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PHB
Rules Corrections
Players
Handbook Errata -- Chapter 2
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12, column 2 line 6: change Druidic to Sylvan.
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15, column 1, 5th bulleted paragraph: change rare or exotic to stone
or metal.
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19, column 2, 6th bulleted paragraph: change Infernal to Abyssal.
Players
Handbook Errata -- Chapter 3
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32 column 2, Dwarven Cleric Starting Package: change Domains entry
to Law and Protection.
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34, column 1, Weapon and Armor Proficiency: add dart, halfspear, longspear
as proficient weapons.
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55 column 1, Gnome Illusionist Starting Package, Spellbook: change
minor illusion to silent image.
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56 column 1 middle: insert rogue levels (or vice versa) to determine.
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56 column 1 middle: above Feats paragraph, insert this paragraph:
In the special case of obtaining a familiar, both wizards and sorcerers
have the same ability. A sorcerer/wizard can treat his wizard levels
as sorcerer levels (or vice versa) to determine the familiars
natural armor, Intelligence, and special abilities.
Players
Handbook Errata -- Chapter 4
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64 column 2, under table: Insert Armor Class (if any). This attack
must be made on or before your next turn. Feinting in this way
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68, column 1, table: change check at +20 to check at +10
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70, Intuit Direction, Retry: insert more than between Direction and
once
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70, Intuit Direction, insert at end of paragraph: Use the number you
rolled for all other checks in the same day.
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71, Listen, table: change 25 to 19
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75, column 2, table: Emulate ability score line: change 25 to See
text
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76, line 5: change may have a difficult time using a to must roll
to see if you use the
Players
Handbook Errata -- Chapter 6
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91, column 2, top: change lawful evil to chaotic evil
Players
Handbook Errata -- Chapter 7
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97, column 2, Type: delete no damage from
Players
Handbook Errata -- Chapter 8
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122, column 1, Provoking an Attack of Opportunity, line 7: change
first to second
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125, column 2, Attacks of Opportunity: insert points of damage taken
+ spell level)
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136, column 1, Strike a Weapon, 1st line: insert slashing or bludgeoning
weapon
Players
Handbook Errata -- Chapter 11
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168 column 1: after Control Plants line, insert: Cure Moderate Wounds.
Cures 2d8+1/level damage (max +10).
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176, Arcane Mark: change Range to 0 ft.
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177 column 2 near top: delete within half an hour
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179 column 2, end of long paragraph: delete and increases the cost
of the spells material components by one-half (see below).
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180 column 2 middle: insert a -4 penalty on Search checks and most
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180, column 2, Blindness/Deafness: insert A deafened character, in
addition to the obvious effects, automatically fails Listen checks,
suffers a -4 penalty on initiative, and has a 20% chance
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182 column 3 top: change Saving Throw to Will negates (harmless)
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184 column 3, Clone: change Range to 0 ft.
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185 column 3: insert a -4 penalty on Search checks and most
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188 column 1, Continual Flame: change Illusion [Figment] to Evocation
[Light]
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188 column 1, Continual Flame: change Range to 0 ft.
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190 column 2, Cure Moderate Wounds: move Healing 2 in front of Pal
3; add Rgr 3 to the end of this line
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190 column 2 near bottom, Dancing Lights: change Illusion (Figment)
to Evocation (Light)
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191 column 3, Delayed Blast Fireball 1st para: change 1d8 to 1d6
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191 column 3, Delayed Blast Fireball 1st para: add (maximum 20d6)
to end of paragraph
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195 column 3, Discern Location: change Target to One creature or object
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199 column 2, Endurance: change Saving Throw to Will negates (harmless)
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202, column 1, Explosive Runes: change Duration to Permanent until
discharged (D)
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205 column 3, Flame Blade: change Range to 0 ft.
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209 column 3 paragraph 2 under table: insert a -4 penalty on Search
checks and most
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210 column 3 bottom: add new paragraph after certain creatures: You
cant cast this spell on a natural weapon such as an unarmed
strike.
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211 column 1, Greater Planar Ally: insert a number of creatures of
the same type whose
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211 column 1, Greater Planar Binding: insert at end of Targets line:
when they appear.
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211 column 1, Greater Planar Binding: insert a number of creatures
of the same type whose
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211 column 3, Confusion: change Spell resistance: No to Spell resistance:
Yes
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212 column 2 middle, Hallow: change next to last paragraph to read:
Hallow counters but does not dispel unhallow.
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213 column 2, Heat Metal: insert Transmutation [Fire]
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215 column 1 near middle: insert a -4 penalty on Search checks and
most
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216 column 3 top: change Duration to Permanent until discharged
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218 column 2, Invisibility to Animals, Duration: add (D) to end of
line
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218 column 3 bottom, Ironwood, Components: change to V, S, M
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218 column 3 bottom, Ironwood, Range: change to 0 ft.
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219 column 1 middle: at end of Ironwood spell description, insert:
Material Component: Wood shaped into the form of the intended ironwood
object.
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220 column 2, Leomunds Secure Shelter: in Components line, change
M/DF to M, F
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220 column 3 line 8: change alarm to unseen servant
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221 column 3, Lesser Planar Binding, replace the parenthetical after
Charisma check with the following: (DC 15 + 1/2 the casters
level + the casters Charisma modifier)
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222 column 1, Lesser Restoration last line: insert as from a wraiths
touch
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225 column 2, Magic Weapon, Components: delete F,
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225 column 2 bottom: change Focus: The weapon. to You cant cast
this spell on a natural weapon such as an unarmed strike.
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229 column 3 bottom: insert a -4 penalty on Search checks and most
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233 column 2, Orders Wrath: insert 1d8 points of damage per
two caster levels (maximum 5d8)
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235 column 3, Planar Ally: insert a number of creatures of the same
type whose
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235 column 3, Planar Binding: change Summoning to Calling
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235 column 3, Planar Binding: insert a number of creatures of the
same type whose
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238 column 3, Produce Flame: change Range to 0 ft.
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244 column 2, bottom of table: change 83-85 to 83-86
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244 column 2, bottom of table: change 86-88 to 87-90
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244 column 2, bottom of table: delete the 89-90 line
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246 column 3, Rope Trick: insert perpendicular to the ground as if
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251 column 3, Shocking Grasp: change Duration to Permanent until dispelled
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252 column 1 middle: also, insert: a -4 penalty on initiative, automatically
fails Listen checks, and has a 20% chance
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261 column 3 top: insert a -4 penalty on Search checks and most
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261 column 3, Sunburst: insert Evocation [Fire]
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261 column 3 middle: insert a -4 penalty on Search checks and most
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261 column 3, Symbol: change Range to 0 ft.
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263 column 1, Discord: Insert within 60 feet who fail a Will save
immediately
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265 column 1, Teleportation Circle: change Range to 0 ft.
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267 column 3 line 18: insert Ethereal Plane (but not into extradimensional
spaces). The range
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267 column 3, True Strike: change Duration to See text
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267 column 3 near bottom: change (within the duration of the spell)
to (if it is made before the end of the next round)
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268 column 1 bottom, Unhallow: change next to last paragraph to read:
Unhallow counters but does not dispel hallow.
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268 column 2, Unholy Aura, 2nd para: change evil to good
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PHB
Clarifications
Players
Handbook Errata -- Introductory Material
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4: Change the 7 inside the circle to a 6
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5: Change the 7 inside the circle to a 6
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5: Change the 6 inside the circle to a 7
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5: Change 6. Select a Feat to 7. Select a Feat. Move this header and
this paragraph so that they come right before 8. Review Description.
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5: Change 7. Select Skills to 6. Select Skills. In the second paragraph
under this header, change Table 5-2 to Table 4-2 and change Chapter
5 to Chapter 4.
Players
Handbook Errata -- Chapter 1
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8, Table 1-2: change Ghost to Shadow
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9, Table 1-3: change Green slime to Shrieker
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10, column 2, fifth bulleted paragraph: Insert at end of sentence:
per day for each damaged ability.
Players
Handbook Errata -- Chapter 3
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32, column 1 bottom half, Chaotic, Evil, Good, and Lawful Spells:
change last sentence of this paragraph to read: Spells associated
with the alignments of chaos, evil, good, and law are identified as
such on the "School, Subschool and Descriptors" line of
the spell description.
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35, column 1 top, Chaotic, Evil, Good, and Lawful Spells: change last
sentence of this paragraph to read: Spells associated with the alignments
of chaos, evil, good, and law are identified as such on the "School,
Subschool and Descriptors" line of the spell description.
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35 paragraph 4: replace 3rd and 4th sentences with the following:
It can have up to 2 Hit Dice. (While the druid is 1st level, this
particular animal is loyal enough to stay with her, even though an
adventuring druid usually can only maintain animal friends whose Hit
Dice total up to her level.) Alternatively, the druid may have more
than one animal companion provided the animals total Hit Dice
dont exceed 2.
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39, column 2 top: Change second sentence: There is no such thing as
an off-hand attack for a monk striking unarmed.
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39, column 2 middle: Change 2 sentences above table: Usually, a monks
unarmed strikes deal normal damage, but she can choose to deal subdual
damage instead with no penalty on her attack roll. She has the same
choice to deal normal or subdual damage while grappling (see Grapple,
page 137).
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40, column 1: also, insert at end of paragraph: per day for each damaged
ability.
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40, column 2, Perfect Self: add to end of paragraph: Unlike other
outsiders, the monk can still be brought back from the dead.
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48, column 1, Crippling Strike: insert of temporary Strength damage
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50 column 1 bottom: change the example sentence to read as follows:
For example, a sorcerer with a scroll or spellbook detailing an unusual
sorcerer/wizard spell (one not on the wizard/sorcerer spell list in
this book) could select that spell . . .
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51, column 2, Speak with Master paragraph: also, move this paragraph
ahead of Speak with Animals of Its Type
Players
Handbook Errata -- Chapter 4
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63, Alchemy, Special: insert new paragraph after first paragraph:
This skill cannot be used to brew potions. (See the Brew Potion feat,
page 80.)
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63, Alchemy, Special, last para: change so it reads: Gnomes get a
+2 racial bonus on Alchemy checks because of their sensitive noses.
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66, column 2, table: change 15 +2/Str bonus to 15 + (2 x Str bonus)
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70, Innuendo, Retry: delete receiving or
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70, Innuendo, Special: delete (but not receive)
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70, Innuendo, Special: also, delete receive or
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70, column 2, 1st paragraph under table: add to end of paragraph:
, but not the maximum distance.
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73, column 1, table: change note so it reads: *Dwarves (even if they
are not rogues) can use Search to find traps built into or out of
stone.
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74, Spot, Retry: insert after 1st sentence: The Dungeon Master may
call for Spot checks to determine the distance at which an encounter
begins.
Players
Handbook Errata -- Chapter 5
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78, column 1 middle: insert new paragraph after Wands: line: Zero-level
spells are considered to have a spell level of 1/2 for the purpose
of this calculation.
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78, column 2 near bottom: add to end of Benefit paragraph: If you
have the same feat more than once, its benefits do not stack unless
indicated otherwise in the description. In general, having a feat
twice is the same as having it once.
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81, column 1, paragraph 3: change so it reads: Special: The Combat
Reflexes feat does not allow a rogue to use his opportunist ability
(page 48) more than once per round.
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85, Stunning Fist: insert new paragraph at end of description: Special:
Attacks using Stunning Fist are in addition to any stunning attacks
already possessed by a character such as a monk.
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85, Toughness: add to end of Special paragraph: Its effects stack.
Players
Handbook Errata -- Chapter 7
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99, bottom half of table: change weight of Sword, two-bladed from
30 lb. to 15 lb.
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105, column 2 top: replace text of sidebar with the following: Armor
for unusually big creatures, unusually little creatures, and nonhumanoid
creatures has different prices and weights from those given on Table
7-5: Armor. Armor for Gargantuan and Colossal creatures must be specially
made and has no standard price or weight.
Humanoid
Non-Humanoid
Size Price Weight Price Weight
Up to Tiny* x 1/2 x 1/10 x 1 x 1/10
Small x 1 x 1/2 x 2 x 1/2
Medium-size x 1 x 1 x 2 x 1
Large x 2 x 2 x 4 x 2
Huge x 4 x 5 x 8 x 5
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114, Table 7-9: add a line under this table: * No weight worth noting.
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114, Table 7-9: add a column to the right side of the Special Substances
and Items table, reading as follows:
Weight
1 lb.
1 lb.
*
1 lb.
1/2 lb.
1 lb.
4 lb.
1 lb.
*
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114, Spell, end of 2nd paragraph: insert suffers, plus 25 gp for the
holy water, for
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114, Table 7-10: delete 1/4 (three places)
Players
Handbook Errata -- Chapter 8
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126, column 1: add new paragraph after 1st paragraph: Alternatively,
you may make a normal unarmed attack while holding a charge. If the
attack hits, the spell discharges.
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126, column 2 Double Move, end of 2nd paragraph: change first threatened
space to second threatened space
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127, column 1 middle: insert you cant both move and attack unless
you perform a partial charge. If an action
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140, column 1, Commanded: delete second paragraph (begins with Alternatively)
Players
Handbook Errata -- Chapter 9
Page 141 column 2, Weight:, end of paragraph: Insert Carrying Loads.
A medium or heavy load counts as medium or heavy armor for the purpose
of abilities that are restricted by armor. Carrying a light
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143, Table 9-6: change carrying load numbers as follows:
101-300
to 151-450
134-400 to 231-690 (Light warhorse)
134-400
to 201-600 (Heavy horse)
174-520
to 301-900
44-130 to 76-225
51-150 to 101-300
94-280 to 231-690
Players
Handbook Errata -- Chapter 10
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147 column 2 bottom: change the last three sentences to read as follows:
She chooses to have the dog materialize on the opposite side of the
hobgoblin from Lidda. One round later, when Mialee is done casting
the spell, the dog appears. It attacks immediately and gets a +2 bonus
on its attack because it is flanking the hobgoblin. On Liddas
next turn, she makes a sneak attack against the hobgoblin and brings
it down. The dog disappears at the start of Mialees next turn
because the spell that conjured it lasts only 1 round for a 1st-level
caster.
Players
Handbook Errata -- Chapter 11
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160 column 2 middle, Control Water: Change to read Raises or lowers
bodies of water.
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161 column 2 near bottom, Control Water: Change to read Raises or
lowers bodies of water.
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162, column 1, Wall of Stone: change 20 hp/four levels; to Creates
a stone wall that
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162, column 2, Elemental Swarm: change 2d4 Large, 1d4 Huge to multiple
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163 column 2, Wall of Stone: change 20 hp/four levels; to Creates
a stone wall that
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163 column 2, Elemental Swarm: change 2d4 Large, 1d4 Huge to multiple
(two places)
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165 column 1 top: move equal to your level so it reads: resistance
bonus equal to your level on her next saving throw.
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165 column 2 top: change so it reads: For a total time per day of
1 round per your cleric level, you can act
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166 column 1 top, Control Water: Change to read Raises or lowers bodies
of water.
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166 column 1, Elemental Swarm: change 2d4 Large, 1d4 Huge to multiple
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167 column 1, Wall of Stone: change 20 hp/four levels to Creates a
stone wall that
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167 column 1, Elemental Swarm: change 2d4 Large, 1d4 Huge to multiple
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168 column 2 near bottom, Web: change 10-ft. cube/level to 20-ft.-radius
spread
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168 column 2 bottom: insert in front of Darkness: Continual Flame.
Makes a permanent, heatless torch.
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170 column 1, Wall of Stone: change 20 hp/four levels to Creates a
stone wall that
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170 column 2 near top, Control Water: Change to read Raises or lowers
bodies of water.
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173 column 1: replace Typical tasks sentence with the following: Typical
tasks include attacking, coming when called, guarding a place, and
protecting a character.
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173 column 1 middle: replace the two sentences starting with You can
have with the following: At most, you can have animal friends whose
Hit Dice total no more than twice your caster level (though the demands
of adventuring generally restrict a character to half that number).
For example, a 3rd-level druid could use this spell to win the friendship
of an animal of 6 HD or less, but an adventuring druid would only
be able to maintain an animal of 3 HD as a friend. An adventuring
5th-level ranger would generally be able to maintain animal friends
whose HD totaled 2 or less.
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179 column 1 bottom half: change the sentence that begins with All
the assistants to: Since the assistants spells are cast simply
to improve the caster level of the caster of the binding spell, saving
throws and spell resistance against them are irrelevant.
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187 column 3, Contingency 1st para: change companion spell and the
spell it is to bring into effect to contingency spell and the companion
spell
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198, column 1, Doom: change The subject suffers to The subject is
shaken, suffering
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198, column 1, Doom: delete weapon damage rolls, ability checks, skill
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199 column 3, Energy Drain: add to end of last paragraph: for 1 hour.
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200 column 1 top, Enervation: add to end of paragraph: for 1 hour.
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200 column 3 line 7: change perform any action to do anything
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200 column 3 line 13: insert end the spell by jeering and heckling.
This check
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205 column 2 middle: insert "Attuning" to an individual
usually
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209 column 2 middle: change The number of vermin and the HD to which
they can be grown to The HD to which the vermin can be grown
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209 column 3, Glyph of Warding: change Duration to Permanent until
discharged
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217 column 3, Insect Plague, Effect: change wide and up to 60 ft.
high to in diameter
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218 column 2 top: delete Only creatures with no visible form, such
as an invisible stalker, remain invisible.
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219 column 1 top: change Target: 5 lb. of touched wood/level to Effect:
An ironwood object weighing up to 5 lb./level
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224 column 2 line 5: replace the sentence that begins You keep most
with the following: You keep your Intelligence, Wisdom, Charisma,
level, class, base attack bonus, base save bonuses, alignment, and
mental abilities. The body retains its Strength, Dexterity, Constitution,
hit points, natural abilities, and automatic abilities. For example,
a fishs body breathes water and a trolls body regenerates.
A body with extra limbs does not allow you to make more attacks (or
more advantageous two-weapon attacks) than normal. You cant
choose to activate the bodys extraordinary or supernatural abilities.
The creatures spells and spell-like abilities do not stay with
the body.
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237 column 1 top: change the sentence that begins Natural abilities
include armor to the following: Natural abilities include armor, natural
weapons (such as claws, bite, swoop and rake, and constriction; but
not petrification, breath weapons, energy drain, energy effect, etc.),
and similar gross physical qualities (presence or absence of wings,
number of extremities, etc.). A body with extra limbs does not allow
a character to make more attacks (or more advantageous two-weapon
attacks) than normal.
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238 column 1, Prayer: change 1st sentence of description to read:
You bring special favor upon yourself and your allies while bringing
disfavor to your enemies.
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242 column 2 near top: change the sentence that begins A character
with spellcasting capacity to the following: A spellcasting creature
that doesnt prepare spells (such as a sorcerer) has a 50% chance
of losing any given unused spell slot as if it had been used to cast
a spell, in addition to losing spell slots for losing a level.
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242 column 2 middle, 1st line of table: insert on any attack roll
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245 column 1, Remove Paralysis: change third sentence of description
to read as follows: If cast on two creatures, each receives another
save with a +4 resistance bonus against the effect that afflicts it.
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246 column 3, Rope Trick: replace all the text from You and seven
others to the end of the page with the following: Creatures in the
extradimensional space are hidden, beyond the reach of spells (including
divinations), unless those spells work across planes. The space holds
up to eight creatures (of any size). Creatures in the space can pull
the rope up into the space, making the rope "disappear."
In that case, the rope counts as one of the eight creatures that can
fit in the space. The rope can support up to 16,000 pounds. A force
greater than that can pull the rope free.
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247 column 1 line 6: insert rope. The window is present in the Prime
Material Plane, but its invisible, and even creatures that can
see it somehow cant see through it. Anything
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248 column 1, paragraph 2 under table: change The following spells
can be cast through to You may cast the following spells through
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248 column 2, Secret Page, paragraph 2: change speaking a special
word, perusing the actual page, and then returning it to its secret
page form to speaking a special word. You can then peruse the actual
page, and return it to its secret page form
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249 column 1, Sepia Snake Sigil, 1st para: Replace first two sentences
with the following: When you cast sepia snake sigil, a small symbol
appears in the text of one written work such as a book, scroll, or
map. The text containing the symbol must be at least twenty-five words
long. When anyone reads the text containing the symbol, the sepia
snake springs into being and strikes the reader, provided there is
line of effect between the symbol and the reader. Simply seeing the
enspelled text is not sufficient to trigger the spell; the subject
must deliberately read the text. (Original text resumes with The target
is entitled)
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250 column 2 Shambler, line 2: change mounds of 11 HD. to mounds with
11 HD each.
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253 column 3, Soften Earth and Stone: middle of 4th paragraph: rearange
to read worked stone, cavern ceilings, or vertical surfaces such as
cliff faces can be affected.
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258 Summon Monster I, change first two paragraphs of description to
read: This spell summons an outsider (extraplanar creature). It appears
where you designate and acts immediately, on your turn. It attacks
your opponents to the best of its ability. If you can communicate
with the outsider, you can direct it not to attack, to attack particular
enemies, or to perform other actions.
- The
spell conjures one of the creatures from the 1st-level list on the
Summon Monster table below. You choose which creature to summon, and
you can change that choice each time you cast the spell.
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260 Summon Natures Ally I: change spell description to read:
This spell summons a natural creature. It appears where you designate
and acts immediately, on your turn. It attacks your opponents to the
best of its ability. If you can communicate with the creature, you
can direct it not to attack, to attack particular enemies, or to perform
other actions.
- The
spell conjures one of the creatures from the 1st-level list on the
Summon Natures Ally table below. You choose which creature to
summon, and you can change that choice each time you cast the spell.
All the creatures on the table are neutral unless otherwise noted.
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272 column 2, Whispering Wind, Duration: change to read as follows:
No more than 1 hour/level or until discharged (destination is reached)
Players
Handbook Errata -- Appendix
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278 column 2, flank: change first sentence to read as follows: To
be directly on the other side of a character who is being threatened
by another character.
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281 column 1: insert the following text between scry and shield bonus:
shaken: Mildly fearful. A shaken character suffers a -2 morale penalty
on attack rolls, checks, and saving throws.
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