SF2E 2025 Fall Errata Suggestions (NO PLAYTEST CONTENT)


General Discussion

1 to 50 of 96 << first < prev | 1 | 2 | next > last >>

NOTE: THIS THREAD IS FOR FINAL RELEASE CONTENT, NOT PLAYTEST CONTENT!

This thread is for posting errata suggestions for Starfinder 2E books to be issued in the 2025 Fall Errata cycle. Please do not post entries regarding playtest content in this thread. Try to avoid cluttering this thread with long discussions, for ease of developer review.


1 person marked this as a favorite.

To start:

Book: Galaxy Guide pg. 114
The Hellknight archetype's Hellknight Dedication archetype feat has a conflict with its Infernal Bulwark archetype feat. The Hellknight Dedication grants you familiarity with medium and heavy armor, while Infernal Bulwark grants you training and possibly expert proficiency with heavy armor. Problematically, say for example you're a hellknight with a main class that does not have light armor training, you create a situation where you can potentially have trained unarmored, untrained light, untrained medium, and trained heavy, but the heavy is treated as medium, and becomes untrained. And therefore you remain trained in only unarmored. This is an error that can especially show up for any class that has only unarmored or light armor proficiency.

Suggested fix is to instead grant training in light and medium armor, which would grant expert proficiency if you are already trained.
------------------------------------------------------------
Book: Galaxy Guide pg. 117
The Knight of Golarion Dedication archetype has a prerequisite of Strength 14 instead of Strength +2.
------------------------------------------------------------
Book: Galaxy Guide pg. 120
The Xenoarchaeologist's Don't Touch That archetype feat probably should be a 4th-level feat.
------------------------------------------------------------
Book: Galaxy Guide pg. 123
The Xenodruid's Planetary Bond archetype feat's 3rd paragraph reads awkwardly, "If your powers are lost due to anathema, you lose the effects of this feat and cannot bond with another planet only if you repent by conducting an atone ritual." Should probably change to "If your powers are lost due to anathema, you lose the effects of this feat and cannot bond with another planet unless you repent by conducting an atone ritual."
------------------------------------------------------------
Book: Galaxy Guide pg. 129
The astrazoan's Change Shape ancestry feature keeps abilities that reduce the effectiveness of other abilities. It's assumed that these abilities are to be removed from the basic Change Shape?

1. The Change Shape ancestry feature clashes with the Construct Copycat heritage, as the Change Shape ancestry feature grants access to all ancestries with no limiter. This means that any ancestry with the construct trait (for example, the automaton), can be used with the Change Shape ancestry feature without the Construct Copycat heritage. Even if the automaton is disregarded due to its status as a Pathfinder ancestry, an astrazoan would likely be able to change into an SRO the moment it got an ancestry without needing Construct Copycat.

2. The Change Shape ancestry feature clashes with the Friendly Face ancestry feat, as the Change Shape ancestry class feature grants access to taking on the form of specific individuals without a 10-minute observation penalty.
------------------------------------------------------------
Book: Galaxy Guide pg. 135
The astrazoan's Cellular Regeneration ancestry feat probably should have a deactivation damage option for the purpose of balance.
------------------------------------------------------------
Book: Galaxy Guide pg. 142
The contemplative's Intensified Psychic Shock ancestry feat needs to clarify how you use a battery to power the granted boost trait. Do you have to drain a held battery, a worn battery, or a stowed battery, a battery in a weapon you're holding? Do you have to stuff a battery in your brain-head?

Additionally, the granted splash trait for the psychic wave application does not specify how much splash damage is dealt.
------------------------------------------------------------
Book: Galaxy Guide pg. 159
The kalo's Flashing Fit ancestry feat's 17th-level benefit is pretty negligible, as vibrant pattern does not have a heightened form. Unless the Starfinder 2E version of the spell has gained a heightened form, the only benefit to heightening the spell is that it is slightly harder to counteract.


A couple more Galaxy Guide things.

p. 120: The Xenoarchiolaeogist's "READY FOR TROUBLE" feat requires master proficiency in Thievery, but is level 6, before it is possible to become master in a skill.
My guess is either the proficiency is meant to be expert, or the level is supposed to be 8.

p. 120: the Xenoarchaeologist's "STATISTICAL ANOMALY" has a bit of text that doesn't seem to do anything. The feat is triggered in response to critically failing a check, meaning that the second check can never be worse, and there isn't any benefit to being able to pick which check to use if the roll is "for Delve Lore ... or to avoid a trap's effects."

Also, a possible maybe of "BYZANTINE LINGUISTICS" having an incorrect word, "You’ve spent hours poring over dusty tombs and ancient inscriptions..." rather than, "You’ve spent hours poring over dusty tomes and ancient inscriptions..."
(This one doesn't really impact the game at all. I've just lost count of how many times I've spelled tombs instead of tomes and vice-versa. I mean, either way works, you are an archaeologist...)


Galaxy Guide pg 133, Cellular Acceleration 9th level Astrazoan feat is missing the action(s) to activate it. The 17th level Contemplative haste feat is a free action.

Galaxy Guide pg 166, Range Sniper 9th level Sarcesian feat is probably meant to exclude area and auto-fire from the Line Up the Shot range doubling, per the playtest errata that removed the ability of scope weapon augments do affect those attack modes. However, as currently published you can get some crazy AOE cones off with this ability.


1 person marked this as a favorite.

This one may be just me misunderstanding it, so my apologies-

Galaxy Guide Page 157, the level 5 Dazzling Glare feat states "your dazzling glare misleads your foes, allowing you to use the Feint action against a creature within the range of your bioluminescence, rather than within melee range."

However, changing the range in which you can use the Feint action doesn't change that it only applies to melee strikes. If the intent is to allow for a "ranged feint", then it currently doesn't allow for that.

(Of course, it's entirely possible this IS intentional, and the only benefit is that you can feint BEFORE committing to closing the distance between you and an enemy. I guess that's useful if you fail your feint, so you don't have to stride-feint-fail in melee range of an opponent?)


Galaxy Guide, p. 151.
The "Size of the Ancients" dragonkin feat has the sentence, "Your reach increases by 5 feet
(or by 10 feet if you are a shipborn dragonkin), and you gain a + 4 status bonus to melee damage."

This sentence has the side-effect of making a shipboard dragonkin's reach longer than anyone else's, because reach is always 5 feet unless specifically called out, even for large-sized ancestries. My guess is that rule got missed, because it doesn't come up often. It would make sense to give shipboard dragonkin greater reach in that case, given their medium size.


From the galaxy guide I think the astrazoan change shape ability needs to specify a bit more clearly does this grant you the basic ancestry movement of the ancestry you are mimicking. Some things seem to infer this may be the case at least for swimming but it probably should be spelled out.

Given the weirdness that is ancestries in starfinder a lot more aquatic/flying/exotic mobility options are available in common ancestries.


Perpdepog wrote:

Galaxy Guide, p. 151.

The "Size of the Ancients" dragonkin feat has the sentence, "Your reach increases by 5 feet
(or by 10 feet if you are a shipborn dragonkin), and you gain a + 4 status bonus to melee damage."

This sentence has the side-effect of making a shipboard dragonkin's reach longer than anyone else's, because reach is always 5 feet unless specifically called out, even for large-sized ancestries. My guess is that rule got missed, because it doesn't come up often. It would make sense to give non-shipboard dragonkin greater reach in that case, to match the shipboard dragonkin.

Emphasis mine, along with corrections, because I goofed and didn't proofread my own post.


1 person marked this as a favorite.

Just bumping this thread since I'm seeing some threads for errata, to give a reminder this thread exists.


Unless it is an AoN error...

Space Pirate archetype feat Press-Gang the Soul:
At one point it references using a 'void cutlass' instead of the phase cutlass that it uses everywhere else in the feat and actually exists as a weapon.

Side note and not necessarily errata worthy:

It feels a bit strange that the collected souls never, ever dissipate. The ability gives a Rank 1 spell at will with the only restriction that you can only have as many active as you have souls collected with the sword. So after a brief adventure arc, that limit is effectively gone. In a typical 4-5 round combat, you aren't going to reach the limit if you have 27 souls collected.

Combine that last point with the idea that the souls are tied to the sword itself, not the character. You could find an old Pirate's cutlass and suddenly have a ton of collected souls. Or alternatively lose your own cutlass and have to start over.

Grand Archive

RuinSmith-Hlit on Reddit has been gathering Errata for a while now


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

In Murder in Metal City, the Khizar's petrified heritage mentions having a Strength of 16.

The Seedpod Lure feat also references deploying the lure as a move action.

Grand Archive

Some things I noticed:
Multi-Armed rules have a dangerous amount of Duplication.
It is just ripe for editing oversights or outddated printing.

This is like Landspeed. There should be one writeup ("Multi-Armed Characters" on Page 254), that every Ancestry references.
Not every Ancestry having a incomplete copy.

That being said, "Multi-Armed Characters" on Page 254 also has the mistake of still saying "use Weapons" instead of "wield items". Ironic that it became the place you forgot.

Autofire: Separate Cone Lenght from Range Increment

Please fix caster range issues using gear, not class features

Anyone being a Prismeni can ruin the entire stranded without Drift Engine or Navigator trope. Because they are both and can't critical fail. Please either mark them Uncommon or shuffle that ability into a Uncommon Feat.

I had a idea to get the problems of fixed battery sizes out of weapon design. Might get you some design space in that table.

Striker Operative is just bad. No STR Keystat, no Medium Armor. Basically it can only use Finesse Weapons and light Armor effecively. Maybe add all 1H Weapon regardless of Traits too, so there is at least one base Martial that can use them all.


i question if i should bring up specific parts of the post i made on reddit or if the link to it is sufficient.


RuinSmith_Hlit wrote:
i question if i should bring up specific parts of the post i made on reddit or if the link to it is sufficient.

Probably easier to just copy/paste it here. I myself don't use reddit for Pathfinder stuff, can't say for others and especially for staff, as this thread is meant to be a one-stop shop for the actual staff members to peruse mistakes in the system for errata.


2 people marked this as a favorite.

Not in the Face (page 110) uses a circumstance penalty for the failure result but a status penalty for the success and critical success results. They should all be the same penalty type.


4 people marked this as a favorite.

Ok this took a while to convert to this markdown; and i might have some mistakes with links being mismatched; but this is all the issues/things that might need rule clarifications; minus ones already mentioned in this forum. there shouldnt be anything new compared to the reddit post; just put here for ease of access. i also removed things that were considered subjective or possibly not really able to be fixed (eg mystics level 8 feat options feeling barren)

Deities:

  • The god Ibra has a plasma rifle as their favored weapon, a weapon that does not exist (this was also a playtest issue, probably will be errataed to the plasma caster). Starfinder 2e Core PG 36
    ------------------------------------------------------------
  • The god Damoritosh grants entropy strike; a spell accessible for divine casters. This goes against devotion spells being exclusively non-divine. Starfinder 2e Core PG 35
    ------------------------------------------------------------
  • The god Meyel lists lightning bolt as a 4th-level spell when it is a 3rd-level spell. Starfinder 2e Core PG 37
    ------------------------------------------------------------
  • The god(s?) Zon-Shelyn has 4 spells listed (not game-breaking but does break the 3/9 mold). Starfinder 2e Core PG 37
    ------------------------------------------------------------
  • The god Lao Shu Po lists veil of privacy as a 4th-level spell when it is a 3rd-level spell. Starfinder 2e Core PG 37
    ------------------------------------------------------------
  • the goddess Pharasma lists vision of death as a 6th-level spell when it is a 4th-level spell. Starfinder 2e Core PG 37
    ------------------------------------------------------------
  • the god Urgathoa lists mask of terror as a 5th-level spell when it is a 7th-level spell. Starfinder 2e Core PG 38

  • Backgrounds:

  • the Trooper background has gained the uncommon tag since the playtest; however, this tag was probably intended for the Timelost above it. Starfinder 2e Core PG 96
    ------------------------------------------------------------
  • the Tech Support background grants the skill feat Quick Install; and the skill increase into Computers. However, Quick Install is a Crafting Feat; so it could lead to the situation of having a feat without its prerequisites. Starfinder 2e Core PG 96,226
  • Classes

    Envoy:

  • Envoy fails to gain master class DC, which would be a first for any class that gains increases to said DC. It was originally tied into the Silver Tongue class feature; which has received significant changes since the playtest. Starfinder 2e Core PG 108
    ------------------------------------------------------------
  • Envoy’s directive; Through Desperate Times, their unique directive Keep on Keeping On! needs clarity. Currently; if normal Battle Medicine with 1-day Cooldown is used, the person becomes completely immune to the 2-Action version; this seems unintuitive and unintentional. Starfinder 2e Core PG 105
    ------------------------------------------------------------
  • Envoy’s directive; Guns Blazing, their unique directive Ready Arms!, while utilizing the 2-action version; does not allow you to strike or area fire with a weapon you might already have on hand. Starfinder 2e Core PG 105

  • Mystic:

  • Mystic’s example build is invalid; it states it’s a healing connection that took Eldritch Bond, but this shouldn’t be possible as Healing is a divine caster. Starfinder 2e Core PG 122
    ------------------------------------------------------------
  • Greater Epiphany at level 10 does nothing at the level you get it, as it grants a level 6 spell, and the highest spell you can cast at level 10 is 5; it works as normal at 11+. Starfinder 2e Core PG 124

  • Operative:

  • Operatives’ proficiencies end up unusual in comparison to other martials; only ever reaching expert proficiency with weapons that aren’t guns at level 13 and never advancing past that. Starfinder 2e Core PG 130-131
    ------------------------------------------------------------
  • as a quirk of the above error; the specialization Striker can end with a funny proficiency situation of having legendary with simple guns; expert in martial guns; and then again legendary in advanced guns. Starfinder 2e Core PG 129-131
    ------------------------------------------------------------
  • Operatives’ 3rd-level feature Focused fails to do anything in most cases as marks do not remain for longer than your turn, and stops being relevant 4 levels later via Reflex Mastery.
    ------------------------------------------------------------
  • It is unclear if it is intended or not that a target remains your Mark after the benefits of Aim wear off at the end of your turn. Starfinder 2e Core PG 128

  • Solarian:

  • a Solarian’s Solar Weapon does not have conditions on having your weapon disarmed like other classes that conjure weapons out of thin air; or methods to gain them back (e.g. Mindsmith or Soulforger). Starfinder 2e Core PG 141
    ------------------------------------------------------------
  • The Twin Weapons feat grants you a second weapon; however, it is unclear if the Twin Trait will work if the 2 weapons are in different weapon groups; as the trait specifies that the weapon must be of the same type. Starfinder 2e Core PG 143
    ------------------------------------------------------------
  • The example Solarian build is impossible. (Reach + disarm, 3 total points when you only get 2) Starfinder 2e Core PG 146
    ------------------------------------------------------------
  • Stellar Shield Collapse level 16 feat’s conditions of triggering are impossible; as to break the shield requires spending a reaction to Shield Block with it; and Solarian only has access to a single reaction per turn. Starfinder 2e Core PG 152
    ------------------------------------------------------------
  • Meditative Analysis does not specify where the +1 circumstance bonus is applied. Starfinder 2e Core PG 143

  • Soldier:

  • Suppressing Fire and Primary Target seemed to be worded differently to extreme differences in results. Suppressing Fire asks whenever you make a strike with a weapon with the area trait to do its thing; while Primary Fire asks whenever you make an area attack you do its thing. The problem lies in that all weapons with the automatic trait do not have the area trait directly; only the auto-fire action possesses the trait rather than the weapon. It is an easy solution to resolve RAW—Suppressing Fire fails to function for automatic weapons but RAI it does. More emphasis should be put towards the traits of the attack rather than the weapon to prevent confusion (e.g. “when you make an attack with the area trait using a weapon”). Starfinder 2e Core PG 152
    ------------------------------------------------------------
  • The area trait on weapons and Primary Fire requires some clarification. Currently, the trait prevents firing from any method other than area-fire; however, Primary Fire asks you to make a strike to a target within; which normally would be considered firing under expend 255. RAI is obviously to allow such a shot to occur but RAW possibly prevents the trait from allowing Soldiers (and classes archetyped into Soldier) to utilize a primary feature. Starfinder 2e Core PG 152

  • Witchwarper:

  • The Anchor Tangible Object does not have any clauses of what might happen if you would lose the item, methods to retrieve it when lost, or its effects not being present on your person. Starfinder 2e Core PG 169
    ------------------------------------------------------------
  • Greater Warp at level 10 does nothing at the level you get it, as it grants a level 6 spell, and the highest spell you can cast at level 10 is 5; it works as normal at 11+. Starfinder 2e Core PG 172
    ------------------------------------------------------------
  • Danger Zone has text that is relevant for Predict Outcome: “If you’re legendary in Arcana or Occultism, you take only 1 minute to Predict Outcome.” This information occurs at a page swap; and the original text was probably intended for [Predict Outcome]. Starfinder 2e Core PG 171,172

  • Archetypes:

  • The Solarian archetype feat of Solar Flare currently fails to do anything; as all aspects of the ranged attack are determined by attunement; you do have a ranged weapon but without any stats. Starfinder 2e Core PG 178
    ------------------------------------------------------------
  • The Witchwarper archetype does not have the option to choose between Intelligence or Charisma; it has either as a prerequisite, as Psychic has in the past for multi-keystat casters. Starfinder 2e Core PG 180
    ------------------------------------------------------------
  • The Mystic Archetype Vitality Network feat increases the size of transfer higher than the capacity of the network at level 5; there was probably an intended increase in size at level 5. (transfer of 15 but only a capacity of 10 at level 5 until level 10, where they match again at 20 capacity and transfer.) Starfinder 2e Core PG 180

  • Skill Feats:

  • Battle Medicine does not list any traditional methods to determine valid targets or range increments. It could be interpreted to be an unlimited-ranged ability, though RAI it should be 1 creature within reach. Starfinder 2e Core PG 216
    ------------------------------------------------------------
  • Serum Crafting feat states you can craft “medical items” — the exact definition of what constitutes a medical item isn’t clear. Starfinder 2e Core PG 227

  • Items:

  • area trait: the area trait on weapons has some funky properties, the biggest being what “not being allowed to fire” means. There are times where an area weapon meets prerequisites for feats but is unable to do the following actions (Demoralizing Shot and Soldiers’ Primary Target are key examples) — some clarification or rules text on what “firing” covers should be done. Starfinder 2e Core PG 255
    ------------------------------------------------------------
  • the game uses the term Advanced (item upgrade level) and the trait Advanced (weapon category). Both are used for completely different systems but both can relate to weapons. Can cause confusion.
    ------------------------------------------------------------
  • The boost trait does not specify when it should be discharged if never used; originally in the playtest it discharged by the end of your next turn but it does not state this in the core book. Starfinder 2e Core PG 255
    ------------------------------------------------------------
  • The boost trait does not specify what occurs when using actions with the attack trait that do not initially do damage; such as with Streetsweeper and its Ranged Trip action. Starfinder 2e Core PG 255
    ------------------------------------------------------------
  • The Assassin Rifle has a text description that would imply it would have the Breakdown trait, but does not possess it. Starfinder 2e Core PG 255,262,266
    ------------------------------------------------------------
  • Shielding Skin does not have an AC bonus; if intended, there should be an equivalent item that only grants an item bonus to AC to be its opposite, as all armor eventually gains saving throw bonuses; to gain higher and higher AC bonuses without choice leaves this item as pointless. Starfinder 2e Core PG 270
    ------------------------------------------------------------
  • Frag Grenade damage dice goes from 12d8 piercing damage at its level-16 iteration to 4d8 damage at its 19th-level iteration. Looks like it was intended to go to 14d8. Starfinder 2e Core PG 280
    ------------------------------------------------------------
  • Wheelchairs are missing information on what happens when you try to ride one/use one. It should at the very least have a redirect to Player Core p. 293 if it was considered too much page space. Starfinder 2e Core PG 240
    ------------------------------------------------------------
  • Chem Tanks and its upgrades are only in multiples of 8, however, all weapons that use Chem Tanks are in multiples of 10. Starfinder 2e Core PG 270
    ------------------------------------------------------------
  • Batteries and Chem Tanks need clarification on what you should do when you use one with a weapon with a magazine smaller than their capacity (e.g., if I use a Battery, Advanced with a Rotolaser, do I still only have a capacity of 10, or is it now a capacity of 40?). Starfinder 2e Core PG 270
    ------------------------------------------------------------
  • Grenades and the Grenade Launcher seemed to have overly inflated range increments; to the degree that one can more accurately lob a grenade further than an effective sniper rifle’s range. Starfinder 2e Core PG 280-281
    ------------------------------------------------------------
  • An armor’s environmental protections are missing the minimum of 1 day inside the activation and duration section. Starfinder 2e Core PG 244

  • Conditions:

  • The glitching trait and the current wording of the stunned trait need clarification. As of writing; when you begin your turn and generate actions; if you somehow gain glitching and crit-fail the saving throw you would have all 3 actions for the turn but be unable to use them; and only have 2 actions the following turn. The issue also occurs with any critical hit from a shock weapon mid-turn (e.g., a 15th-level operative hitting with a held-action or reaction attack). Starfinder 2e Core PG 428 Step 2: Act

  • Spells:

  • Weight of Ages has the attack trait while being a saving-throw spell with zero mention of how an attack roll is relevant. Starfinder 2e Core PG 374
    ------------------------------------------------------------
  • Infusion has the Vitality and Void traits, but is missing the Healing trait—bringing into question if there are any valid targets to be healed. Starfinder 2e Core PG 376
    ------------------------------------------------------------
  • Vitality Nova is missing the Healing trait. Starfinder 2e Core PG 376
    ------------------------------------------------------------
  • Vital Rebirth is missing the Healing trait. Starfinder 2e Core PG 376
    ------------------------------------------------------------
  • Reality Wipe is missing any form of heightening; which is unusual for a damage focus spell Starfinder 2e Core PG 379


  • Playing the Game:

  • The example given for triggering Weakness does not make sense. A critical hit from a Plasma Doshko only does persistent electric damage, which should not trigger Weakness immediately. Additionally; this was in the past considered two separate instances of damage—much like how resistances work—instead of one combined instance. Starfinder 2e Core PG 400
  • Grand Archive

    Ready Reload never gives a time limit for the Reload Cost reduction.
    So your Machine Gun is Reload 1 permanenty after using it once!
    Just say "take two Reload actions". Less wordy and none of those issues.

    Grand Archive

    Since I have you here, some general things that could use errata:
    Next/Last Action: Please finally state in the book(s) if/when those have to happen on the same turn.

    We have designer in a Video saying it for Next Action.
    Nothing for Last Action.
    And nothing in any Book I know off.

    Ideally put a default in the Action Rules.

    Take Cover: A half dozen Texts in both Systems indicate that you can't take Cover with Lesser Cover (the one you get from Creatures).
    But you never actually state that anywhere.

    It isn't in the Take Cover Requirements. It says "You are benefiting from cover" not "You are benefiting from at least standard cover".
    It is isn't in the Cover table in a "Can take Cover" column.

    But there is a half dozen "remember, you still can't take Cover from lesser Cover" references.

    Shields with Take Cover: There are shields you can take cover behind to increase AC. Currently you have to do complex wording, to say "those shields you can take cover behind, for example". Maybe just give them a Trait? Like "Covering"?

    Grand Archive

    Solarian Solar Flare, Graviton Attunement:

    Quote:
    On a critical success, you can attempt to Trip the target as a free action, even if you don't have a free hand or aren't adjacent to the target.

    This Critical effect runs into MAP from the attack that triggered it, and any preceeding attacks.

    Something like the Flail or Hammer Criticial specialsiation (The target is knocked prone unless they succeed at a Fortitude/Reflex save against your class DC.) would be better.

    Grand Archive

    Ghosts Operative Specialisation Skill and Exploit just don't work with each other.

    The Basic Exploit needs the incredibly high requirement of Undetected. And Deception at best gets you Hidden. All the paths to Undetected lead over Stealth.

    The Enhanced Exploit can be set up with Deception and uses it itself. But even it can only enable the Basic Exploit on a Critical Success.

    It is easy enough to get Stealth on a DEX Key class, but the Subclass points you in a totally different direction.

    Also, Ghost Tap forgets to define a duration for the Hidden or Undetected.


    RuinSmith_Hlit wrote:
    The example Solarian build is impossible. (Reach + disarm, 3 total points when you only get 2) Starfinder 2e Core PG 146

    I noticed this one as well. I wonder if that is an error, or if a solarian weapon is meant to get more traits. Three would do it.

    (It's what I'm leaning toward because a Two-hand d10 weapon isn't particularly impressive as options go, at least not without some other juice.)

    Grand Archive

    Plated Vesk seems wrong.

    As far as "natural Armor" goes, PF2 has two patterns:

    "Built-in Breastplate" gives you permanent, top line medium armor. +4 AC/+1 DEX/+3 STR. The downside is that it is medium armor, so useless for any build that wants to be lighter.

    Scaly Hide works all the way down to Unarmored, but has to phase in it's AC bonus to avoid edge cases.

    Plated Vesk has the downsides of both and the advantages of neither. It is a detriment to medium armor users too!

    Grand Archive

    Perpdepog wrote:
    RuinSmith_Hlit wrote:
    The example Solarian build is impossible. (Reach + disarm, 3 total points when you only get 2) Starfinder 2e Core PG 146

    I noticed this one as well. I wonder if that is an error, or if a solarian weapon is meant to get more traits. Three would do it.

    (It's what I'm leaning toward because a Two-hand d10 weapon isn't particularly impressive as options go, at least not without some other juice.)

    I noticed two possible issues with Two-Hand:

    If PF2 based on 15/17 Weapons, it is worth 2 die Sizes (the exceptions are AP stuff, probably wrongly designed).
    Based on the Bastard/Long/Great Sword it costs the same as Versatile P.

    In SF2 it is worth one Die Size on the Skyfire Sword and Solarian Solar Weapon. And costs twice as much as Versatile on the Solarian.

    But those might be intentional differences in Weapon design.


    Skyfire sword has Deadly trait but yeah.

    Grand Archive

    Space Pirate pulls in too many Attribute Directions:
    - CHA for Intimidation
    - DEX if you want Ranged Weapon and/or Finesse melee Weapon
    - CON because this Archetype is going into melee
    - STR+CHA if you want to use Press-Gang the Soul

    If the Phase Cutlass was Finesse or wasn't required that would help a lot. But Finesse would also help with there not being a single class that is good with it.

    For a DEX build, the best basis would be a Striker Operative. A Solarian could use it's Solar Weapon. And that is bascially it with well fitting classes.

    Grand Archive

    Hammer seems off. A 2H, Martial Weapon with 1D8, Shove, Professional (Crafting)?

    On the spot I would say either 1 hand too much or 2 die sizes to low. And nothing in the text indicates it is a giant 2H Hammer, so probably a hand issue.

    Grand Archive

    Tailblade:
    I cannot figure out if this weapon is Tail only - meaning it can't go on your hands and should not have Free-Hand.

    Or if it is fully Functional as a Free-Hand Weapon, that can also be put on a tail for 0 Hand usage.

    The 1E Tail trait indicates the later, but here the text needs to say it clearly.

    Grand Lodge

    1 person marked this as a favorite.
    Pathfinder Maps, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

    Starfinder Player Core pg. 432:

    Recharge Exploration Activity wrote:
    Requirements You have a battery with no remaining charges.

    This means that you can't recharge a battery that has one charge left, which I don't expect is the intention. This could easily be fixed by changing the requirements entry to something like "You have a battery with fewer than its maximum number of charges."

    Grand Lodge

    Pathfinder Maps, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

    On another battery note, most energy weapons use two charges per shot. With a spare battery priced at 10cr, that means each shot costs 2cr, 20x as much as a projectile round. They can be recharged, but you have to recharge it 20 times to get the cost per shot down to what it is for projectile weapons, and by that time you very well may have upgraded to a higher-capacity weapon. In addition, 10cr is a lot for a 1st level character trying to buy starting gear--approximately 7% of their starting credits for 5 extra shots.

    All of this is to say, batteries are too expensive. My errata suggestion is changing them to ~2cr for a replacement battery.


    Shadow Snap focus spell - If I'm reading this right, I can cast and sustain it one turn, and have it Attack and Stalk.

    And then on future turns it can Attack Attack Stalk for 3 actions? It says "each time you Sustain" and you can sustain multiple times a turn, so...

    Feels like it should probably have some restriction because otherwise this is kind of incredible damage per action, especially as Stalk presumably ignores MAP.

    Actually, I also note that it doesn't use a reaction for Stalk either, which I'm not sure is intended? Also raises a question of what happens if you Stalk multiple times (probably doesn't work functionally, but could use clarification)

    This kind of seems nuts to me, considering the damage is 1d10/rank on a hit. The Stalk is conditional, but... it's at range and they basically can't avoid triggering it unless they're doing nothing at all, so...

    Edit: Actually, isn't Heightened (+1) significantly stronger than normal for this kind of effect? Spiritual Armament is Heightened (+2). (Although if you change this, I'd suggest reworking the spell to use d6 for damage so it can stay +1 heightening - damaging focus spells having +2 is really awkward because unlike normal spells you can't swap them out on the off-ranks easily to keep up with damage)


    SPC Page 134-134 The Analyze Target Cantrip mention calls it's bonus both status and circumstance in seperate sentences.


    Dennis Muldoon wrote:

    On another battery note, most energy weapons use two charges per shot. With a spare battery priced at 10cr, that means each shot costs 2cr, 20x as much as a projectile round. They can be recharged, but you have to recharge it 20 times to get the cost per shot down to what it is for projectile weapons, and by that time you very well may have upgraded to a higher-capacity weapon. In addition, 10cr is a lot for a 1st level character trying to buy starting gear--approximately 7% of their starting credits for 5 extra shots.

    All of this is to say, batteries are too expensive. My errata suggestion is changing them to ~2cr for a replacement battery.

    My suspicion is that was intentional. PF2E, and presumably SF2E, value things that do energy damage more highly than things that do physical damage because more things will have weaknesses to those damage types. Futzing with how often you need to reload is a way to twiddle that knob at early level. There's also the fact that you can acquire higher-grade batteries, so your guns will eventually have more shots than projectile weapons, while projectile weapons don't get a higher-grade magazine that holds more bullets from what I can tell.

    Grand Archive

    I think the Battle Ribbon was supposed to be a direct port of the Whip. However if that is the case, you forgot the Disarm Trait.


    Dennis Muldoon wrote:

    On another battery note, most energy weapons use two charges per shot. With a spare battery priced at 10cr, that means each shot costs 2cr, 20x as much as a projectile round. They can be recharged, but you have to recharge it 20 times to get the cost per shot down to what it is for projectile weapons, and by that time you very well may have upgraded to a higher-capacity weapon. In addition, 10cr is a lot for a 1st level character trying to buy starting gear--approximately 7% of their starting credits for 5 extra shots.

    All of this is to say, batteries are too expensive. My errata suggestion is changing them to ~2cr for a replacement battery.

    I'd say you need to half the cost per shot, considering you'll sell batteries for better ones eventually. Since unlike bullets they're not actually consumed.

    On a related note though - I'm noting on Nethys that weapons using chems for ammo list magazines of 10, while chem tanks are in increments of 8 per tier? So that doesn't match up right. (It's also confusing for higher tier weapons to have the same magazine entry even though the rules for batteries/tanks indicate you'd actually have larger capacity if you use a level-appropriate one)


    Soldier:

    Offensive Defense - Doesn't exclude the character using this from the burst.


    2 people marked this as a favorite.

    The kasatha and skittermander ancestries both have the 9th-level feat "All Hands on Deck" which allows them to use all of their hands for a turn. The frequencies differ between them. The skittermander version (already the stronger of the two since skittermanders have more hands) is usable once every ten minutes and the kasatha version is usable once per day. I'd assume that the frequencies should match and that one or the other needs errata; or if it's intentional that they don't match, it certainly comes across as a strange imbalance for the one with the stronger effect to also be the one that's more frequently usable.


    Finoan wrote:

    Unless it is an AoN error...

    Space Pirate archetype feat Press-Gang the Soul:
    At one point it references using a 'void cutlass' instead of the phase cutlass that it uses everywhere else in the feat and actually exists as a weapon.

    Side note and not necessarily errata worthy:

    It feels a bit strange that the collected souls never, ever dissipate. The ability gives a Rank 1 spell at will with the only restriction that you can only have as many active as you have souls collected with the sword. So after a brief adventure arc, that limit is effectively gone. In a typical 4-5 round combat, you aren't going to reach the limit if you have 27 souls collected.

    Combine that last point with the idea that the souls are tied to the sword itself, not the character. You could find an old Pirate's cutlass and suddenly have a ton of collected souls. Or alternatively lose your own cutlass and have to start over.

    I think the void/phase cutlass thing is probably due to how the weapon goes voidy when used in charged mode. It is possible the space pirate stuff is referencing the charged phase cutlass mode which would make some sense.


    moosher12 wrote:

    NOTE: THIS THREAD IS FOR FINAL RELEASE CONTENT, NOT PLAYTEST CONTENT!

    This thread is for posting errata suggestions for Starfinder 2E books to be issued in the 2025 Fall Errata cycle. Please do not post entries regarding playtest content in this thread. Try to avoid cluttering this thread with long discussions, for ease of developer review.

    I think that it's a possible mistake that Solarian only get 2 traits to pick? The sample Solarian has 3 traits on their weapon. They have Reach and Trip. Reach is 2 traits.

    Grand Archive

    Oni Shogun wrote:
    moosher12 wrote:

    NOTE: THIS THREAD IS FOR FINAL RELEASE CONTENT, NOT PLAYTEST CONTENT!

    This thread is for posting errata suggestions for Starfinder 2E books to be issued in the 2025 Fall Errata cycle. Please do not post entries regarding playtest content in this thread. Try to avoid cluttering this thread with long discussions, for ease of developer review.

    I think that it's a possible mistake that Solarian only get 2 traits to pick? The sample Solarian has 3 traits on their weapon. They have Reach and Trip. Reach is 2 traits.

    1D8 1H with 2 Traits already puts it into Advanced Weapon Territory. A 3rd would go too far.

    The Iconic is just wrong. The Premaster Iconics were a mess, so that such mistakes have years of history.


    The 2h trait only going up to d10 is pretty bad though, since PF2 Bastard Sword is 1d8 with Two-Handed d12 as its only trait. (The comparable Skyfire Sword for SF2 is d10, but also Deadly d8, so...)


    Christopher#2411504 wrote:
    Oni Shogun wrote:
    moosher12 wrote:

    NOTE: THIS THREAD IS FOR FINAL RELEASE CONTENT, NOT PLAYTEST CONTENT!

    This thread is for posting errata suggestions for Starfinder 2E books to be issued in the 2025 Fall Errata cycle. Please do not post entries regarding playtest content in this thread. Try to avoid cluttering this thread with long discussions, for ease of developer review.

    I think that it's a possible mistake that Solarian only get 2 traits to pick? The sample Solarian has 3 traits on their weapon. They have Reach and Trip. Reach is 2 traits.

    1D8 1H with 2 Traits already puts it into Advanced Weapon Territory. A 3rd would go too far.

    The Iconic is just wrong. The Premaster Iconics were a mess, so that such mistakes have years of history.

    Nah. We need 3 traits or a d12. d10 for two traits is horrible honestly.


    Also I had a question so not sure if its "errata"? Why was Vlaka flaw changed from INT to DEX?


    The d10 Two-handed Solarian weapon is only decent if we had a way to quickly Re-Forge our Solar Weapon as 1-3 Actions.


    ElementalofCuteness wrote:
    The d10 Two-handed Solarian weapon is only decent if we had a way to quickly Re-Forge our Solar Weapon as 1-3 Actions.

    I'm keeping it anyway since I wanted to take Whirling Strike with Soldier Dedication

    Grand Archive

    Oni Shogun wrote:
    Also I had a question so not sure if its "errata"? Why was Vlaka flaw changed from INT to DEX?

    This isn't a Q&A thread and using it for that might make it hard to read for errata. Actually, this isn't even a official Errata Suggestion Thread - moosher12 just made it.

    But since there are Alternate Ancestry Boosts, they can freely give those 3 Boost, 1 Flaw groups as they see fit.


    As written - Armor Storm soldiers can't use Rocket Jump because the former says they're never in the area of a ranged attack and the latter requires them to aim so they are.

    Mystic's Network Shield doesn't say they can't reduce damage by more than they have left in their Vitality Network. If they're running on empty it's basically free massive damage reduction that way?


    Christopher#2411504 wrote:
    But since there are Alternate Ancestry Boosts, they can freely give those 3 Boost, 1 Flaw groups as they see fit.

    Sorry to say this is incorrect. You can only grant two boosts when using alternate ancestry boosts, not three boosts and a flaw (Though I do actually grant 3 boosts and a flaw in my home games).


    Hmm. Soldier's level 1 feat choices feel very lacking for Bombards. Almost literally useless, in fact.

    Burst of Strength - You need a free hand to use Athletics. And also strength investment. You're already investing in dex and con, so...?
    Quick Swap - Yes, pull out the melee weapon you have +0/+1 str for.
    Ready Reload - All area weapons are Reload 1.
    Pin Down - Bulwark automatically suppresses any enemy that gets a success, so this does nothing
    Whirling Swipe - Again, low str. That said, this does let you melee Area Fire, but even then it feels like in most cases you're better off just shooting your gun? The one edge case there is the bonus DC on Backswing/Sweep weapons (not sure it beats Primary Target damage though... unless, specifically, you're using a Fangblade and Boost it first before choosing not to Primary Target so the boost applies on the reflex save... and even then I don't know if this is better than Shot on the Run at 2 or something instead)

    Grand Archive

    moosher12 wrote:
    Christopher#2411504 wrote:
    But since there are Alternate Ancestry Boosts, they can freely give those 3 Boost, 1 Flaw groups as they see fit.
    Sorry to say this is incorrect. You can only grant two boosts when using alternate ancestry boosts, not three boosts and a flaw (Though I do actually grant 3 boosts and a flaw in my home games).

    I meant the designers can freely place those boosts and flaws because players can always choose to ignore them for 2 free boosts.

    1 to 50 of 96 << first < prev | 1 | 2 | next > last >>
    Community / Forums / Starfinder / Starfinder General Discussion / SF2E 2025 Fall Errata Suggestions (NO PLAYTEST CONTENT) All Messageboards

    Want to post a reply? Sign in.