating darkness in a 20-foot radius for 1 minute.

  • Page 55: Vivara Rifles are longarm weapons.

  • Page 33: Replace the Devastating Throw (Ex) ability with the following: You hurl thrown weapons with frightful strength. You treat the range increments of thrown weapons as 10 feet greater than normal. You can attack with thrown weapons as though they had the line weapon special property (affecting a line equal to their range).

  • Page 31: Replace the last sentence of Paradoxical Studies (Su) with the following: You must know the spell rewind tem[oral anomaly to learn this temporal anomaly.

  • Page 17: Remove “and can only take move actions” from the third sentence of Fission Form (Su).

  • Add the following sentence to Technological Degradation (Su): This ability works against constructs.

  • The damage for Thasphalt Blaster is wrong. It should be the following: Thasphalt blaster, light: 1d4 B, Thasphalt blaster, tactical: 1d8 B, Thasphalt blaster, advanced: 2d8 B, Thasphalt blaster, elite: 3d8 B.

  • Add the following distances to the Propel entry in each of the following: Thasteron Bunderbuss: Propel (5 feet), Thasteron Grenade I: Propel (5 feet), Thasteron Grenade II: Propel (5 feet), Thasteron Grenade III: Propel (10 feet), Thasteron Grenade IV: Propel (10 feet), Thasteron Grenade V: Propel (15 feet)

  • Serum of Shapelessness should cost 60,000 credits.

  • Page 42: The code grenades information table was omitted; it is published below
    Grenades / Level / Price / Range / Capacity / Bulk / Special
    Code grenade I / 6 / 675 / 20 ft. / Drawn / L / Explode (2d6 E, special 1 round, 15 ft.)
    Code grenade II / 10 / 2,800 / 20 ft. / Drawn / L / Explode (6d6 E, special 1d4 rounds, 15 ft.)
    Code grenade III / 16 / 26,000 / 20 ft. / Drawn / L / Explode (12d6 E, special 1d4+1 rounds, 15 ft.)

  • Page 53: The nanite tempograft is activated as a free action.

  • Page 53: Soft-light holoframe should be level 14 and cost 70,100.

  • Page 53: Overlapping areas of Trifold Explosion do not do additional damage and creatures in overlapping areas of the spell’s effect are only affected by the spell once.

  • Page 51: The collapsible battle ladder’s description (page 51) was omitted; it is included here.

    Favored by smaller species, this pocket-sized ladder is a gnomish invention useful both in and out of combat. A collapsible battle ladder can be extended to its full length of 10 feet or collapsed to its compressed size of 2 feet as a standard action. Once extended, the ladder doubles in bulk and gains the reach and trip weapon special properties. Outside of combat, this collapsible ladder is extremely useful for reaching heights the user couldn’t normally access.

  • Page 52: Replace the last sentence of the Hackbot with the following: A hackbot works for 10 minutes or until it triggers a countermeasure, whichever comes first, at which point it shuts down and will not attempt to hack the same system for 24 hours.

  • The DC for a revelation taught by a Cycle Scholar is equal to 10 + ½ x the recipient’s character level + the recipient’s Charisma modifier.

  • The Scalegraser should have the unwieldy trait and the Cobra-Series Scalegraser’s first arc should be 2d10.

  • Page 45: Replace the gift of song ability with the following text: As a standard action, you sing an otherworldly melody that invigorates allies who hear it. Allies within 60 feet that can hear your song gain a +1 morale bonus to attack and damage rolls. At 6th level and every 4 levels thereafter, the damage bonus increases by 1. The song lasts for as long as you spend a standard action to continue singing. At 5th level, you can activate and continue your song as a move action.

  • Page 45: Replace the power ballad ability with the following text: You can choose to magically transform yourself into a shape that represents your true self. This transformation is a full action, but you can spend 1 Resolve Point to transform as a move action. Your transformation persists for a number of rounds equal to your key ability modifier. While transformed, you gain the following abilities.

  • Page 45: Replace the magic moves ability with the following text: Choose one of the following types of movement: burrowing, climbing, flying (with average maneuverability), or swimming. Once selected, this movement type can’t be changed. While your song is active, you gain a movement speed equal to your land speed when using this type of movement. While under the effects of your gift of song ability, you can spend 1 Resolve Point as a swift action to gain a +30-foot enhancement bonus to one of your speeds. This bonus lasts for one minute or until your gift of song ability ends.

  • Page 44: The table lists 3 mk 1 medical analysis kits at various prices. These are the prices for the mk 1, mk 2 and mk 3 version, in order.

  • Page 48: The Warbler Chorister should have Boost 1 instead of Boost 1d4. The Harmonist Chorister should have Boost 1d4 instead of Boost 1d6. The Chanteuse Chorister should have Boost 1d6 instead of Boost 1d8. The Intoner Chorister should have Boost 1d8 instead of Boost 2d6. The Diva Chorister should have Boost 2d6 instead of Boost 2d8.

  • Page 51: The armor avatar trait does not stack with the vesk’s armor savant trait, or an armor savant graft (Alien Archive 4 142) which grants the trait.

  • Page 53: Replace the Fiendish Torment ability with the following text: Tieflings who trace their lineage to the Shadow Plane’s velstracs can conjure lengths of chain to bind foes. As a standard action, the tiefling chooses a foe within 30 feet and attempts a combat maneuver check to grapple, using their Dexterity modifier in place of their Strength modifier. The tiefling does not gain the grappled condition this way. In subsequent rounds, the tiefling can attempt another grapple combat maneuver each round, using their Dexterity modifier in place of their Strength modifier, to command the chains to continue grappling, potentially pinning the target as normal. Each use of these binding chains lasts 1 minute, until the scion uses this ability again or dismisses the chains as a swift action. The tiefling can conjure binding chains this way once per day, plus a number of times equal to one fifth their CR or level. This replaces deceitful and fiendish gloom.

  • Page 53: Replace the Hot Fusion ability with the following text: Sun-born ifrits sometimes inherit their stellar progenitor’s nuclear nature. An ifrit of 7th level or higher with this trait can cast irradiate once per day. At 13th level, they can use this ability one additional time per day. Their caster level equals their level, and the save DC is equal to 13 + their Charisma modifier. This replaces an ifrit’s spell-like ability.

  • Page 53: Replace the Celestial Voyager ability with the following text: The devas who watch over the planes lend their aasimar descendants the ability to reach across planar borders, summoning allies of raw quintessence. Choose two types of creatures; they can summon those creatures if and when they are capable of casting summon creature. This otherwise acts as gaining summon creature as a spell known for all purposes, including changing selections and meeting requirements of selected creatures. At 4th level, these aasimars can cast summon creature I as a spell-like ability. At 8th level and every 4 levels thereafter, this ability increases by 1 spell level, to a maximum of summon creature VI at 20th level. The aasimar can summon allies in this way once per day. This replaces celestial radiance and skilled.

  • The Zeitgeist connection grants the following connection spells:

    1st-6th-spiritual consultation (Tech Revolution); replaced by 1st-comprehend customs (Character Operations Manual), 2nd-social reset (Galactic Magic), 3rd - remembrance (Galactic Magic), 4th-discern lies, 5th-retrocognition

  • The Stellar Fire ability of the Deep Cultures Specialist archetype can apply the flaming weapon fusion in 1 minute instead of 10 minutes.

  • Page 49: Replace the third sentence of the Unobtrusive Chassis with the following:
    You can adjust your drone’s appearance as though it were using the Become the Robot envoy expertise talent (Starfinder Enchanced 39), but the DC to notice your drone is 10 + your total Engineering skill modifier.

  • Page 59: Replace the last sentence in healing weapons with the following: A healing weapon used in healing mode expends twice the usual number of charges, a battery used in a healing weapon can’t be recharged in any way, and are completely destroyed once empty.

Yes.

Thought ripple is a variable spell because casting it at a higher level allows you to select additional targets.

  • Page 21: Replace the third sentence in the thyr’s Psychic Linguist ability with the following: At 10th level, a thyr can additionally cast tongues as a spell-like ability once per day.

  • Page 22: A xulgath is immune to its own pheromone cloud ability. This is considered an inhaled hazard and is negated by environmental protections.

  • Chlorophyll infusion serum does not provide the standard immunities associated with the plant type. It simply allows a character to be affected by spells and abilities as if they had the plant type.

  • Page 53: Germination Serum will only keep a creature in a deep sleep if they willingly fall asleep after drinking it. Replace the first sentence in Germination Serum with the following: A willing living creature who imbibes this serum immediately falls into a deep sleep lasting for 8 hours.

  • Page 63: Albitta’s paint sprayer is a technological item with a price of 2,000 credits and bulk L.

  • Page 83: The 5th-level version of junk grenade has a radius of 15 feet.

  • Page 54: The psychodissonance capacitor is a single-use consumable item.

A hologram’s hardlight body always functions as though they have a Small or Medium humanoid body with two arms and a speed of 30 feet. They never gain special abilities based on their appearance. This otherwise functions as the change shape universal creature rule (including the +10 bonus to disguise checks) and allows the hologram to disguise major features, race, or creature type without the DC of their Disguise check increasing.

A character must have a spell chip in order to use Spell Trap. The level of the spell chip does not matter.

You can do this when you form your cloud array or reconfigure your cloud array. Your cloud array must already be granting concealment to reconfigure into a concentrated cloud.

The cone or line moves in relation to you, maintaining relative direction and shape regardless of your movement.

If an enhanced witchwarper takes an alternate class feature that replaces Infinite Worlds with another class feature that operates by expending spell slots per use in the same way, such as Infinite Tech or Infinity Lash, the enhanced witchwarper still gains the additional spell slots from enhanced Infinite Worlds, save that they can only be used for the alternate class feature that replaced Infinite Worlds. For example, a 1st-level enhanced witchwarper with 16 Charisma who has replaced Infinite Worlds with Infinite Tech gains an additional 3 1st-level spell slots, each usable only for their Infinite Tech ability.

A void board allows a character to safely travel inside the Drift, but does not allow a character to enter or leave the Drift.

  • Page 13: Paranormal Investigator theme’s (page 13) 18th level ability should be called Truth-Seeker, not Job Satisfaction.

  • Page 14: Temporary Hit Points from the Personal Trainer theme’s (page 14) Morning Calisthenics ability last 24 hours.

  • Page 33: Add the following text to the Booster Shot biohacker theorem (page 33): “Increase the Hit Points the target regains by this ability by 1d4 at 4th level and every even level thereafter (3d4 at level 6, 4d4 at level 8, and so on).”

  • Page 34: You can maintain one sniper rifle modified by Far-Reaching Influence biohacker theorem (page 34) at a time.

  • Page 34: Change the text of Major Minor Inhibitor biohacker theorem (page 34) to read as follows: “You've learned how to use your custom microlab in conjunction with a wielded ranged injection weapon to enhance your minor inhibitor biohack. Targets affected by your minor inhibitor biohack take a –3 penalty to attack rolls instead of –1 as normal.”

  • Page 47: Using the Vehicle Whisperer mechanic trick (page 47) is a swift action.

  • Page 48: You can maintain one Adapt Weaponry (page 48) adaptation at a time.

  • Page 49: The benefits of Forced Deconstruction (page 49) last until the end of the turn.

  • Page 50: The second level spell granted by the Accord Connection (page 50) is empathic support.

  • Page 54: Replace the second sentence of Body Array (page 54) with the following: “When you form a body array, you gain your choice of one energy resistance equal to your Constitution modifier, chosen when you form the array. At 3rd level and every 4 levels thereafter, increase this resistance by 1.”

  • Page 56: Add the following sentence to Nanitic Excitement (page 56): “This radiation lasts for 1 minute, or until you spend a swift action to end it.”

  • Page 64: Replace the second sentence of Cunning Rewrite (page 64) with the following: “As a reaction when you fail a caster level check, you can use a paradox in place of the d20 rolled for the check.”

  • Page 65: Replace the first sentence of Preternatural Dodge (Page 65) with the following: “As a reaction when an attack misses you, you can use a paradox to teleport up to 30 feet away.”

  • Page 69: Titanic Momentum (page 69) ends when you leave graviton mode, not photon mode.

  • Page 75: The Perfect Mirror gear boost (page 75) should be a 9th level gear boost.

  • Page 79: The Phase Shield mechanic trick (page 79) should function as a field tactical shield at 8th level.

  • Page 82: Add the following text to the the Entropic Penetration vanguard discipline (page 82): “This effect lasts a number of round equal to your Constitution modifier.”

  • Page 105: The DC for Crushing Follow-up (Page 105) should be 10 + half your level + your Strength modifier.

  • Page 108: Replace the benefit of Last Ditch Effort (Page 108) with the following: “You attempt to survive a knockout blow by taking the strike to a less critical part of your anatomy. When damage from a weapon attack would reduce you to 0 Hit Points, you can attempt a Reflex save with a DC equal to 10 + 1-1/2 times the attacker’s CR. If you succeed at the Reflex save, the attack instead reduces you to 1 HP. You can’t use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest.”

  • Page 109: Replace the text of Lock Them Down (Page 109) to the following: "When you successfully use harrying fire with a weapon to distract a foe, that foe provokes attacks of opportunity from you as if you threatened them in melee. You can take attacks of opportunity against that foe with the ranged weapon you used for harrying fire. These benefits last until the beginning of your next turn, or until you take an attack of opportunity against them, whichever comes first. You don't gain the benefits from your own harrying fire on your attack of opportunity."

  • Page 156: Laser Designator (page 156) should target EAC, not AC.

  • Page 158: Replace the DC of Oil Slick Module (Page 158) with DC = 10 + half your level or your ranks in Piloting, whichever is greater + your Dexterity modifier.

  • Page 163: Radiation Converter (page 163) affects a 10 foot radius.

  • Page 163: Replace the second sentence of Short-Range Teleporter (Page 163) with the following: “As a standard action, you can activate it to teleport instantly to an empty space you can see within a number of feet equal to 50 x the short-range teleporter’s mark; this movement doesn’t provoke attacks of opportunity.”

  • Page 167: Change the damage of Thermal Selection Grenade I (Page 167) to “1d8 P plus 1d6 C or 1d6 F”.

  • Page 167: Change the damage of Time-Delay Grenade IV to “10d8 P”.

  • Page 187: Remove the second and third sentence of Quick Fusion and replace it with the following: If you spend 1 Resolve Point, that fusion seal functions immediately after you transfer it.

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