Post by Jason Vey on Jan 8, 2009 15:41:02 GMT -5
As I work on the sourcebook, a couple more things have come to my attention. The following Errata is applicable to both the First Printing and the Second Printing. Basically, if you own S&S, this stuff is for you.
Page 9: Dexterity Reaction Adjustment and Constitution Save bonus should both be replaced with the standard Check Modifiers found in Ability Table 1 (page 8).
Page 12, Halflings: Halflings fire slings as though they were short bows, not long bows.
Page 45: for all ability checks in S&S, a result of 11 is now considered a standard success, rather than 12.
Page 46: The bit about Elves, Dwarves, and Thieves on page 46 is very poorly worded. The following is errata for it, and an expansion to the rule.
"Hearing noise is a standard 2d6 Wisdom check. Thieves add their hear noise bonus. Thieves should use their ability modifier in addition to their bonus when rolling to hear noise.
"Searching for secret doors is done with a Wisdom check for most characters, elves and dwarves (the latter assuming the hidden opening is constructed from stonework) get an automatic 1d6 roll to notice the door/compartment when they pass, as described under those races. The thief ability to "remove traps" should be the same as the ability to find traps (and secret doors). This ability should be "Find and Remove Traps," and applies to secret doors as well. For elf and dwarf thieves, their racial ability supercedes the thief ability; they use their racial ability first, to notice a secret door/hidden compartment or passage as they pass...if that fails, they can then make a standard check as a thief to find secret doors or traps if they choose to search."
Page 54, Table 3 ***footnote: Should read, “as explained on page 47.”
Clarification: Hurled ranges in inches are rounded off normally. Thus, a character with a STR of 18 has a short range of 9 feet, medium of 18 feet, and long of 36 feet, or 2/4/7 inches.
Thrown Spears
Hurled spears have the same range increments as slings, based upon the wielder's strength (1/2 Str/Str/Strx2). Their target number to hit a given AC is as listed for close range, increases by 1 for medium range, and by 2 for long range. Thus, to hit AC 2 with a thrown spear, your "to hit" would be 9/10/11.
Page 60, Flanking: When flanking, each character gains +1 to hit the flanked opponent, and the opponent may only add any Dexterity reaction against one of the flankers. Thieves may always back stab flanked opponents.
Page 69, “Human”: The movement rate for Humans is given as 90’ in the monster table. This is an error. It should be 60’.
Page 78, Experience Per Hit Point: The example base XP earned for a Monster on are double what the chart gives. Using the Chart, a 5HD creature with average 18 HP's, should have a base XP of 80 (not 160) + 90 (5 per HP/2) for a total of 170 (not 250).
Page 9: Dexterity Reaction Adjustment and Constitution Save bonus should both be replaced with the standard Check Modifiers found in Ability Table 1 (page 8).
Page 12, Halflings: Halflings fire slings as though they were short bows, not long bows.
Page 45: for all ability checks in S&S, a result of 11 is now considered a standard success, rather than 12.
Page 46: The bit about Elves, Dwarves, and Thieves on page 46 is very poorly worded. The following is errata for it, and an expansion to the rule.
"Hearing noise is a standard 2d6 Wisdom check. Thieves add their hear noise bonus. Thieves should use their ability modifier in addition to their bonus when rolling to hear noise.
"Searching for secret doors is done with a Wisdom check for most characters, elves and dwarves (the latter assuming the hidden opening is constructed from stonework) get an automatic 1d6 roll to notice the door/compartment when they pass, as described under those races. The thief ability to "remove traps" should be the same as the ability to find traps (and secret doors). This ability should be "Find and Remove Traps," and applies to secret doors as well. For elf and dwarf thieves, their racial ability supercedes the thief ability; they use their racial ability first, to notice a secret door/hidden compartment or passage as they pass...if that fails, they can then make a standard check as a thief to find secret doors or traps if they choose to search."
Page 54, Table 3 ***footnote: Should read, “as explained on page 47.”
Clarification: Hurled ranges in inches are rounded off normally. Thus, a character with a STR of 18 has a short range of 9 feet, medium of 18 feet, and long of 36 feet, or 2/4/7 inches.
Thrown Spears
Hurled spears have the same range increments as slings, based upon the wielder's strength (1/2 Str/Str/Strx2). Their target number to hit a given AC is as listed for close range, increases by 1 for medium range, and by 2 for long range. Thus, to hit AC 2 with a thrown spear, your "to hit" would be 9/10/11.
Page 60, Flanking: When flanking, each character gains +1 to hit the flanked opponent, and the opponent may only add any Dexterity reaction against one of the flankers. Thieves may always back stab flanked opponents.
Page 69, “Human”: The movement rate for Humans is given as 90’ in the monster table. This is an error. It should be 60’.
Page 78, Experience Per Hit Point: The example base XP earned for a Monster on are double what the chart gives. Using the Chart, a 5HD creature with average 18 HP's, should have a base XP of 80 (not 160) + 90 (5 per HP/2) for a total of 170 (not 250).