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Page 8, Epic Barbarian, Other Options: change Page 22, Epic Psion, Powers: The psion’s manifester
Devastating Strike to Devastating Critical. Delete Epic level is equal to his class level. The psion’s number of
Resistance and Spell Resistance. power points per day does not increase after 20th level,
but the limit on power points spent on a metapsionic
Page 11, Epic Fighter: Change Epic Resistance to power is 19 (though feats such as Improved
Energy Resistance. Manifestation extend this limit). Each time the psion
Page 11, Epic Fighter, Other Options: Change Hail of achieves a new level, he learns a new power of any
Arrows to Swarm of Arrows. power level that he can manifest (according to his new
level) that is within his primary discipline. Psions
Page 12, Epic Monk, Other Options: Change Speed continue to gain bonus power points for high ability
Climbing to Legendary Climber. scores.
Page 12, Epic Monk, Fast Movement: The epic monk’s Page 23, Epic Psychic Warrior, Epic Psychic Warrior
speed when wearing no armor increases by 10 feet at Bonus Feat List: Add Spell Knowledge.
21st level and every three levels thereafter (24th, 27th,
30th, and so on). The unarmored speed of Small and Page 26, Cosmic Descryer, Requirements, Spells:
dwarven monks increases by 5 feet instead of 10 feet. Change to “Spells: Ability to cast gate plus any planar
ally or planar binding spell.”
Page 14, Epic Ranger, Favored Enemy: The epic
ranger gains one additional favored enemy (and his Page 28, Divine Emissary, Bonus Feats: The divine
bonuses against all existing favored enemies go up by emissary gains a bonus feat at 6th level and every 10
+1) every five levels after 20th (25th, 30th, and so on). levels thereafter.
Page 14, Epic Rogue: Change Legendary Dodge to Epic Page 29, Epic Infilitrator, Sneak Attack: Change
Dodge. Change Speed Climbing to Legendary Climber. parenthetical to “(+2d6 at 4th level, +3d6 at 7th level,
+4d6 at 10th level, and so on)”.
Page 20, Table 1-18:
Table 1–18: The Epic Dwarven Defender Page 30, Guardian Paramount, Bonus Feats: Delete
Dwarven Blinding Speed and Superior Initiative from list.
Defender AC
Level Bonus Special
Page 35: Table 3–1: Skill Points per Level Page 73: Seer (Clairsentience) Discipline
The row pertaining to the soulknife is incorrect. Powers
Soulknifes gain (4 + Int modifier) × 4 skill points at 1st Delete reality revision from the list of 9th-level powers.
level. At higher levels, they gain a number of skill Also, the 5th-level power second chance does not have
points each level equal to 4 + Int modifier. an XP cost, as indicated.
Page 36: Autohypnosis Skill Description Page 81: Brain Lock Power
The DC to resist dying is 20, not 15 (the chart is correct, The power’s description should be as follows:
but the related text is not). The subject’s higher mind is locked away. He is dazed
and cannot take psionic actions for the duration of the
Page 47: Greater Power Penetration Feat
p. 7, Elminster:
Elminster's CR: Change from 45 to 39.
Also, change “Knowledge (local)” to “Knowledge (Dalelands)” in his skill list.
p. 8, Character Races:
Last sentence of this paragraph reads: “Humans, half-elves, and half-orcs don't have any specific subraces in Faerûn...”
Change to: “Humans and half-orcs don’t have any specific subraces in Faerûn…”
p. 9, Character Region:
Second sentence of this page reads: “If you choose a region that matches your character's race or class...”
Change to: “If you choose a region where your character's class is favored...”
p. 9, Region-Based Skills:
Replace this header and the two following paragraphs with this text:
Region-Specific Skills
A character’s region may also affect his or her list of skills. As a general rule, characters with the Knowledge skill often focus on the
region in which they grew up, although characters may focus on regions in which they have lived as adults or which they have studied in
books.
Regional Focus: A character may choose to add a regional focus to the geography, history, nature, nobility and royalty, or religion areas
of the Knowledge skill. The regional focus provides a +2 bonus to Knowledge skill checks that pertain to the region in question. For
example, a character may choose Knowledge (Sembian history) instead of Knowledge (history) in order to be particularly adept at
Knowledge (history) checks pertaining to the Sembia region.
Local Knowledge: The Knowledge (local) skill per se does not exist in the Forgotten Realms campaign. Instead, a character who chooses
the Knowledge (local) skill must specify the region his local knowledge applies to. For example, a character familiar with legends and
personalities of Sembia would simply take the Knowledge (Sembia) skill.
p. 43, Change the last three Base Attack Bonus values in the Divine Disciple table to +2, +3, and +3.
p. 52, table:
Change “Rune Caster Base Price”
To “Rune Caster Cost to Create”
Great Shout
Evocation [Sonic]
Level: Brd 6, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Line 5 ft. high and 5 ft. wide, and a cone (see text)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes (object)
You emit a thunderous, devastating yell. The primary effect is a line of intense sonic energy 5 feet high and 5 feet wide and as long as the
spell’s range. Stone, crystal, and metal objects in the area take 20d6 points of damage. Creatures holding vulnerable objects can attempt
Reflex saves to negate the damage. Objects that survive the spell’s primary effect are not subject to the secondary effect.
The spell’s secondary effect is a cone of sound centered on the line. Creatures within the cone suffer 10d6 points of damage, and they
are stunned for 1 round and deafened for 4d6 rounds. A successful Fortitude save negates the stunning and halves both the damage and
the duration of the deafness. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of damage per caster level
(maximum 20d6). Creatures holding fragile objects can negate damage to them with successful Reflex saves.
A deafened character, in addition to the obvious effects, suffers a –4 penalty on initiative and a 20% chance to miscast and lose any spell
with a verbal (V) component that he tries to cast.
The great shout spell cannot penetrate the spell silence.
Arcane Focus: A small metal or ivory horn.
Blade Boot: Custom-fitted to the wearer’s boot, this device consists of a sturdy sole assembly concealing a spring-loaded dagger. The
buyer can add one blade to either of his boots at the given cost, or buy a matched set for double the amount.
The wearer’s movement is not impaired when the blades are retracted. With one or both blades extended, the wearer cannot run or
charge. A monk using a blade boot can strike with his unarmed base attack, including his more favorable number of attacks per round, for
normal blade boot damage. The Weapon Finesse feat can be applied to blade boots.
A character proficient in the blade boot can attack with single blade boot as his primary weapon, or with two blade boots as if attacking
with two weapons, provided he makes no attacks with his hands. He can instead choose to attack with a weapon in his primary hand and
use a single blade boot as his off-hand weapon, but in this case he cannot attack with an off-hand weapon in his secondary hand. A
character cannot attack with a primary weapon, an off-hand weapon, and a blade boot in the same round unless he knows the
Multiweapon Fighting feat described in the Monster Manual.
A character wearing blade boots gains a +4 bonus on Escape Artist checks made to escape from rope bonds.
p. 239:
Add "strife" to Cyric's portfolio
p. 304, Varlae:
Spells Prepared. 4th level: Change “emotion” to “emotion (hate)”
p. 309, Riding Lizard, last sentence: Replace the last sentence (“A light load for a riding lizard…”)
With: “A light load for a riding lizard is 233 pounds or less, a medium load is 234 to 466 pounds, and a heavy load is 467 to 700
pounds.”
p. 309, Tressym:
The 2nd line of the tressym's skills entry (“Silently +9, Spot +4”) is currently under the first column. It needs to be shifted right to the
tressym column.
p. 314, Shade:
Special Qualities, Invisibility: Change “once per turn” to “once per round”
Also, Add "The shade can only use this ability on itself." to the end of this ability description.
FORGOTTEN REALMS is a registered trademark of Wizards of the Coast, a subsidiary of Hasbro, Inc.
Frostburn Errata
Errata Rule: Primary Sources
When you find a disagreement between two D&D
rules sources, unless an official errata file says
otherwise, the primary source is correct. One example
of a primary/secondary source is text taking
precedence over a table entry. An individual spell
description takes precedence when the short
description in the beginning of the spells chapter
disagrees. A monster’s statistics block supersedes the
descriptive text.
Another example of primary vs. secondary sources
involves book and topic precedence. The Player’s
Handbook, for example, gives all the rules for playing
the game, for PC races, and the base class descriptions.
If you find something on one of those topics from the
Dungeon Master’s Guide or the Monster Manual that
disagrees with the Player’s Handbook, you should
assume the Player’s Handbook is the primary source.
The Dungeon Master’s Guide is the primary source for
topics such as magic item descriptions, special material
construction rules, and so on. The Monster Manual is
the primary source for monster descriptions, templates,
and supernatural, extraordinary, and spell-like abilities.
Page 125: Dwarf, Midgard
Delete the third sentence of the Alternate Form special
quality.
Page 145: Marzanna
In the list of spell-like abilities, replace alter self with
disguise self.
Body Slot
Throat
Body Slot
Face
Page 103 – Gauntlets of Mindfire [Substitution] Page 134 – Shirt of Chains [Substitution]
Aura: Necromancy Aura: Abjuration
Page 105 – Gloves of Eldritch Admixture Page 134 – Shirt of the Fey [Substitution]
[Substitution] Aura: Abjuration
Aura: Evocation or conjuration
Page 135 – Shirt of the Ironskin [Substitution]
Page 108 – Goggles of Lifesight [Substitution] Aura: Abjuration
Aura: Necromancy
Page 135 – Shirt of the Moon [Substitution]
Page 110 – Heartseeking Amulet [Substitution] Aura: Abjuration
Aura: Divination
Page 135 Shirt of Resilience [Substitution]
Page 112 – Incarnum Focus [Substitution] Aura: Abjuration
Aura: Conjuration
Page 136 – Shirt of the Treant [Substitution]
Aura: Abjuration Page 209 – Crown of Flames [Substitution]
Aura: Evocation
Page 136 – SilkSlick Belt [Substitution]
Aura: Conjuration Page 214 – Badge of Glory [Substitution]
Aura: Evocation
Page 136 – Soulsmite Gauntlets [Substitution]
Aura: None Page 215 – Ephod of Authority [Substitution]
Aura: None
Page 137 – Spare Hands [Substitution]
Aura: None
Animals
Badger Agile +2 on Balance and Escape Artist checks
Cat Stealthy +2 on Hide and Move Silently checks
Eagle Alertness +2 on Listen and Spot checks
Hawk Alertness +2 on Listen and Spot checks
Lizard Stealthy +2 on Hide and Move Silently checks
Monkey Agile +2 on Balance and Escape Artist checks
Owl Alertness +2 on Listen and Spot checks
Rat Stealthy +2 on Hide and Move Silently checks
Raven Alertness +2 on Listen and Spot checks
Snake Improved Initiative +4 on Initiative checks
Weasel Agile +2 on Balance and Escape Artist checks
Monstrous Deities
Some creature entries, such as aquatic elves and
kobolds, make reference to deities not found in the
Player’s Handbook.
Monster Manual v.3.5 Errata 2/17/06
Page 5
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Table A–1: Monstrous Deities
Deity Alignment Domains Typical Worshipers
Blibdoolpoolp Chaotic evil Destruction, Evil, Water Kuo-toa
Callarduran Smoothhands Neutral Earth, Good, Healing, Protection Svirfneblin
Deep Sashelas Chaotic good Chaos, Good, Protection, Water Aquatic elves
Diirinka Chaotic evil Chaos, Evil, Magic, Trickery Derro
Eadro Neutral Animal, Protection, Water Locathahs, merfolk
Great Mother Chaotic evil Chaos, Death, Evil, Strength Beholders
Gruumsh Chaotic evil Chaos, Evil, Strength, War Orcs
Hruggek Chaotic evil Chaos, Evil, Trickery, War Bugbears
Kaelthiere Neutral evil Destruction, Evil, Fire, War (spear) Evil fire creatures
Kurtulmak Lawful evil Evil, Law, Luck, Trickery Kobolds
Laduguer Lawful evil Earth, Evil, Law, War Duergar
Laogzed Chaotic evil Chaos, Death, Destruction, Evil Troglodytes
Lolth Chaotic evil Chaos, Destruction, Evil, Trickery Driders, drow (elves)
Maglubiyet Neutral evil Chaos, Destruction, Evil, Trickery Goblins, hobgoblins
Merrshaulk Chaotic evil Chaos, Destruction, Evil, Plant Yuan-ti
Panzuriel Neutral evil Destruction, Evil, War, Water Evil aquatic creatures
Sekolah Lawful evil Evil, Law, Strength, War Sahuagin
Semuanya Neutral Animal, Plant, Water Lizardfolk
Shekinester Neutral Destruction, Knowledge, Magic, Protection Nagas
Sixin Lawful evil Evil, Law, Strength, Travel Xill
Skerrit Neutral good Animal, Healing, Plant, Sun Centaur
Druida Épico
Substitua o texto do parágrafo Companheiro
animal pelo seguinte:
Página 218 – 1ª coluna Página 221
Habilidades Especiais de Escudos Pergaminhos de Magia Divina
Na Tabela 7-6: Habilidades Especiais de Na Tabela 7-24: Pergaminhos de Magias
Escudos, substitua os valores da coluna Divinas, altere os valores dos seguintes
Modificador do Preço Base conforme tabela na pergaminhos:
última página desta errata.
Magias Divinas de 4° Nível
dificultar detecção 750 PO
Página 221 – 2ª coluna
Dureza e PVs de Armas Magias Divinas de 8° Nível
No texto Dureza e Pontos de Vida, corrija a campo antimagia 3.000 PO
última frase da seguinte forma: criar mortos-vivos 3.600 PO
“Cada +1 de bônus também acrescenta 2 à aprimorados
dureza e +10 aos pontos de vida da arma ou
escudo”. Magias Divinas de 9° Nível
projeção astral 4.870 PO
Página 222 – 2ª coluna
Armas Incomuns Página 245 – 2ª coluna
Na Tabela 7-12: Armas Incomuns, substitua o Cajado da Vida
valor do Martelo gnomo com gancho por 620
PO. Nos pré-requisitos do Cajado da Vida, altere o NC
para 13°, e a magia reviver os mortos para
ressurreição.
Página 233 – 2ª coluna
Bastões Página 246 – 2ª coluna
Na Tabela 7-19: Bastões, substitua o título da Varinhas
primeira coluna por Médio.
Na Tabela 7-26: Varinhas, altere o nome da
varinha Invocar Criaturas VI para Invocar
Página 238 – 1ª coluna Criaturas IV.
Ativar Magia de Pergaminho
A primeira frase está incorreta. Faça a seguinte Página 253 – 1ª coluna
correção: Escaravelho da Proteção
“Se o usuário preencher todos os requisitos
Neste item falta o parágrafo de pré-requisitos.
acima, e seu nível de conjurador for pelo menos
Este parágrafo está logo acima da descrição do
igual ao nível de conjurador da magia”...
Escaravelho Anti-Golem (Abjuração...)
Página 286
Custos de Criação de Itens Mágicos
Na Tabela 7-32: Custos de Criação de Itens
Mágicos, na linha “Cajado”, altere nas colunas
Custo de Matéria-Prima e Preço Base a página
para consulta de 287 para 285.
Página 287
Calculando o Valor de Itens Mágicos
Na Tabela 7-33: Calculando o Valor em PO de
Itens Mágicos, existem vários erros. A tabela
com as linhas que contém erros está apresentada
na última página desta errata, com as correções
efetuadas destacadas em vermelho.
Esta errata foi feita com base no Livro dos Mestres em inglês (Dungeon Master Guide) e na errata publicada
no site oficial da Wizards of the Coast ®.
Monster Manual II Errata
Add the following entry:
Errata Rule: Primary Sources Alternate Form (Su): A grimalkin can assume the
When you find a disagreement between two D&D form of any Medium or smaller animal or vermin.
rules sources, unless an official errata file says (This reproduces the change made in the D&D v.3.5
otherwise, the primary source is correct. One example Accessory Update.)
of a primary/secondary source is text taking
precedence over a table entry. An individual spell Hellfire Wyrm
description takes precedence when the short Monster Manual, page 126
description in the beginning of the spells chapter Delete fiendish form supernatural ability.
disagrees. A monster’s statistics block supersedes the Add the following entry:
descriptive text. Alternate Form (Su): A hellfire wyrm can assume the
Another example of primary vs. secondary sources form of a Medium, Large, or Huge tiefling or outsider
involves book and topic precedence. The Player’s with the baatezu subtype.
Handbook, for example, gives all the rules for playing Juggernaut
the game, for PC races, and the base class descriptions. Monster Manual, page 133
If you find something on one of those topics from the Remove polymorph any object from the list of spells
Dungeon Master’s Guide or the Monster Manual that required for construction.
disagrees with the Player’s Handbook, you should
assume the Player’s Handbook is the primary source. Julajimus
The Dungeon Master’s Guide is the primary source for Monster Manual, page 133–134
topics such as magic item descriptions, special material Delete polymorph self supernatural ability.
construction rules, and so on. The Monster Manual is Add the following entry:
the primary source for monster descriptions, templates, Alternate Form (Su): A julajimus can assume the
and supernatural, extraordinary, and spell-like abilities. form of any Tiny animal (typically a harmless, cuddly
animal). Reverting to its true form is a free action. This
Avolakia ability helps the julajimus lull its victim into a false
Monster Manual, page 29 sense of security before it shifts into its natural form to
Remove polymorph self from spell-like abilities. attack.
Add the following entry:
Change Shape (Su): An avolakia can assume the form Linnorm, Gray
of any Small or Medium humanoid. Monster Manual, page 142
(This reproduces the change made in the D&D v.3.5 Remove shapechange from its list of spell-like
Accessory Update.) abilities.
Bronze Serpent Linnorm, Corpse Tearer
Monster Manual, page 41 Monster Manual, page 144
Remove polymorph any object from the list of spells Remove shapechange from its list of spell-like
required for construction. abilities.
Dread Guard Nimblewright
Monster Manual, page 88 Monster Manual, page 163
Remove polymorph any object from the list of spells In its list of spell-like abilities, replace alter self with
required for construction. disguise self.
Remove polymorph any object from the list of spells
Firbolg required for construction.
Monster Manual, page 102
In list of spell-like abilities, replace alter self with Phoenix
disguise self. Monster Manual, page 169
Remove polymorph self from its list of spell-like
Golem abilities.
Monster Manual, page 115–119
In all entries, remove polymorph any object from list of Rukarazyll
spells required for construction. Monster Manual, page 182
Remove alter self and polymorph self from its list of
Grimalkin spell-like abilities.
Monster Manual, page 123 Add the following entry:
Delete polymorph supernatural ability.
p. 36, Bear Form: After "At 1st level," add "as a full-
p. 11, Table 1–2: Crane and sparrow hengeyokai round action". After that sentence, add the sentence:
should list (average) after the fly speeds. "The bear warrior can use this spell-like ability while
raging despite it requiring concentration."
p. 13, Table 1–3: Hengeyokai Animal Forms: The
AC for a dog should be 15 (+1 size, +3 Dex, +1 p. 38, Enchanted Blade III: Add ", or one enchanted
natural). blade I ability and one enchanted blade II ability" to
the sentence that begins: "Alternatively, he can add .
p. 25–26, Shugenja Class Features, Spells: The .."
second paragraph gives the example of Kitsu Mari
knowing burning hands. Change to sleep in both p. 38:Change the blade dancer alignment
places. requirement to: "any nonchaotic."
p. 30, Wu Jen Characteristics: Delete the first p. 39, Weapon and Armor Proficiency: Replace
sentence. Change the second sentence to read: As "They are not proficient" with "They gain no
with wizards, the wu jen's spells are her primary proficiency".
class feature.
p. 40, Root the Mountain: Change "4th level" to "3rd
p. 30, Elemental Mastery: Replace with new text level".
below:
Elemental Mastery: The spells of a wu jen are p. 41, Hitsu-Do: Insert "fire" so the phrase reads: "an
divided into five elemental groups: earth, fire, metal, extra 1d6 points of fire damage per attack".
water, and wood. At 6th level, instead of receiving a
spell secret, a wu jen can proclaim herself a master p. 42, One Strike, Two Cuts: After the first sentence,
of one of these five elements. Thereafter, whenever a add "The character makes the second attack at a –5
wu jen casts a spell of that element, the saving throw penalty from her base attack bonus."
DC is increased by 2, while the wu jen herself gets a
+2 competence bonus on saving throws against p. 50. Tattooed monk, Crab tattoo. Add "whichever
spells of that element. This bonus stacks with the is less," to the second sentence so that it reads: This
bonus conferred by the Spell Focus feat. Certain damage reduction is negated . . . than the tattooed
monk's Constitution bonus (if any) or +5, whichever
spells on the wu jen spell list are designated "All";
is less, by magical attacks, or by energy attacks.
this means they belong to all elemental groups, and a
wu jen who is a master of any element gains the
p. 58–59: Strike the sentence that crosses the page,
mastery bonuses with respect to those spells. "Your extra damage is halved, just like your ordinary
Also, move this paragraph to after the Spell damage."
Secret paragraph and before the Spellsbooks
paragraph. p. 62 and 64, For the Pain Touch, Falling Star Strike,
Finally, on Table 2-7, replace "spell secret" at 6th and Freezing the Lifeblood feats, add the following
level with "Elemental mastery". sentence to the end of the entry: Using this feat uses
up one of your stunning attacks for the day (either a
p. 35, Special mount table: The HD at 4th–6th should monk stunning attack or a use of the Stunning Fist
be 8d8+24, not 8d8+32. feat).
p. 35, Battle Maiden Requirements, Skills: Change p. 63, Insert the following feat in alphabetical order.
Handle Animal to 5 ranks instead of 10. GREAT THROW [GENERAL]
p. 84, "Class Abbreviations" Add: "Maho (maho p. 112, Scales of the Lizard
tsukai) see page 237" after the colon and before the Duration: Change "2 rounds/level" to "1
Shaman entry. minute/level"
p. 85, (8th-level Shaman Spells) Greater Spirit Ally. p. 113, Snake Barrier
Add an asterisk after the y. Duration: Change "3 rounds/level" to "1
minute/level"
p. 88, Change the single-sentence description of the
magic stone spell (under Stone Domain Spells) to p. 115, Steam Breath
read: "Three stones gain +1 attack, deal 1d6+1 Change Material Component from: "A glowing piece
damage." of charcoal…" to "A piece of charcoal…"
p. 126, Magic Weapon Special Abilities Description, p. 147, Bisan: In the second paragraph of text,
Honorable replace polymorph self with alternate form.
1st paragraph: Change "…nongood and nonlawful Remove polymorph self from spell-like abilities.
alignment, creatures with…" to "…nongood and Add the following entry:
nonlawful alignment (CE, CN, N, and NE), creatures Alternate Form (Su): A bisan can assume the form
with…" of an insect of any size up to Large.
p. 127, Tainted Weapon property: p. 148, Bog Hag: Change Alternate Form to Disguise
Replace the text with the following: Form.
Caster Level: 7th; Prerequisites: Craft Magic Arms Change the first sentence of the Alternate Form
and Armor, cloud of taint, creator must have a Taint ability to the following text: “A bog hag can alter its
score of 6 or higher; Market Price: +2 bonus. appearance as if using the disguise self spell, except
that this is not an illusory effect, but a minor physical
p. 129, Table 8–18 alteration of the bog hag’s facial features, skin color
Change this table to the following: and texture, and size, within the limits described for
Rokugan Non-Rokugan Type the spell.”
d% d%
01–15 01–50 Arcane (sorcerer p. 148, Buso, Tigbanua: Ref save should be +8
or wu jen)
— 51–85 Divine (shaman p. 151, Doc cu'o'c, Spell-Like Abilities: The oath
or sohei) spell got cut from the book. Replace oath* with
16–100 86–100 Divine lesser geas.
(shugenja)
p. 152, Dokufu, Implant Eggs: Add at the end: "A
p. 137, Table 8–26: Change price for Sandals [boots] remove disease spell rids a victim of the eggs, as
of striding and springing to 6,000 gp. does a successful Heal check (DC 20) by someone
with that skill. If the check fails, the healer can try
p. 138, Wings of flying should cost 22,000 gp, which again, but each attempt (successful or not) deals 1d4
would move them onto Table 8–27. points of damage to the patient." (from the xill entry
in the MM) Remove the last sentence of the
p. 140, Kimono of storing: Insert after "to be held in Alternate Form special ability.
one hand,": While stored, the item has negligible
weight. p. 154, Dragon, Lung: Delete the second sentence of
the Alternate Form special quality.
p. 142, Obsidian, second paragraph: Insert before the
last sentence ("If the character fails five saving p. 154, Dragon, Chiang Lung: Remove polymorph
throws..."): "Each bout of madness lasts 8 hours, but self from spell-like abilities.
if..."
p. 164, Jiki-Ketsu-Gaki: Bite damage should be
p. 144, Monster Manual Monsters: 1d6+2, not 1d6.
Page 34: Table 1–14: Feats Page 49: Arcane Devotee Prestige Class
Add the following line to the table, before the Delay Please make the following change to the Divine Shroud
Spell feat line: class feature:
Feat Name Prerequisite Benefit The second sentence of the class feature description
Daylight — Ignore vulnerability to sunlight should read, “This ability functions like the spell
Adaptation or bright light. resistance spell (caster level equals arcane spellcaster
Page 35: Blooded [Regional] Feat level), except that the divine shroud is of a color
Add fey’ri (Delimbiyr Vale) to the Prerequisite section. appropriate to the arcane devotee’s patron.”
Page 36: Table 1–15: Regional Feats Page 51: Divine Champion Prestige Class
Strike Daylight Adaptation from the list of regional Please make the following change to the Smite Infidel
feats. class feature:
Replace the first sentence of the class feature
Page 37: Dauntless [Regional] Feat description with the following: “Once per day, a divine
Add Human (Old Shanatar) to the Prerequisite section. champion of at least 3rd level may attempt to smite a
creature that has a different patron deity with one
Page 37: Daylight Adaptation [Regional] normal melee attack. Creatures of Intelligence 2 or less
Feat do not have patron deities and are not subject to this
Daylight Adaptation is no longer a regional feat. The attack, but creatures of Intelligence 3 or higher who do
Prerequisites section the Special section at the end not choose patron deities are.”
should be ignored and deleted.
Page 63: Incantatrix Prestige Class
Page 38: Dreadful Wrath [Regional] Feat Please add the following sentence to the end of the
Add kir-lanan (Far Hills) to the Prerequisite section. Instant Metamagic class feature description:
The incantatrix cannot use this ability if the
Page 39: Foe Hunter Feat metamagicked spell would normally use a spell slot of a
Add the following paragraph to the end of the feat’s higher level than she can cast.
description:
Special: If you are a ranger with a favored enemy that Page 67: Morninglord of Lathander
matches your Foe Hunter favored enemy, the favored Prestige Class
enemy bonuses stack. The Morninglord of Lathander’s skill points per level
are missing:
Page 39: Forester [Regional] Feat Skill Points at Each Level: 2 + Int modifier.
Add centaur (High Forest) to the Prerequisite section.
Class Skills (4 + Int modifier per level): Bluff, Concentration, Decipher Script, Diplomacy, Forgery, Gather
Information, Intimidate, Knowledge (any), Listen, Perform, Sense Motive, Speak Language, Spot, Use Magic Device.
Here are the rules corrections and official errata for the Psionics Handbook. These corrections are being
incorporated into the second printing of the book. Additional typographical corrections and clarifications are also
being made to the book, but these are not necessary to use the book in your game. As always, we're happy to
address specific rules questions you have. Contact custserv@wizards.com.
p. 9, Class Skills, egoist's class skills, Stabilize Self: Replace "Str" with this: Con
p. 14, Under Game Rule Information for Psychic Warrior, Abilities, 2nd sentence: Replace "melee" with this:
ranged
p. 16, Alternative Psychic Warrior Starting Package, Feat: Replace "Weapon Focus (longsword)" with this: Power
Attack
p. 16, Human Psychic Warrior Starting Package, Power Known: Replace "lesser natural armor" with this: verve
p. 16, Alternative Psychic Warrior Starting Package (for gnome or halfling), Feat: Replace "Weapon Focus (short
sword)" with this: Power Attack
p. 16, Alternative Psychic Warrior Starting Package (dwarf), Bonus Feat (Psychic Warrior): Replace "Weapon
Focus (dwarven waraxe)" with this: Power Attack
p. 16, Alternative Psychic Warrior Starting Package (dwarf): Replace "Bonus Feat (Psychic Warrior)" with this:
Bonus Feat
p. 18, Table 2–1: Replace all dots in the Use Psionic Device row with X.
p. 27, Mind Trap, Benefit: Insert the sentence below right after the first sentence that ends with "...deals 1 or more
ability damage to you.":
Against freely manifested attack modes, Mind Trap deals back ability score damage equal in type and amount to
that dealt to you, plus an additional 2 points. Your opponent cannot raise defense modes against this damage.
p. 27, Metacreative: Replace entry entirely (including replacing the "special" header) with this:
Metacreative [Psionic]
You supplement your craft with psionic inspiration.
Prerequisite: Any item creation feat.
Benefit: You can create psionic items (including psionic armors and weapons, psionic tattoos, dorjes, power stones,
and universal items) as if your effective manifester level were one less than your actual level (minimum 1st level).
You must still be of high enough level to manifest the power in question. You can choose to use or not use this feat
on each new psionic item you create.
p. 30, Trigger Power, Benefit: Add as the very last line of this paragraph:
You cannot take 10 when using Trigger Power.
p. 31, 2nd paragraph: Replace the entire paragraph with the following:
Psionic powers have their roots in a living body. Unliving creatures or creatures that do not possess all the attributes
of a living body do not have access to all the disciplines that are otherwise available. Thus, the field of psionics is
associated with life and health.
p. 35, Customizing Displays: Add this sentence as the first sentence of the paragraph:
The foregoing displays are standard, but they also serve merely as examples.
p. 40, Telepathy, 2nd paragraph: Change "All telepathic powers are mind-affecting" to this:
Most telepathic powers are mind-affecting.
p. 40, Overview, 2nd paragraph after the table, 2nd sentence: Replace "The attacker adds the ability modifier to his
roll to set the defender's Will save DC against the attack." with this:
The attacker adds his key ability modifier to his roll to set the defender's Will save DC against the attack.
p. 42, Table 4–3, Tower of Iron Will Secondary Protection column: Replace "1 mental hardness*" with this: 2
mental hardness*
p. 42, Table 4–2, Psionic Attack Modes: Add†† to Attack mode Heading. Also add footnote keyed to this heading:
††Attack mode level equivalents for the purpose of Concentration checks: Mind Thrust, 1st; Ego Whip and Id
Insinuation, 2nd; Psychic Crush, 3rd; Mind Blast, 5th.
p. 42, Psionic Attack and Defense Modes (very bottom of 2nd column): Add as very last sentence:
Psionic attack and defense modes are supernatural, not spell-like. Using an attack mode draws an attack of
opportunity, but using a defense mode does not.
p. 48, 6th-level psion powers, Psykin, Greater Biocurrent: Change "4d6" to this: 6d6
p. 50, 4th-level Psychic Warrior Powers: Add this entry after Polymorph Self:
Psychofeedback: Use power points to boost your physical ability modifiers.
p. 50, (continuation) of 1st-level psychic warrior powers: Add the following power between Minor Creation and
Vigor:
Skate: Subject slides (skillfully) along the ground as if on ice. (Dex)
p. 50, 2nd column, Discipline and Descriptors, Descriptors paragraph: Add "charm*," after "chaotic,".
p. 50, 2nd column, Discipline and Descriptors, Footnote: Change "*Compulsion is treated as a subschool of the
Enchantment school of magic in the Player's Handbook but is used as a descriptor here, to the same effect." to this:
*Compulsion and charm are treated as subschools of the Enchantment school of magic in the Player's Handbook
but are used as descriptors here, to the same effect.
p. 50, 2nd column, 1st paragraph after Descriptors: insert "and charm" into the sentence "Compulsion [insertion] is
treated..."
p 52, Anchored Navigation, 2nd paragraph of power description: Replace the sentence "Moreover, this power
allows normal telepathic communication with any receptive beings within a 60-foot radius of the fixed point,
regardless of distance." with this:
Moreover, this power allows normal telepathic communication (assuming you have a power or ability that grants
telepathic communication) with any receptive beings within a 60-foot radius of the fixed point, regardless of
distance.
p. 52, Apopsi, Manifestation Time: Replace "1 round" with this: 1 full round
p. 55, Aura Alteration, 2nd paragraph of power description: Add as very last line of paragraph:
You may adjust the subject's apparent level by a number equal to one-half your own level (rounded down).
p. 57, Bolt, Manifestation Time: Replace "1 round" with this: 1 action
p. 61, Control Air, Range: Replace text with this: 1,000 ft. + 500 ft./level
p. 61, Concussion, last sentence of power: Change "cannot be damaged" to this: are also damaged
p. 63, Control Light, last paragraph of power description: Replace the last sentence "Increasing the ambient light of
a torch or brighter light by 200% or more blinds normally sighted creatures in the area." with this:
p. 65, Detect Psionics, 2nd Round, add as last sentence of this entry:
An overwhelming aura stuns you for 1 round and the power ends.
p. 69; Divert Teleport, Manifestation Time: Replace "1 action" with this: See text
p. 73, False Sensory Input, Manifestation Time: Change "10 minutes" to this: 1 full round
p. 77, Genesis, Range line: Replace "0 ft." with this: 10-ft. radius/level (see text)
p. 80, Improved Vigor, Level: Replace "psion 6" with this: Psion 6/Psychic Warrior 6
p. 86, Metaconcert (continued from previous page), last paragraph, last sentence: Replace "No individual can
exceed her usual maximum" with this:
You do not leave a metaconcert with more power points than you had when you joined
p. 97, Retrieve, Saving Throw: Replace text with this: None (see text)
p. 110, Metamind Class Features, Power Psicrystal: Replace "At 2nd level" with this: At 1st level
p. 110, Pyrokineticist, 2nd paragraph, last sentence: Delete the last sentence.
p. 114, 2nd column, Imbed Power: Replace "At 3rd level" with this: At 2nd level
p. 114, Throw Mind-Blade: Replace "at 3rd level" with this: At 2nd level
p. 115, NPC Psion (egoist), Feats: Replace "Trigger Power (claws of the vampire)" with: Weapon Focus (touch)
p. 116–119, Tables 6–7 to 6–12, Lvl 10 powers: Replace "7/4/3/2/2/1" with this: 7/4/3/3/2/1
p. 116–119, Tables 6–7 to 6–12 (except for table 6–10), Lvl 6 powers: Replace "5/3/3/1" with this: 5/3/2/1
p. 116–119, Tables 6–7 to 6–12 (except for table 6–10), Lvl 9 powers: Replace "6/4/3/2/2" with this: 6/4/3/3/2
p. 116, Table 6–7: NPC Psion (Egoist), F/R/W column: Subtract 2 from each number on the F column (but not the
R or W column).
p. 116, Table 6–7: NPC Psion (Egoist), PP column: Change 1st-level PP from 2 to 3. Change 2nd-level PP from 3 to
4. Change 16th-level PP from 144 to 131. Change 20th-level PP from 279 to 255.
p. 116, Table 6–8: NPC Psion (Nomad), PP column: Change 1st-level PP from 2 to 3. Change 2nd-level PP from 3
to 4. Change 16th-level PP from 155 to 142. Change 17th-level PP from 160 to 170. Change 20th-level PP from 279
to 255.
p. 117, Table 6–9: NPC Psion (Savant), FRW column: Add 1 to each number in the W column (but not the F or R
column).
p. 117, Table 6–9: NPC Psion (Savant), PP column: Change 12th-level PP from 91 to 80. Change 13th-level PP
from 102 to 91. Change 14th-level PP from 115 to 104. Change 15th-level PP from 128 to 117. Change 16th-level
PP from 156 to 132. Change 17th-level PP from 161 to 147. Change 18th-level PP from 188 to 164. Change 19th-
level PP from 205 to 181. Change 20th-level PP from 248 to 211.
p. 117, NPC Psion (nomad) (continued from previous page), Feats: Replace "Trigger Power (dimension slide)" with
this: Speed of Thought (2)
p. 117, NPC Psion (Nomad) continued from previous page, Feats: Replace "1st, Dodge; 3rd, Psionic Dodge" with
this: 1st, Inertial Armor; 3rd, Dodge
p. 118, NPC Shaper, Feats: Replace "3rd, Craft Universal Item" with this: 3rd, Inner Strength
p. 118, NPC Psion (shaper), Feats: Replace "Trigger Power (whitefire)" with: Craft Crystal Capacitor
p. 118, NPC Psion (shaper), Increased Ability Scores: Replace "19, Wis 19 (25)" with this: 19th, Wis 19 (25)
p. 118, Table 6–10: NPC Psion (Shaper), PP column: Change 17th-level PP from 161 to 171. Change 20th-level PP
from 248 to 239.
p. 119, Table 6–12 NPC Psion (Telepath): Replace the saving throw entries for 19th level with this: +8/+10/+13
p. 119, Table 6–12 NPC Psion (Telepath): Replace the saving throw entries for 20th level with this: +8/+10/+14.
p. 119, Table 6–12 NPC Psion (Seer): Replace the saving throw entries for 19th level with this: +7/+9/+19
p. 119, Table 6–12 NPC Psion (Seer): Replace the saving throw entries for 20th level with this: +7/+9/+21.
p. 119, Table 6–11: NPC Psion (Seer), PP column: Change 1st-level PP from 2 to 3. Change 2nd-level PP from 3 to
4. Change 3rd-level PP from 8 to 9. Change 4th-level PP from 11 to 12. Change 5th-level PP from 19 to 20. Change
6th-level PP from 24 to 25. Change 7th-level PP from 29 to 30. Change 8th-level PP from 36 to 37. Change 9th-
level PP from 43 to 44. Change 10th-level PP from 52 to 53. Change 11th-level PP from 61 to 62. Change 12th-
level PP from 90 to 91. Change 13th-level PP from 101 to 102. Change 14th-level PP from 127 to 128. Change
15th-level PP from 140 to 141. Change 16th-level PP from 168 to 156. Change 17th-level PP from 181 to 171.
Change 18th-level PP from 198 to 188. Change 19th-level PP from 230 to 220. Change 20th-level PP from 279 to
256.
p. 120, Psychic Warrior, Feats: Replace "3rd, Deep Impact" with this: 3rd, Improved Initiative
p. 120, Table 6–13: NPC Psychic Warrior, PP column: Change 7th-level PP from 18 to 16.
p. 126, Psychokinetic Burst: Move entire text entry (not table entry) into alphabetical order, between Psychic and
Soulfeeder entries.
p. 128, Suppression power, 2nd sentence: Replace 2nd sentence with this:
The wielder makes a power check at 1d20 + 5 + manifester level (maximum +15) against a DC of 11 + the power to
be negated's manifester level.
p. 129, Table 7–8: Dorjes: Replace the current table with the table below:
Table 7–8: Dorjes
Minor Medium Major Power Level* Market Price**
01–25 — — 0 375 gp
26–50 — — 1st 750 gp
51–95 01–05 — 2nd 4,500 gp
96–100 06–65 — 3rd 11,250 gp
— 66–95 01–05 4th 21,000 gp
— 96–100 06–50 5th 33,750 gp
— — 51–70 6th 49,500 gp
— — 71–85 7th 68,250 gp
— — 86–95 8th 90,000 gp
— — 95–100 9th 114,750 gp
*Dorjes could have higher manifester levels than the minimum, which would give them commensurately higher
costs. For instance, a dorje of invisibility purge with a manifester level of 10th has a market price of 22,500 gp. See
Table 8–40 in Chapter 8 of the DUNGEON MASTER's Guide. Unlike magic wands, psionic dorjes can hold powers of
up to 9th level.
**Any dorje that stores a psionic power with an XP cost also carries a commensurate cost above that noted here.
See Table 8–40 in Chapter 8 of the DUNGEON MASTER's Guide.
p. 129; column 2, Determine Effect: Delete ", minus 1" from the parenthetical.
p. 140, Creating a Psionic Creature, Special Attacks: Insert new paragraph between Power Resistance and Special
Qualities paragraphs:
Variant: Psionic creatures freely manifest each of their known powers and combat modes three times per day.
Creatures may swap out usages of combat modes they know. Always use this variant for characters who play
psionic monsters.
p. 140, Undead Psionic Creatures, 1st paragraph: Replace the 1st paragraph with this:
A psionic undead creature, although rare, is a force to be reckoned with. It can use psionic attack modes (and
psionic undead relish attacking the living in this fashion), but it also must learn defense modes, since undead take
ability damage from psionic attack modes.
Web Errata for Sword and Fist: A Guidebook to Fighters and Monks
Here are the newly revised rules corrections and official errata for Sword and Fist: A Guidebook
to Fighters and Monks. These corrections are being incorporated into the second printing of the
book. You will find revisions to Version 2 of this errata in blue text below. Additional
typographical corrections and clarifications are also being made to the book, but these are not
necessary to use the book in your game. As always, we're happy to address specific rules
questions you have. Contact custserv@wizards.com.
General Changes
For the following prestige classes, insert the parenthetical 2-letter code listed below after the title
of the class feature before the colon.
p. 13, Cavalier
Burst of Speed (Ex)
p. 21, Ghostwalker
Resolute Aura (Ex)
Feign Death (Sp)
Etherealness (Sp)
Shadow Walk (Sp)
p. 22, Gladiator
Exhaust Opponent (Ex)
Make Them Bleed (Ex)
12/5/01 1
Sword and Fist Errata
p. 27, Lasher
Death Spiral (Su)
p. 34, Ravager
Pain Touch (Su)
Aura of Fear (Su)
Cruelest Cut (Su)
Visage of Terror (Sp)
p. 37–38, Warmaster
12/5/01 2
Sword and Fist Errata
Specific Changes
p. 5, Insert a line of text at the end of the first paragraph saying:
Asterisked feats below are available as fighter bonus feats.
Also, insert asterisks to the title lines of the following feats:
Close-Quarters Fighting
Death Blow
Dual Strike
Expert Tactician
Hold the Line
Improved Overrun
Improved Sunder
Knock-Down
Off-Hand Parry
Pin Shield
Power Lunge
Prone Attack
Rapid Reload
Sharp-Shooting
Shield Expert
Snatch Arrows
p. 7, Expert Tactician
Change Benefit text to:
This feat allows you to make one melee attack (or anything that can be done as a melee attack)
against one foe who is within melee and denied her Dexterity bonus against your melee attacks
for any reason. You take your extra attack when it’s your turn, either before or after your regular
action. If several foes are within melee reach and denied their Dexterity bonus, you can attack
only one of them with this feat.
p. 7, Feign Weakness
Insert to second Benefit paragraph’s end:
Using Feign Weakness is a standard action, just like a feint, except that if you succeed you get to
make your attack immediately. You can only Feign Weakness once per encounter. After one use,
your opponents are too wary to fall for this maneuver again.
p. 7, Knockdown
Insert to end of Benefit:
12/5/01 3
Sword and Fist Errata
Use of this feat cannot be combined with Improved Trip to generate an extra attack, and
successful use of this feat does not grant an extra attack through the Cleave or Great Cleave
feats.
Insert may into “you may make a trip attack as a free action.”
After “whenever you deal 10 or more points of damage to your opponent in melee” insert: with a
single attack
p. 7, Lightning Fists
Insert to end of Benefit paragraph:
You cannot use Lightning Fists and flurry of blows at the same time.
p. 8, Power Lunge
Insert to the end of the 1st sentence in Benefit:
regardless of whether you’re using one- or two-handed weapons.
p. 13, Cavalier prestige class: Change the Knowledge (Nobility and Royalty) Class Feature to
read:
The cavalier gains a +2 bonus on all checks using this skill.
p. 21, Ghostwalker: Change etherealness and shadow walk to supernatural abilities (Su) (from
extraordinary). Feign death is spell-like: italicize the embedded head and insert the roman (Sp)
before the colon. Resolute aura is extraordinary: insert (Ex) before the colon.
p. 21, Ghostwalker
Insert per hour after the shadow walk “heals at the rate of 3 hit points per ghostwalker level per
hour.”
p. 23, "Halfling Outrider" Prestige Class has no column for Base Attack Bonus.
12/5/01 4
Sword and Fist Errata
Insert the standard fighter advancement: +1/ level. An example can be found on p. 20’s
Ghostwalker table.
p. 35, Ki Healing:
Change the second sentence to:
When she lays her hands on a living creature, she conducts the ki in such a way that it heals a
number of hit points each day equal to her class level multiplied by her Wisdom bonus.
Cut the last sentence of the Ki healing description and insert a new paragraph:
Starting at 8th level, a red avenger can heal a number of hit points each day equal to twice her
class level multiplied by her Wisdom bonus.
p. 70, Weapons Table: Fullblade, listed as a Large weapon. Change to a Huge weapon Also,
change the Fullblade damage from 1d12 to 2d8.
12/5/01 5
Sword and Fist Errata
p. 70, Weapons Table: Mercurial longsword—Change damage from 1d10 to 1d8. Change crit
from x3 to x4.
p. 70, Weapons Table: Bladed Gauntlet, change the crit from 17–20/x2 to 19–20/x2.
12/5/01 6
Shadows of the Last War Errata
When the text within a product contradicts itself, our
general policy is that the primary source is correct and
any secondary reference is incorrect. Exceptions to the
rule will be called out specifically.
Page 6: Where Is the Schema?
The schema is incorrectly referred to as a six-pointed
star. It should be a seven-pointed star.
Page 22: Carcass Crab
The carcass crab should have 36 of its 51 hit points
remaining, since it is injured. The carcass crab’s AC of
19 is correct (–1 size, +2 Dex, +5 natural, +3 armor);
however, its touch AC should be 11, and its flatfooted
AC should be 17.
Page 23: Wand of Magic Missile
The wand of magic missile found in the carcass crab’s
heap of treasure has 30 charges.
Page 23: Talaen Kara Sidebar
The weapon should be a +1/+1 Valenar double
scimitar. The amount it sells for (4,925 gp) is low
because of the restrictions on who can use the item (CG
Valenar elves or rangers only, and only mounted
wielders gain all of its powers).
Page 30: Area W16 Treasure
Among the items found in area W16 of Whitehearth is
something called an essence node of blinding. This item
should be changed to essence of the scout; the
description for this item can be found on page 269 of
the Eberron Campaign Setting.
Page 30: Living Color Spray
The living color spray in area W19 should be Medium
size. The change in size affects its speed (20 ft.), Armor
Class (AC 10, touch 10, flat-footed 10), grapple
modifier (+2), and slam damage (1d4). It also has DR
10/magic, not DR 5/magic.