Hackmaster - FullErrata
Hackmaster - FullErrata
Hackmaster - FullErrata
Player's Handbook 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
p. 16 - In Table 1A: Strength, the order of Ability Scores should be 22/51, 23, the Grunge Elves At a Glance box should be as follows:
23/51 not 22/51, 23, 22/51. In addition, the Max Press values for 4/51 and 5
Acrobatic Skill Suite, Acute Alertness, Ambidextrous, Animal Companion,
should be switched. The Max Press for 4/51 is 30, and 35 for a Strength of 5.
Astute Observation, Blind Fighting, Bow Bonus, Cold Resistance, Dagger
The Max Press for a 20/51 is 725, not 625.
Bonus, Forest Movement, Grace Under Pressure, Heat Resistance, Javelin
p. 17 - The defense adjustment, reaction adjustment, and missile adjustment for the Bonus, Keen Sight, Less Sleep, Magic Identification, Photographic Memory,
dexterity values 10/51 and 11 are 0. Seeking Grasping Hands, Sibling Empathy, Sixth Sense, Speak With Plants,
p. 17 - Table 1B: Dexterity should be changed to the following: 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).
Ability Defensive Reaction Missile
Score Adjustment Adjustment Adjustment p. 31 - The list of Additional Talents Which May be Purchased for Drow in the
Drow At a Glance box should be as follows:
20 -5 +5 +6
Acrobatic Skill Suite, Acute Alertness, Ambidextrous, Animal Companion,
20/51 -5 +6 +6 Astute Observation, Blind Fighting, Bow Bonus, Cold Resistance,
Constitution/Health Bonus, Dagger Bonus, Forest Movement, Grace Under
21 -6 +6 +6 Pressure, Heat Resistance, Javelin Bonus, Keen Sight, Less Sleep, Magic
21/51 -6 +6 +7 Identification, Mining Sense, Photographic Memory, Seeking Grasping Hands,
Sibling Empathy, Sixth Sense, Speak With Plants, Spear Bonus, Spell Abilities,
22 -6 +7 +7 Trident Bonus.
22/51 -7 +7 +7 p. 31 – The Drow spell ability Darkness should be Darkness, 15 foot radius.
23 -7 +7 +8 p. 32 - The list of Additional Talents Which May be Purchased for Gnomes in the
Gnomes At a Glance box should be as follows:
23/51 -7 +8 +8
Acute Alertness, Ambidextrous, Animal Friendship, Astute Observation, Blind
24 -8 +8 +8 Fighting, Brewing, Close to the Earth, Dagger Bonus, Dart Bonus, Defensive
Bonus, Engineering Bonus, Forest Movement, Freeze, Hide, Mining Sense,
24/51 -8 +8 +9
Opportunist, Potion Identification, Short Sword Bonus, Sibling Empathy, Sixth
25 -8 +9 +9 Sense, Sling Bonus, Stealth.
p. 32 - The list of Additional Talents Which May be Purchased for Gnome Titans in
p. 18 - A PC with a high CON always recovers hit points according to non-combat the Gnome Titans At a Glance box should be as follows:
time. Acute Alertness, Ambidextrous, Animal Friendship, Astute Observation, Blind
p. 18 - A PC of a race (gnome titans and pixie fairies) that receives only half the hit Fighting, Brewing, Close to the Earth, Dagger Bonus, Dart Bonus, Defensive
points rolled per level still receives the full CON bonus or penalty. Bonus, Engineering Bonus, Forest Movement, Freeze, Hide, Mining Sense,
Opportunist, Potion Identification, Short Sword Bonus, Sibling Empathy, Sixth
p. 19 - Table 1E: The chance to improve skill for a Wisdom of 22 is 15%, and is Sense, Sling Bonus, Stealth.
16% for a Wisdom of 23.
p. 33 - The list of Additional Talents Which May be Purchased for Gnomelings in
p. 21 - There is no save against the Fascinate ability that results from high the Gnomelings At a Glance box should be as follows:
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 Acute Alertness, Ambidextrous, Animal Friendship, Astute Observation, Blind
Comeliness. Fighting, Dagger Bonus, Dart Bonus, Defensive Bonus, Engineering Bonus,
Experience Bonus, Forest Movement, Hide, Mining Sense, Potion
p. 22 - Bart's Honor score should be 6, not 5. Identification, Sixth Sense, Sling Bonus, Stealth.
p. 25, 28, 30-37 - In the racial At a Glance tables, all instances of "Restricted Talents p. 34 - The list of Additional Talents Which May be Purchased for Half-Elves in the
Which May be Purchased" should be changed to "Additional Talents Which Half-Elves At a Glance box should be as follows:
May be Purchased."
Acrobatic Skill Suite, Acute Alertness, Ambidextrous, Astute Observation,
p. 25 - The list of Additional Talents Which May be Purchased for Dwarves in the Balance Bonus, Blind Fighting, Bow Bonus, Cold Resistance, Heat Resistance,
Dwarves At a Glance box should be as follows: Keen Sight, Less Sleep, Photographic Memory, Resistance, Sibling Empathy,
Acute Alertness, Ambidextrous, Astute Observation, Axe Bonus, Blind Sixth Sense, Sword Bonus.
Fighting, Brewing, Close to the Earth, Constitution/Health Bonus, Crossbow p. 35 - The list of Additional Talents Which May be Purchased for Halflings in the
Bonus, Dense Skin, Detect Evil, Detect Poison, Determine Age, Determine Halflings At a Glance box should be as follows:
Stability, Endurance, Evaluate Gems, Expert Haggler, Hit Point Bonus,
Illusion Resistant, Mace Bonus, Meld Into Stone, Mining Sense, Pick Bonus, Acute Alertness, Ambidextrous, Astute Observation, Balance Bonus, Blind
Resistance, Short Sword Bonus, Sibling Empathy, Sixth Sense, Stealth, Stone Fighting, Brewing, Dagger Bonus, Detect Evil, Expert Haggler, Hide,
Tell, Touched by Yurgain, Warhammer Bonus. Opportunist, Reaction Bonus, Sibling Empathy, Sixth Sense, Taunt.
p. 26 - A female dwarf who shaves her beard will suffer an honor loss every time p. 36 - The list of Additional Talents Which May be Purchased for Half-Orcs in the
she encounters another dwarf. Half-Orcs At a Glance box should be as follows:
p. 28 - The list of Additional Talents Which May be Purchased for Elves in the Active Sense of Smell, Acute Alertness, Acute Taste, Ambidextrous, Attack
Elves At a Glance box should be as follows: Bonus, Blind Fighting, Damage Bonus, Dense Skin, Endurance, Mace Bonus,
Sibling Empathy.
Acrobatic Skill Suite, Acute Alertness, Ambidextrous, Animal Companion,
Astute Observation, Blind Fighting, Bow Bonus, Cold Resistance, Dagger p. 36 - Half-Ogres should have the tough hide talent listed under Talents. All half-
Bonus, Forest Movement, Grace Under Pressure, Heat Resistance, Javelin ogres get this talent free.
Bonus, Keen Sight, Less Sleep, Magic Identification, Photographic Memory, p. 36 - The list of Additional Talents Which May be Purchased for Half-Ogres in
Seeking Grasping Hands, Sibling Empathy, Sixth Sense, Speak With Plants, the Half-Ogres At a Glance box should be as follows:
Spear Bonus, Spell Abilities, Trident Bonus. Active Sense of Smell, Ambidextrous, Blind Fighting, Damage Bonus, Dense
p. 28 - The High Elves At a Glance table should state at the bottom that "*The Skin, Endurance, Mace Bonus, Sibling Empathy, Tough Hide.
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.
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HackMaster Errata February 26, 2005
p. 37 - The list of Additional Talents Which May be Purchased for Humans in the p. 69 - When backstabbing, the weapon range is multiplied, not the weapon dice.
Humans At a Glance box should be as follows: Thus a backstab with a weapon that does 2d4 damage would have additional
Acrobatic Skill Suite, Acute Alertness, Ambidextrous, Astute Observation, damage dice of 2d4.
Attack Bonus, Balance Bonus, Blind Fighting, Detect Secret Doors, Endurance, p. 69 - The thief can use the read languages starting at first level, and can begin to
Experience Bonus, Grace Under Pressure, Hit Point Bonus, Keen Sight, Less put points into it at first level.
Sleep, Opportunist, Photographic Memory, Resistance, Seeking Grasping p. 70 – Assassins lose 20 points of temporal honor if their class is discovered.
Hands, Sibling Empathy, Sixth Sense, Tough Hide.
p. 70 - The first paragraph of the second column should have the sentence "This
p. 37 - The list of Additional Talents Which May be Purchased for Pixie Fairies in gives them roughly a 50% chance of killing the victim if both the assassin and
the Pixie Fairies At a Glance box should be as follows: target are the same level." instead of "This gives them roughly a 50% chance of
Acrobatic Skill Suite, Acute Alertness, Ambidextrous, Astute Observation, killing the victim if both the assassin and target are first level." The complete
Attack Bonus, Blind Fighting, Faerie Kind Martial Arts, Flutter, Hit Point assassination rules will be in the GMG.
Bonus, Keen Sight, Magic Bonus.
p. 70 - Alignment languages do not exist in HackMaster.
p. 37 - Pixie fairies have a type of “danger sense” and are never surprised by other
p. 70 - The chance of discovery for an assassin in disguise is a flat chance, and does
living creatures (even those that normally get automatic surprise) due to
not increase with the amount of time he spends in disguise.
telepathic impulses picked up by their antennae. Undead and non-living
creatures (such as the golem), as well as those immune to telepathy and/or p. 73 - When rolling hit points for a multi-classed character, the total is divided by
telepathic attacks (such as the su-monster), can still surprise. Pixie fairy tales the number of classes, not the number of dice rolled.
and legends occasionally feature mysterious persons that can somehow block p. 75 - In column two, the second paragraph under Rolling for Quirks and Flaws
this danger sense, but how they do so is unknown. In addition, any intelligent should read:
creature that associates with an individual pixie fairy for at least two weeks The upside is that you can earn many more BPs with this option. Before rolling
becomes telepathically linked with that pixie fairy. Persons thus linked who for quirks and flaws the player must commit by stating aloud how many times
remain within a 10’ range of their pixie fairy companion gain the ability of never he's rolling on Table 6A: Flaws and Quirks d100. A player can roll a maximum
being surprised. number of nine times. The BPs earned depend on the BP value listed for the
p. 39 - In Table 3A: Character Class Groupings, the Assassin should be listed under resulting quirk or flaw in Chapter 6.
the Thief Group, not the Cleric Group. p. 77 - The Honor modifier for Slave Class (SLC) is -10, the same as Lower Lower
p. 44 - In Table 3H: Barbarian Progression Table, the Level Title for an 11th level Class (LLC).
barbarian should be Chairman of the Horde, not Barbarian. p. 78 - The new Racial Modifiers to Circumstances of Birth table is as follows. All
p. 47 - Under Hack Pangs, the phrase "obsessed with deadly combat" should be modifiers are to the die roll.
changed to "obsessed with combat."
Racial Modifiers to Circumstances of Birth
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. Race Table 4G Table 4H
p. 48 - Elven and half-elven cavaliers can use short composite bows. Dwarves, all 5 15
p. 51 - Knights Errant do need a Constitution score of 10 or higher as is stated in Elves
the class description, but they do not receive a 10% ep bonus for high ability - Drow 5 15
scores.
- Gray -8 25
p. 52 - The Knight Errant receives the skill Endurance for free, not the talent.
- Grunge 10 -20
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 - High -5 20
weapon. - Wood -5 10
p. 54 - The monk ability Intimidating Display works on any creature with an - All others -5 20
Intelligence of 5+ that can see the monk.
Gnomes
p. 54 - Intimidating Display only negates the first action of the affected creature.
- Gnome Titan 5 0
p. 54 - Really Intimidating Display is only effective until the victim is attacked.
- All others -5 15
p. 58 - The following paragraph should be inserted after the first paragraph of the
second column: Half-Elves 15 0
A ranger can learn magic-user spells when he reaches 9th level. He uses his Halflings, all -5 10
spells according to the rules for magic users. He gains a spellbook and a few Half-orcs 25 -30
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 Half-ogres 35 -40
not able to use magic-user scrolls or other magic items unless specifically noted Human 0 0
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. Pixie Fairy 15 50
p. 59 - In Table 3AA: Magic-User Progression Table, for Experience Level 8,
Accumulated Hit Points should be "8," not "a." 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
p. 60 - In the box for Battle Mage, Gnome Titan should be added to the Allowed
roll of 31-60 should correspond to "Mother was a prostitute. Father unknown.
Races.
[-10 to beginning Honor]." Also, a roll of 01-05 should have [-3 to beginning
p. 63 - Pixie fairy clerics can use all pixie fairy weapons. Honor] added to its description. In the case of a result of 91-100, a birth by a
p. 64 - On the list of weapons allowable by the different gawds, the term bows surrogate mother, the father's identity is always known.
includes crossbows for the gawds Arnuya and Pangrus, but not for Navinger. p. 78 - The Status of Parents table must be used for each known parent, including
p. 65 - In the box for druids, the alignments allowed should be True Neutral, not the deceased.
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
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HackMaster Errata February 26, 2005
p. 79 - Table 4L should be altered according to the number of surviving siblings. p. 101 - Under Table 7A Explanation the first paragraph should read as follows:
1 sibling: 01-50 First born 51-00 Last born Initial Weapon Proficiencies: the number of weapon proficiency slots granted
2 siblings: 01-33 First born 34-67 Middle born 68-00 Last born to characters of that group at 1st level. The player must pay one (1) BP to fill
3 siblings: 01-25 First born 26-50 2nd born 51-75 2nd to last born 76-00 Last each proficiency slot with a weapon.
born
4 or more siblings: Use Table 4L as printed. 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. 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 p. 104 - Under Treasure Types, the entry on coins should have the following
convert them into 25 gp. You cannot adjust your Ability Scores after Step 8 of sentence added to the end of the first paragraph: "10 coins have a combined
the character creation process. weight of one pound."
p. 85 - The numbers listed in the honor column are the upper limit for that row. p. 111 - Table 9C should have the following entry before wineskin:
Thus, the row labeled fifteen is for honor values of 11-15. Quiver, Cost: 8 sp, Weight .5 lbs, Availability: 95/90/85. Note that most sets of
p. 86 - Honor cannot be burned during character creation. arrows come with a free quiver.
p. 86 - An honor purge can only be used to avoid the specific action that caused the p. 111 - A flask of lamp oil lasts for two hours in a hooded lantern.
character's death. It does not allow a character to go back in time to before p. 116 - The following sentences should be added to the description of bucklers:
combat started. "The buckler can be used, without penalty, with two weapons, missile weapons,
p. 92 - Table 6D should have the following numbering: and two-handed weapons. It grants its +1 bonus to AC against one melee
attack per round in each of these situations.
31-45 - Vision Impaired, Far Sighted
46-55 - Blind, one eye p. 118-119 – Only composite and great elven long bows can be modified to grant a
56-70 - Vision Impaired, Near Sighted 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
p. 92 - A metal leg could be heavier than a wooden leg and could rust if not high strengths.
properly maintained. p. 118-119 - The weapons: Bloodthorn Stiletto; Rapier, petite; Sewing Needle; and
p. 94 - The following sentence should be inserted into the description of the Male Peashooter Crossbow are all size Tiny (T). They may be used in one hand by a
Pattern Baldness flaw, after the first sentence: pixie-fairy. All pixie-fairies may become proficient in these weapons.
"If a female character rolls this flaw, she must immediately re-roll on Table 6C, p. 119 - In the description of crossbows, the following sentence should be inserted
and once on the minor mental quirk table 6F, because of the trauma." into the first paragraph: "The peashooter crossbow can be used by a pixie fairy
p. 97 - On the Obsession/Compulsion table, entry 17 should read "Compulsion to of any class, regardless of class weapon restrictions, as long as they purchase the
accumulate as many jewels as possible," not "Compulsion to accumulate as weapon proficiency."
many books or scrolls as possible." p. 119 - Short bows cannot use sheaf arrows.
p. 98 - On the Extra Personality Table, the entry for a roll of 21-24 should be p. 119 - Anyone that is hit by a full tankard (hurled) must make a saving throw vs.
"Young adult or middle-aged member of the same sex," not "Young adult or breath weapon with a +2 bonus or be blinded for 1d4-1 rounds.
middle-aged member of the opposite sex." p. 119 - Large characters using the bastard sword in one hand use the two-hand
p. 100 - The Skill Sets list on p. 71 of the GMG supersedes this list. damage value.
p. 101 - Under Obtaining New Skills, 1. Building Points, the following paragraph p. 120 – Table 9V: The Great Elven Long Bow has an ROF of 1.
should be inserted after the first. p. 133 – Table 12C: The Hasted modifier should be -2 as listed in the spell
During the character creation process, the character rolls the mastery die once description.
for each expenditure of the BP cost of the skill. For example, if a character buys p. 136 - The second paragraph under Touch Spells and Combat should have the
a skill at three times the cost, he rolls the mastery die three times and his honor following sentence added at the end: "Enemy creatures count as unwilling
die three times and adds the total to the relevant ability (See Appendix F: Skills, targets, and have an AC of 10 with no dexterity bonus."
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 p. 140 - Dark Knights can turn Paladins as a cleric 5 experience levels lower. A good
purchased, but the skill level cannot exceed 125%. 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
p. 101 - Under Improving Skills, the current paragraph should be replaced by the lower than his own.
following paragraph.
p. 161 - Whitmore's Delicious Deception should be Wrygal's Delicious Deception.
Skills currently possessed can also be improved through formal and informal
instruction (just like gaining new skills as described in Chapter 11). One special p. 166 - Stitch can be used to repair damage to armor or equipment caused by a
way to increase the amount that a skill is improved during training is to use it in fumble, but cannot restore armor hit points.
an appropriate circumstance for dramatic or important effect. Anytime you roll p. 179 - Faerie Phantoms creates 1d6 phantoms per level of the caster.
under your Chance to Improve Skill value without modifiers (see Table 1E: p. 182 - Mend can be used to repair damage to armor or equipment caused by a
Wisdom) when making a skill mastery check, your character may have learned fumble, but cannot restore armor hit points.
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 p. 184 - The Push spell should have a range of 10 ft. + 1 ft./level, not 1 ft. + 1
suddenly rises up, threatening to capsize the ship. You announce you have the ft./level.
seamanship skill, and the GM has you make a penalized skill check to see if you p. 186 - In the description for Wrygal's Delicious Deception, the phrase "When
can successfully re-rig the sails and bring the ship out of danger. As the group Whitmore's Delicious Deception" should be "When Wrygal's Delicious
holds its breath, you roll the dice and they come up 03. You check your Deception".
Wisdom score (13) and see that your Chance to Improve Skill value is 05%. p. 191 - The spell Heat Seeking Fist of Thunder should have the following text:
Voila, not only have you saved your entire party, but your character has learned
This spell creates a disembodied hand that rushes toward an open flame and
something significant which will increase his ability to gain from his later
explodes with magical energy when it hits. The spell requires an open flame at
coursework. The next time your character takes the appropriate skill course
least as large as a torch. When the spell is successfully cast, all those within 20
during training, he can add a +1 bonus to his mastery die roll. This bonus can
feet of the target flame take 1d4 damage per level of the caster, or half that
be applied any number of times as long as the character succeeds in different
with a successful saving throw. The damage done is sonic in nature and sounds
circumstances. Keep a running tally between training on your record sheet so
like and extremely loud thunderclap. The target flame, if it is inanimate, is
you don't lose out on any bonuses later.
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.
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HackMaster Errata February 26, 2005
p. 203 - The Paralyzation spell should have a range of 10ft./level and the Area of p. 327 - Looting, basic: The Looting, Basic skill can effect 1,000 sq. feet in the 2d6
Effect should be 20ft. x 20ft. minutes time frame. This includes walls and any items that the looter can access
p. 216 - Unless specifically stated otherwise in the monster description, all special in that space. Looting will only recover valuable items if they are there. Using
effects that are delivered by an attack are only delivered if the attack does the looting, basic skill does not increase the chance of breaking or harming an
damage. If a venomous snake bites you but does not do damage, you are not item, but previously established conditions do apply. A looting character is still
subject to the poison. If a Wraith hits you but Stoneskin prevents the damage, subject to any monsters, traps or other barriers that would prevent him from
it also prevents the level drain. The same applies to paralysis, death attacks, etc., taking an item. Using the looting, basic skill is appropriate for any character
unless specifically stated otherwise in the ability description. class to use.
p. 222 - Feeblemind reduces one's Intelligence to 2. p. 329 – The skill Seamanship Suite is not a skill suite, but a normal skill. It should
be called Seamanship.
p. 251 - For Prismatic Sphere, the Area of Effect should be 20ft. diameter sphere,
not 2ft. Diameter. p. 330 - The following skill should be added after Shield Repair (Wood):
p. 255 - The reverse of Light is the same as the second level magic-user spell Skinning
Darkness, 15' Radius, except that it has the stat block of the Light spell. [(Strength+Wisdom)/2 / Sophisticated / 1 B.P.]
p. 257 - The Diminished Rite spell can be used any length of time after the death, as A character with this skill knows the proper procedure for obtaining the hide
long as the body has not decayed significantly. from a dead animal or beast. He knows what skills to use, how to treat and
p. 257 - Diminished Rite will not work on creatures not affected by a Raise Dead store the hide, and which part of the hides are the most valuable or usable. He
spell. 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
p. 259 - The Rigor-Mortis spell affects all creatures except those that do not have in order to get the hide. Treating the hide takes more tools.
physical bodies or muscles.
Prerequisite: None
p. 275 - The Animal Friendship spell affects only animals of neutral alignment, not
those with no alignment (as all animals are aligned). Mastery Die: 1d8
p. 287 - The text for the spell Insect Plague should be as follows: Course Cost: 650 gp.
Except as noted above, Insect Plague is the same as the fifth level cleric spell Course Difficulty: 5%
Insect Plague (q.v.). p. 331 - In the description for the skills swimming and swimming dog paddle, the
p. 307 - The paragraph under Course Difficulty should have the last three sentences reference for the swimming rules should be the GMG, not chapter 14 or 16.
replaced by the following text: p. 336 - Construction Tools has a BP cost of 1.
When a course is completed the player makes a check against their Learning p. 337 - An ambidextrous character can use two weapons of different size categories
Ability, as determined by their Intelligence, for that skill. The course difficulty without penalty.
lists a modifier, which is added to the die roll. If the player rolls equal to or less p. 337 - Acrobatic Skill Suite should simply be the Acrobatic talent. A PC with this
than his learning ability he successfully masters the course and earns a roll of talent gets +5% to the Tightrope Walking and Tumbling skills if he takes those
the Mastery Die. skills. Monks with this talent get a +1 to their AC in melee combat, just like
p. 308 - The footnotes labeled *,**,*** under the Arcane Skills table refer to skills other classes.
that no longer exist. They should be ignored. p. 338 - The Detect Secret Doors talent is available to Humans, not Elves.
p. 308 - The arcane skills should have the following Skill Difficulties: p. 338 - The following Talent should follow Faerie Kind Martial Arts:
Arcane Lore +20% Flutter: (2)
Divine Lore +20%
Spellcraft +25% [Pixie fairies]
p. 309 - The skill Musical Instrument should be removed from the table Tasks: Flutter allows a pixie fairy to use the move silently skill while flying, and
Artisan and Performing Arts. 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
p. 310-311 - The skills Pinch and Trap Sweep (Full Sweep) should have a BP cost of silently.
1.
p. 339 - The Hide talent grants the ability to hide as a barbarian of the same level's
p. 310 - Liar, Skilled should have a Relevant Ability of (INT+CHA)/2. hide in natural surroundings ability.
p. 312 - The talent Experience Point Bonus should be restricted to Humans and p. 339 - The following Talent should follow Mace Bonus:
Gnomelings, not Humans and Pixie Fairies.
Magic Bonus: (5)
p. 312 - The Dense Skin talent should have a BP cost of 10.
[Pixie fairies]
p. 317 - A target of Dragon Speak will likely be upset if the character using the skill
fails his skill check. A character with this talent receives a plus one to all saving throws against spells
or other magical effects.
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 p. 339 - Use of the Magic Identification talent will only give a general description of
currently wielded weapon to use. 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
p. 320 - If the target of a Mortal Combat is killed, the character may make another service.
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.
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HackMaster Errata February 26, 2005
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. 339 - Bards and magic-users are the only spellcasters that gain additional spells
from the Photographic Memory talent.
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.
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Spellslinger's Guide to Wurld Domination p. 51 - Bonus spells received from the Quality of Education Final Results table are
determined randomly by the GM.
p. 22 - The sentence that begins "His GM consults" should refer to "third level
p. 52 - The 1 extra weapon proficiency available in the land-grant university table
pyrotechnician spells" instead of "third level anti-mage spells."
should read "Free weapon proficiency". Multi-class characters can use any
p. 24 - For the Metamorpher sole practitioner, a fleeting effect is any spell with a allowed weapon to fill this slot.
duration of one round or less.
p. 54 - In order to cast a spell from a tattoo, the caster must be able to touch the
p. 32 - The following additional spells are available for Elementalists: tattoo. Recipients of spell tattoos must be living (non-undead) creatures, both
For Air Elementalists: at the time of tattooing and the time of casting.
Control Winds, Cleric Level 6 p. 54 - Arcane swindler can be used in combination with voiceless casting and/or
Weather Prediction, Cleric Level 3 still casting.
Whirlwind, Cleric Level 6
p. 54 - The talent High Spell-Jacker does not allow one to spell-jack at an earlier
Wind Column, Cleric Level 1
level than they would without the talent. It merely increases the effectiveness of
Zone of Sweet Air, Druid Level 4
the spell-jacking.
For Water Elementalists:
p. 55 - Spell Razor only applies to spells, not spell-like effects such as wands.
Extinguish, Cleric Level 3
Protection from Water, Druid Level 4 p. 55 - Voiceless casting can be used in combination with arcane swindler and/or
still casting.
For Fire Elementalists:
Ignite, Cleric Level 3 p. 55 - Still casting can be used in combination with arcane swindler and/or
Log of Everburning, Cleric Level 1 voiceless casting.
Eternal Flame, Druid Level 3 p. 64 - If a GM allows it, a magic-user can be a member of a magical organization at
For Earth Elementalists: character creation.
Strength of Stone, Cleric Level 1 p. 70 - Being admitted to the Oracles of Pathorgia will remove any forms of insanity
Sink Into Earth, Druid Level 5 of a magic-user.
Soften Stone, Druid Level 2
p. 89 - The spell A Day in the Life allows one to do everything that a member of
Warp Stone or Metal, Druid Level 4
the new race would be allowed to do, but any skills, talents, levels and
For All Elementalists: experience only translate to the old character if the old race would allow such
Conjure Demi-Elemental, Druid Level 2 (for applicable element only) developments. For example, an elf character could cast the spell and turn
Protection from Elementals, Druid Level 4 (for applicable element only) themselves into a human. If they continued casting the spell, they could exceed
p. 33 - Despite their different methods of spellcasting, spells cast by unorthodox the normal level limitations for being an elf, but upon returning to elf form,
practitioners are subject to the same rules concerning anti-magic zones. they would lose all levels that exceeded their allowed limit. (They could still
keep all experience earned).
p. 33 - Gnome Titans can be Blood Mages.
p. 94 - The spell Cytogenesis creates a creature of the same age and sex as the
p. 33 - Blood mages can use Woeful casting for spells cast from scrolls.
creature whose part was used to fuel the spell. The creature has no knowledge
p. 34 – On Table 4C a roll of 22 should read "All fruits, vegetables, and other plants or memories.
within 5d12 feet of blood mage are destroyed. Plant monsters receive a saving
p. 95 – Casting Deirdra's Reckless Dweomer automatically results in a wild surge. In
throw."
addition, when rolling on the level variation table, it is possible to get a second
p. 34 - A blood mage can use Enchant an Item to create a magical item, as it is an wild surge.
Invocation spell as well as an Enchantment spell.
p. 105 - The Area of Effect for Icy Sphere should be "One 10-foot diameter
p. 34 - A blood mage can use a magical item that has functions that he is unable to sphere".
use, but cannot use those specific functions. For example, if a +3 dagger had a
p. 120 - The spell Snap Drake should have a damage value of 1d6/level, not
Charm Person ability, he could use the dagger as a weapon but could not use
3d6/level. Each casting of the spell grants only one attack.
the charm ability.
p. 34 - The painted mage is only available to humans, grunge elves and pixie fairies.
Spellslinger's Guide Clarifications
p. 39-40 - The following Quirks and Flaws affect Painted Mages in the following
ways: Bonus Spells - The bonus spell that the double specialist and sole practitioners
receive is a bonus spell and not a bonus spell slot. They cannot memorize two
Clumsy Fingers: Adds 1d4 to the casting time of all spells.
first level spells in the space of their first level memorization, as they can with
Large Handwriting: Tattoos use up 2 pounds of body mass per spell level.
their other first level spell slots. Only one first level or second level spell is
Sloppy Penmanship: Minor: 3% chance of mishap, Major: 6% chance of
allowed for the first level bonus spell.
mishap.
Security Blanket: -10% chance when learning a new tattoo, and the painted Memory Increases: Spells and magic items that increase spell memorization, like the
mage must use his last slot each day to cast his security blanket spell or cast Ring of Wizardry or Haarpang's Memory Kick, work for the double specialist
nothing with that slot. and sole practitioner as they do for normal wizards. If a Ring of Wizardry
Chintzy Mentor: Starts with Read Magic, Write, and two random spells, plus increases a double specialist's 2nd level spells, he can only memorize actual 2nd
25% of the normal cantrips to a maximum of nine. level spells with the ring, even though he can normally cast 3rd level spells with
Old School Mentor: Tattoos take up 2 pounds of body mass per level and 2nd level memorizations.
double the effects of Table 4G.
Wasteful Mentor: The character needs twice as much tattoo ink per tattoo, and
the ink costs twice as much.
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Additional table not included in SSG1st print - Level Limits per race for new classes
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Additional table revised from SSG1st print - Quality of Education Final Results
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Combatant's Guide to Slaughtering Foes p. 53-56 - The named fighting styles have the following mastery dice:
Axe Storm Style - d4
p. 7 - On Table 1B a Gladiator should progress as a Barbarian, Berzerker, Cavalier,
Striking Staff Style - d8
and Holy Knight.
Shield of Death Style - d4
p. 7 - Barbarians gain skills and advance levels by going to school like most other Hammer and Anvil Style – d6
classes.
p. 57 - A PC can only take the Lucky talent for one die type.
p. 17 - The sentence starting "At 2nd level" should read as follows:
p. 109 - Monks using Martial Arts Combat Styles do damage according to the style
At 2nd level, a gladiator can begin to develop his trademark fighting style, even instead of their normal unarmed attack damage, unless the style is granted by
without a mentor. Upon selecting a weapon or weapon and shield combination, their order and no damage is specified, in which case their unarmed attack
the gladiator can begin making Chance to Improve Skill checks (see p. 56-- damage is applicable.
Creating a New Fighting Style).
p. 19 - Damage for the Katana, 2-h vs. giant-sized creatures should be 2d6.
Combatant's Guide Clarifications
p. 19 - A naginata is another name for a glaive.
Bola - The Bola has a range of 10/20/30 and a ROF of 1.
p. 23 – The swashbuckler receives both the snappy comeback and tumbling skills at
Daikyu - The Daikyu has a range of 70/150/220 and a ROF of 1.
the standard level and BOTH skills improve by 5% per level.
“Free” Weapon Proficiencies - Weapon proficiencies that are gained through the
p. 23, 137 - The Speed Factor of a Rapier should be -1. The Speed Factor of a Sabre
training tables in the Combatant's Guide do not cost BPs, but they do take up a
is correct as printed (1), as the Sabre used in HackMaster is not a modern
weapon proficiency slot. If you receive both the long bow and short bow
fencing sabre, but rather a 4 lb. hacking weapon. The size of a Sabre should be
proficiencies, they only take up one slot together (like the crossbow
M, not L.
proficiencies).
p. 23 - The Holy Knight must select the specific type of lance in which he is
Lucky Talent - The Lucky talent does not provide a bonus to hit rolls or damage
proficient.
rolls. Only rolls that directly affect only the character receive a +1. Examples
p. 23 - Table 1S - At 1st level Holy Knights get 20+1d12 hit points. include saving throws, ability checks, hit point rolls, mastery die rolls, some
p. 27 - For the following quirks, the BP values are: honor die rolls, training table rolls, etc.
Maintenance Compulsion 5
Outlawed 8
Weapon Phobia 6
Weapon Prejudice 4/9
p. 32 - When using Huge crossbows, a large-sized archer negates the size penalty,
resulting in an ROF of 1/2 for a Heavy Crossbow, Huge, and an ROF of 1 for
a Light Crossbow, Huge.
p. 32 - A crossbow archer gains the crossbow bonus talent at no cost.
p. 39 - A character with the Wilderness Warrior package must abide by the weapon
restrictions of his race and class.
p. 41--48 - The modifiers in the training tables reference the old table numbers, not
the new ones. The corresponding table numbers are as follows:
Table 1 = Table 2C
Table 2 = Table 2D
Table 3 = Table 2E
Table 4 = Table 2F
Table 5 = Table 2G
Table 6 = Table 2H
Table 6a-k = Table 2Ha-k
Table 7 = Table 2i
Table 8 = Table 2J
Table 8a = Table 2Ja
Table 9 = Table 2K
Table 9a-b = Table 2Ka-b
Table 10 = Table 2L
p. 42 – Table 2F: If a small character rolls a 7 on table 2F, they were impaled by a
spear, and must take spear as a proficiency.
p. 43 - On Table 2Ha: Light Infantry, creme de la creme should receive a free sword
proficiency in addition to the other benefits.
p. 43 - On Table 2Hb: Hobilar Infantry, a shabby result gives the character the
Animal Phobia: Horse quirk.
p. 44 - On Table 2Hd: Archer, a result of Excellent gets both short and long bow
proficiencies in addition to the other benefits, just like superior training.
p. 45 - On Table 2Hg: Infantry, Pikemen, a result of Average allows one to
purchase the maintain self-discipline for 1 BP. This is a permanent reduction;
you can buy the skill as many times as you want for 1 BP.
p. 46 - On Table 2Hi: Engineers, creme de la creme gets the complex geometric
estimation skill free and 3 rolls of the mastery die.
p. 49 - Sailor Skill Suite has a Relevant Die of (DEX+WIS)/2.
p. 52 – Shield Bash can be used with any size shield.
p. 52 – Trip Attack can be used with any size weapon.
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General HackMaster Clarifications BBI Table: On table 14H of the GMG, a roll of 12 or higher indicates that the
character has learned a new skill or skills. This must be used on skills the
Ability score loss: The loss (or gain) of an ability score that moves that score below character does not already know. The Bonus Skill Mastery points are used for
(or above) the class minimum (or maximum) for that score does not cause that improving skills the character already has.
character to lose that character class.
Birth Tables: The necessary changes to the birth tables are in the errata section on
Ambidexterity and Fighting with 2 Weapons: If an ambidextrous character fights page 78.
with two weapons, one of their weapons must be smaller in size and weight
Boats: No skills are needed to operate a raft, canoe, or rowboat.
than the other, with the exception being daggers and hand axes. Both weapons
must also be usable by that character in one hand, so a Pixie Fairy may not use Breeding: Humans and halflings cannot breed.
two daggers (two-handed weapons for a PF). Building Points and Rerolls: BPs may only be spent for rerolls for rolls being made
Armor and Shield HP Clarification: When you miss on an attack roll by an amount in Chapters 4 and 6 in the PHB, the Quirk/Flaw tables in the classbooks, or on
equal to or less than the AC bonus of the shield, you do damage to the shield. the Priors and Particulars tables in the classbooks. BPs gained in one step can
In this case, roll for damage as you would normally, applying all the damage to only be used for rerolls in later steps. For example, BPs gained from quirks and
the shield's hit points. If there is damage that exceeds the hit point total of the flaws cannot be used to reroll quirks and flaws results. BPs can only be used to
shield, due to penetration damage or whatever, that damage is applied to the reroll the most recent result before any additional rolls or decisions have been
person. Their armor, if worn, absorbs one point of damage and the rest goes to made.
them. Similarly, if you hit someone wearing armor and do penetration, the Building Points for Multi-Classed Characters: A multi-classed character gets the
armor only absorbs hits for non-penetration dice. If I do 2d4 damage to chain higher of the two building point totals for his classes, not both.
mail and I roll a 4, a 3, and a 3 for penetration, the armor absorbs 2 points
Buying Initial Skills: When you purchase a skill during the character generation
(from the two normal dice), and the target takes 7 damage.
process, you pay the building point cost and record the skill on your character
Here is how shields work: sheet. You then reference Appendix F: Skills, Talents and Proficiencies to find
Character - Hide Armor (AC 6) and Medium Shield (+3 AC) has an AC of 3. If the relevant ability and mastery die. In some cases, the relevant ability is the
being attacked by a first level fighter (who needs a 15 to hit), the following are average of two or more abilities. You roll the mastery die, add a roll of your
the results: honor die and add the result to the relevant ability. This is your skill mastery. If
you choose, you can spend the building point cost of the skill again. Each
20 - Critical Hit
additional time you pay the cost of the skill, you get to roll the mastery die and
19 - Hit - Armor takes 1 point of damage per die, the rest goes to the
your honor die and add the result to your skill mastery. When you buy a skill
character
during the character creation process, you DO add your Honor die. For
18 - same as 19
example, Garrison the fighter wants to purchase the task skill armor repair:
17 - same as 19
basic. Armor repair: basic has a building point cost of three (3), a relevant
16 - same as 19
ability of (Dex+Int)/2, and a mastery die of 1d10. Initially, Garrison's player
15 - Shield takes 1 point of damage, armor takes 1 point of damage, and
pays three points for the skill and records it on his character sheet. The he
the rest goes to the character
calculates the relevant ability. His Dexterity is 15, but his intelligence is only 4,
14 - Shield takes damage (rolled by weapon) from the hit. If the shield is
so the relevant ability is 9 [(15+4)/2 rounded down = 9]. He then rolls 1d10
destroyed, any excess is applied to the character, with armor taking 1
and gets a 7. Garrison has average honor, so he rolls a d3, and gets a 1.
point from the excess. Magical shields take 1 point of damage
Garrison's base skill percentage for armor repair: basic is 17% (9+7+1). His
regardless of the amount of damage absorbed.
player marks this on the character sheet next to the skill. After purchasing the
13 - same as 14
rest of the skills he wanted, Garrison's player has six (6) building points left
12 - same as 14
over. He decides to improve his armor repair: basic skill. He spends the six (6)
11 and below - complete miss.
building points to get two more rolls of the mastery die, one for each cost of
Armor and Shield HP Called Shots: Called shots can be made to armor and shields the skill spent. He rolls a 4 and a 9 on his mastery die, and a 2 and a 4 (3+2-1
at +2 to hit, with all of the damage going directly to the armor or shield. for penetration). His final skill mastery is 35% (16+4+9+2+4).
Armor HP Regression: Magic Armor has more hit points than normal armor. For Called Shots and Firing into Melee: Making a called shot on an opponent in melee
each plus the armor has, the armor has an additional level of AC with the does not eliminate the possibility of hitting the other people in melee. If you
maximum number of hit points. Thus, a suit of chain mail +2 would have a hit do make a called shot with a missile weapon on a target in melee with other
point regression of 8/8/8/6/4/2/1, with two additional levels of 8 for the two figures, first determine the target. Once the target is determined, roll to hit,
"pluses" of the armor. As the armor takes damage, it loses its magical bonus applying the called shot penalty if you are hitting the original target. Otherwise
first. Thus, the same suit of chain mail +2, after sustaining 10 points of damage treat the attack as a normal to-hit roll.
to it, would only be chain mail +1. Magical Armor cannot be repaired beyond Cantrips: Non-magic-user classes with magical spell abilities, such as bards, can learn
the levels of mundane armor. So the magical chain mail +2, were it to sustain cantrips the same way as standard magic-users.
18 points of damage, could only have 2 points repaired, and would no longer
Class Books and Multi-classing: If the class books are being used, a multi-classed
be considered magical armor. The same rules apply to magical shields. Magical
character should go through the School Days sections of each of the applicable
Armor can only be damaged by crits, penetrating attacks, spells, spell-like
class books.
effects, magical items, and special attacks including breath weapons, acid, rust
monsters, etc. For normal attacks the enchantment of the armor absorbs one Class skill-like abilities: Any class granted skill-like ability does not count as the
point of damage from the attack without taking any damage itself. Magical prerequisite for other skills.
armor can be repaired to the full level of the current enchantment, but lost Class Skills: Class skills (i.e. special abilities of classes) do not have percentages.
pluses cannot be restored. For example, if chain mail +2 took 10 points of Combat Procedures: Combat procedures take a full round unless otherwise stated in
damage to drop to chain mail +1, only 2 points could be repaired, since a third the skill description. Those that require an attack roll take the time of one
point would restore the +2 enchantment. attack.
Armorer Skill: The Armorer skill grants the ability to repair armor as the armor Compounding Talents: Any talent with the word "bonus" in it can be compounded,
repair: basic skill. However, unlike the armor repair: basic skill, the armorer may or stacked, i.e. the effects are cumulative. All others do not stack. There is no
attempt to repair a piece of armor again after failing his skill check the first limit to the number of times one can take a talent with the word "bonus."
time. Constitution: PCs with a high Constitution still need a Cure Critical Wounds or a
Barbarians and Magical Armor: If the enchantment of magical armor reduces the Cure-All to remove the permanent effects of a critical hit. Similarly, a high
bulk from "fairly" to "non-", the barbarian receives the double dexterity bonus Constitution will not re-grow lost limbs.
to his AC. Constitution Hit Point Bonus: Your Constitution bonus to hit points applies to
every hit die you roll. Thus, a first level ranger would get their hit point bonus
Bastard Swords: Small humanoids use the two-handed damage when wielding a
(or penalty) twice.
bastard sword, even though they cannot wield it one-handed.
Darkmen: Darkmen are treated as half-elves for anything not specifically covered in
the description in Annihilate the Giants.
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HackMaster Errata February 26, 2005
Deadeye: The called shot penalty reduction is a flat -2 reduction and is in addition Gnomes & Gnome Kin: Unless specifically stated otherwise, the title gnome does
to any other to-hit bonuses/penalties. The talent can only reduce penalties to 0, include gnome titans, but does not include gnomelings.
not to provide an attack bonus. Great Honor: Great Honor grants a +1 to EVERY die rolled, including penetration
Discounted Skills: A BP discount received through a class or package cannot reduce dice. The only time it does not add to actual dice is when rolling percentile dice
the BP cost to zero BP. Multi-class characters receive the BP bonuses and (2 ten-siders) to get a number between 1 and 100. In this case, it only adds
penalties of all of their classes; for example, a fighter/magic-user does suffer a once.
penalty to learn combat skills. When multiple discounts are available, the Henchmen: A monster can be a henchman, but not a sidekick or protégé.
discounts stack; for example, a gnome titan illusionist would pay 1/4 the BP
cost for military Academic skills, since he receives 1/2 off of military skills for Hit Point Bonus Talent: This talent gives you 1 extra hit point anytime you roll a hit
being a gnome titan and 1/2 off Academic skills for being an illusionist. die, in any situation and for any reason. This includes the cavalier sub-levels and
Fractional BPs are tracked until the end of character creation, at which point multiple hit dice instances.
unused fractional BPs are lost. Hit Points: Hit points can be lost when leveling due to penalties from low
Dual-Classed Characters: Dual-classed characters do not gain any building points constitution or bad honor.
when they take on a new class, but they get ability score adjustments as they Holy Knights/Holy Avenger: Holy Knights are considered to be paladins for the
advance in levels. purposes of using a Holy Avenger. They receive all the benefits that a paladin
Dual-Classing Among Subclasses: It is possible to dual-class among the subclasses would.
of a single class group. Thus Ranger/Monk is an acceptable dual-class Honor: Burning 10 points of honor for an honor die burns 10 points of permanent
combination. honor.
Dual-Classed Fighters: A dual-classed character whose first class is fighter and is Honor: When Honor is lost or gained, all integer adjustments are adjustments to
specialized in a weapon must choose whether to attack with his fighter bonus temporal Honor, and all percentage adjustments are to real Honor unless
or any bonuses he gains for his new class. If he uses his fighter bonuses, he otherwise indicated.
gains no ep for the encounter and 1/2 ep for the session. Once his new class
level has exceeded the class level of his fighter, he may stack any bonuses Honor for Multiclass and Dual-Class Characters: For a multiclass or dual-class
without penalty. Fighters who dual-class to another class can keep their character, his effective level for determining the Great Honor window and the
specialization, although they suffer experience penalties if they use the Dishonorable window is his highest level plus half of each additional level,
specialization before exceeding their previous class level with their new class. rounded up. A 6/5/5 Thief/Fighter/Mage would use the 11th level values to
PCs who dual class to the Fighter class cannot specialize. see if he were in Great Honor or not.
Elven Chain Mail, Magical Elven Chain Mail, and Chain Mail made of Elven Steel: "Impossible" Classes: Some races have racial ability limits and/or adjustments that
Elven Chain Mail, as listed on Table 9S in the Player's Handbook, is normal make it seem impossible for them to qualify for certain classes that they are
chain mail made by elves. Chain Mail made of elven steel by non-elves is not allowed to qualify for. However, you can spend building points after having
elven chain mail. It follows the normal rules on armor made with exceptional chosen your race to raise your abilities. You can use building points to raise
metals. It is possible for an elf to make chain mail out of elven steel. In this abilities above the racial maximums and thus qualify for the "impossible"
case, use the rules for armor made of unusual metals applied to the Elven classes.
Chain Mail stats, as listed on Table 9S. In order to make Elven Chain Mail (not Initial Languages: Every character, regardless of Intelligence, can speak their native
chain mail made of elven steel), you must be an elf and have a skill mastery language. This language must come from their initial languages list. It has a skill
level of 125% in armorer. Elven chain mail as listed in the magic items section percentage of 100%. Characters whose Intelligence allows them to speak more
of the GMG is Magical Elven Chain Mail +1. than one language may purchase additional languages with building points.
EP for Magic Weapons and Armor: When gaining ep for magic weapons and These languages have a skill level determined like any other skill. A character
armor, you gain 10% of the ep per week, for 10 weeks. One person can only may never speak more languages than allowed by their Intelligence. Demi-
gain these eps. You are considered to be practicing with the weapon as you humans must choose these additional languages from the initial languages list in
travel. their race description. Humans may choose any language.
Experience Point Cap: When a character gains enough experience points to qualify Initiative: A PC can change the target of his attack at any time prior to the attack
for the next level, his experience point awards are immediately capped, i.e. he roll.
does not receive any more experience points. Thus, if a first level monk has 920
Initiative: Spellcasters casting spells of 1 segment or less who have their
experience points and receives 150 more, he has 1070, and will receive no more
components ready (if required) cast their spells after characters with negative
until he trains at a school. Once he trains and becomes second level, he once
initiative rolls.
again gains ep, and his total will increase from 1070. However, if a character
declares that he will self-train upon qualifying for the next level, his ep are not Ladies' Man: This skill can be purchased by female characters for use on males
capped until he reaches twice the amount of ep he needed. Thus a first level (Men's Lady). The effect of this skill is not affected by race.
monk with 1070 ep who declares he will self train will not be capped until he Magical Aging: All magical aging effects require a system shock roll.
reaches 2002 ep. At any time, a character who has previously declared he will
Magical Weapons and Weapon Speed: Magical melee weapons get a -1 to weapon
self-train may train formally at a school, and does not lose any ep for doing so.
speed unless the item description says otherwise. Magical missile weapons get
A character who has enough ep to self-train is not required to self-train, but
no speed modification unless the item description says otherwise.
does not gain any ep until he goes up in level.
Faerie Kind Martial Arts: The Talent Faerie Kind Martial Arts confers a bonus to- Magic item cap: Henchmen, sidekicks, and protégés are bound by the same magic
hit and damage only when attacking with a weapon or with one's bare hands, item rules as PCs.
not with spells. Magic-User Packages: A non-magic-user cannot take a magic-user package.
Fractional Ability Score increases due to leveling: For multi-classed characters,
Fractional Ability Scores are averaged in the same way that hit dice are
averaged. The value rolled is divided by the number of classes.
Free Skills: Anytime a skill is gotten for free, because of a class or other reason, any
prerequisites for that skill are also received free. These prerequisite skills are
gained at a mastery level of 50%. Unless otherwise indicated, free skills gained
during Priors and Particulars cannot be used to take skills that require
prerequisites. Free skills gained through a good BBI roll cannot be used to take
skills with a prerequisite(s) unless the character already has the prerequisite(s) at
50% or higher.
Gauntlets of Wuss Slapping: These gauntlets add both the strength bonus to
damage and the actual strength score to damage. Thus, a character with an 18
Strength would get +24 to damage (18 + 6).
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HackMaster Errata February 26, 2005
Max Damage Bonus: The maximum bonus to damage for any weapon is the New Half Breed Combinations: Half-breed combinations not listed in the
maximum potential damage for that weapon, before penetration. That means rulebooks should be considered incompatible. These combinations may be
that a character with +7 to damage from Strength and +2 from specialization released in a future supplement.
will only have a +8 to damage with a weapon that does 1d8. The exception to NPCs With PC Classes: PC races, when encountered as NPCs, attack as monsters
the rule is magic weapons. Using the previous example, if the character were with the appropriate number of hit dice. If they are described as having PC
using a long sword +2, he would have a max damage bonus of +10 (+8 due to levels or are capable of gaining levels, they attack as a the appropriate class of
strength and all other bonuses, +2 magical bonus). This means that the magical their level.
bonus to damage is always used in full, and is exempt from the cap. Similarly, if
Packages: Packages may only be taken by single-classed characters and can only be
a weapon's damage changes when used against different sized creatures, so
taken at character creation. If a character with a package decides to dual-class,
does the maximum damage bonus. Open hand damage for non-monk
the character keeps the benefits and restrictions of the package.
characters does not have a Strength damage cap like a weapon. This is because
only 25% of the damage is real, it is not considered lethal force, and it does not Penetration Rolls: Penetration (rolling again when you roll the maximum on a die) is
do penetration damage. On the other hand, a monk's open hand damage is only used for critical severity level, damage, skill mastery level, ability increases
capped for strength, as a weapon. Unlike a non-monk, a monk's open hand due to leveling, magical healing and the Honor die when used for one of the
attacks are considered lethal force, all the damage is real, and penetration does above things.
apply. Pixie Fairies and Magic: Pixie-Fairies MAY cast spells while hovering.
Monk's Armed Attacks: Monks receive a +1 to all to-hit rolls with a certain list of Pixie Fairy Equipment: Pixie-Fairy versions of non-weapon equipment in the
weapons, and -1 on all others. This bonus/penalty applies whether the monk is player's handbook has 1/27 the weight and 1/27 the volume. They cost at least
proficient with the weapon or not, and stacks with any non-proficiency penalty. 3 times as much, and the final value is up to the GM.
For example, a monk is wielding a club (a weapon on the monk's preferred Protégés: Protégés receive experience straight from their mentors. Thus, the
weapon list). If he is proficient in the club, his to-hit bonus is: protégés of gnome titans can learn 50% of the mentors experience. So, if a
+1 (preferred weapon) + Strength + miscellaneous bonuses gnome titan earns 1000 ep for an adventure, he first cuts that in half because he
If the monk is not proficient with the club, his to-hit bonus is: is a gnome titan, netting him 500 ep. From that 500 ep, he can give up to 50%
-2 (non-proficiency penalty) +1 (preferred weapon) + Strength + miscellaneous (250 ep) to his protégé.
bonuses Protégé experience: Adventuring protégés receive a normal NPC's share of
Likewise, if a monk is attacking with a long sword (not a preferred monk experience (50%) in addition to any experience they receive from their
weapon) and he is proficient, his to-hit bonus is: mentors.
-1 (not preferred weapon) + Strength + miscellaneous bonuses Quirks and Flaws: Only members of the appropriate class or multi-class can roll on
If the monk is not proficient in long sword, then his to-hit bonus is: the class book quirk and flaw tables. A multi-class character can choose to take
-2 (non-proficiency penalty) + -1 (not preferred weapon) + Strength + his rolls on any or all of the tables to which he is entitled. For example, a
miscellaneous bonuses fighter/magic-user/thief wanting to take three rolls could take one from each
Monk Henchmen: When a monk gains henchmen at 6th level, they must be fighters class book, three from any one of the class books, three from the PHB, or two
(not paladins or rangers), thieves, or assassins. Multiclass combinations that do from one book and one from another. These must be specified prior to making
not include paladin or ranger but do include either fighter, thief, or assassin are the first roll. If the player is uncertain about class selection, roll on the tables in
fine. the PHB.
Monk Stunning Ability: Monks stun their opponents when their unmodified to-hit Racial Spells and Spell-like Abilities: If the race can cast a spell, then it is treated like
roll exceeds what is needed to hit the opponent by 5 or more. a spell and can be disrupted. If it is an innate spell-like ability, then it cannot be
Monk's Unarmed Attacks: Because the monk's unarmed attacks are considered disrupted.
lethal combat, he is not subject to the unarmed attack rules on p. 100 of the Racial Talents: There are two types of talents available to each race, those that are
GMG. His opponents do not get a free attack, nor do they get +4 to hit and free, and those that need to be purchased with Building Points. The talents that
damage. Monks do not apply their +1 to-hit for certain weapons to their each race receives free are listed on the racial At a Glance tables under Talents.
unarmed attacks. They can apply the Attack Bonus to their normal list of Some of these talents are unique, and some are available to be purchased by
weapons. Monks can take the attack bonus talent for their unarmed attacks. other races. The talents which need to be purchased are also listed on the racial
Monks and the Multiattack Talent: A monk that takes the multiattack talent applies At a Glance tables under Restricted Talents Which May be Purchased. These
it both to their armed attacks and open hand attacks. Monks do not gain talents are described in Appendix H.
additional attacks with weapons like the other fighter classes, and so the talent Ranger/Druid: Because of alignment conflicts, the Ranger/Druid is only available
does not have an effect on weapon attacks. for grunge elves.
Monks and Tough Hide Talent: A monk may take the talent Tough Hide, but it Self-Training: If you self-train by acquiring twice the number of EPs required to
does not improve his special Monk AC. If for any reason he is unable to use his advance to the next level, you immediately reduce your experience to the
special monk AC, he may use his natural AC of 8. minimum you need for your new level. Any and all EPs in excess of this are
Most Damage Award: The most damage award goes to the character who inflicted lost.
the most damage with a single spell or weapon strike in a single round. For Shields and Area Effects: If a shield is positioned to absorb damage from an area
example, a magic-user who caused 10 points of damage to 16 orcs would be effect spell, such as a Fireball, or a breath weapon, it absorbs the damage
considered to have inflicted 160 points of damage. If an attack or spell results regardless of whether the effect is in an enclosed space so that the effect
in instant death, the character gets credit for all of the remaining HP of the "wraps around" the shield.
creature(s) affected. Skill Suites: Skill suites can be bought at first level, even if some of the suite skills
Mulligan: A Mulligan allows a character to reroll a single die. For example, if a have prerequisites that aren't at the normally required level of 50%. When
player rolls three 1's on 3d4 for damage inflicted by a Heavy Crossbow, he can recording the mastery level for the skill suite, a level is calculated for the suite as
reroll 1d4. For purposes of mulligans, for a d100, d1,000, or d10,000 all dice a whole and for the individual skills. At any time a character can choose to use
should be rerolled, as they are considered to be a single die. either the individual skill value or the suite skill value for a particular skill. If you
Multi-class Hit Points: At character creation, hit points for a multi-classed character posses a skill suite, you may advance the individual skills in that suite by
are determined by rolling the hit points for each class, adding the results, themselves, regardless of individual prerequisites.
dividing by the number of classes, rounding down, and adding the kicker and Slaughter: Game Animal: A game animal is any animal that is not livestock.
constitution bonus. When leveling, additional hit points are calculated by rolling Livestock are those animals traditionally domesticated or found on farms. It is
the hit points, adding the constitution bonus, and dividing by the number of possible that an animal could be slaughtered with the slaughter: livestock and
classes, rounding down any fractional results. slaughter: game animal skills, as they use different methods.
Multiple Personality Quirk: Multiple personalities do not have their own quirks,
flaws or skills. You can role-play your character so that they do not use certain
skills when a certain personality is active, but there are no additional BPs
gained.
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HackMaster Errata February 26, 2005
Social Class and Illegitimate Children: The statement on table 4G on p. 78 of the Unguarded Hoards: No eps are gained from taking treasure from an unguarded,
PHB has caused some confusion. The statement reads, "The child of untrapped hoard.
unmarried parents is typically one social class lower than the social class of the Untrained Skills: The complete list of skills that can be used without paying the BP
father (85% of the time)." This does not effect the social class you rolled; the cost or taking a block of instruction is in the GMG. Ask your GM for details.
social class you roll is your social class. If you are illegitimate, it means the social
class of your parents could be higher. Thus an illegitimate human who rolls Weapon Maintenance and Degradation: The rules for weapon maintenance and
MMC might have parents of UMC or higher (85% of the time). degradation in the GMG are for weapons and armor that suffer daily use.
Those that sit unused for long periods of time are covered by rules coming out
Spellcaster Moving and Casting: A spellcaster cannot choose to move prior to in the Combatant's Guide.
casting a spell in that round.
Weapon Proficiencies: A distinction must be made between a weapon proficiency
Spelljacking: The 10% spell mishap penalty applies to all spellcasters who spelljack.
slot and the weapon proficiency itself. The slots are free and are determined by
However, a character is only considered spelljacked when he has more than his
Table 7A Proficiency Slots on page 101. The actual weapon proficiencies are
normal allowance of spells memorized. Therefore, once a spellcaster casts
the weapons you choose to fill these slots. In order to fill the slot with a
enough spells to bring him equal to or below his normal number of memorized
weapon proficiency, you must pay the one (1) BP cost of the weapon
spells, he no longer suffers the 10% spell mishap chance.
proficiency. Garrison the Fighter gets four weapon proficiency slots at first
Spell Licensing Rules: The spell licensing rules in the SSG do apply to the named level. Since he is a fighter, his first weapon proficiency is free, so he chooses the
spells in the PHB. If you start your career with a named spell in your spell bastard sword. He also wants to be proficient in the long bow, so he pays 1 BP
book, you either have the shareware version (if one is available) or you got the to get a long bow proficiency. Garrison spends one more BP to become
license through your master's site license (if there is no shareware version). specialized in the bastard sword, filling his third slot, and one BP to be
Spell Memorization: There has been some confusion on how long one must sleep proficient in the morning star. Garrison has filled all four of his initial
to rememorize spells. The PC must sleep for a number of hours at least equal proficiency slots and spent 3 BP to do so (fighters get the first weapon
to the minimum required time for the highest level spell he needs to memorize. proficiency free, otherwise he would have spent 4 BP). Weapon proficiencies
For example, if the PC needs to memorize a 7th level spell, he must sleep for at cover all uses with a particular weapon. The tankard, hurled proficiency covers
least ten hours. If the PC needs to memorize eight first level spells and one- both full and empty tankards. The dagger proficiency covers both melee and
seventh level spell, he needs to sleep at least ten hours as well. The highest level ranged attacks.
of spell that needs to be memorized determines the time. All other spell levels Wild and Vengeance Class Spells: Wild and Vengeance Class spells are not available
are unimportant. to non-Wild and non-Blood mages respectively. If a roll indicates that one of
Spells From Multiple Schools: A spell that is of two schools can be cast by any these spells is in a character's spell book, re-roll the result.
magic-user that can cast spells from one of the schools, even if the other is
banned to them.
Spellslinger's Guide Quirks/Flaws (Table 5F): Table 5F of the Spellslinger's Guide
supersedes any quirks and flaws the character may have.
Take After talent: A character who uses the Take After talent and picks human Notes: This file includes the official errata from the Kenzer website, plus the
DOES have access to every class and CAN dual class, but may not multi-class. revisions since the last website update from the HackMaster errata section of
Talents: In the class books, [Any] means any race or class. the forums. Any information that did not appear in one of those locations has
not been included.
Thief Abilities for the Assassin: When the an assassin character reaches third level,
he gains the thieving abilities of a first level thief. He is granted 65 discretionary This document was compiled on August 15, 2003, by Topher Kersting
points to distribute amongst the thieving abilities, adhering to the same ([email protected]), and revised on February 26, 2005. All information is
restrictions as a first level thief. ©Copyright 2003-2005 Kenzer and Company. All rights reserved.
Turning Mixed Undead: When turning mixed groups of undead, roll 2d4 to
determine the maximum number of creatures affected. If an undead type is
automatically turned or destroyed (a T or D result on the turning table), they
count as one creature against the limit. If an undead is not automatically turned,
they count as 2 creatures against the limit. In a mixed group, the first 2d4
WORTH of creatures are affected, even if the roll is not high enough to turn
them. Turning undead has a range of 20 ft., and affects undead in a 90 degree
arc from the front of the cleric. The closest undead are affected first. For
example, a fifth level cleric has 2 spectres and closest to him, and 5 skeletons
behind the spectres. All are within 20 ft. and within his 90 degree arc. A fifth
level cleric automatically turns skeletons, but needs a 20 to turn a spectre. The
first thing the cleric does is roll 2d4. Let's say he rolls a 7. He can therefore
affect up to 7 creatures worth of creatures (remember undead that are not
automatically turned count as two creatures worth of creature). He then rolls
his 20-sider. There are two possible outcomes:
1. The cleric rolls a 20 on his turning check. He would turn the first 2 spectres
(4 creatures against his allotment). He can affect 3 more creatures, so he
automatically turns the next 3 closest skeletons.
2. The cleric rolls between 1 and 19 on his turning check. The two spectres are
not affected, but they still count as 4 against his limit. With his 3 remaining
affected creatures, he would turn the 3 closest skeletons. If a cleric is of high
enough level to turn 2d4 additional undead of a certain type, this 2d4 is
rolled after everything else is resolved, and affects the first non-affected
creature of the eligible type within range, if there are any.
Two weapon fighting and ranged/thrown weapons: It is not possible to gain an
additional attack with ranged or thrown weapons when attacking with two
weapons. The ROF in the Player's Handbook assumes that the character is
operating with maximum efficiency, and this already involves using both hands
in most cases.
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HackMaster Errata February 26, 2005
GameMaster's Guide p. 219 - The numbers on table A23 are off. The following numbers should replace
the printed numbers between 126 and 167 (the second one). This encompasses
p. 58 – Table 4C: Failing a skill course results in a -1 honor award for all alignments. all of the magical bolts.
p. 58 - The honor award for allowing an opponent to draw first blood does apply if 126 - 127: Bolt of Battering
the character uses the Eye of the Tiger Advantage skill. 128 - 129: Bolt of Bluntness
p. 58 - Table 4C: Failing a skill course should be -1 for all alignments. 130 - 131: Bolt of Demon Slaying +3
p. 59 - Table 4E: A cleric only receives a point of honor for healing a PC or NPC if 132 - 133: Bolt of Despair +6
the PC or NPC is healed to their maximum number of hit points. 134 - 135: Bolt of Devastation +8
136 - 137: Bolt of Grappling
p. 65 - There is also a 3% chance that a flatulent character will cause any lit torch 138 - 139: Bolt of Hellacious Pain +2
within 10 feet of the character to explode, but will not cause unlit torches to 140 - 141: Bolt of Multiple Wounds
ignite. 142 - 143: Bolt of Reaving +6
p. 97 - Special "strength slings" can be purchased to take advantage of the Strength 144 - 145: Bolt of Rend Flesh +8
Damage Bonus at three to five times the normal price. 146 - 147: Bolt of Return-Upon-Command +4
p. 105 - Constitution loss resulting from trauma damage can be recovered at a rate 148 - 149: Bolt of Skewering +5
of one point per day of rest. 150 - 151: Bolt of Slaying +3
152 - 153: Bolt of Stone Shattering
p. 108 - The "after battle" Fatigue Factor examples should calculate encumbered 154 - 155: Bolt of Thermal Fury
Fatigue Factor as CON/2 x Encumbrance Modifier instead of CON x 156 - 158: Bolt of Thrashing
Encumbrance Modifier. 159 - 161: Bolt of Throat Seeking +1
p. 110 - If a limb is disabled as the result of a called shot that is not a critical hit, the 162 - 164: Bolt of Withering +2
following effects apply: 165 - 167: Bolt of Woe +4
Foot: Movement reduced by 50% until healed. 415-425 Dagger of Throwing
Ankle: Movement reduced by 50% until healed, Dexterity reduced by 2 until 591-594 Long Bow of Strumming +1
healed. 595-596 Mace of Bashing +5
Leg Below Knee: Cannot use leg. Movement reduced by 50% until healed, 597-598 Mace of Disruption
Dexterity reduced by 1 until healed.
Leg Above Knee: Cannot use leg. Movement reduced by 50% until healed, p. 219 - On Table A23, the Sword of Sharpness should be +1.
Dexterity reduced by 2 until healed. p. 228 - The wearer of a Ring of Death and Reincarnation will be reincarnated at
Groin: Movement reduced by 50% until healed, fall prone the location of his death.
Hand: Cannot use hand. p. 231 - Ring of Spell Storing: Spells cast from the ring are cast at the minimum
Finger: Drop carried items on a failed Strength check versus half the Strength level needed to cast the spell, even if a higher level magic-user charged the ring.
value, fumble on an additional number for each disabled or missing finger The exact spell must be cast into the ring to recharge it. The casting time for
(stacks with quirk). stored spells is five segments.
Arm at Elbow: Cannot use hand. -2 to hit.
Arm at Shoulder: Cannot use arm or hand. -2 to hit. p. 235 - If a caster of greater than 8th level creates or recharges a staff, the effect
when used is still that of an 8th level caster, unless otherwise noted.
p. 155 - Table 11AA: The minimum cost for Cure All has an additional cost of
1,000 gp per condition cured (Blindness, Deafness, Disease, Quirk, Flaw) and p. 238 - If a caster of greater than 6th level creates or recharges a wand, the effect
500 gp per critical wound healed, in addition to the 200 gp per hit point. when used is still that of a 6th level caster, unless otherwise noted.
Diagnose Injury has a cost of 100 gp. p. 253 - A Fortuitous Disk of Dimensions can be used during combat.
p. 188 - Master Teachers will train for as long as a student wishes to train after the p. 253 - Gauntlets of Wuss Slapping: These gauntlets add both the strength bonus
BBI is completed. to damage and the actual strength score to damage. Thus, a character with an
p. 189 - Table 14H: On a roll of 12 or higher, a character earns new skills. These do 18 Strength would get +24 to damage (18 + 6).
not need to be taken, but if taken, they must be new skills, i.e., skills the p. 258 - The description for Loki's Bracelet of Missiles appears here instead of on p.
character does not possess. On a similar note, if, for any reason, a character 272 with the other magical weapons.
gets a result of less than 2 on the BBI table, he does not pass the BBI, and p. 264 - The Sacred Spatula of Haarpang only bestows the power of healing on food
needs to spend another week at school. when used by a good cleric. When used by a neutral cleric, it is just a normal
p. 213 - Table A2 should be corrected to read: spatula.
37-39 Healing p. 271 - Hammer of Thunderbolts: A Hammer of Thunderbolts can be thrown by a
40 Hurting medium or large character with a 19 or better strength. There is no saving
p. 219 - The GP value for weapons listed on Table A22 should be 5 times the EP throw vs. the stun effect. The Hammer returns automatically to the wielder,
value listed. Thus, a long sword +2 would have an EP value of 800 and a GP allowing a ROF of 1.
value of 4000 gp.
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HackMaster Errata February 26, 2005
20