
moosher12 |
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.

moosher12 |
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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.
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Book: Galaxy Guide pg. 117
The Knight of Golarion Dedication archetype has a prerequisite of Strength 14 instead of Strength +2.
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Book: Galaxy Guide pg. 120
The Xenoarchaeologist's Don't Touch That archetype feat probably should be a 4th-level feat.
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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."
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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.
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Book: Galaxy Guide pg. 135
The astrazoan's Cellular Regeneration ancestry feat probably should have a deactivation damage option for the purpose of balance.
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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.
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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.

Perpdepog |
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...)

Xenocrat |

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.

Justnobodyfqwl |
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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?)

Perpdepog |
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.

kaid |

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 |
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.

Finoan |

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.

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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.

moosher12 |
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.

RuinSmith_Hlit |
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)
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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"?

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Solarian Solar Flare, Graviton Attunement:
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.

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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.

Perpdepog |
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.)
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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!

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

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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.

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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.

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Starfinder Player Core pg. 432:
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."

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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.

Dubious Scholar |
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)

Perpdepog |
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.

Dubious Scholar |
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)

AFigureOfBlue |
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.

kaid |

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.

Oni Shogun |

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.

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moosher12 wrote: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.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.
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.
Oni Shogun |

Oni Shogun wrote:moosher12 wrote: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.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.
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.

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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.

Dubious Scholar |
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?

moosher12 |
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).

Dubious Scholar |
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)

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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.