Hackmaster Errata

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HackMaster Errata
April 21, 2006
Player's Handbook
p. 28 - The High Elves At a Glance table should state at the bottom that "*The
number of languages an elf can learn is limited by his Intelligence (see Table
1D) or by…
p. 29 - Elves cannot use their stealth abilities when wearing Elven Chain Mail.
p. 30 - The cavalier is not one of the allowable classes for the Grunge Elf.
p. 30 - The list of Additional Talents Which May be Purchased for Grunge Elves
in the Grunge Elves At a Glance box should be as follows (Other talents may
appear in other books):
Acrobatic, Acute Alertness, Ambidextrous, Animal Companion, Astute
Observation, Blind Fighting, Bow Bonus, Cold Resistance, Dagger Bonus,
Forest Movement, Grace Under Pressure, Heat Resistance, Javelin Bonus,
Keen Sight, Less Sleep, Magic Identification, Photographic Memory,
Seeking Grasping Hands, Sibling Empathy, Sixth Sense, Speak With Plants,
Spear Bonus, Spell Abilities, Track Game Animal, Trident Bonus.
p. 31 - The cavalier is not one of the allowable classes for the Dark Elf (Drow).
p. 31 - The list of Additional Talents Which May be Purchased for Drow in the
Drow At a Glance box should be as follows (Other talents may appear in
other books):
Acrobatic, Acute Alertness, Ambidextrous, Animal Companion, Astute
Observation, Blind Fighting, Bow Bonus, Cold Resistance,
Constitution/Health Bonus, Dagger Bonus, Forest Movement, Grace Under
Pressure, Heat Resistance, Javelin Bonus, Keen Sight, Less Sleep, Magic
Identification, Mining Sense, Photographic Memory, Seeking Grasping
Hands, Sibling Empathy, Sixth Sense, Speak With Plants, Spear Bonus,
Spell Abilities, Trident Bonus.
p. 31 – The Drow spell ability Darkness should be Darkness, 15 foot radius.
p. 32 - The list of Additional Talents Which May be Purchased for Gnomes in
the Gnomes At a Glance box should be as follows (Other talents may appear
in other books):
Acute Alertness, Ambidextrous, Animal Friendship, Astute Observation,
Blind Fighting, Brewing, Close to the Earth, Dagger Bonus, Dart Bonus,
Defensive Bonus, Engineering Bonus, Forest Movement, Freeze, Hide,
Mining Sense, Opportunist, Potion Identification, Short Sword Bonus,
Sibling Empathy, Sixth Sense, Sling Bonus, Stealth.
p. 32 - The list of Additional Talents Which May be Purchased for Gnome Titans
in the Gnome Titans At a Glance box should be as follows (Other talents
may appear in other books):
Acute Alertness, Ambidextrous, Animal Friendship, Astute Observation,
Blind Fighting, Brewing, Close to the Earth, Dagger Bonus, Dart Bonus,
Defensive Bonus, Engineering Bonus, Forest Movement, Freeze, Hide,
Mining Sense, Opportunist, Potion Identification, Short Sword Bonus,
Sibling Empathy, Sixth Sense, Sling Bonus, Stealth.
p. 33 - The list of Additional Talents Which May be Purchased for Gnomelings
in the Gnomelings At a Glance box should be as follows (Other talents may
appear in other books):
Acute Alertness, Ambidextrous, Animal Friendship, Astute Observation,
Blind Fighting, Dagger Bonus, Dart Bonus, Defensive Bonus, Engineering
Bonus, Experience Bonus, Forest Movement, Hide, Mining Sense, Potion
Identification, Sixth Sense, Sling Bonus, Stealth.
p. 34 - The list of Additional Talents Which May be Purchased for Half-Elves in
the Half-Elves At a Glance box should be as follows (Other talents may
appear in other books):
Acrobatic, Acute Alertness, Ambidextrous, Astute Observation, Balance
Bonus, Blind Fighting, Bow Bonus, Cold Resistance, Heat Resistance, Keen
Sight, Less Sleep, Photographic Memory, Resistance, Sibling Empathy,
Sixth Sense, Sword Bonus.
p. 35 - The list of Additional Talents Which May be Purchased for Halflings in
the Halflings At a Glance box should be as follows (Other talents may
appear in other books):
Acute Alertness, Ambidextrous, Astute Observation, Balance Bonus, Blind
Fighting, Brewing, Dagger Bonus, Detect Evil, Expert Haggler, Hide,
Opportunist, Reaction Bonus, Sibling Empathy, Sixth Sense, Taunt.
p. 36 - The list of Additional Talents Which May be Purchased for Half-Orcs in
the Half-Orcs At a Glance box should be as follows (Other talents may
appear in other books):
p. 16 - In Table 1A: Strength, the order of Ability Scores should be 22/51, 23,
23/51 not 22/51, 23, 22/51. In addition, the Max Press values for 4/51 and 5
should be switched. The Max Press for 4/51 is 30, and 35 for a Strength of
5. The Max Press for a 20/51 is 725, not 625.
p. 17 - The defense adjustment, reaction adjustment, and missile adjustment for
the dexterity values 10/51 and 11 are 0.
p. 17 - Table 1B: Dexterity should be changed to the followin
g:
Ability
Score
Missile
Adjustment
20 -5 +5 +6
20/51 -5 +6 +6
21 -6 +6 +6
21/51 -6 +6 +7
22 -6 +7 +7
22/51 -7 +7 +7
23 -7 +7 +8
23/51 -7 +8 +8
24 -8 +8 +8
24/51 -8 +8 +9
25 -8 +9 +9
Defensive
Adjustment
Reaction
Adjustment
p. 18 - A PC with a high CON always recovers hit points according to non-
combat time.
p. 18 - A PC of a race (gnome titans and pixie fairies) that receives only half the
hit points rolled per level still receives the full CON bonus or penalty.
p. 19 - Table 1E: The chance to improve skill for a Wisdom of 22 is 15%, and is
16% for a Wisdom of 23.
p. 21 - There is no save against the Fascinate ability that results from high
Comeliness, even by elves who are resistant to charm spells. There is no
penetration for the 3d6 roll to resist orders from characters with high
Comeliness.
p. 22 - Bart's Honor score should be 6, not 5.
p. 25, 28, 30-37 - In the racial At a Glance tables, all instances of "Restricted
Talents Which May be Purchased" should be changed to "Additional Talents
Which May be Purchased."
p. 25 - The list of Additional Talents Which May be Purchased for Dwarves in
the Dwarves At a Glance box should be as follows (Other talents may appear
in other books):
Acute Alertness, Ambidextrous, Astute Observation, Axe Bonus, Blind
Fighting, Brewing, Close to the Earth, Constitution/Health Bonus, Crossbow
Bonus, Dense Skin, Detect Evil, Detect Poison, Determine Age, Determine
Stability, Endurance, Evaluate Gems, Expert Haggler, Hit Point Bonus,
Illusion Resistant, Mace Bonus, Meld Into Stone, Mining Sense, Pick
Bonus, Resistance, Short Sword Bonus, Sibling Empathy, Sixth Sense,
Stealth, Stone Tell, Touched by Yurgain, Warhammer Bonus.
p. 26 - A female dwarf who shaves her beard will suffer an honor loss every time
she encounters another dwarf.
p. 28 - The list of Additional Talents Which May be Purchased for Elves in the
Elves At a Glance box should be as follows (Other talents may appear in
other books):
Acrobatic, Acute Alertness, Ambidextrous, Animal Companion, Astute
Observation, Blind Fighting, Bow Bonus, Cold Resistance, Dagger Bonus,
Forest Movement, Grace Under Pressure, Heat Resistance, Javelin Bonus,
Keen Sight, Less Sleep, Magic Identification, Photographic Memory,
Seeking Grasping Hands, Sibling Empathy, Sixth Sense, Speak With Plants,
Spear Bonus, Spell Abilities, Trident Bonus.
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 HackMaster Errata
April 21, 2006
Active Sense of Smell, Acute Alertness, Acute Taste, Ambidextrous, Attack
Bonus, Blind Fighting, Damage Bonus, Dense Skin, Endurance, Mace
Bonus, Sibling Empathy.
p. 36 - Half-Ogres should have the tough hide talent listed under Talents. All
half-ogres get this talent free.
p. 36 - The list of Additional Talents Which May be Purchased for Half-Ogres in
the Half-Ogres At a Glance box should be as follows (Other talents may
appear in other books):
Active Sense of Smell, Ambidextrous, Blind Fighting, Damage Bonus,
Dense Skin, Endurance, Mace Bonus, Sibling Empathy, Tough Hide.
p. 37 - The list of Additional Talents Which May be Purchased for Humans in
the Humans At a Glance box should be as follows (Other talents may appear
in other books):
Acrobatic, Acute Alertness, Ambidextrous, Astute Observation, Attack
Bonus, Balance Bonus, Blind Fighting, Detect Secret Doors, Endurance,
Experience Bonus, Grace Under Pressure, Hit Point Bonus, Keen Sight, Less
Sleep, Opportunist, Photographic Memory, Resistance, Seeking Grasping
Hands, Sibling Empathy, Sixth Sense, Tough Hide.
p. 37 - The list of Additional Talents Which May be Purchased for Pixie Fairies
in the Pixie Fairies At a Glance box should be as follows (Other talents may
appear in other books):
Acrobatic, Acute Alertness, Ambidextrous, Astute Observation, Attack
Bonus, Blind Fighting, Faerie Kind Martial Arts, Flutter, Hit Point Bonus,
Keen Sight, Magic Bonus.
p. 37 - The pixie fairy "danger sense" is clarified in The Adventurer's Guide to
Pixie Fairies.
p. 39 - In Table 3A: Character Class Groupings, the Assassin should be listed
under the Thief Group, not the Cleric Group.
p. 44 - In Table 3H: Barbarian Progression Table, the Level Title for an 11th
level barbarian should be Chairman of the Horde, not Barbarian.
p. 47 - Under Hack Pangs, the phrase "obsessed with deadly combat" should be
changed to "obsessed with combat."
p. 47 & 48 - The gnome titan cannot be a cavalier.
p. 48 - The cavalier must select the specific type of lance in which he is
proficient.
p. 48 - Elven and half-elven cavaliers can use short composite bows.
p. 51 - Knights Errant do need a Constitution score of 10 or higher as is stated in
the class description, but they do not receive a 10% EP bonus for high
ability scores.
p. 52 - The Knight Errant receives the skill Endurance for free, not the talent.
p. 52 - The Knight Errant must spend the BP required to get the free
specialization.
p. 53 - The monk's added weapon damage is subject to the damage cap for the
weapon.
p. 54 - The monk ability Intimidating Display works on any creature with an
Intelligence of 5+ that can see the monk.
p. 54 - Intimidating Display only negates the first action of the affected creature.
p. 54 - Really Intimidating Display is only effective until the victim is attacked.
p. 56 - Paladins must worship lawful good gawds.
p. 58 - The following paragraph should be inserted after the first paragraph of the
second column:
A ranger can learn magic-user spells when he reaches 9th level. He uses his
spells according to the rules for magic users. He gains a spellbook and a few
spells for free. Exactly how many and what kind are up to the discretion of
the GM. The rest of his spells must be obtained through adventuring. A
ranger is not able to use magic-user scrolls or other magic items unless
specifically noted otherwise. He can memorize a number of magic-user
spells equal to the number of druid spells that can be memorized at one
experience level lower.
p. 59 - In Table 3AA: Magic-User Progression Table, for Experience Level 8,
Accumulated Hit Points should be "8," not "a."
p. 60 - In the box for Battle Mage, Gnome Titan should be added to the Allowed
Races.
p. 63 - Clerics must have the same alignment as their gawds.
p. 63 - Pixie fairy clerics can use all pixie fairy weapons.
p. 64 - On the list of weapons allowable by the different gawds, the term bows
includes crossbows for the gawds Arnuya and Pangrus, but not for Navinger.
p. 65 - In the box for druids, the alignments allowed should be True Neutral, not
any.
p. 67 - On Table 3LL: Thief Experience Levels, the missing line for a seventh
level thief should read across as follows: 42,501 - 70,000 / 7 / 7 /
Fingersmith
p. 69 - When backstabbing, the weapon range is multiplied, not the weapon dice.
Thus a backstab with a weapon that does 2d4 damage would have additional
damage dice of 2d4.
p. 69 - The thief can use the read languages starting at first level, and can begin
to put points into it at first level.
p. 70 – Assassins lose 20 points of temporal honor if their class is discovered.
p. 70 - The first paragraph of the second column should have the sentence "This
gives them roughly a 50% chance of killing the victim if both the assassin
and target are the same level." instead of "This gives them roughly a 50%
chance of killing the victim if both the assassin and target are first level."
The complete assassination rules will be in the GMG.
p. 70 - Alignment languages do not exist in HackMaster.
p. 70 - The chance of discovery for an assassin in disguise is a flat chance, and
does not increase with the amount of time he spends in disguise.
p. 73 - If the class being dual-classed to has no prime requisites, only the
requirements of the new class must be met. The PC must still have a 15 in
the prime requisite of the original class to make the change.
p. 73 - When rolling hit points for a multi-classed character, the total is divided
by the number of classes, not the number of dice rolled.
p. 75 - In column two, the second paragraph under Rolling for Quirks and Flaws
should read:
The upside is that you can earn many more BPs with this option. Before
rolling for quirks and flaws the player must commit by stating aloud how
many times he's rolling on Table 6A: Flaws and Quirks d100. A player can
roll a maximum number of nine times. The BPs earned depend on the BP
value listed for the resulting quirk or flaw in Chapter 6.
p. 77 - The Honor modifier for Slave Class (SLC) is -10, the same as Lower
Lower Class (LLC).
p. 78 - The new Racial Modifiers to Circumstances of Birth table is as follows.
All modifiers are to the die roll.
Racial Modifiers to Circumstances of Birth
Race
Table 4G
Table 4H
Dwarves, all
5
15
Elves
- Drow
5
15
- Gray
-8
25
- Grunge
10
-20
- High
-5
20
- Wood
-5
10
- All others
-5
20
Gnomes
- Gnome Titan
5
0
- All others
-5
15
Half-Elves
15
0
Halflings, all
-5
10
Half-orcs
25
-30
Half-ogres
35
-40
Human
0
0
Pixie Fairy
15
50
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 HackMaster Errata
April 21, 2006
p. 78 - On Table 4H: Illegitimate Birth Table, a roll of 06-30 should correspond
to "Birth was a result of rape. Father unknown. [-5 to beginning Honor]" and
a roll of 31-60 should correspond to "Mother was a prostitute. Father
unknown. [-10 to beginning Honor]." Also, a roll of 01-05 should have [-3
to beginning Honor] added to its description. In the case of a result of 91-
100, a birth by a surrogate mother, the father's identity is always known.
p. 78 - The Status of Parents table must be used for each known parent,
including the deceased.
p. 79 – Alternate Sibling Tables were printed in HackJournal 15.
p. 80 - Under Leftover Building Points, the text says that you can convert excess
BPs into 25 fractional ability points or 25 gp. At this point, you may only
convert them into 25 gp. You cannot adjust your Ability Scores after Step 8
of the character creation process.
p. 85 - The numbers listed in the honor column are the upper limit for that row.
Thus, the row labeled fifteen is for honor values of 11-15.
p. 86 - Honor cannot be burned during character creation.
p. 86 - An honor purge can only be used to avoid the specific action that caused
the character's death. It does not allow a character to go back in time to
before combat started.
p. 92 - Table 6D should have the following numbering:
31-45 - Vision Impaired, Far Sighted
46-55 - Blind, one eye
56-70 - Vision Impaired, Near Sighted
p. 92 - A metal leg could be heavier than a wooden leg and could rust if not
properly maintained.
p. 94 - The following sentence should be inserted into the description of the Male
Pattern Baldness flaw, after the first sentence:
"If a female character rolls this flaw, she must immediately re-roll on Table
6C, and once on the minor mental quirk table 6F, because of the trauma."
p. 97 - On the Obsession/Compulsion table, entry 17 should read "Compulsion to
accumulate as many jewels as possible," not "Compulsion to accumulate as
many books or scrolls as possible."
p. 98 - On the Extra Personality Table, the entry for a roll of 21-24 should be
"Young adult or middle-aged member of the same sex," not "Young adult or
middle-aged member of the opposite sex."
p. 100 - The Skill Sets list on p. 71 of the GMG supersedes this list.
p. 101 - Under Obtaining New Skills, 1. Building Points, the following
paragraph should be inserted after the first.
During the character creation process, the character rolls the mastery die
once for each expenditure of the BP cost of the skill. For example, if a
character buys a skill at three times the cost, he rolls the mastery die three
times and his honor die three times and adds the total to the relevant ability
(See Appendix F: Skills, Talents and Proficiencies List). Note that you add
the relevant ability only once. There is no limit to the number of mastery die
and honor die rolls that can be purchased, but the skill level cannot exceed
125%.
p. 101 - Under Improving Skills, the current paragraph should be replaced by the
following paragraph:
Skills currently possessed can also be improved through formal and informal
instruction (just like gaining new skills as described in Chapter 11). One
special way to increase the amount that a skill is improved during training is
to use it in an appropriate circumstance for dramatic or important effect.
Anytime you roll under your Chance to Improve Skill value without
modifiers (see Table 1E: Wisdom) when making a skill mastery check, your
character may have learned something new (you'll need to ask your GM).
For example, let's say your party commandeers a sailing vessel and you
decide to sail it back to port. A storm suddenly rises up, threatening to
capsize the ship. You announce you have the seamanship skill, and the GM
has you make a penalized skill check to see if you can successfully re-rig the
sails and bring the ship out of danger. As the group holds its breath, you roll
the dice and they come up 03. You check your Wisdom score (13) and see
that your Chance to Improve Skill value is 05%. Voila, not only have you
saved your entire party, but your character has learned something significant
which will increase his ability to gain from his later coursework. The next
time your character takes the appropriate skill course during training, he can
add a +1 bonus to his mastery die roll. This bonus can be applied any
number of times as long as the character succeeds in different circumstances.
Keep a running tally between training on your record sheet so you don't lose
out on any bonuses later.
p. 101 - Under Table 7A Explanation the first paragraph should read as follows:
Initial Weapon Proficiencies: the number of weapon proficiency slots granted
to characters of that group at 1st level. The player must pay one (1) BP to fill
each proficiency slot with a weapon.
p. 102 - A fighter can only specialize in a single weapon, but could specialize in
both melee and ranged use of weapons such as daggers and hand axes.
p. 104 - Under Treasure Types, the entry on coins should have the following
sentence added to the end of the first paragraph: "10 coins have a combined
weight of one pound."
p. 111 - Table 9C should have the following entry before wineskin:
Quiver, Cost: 8 sp, Weight .5 lbs, Availability: 95/90/85. Note that most sets
of arrows come with a free quiver.
p. 116 - The following sentences should be added to the description of bucklers:
"The buckler can be used, without penalty, with two weapons, missile weapons,
and two-handed weapons. It grants its +1 bonus to AC against one melee attack
per round in each of these situations.
p. 118-119 – Only composite and great elven long bows can be modified to grant
a bonus to damage due to high Strength. Normal bows, composite or
otherwise, do not give strength bonuses, although they can be used by
characters with high strengths.
p. 118-119 - The weapons: Bloodthorn Stiletto; Rapier, petite; Sewing Needle;
and Peashooter Crossbow are all size Tiny (T). They may be used in one
hand by a pixie-fairy. All pixie-fairies may become proficient in these
weapons.
p. 119 - In the description of crossbows, the following sentence should be
inserted into the first paragraph: "The peashooter crossbow can be used by a
pixie fairy of any class, regardless of class weapon restrictions, as long as
they purchase the weapon proficiency."
p. 119 - Short bows cannot use sheaf arrows.
p. 119 - Anyone that is hit by a full tankard (hurled) must make a saving throw
vs. breath weapon with a +2 bonus or be blinded for 1d4-1 rounds.
p. 119 - Large characters using the bastard sword in one hand use the two-hand
damage value.
p. 120 – Table 9V: The Great Elven Long Bow has an ROF of 1.
p. 133 – Table 12C: The Hasted modifier should be -2 as listed in the spell
description.
p. 136 - The second paragraph under Touch Spells and Combat should have the
following sentence added at the end: "Enemy creatures count as unwilling
targets, and have an AC of 10 with no dexterity bonus."
p. 138 - Follow through damage can normally only be used once per round, as it
is only applied when an opponent is brought to zero hit points. The original
attack roll must be sufficient to hit the new target. Remaining attacks can be
used to finish off the original target, but no additional follow through is
possible, unless one of the following is true:
a) The downed monster is healed above zero hit points.
b) The attacking PC is a samurai and is applying follow through from a
second target he has knocked to zero hit points.
p. 140 - Dark Knights can turn Paladins as a cleric 5 experience levels lower. A
good cleric can turn Dark Knights at an effective experience level 3 levels
lower than their own level. A Paladin can turn a Dark Knight as a cleric 5
experience levels lower than his own.
p. 161 - Whitmore's Delicious Deception should be Wrygal's Delicious
Deception.
p. 166 - Stitch can be used to repair damage to armor or equipment caused by a
fumble, but cannot restore armor hit points.
p. 179 - Faerie Phantoms creates 1d6 phantoms per level of the caster.
p. 182 - Mend can be used to repair damage to armor or equipment caused by a
fumble, but cannot restore armor hit points.
p. 184 - The Push spell should have a range of 10 ft. + 1 ft./level, not 1 ft. + 1
ft./level.
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HackMaster Errata
April 21, 2006
p. 186 - In the description for Wrygal's Delicious Deception, the phrase "When
Whitmore's Delicious Deception" should be "When Wrygal's Delicious
Deception".
p. 191 - The spell Heat Seeking Fist of Thunder should have the following text:
This spell creates a disembodied hand that rushes toward an open flame and
explodes with magical energy when it hits. The spell requires an open flame
at least as large as a torch. When the spell is successfully cast, all those
within 20 feet of the target flame take 1d4 damage per level of the caster, or
half that with a successful saving throw. The damage done is sonic in nature
and sounds like and extremely loud thunderclap. The target flame, if it is
inanimate, is extinguished when the spell is cast.
p. 193 - In the example, a Magic Missile of Skewering would do 3d4+3 hp
damage to the second target, not 3d3+3.
p. 203 - The Paralyzation spell should have a range of 10ft./level and the Area of
Effect should be 20ft. x 20ft.
p. 216 - Unless specifically stated otherwise in the monster description, all
special effects that are delivered by an attack are only delivered if the attack
does damage. If a venomous snake bites you but does not do damage, you
are not subject to the poison. If a Wraith hits you but Stoneskin prevents the
damage, it also prevents the level drain. The same applies to paralysis, death
attacks, etc., unless specifically stated otherwise in the ability description.
p. 222 - Feeblemind reduces one's Intelligence to 2.
p. 251 - For Prismatic Sphere, the Area of Effect should be 20ft. diameter sphere,
not 2ft. Diameter.
p. 255 - The reverse of Light is the same as the second level magic-user spell
Darkness, 15' Radius, except that it has the stat block of the Light spell.
p. 257 - The Diminished Rite spell can be used any length of time after the
death, as long as the body has not decayed significantly.
p. 257 - Diminished Rite will not work on creatures not affected by a Raise Dead
spell.
p. 259 - The Rigor-Mortis spell affects all creatures except those that do not have
physical bodies or muscles.
p. 275 - The Animal Friendship spell affects only animals of neutral alignment,
not those with no alignment (as all animals are aligned).
p. 287 - The text for the spell Insect Plague should be as follows:
Except as noted above, Insect Plague is the same as the fifth level cleric spell
Insect Plague (q.v.).
p. 307 - The paragraph under Course Difficulty should have the last three
sentences replaced by the following text:
When a course is completed the player makes a check against their Learning
Ability, as determined by their Intelligence, for that skill. The course
difficulty lists a modifier, which is added to the die roll. If the player rolls
equal to or less than his learning ability he successfully masters the course
and earns a roll of the Mastery Die.
p. 308 - The footnotes labeled *,**,*** under the Arcane Skills table refer to
skills that no longer exist. They should be ignored.
p. 308 - The arcane skills should have the following Skill Difficulties:
Arcane Lore +20%
Divine Lore +20%
Spellcraft +25%
p. 309 - The skill Musical Instrument should be removed from the table Tasks:
Artisan and Performing Arts.
p. 310-311 - The skills Pinch and Trap Sweep (Full Sweep) should have a BP
cost of 1.
p. 310 - Liar, Skilled should have a Relevant Ability of (INT+CHA)/2.
p. 312 - The talent Experience Point Bonus should be restricted to Humans and
Gnomelings, not Humans and Pixie Fairies.
p. 312 - The Dense Skin talent should have a BP cost of 10.
p. 317 - A target of Dragon Speak will likely be upset if the character using the
skill fails his skill check.
p. 319 – The Eye of the Tiger Advantage skill limits a character with multiple
attacks to a single attack that round, but the character may choose which
currently wielded weapon to use.
p. 320 - If the target of a Mortal Combat is killed, the character may make
another skill check to select another target, even if the rounds declared for
the initial target have not yet elapsed. The skill can be used with either melee
or ranged weapons.
p. 321 - The Poetry, Writing and Comprehension/Interpretation skill does not
give the PC the ability to read or write, nor does it require Reading/Writing.
GMs should apply modifiers in situations where the actual reading of a
poem is helpful in the interpretation if the PC cannot read it himself.
p. 327 - Looting, Basic: The Looting, Basic skill can effect 1,000 sq. feet in the
2d6 minutes time frame. This includes walls and any items that the looter
can access in that space. Looting will only recover valuable items if they are
there. Using the looting, basic skill does not increase the chance of breaking
or harming an item, but previously established conditions do apply. A
looting character is still subject to any monsters, traps or other barriers that
would prevent him from taking an item. Using the looting, basic skill is
appropriate for any character class to use.
p. 329 – The skill Seamanship Suite is not a skill suite, but a normal skill. It
should be called Seamanship.
p. 330 - The following skill should be added after Shield Repair (Wood):
Skinning
[(Strength+Wisdom)/2 / Sophisticated / 1 B.P.]
A character with this skill knows the proper procedure for obtaining the hide
from a dead animal or beast. He knows what skills to use, how to treat and
store the hide, and which part of the hides are the most valuable or usable.
He can also estimate the amount of hide needed for various items such as
boots, gloves, cloaks, etc. The character must have a sharp knife and an
animal to skin in order to get the hide. Treating the hide takes more tools.
Prerequisite: None
Mastery Die: 1d8
Course Cost: 650 gp.
Course Difficulty: 5%
p. 331 - In the description for the skills swimming and swimming dog paddle,
the reference for the swimming rules should be the GMG, not chapter 14 or
16.
p. 336 - Construction Tools has a BP cost of 1.
p. 337 - An ambidextrous character can use two weapons of different size
categories without penalty.
p. 337 - Acrobatic Skill Suite should simply be the Acrobatic talent. A PC with
this talent gets +5% to the Tightrope Walking and Tumbling skills if he
takes those skills. Monks with this talent get a +1 to their AC in melee
combat, just like other classes.
p. 338 - The Detect Secret Doors talent is available to Humans, not Elves.
p. 338 - The following Talent should follow Faerie Kind Martial Arts:
Flutter: (2)
[Pixie fairies]
Flutter allows a pixie fairy to use the move silently skill while flying, and
without penalty. Clarification: This Talent does require the character to have
the move silently skill, and does not automatically allow any pixie fairy to fly
silently.
p. 339 - The Hide talent grants the ability to hide as a barbarian of the same
level's hide in natural surroundings ability.
p. 339 - The following Talent should follow Mace Bonus:
Magic Bonus: (5)
[Pixie fairies]
A character with this talent receives a plus one to all saving throws against
spells or other magical effects.
p. 339 - Use of the Magic Identification talent will only give a general
description of the item, but will not provide specifics such as the actual
bonus of an item or a command word. An NPC would charge at least 100 gp
per level for this service.
4
HackMaster Errata
April 21, 2006
p. 339 - The talent Mining Sense should have the following text.
Mining Sense: (5)
[Dwarves, Gnomes, Gnomelings, Drow]
A character with this talent is familiar with mining, tunneling and
stonework. By concentrating for one round the character can: Detect grade or
slope in passage (1-5 on 1d6); Detect new tunnel/passage construction (1-5
on 1d6); Detect sliding/shifting walls or rooms (1-4 on 1d6); Detect
stonework traps, pits, and deadfalls (1-3 on 1d6); Determine approximate
depth underground (1-4 on 1d6); Detect unsafe walls, ceiling, and floors (1-7
on 1d10); Determine approximate direction underground (1-3 on 1d6). If the
character already possesses one of the above talents, i.e. it was granted as a
bonus racial talent, they instead receive a +1 modifier to all checks of that
type. However, a maximum result on the die always fails in these instances.
p. 339 - Photographic Memory: This gives the caster the ability to memorize and
cast one additional spell per spell level. For dual class casters this provides
one additional spell per spell level per class. This talent only grants magic-
users the ability to memorize an additional spell. Clerics, druids, and rangers
gain no spell memorization benefit for their clerical spells (rangers, bards,
bounty hunters, and certain zealots still benefit for their magic-user spells).
Magic-users who don't memorize spells, such as Painted Mages, do not gain
additional spells from Photographic Memory. Use of Photographic Memory
to recall a document requires more than a glance or a distant viewing. The
character must be able to read the document to recall its contents. This talent
requires the character to concentrate on a specific page or scene in order to
memorize a "still photo." It will not, for example, allow a character to
automatically find his way out of a dungeon without the use of a map simply
because the character passed that way before.
p. 339 - The Resistance talent is available to Dwarves, Humans not Dwarves,
Humans, Elves, Half-elves. In addition, the line "(Full-blooded elves get a
90% resistance)" is extraneous and should be removed.
p. 339 - The Freeze talent for gnomes has a BP cost of 5. The description is
incorrect.
p. 340 - The Seeking, Grasping Hands talent can be used once per day, and may
affect any creature only once ever.
p. 340 - Elves are not resistant to Seeking, Grasping Hands.
p. 340 - Sixth Sense can only detect actual things, not impressions left by things
such as footprints or cart tracks. It also cannot determine the intent of things,
so it would not warn a PC with this talent that a detected creature was about
to attack. Infravision does not affect Sixth Sense. The range of Sixth Sense is
20 feet.
p. 340 - The following Talent should follow Tough Hide:
Track Game Animal: (5)
[Grunge Elves]
A character with this Talent receives a +10 bonus to the track game and
identify animal by tracks skills. The character must possess these skills to
gain the benefits.
Coupons - general: Character creation counts as one session. Only one player
coupon (and/or one GM coupon) can be played during character creation.
Coupon - Polyglot: If used with the Take After talent (GMG p. 72), this coupon
eliminates the 30 BP cost. However, it must still be used during character
creation, and the PC must be created using the gene pool method (GMG p.
17). In addition, note that this coupon does not allow the PC to subvert
genetics by having his parents be a completely different race (PC cannot be a
full-blooded gnome with two elven parents, for example). Finally, Polyglot
allows a PC to take a class-restricted talent, but this does not change the way
that talent performs. For example, a dual class human cleric/magic-user
could take the Spell Razor talent (SSG p. 55), but it would only affect his
magic-user spells, not his clerical spells.
5
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