Starfinder 2e Playtest Erratas Combined

Chapter 2: Ancestries

  • Barathu:
    • Base Speed is 5 feet.
    • Manifold Evolution only lets you select lower-level feats.
      Page 13 (Ancestry Feats): Manifold Evolution can only select ancestry feats you qualify for of 13th level or lower.
  • Skittermander:
    • You can Climb using inactive hands.
    • Double draw has been updated for clarity
      Page 22 & 39 (Ancestry Feats): Change the text of the Kasatha and Skittermander ancestry feat Double Draw to: "You Interact to draw, stow, or swap items you have up to twice."
    • Opportunistic Hug: You can use Titan Wrestler to hug big friends.
      Page 25 (Ancestry Feats): Add the following to Opportunistic Hug: “Special: If you have the Titan Wrestler skill feat, you can use Opportunistic Hug against creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.”
  • Kasatha:
    • You can Climb using inactive hands.
    • Double draw has been updated for clarity
      Page 22 & 39 (Ancestry Feats): Change the text of the Kasatha and Skittermander ancestry feat Double Draw to: "You Interact to draw, stow, or swap items you have up to twice."
  • Ysoki:
    • Feats that can be taken by both ysoki and ratfolk use the same wording as Pathfinder Player Core 2.

Chapter 3: Classes

  • Envoy:
    • Effortless Influencer is higher level.
      Page 67-68 (Envoy): Effortless Influencer is an 18th level class feature.
    • Distant Feint gives Feint the emotion trait.
  • Mystic:
    • You know the Hit Points totals of your bonded allies.
    • You regain all your Vitality Network when you Refocus.
    • Transfer Vitality always heals void creatures.
    • You become Expert in Perception at level 11.
    • Group Chat now gets you Network Spell (and it’s stronger).
    • Force Connection is now a feat.
    • Shadow Connection works against darkvision.
    • Adaptive Defense has a transfer cost.
      Page 82 (Mystic Feats): Add the following to Adaptive Defense: “Transfer Cost: 2”
    • Elemental mystic’s elemental weapon spell now scales properly.
      Page 239-240 (Mystic Focus Spells): Change elemental weapon to create a tactical grade weapon instead of a commercial grade weapon. Change elemental weapon’s 2nd rank heighten entries to the following: “Heightened (2nd): advanced”. Remove its 3rd-rank and 4th-rank heightened entries.
    • Mystic gets Weapon Specialization at level 13.
    • Viral Order xenodruids get the Toxic Cloud spell as its 5th-rank bonus spell, instead of Stardust Plague.
  • Operative:
    • You begin Expert in Will.
    • Snipers now ignore unwieldy all the time.
    • Strikers can use unarmed Strikes and melee weapons with most Operative features and feats.
      Page 89 (Operative): The benefits of the Striker Exploit apply to melee unarmed attacks, including the increase in proficiency, benefits of Aim, and ability to use operative feats. Replace the second paragraph of the exploit with: “You can use one-handed melee weapons with the agile trait and melee unarmed attacks with the agile trait to Aim and to satisfy requirements and use operative feats and features that require a ranged Strike or gun.”
    • Hair Trigger now only applies to your last Aimed enemy.
    • Relentless Aim now ricochets.
      Page 97 (Operative Feats): Replace the text of Relentless Aim with: "When determining if you have line of effect to a target you've aimed at, you can choose one solid surface within your weapon's first range increment to ricochet your shot to hit your target. You must be aware of the target and its position, and do not need to attempt a flat check to affect a hidden creature. If the creature is undetected, the GM still rolls a flat check in secret to see if you missed, but the flat check becomes DC 5."
    • Double Draw and Twin Draw give you an Aim.
    • You can no longer qualify for Twin Shooter with an Ancestry feat.
    • Ghost Operative’s exploit applies to targets you are undetected by.
  • Solarian:
    • Your photon-attuned solar weapon has the light trait and sheds magical light.
    • You can pick up two-handed solar weapons.
    • At 9th level, the solarian's proficiency rank for their solarian class DC increases to expert.
    • At 17th level, the solarian's proficiency rank for their solarian class DC increases to master.
    • Black Hole and Supernova no longer cycle.
    • You no longer get armor specialization.
  • Soldier:
    • Primary Target now Strikes before you hit with an area attack or automatic fire, decreasing the target’s successful save into a failure.
    • Run Hot will overheat your gun.
      Page 118 (Soldier Feats): Change the last sentence of Run Hot to say: "After you use this action, your weapon needs to cool off and cannot be used until after your next turn or until you take any amount of cold damage."
    • Hammer the Nail now knocks prone.
      Page 119 (Soldier Feats): Replace the third sentence of Hammer the Nail with: “In addition, on a critical success, the target is knocked prone after being Shoved.”
    • Whirling Swipe and Offensive Defense also get follow-up Strikes using Primary Target.
      Page 115 (Soldier): Add the following sentence to Whirling Swipe: "If you have the Primary Target class feature, the follow-up Strike to a Whirling Swipe is a melee Strike."
      Page 117 (Soldier): Add the following sentence to Offensive Defense: "If you have the Primary Target class feature, the follow-up Strike to Offensive Defense uses your forcefield or shield."
  • Witchwarper:
    • Witchwarper gets Quantum Pulse as a class feature at 1st level.
    • Restorative Recollection has been revised
      Page 128 (Witchwarper): Replace the effect of Restorative Recollection with the following: “There is a part of your mind in another reality always processing your situation. You can Recall Knowledge with any skill you are trained in. Decrease your stunned value by 2 or slowed value by 1. If you lost an action this turn due to the stunned or slowed condition, you can use Restorative Recollection as a free action.”
    • Infinite Magic can’t be used with 10th-rank spells.
    • Witchwarper gets Weapon Expertise at level 11.

Chapter 6: Equipment

  • Weapons:
    • Neural lash has the analog trait.
    • Force needle has 1 upgrade slot.
    • Crossbolter is in the crossbow group.
    • Painglaive is martial and has the boost 1d4 trait.
    • Bone scepter does 1d6 damage.
    • Doshko is no longer unwieldy.
    • Seeker rifle is in the sniper group, has volley (60 feet), and has a magazine size of 1 projectile.
    • Magnetar rifles can hold 20 bullets per magazine.
    • Grenade launchers get upgrade slots.
      Page 184 (Grenades): An advanced and superior grenade launcher have 1 upgrade slot. An elite and ultimate grenade launcher have 2 upgrade slots. A paragon Grenade Launcher has 3 upgrade slots.
    • Sonic weapons do sonic damage.
  • Ammunition:
    • 1 credit now gets you 10 pieces of projectile ammunition.
  • Armor Improvements:
    • Shift the chart so Tactical armor no longer provides the Resilient trait.
    • Superior armor provides Resilient +1.
    • Ultimate armor provides Resilient +2.
  • Environmental Protections:
    • Level 0 armor protects you for 1 day.
      Page 163 (Environmental Protections/Armor): Change the first sentence of the activation and duration section of environmental protections to: "A suit of armor's environmental protections last for a number of days equal to its item level (minimum 1 day)."
  • Shields:
    • Mobile Bulwark Shield: This shield has a heft value of +2.
  • Armor Upgrades:
    • Explosive Defense Unit grants resistance instead of non-stacking save bonuses.
      Page 188 (Armor Upgrades): Instead of a bonus to Reflex saves, the explosive defense unit grants "Resistance 2 to area damage (acid, cold, electricity, and fire damage only)."
  • Weapon Upgrades:
    • Nothing can stop you from deploying your advanced tripod as much as you want.
      Page 191 (Upgrades): Remove "Once per round" on advanced tripod.
  • Augmentations:
    • Cardiac Accelerator and Speed Suspensions have been fixed
      Page 198 (Augmentations): Remove the Avoid action of the cardiac accelerator. Change the price to 1,300 credits.
      Page 200 (Augmentations): The speed suspension augmentation provides an item bonus to land speed.
    • Apex augmentations and moodskins do not count against your implant limit.
  • Medical Items:
    • Medical Items: The cost of elite and ultimate hypopens has been fixed.
      Page 214 (Medical Items): Elite Hypopen should cost 3,500 credits and be level 12. Ultimate Hypopen shoulder cost 9,000 credits and be level 14.

Chapter 7: Spells

  • Adhere: We have separated the Reflex save from Adhere.
    Page 220 (Spells): Remove "Defense basic Reflex" from adhere. Change target to "1 held or unattended object or 5-foot-square surface"
  • Akashic Revival: Akashic Revival is a ten-minute spell.
  • Analyze Target: Analyze Target grants a status bonus.
  • Atomic Blast: Atomic Blast uses a basic Reflex save, and the radiation uses your Spellcasting DC.
  • Void Whispers: Void Whispers uses all three actions to move.
  • Vibe Check: Removed the incapacitation trait from Vibe Check.
  • Elemental Weapon: Elementalweapon now scales properly.
    Page 239-240 (Mystic Focus Spells): Change elemental weapon to create a tactical grade weapon instead of a commercial grade weapon. Change elemental weapon’s 2nd rank heighten entries to the following: “Heightened (2nd): advanced”. Remove its 3rd-rank and 4th-rank heightened entries.
  • Carcinization: Carcinization has evolved to lose the incapacitation trait.
  • Selective Invisibility: Selective Invisibility does not have the concentrate trait. It has the illusion, manipulate, and subtle traits.
  • Share Pain: Share Pain has the mental trait.
  • Quantum Negation: Quantum Negation is a two-action spell.

Chapter 8: Rules

  • Suppressed: Suppressed gives a 10-foot Speed penalty.