
RuinSmith_Hlit |

Hmm. Soldier's level 1 feat choices feel very lacking for Bombards. Almost literally useless, in fact.
I can agree to most of what you listed minus 1 feat
Burst of Strength - You need a free hand to use Athletics. And also strength investment. You're already investing in dex and con, so...?
There's 2 things I want to bring up with the thoughts around this feat. First is if you are a race with multiple arms; they should be able to do all those maneuvers because of the extra set; secondly and more importantly is soldiers get the 3rd level feature fearsome bulwark; which let's them utilize con instead of strength for reposition and shoves. Is it much? No; but it has a use.

DemonicDem |
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Trooper background is uncommon despite having a general feat as a background not necessarily making something Uncommon, just look at Fire Warden.
It might be good to explicitly clarify if Grenades can be used for Primary Target on Soldier, considering they are weapons that can Area Fire and in general have the same capabilities of Striking as a standard Area Fire Weapon (in that you usually can't), and how that works for something like Flash Grenades.
Dreams of Home is a non-subtle spell that fascinates, making it very hard to find an actual use for besides doing Delay-shenanigans in combat. Probably meant to give it the subtle trait?
Not really errata, but Fly being the same rank as in Pathfinder 2e is really odd considering how much easier it is to get flight in this game.

Dubious Scholar |
Chem tanks don't have linear scaling on their cost/capacity. The level 4 ones are by far the most efficient. Compare to batteries having straight 1 charge/credit costs.
Singing Coil being Expend 5 feels excessively high? Depending on your interpretation of Primary Target a Soldier could empty their entire battery at level 1 in a single attack. Seems like it should be 2 the same as other area weapons.

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Singing Coil being Expend 5 feels excessively high? Depending on your interpretation of Primary Target a Soldier could empty their entire battery at level 1 in a single attack. Seems like it should be 2 the same as other area weapons.
Since energy and chem weapons don't control the size of their magazine (it is whatever the inserted battery or tank says), they can only manage shots per reload via the Expend value.
So the values are picked based on that.Errata suggestion:
It might be better if Area Attack DCs just get all Attack Roll modifiers, positive and negative.
A lot of issues with it - past, current and future - could be solved that way.

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Let's not do that for Area Attacks DCs, if we start doing that then we would have to be fair and balanced. This should also apply to Spells and all forms of other DCs. Keep it consistent or remove the Attack Trait from Area Fire and Auto Fire.
Other Area effects don't have attack. They are irrelevant for this.

DemonicDem |
another funky interaction regarding area trait and weapons.
The Close Quarters Fighter is unable to properly use its expected feat Punitive Strike as it states that for feats 2 handed melee weapons gain the area trait, which isn't allowed to preform normal strikes.
That makes about as much sense as being able to make Primary Targets with area weapons in the first place...

Nightwhisper |
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
Note that Grenades and Grenade Launchers have a range (like spells), not a range increment (like most weapons). At least, as listed on AoN.

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Kalo's "Improved Conductivity" gives all Electrical Spells the Arc trait. However, the Trait only makes sense on spells with Attack Rolls. Either the feat needs a limitation, or the Trait expansion.
Ikeshti Squirt Blood Success effect is Sickened 1, which:
- is arguably stronger then then Dazzled. Since it is harder to remove and even stacks with the fialure effects
- somehow they can disgust mindless Zombies and Robots, because there aren't any limits.

kaid |

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)
Ready reload seems a solid option. I was seeing a bunch of area weapons that were 2 action reloads. Not huge but still lets you blast off and then if you run dry reload and be ready to start blasting again next round.

Dubious Scholar |
Dubious Scholar wrote:Ready reload seems a solid option. I was seeing a bunch of area weapons that were 2 action reloads. Not huge but still lets you blast off and then if you run dry reload and be ready to start blasting again next round.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)
The only reload 2 weapons are the machine guns, which are automatic, not area. (As written, only half of Bombard works for automatic weapons - ignoring allies in the area is limited to area weapons as written. Which may not be intended)

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Previous Material (PC p 278) Crafting forgot to copy the grade/level relationship:
"Low-grade items can be used in the creation of magic items of up to 8th level, and they can hold runes of up to 8th level. Standard-grade items can be used to create magic items of up to 15th level and can hold runes of up to 15th level. High-grade items use the purest form of the precious material, and can be used to Craft magic items of any level holding any runes. Using purer forms of common materials is so relatively inexpensive that the Price is included in any magic item."
You also need to specify what happens if I use low-Grade Ammo in a Level 9+ weapon.

Xenocrat |
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From Galaxy Guide, the Thoughtseeker Contemplative heritage says it grants "detect thoughts as an occult innate cantrip" but Detect Thoughts ended up as a 2nd rank spell in Player Core.
Contemplative Intensified Psychic Shock feat can grant the splash trait, but the splash trait doesn't exist as a weapon trait in Player Core.

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Galaxy Guide on Verxes, Page 22 has a confusing line:
"The attendant restrictions on marriages between the castes led to a tradition of plural marriage to work around such limitations, and although the caste system has largely faded into history, plural marriages remain common."
What limitation?
And how does marrying multiple people in your caste get around that?
1 or 10 spouses within your caste makes little difference.
Or did only one partner have to be from your caste?

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Could you maybe treat Nonlethal like the Exposed Trait.
So, +1 Upgrade Slot but has a cheap Level 0 Upgrade to remove it?
That would make porting weapons from PF2 a lot easier, without having to touch the Dice sizes and Trait numbers.

kaid |

Galaxy Guide on Verxes, Page 22 has a confusing line:
"The attendant restrictions on marriages between the castes led to a tradition of plural marriage to work around such limitations, and although the caste system has largely faded into history, plural marriages remain common."
What limitation?
And how does marrying multiple people in your caste get around that?
1 or 10 spouses within your caste makes little difference.
Or did only one partner have to be from your caste?
If I recall correctly the casts were not locked to only marrying their own cast but it was very restrictive about what other caste you could marry. So the plural marriage was the work around. I can't marry somebody of the no cyber ware cast but I can marry this other cast who can marry somebody of the no cyber ware cast. So you could daisy chain into marrying the person you wanted to really marry by gaming the system.

Justnobodyfqwl |
4 people marked this as a favorite. |
Galaxy Guide on Verxes, Page 22 has a confusing line:
"The attendant restrictions on marriages between the castes led to a tradition of plural marriage to work around such limitations, and although the caste system has largely faded into history, plural marriages remain common."
What limitation?
And how does marrying multiple people in your caste get around that?
1 or 10 spouses within your caste makes little difference.
Or did only one partner have to be from your caste?
I don't think this is relevant at all to an errata thread, right?
To be honest, I think an overwhelming number of the issues you've raised in this thread are just "stuff that I don't like", and aren't related to errata at all. But they're still issues with the game, so I can understand your argument for posting them.
But a lore blurb from the Galaxy Guide? What are they doing to do? What do you think they will change? Is that usually in the scope of official gameplay errata?

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Christopher#2411504 wrote:Galaxy Guide on Verxes, Page 22 has a confusing line:
"The attendant restrictions on marriages between the castes led to a tradition of plural marriage to work around such limitations, and although the caste system has largely faded into history, plural marriages remain common."
What limitation?
And how does marrying multiple people in your caste get around that?
1 or 10 spouses within your caste makes little difference.
Or did only one partner have to be from your caste?I don't think this is relevant at all to an errata thread, right?
To be honest, I think an overwhelming number of the issues you've raised in this thread are just "stuff that I don't like", and aren't related to errata at all. But they're still issues with the game, so I can understand your argument for posting them.
But a lore blurb from the Galaxy Guide? What are they doing to do? What do you think they will change? Is that usually in the scope of official gameplay errata?
"An erratum or corrigendum (pl.: errata, corrigenda) (comes from Latin: errata corrige) is a correction of a published text. Generally, publishers issue an erratum for a production error (i.e., an error introduced during the publishing process) and a corrigendum for an author's error."
Since the term predates TTRPG's by probably a few millenia, nothing says what can and cannot be given a ErratumAlso I am making Errata Suggestions in the Errata Suggestions Thread. Which seems like what this thing was made for?

Justnobodyfqwl |
4 people marked this as a favorite. |
Also I am making Errata Suggestions in the Errata Suggestions Thread. Which seems like what this thing was made for?
Paizo puts their errata online for free, so you can check out what tends to be within the scope and range of how they errata. The TL;DR is that it's almost exclusively for when something flat out doesn't work in the game, and very rarely for "I think this option is worse/better than others, and therefore should be changed". And it's never for just lore stuff, that's all on purpose.
For instance, I'm going to raise that Detect Thoughts in the Player Core calls for a Will save in the description, but doesn't seem to actually need one at any point. This is because Detect Thoughts was clearly hastily edited from a cantrip to a 2nd level spell, and they removed the part of the spell that called for a Will save. This is clearly just a mistake, and an errata to remove "Save: Will" in the spell's text would help with legibility
When an errata thread is full of just minor balance issues instead of Fundamental Things Wrong With The Game, it makes it harder to navigate and quickly understand what Paizo would actually fix in a future printing.
I hope this helps!

DemonicDem |
Why does stuff like Combat Hack still only last for 1 round? If someone was Striking 3 times with a glitching 1 weapon, the odds that the glitching condition actually matters is something around 8% per turn. This seems like an error.
This is much worse than Dirty Trick, which is a skill feat that has less-strict proficiency requirements.

Xenocrat |

When does Paizo usually start putting up Errata?
For pathfinder they have a recently announced (a year or two ago) policy of doing two seasonal erratas a year, which they've barely adhered to under very flexible understandings of the named seasons. (E.g. my old retail employer who called "winter" August-February and "spring" March-July would appreciate what's going on here.)
Starfinder has no regular errata schedule. One of the devs has said on some discords I follow that they're going to wait a while (next week? October?) for online communities to find and report errata for their consideration rather than rush out an incomplete day 0 errata when Player Core dropped.

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Christopher#2411504 wrote:
Also I am making Errata Suggestions in the Errata Suggestions Thread. Which seems like what this thing was made for?Paizo puts their errata online for free, so you can check out what tends to be within the scope and range of how they errata. The TL;DR is that it's almost exclusively for when something flat out doesn't work in the game, and very rarely for "I think this option is worse/better than others, and therefore should be changed". And it's never for just lore stuff, that's all on purpose.
For instance, I'm going to raise that Detect Thoughts in the Player Core calls for a Will save in the description, but doesn't seem to actually need one at any point. This is because Detect Thoughts was clearly hastily edited from a cantrip to a 2nd level spell, and they removed the part of the spell that called for a Will save. This is clearly just a mistake, and an errata to remove "Save: Will" in the spell's text would help with legibility
When an errata thread is full of just minor balance issues instead of Fundamental Things Wrong With The Game, it makes it harder to navigate and quickly understand what Paizo would actually fix in a future printing.
I hope this helps!
I follow a simple patterrn:
1. Read book2. Find issue with book
3. Write Errata suggestion
4. Hope the witers pick it up
5. If it was not picked up, consider if reposting it in the next thread is worth it.
I don't analyze historical trends of Errata, to check what happened before. Censoring yourself like that only result in stuff never being reported because "this was never fixed before". And I don't do stuff like that.

Alex-J-Gilpin |
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On page 123 of the Galaxy Guide the Xenodruid archetype's Planetary Reincarnation feat states: "When casting breath of life... the spell gains the transfer trait and you can restore additional Hit Points equal to the transfer cost you pay as part of the casting of the spell (or double the transfer cost if you (sic) the target follow the edicts and anathema of Planetary Bond)."
1) The transfer trait was part of the playtest mystic but was removed from the class for the release. Transfer costs for spells were in their entirety scrubbed from the class for release, and this portion of the feat points to a mechanic (and trait) that no longer exists.
2) "if you the target" - The "you" is in error. The target of the spell is the person being healed. You already follow the edicts and anathema of Planetary Bond, the question is whether the person being healed does as well.

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Galaxy Guide. The physical description of the Contemplative eyes seems in direct conflict with every piece of art:
A contemplative often hovers over a curiosity to analyze it with an array of senses, including the eyes that jut out a short distance from beneath the brain.
We have no less then 5 images of Contemplative characters just in the section for that ancestry itself. All show the area, none show anything resembling eyes there.
As far as I can tell, all 1E descriptions have them seeing without defined eyes. And the one on page 138 seems to be looking through a holographic target reticule with his right frontal lobe, which would fit that.
So either that part of the sentence or every piece of art is in error. So probably the sentence.

Xenocrat |

The Dragonkin (Galaxy Guide 151) Size of the Ancients feat has an issue with the different treatment it gives shipborn (medium) dragonkin. It seems to think that large Dragonkin already have 10' reach, and 5' reach on medium Dragonkin, but this is never stated anywhere or provided by any other feat. As a result, giving a 5' reach bonus to Large dragonkin and a 10' reach bonus to medium technically makes the medium dragonkin have more reach.

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Barricade is not giving enough information. Particular questions:
- Do you need empty hands to make it, or can you use a ranged or melee weapon?
- can you keep reusing it every turn, in the same spot?
- does it stay where it is when you move or does it move with you and the ally?
- what direction does the cover face?
One of the core rules of cover is: "Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked."
- Is the cover a block placed in a empty square nearby? Along a edge of you and your allies space? 360°?
Even just +1 AC from lesser cover is the same as you and your ally raising a Buckler without using a hand. And taking cover up to Standard pushes the effect was past a Shield. So it really could use some limits.

Dubious Scholar |
This might be better clarified in GM Core when it drops, but there don't really seem to be clear guidelines on when you can Fly in zero-G or not. Obviously, Sarcesians have explicit flight in vacuum, but otherwise it seems unclear and the rules don't have any distinction between wings or jetpacks or the various innate fly speeds like Contemplatives.
In a similar vein, Untethered's definition is circular - you're untethered when you have no way to move in an environment and then Untethered says you can only use move actions that say they work in your environment, but nothing actually seems to say "You're untethered if...". So if you're Untethered you're now stuck as Untethered (even if gravity comes on! After all, Stride doesn't explicitly say it can be used on land in gravity). But if you aren't Untethered nothing says you can't use your move actions so you're not Untethered?

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The Solarian weapon potency crystal is using PF2e language instead of being consistent with SF2e language (e.g., tracking).
This sets up a situation where it won't interface correctly with current or future items. For example, the duo-enhancers don't work (per RAW) for two solar manifestations as grade gets replicated (so effective striking rune) but not the weapon potency crystals (i.e., +1/2/3 to hit) since they don't use the SF2e language of tracking +1/2/3.This makes it cost prohibitive in a non-ABP game to keep your solar manifestation weapons remotely relevant as the price for the upgrades are not less to compensate for the base assumption of 'one rune set' in the standard WBL curve.
Suggested: Update the solarian solar manifestation language to use grade/tracking language to be self consistent within the system. This will allow duo-enhancers to work and many other potential future items to interface properly without this being a routine issue (similar to how kineticist doesn't interact with most of the PF2e framework).

Wendy_Go |

For covered in this thread, the language in the 4/6 handed rules should not say "can wield" but instead just "wield".
This change has apparently ALREADY BEEN MADE in the Shobad rules, and should be applied to other already published rules.

Dubious Scholar |
Soldier's level 12 Death Blossom feat interacts strangely with battery/chem weapons (i.e. most area weapons currently). It expends your entire magazine and requires a full magazine.
Because of how batteries and chems work, this means the cost of firing it in ammo is cheaper if you use the smallest capacity ones.
Now, the full magazine requirement basically means your previous turn needs to end with a reload for it regardless, so nothing stops you swapping in a fresh 10 credit battery... but it is odd.
It also interacts poorly with Overwatch of course. (because if you Overwatch you no longer have a full battery for your 3-action attack).
Truthfully, I'm not even sure it's particularly good as an attack anyways since giant emanations are really hard to use without hitting allies, and it otherwise only offers a -1 penalty to the saves against it. And you don't get to Primary Target. But still, the interaction with batteries/chems is odd.

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This might be better clarified in GM Core when it drops, but there don't really seem to be clear guidelines on when you can Fly in zero-G or not. Obviously, Sarcesians have explicit flight in vacuum, but otherwise it seems unclear and the rules don't have any distinction between wings or jetpacks or the various innate fly speeds like Contemplatives.
In a similar vein, Untethered's definition is circular - you're untethered when you have no way to move in an environment and then Untethered says you can only use move actions that say they work in your environment, but nothing actually seems to say "You're untethered if...". So if you're Untethered you're now stuck as Untethered (even if gravity comes on! After all, Stride doesn't explicitly say it can be used on land in gravity). But if you aren't Untethered nothing says you can't use your move actions so you're not Untethered?
You might be conflating Vacuum and Zero-G a bit here.
Space has both, but a ship or station without power for artificial gravity or a lifeless planet without atmosphere could have only one of the two.I think Untethered is supposed to be "prone, but in the air" for zero-G.
In gravity, lack the of right movement speed (tripping, falling of cliffs) get's resolved into "falling and then laying on the ground, prone".
But in 0 G, there is no gravity to resolve your invalid state.
I fully agree it needs to be clearer, but don't conflate the two separte states.

Justnobodyfqwl |
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Funny little typo I noticed in Player Core: on Page 26, the example for building a character mentions taking "Psychic Talent, so she can cast the an occult cantrip.."
It seems like someone forgot that they put "an occult cantrip" as a placeholder when naming an example- and it even has a double period.

Perpdepog |
1 person marked this as a favorite. |
Starfinder Player Core, p. 122, the example mystic has an incorrect feat.
It suggests taking the Eldritch Bond feat even though it has the Healing connection, and Eldritch Bond requires a connection with occult spellcasting.
Less important, but still notable, is that the example mystic suggests taking Heal as a spell in your repertoire even though the Healing connection grants it to you already. Perhaps it is meant to have Harm, instead?

RuinSmith_Hlit |

Starfinder Player Core, p. 122, the example mystic has an incorrect feat.
It suggests taking the Eldritch Bond feat even though it has the Healing connection, and Eldritch Bond requires a connection with occult spellcasting.
Less important, but still notable, is that the example mystic suggests taking Heal as a spell in your repertoire even though the Healing connection grants it to you already. Perhaps it is meant to have Harm, instead?
im wondering if i should repost the list of found errors for SF2 Player core as this one was already found there under mystic in this thread. getting immediate buried vibes. i mean the list has gotten a fair bit bigger from what was gathered from things i and others have found beyond these forums but i cant edit it after 2(?) hours.

Perpdepog |
Perpdepog wrote:im wondering if i should repost the list of found errors for SF2 Player core as this one was already found there under mystic in this thread. getting immediate buried vibes. i mean the list has gotten a fair bit bigger from what was gathered from things i and others have found beyond these forums but i cant edit it after 2(?) hours.Starfinder Player Core, p. 122, the example mystic has an incorrect feat.
It suggests taking the Eldritch Bond feat even though it has the Healing connection, and Eldritch Bond requires a connection with occult spellcasting.
Less important, but still notable, is that the example mystic suggests taking Heal as a spell in your repertoire even though the Healing connection grants it to you already. Perhaps it is meant to have Harm, instead?
I'd recommend it. I looked through half your list, but then it did get buried for me. It also looks like the most centralized and cohesive list of errata candidates we've got so far, and having all our issues in one spot helps the devs who decide to read this thread.

Finoan |

Shobhad Longrifle has neither Analog, nor Tech, nor a similar trait.
It should probably have one of them.
Yup. Otherwise it is not a gun.
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I'm thinking that Steady Balance should be an Acrobatics skill feat, not an Athletics skill feat.
Again, unless that is just AoN getting things mixed up currently.

rackders |
Player Core pg. 431. IMPLANT AUGMENTATION lists the Prerequisites as being a master in medicine or having the Augmentation Specialist skill feat. This skill feat is nowhere to be found in the book as of right now and is only listed in the playtest book. Can we get this back please or adjust the text to remove the feat from the prereq.

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I'm thinking that Steady Balance should be an Acrobatics skill feat, not an Athletics skill feat.
Again, unless that is just AoN getting things mixed up currently.
When I don't have the book, I double check with Nexus. The best way to tell AoN mistakes from book accurate mistakes.
In this case, it is AoNs mistake. I report it to them.

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Witchwarpers can exclude creatures from their Quantum Field: "Choose whether any given creature in the area is affected by your quantum field when you Warp Reality, each time you Sustain it, and when a creature enters your quantum field."
- How does that work with the light affecting Zones?
- Does it affect who would be affected by a Isolated Spell Matrix Spellshaped Fireball?