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RPG: New Updates In Starfinder Errata

3 Minute Read
Oct 13 2020
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Starfinder’s core book receives a big batch of new errata, clarifying both the 1sts and 2nd printings of the book–come and see what’s changed!

That’s right folks, it’s errata season for RPGs, and Starfinder is getting in on the action. There’s a new batch of errata and FAQs for Starfinder out right now that updates everything to the latest printing (currently the 3rd/pocket edition). If you’re looking to get some clarity, have questions about rules interactions, or are wondering what exactly the designers were thinking, the errata docs are the ones for you. Here’s a taste of what’s new.

via Paizo

These changes exist largely to clarify intent, fix known issues, resolve inconsistencies, and generally improve quality of life for GMs and other players. Some highlights for player characters include cheaper grenades, medicinals, and poisons, while GMs now have guidance on creating gunnery numbers for NPC starships (and better balanced gunnery numbers for many of the sample starships included). Of course, there are a lot of changes to peruse, and we always welcome more questions, comments, and feedback on our Rules Questions forum.

Also note that the changes listed for the 1st and 2nd printings are already incorporated into both the Starfinder Core Rulebook Pocket Edition and the 3rd printing of the Starfinder Core Rulebook. Eagle-eyed readers of these new printings will notice that we also took the opportunity to clean up stray typos and make language more consistent.

There are a few big changes that touch on most areas of the rules. You can find the full list at the end of the article, but we’re going through a few highlights.

 

  • Page 79: In the wireless hack exocortex ability, in the first sentence, change “Instead of combat tracking” to “On any round you don’t use combat tracking”.
  • Page 93: In the specialization class feature, in the specialization power entry, change “the specialization you chose at 1st level” to “your specialization”.
  • Page 93: In the trick attack class feature, in the fifth sentence, add “against your attack” to the end of the sentence.
  • Page 94: Change the first sentence of Debilitating Trick to the following.
    When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn.Change the text of Double Debilitation to the following.
    When you succeed at both the skill check and attack roll of your trick attack, you can apply two of your debilitating trick effects.
  • Page 94: In the ghost operative specialization, in the associated skills entry, in the second sentence, change “+4” to “+1”.
  • Page 96: Replace the text of Debilitating Sniper with the following.
    You can use trick attack with sniper weapons; this counts as aiming the weapon for the purposes of the sniper weapon special property. You do not add trick attack damage to your attack, but the target can still be made flat-footed, and you can use debilitating tricks.
  • Page 101: In the second paragraph of Solar Armor, in the third sentence, add “or powered armor” after “heavy armor”.

And all that’s just the character section.

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Author: J.R. Zambrano
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