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Core Manual Errata

Errata listed as of May 2020 Eldori has advantage. If the target does not
This document provides corrections and Draw from the Wheel (pg. 34). When attack you by the end of their next turn,
clarifications to rules listed in the Core you use your bonus action to activate the effect ends.
this feature, you must choose the type of
Manual. This does not include minor
bonus in advance. It cannot be used as a Warrior
typos or spacing corrections. Updated Martial Archetype (pg. 105). Justicar
versions may include some or all of the reaction. The effect of this feature lasts
until the end of your next turn. should be listed as one of the available
revised text provided here. archetypes for this class.
Belare Adept
Psionic Combat (pg. 20). You start Backgrounds
Immunities and Vulnerabilities. While Techie (pg. 127). The “encrypted PDA”
wearing their suit, belare are immune with two combat modes and learn one
additional combat mode when you that is provided with this background is
to disease. When outside of their suit, equivalent to a Portable Media Device.
they are immune to radiant damage and reach 13th level.
vulnerable to necrotic damage. Cybermancer Equipment
Artificial Body (pg. 26). This Starting Equipment (pg. 131). Each
Data Shift (pg. 66). This feature can be
information is replaced with the entry in the “Starting Money” column
only used on devices within 60 feet of
following: of the Starting Wealth by Class table
you that you can see.
“You can be targeted by and subject should have a multiplier of (x100 cu)
A.I. Feedback (pg. 67). The influence
to the effects of attacks and powers instead of (x10 cu).
talent should be listed as suggestion.
that specifically target automatons and Pistol, arm (pg. 135). This arm-attached
Pattern Detection (pg. 68). Esper sight
constructs. weapon does not need to be drawn nor
should be listed as esper sense.
You do not need to eat, sleep, or held in order to be used in combat.
breathe. Esper powers and effects can’t Hunter Armor (pg. 132). On the Armor table,
cause you to age or put you to sleep. Preparing and Using Techniques (pg. 79). Reinforced shields should have a weight
You regain hit points from healing Disregard this entire section and replace of 3 lb. A Portable Shield Device weighs
powers and other healing effects the with the following text: 0.2 lb.
same as any other organic species. You First Aid Kit (pg. 140). This item’s
also gain the same benefit from 4 hours
Tech Slots statistics is missing from the
of uninterrupted rest that a human Miscellaneous Gear table. It costs 400
normally would from 8 hours of sleep.” The Hunter table shows how many tech
slots you have to use for techniques. To
cu and weighs 8 lb.
Belare Containment Suits (pg. Tools (pg. 142). Demolition Tools
activate a technique, you must expend
26-sidebar). This sidebar should be is missing from this list. It can be
a tech slot of the technique’s rank or
replaced with the following: purchased for 750 cu. and weighs 10
higher. You regain all expended tech
slots when you finish a long rest. lb. Mechanic’s Tools has been renamed
Containment suits are linked and to Cybersmith’s Tools. Shipwright’s
For example, if you know the rank 1
bound to a belare’s bio-signature. Tools is missing from the list. It can be
These suits are treated as their technique sensory jammer and have a
physical bodies, subject to damage rank 1 and a rank 2 tech slot available, purchased for 850 cu and weighs 15 lb.
in the same manner as any other you can use sensory jammer using
character. They are extremely durable either slot. Multiclassing
and cannot be forced open without Multiclassing Proficiencies (pg. 147). The
consent from the belare attuned to it. Gaining Additional Powers (pg. 79). Proficiencies Gained for the Engineer
As a belare, once bound to your should be listed as “Light armor,
containment suit, leaving your suit
At 2nd level, you know two rank 1
techniques of your choice from the medium armor, one artisan tool or
causes you to expel energy and suffer vehicle proficiency (your choice).
severe stress. Your physical form can hunter powers list.
be exposed for a number of rounds Feats
equal to your Constitution modifier Sentinel
(minimum of 1). At the start of each Infused Strike (pg. 94). Whenever you Moderately Outfitted (pg. 152). When
round thereafter, you suffer one use your Infused Strike feature, you can you select this feat, you also gain
level of exhaustion, which can’t be choose either Melee Strike or Ranged proficiency in shields.
removed by any powers or effects.
At six exhaustion levels, your body is
Strike. Using Ability Scores
reduced to a pile of fine dust. Closing
a containment suit requires an action.
Specialist Charisma (pg. 163). The Esper Ability
Intuitive Action (pg. 101). When you paragraph should begin with: “Adepts
Taking a long rest removes all levels of
exhaustion you gained as a result of use your bonus action to activate and Sentinels use Charisma as their
being outside of your suit. this feature, you must select a target channeling and forging abilities.”
In addition, a creature that begins its that you can see. That target makes
turn within 5 feet of a belare’s exposed their next attack roll against you with
form takes 3 (1d6) radiant damage.
disadvantage. If the attack misses, your
This has no effect on other belare.
next attack roll made against that target
Starships and Space Travel Pulse Beam (pg. 252). At Higher
Galactic Space Travel - The Crucibles (pg. Ranks should read: “When you use this
187). Each major galactic system has power at rank 4 or higher, the damage
one Crucible (see “The Galaxy” map). increases by 1d8 for each rank above 3.”
Travel Speeds (pg. 188). FTL speeds Psychic Wave (pg. 252). The duration
should be 50 light years (15 parsecs) for this power should be “Instant.”
per hour for smaller ships and 100 Quick Repair (pg. 253). At Higher
light years (30 parsecs) per hour for Ranks should read: “When you use this
starcruisers and larger ships. power at rank 3 or higher, the healing
Attack Run (pg. 192). When increases by 1d8 for each rank above 2.”
performing this maneuver, you must Remote Connection. This power can
move a minimum of 2 units (instead of be used on any electronic device within
a minimum of 10 units as listed). range that you can see, is not being
Light Freighter (pg. 199). The Hull Dice worn or carried and that has a user
for this starship should be 4d10 (instead function such as controls or a keypad.
of 5d8). Scorching Strike (pg. 256). At Higher
Ranks should read: “When you use
Esper Powers this power at rank 2 or higher the
Adept Powers (pg. 210). Compulsion initial extra damage dealt by the attack
(Rank 4) has been renamed to Bishop’s increases by 1d6 for each rank above 1.”
Deviation. Detect Thoughts (Rank 2) has Shrapnel Cloud (pg. 259). At Higher
been added to the melder’s power list. Ranks: “When you use this power at
Engineer Powers (pg. 211). Trigger Device rank 2 or higher the damage increases
has been added to the engineer’s prime by 1d10 for each rank above 1 (to a
powers list. maximum of 6d10)”
Hunter Powers (pg. 212). Jolting Drive Singularity (pg. 259). At Higher Ranks:
(Rank 3) should be listed as Jolting Strike. “When you use this power at rank 4 or
Melder Powers (pg. 213). Power Word higher, the damage increases by 1d6 for
Stun (Rank 8) has been renamed to each rank above 3.”
Psychic Overload. Spoof Command (pg. 261). At Higher
Blinding Strike (pg. 219). The activation Ranks should begin with “When you use
time for this power is 1 bonus action. this power at rank 3 or higher...”
Debilitating Strike (pg. 226). The Towering Guardian (pg. 267). The
activation time for this power is 1 bonus guardian defined in this power is a reisa
action. guardian (CR 5)
Field Repair (pg. 233). At Higher Ranks Toxic Burst (pg. 267). At Higher Ranks:
should read: “When you use this power “When you use this power at rank 6 or
at rank 4 or higher, the healing increases higher, the damage increases by 1d10
by 1d4 for each rank above 3.” for each rank above 5.”
Forge Vehicle (pg. 235). At Higher Virtual Display (pg. 270). The effect
Ranks should begin with: “When you of this power ends whenever the target
use this power at rank 4 or higher...”. display is out of the power’s range.
Also its stats can’t be modified with
vehicle mods (see Master Technician’s Threat Statistics
Guide). Power Sprite (pg. 288). Any references
Frost Fold (pg. 236). This power’s to “drone” should be replaced with
damage increases by 1d8 when you “power sprite.”
reach 5th level (2d8), 11th level (3d8), Spyder (pg. 290). Any references to
and 17th level (4d8). “drone”, “power sprite”, or “companion”
Lightning Whip (pg. 242). The should be replaced with “spyder.”
duration for this power should be Other Threat Statistics. All other stat
“Concentration, up to 1 minute.” blocks should be substituted with the
Major Field Repair (pg. 243). At Higher updated versions provided in the GM
Ranks should read: “When you use this Basic Rules and the Threats Database.
power at rank 6 or higher, the healing
increases by 1d8 for each rank above 5.”

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