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<blockquote data-quote="Mistwell" data-source="post: 818205" data-attributes="member: 2525"><p><strong>Errata</strong></p><p></p><p>Errata, compiled by "OtherNiceMan" (who is also on this board under a different name), updated as of March 17, 2003. If you see him around, please give him some props for great work:</p><p></p><p>Chapter One – Characters</p><p></p><p>Errata</p><p></p><p>Page 21 – Ignore Hardness Talent Tree</p><p>Ignore Hardness: The Strong hero ignores 2 points of an object’s hardness.</p><p>Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4).</p><p>Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6).</p><p></p><p>Page 22 – Table 1.4 The Fast Hero</p><p>7th Level Defense Bonus should be +6.</p><p></p><p>Page 26 – Research Talent Tree</p><p>Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, he can make an Intelligence check to determine if he can understand it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script skill check instead. </p><p></p><p></p><p>Chapter Two – Skills</p><p></p><p>Errata</p><p></p><p>Page 54 – Table 2.5 Poisons</p><p>Tear Gas Initial damage is nauseated for 1d6 rounds</p><p></p><p>Page 60 – Escape Artist</p><p>For ropes, your Escape Artist check is opposed by the Dexterity check result of the opponent who tied the bonds. Since it’s easier to tie someone up than to escape from being tied up, the opponent gets a +20 bonus on his or her Dexterity check.</p><p></p><p>Page 70 – Pilot</p><p>There is no penalty for operating a general-purpose fixed-wing aircraft. Other types of aircraft (heavy aircraft, helicopters, jet fighters, and spacecraft) require the corresponding Air Vehicle Operation feat, or else you take a –4 penalty on Pilot checks.</p><p></p><p>Page 75 – Tumble</p><p>Tumble past Opponents: With a successful Tumble check (DC 15), you can weave, dodge, and roll up to 20 feet through squares adjacent to opponents, risking no attacks of opportunity. Failure means you move as planned, but provoke attacks of opportunity as normal.</p><p>Tumble through Opponents: With a successful Tumble check (DC 25), you can roll, jump, or dive through squares occupied by opponents, moving over, under, or around them as if they weren’t there. Failure means you move as planned, but provoke attacks of opportunity as normal.</p><p></p><p></p><p>Chapter Three – Feats</p><p></p><p>Errata</p><p></p><p>Page 84 – Improved Combat Throw</p><p>Benefit: In melee combat, if an opponent attacks and misses you, you may immediately make a trip attack against him. This counts as an attack of opportunity, which you can make even if you are unarmed.</p><p></p><p>Page 89 – Vehicle Dodge</p><p>Prerequisites: Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert.</p><p></p><p></p><p>Chapter Four – Equipment</p><p></p><p>Errata</p><p></p><p>Page 94 – Requisitioning Equipment</p><p>For example, you want to requisition a machine gun. Your 5th-level hero receives a mission in which combat is a near certainty, and she turned in all her requisitioned gear undamaged at the end of her last assignment. She has a Charisma bonus of +1. The purchase DC for the weapon is 19. She gains a +5 bonus on the check: +6 for a necessary object, –6 for the military restriction, +2 for proficient in the use of the object, +2 for turning in previous gear, and +1 for Charisma. You roll a 12. Since you’re 5th level, your result is 22 (5 + 12 + 5), which beats the machine gun’s purchase DC. The machine gun is issued to your character.</p><p></p><p>Page 96 – Table 4.4 Ranged Weapons</p><p>Damage for the M60 (medium machine gun) should be 2d10.</p><p></p><p>Page 96 – Table 4.4 Ranged Weapons</p><p>Insert Missing Longarm:</p><p>Benelli 121 M1 (12-gauge shotgun)</p><p>Damage: 2d8</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range Increment: 40 ft.</p><p>Rate of Fire: S</p><p>Magazine: 7 int.</p><p>Size: Large</p><p>Weight: 8 lb.</p><p>Purchase DC: 17</p><p>Restriction: Lic (+1)</p><p></p><p>Page 104 – Table 4.6 Explosives and Splash Weapons</p><p>Molotov Cocktail; Purchase DC 3</p><p></p><p>Page 105 – Tear Gas Grenade</p><p>Anyone caught in a cloud of tear gas must make a Fortitude save (DC15) or be nauseated for 1d6 rounds.</p><p></p><p>Page 106 – Tear Gas Grenade</p><p>The purchase DC given is for a box of 6 grenades.</p><p></p><p>Page 113 – Table 4.10 General Equipment</p><p>Modem, Broadband; Purchase DC 6</p><p>Duct Tape; Purchase DC 3</p><p></p><p>Page 116 – Cellular Interceptor</p><p>About the size of a small briefcase, a cellular interceptor can detect and monitor a cell phone conversation within a 5-mile area by listening in on the cellular service’s own transmitters. Intercepting the calls of a particular cell phone requires a Computer Use check (DC 35); if you know the phone number of the phone in question, the DC drops by 10. Obviously, the phone must be in use for you to intercept the call. A cellular interceptor cannot be used to intercept regular (ground line) phone connections.</p><p></p><p></p><p>Chapter Five – Combat</p><p></p><p>Errata</p><p></p><p>Page 135 – Table 5.2 Actions in Combat</p><p>Stand up from prone, sitting or kneeling provokes and Attack of Opportunity.</p><p></p><p>Page 135 – Table 5.2 Actions in Combat</p><p>Start / Complete full-round action should be an attack action, not a move action.</p><p></p><p>Page 137 – Start/Complete Full-Round Action</p><p>The “start/complete full-round action” attack action lets you start undertaking a full-round action (such as those listed on Table 5–2: Actions in Combat) at the end of your turn, or complete a full-round action by using a move action at the beginning of your turn in the round following the round when you started the full-round action.</p><p></p><p>Page 142 – Natural Healing</p><p>If you undergo complete bed rest (doing nothing for an entire day), you recover two times your character level in hit points. A 5th-level hero recovers 10 hit points per day of bed rest.</p><p></p><p>Page 149 – Thrown Explosives</p><p>Replace:</p><p>(1 Ft. to 5 Ft.) with (hit)</p><p>(6 Ft. to 10 Ft.) with (Miss 2 to 3 Range Increments)</p><p>(10 Ft. to 16 Ft.) with (Miss 4 to 5 Range Increments)</p><p></p><p></p><p>Chapter Six – Advanced Classes</p><p></p><p>Errata</p><p></p><p>Page 166 – Tactical Aid</p><p>As a full-round action, the Soldier provides tactical aid to all of his allies (including himself) within sight and voice range of his position. This use of tactical aid requires an action point.</p><p>This aid provides a +1 competence bonus on attack rolls. The bonus lasts for a number of rounds equal to one-half of the Soldier's level in the advanced class, rounded down.</p><p></p><p>Page 172 – Nip Up</p><p>A Daredevil of 2nd level or higher can stand up from a prone position as a free action that does not provoke an attack of opportunity.</p><p></p><p>Page 174 – Blanket Protection</p><p>At 10th level, a Bodyguard can use his expertise to provide protection for up to six allies (not including himself) within sight and voice range of his position.</p><p></p><p></p><p>Chapter Eight – Friends and Foes</p><p></p><p>Errata</p><p></p><p>Page 247 – Moreau</p><p>Moderate moreaus are all bipedal and can pass as human if they wear hoods or hats and keep to the shadows (–10 penalty on Disguise checks to pass for human). Some appear to be accident victims or suffering from birth defects rather than as members of a separate species. They generally have abundant body hair, but lack true pelts. All are Medium-size and possess low-light vision.</p><p></p><p>Page 248 – Bat Moreau Species Traits</p><p>Insert:</p><p>Blindsight (Ex): Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the creature maneuvers and fights as well as a sighted creature. Invisibility and darkness are irrelevant. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability.</p><p></p><p></p><p>Chapter Nine – Campaign Models</p><p></p><p>Errata</p><p></p><p>Page 292 – Shadow Enemy</p><p>At 5th and 7th level, a Shadow Slayer selects a type of Shadow creature as a favored enemy. Due to his extensive study of these foes and training in the proper techniques for combating them, the Shadow Slayer gains a +1 bonus on Bluff, Listen, Search, Sense Motive, and Spot checks when using these skills against creatures of this type. He also gets a +1 bonus on weapon damage rolls against creatures of this type.</p><p></p><p>Page 319 – Spellcraft</p><p>Remove:</p><p>20 Draw a diagram to augment casting a dimensional anchor on a summoned creature. Takes 10 minutes. You can’t try again. The GM makes this check.</p><p></p><p>Page 321 – Scribe Scroll</p><p>Starting at 2nd level, a Mage can create scrolls from which he or another spellcaster can cast a scribed spell. You can create a scroll of any spell you know. Scribing a scroll takes one day. The purchase DC for the raw materials to scribe a scroll is 13 + the scroll’s spell level + the scroll’s caster level.</p><p></p><p>Page 322 – Brew Potion</p><p>The purchase DC for the raw materials to brew a potion is 15 + the potion’s spell level + the potion’s caster level.</p><p></p><p>Page 323 – Spellcraft</p><p>Remove:</p><p>20 Draw a diagram to augment casting a dimensional anchor on a summoned creature. Takes 10 minutes. You can’t try again. The GM makes this check</p><p></p><p>Chapter Ten – FX Abilities</p><p></p><p>Errata</p><p></p><p>Page 369 – Mind Darts</p><p>Intelligence</p><p>Level: Battle Mind 3; Display: Visual (see text); Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One living creature; Duration: Instantaneous; Saving Throw: Reflex half; Power Resistance: Yes; Power Point Cost: 5</p><p></p><p>You create a flurry of mental bursts that deal 5d6 points of damage to a single target within range.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 818205, member: 2525"] [b]Errata[/b] Errata, compiled by "OtherNiceMan" (who is also on this board under a different name), updated as of March 17, 2003. If you see him around, please give him some props for great work: Chapter One – Characters Errata Page 21 – Ignore Hardness Talent Tree Ignore Hardness: The Strong hero ignores 2 points of an object’s hardness. Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4). Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6). Page 22 – Table 1.4 The Fast Hero 7th Level Defense Bonus should be +6. Page 26 – Research Talent Tree Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, he can make an Intelligence check to determine if he can understand it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script skill check instead. Chapter Two – Skills Errata Page 54 – Table 2.5 Poisons Tear Gas Initial damage is nauseated for 1d6 rounds Page 60 – Escape Artist For ropes, your Escape Artist check is opposed by the Dexterity check result of the opponent who tied the bonds. Since it’s easier to tie someone up than to escape from being tied up, the opponent gets a +20 bonus on his or her Dexterity check. Page 70 – Pilot There is no penalty for operating a general-purpose fixed-wing aircraft. Other types of aircraft (heavy aircraft, helicopters, jet fighters, and spacecraft) require the corresponding Air Vehicle Operation feat, or else you take a –4 penalty on Pilot checks. Page 75 – Tumble Tumble past Opponents: With a successful Tumble check (DC 15), you can weave, dodge, and roll up to 20 feet through squares adjacent to opponents, risking no attacks of opportunity. Failure means you move as planned, but provoke attacks of opportunity as normal. Tumble through Opponents: With a successful Tumble check (DC 25), you can roll, jump, or dive through squares occupied by opponents, moving over, under, or around them as if they weren’t there. Failure means you move as planned, but provoke attacks of opportunity as normal. Chapter Three – Feats Errata Page 84 – Improved Combat Throw Benefit: In melee combat, if an opponent attacks and misses you, you may immediately make a trip attack against him. This counts as an attack of opportunity, which you can make even if you are unarmed. Page 89 – Vehicle Dodge Prerequisites: Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert. Chapter Four – Equipment Errata Page 94 – Requisitioning Equipment For example, you want to requisition a machine gun. Your 5th-level hero receives a mission in which combat is a near certainty, and she turned in all her requisitioned gear undamaged at the end of her last assignment. She has a Charisma bonus of +1. The purchase DC for the weapon is 19. She gains a +5 bonus on the check: +6 for a necessary object, –6 for the military restriction, +2 for proficient in the use of the object, +2 for turning in previous gear, and +1 for Charisma. You roll a 12. Since you’re 5th level, your result is 22 (5 + 12 + 5), which beats the machine gun’s purchase DC. The machine gun is issued to your character. Page 96 – Table 4.4 Ranged Weapons Damage for the M60 (medium machine gun) should be 2d10. Page 96 – Table 4.4 Ranged Weapons Insert Missing Longarm: Benelli 121 M1 (12-gauge shotgun) Damage: 2d8 Critical: 20 Damage Type: Ballistic Range Increment: 40 ft. Rate of Fire: S Magazine: 7 int. Size: Large Weight: 8 lb. Purchase DC: 17 Restriction: Lic (+1) Page 104 – Table 4.6 Explosives and Splash Weapons Molotov Cocktail; Purchase DC 3 Page 105 – Tear Gas Grenade Anyone caught in a cloud of tear gas must make a Fortitude save (DC15) or be nauseated for 1d6 rounds. Page 106 – Tear Gas Grenade The purchase DC given is for a box of 6 grenades. Page 113 – Table 4.10 General Equipment Modem, Broadband; Purchase DC 6 Duct Tape; Purchase DC 3 Page 116 – Cellular Interceptor About the size of a small briefcase, a cellular interceptor can detect and monitor a cell phone conversation within a 5-mile area by listening in on the cellular service’s own transmitters. Intercepting the calls of a particular cell phone requires a Computer Use check (DC 35); if you know the phone number of the phone in question, the DC drops by 10. Obviously, the phone must be in use for you to intercept the call. A cellular interceptor cannot be used to intercept regular (ground line) phone connections. Chapter Five – Combat Errata Page 135 – Table 5.2 Actions in Combat Stand up from prone, sitting or kneeling provokes and Attack of Opportunity. Page 135 – Table 5.2 Actions in Combat Start / Complete full-round action should be an attack action, not a move action. Page 137 – Start/Complete Full-Round Action The “start/complete full-round action” attack action lets you start undertaking a full-round action (such as those listed on Table 5–2: Actions in Combat) at the end of your turn, or complete a full-round action by using a move action at the beginning of your turn in the round following the round when you started the full-round action. Page 142 – Natural Healing If you undergo complete bed rest (doing nothing for an entire day), you recover two times your character level in hit points. A 5th-level hero recovers 10 hit points per day of bed rest. Page 149 – Thrown Explosives Replace: (1 Ft. to 5 Ft.) with (hit) (6 Ft. to 10 Ft.) with (Miss 2 to 3 Range Increments) (10 Ft. to 16 Ft.) with (Miss 4 to 5 Range Increments) Chapter Six – Advanced Classes Errata Page 166 – Tactical Aid As a full-round action, the Soldier provides tactical aid to all of his allies (including himself) within sight and voice range of his position. This use of tactical aid requires an action point. This aid provides a +1 competence bonus on attack rolls. The bonus lasts for a number of rounds equal to one-half of the Soldier's level in the advanced class, rounded down. Page 172 – Nip Up A Daredevil of 2nd level or higher can stand up from a prone position as a free action that does not provoke an attack of opportunity. Page 174 – Blanket Protection At 10th level, a Bodyguard can use his expertise to provide protection for up to six allies (not including himself) within sight and voice range of his position. Chapter Eight – Friends and Foes Errata Page 247 – Moreau Moderate moreaus are all bipedal and can pass as human if they wear hoods or hats and keep to the shadows (–10 penalty on Disguise checks to pass for human). Some appear to be accident victims or suffering from birth defects rather than as members of a separate species. They generally have abundant body hair, but lack true pelts. All are Medium-size and possess low-light vision. Page 248 – Bat Moreau Species Traits Insert: Blindsight (Ex): Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the creature maneuvers and fights as well as a sighted creature. Invisibility and darkness are irrelevant. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Chapter Nine – Campaign Models Errata Page 292 – Shadow Enemy At 5th and 7th level, a Shadow Slayer selects a type of Shadow creature as a favored enemy. Due to his extensive study of these foes and training in the proper techniques for combating them, the Shadow Slayer gains a +1 bonus on Bluff, Listen, Search, Sense Motive, and Spot checks when using these skills against creatures of this type. He also gets a +1 bonus on weapon damage rolls against creatures of this type. Page 319 – Spellcraft Remove: 20 Draw a diagram to augment casting a dimensional anchor on a summoned creature. Takes 10 minutes. You can’t try again. The GM makes this check. Page 321 – Scribe Scroll Starting at 2nd level, a Mage can create scrolls from which he or another spellcaster can cast a scribed spell. You can create a scroll of any spell you know. Scribing a scroll takes one day. The purchase DC for the raw materials to scribe a scroll is 13 + the scroll’s spell level + the scroll’s caster level. Page 322 – Brew Potion The purchase DC for the raw materials to brew a potion is 15 + the potion’s spell level + the potion’s caster level. Page 323 – Spellcraft Remove: 20 Draw a diagram to augment casting a dimensional anchor on a summoned creature. Takes 10 minutes. You can’t try again. The GM makes this check Chapter Ten – FX Abilities Errata Page 369 – Mind Darts Intelligence Level: Battle Mind 3; Display: Visual (see text); Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One living creature; Duration: Instantaneous; Saving Throw: Reflex half; Power Resistance: Yes; Power Point Cost: 5 You create a flurry of mental bursts that deal 5d6 points of damage to a single target within range. [/QUOTE]
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