
RuinSmith_Hlit |
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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.
Classes

Justnobodyfqwl |
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.

kaid |

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.

RuinSmith_Hlit |
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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

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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.

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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.
** 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.

RuinSmith_Hlit |
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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.

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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.

Perpdepog |
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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.)

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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.

Justnobodyfqwl |
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.

Perpdepog |
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.
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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.

kaid |

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.

Justnobodyfqwl |
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.

Curious_Corvids |
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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.

Bosque |
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.

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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?

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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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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.

Xenocrat |
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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.

moosher12 |
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.

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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.

moosher12 |
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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.

moosher12 |
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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.

moosher12 |
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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.

Xenocrat |
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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.

Xenocrat |

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.

kaid |

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.

Xenocrat |
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GM Core pg. 86:
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?

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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?

kaid |

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.

moosher12 |
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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.

moosher12 |
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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.

moosher12 |
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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.

moosher12 |
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.

moosher12 |
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.

Squark |
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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.