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.
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.
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.
• 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.
• 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.
• 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.”
• In the second sentence, replace "form" with "from".
• In the first sentence, replace "As a move action" with "As part of a move action to ride”.
•Remove “or when you take damage”.
• 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:
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:
Amulet of Camouflage
Glove of Storing
Ring of Cosmic Alignment
Ring of Resistance
Ring of Sustenance
Ring of Whispers
Tiara of Translocation
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
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.
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 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.
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.
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.
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.
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.
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
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."
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.