SF2E 2025 Fall Errata Suggestions (NO PLAYTEST CONTENT)


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The plasma caster is described (and illustrated) as a "compact pistol", but it has a bulk of 2 and requires 2 hands to wield.

Grand Archive

I think you forgot to add "these items cannot get any Starfinder Upgrades" under the "Archaic" Trait.

You kinda only consider locking out runes from SF2 stuff, not locking out Upgrades from PF2 stuff.


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Below is a further compiled list of issues already seen, but for Starfinder 2e Core Only. this one including everything (including things mentioned in this thread) as well as other issues found since the last compilation. good chance i missed some already observed issues though, as im only human.

Deities:

  • 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 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 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

  • Ancestries:

  • The Networked Android Heritage from android grants the ability to do a variety of actions without a toolkit; utilizing computers, but it is unknown if intended for them to be able to pick locks utilizing computers over thievery. Starfinder 2e Core PG 43 Credit : u/MrDreedz

  • Multi-armed characters might need some clarification; as of writing there are 2 conflicting pieces of information; on each ancestry, it states only active hands can use items however the page redirect states that only active hands can use weapons. There is no suggestion or prevention of being able to use those hands for tasks that do not involve items; such as grabbing tripping or climbing Starfinder 2e Core PG 54,70,254 credit: u/lightning247

  • To prevent the above issue from happening again; there should only be 1 write-up on the rule text for multiarmed Ancestries or features that interact with it; and all future instances of multi-armed should reference that section in the core rule book. Credit: u/zgrssd

  • All Hands on Deck Has a different timer use based on what ancestry has it: being 1 per ten minutes for Skittermander and 1 per day for Kasatha. Starfinder 2e Core PG 57,73 Credit: AFigureOfBlue


  • 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 credit: u/humanflea23

  • 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 credit: u/DrChestnut


  • Classes

    Envoy:

  • 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 credit: u/coop1522

  • Envoy's directive; In the Spotlight, their unique directive Dance Partner! mentions 1 term never clarified or done before; being threatened. the exact rules text that should be defined by that condition is never spelt out. Starfinder 2e Core PG 105 credit: u/HMetal2001

  • Envoy's directive; In the Spotlight, their unique directive Dance Partner! seems to have an extremely narrow use case on its concealment for an additional cost of 1 action. Starfinder 2e Core PG 105 credit: u/HMetal2001

  • 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

  • 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 Feat Not in the Face changes the type of penalty from status to circumstance; depending on degree of success. should probably only be status. Starfinder 2e Core PG 110

  • Envoy's feat Influence does not have the Fortune trait. Starfinder 2e Core PG 110

  • Mystic:

  • Mystics Connection Rhythm Harmony benefit extends the duration of a Epiphany spell they cast by 1 round; however all spells have a duration of sustained for 1 minute; so while there is a usecase to have them potentially last longer then a minute; it was probably intended that this Harmony benefit Sustain's the spell instead. Starfinder 2e Core PG 120 the actual rulestext of sustain make this a non issue; but should probably be just sustain to prevent issues or confusion (or the niche situation to extend a spell past 1 minute?)

  • 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

  • Feat options at level 8 for the Mystic feel overwhelmingly empty (not an issue, just something to note). Starfinder 2e Core PG 123

  • 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

  • Feels the 2 focus spells being granted are too close; gaining both in a 2-level gap. If Greater Epiphany has an errata moving it to level 12, it leaves only 1 valid feat for divine mystics to choose from, being Quickened Casting, as all other level 10 feats require different magic. Starfinder 2e Core PG 124

  • Operative:

  • 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 credit: u/RheaWeiss

  • 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 credit: u/PM_ME_UR_LOLS

  • 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 credit: u/PM_ME_UR_LOLS

  • 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. Starfinder 2e Core PG 130 credit: u/KalistheGalvanic

  • The feat Explosive Deflection has a trigger yet it has no action symbol; being either free action or reaction. Its use case is also extremely narrow and probably should be expanded on. Starfinder 2e Core PG 136 credit: u/Thegrandbuddha

  • 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. (eg Mindsmith or Soulforger) Starfinder 2e Core PG 141 credit: u/zgrssd

  • 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 credit: u/zgrssd

  • Meditative Analysis does not specify where the +1 circumstance bonus is applied to. Starfinder 2e Core PG 143 credit: u/zgrssd

  • 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 credit: u/TestSeeker

  • 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 traits 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 (Eg "when you make an attack with the area trait using a weapon"). Starfinder 2e Core PG 152

  • The area trait on weapons and Primary Target requires some clarification. Currently, the trait prevents firing from any method other than area-fire; however, Primary Target 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

  • Soldiers Fighting style Close Quarters has a problem utilizing melee weapons with area fire, as a core rule to use them is to have a Range increment. it needs to steal some text from its feat Whirling Swipe to function as expected. Starfinder 2e Core PG 152,155

  • The feat Ready Reload does not have a time limit to how long the reduction in reload actions needed last. it should have been just *reload twice*. Starfinder 2e Core PG 155 Credit: Christopher#2411504

  • The Feat Overwhelming Assault Seems to have an odd progression for multi-attack penalty. should be -6 on agile weapons much like Combination Finisher from swashbuckler. Starfinder 2e Core PG 156 Credit: u/ubik2

  • Soldiers Fighting style Close Quarters also has a secondary problem of not being allowed to do standard strikes as per rules of the area trait. this prevents them from using the feat Punitive Strike. Starfinder 2e Core PG 158

  • 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 credit: u/zgrssd

  • 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."; information occurs at a page swap; and the original text was probably for url=https://2e.aonsrd.com/feats/681-predict-outcome]Predict Outcome[/url] as a base feature. Starfinder 2e Core PG 171,172 credit: u/coop1522

  • 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

  • Archetypes:

  • The Operative archetype might have a niche way to grant expert proficiency sooner then possible for caster formatted classes. if they choose to take the Striker specialization and gain its Exploit; they can gain expert in simple guns and finesse weapons; 3 levels sooner then when a caster should get it, and 4 levels sooner when archetypes should grant it. Starfinder 2e Core PG 129,177

  • 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 Solarian archetype does not have checks or handles to see if you have proficiency with solar weapons; or grant basic training with them; potentially granting you an ability that your character cannot use correctly. while they are considered martial weapons; there are situations one can take this archetype and not have proficiency in them. 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 Archetypes 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 credit: paizo forum

  • The Mystic Archetypes Vitality Network feat oddly does not mention it is granting said class feature. RAW could imply you do not have the ability to regenerate the network nor Transfer Vitality as those are features gained from the class feature. Starfinder 2e Core PG 180 credit: u/bonreu

  • The Starfinder Field Agent isnt a multiclass archetype. and should lose the multiclass trait. Starfinder 2e Core PG 181 Credit:Christopher#2411504

  • 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 credit: u/WanderingShoebox

  • Serum Crafting feat states you can craft "medical items" — the exact definition of what constitutes being a medical item isn't clear. Starfinder 2e Core PG 227 credit: u/coop1522

  • Items:

  • The game uses the term Advanced (item upgrade level) and the trait Advanced (weapon category). With both being used for completely different systems but both can relate to weapons. Can cause confusion. Credit: u/Prudent-Ad-4298

  • 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 credit: u/zgrssd

  • An armor’s environmental protections are missing the minimum of 1 day inside the activation and duration section. Starfinder 2e Core PG 244 credit: paizo forums

  • Solarians Potency Crystals use Pathfinder’s language for improved attacks rather than Starfinder’s. Starfinder 2e Core PG 244 credit: [Red Griffyn]Red Griffyn

  • The Archaic trait has removed the text for being unable to function on modern equipment minus the shield; which keeps the text from the playtest. possibly a missed issue. If it isnt; clarity on what that means should be given. Starfinder 2e Core PG 250

  • area trait: the area trait on weapons has some funky properties, the biggest being what does not being allowed to fire do? 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 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 Credit: u/zgrssd

  • 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 Credit : u/xuir

  • The Plasma Caster has stats and a picture that do not seem to be a pistol; being 2-handed as opposed to 1-handed—atypical for a pistol. these stats seem to be more fitting the Plasma Rifle god Ibra mentions. Starfinder 2e Core PG 262,263,266

  • Solarian crystals probably should have used an existing upgrade system rather than being their unique system of weapon upgrades. later down the line will create page bloat for the same item for both an upgrade and as a crystal; or will have one system be forgotten.Starfinder 2e Core PG 276

  • 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 leaving this item as pointless. Starfinder 2e Core PG 270

  • 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 credit: u/DrChestnut

  • 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. (eg, 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 credit: u/DrChestnut

  • 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 credit : u/criticalham

  • 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 credit: u/Timebomb_42

  • Akashic Lens's 15th level item version grants Akashic Download at 4th rank, which has no benefit as it does not heighten past 3rd. Starfinder 2e Core PG 283,314

  • Conditions:

  • The glitching trait and the current wording of the stunned trait need some 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. (There are several posts on this issue; but it is an error I felt I should include; this is because of the rules text attached to stunned stating "You can't act"; which the exact consequences are clarified at Starfinder 2e Core PG 428 Step 2: Act) the issue also can be found with any critical hit with a shock weapon to a person who's turn it currently is; or any other such action that could give stunned mid turn. (A 15th-level operative hitting with a held action or reaction attack with a shock weapon being the most likely scenario)

  • Spells:

  • Analyze Target Changes between Status and Circumstance based on level of heightening. Starfinder 2e Core PG 314 Credit: Spamotron

  • It is unclear what happens when you use Recharge Weapon and end up with more ammo then its capacity. (typically happens with weapons of a capacity of 1 and any of its heightens.) Starfinder 2e Core PG 354 Credit: pauljathome

  • Weight of Ages has the attack trait; while being a saving throw spell with 0 mention of how making an attack roll is relevant. Starfinder 2e Core PG 374

  • Infusion has the Vitality and Void Traits; and is missing the Healing trait which brings into question if RAW if there are any valid targets to be healed via this ability, as both traits negate healing for the opposing side if present. Starfinder 2e Core PG 376 credit: u/TheErikkuBlade

  • Vitality Nova is missing the Healing trait. Starfinder 2e Core PG 376 credit: u/TheErikkuBlade

  • Vital Rebirth is missing the Healing trait. Starfinder 2e Core PG 376 credit: u/TheErikkuBlade

  • Vital Rebirth is missing the Healing trait. Starfinder 2e Core PG 376 credit: u/TheErikkuBlade

  • Reality Wipe is missing any form of heightening; which is unusual for a damage focus spell. Starfinder 2e Core PG 379

  • Playing the Game:

  • On step 3 of making a sample character, it says "she picks an ancestry feat, deciding on Psychic Talent, so she can cast the an occult cantrip.." having 2 dots and being improper grammar; probably meant to be a substituted spell. Starfinder 2e Core PG 26 Credit: Justnobodyfqwl

  • 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 trigger and resist several different damage dice instead of reducing the whole as one instance. Starfinder 2e Core PG 400

  • On the counteract table in the Counteracting sidebar the table results for critical success and success are flipped. Starfinder 2e Core PG 423 credit: u/roll_with_punches

  • Recharge only works on batteries that are completely empty; when they should work on any battery that is not full; as one could *shoot* into the air to empty it anyway. Starfinder 2e Core PG 422 credit: Dennis Muldoon

  • Player Core, p. 273, the Loudener is a purely technological upgrade and is lacking the Magical trait.

    This could totally be intentional, but I figured I'd mention it anyway in case it was an error. It breaks the pattern of the damage-enhancing upgrades being hybrid tech items so it stood out.


    RuinSmith_Hlit wrote:

    Below is a further compiled list of issues already seen, but for Starfinder 2e Core Only. this one including everything (including things mentioned in this thread) as well as other issues found since the last compilation. good chance i missed some already observed issues though, as im only human.

    Thank you so much for putting this together!

    There's two points about Detect Thoughts - my apologies to the first person to mention the Contemplative issue, I know it wasn't me but I can't remember if it was on reddit or on this forum.

    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.

    The Galaxy Guide also has the Thoughtseeker Contemplative heritage, which says "You gain detect thoughts as an occult innate cantrip, which you can cast at will". I don't know enough about 2e rules to know if this means it doesn't work or if you can just cast a 2nd rank spell at will, but either way it seems unintentional.


    Justnobodyfqwl wrote:
    RuinSmith_Hlit wrote:

    Below is a further compiled list of issues already seen, but for Starfinder 2e Core Only. this one including everything (including things mentioned in this thread) as well as other issues found since the last compilation. good chance i missed some already observed issues though, as im only human.

    Thank you so much for putting this together!

    There's two points about Detect Thoughts - my apologies to the first person to mention the Contemplative issue, I know it wasn't me but I can't remember if it was on reddit or on this forum.

    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.

    The Galaxy Guide also has the Thoughtseeker Contemplative heritage, which says "You gain detect thoughts as an occult innate cantrip, which you can cast at will". I don't know enough about 2e rules to know if this means it doesn't work or if you can just cast a 2nd rank spell at will, but either way it seems unintentional.

    It needs some clarification but honestly giant floating brain dude being able to detect thoughts at will seems pretty reasonable.


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    Justnobodyfqwl wrote:

    Thank you so much for putting this together!

    There's two points about Detect Thoughts - my apologies to the first person to mention the Contemplative issue, I know it wasn't me but I can't remember if it was on reddit or on this forum.

    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.

    The Galaxy Guide also has the Thoughtseeker Contemplative heritage, which says "You gain detect thoughts as an occult innate cantrip, which you can cast at will". I don't know enough about 2e rules to know if this means it doesn't work or if you can just cast a 2nd rank spell at will, but either way it seems unintentional.

    piggy backing on this, as while looking through this to continue adding to the reddit post i also noticed that the Aeon Stone (Projecting) mentions casting a 1 action version of Detect Thoughts; but such a variation of the spell does not exist. Starfinder 2e Core PG 283

    Second Seekers (Jadnura)

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    I would like clarification on the range of battle medicine. The feat itself doesn't specify who you can target. Which means that a strict reading of the rules would indicate it has unlimited range which is obviously silly. In starfinder i consider it plausible that a standard medkit contains some kind of healing gun that allows this to be at range. But whether that's true, and what the range would be needs to be clarified.

    This is especially relevant for "Through Desperate Times" Envoys. Their directive allows them to choose a target within 30 feet and boost the next healing they receive. If they use two actions they also get a battle medicine. This directives' power changes substantially based on the range of battle medicine. If you need to be adjacent to an ally this would usually mean you also need to stride before using it, which means you spend your whole turn on it.

    Grand Archive

    RuinSmith_Hlit wrote:

    Below is a further compiled list of issues already seen, but for Starfinder 2e Core Only. this one including everything (including things mentioned in this thread) as well as other issues found since the last compilation. good chance i missed some already observed issues though, as im only human.

    ** spoiler omitted **...

    I have issues with your summary, because you do filter out thinks you think are irrelevant or should not be here. That is inherent in the prrocess of making a summarry.

    I noticed several of my reports being missing.


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    I endorse all of Christopher's suggestions not being included on the grounds of irrelevancy to the errata process.


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    Christopher#2411504 wrote:


    I have issues with your summary, because you do filter out thinks you think are irrelevant or should not be here. That is inherent in the prrocess of making a summarry.

    I noticed several of my reports being missing.

    yea i figured i might have missed some points.

    lets see

    multiarmed was included.

    cone length from area i was unsure how much that was in need of fixing i will be honest; less seems an errata issue and a way to balance a weapon that can do both tasks; though thinking it long term about what you said on the upgrades is a point. i should have added it for that bit specifically.

    i got no idea what one can summerize the caster range issues; it at most seems to be a problem for PF2e Classes less SF2e Classes, i probably wouldnt include it.

    Prismeni should be uncommon for the points made; that way a gm has jurisdiction when or when it shouldnt be allowed

    batteries got load of issues; but i believe the intent of having a battery weapon slowly get better isnt a errata specific issue and the design space part is just using weapons without batteries. the half charging part was partially included as they should just be refillable while not full.(via someones elses post tho). there should be some activity to allow you to transfer energy from 1 battery to another if there isnt a charging station nearby.

    strikers design seems to be on the thought of using agility melee weapons in... melee. as a swashbuckler isnt inherently bad for not having a STR keystat i dont think this is either. i wouldnt say its good but it plays its archetype enough and i wouldnt even know how to add it to a summary.

    First/last action feels like i should include but i have no idea where to put it; as its not really covered in any section of the book; probably in the playing the game area.

    the notes on cover are fair. as one could argue "feature that allows you to take cover" and any form of light cover would be considered good enough for most.

    shields are a tricky subject. i think they are fine enough and the ones that grant you the ability to cover behind them are rare enough to not be its own trait; that and it would be rewriting both books for 1 trait.

    Solarian Solar Flare the crit spec shouldnt apply map; but probably still count for it; but definitely shouldnt let you crit fail from it. i just missed that one.

    Ghosts Operative's deception grants the ability Create a Diversion and can grant hidden on a success; which is enough for the ghost tap exploit. and from it you can then become hidden after the fact if you are in a covered situation. i think that works perfectly fine if im not missing something.

    plated vesk 100% just should be unarmored for those who dont have proficiency in it. being stuck in armor you cant use is just silly. Though this issue exists with conrasu in the past.

    hammer is understated.

    think tail blade just being a free hand with 0 hands used is fine enough to clarify its point.

    battle ribbon is missing a trait if analogy to whip...

    included field agent multiclass error...

    i think i included the kalo electricity thing if i didnt oops.

    low grade ammo seems to have the normal expected result of just working so unsure if it needs to be mentioned...

    singing spear is understated.

    barricade feat just feels like a feat tax to be a free-hand buckler; since to gain the benefits of a shield requires 2 actions per turn. i dont think it should be included.

    how the quantum field interacts with light is a nice quirk; but could be argued a spell effect and should not pass the zone. how isolated spell matrix and its targeting with quantum field targets creatures should be clarified though.

    the next time a summery is posted (probably when the 2e starfinder forums come out,) ill make sure to include the bulk of these. ill be editing a saved post till then.

    Grand Archive

    Supercharge Weapon and Shifting Surge.
    Somethings seems to have gone wrong when translating those spells from 1E to 2E?

    They get outshone by most Cantrips, as a Slot spell.

    Supercharge theoretically allows you to deal damage if only your allies brought the right damage type.
    But 1D6 on a Attack Roll just isn't worth it compared to a 2 Action Force Barrage (2D4+2 Force Damage). Which already deals less damage for the Rank, because there isn't a solid Defense and force damage is that reliable.
    And even on Area weapons, a Rank 3 2D6 does not stand up to a Fireball (6D6, 20ft burst, 500ft).

    Surge is somewhat usefull. It can get the weapons primary damage to something usefull. But it does all that effect on Rank 1, with the bonus damage being a happy side effect. No reason you would waste a Signature slot to heightend for +1D6 every 2 Ranks.

    With a 1 minute duration there is some pre-buffing potential, but only the Rank 1 versions might be worth the slot.


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    Player Core, p. 377, the Eldritch Bond and Wild Bond Epiphany Spells grant new unarmed attacks, and increase the damage dice of those attacks, but never increase the Tracking value of the attacks. This creates an odd situation where, to gain the full benefit of the spells a character needs to be wearing hardlight handwraps with maxed out Tracking upgrades but no damage dice-increasing upgrades.
    (Admittedly, if they did have damage dice-increasing upgrades on it would still enhance the new unarmed attacks.)

    Second Seekers (Luwazi Elsebo)

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    Pathfinder Starfinder Society Subscriber

    I think Eldritch Bond and Wild Bond need some errata, even beyond Perpdepog's excellent point, above. Or, at least, Wild Bond does, because it is just empirically worse than Eldritch Bond.
    EB grants two abilities, from the list; WB grants only one, although the list of possible abilities seem roughly on par with each other. EB bumps up the number of targets to 5, and increases number of damage dice for granted attacks, at level 4. WB has the exact same - at level 5. One of EB's options is a ranged attack; WB only has melee options.
    The only thing that I can see that "balances" WB is that is lacks the Concentrate and Manipulate traits, which doesn't feel big enough to justify it being worse is nearly every other way.


    Kishmo wrote:

    I think Eldritch Bond and Wild Bond need some errata, even beyond Perpdepog's excellent point, above. Or, at least, Wild Bond does, because it is just empirically worse than Eldritch Bond.

    Really? It made sense to me when I first read it, movement speeds are a lot more generically useful and applicable than a bunch of melee combat abilities. It felt intentional that an average Starfinder party would get more use out of a temporary fly or swim speed than an unarmed strike against guys with guns.


    Kishmo wrote:

    I think Eldritch Bond and Wild Bond need some errata, even beyond Perpdepog's excellent point, above. Or, at least, Wild Bond does, because it is just empirically worse than Eldritch Bond.

    EB grants two abilities, from the list; WB grants only one, although the list of possible abilities seem roughly on par with each other. EB bumps up the number of targets to 5, and increases number of damage dice for granted attacks, at level 4. WB has the exact same - at level 5. One of EB's options is a ranged attack; WB only has melee options.
    The only thing that I can see that "balances" WB is that is lacks the Concentrate and Manipulate traits, which doesn't feel big enough to justify it being worse is nearly every other way.

    Oh, those are also some great catches; I wonder if Eldritch Bond was meant to be the bond formula going forward but Wild Bond wasn't updated to its layout.

    Eldritch Bond is definitely the better pick, though I think the gap, at least utility-wise, is a bit narrower than it may appear. Wild Bond has also got a burrow speed as an option, that's a pretty good movement mode to have, arguably better than flight in many circumstances because it's nearly impossible for anyone to follow you.

    Second Seekers (Luwazi Elsebo)

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    Pathfinder Starfinder Society Subscriber

    I don't disagree that Wild Bond's additional movement speeds are great, but - it's really the 2 abilities from Eldritch Bond vs only 1 from Wild Bond that shoot EB way ahead in usefulness. Eldritch Bond granting, say, Mental Resistance and 10 ft Reach, or Darkvision and 10 ft Reach, or ... literary anything and 10 ft Reach, at lvl 2? Pretty hard to say no to that.
    (Especially considering how the prevalence of flight options devalues the usefulness of a Fly Speed at lvl 2. (Not that I'm complaining, Starfriends!! Thank you for letting shirren and dragonkin et al fly!))
    Although, saying that out loud, maybe the Ranged Meta devalues the usefulness of melee reach..? I dunno, there were still loads of melee in the games I played/GM'd at GenCon.

    Grand Archive

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    The Professionals Traits Proficiency part is just horribly written and causes no shortage of misreadings.

    Maybe split it into separate sentences for Martial and Advanced Weapons? It is really hard to figure out how to convey a mechanic that complicated. Maybe just make the mechanic simpler instead?


    Kishmo wrote:

    I don't disagree that Wild Bond's additional movement speeds are great, but - it's really the 2 abilities from Eldritch Bond vs only 1 from Wild Bond that shoot EB way ahead in usefulness. Eldritch Bond granting, say, Mental Resistance and 10 ft Reach, or Darkvision and 10 ft Reach, or ... literary anything and 10 ft Reach, at lvl 2? Pretty hard to say no to that.

    (Especially considering how the prevalence of flight options devalues the usefulness of a Fly Speed at lvl 2. (Not that I'm complaining, Starfriends!! Thank you for letting shirren and dragonkin et al fly!))
    Although, saying that out loud, maybe the Ranged Meta devalues the usefulness of melee reach..? I dunno, there were still loads of melee in the games I played/GM'd at GenCon.

    I think melee reach will stay useful. For as common as flight and ranged weapons are a lot of combat is still going to wind up being in narrow corridors/halls/alley ways/tunnels. Adventurers are still doing normal adventurer things and a lot of those things will steeply limit ranged and flight options. It will be less strong than it is in PF2 but that also makes perfect sense for a scifi setting but it does have use and is still really strong.

    Grand Archive

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    The Soldier Overwatch Feat probably needs to mention it allows Strikes with Area Weapons.
    As written, the Unwieldy override only works with Sniper Group Weapons. Which doesn't feel intended.


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    Operative: The feat 'Kill Steal' has you Aim at a target as part of your Reactive Strike. Aim expires at the end of your turn. Is this intended to mean that Killsteal's Aim expires at the end of the turn during which it was triggered, or that it lasts until the end of the Operative's next turn?


    Curious_Corvids wrote:
    Operative: The feat 'Kill Steal' has you Aim at a target as part of your Reactive Strike. Aim expires at the end of your turn. Is this intended to mean that Killsteal's Aim expires at the end of the turn during which it was triggered, or that it lasts until the end of the Operative's next turn?

    The BENEFITS of aim last until end of turn, but there's nothing that establishes when someone stops being "your mark", right? It's not intuitive at first, but I think they worded it the way that they did specifically to allow for stuff like Kill Steal working past your turn.


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    Justnobodyfqwl wrote:
    Curious_Corvids wrote:
    Operative: The feat 'Kill Steal' has you Aim at a target as part of your Reactive Strike. Aim expires at the end of your turn. Is this intended to mean that Killsteal's Aim expires at the end of the turn during which it was triggered, or that it lasts until the end of the Operative's next turn?
    The BENEFITS of aim last until end of turn, but there's nothing that establishes when someone stops being "your mark", right? It's not intuitive at first, but I think they worded it the way that they did specifically to allow for stuff like Kill Steal working past your turn.

    That doesn't really address the question I had. Kill Steal has you Aim before you Strike. This, presumably, means that you gain the damage and cover reducing boni for that Strike. However, do these last until, and through, your own actual turn? That would effectively mean that (if the mark is still alive) Kill Steal is also Action Compression. I think that's likely too good to be true, but it is worded nebulously right now.


    Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

    Akashic Assistant from Akashic Mystic doesn't state the Assistant gets a reaction and rather confoundingly states "as though it had a reaction"

    Given the perfect harmony here gives a house with 25 of these buggers I assume it is intended they don't require the mystic to be using its personal reactions, and clarifying what will happen if there are two on one person now becomes important.

    It would also be nice to know if they can step outside to aid folk in like 60 ft of the planar portal or are bound within it. Kind of a bummer if this one has literally zero combat utility compared to any other perfect harmony. Maybe just make the focus spell last 24 hours but reserve a focus point or something

    https://2e.aonsrd.com/spells/368-akashic-assistant

    See

    https://2e.aonsrd.com/classes/2-mystic/connections

    For perfect harmony.

    Grand Archive

    Stunt/Drive action cost is very confusing.

    Stunt costs a single Action and allows a subordinate Drive action. Drive cost 1-3 Actions, depending on your choice.

    The Text
    "If the Drive action and Stunt are both reckless, you must attempt the Piloting check to keep control of the vehicle twice."
    makes it very clear the 2 and 3 Action options are intended as subordinate actions. But that would make it a huge 3:1 Action compression, which seems out of balance.

    Did you mean to limit it to One Action Drive? Or mirror the number of Actions on Stunt and subordinate Drive?

    Lantern Lodge

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    CHEM TANKS

    Maybe I'm missing something, BUT the Zero Pistol, the flamethrower, and the Zero Cannon on the weapon tables list a Magazine of 10 Chem (presumably 1 commerical grade chem tank), BUT the Chem Tanks table lists a commercial grade chem tank as having a Magazine of 8, not 10.

    I'm guessing either the weapon table is wrong and the weapons' Magazine should say 8 chem, OR the Chem Tanks table is wrong and should say the Magazine is 10 (and if so probably 20 for tactical, 40 for advanced, 60 for superior and 100 for elite).


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    The Ricochet cantrip has the metal trait and is described as "shimmering steel" but is on the arcane and divine lists. Should probably be arcane and primal.

    Grand Lodge

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    Solarian Partition on pg 142 of Player Core

    A success only turns into a critical success against mental or incapacitation effects.

    Was that intentional or an error?
    Putting this here as much for clarification as errata, as the Solarian is the only class with a restriction like this.

    Grand Archive

    PF2 has this little rule for Alchemical Bombs:
    "As consumables, bombs can't have runes etched onto them, have talismans attached to them, or benefit from runes granted in other ways (such as from spells or from items that replicate runes from other items). Spells and magic items that give you a bonus to all your attacks (or to all thrown weapons, for example) can still apply to them."

    SF2 Grenades should probably have a similar rule.


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    Operative's Aim says:

    "You take careful aim at a single creature that you’re aware of, designating it as your mark. Until the end of your turn, your ranged Strikes against your mark using the required ranged weapon deal an additional 1d4 precision damage and reduce the circumstance bonus to AC your mark gains from cover by 1."

    A lot of people would like it clarified (or possibly changed) whether "the" required weapon only allows you to use a single weapon you're holding when you Aim. This has implications for dual wielding (does only one of the two pistols, or pistol/melee weapon if Striker, qualify for Aim benefits?) or Tactical Swap (can the weapon you swap to benefit from Aim?).

    Changing the bolded "the" to "a" might be a way to make this more permissive if that's the design intent.


    Starfinder Player Core pg. 69

    The Shirren's Unconventional Expertise feat is a bit too hyperspecific to be beneficial. The only classes that can benefit from Unconventional Expertise are classes that measure proficiency in terms of weapon type rather than difficulty, such as Gunslingers and Operatives. It might need a buff, or to have its level lowered.

    Grand Archive

    Jetpack

    Aside from needing a action every minute to reactivate, there is no limit on this Upgrade. No cooldown, no uses per day, nothing.
    This feels very odd that something can be used 24/7, yet each activation only last 1 minute. Feels like a limit is missing here somewhere. Or the duration should be longer.


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    Starfinder Player Core pg. 94 and 227

    The Disciple background grants access to the Religious Talisman feat. It does not feel appropriate for a common background to grant access to a feat that requires mastery in a skill and is level 7.

    The Religious Talisman feat likely was included in the Disciple Background in error, as the playtest draft of it, Holy Talisman, was a level 1 feat that required training in Religion, and was included in the Disciple background, which means that they might have intended to swap it to a new skill feat, but simply forgot.

    But if it was intentional, well I understand Religious Talisman is a more powerful version of Pathfinder's Pilgrim's Token, but Starfinder likes to skew more powerful anyway.

    Recommended approaches:
    - Make the Disciple background Uncommon or Rare for using nonstandard feats.
    - Switch the Disciple background to granting Student of the Canon instead of Religious Talisman.
    - Make the Religious Talisman feat a level 1 feat that requires trained in Religion, as if it was available to a level 1 character by a common background, that means it's already considered balanced for this tier of play.


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    Starfinder Player Core pg. 119

    The Mystic's Transcendence class feature is written like a prepared spellcaster's 19th level feat for rank 10 spells, instead of a spontaneous casters.

    The entry should instead grant two common 10th rank spells of your tradition to your repertoire, and grant you a single 10th rank spell slot.


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    Starfinder Player Core pg. 225

    The Prescient Planner feat does now allow you to pull out a serum, that's all well and good, but it does not block you from pulling out other Consumable medicinal items, such as Medpatches, Hypopens, or Sprayflesh. But judging by the function of the Pathfinder version, I think it's pretty clear to assume Rules as Intended forbids medicinal consumables as a whole.

    I'll reiterate an old playtest suggestion, but these items probably should have their own "Medicinal" trait. But considering Medpatches have the exact same stats as an Elixir of Life, it might just be worth giving them the "Chemical" trait, where Chemical is just Alchemical in the future.


    Starfinder Player Core pg. 212 and 227

    In the General Skill Feats table, the Seasoned skill feat mentions granting bonuses for spell ampoules, but the feat does not actually grant that.


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    GM Core, pg 87, the Kickback variant rule states that only tech weapons using ammunition or "petrol" result in Push Off results.

    1. It's very hard to see why the tech restriction is here. The large majority of projectile weapons that use ammunition are analog, and surely they have at least as much recoil as a tech version.

    2. Petrol should be chem.


    There's a couple of Witchwarper focus spells that have a sustained duration. Does the sustain action on them have the anchoring trait, so that you don't have to separately sustain the quantum field on subsequent turns? I assume so, because it's really the only useable way to design them, but they don't say so and the majority of people participating in discussions about this issue seem to go the other way.


    Xenocrat wrote:
    There's a couple of Witchwarper focus spells that have a sustained duration. Does the sustain action on them have the anchoring trait, so that you don't have to separately sustain the quantum field on subsequent turns? I assume so, because it's really the only useable way to design them, but they don't say so and the majority of people participating in discussions about this issue seem to go the other way.

    This was a question I had as well. It seems like that may be the whole point of them where you are spending one action that sustains your main feature while keeping your focus spell running. Otherwise taking two actions a turn to keep your quantum field up and sustain your anchoring spell seems wrong.


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    GM Core pg. 86:

    Energy Damage in a Vacuum Variant Rule wrote:


    In a vacuum like space, there’s no medium for energy transfer through conduction or convection. Cold, fire, and electricity spells or actions with the cold, fire, and electricity traits don’t function in a vacuum. Ignore these rules if the spell or action targets an adjacent target, even if it uses a ranged attack roll. This rule can be especially oppressive and should be avoided if the PCs are reliant on these abilities, and you should feel free to exempt specific traits. Magical effects or weapons with magical upgrades bypass this effect—magic breaks normal physics!

    First, I don't think anything actually gives weapons that inflict energy damage the relevant trait to make this effective.

    For example the fire trait notes: "fire (trait) Effects with the fire trait deal fire damage or either conjure or manipulate fire." But that's one way: fire trait -> fire damage, but it doesn't say if it does fire damage -> it has the fire trait. Published statblocks will almost always give a fire trait to a creature natural attack that has bonus fire damage, but you don't see a laser rifle published with the fire trait. Is this just a space saving thing? Then please publish a FAQ that energy weapons have the corresponding trait for their damage type.

    Second, lots of people are annoyed that, if this applies to any weapons at all, it applies on its face to lasers. Probably all of these people are going house rule that away, but c'mon.

    Finally, the treatment of spells is incoherent and contradictory. The second sentence says spells with those traits don't function in a vacuum, but the final sentence says that "magical effects" do. Surely "magical effects" isn't referring only to non-spell magic (e.g. dragon breath) effects. So which is it, Paizo?

    Grand Lodge

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    Soldier and Primary target.

    Assuming that you can make an Strike with an Area weapon, seems intended. Is extra ammo consumed? Area weapons expending so many extra charges would make them near worthless with needing to reload practically every round. See Singing coil and Starfall pistol

    I read it as the primary target attack is part of the AoE itself but reasonable minds could disagree

    Can you Primary Target with a thrown grenade? Grenade Launcher?


    Corwin Illum wrote:

    Soldier and Primary target.

    Assuming that you can make an Strike with an Area weapon, seems intended. Is extra ammo consumed? Area weapons expending so many extra charges would make them near worthless with needing to reload practically every round. See Singing coil and Starfall pistol

    I read it as the primary target attack is part of the AoE itself but reasonable minds could disagree

    Can you Primary Target with a thrown grenade? Grenade Launcher?

    It seems like the primary target sort of part of the area attack so I would rule no but it probably should be clarified. Given how your targeting works for primary attack it seems clear that basically they are the main target of that area attack.

    I would have to double check but I think any weapon with the area trait would work. Basically with the primary attack you beaned your main target with the grenade directly then it blows up in their face. They take more damage all the others in the area take normal damage.


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    Starfinder Player Core pg. 241

    The cost of the tactical climbing kit looks to have been in error. The Pathfinder price is 40 gp, while the Starfinder Price is 40 credits (4 gp).

    Considering the numbers are the same, I am pretty sure they meant to instead make the tactical climbing kit cost 400 credits, as 40 credits is well within the reasonable price range of a level 1 character to get for a level 3 item.

    If the price change is intentional, then the level of the Starfinder Tactical Climbing Kit should be reduced to level 0 or 1.


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    Starfinder Player Core pg. 240

    For some reason, Tactical Locks broke the pattern of requiring 2 Thievery checks instead of three. Not sure if this is intentional, but it's odd as the rest of the variants match Pathfinder.


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    Starfinder Player Core pg. 234

    The Universal Polymer Base chapter alludes to using Maker's Kits instead of Maker's Toolkits. This is a minor error, as it still gets the idea across, but would be nice to get the term changed to Maker's Toolkit so that you can more easily search the term if you are reading the book from front to back.


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    Starfinder Player Core pg. 248

    Tempweave Armor appears to be exactly the same as Carbon Skin Armor while being more expensive. There is no mechanical difference between these armors, as their one difference, armor group, offers no benefits for light armor, and any class that gives an armor specialization bonus is unlikely to use light armor anyway.


    Starfinder Player Core pg. 248

    Veskarium Imperial Plate does not feel like it offers enough extra capability to offset being simultaneously more expensive and heavier than Kyokor Plating.


    Starfinder Player Core pg. 235-236, and 250

    The Shields section still follows the Legacy format of shields needing to be held to be used, and does not discuss attaching shields. But the Wielding Items section earlier still gives rules for Detaching a shield.

    It is uncertain whether Starfinder is intended to use Legacy or Remaster Shield rules in this case.

    If Legacy is intended, rules for detaching and attaching the shield should be removed.
    If Remaster is intended, then rules for the benefits of attaching the shield should be included.


    Starfinder Player Core pg. 251

    The fact that the shields listed in the Shields table are commercial can be omitted because equipment of this type is assumed to be commercial in the first place.

    Additionally, Deflecting Shield and Mobile Bulwark have unneededly thick rows.

    Either way, should be able to free up at least two lines of space to write additional content.


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    Starfinder Player Core pg. 172

    The wirchwarper feat Twisted Dark Zone inflicts the confused condition but lacks the incapacitation trait. Is this intentional? Its very unusual for an effect that inflicts such a powerful status effect to lack the trait, especially since the save seems to repeat every round. I'm not saying for certain this is too strong, but it definitely deserves a second look.

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