Sounds good. Lets set some formatting guidelines.
Page Number: Type. Errata.
The errata types are Typo (spelling error), Grammar (incomplete or incorrect sentence structure), Errata (rules errors), and Clarification (rules clarifications and FAQ).
True20 Core Book Errata
Pg. 14: Page 14: Clarification. Ability Score Maxima. Although abilities cannot be increased above +5 through the expenditure of ability points, background modifiers do allow an ability to exceed +5. You can use your level-based ability score increases to bring a base ability score (that is, the ability score without modifiers for background) above +5. If variable ability progressions are permitted, a ceiling of +5 (modified by background) should be imposed to help ensure the bonuses are spread out a bit more rather than focused entirely on one ability.
Pg. 16: Typo. Paragraph two,
True2o should read
True20. Paragraph two,
fewt should read few.
Pg. 16: Clarification. Bonus Skills. Bonus skills from a hero’s background do not provide an extra skill point per level.
Pg. 16: Clarification. If a character selects a favored feat that can be taken more than once (such as Tough), then the character can do so as often as the player wishes to expend feat slots on it and the Narrator sees fit to allow it.
Pg. 17: Errata. Change Weapon Specialization to Attack Specialization in the Halfling background's favored feats.
Pg. 23: Clarification. The -2 applied to the saving throws of each additional role only applies to the good save value. The normal save value is not reduced.
Pg. 25: Clarification. When a character spends a Conviction point for a Heroic Feat, the expenditure provides use of the feat for 1 round or the stated duration of the feat (if any), whichever is greater.
Pg. 25: Errata. Change the second sentence of the Recover description to: "A Conviction point allows you to immediately shake off a stunned condition or fatigue level."
Pg. 25: Clarification. Stunned recovery. If a character is wounded and spends a Conviction point to shake off the stunned condition, they also shake off the loss of a full-round action that comes from being wounded.
Pgs. 25 and 108: Clarification. Recovery on pg. 25 indicates that you can spend Conviction to get an immediate recovery check from any type of injury, while pg. 108 specifically says non-lethal. Conviction spent for recovery applies to either form of damage; the character rolls a recovery check from his worst damage condition. Some Narrators may wish to limit Conviction for recovery to non-lethal damage only in more realistic settings.
Pg. 28: Clarification. Skills for a 1st level character begin at 4 ranks each. This is only explicitly stated on pg. 28 under "Acquiring Skills."
Pg. 39: Clarification. Sleight of Hand Skill. The Quicker than the Eye challenge does not have a −5 challenge penalty. This is intentional; it’s intended to work like a feint. If the Narrator wants to keep the challenge less common, imposing a challenge penalty should do it.
Pg. 45: Clarification. Chokehold feat. When pinned with the Chokehold feat, the victim must start making Difficulty 10 Con checks the round after failing the grapple check (see the rules for
Suffocationon pg. 112).
Page 50: Errata. Second Chance Feat. Change the third sentence of the description to "Unlike spending a Conviction point, you do not add +10 to rolls of 10 or less."
pg. 51: Errata. Spirited Charge feat: "... you deal +3 damage with a melee weapon (+4 damage with a lance)." There are no stats for a lance in the
True20 core book or the
True20 Bestiary. A Narrator can either convert the mounted lance from another d20 source, or substitute "spear" for "lance."
Pg. 51: Errata. The Suggestion feat. Suggestion Feat. Mental contact is not required to use the Suggestion power, so the second sentence of the power description is inaccurate. Change it to “This works like a use of the Suggestion power (see Chapter 4), except you must interact with the target.” If you take this as a favored feat and have no expert levels, you use your total levels instead. Likewise, the Suggestion power says that it lasts for 30 minutes per power rank; use your expert levels + 3 in lieu of the power rank for the feat (or your total levels + 3, if you acquired it as a favored feat).
Pg. 51: Errata. Supernatural Focus Feat. Change “You gain a +3 bonus to power rank with that power” to “You gain a +3 bonus on power checks with that power.”
Pg. 51: Errata. Supernatural Talent Feat. Change “You gain a +2 bonus to power rank with those powers” to “You gain a +2 bonus on power checks with those powers.”
Pgs. 52 and 106: Errata. Two-Weapon Fighting feat. The Two-Weapon Fighting feat should reduce the penalties by 4 and 6, rather than 2 and 6. Replace references to “light” weapons with “natural weapons or Small or smaller weapons.”
Pg. 54: Clarification. Change the last sentence of the description of Power Ranks to "Mixed role characters use only their adept levels, not their total levels, for determing their power rank; it requires dedication to achieve true mastery of the supernatural arts."
Pg. 54: Clarification. Taking 10 and Taking 20. A non-fatiguing becomes fatiguing with a +20 bonus when you take 20 on the power check only if it says so under the power’s description. Otherwise assume taking 20 with a non-fatiguing power remains non-fatiguing. Taking 20 on a power check takes 20 times as long, just as with skills.
Pg. 54: Clarification. Power Ranks Description. Change the last sentence of the description of Power Ranks to “Mixed role characters use only their adept levels, not their total levels, for determining their power rank; it requires dedication to achieve true mastery of the supernatural arts.”
Pg. 58: Clarification. Blink Power. Add the following after the description of the Blink power: “Blink is a random jump to a safe, open space, roughly a maximum distance of your power rank in feet. You can’t control the destination, although you won’t blink to somewhere inherently more dangerous. At the Narrator’s discretion, a power challenge could permit the character to control the destination of a blink, with failure meaning the power doesn’t work at all that round.
Time: Blink is a free action.”
Pg. 58: Clarification. Body Control power. Using the Body Control power to ignore the effects of injury only applies to the -2 penalty to attacks and saves that comes from the wounded condition. All other effects of injury still apply.
pg. 59: Errata. Cold Shaping power. The last two sentences of the first paragraph should read "A targeted creature makes a Fortitude save against your power, with a failed save resulting in a level of fatigue, just like exposure to a cold environment. Protective clothing has no effect."
Pg. 61: Clarification. Elemental Weapon Power. Elemental Weapon adds +2 damage of its elemental type, but forces only one Toughness save for all the damage. If a creature has Resistance to the weapon’s elemental damage, subtract the Resistance from the elemental damage bonus, down to a minimum of +0, meaning the elemental portion of the damage doesn’t affect the creature at all but the normal weapon damage still does. If the creature has Immunity to that type of damage, then the elemental bonus doesn’t count, just the normal weapon damage. Also, the Elemental Weapon power also does not have a Time line (although the Time is specified in the description). Include the following line after the power’s description: “
Time: Elemental Weapon is a standard action.”
Pg. 62: Clarification. Enhance Senses. The Enhance Senses power is not normally fatiguing; it is only fatiguing when you take 20 with it.
Pgs. 63 and 68: Clarification. Will save-based Injury. With powers requiring Will or Fortitude save with results read on Damage Track (i.e. Psychic Blast and Harm), the damage penalties stack with Toughness save penalties, and vice versa.
Pg.66: Clarification. Mind Touch Power. The Mind Touch power’s Time line indicates that it requires concentration to maintain; this is misleading, as it requires maintenance, but not concentration (see pg. 56). Replace the Time line for the Mind Touch Power with the following: “Time: Mind Touch is a move action.”
Pg. 66: Clarification. Move Object Power. The Move Object power’s Time line indicates that it requires concentration to maintain; this is misleading, as it requires maintenance, but not concentration (see pg. 56). Replace the Time line for the Move Object Power with the following: “Time: Move Object is a move action. The power use lasts for 10 rounds (1 minute). To maintain it for another minute, make another fatigue save.”
The Move Object power says that it can be used to grapple, but it’s unclear on how this is intended to work. In short, you resolve it as a normal grapple, using the result in the Damage column of the Move Object table in place of the adept’s Strength.
• First, the adept activates Move Object and makes an attack roll against her intended opponent. The adept can re-roll the Move Object check if she wants to get a better result, but that is another move action and another fatigue check.
• If she successfully hits her opponent, she and the opponent must make opposed grapple checks as per the normal rules for grappling. Size bonuses do not apply. The adept uses the result from the Damage column in place of her Strength for this grapple check. Remember that if the adept used the fatiguing version of Move Object, the number in the Damage column is doubled.
• If the adept pins her opponent, she can do anything to him that would normally be allowed by grappling (see pg. 99-100). If she inflicts non-lethal damage or throws him, remember that the adept’s Strength is considered to be equal to her Move Object damage (or double it, if she used the fatiguing version).
• The adept can move a grappled opponent up to 5 times her Move Object power rank in feet as a move action. If the opponent is resisting, she must use a standard action to roll to maintain the grapple (again, following the normal rules for grappling). This means that moving an unwilling opponent is a full-round action.
Pg. 70: Clarification. Supernatural Speed Power. Add the following to the description of the Supernatural Speed power: “Time: Supernatural Speed is a free action.”
Pg. 70: Clarification. Supernatural Strike Power. Add the following to the description of the Supernatural Strike power: “Time: Supernatural Strike is always active.”
Pg. 70: Clarification. Supernatural Weapon Power. Add the following to the description of the Supernatural Speed power: “Time: Supernatural Weapon is always active.”
pg. 71: Clarification. Truth-Reading power. An adept must activate this power deliberately before a given conversation in order to receive its benefit. Truth-Reading does not count towards the “1 hour time limit” for the cumulative modifier to the fatigue saves unless the adept pushes it to the point of fatigue.
pg. 71: Clarification. Ward power. When using the Ward power, an adept is not affected by his own Ward. Powers that are already in effect when an adept uses the Ward power require an opposed Power check to remain active.
Pg. 72: Clarification. Weather Shaping power. There is no power check Difficulty to achieve different weather effects. This is intentional, as the specific effects of the weather are not under the adept’s control.
Pg. 74: Errata. Losing Wealth. Replace the last paragraph under The Wealth Check with the following: “If you successfully purchase an item with a purchase Difficulty higher than your current Wealth bonus, your wealth bonus decreases by 1 if the Difficulty is 1-10 points higher than your Wealth bonus, by 2 if the Difficulty is 11-15 points higher, and by 3 if the Difficulty is 16 or more points higher.”
Pg. 77, 81, 82, 84, 85: Clarification. None of the equipment has weight included.
Pg. 78: Errata. Hooded Lantern Description. Remove the sentence “A cone emanates from a point to the listed distance, where it is as wide as the cone is long.”
Pg. 84: Errata. Grenades. The range increment for hand grenades is 10 ft.
Pg. 86: Errata. Ignore the "Blocking" column on the Shields table, except for the notation on which projectiles a shield can stop.
Pg. 83: Clarification. Shuriken. Add the following to the description of the shuriken: “A character can draw up to 3 shuriken with a single move action. He can then throw them as a standard action, either one at a time or all at once as an autofire attack. The purchase Difficulty is for a group of 3.”
Pg. 84: Errata. Weapon Accessories Table. Add “Arrows (20)” and “Crossbow bolts (10)” to the table, each with a Purchase Difficulty of 3.
Pg. 86-88: Errata. The Strength for vehicles is given in the original d20 format. On pg. 86, change the second and third sentences in the description of Strength to:
Strength: Vehicles have a base Strength of +0. Each increase in size category increases the vehicle's base Strength by +5.
The Strength given for each vehicle should be adjusted accordingly, so a wagon has a Strength of +5, and an SUV has a Strength of +15, etc.
Pg. 87-88: Errata. Vehicle Toughness. Some of the Toughness scores listed on the Ground Vehicles and Water Vehicles tables on pg. 87 and the Air Vehicles and Space Vehicles tables on pg. 88 do not match the formula given on page 86. The Toughness for vehicles should be Medium 5, Large 7, Huge 9, Gargantuan 11, Colossal 13, and Awesome 15.
Pg. 86: Errata. Shields Table. Delete the “Blocking” column, except for the notation on which projectiles a shield can stop. Under “Shields,” strike the sentence “Additionally, shields provide a bonus to attack rolls to block attacks (see Chapter 6 for more on cover and blocking.”
Pg. 86: Clarification. Shield Bonus. A shield provides a dodge bonus vs. ranged attacks, or a dodge or parry bonus vs. melee (player’s choice).
Pg. 100: Clarification/Errata. Mental grapples. The damage from a mental grapple is resisted by a Will save, not a Toughness save. For further clarification, mental grappling is different from the Psychic Blast power because the latter has greater damage potential: damage from a mental grapple is equal to just the attacking adept’s Wisdom, whereas damage from Psychic Blast is based on the adept’s save Difficulty for powers (one-half adept level
plus Wisdom). A Psychic Blast can do considerably more damage, especially from a higher-level adept. Psychic Blast also entails no risk, whereas you can lose a mental grapple.
Pg. 101: Clarification. Reload. Add “Reload (Move or Full-Round Action)” to the list of actions, with the following definition: “Reloading a bow is a move action. Reloading a crossbow is a full-round action. Reloading a firearm with an already filled box magazine or speed loader is a move action. Refilling a box magazine or a speed loader, or reloading a revolver without a speed loader or any firearm with an internal magazine, is a full-round action. Loading a belt of linked ammunition is a full-round action. Linking two belts together is a move action.”
Pg. 101: Clarification. The description of the Rush action doesn’t make it clear if you move with the opponent. You do, in fact, move with the opponent, up to the limit of your movement.
pg. 102: Clarification. The Reflex save Difficulty for an area attack weapon (like a flame thrower or grenade) is equal to 10 + the weapon's damage bonus, not the attacker's attack bonus.
pg. 102: Typo. Under Area Attack, second paragraph,
1o + attack's bonus should be
10 + attack's damage bonus.
pg. 106: Errata. Change the formula given for the Toughness saving throw (highlighted in gray) t:
Toughness Saving Throw = d20 + Constitution score + Feats + Armor - Toughness save penalties from injury versus Difficulty 15 + Attack's Damage Bonus
Pg.107: Clarification. Recovery. You recover lethal and non-lethal conditions in the following order: You start at the bottom rightmost condition on the Damage Track: the character recovers from that condition as specified, then moves to the condition above it, then to the bottom of the next column to the left, and so forth until completely recovered.
For example, a Disabled character first recovers from being Disabled, then Staggered, then one shift to the left to recover from being Wounded, the Dazed (although since Dazed lasts for only a round, it’s no longer a concern), then Hurt, and finally Bruised.
Pg. 106-107: Clarification. You can have more than one Wounded and Dazed condition.
Pg. 110: Clarifications. Change the descriptions of Shaken and Wounded on pg. 110 to:
Shaken: A shaken character has a –2 penalty on attack rolls, saving throws, and checks (except for Toughness saves and Constitution checks).
Wounded: The character has suffered damage. Each wounded condition imposes a –1 penalty on Toughness saves to resist further damage. The character is also stunned for one full round after being wounded, and is shaken until all wounded conditions are healed.
Pgs. 132-140: Clarification. Any unaccounted-for Toughness bonus on a monster stat block can be assumed to be a natural armor bonus.
Pg. 164-182: Typo. "Lex Aeternum" is spelled "Lex Aeturnum" on the page headers.
Pg. 189-190: Errata. The sample mecha in the Mecha vs. Kaiju setting provide a bonus to Defense. This is an error. The Defense Bonus should actually be a Toughness bonus for the pilot (like armor), which is separate from the mecha's own Toughness. Furthermore the Mecha's Toughness should be stated as a bonus (i.e. +15) instead of a static number. This will be addressed in the MAF Technical Manual from Big Finger Games.
"Mind Touch" Errata
Because they have supernatural powers that require mental contact, the following monsters from the True20 core book and True20 Bestiary should have the Mind Touch power. You can either give this power to the creature as a bonus power or swap it with one of its existing powers.
Monsters from the True20 Core Book
Crypt Wight
Vampire
Monsters from the True20 Bestiary
Avatar of Decay
Dragon, Ancient Forest
Dragon, Ancient Sky
Dragon, Ancient Swamp
Dragon, Old Sky
Dragon, Very Old Sky
Dryad
Gnome (see below)
Hag Covey
Hag, Annis
Imp
Kraken
Lamia
Lillend
Naga, Dark,
Naga, Guardian
Naga, Water
Ogre Mage
Praetor of Souls
Sprite, Grig
Sprite, Nixie
Sprite, Pixie
Titan
Vampire
True20 Bestiary Errata
pg. 17: Typo. Change "Endotherm" to "Ectotherm."
Pg. 30: Errata. The Combat and Toughness columns of the
Size Adjustments table on pg. 30 do not match with similar lines on the
Size table on pg. 119 of the core book. The corrected columns should read:
The Combat and Toughness columns on pg. 30 of the Bestiary are in error. I've included this in the errata.
- Code: Select all
Old Size New Size Combat Toughness
Fine Diminutive –4 +4
Diminutive Tiny –2 +2
Tiny Small –1 +1
Small Medium –1 +1
Medium Large –1 +2
Large Huge –1 +2
Huge Gargantuan –2 +2
Gargantuan Colossal –4 +2
Pg. 54 Errata. Dragon, True. Change the first sentence of the
Feats line to "All dragons have one feat, plus additional feats based on level."
Pg. 105: Errata. Swap the sample Gnome's bonus Illusion supernatural power with Light Shaping. This eliminates the errata of the sample gnome not having Mind Touch (required for the Illusion power) while maintaining the ability to create visual illusions.
Pg. 130: Errata. The Giant Octopus' Stealth skill does not include its size modifier. It's total Stealth bonus should be +5, not +9.
Pg. 151: Typo. The Giant Squid's Swim skill should be 0 (+16).
Pg. 166: Errata. Change the first sentence of the Type line in the apparition template to "The base creature's type changes to Undead, and it gains the incorporeal subtype."
Pg. 171: Clarification. Combat Unit Template. The combat unit template states that "Each time a combat unit gains one of the above mentioned conditions on the damage track, it must succeed on a Will save with a Difficulty equal to the recovery check difficulty for that condition in order to avoid becoming disbanded." The Difficulty is 10 if the combat unit is wounded or disabled, and 20 if the combat unit is dying.
Pg. 179: Errata. Add the following above the "Type" line in the Skeleton template. "
Level: Remove all heroic levels (if any) from the base creature. A 1st level humanoid that becomes a skeleton becomes a 1st level undead."
Pg. 181: Errata. Change the description of the Level in the Zombie tempalte to: "
Level: Remove all heroic levels (if any) from the base creature. A 1st level humanoid that becomes a zombie becomes a 1st level undead."
True20 Companion Errata
Page 9: Clarification. Power Progression. The power save Difficulties for roles power progression are calculated at 10 + key ability + one-half role level for Fast, one-third role level for Medium, one-quarter role level for Slow, and one-fifth role level for Very Slow. All fractions are rounded down. So a Very Slow progression role has a power save Difficulty of 10 + ability until 5th level, when it becomes 11 + ability (with a maximum of 14 + ability at 20th level, when the fast progression role has a Save Difficulty of 20 + ability). For powers that have effects determined by adept level, such as Elemental Blast, use the listed power rank, minus 3, with a minimum level of 1
Page 16: Errata. Forgotten Lore, Emerging Arcana, Low Magic and Rising Tide Supernatural Ratings. Change all instances of “Elemental Strike” to “Elemental Blast.”
Page 21: Errata. Atlantean Background. Change “Wild Empathy” to “Animal Empathy.”
Page 32: Errata. Druidism and Psionics Supernatural Philosophies. Change “Wood Shaping” to “Plant Shaping. “
Pages 40-41: Clarification. Cost for Multi-Use and Permanent Magic Items. No cost is given for Multi-Use and Permanent Magic Items (unlike One Use). This is intentional. All a hero needs to do is make a masterwork item specifically for receiving the supernatural power. The Narrator can require special materials or an additional cost (maybe +1 to the purchase Difficulty of materials for each 5 charges or so) as best suits the campaign setting.
Page 41: Errata. Sample Multi-Use Supernatural Item: Staff of the True Flame. Change “Elemental Strike” to “Elemental Blast.”
Page 48: Clarification. Background Modification Table. It’s not clear that some of the elements in the table give points back (like ability decrease or level lag). Originally each point total was listed as a “cost” or a “bonus.” The “cost” labels got taken out, but calling it a “point bonus” is supposed to imply that you gain points instead of loosing them.
Page 75: Errata. Arcanist Path. Add the following skills and feats to the Arcanist path:
Skills: Knowledge (history), Knowledge (supernatural), Knowledge (theology and philosophy), Search
Feats: Body Control, Iron Will, Mind Over Body
Page 76: Errata. Expert Paths. Add the following skills to the Expert paths:
Add the following skills to the Expert paths:
Detective: Knowledge (civics), Research
Reporter: Knowledge (current events), Research
Page 76: Errata. Blessed Power List. Add the Mind Touch power to the list of powers available to the Blessed role.
Page 84: Clarification. Rituals. The fatigue save Difficulty is calculated from the final Difficulty for the ritual, after all bonuses from aids and extended time have been applied.
Page 88: Errata. Regaining Your Wits. Under the “Regaining Your Wits” heading, remove the reference to Profession (psychology).
Page 115: Errata. Skills. Replace Profession (Cryptography) with Cryptography. The key ability is Intelligence.