Hackmaster Errata
Hackmaster Errata
p. 28 - The High Elves At a Glance table should state at the bottom that "*The
Player's Handbook number of languages an elf can learn is limited by his Intelligence (see Table
p. 16 - In Table 1A: Strength, the order of Ability Scores should be 22/51, 23, 1D) or by…
23/51 not 22/51, 23, 22/51. In addition, the Max Press values for 4/51 and 5 p. 29 - Elves cannot use their stealth abilities when wearing Elven Chain Mail.
should be switched. The Max Press for 4/51 is 30, and 35 for a Strength of p. 30 - The cavalier is not one of the allowable classes for the Grunge Elf.
5. The Max Press for a 20/51 is 725, not 625.
p. 30 - The list of Additional Talents Which May be Purchased for Grunge Elves
p. 17 - The defense adjustment, reaction adjustment, and missile adjustment for in the Grunge Elves At a Glance box should be as follows (Other talents may
the dexterity values 10/51 and 11 are 0. appear in other books):
p. 17 - Table 1B: Dexterity should be changed to the following: Acrobatic, Acute Alertness, Ambidextrous, Animal Companion, Astute
Ability Defensive Reaction Missile Observation, Blind Fighting, Bow Bonus, Cold Resistance, Dagger Bonus,
Forest Movement, Grace Under Pressure, Heat Resistance, Javelin Bonus,
Score Adjustment Adjustment Adjustment
Keen Sight, Less Sleep, Magic Identification, Photographic Memory,
20 -5 +5 +6 Seeking Grasping Hands, Sibling Empathy, Sixth Sense, Speak With Plants,
Spear Bonus, Spell Abilities, Track Game Animal, Trident Bonus.
20/51 -5 +6 +6
p. 31 - The cavalier is not one of the allowable classes for the Dark Elf (Drow).
21 -6 +6 +6
p. 31 - The list of Additional Talents Which May be Purchased for Drow in the
21/51 -6 +6 +7 Drow At a Glance box should be as follows (Other talents may appear in
other books):
22 -6 +7 +7
Acrobatic, Acute Alertness, Ambidextrous, Animal Companion, Astute
22/51 -7 +7 +7 Observation, Blind Fighting, Bow Bonus, Cold Resistance,
23 -7 +7 +8 Constitution/Health Bonus, Dagger Bonus, Forest Movement, Grace Under
Pressure, Heat Resistance, Javelin Bonus, Keen Sight, Less Sleep, Magic
23/51 -7 +8 +8 Identification, Mining Sense, Photographic Memory, Seeking Grasping
Hands, Sibling Empathy, Sixth Sense, Speak With Plants, Spear Bonus,
24 -8 +8 +8
Spell Abilities, Trident Bonus.
24/51 -8 +8 +9 p. 31 – The Drow spell ability Darkness should be Darkness, 15 foot radius.
25 -8 +9 +9 p. 32 - The list of Additional Talents Which May be Purchased for Gnomes in
the Gnomes At a Glance box should be as follows (Other talents may appear
in other books):
p. 18 - A PC with a high CON always recovers hit points according to non-
combat time. Acute Alertness, Ambidextrous, Animal Friendship, Astute Observation,
Blind Fighting, Brewing, Close to the Earth, Dagger Bonus, Dart Bonus,
p. 18 - A PC of a race (gnome titans and pixie fairies) that receives only half the Defensive Bonus, Engineering Bonus, Forest Movement, Freeze, Hide,
hit points rolled per level still receives the full CON bonus or penalty. Mining Sense, Opportunist, Potion Identification, Short Sword Bonus,
p. 19 - Table 1E: The chance to improve skill for a Wisdom of 22 is 15%, and is Sibling Empathy, Sixth Sense, Sling Bonus, Stealth.
16% for a Wisdom of 23. p. 32 - The list of Additional Talents Which May be Purchased for Gnome Titans
p. 21 - There is no save against the Fascinate ability that results from high in the Gnome Titans At a Glance box should be as follows (Other talents
Comeliness, even by elves who are resistant to charm spells. There is no may appear in other books):
penetration for the 3d6 roll to resist orders from characters with high Acute Alertness, Ambidextrous, Animal Friendship, Astute Observation,
Comeliness. Blind Fighting, Brewing, Close to the Earth, Dagger Bonus, Dart Bonus,
p. 22 - Bart's Honor score should be 6, not 5. Defensive Bonus, Engineering Bonus, Forest Movement, Freeze, Hide,
p. 25, 28, 30-37 - In the racial At a Glance tables, all instances of "Restricted Mining Sense, Opportunist, Potion Identification, Short Sword Bonus,
Talents Which May be Purchased" should be changed to "Additional Talents Sibling Empathy, Sixth Sense, Sling Bonus, Stealth.
Which May be Purchased." p. 33 - The list of Additional Talents Which May be Purchased for Gnomelings
p. 25 - The list of Additional Talents Which May be Purchased for Dwarves in in the Gnomelings At a Glance box should be as follows (Other talents may
the Dwarves At a Glance box should be as follows (Other talents may appear appear in other books):
in other books): Acute Alertness, Ambidextrous, Animal Friendship, Astute Observation,
Acute Alertness, Ambidextrous, Astute Observation, Axe Bonus, Blind Blind Fighting, Dagger Bonus, Dart Bonus, Defensive Bonus, Engineering
Fighting, Brewing, Close to the Earth, Constitution/Health Bonus, Crossbow Bonus, Experience Bonus, Forest Movement, Hide, Mining Sense, Potion
Bonus, Dense Skin, Detect Evil, Detect Poison, Determine Age, Determine Identification, Sixth Sense, Sling Bonus, Stealth.
Stability, Endurance, Evaluate Gems, Expert Haggler, Hit Point Bonus, p. 34 - The list of Additional Talents Which May be Purchased for Half-Elves in
Illusion Resistant, Mace Bonus, Meld Into Stone, Mining Sense, Pick the Half-Elves At a Glance box should be as follows (Other talents may
Bonus, Resistance, Short Sword Bonus, Sibling Empathy, Sixth Sense, appear in other books):
Stealth, Stone Tell, Touched by Yurgain, Warhammer Bonus. Acrobatic, Acute Alertness, Ambidextrous, Astute Observation, Balance
p. 26 - A female dwarf who shaves her beard will suffer an honor loss every time Bonus, Blind Fighting, Bow Bonus, Cold Resistance, Heat Resistance, Keen
she encounters another dwarf. Sight, Less Sleep, Photographic Memory, Resistance, Sibling Empathy,
p. 28 - The list of Additional Talents Which May be Purchased for Elves in the Sixth Sense, Sword Bonus.
Elves At a Glance box should be as follows (Other talents may appear in p. 35 - The list of Additional Talents Which May be Purchased for Halflings in
other books): the Halflings At a Glance box should be as follows (Other talents may
Acrobatic, Acute Alertness, Ambidextrous, Animal Companion, Astute appear in other books):
Observation, Blind Fighting, Bow Bonus, Cold Resistance, Dagger Bonus, Acute Alertness, Ambidextrous, Astute Observation, Balance Bonus, Blind
Forest Movement, Grace Under Pressure, Heat Resistance, Javelin Bonus, Fighting, Brewing, Dagger Bonus, Detect Evil, Expert Haggler, Hide,
Keen Sight, Less Sleep, Magic Identification, Photographic Memory, Opportunist, Reaction Bonus, Sibling Empathy, Sixth Sense, Taunt.
Seeking Grasping Hands, Sibling Empathy, Sixth Sense, Speak With Plants, p. 36 - The list of Additional Talents Which May be Purchased for Half-Orcs in
Spear Bonus, Spell Abilities, Trident Bonus. the Half-Orcs At a Glance box should be as follows (Other talents may
appear in other books):
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HackMaster Errata April 21, 2006
Active Sense of Smell, Acute Alertness, Acute Taste, Ambidextrous, Attack p. 63 - Pixie fairy clerics can use all pixie fairy weapons.
Bonus, Blind Fighting, Damage Bonus, Dense Skin, Endurance, Mace p. 64 - On the list of weapons allowable by the different gawds, the term bows
Bonus, Sibling Empathy. includes crossbows for the gawds Arnuya and Pangrus, but not for Navinger.
p. 36 - Half-Ogres should have the tough hide talent listed under Talents. All p. 65 - In the box for druids, the alignments allowed should be True Neutral, not
half-ogres get this talent free. any.
p. 36 - The list of Additional Talents Which May be Purchased for Half-Ogres in p. 67 - On Table 3LL: Thief Experience Levels, the missing line for a seventh
the Half-Ogres At a Glance box should be as follows (Other talents may level thief should read across as follows: 42,501 - 70,000 / 7 / 7 /
appear in other books): Fingersmith
Active Sense of Smell, Ambidextrous, Blind Fighting, Damage Bonus, p. 69 - When backstabbing, the weapon range is multiplied, not the weapon dice.
Dense Skin, Endurance, Mace Bonus, Sibling Empathy, Tough Hide. Thus a backstab with a weapon that does 2d4 damage would have additional
p. 37 - The list of Additional Talents Which May be Purchased for Humans in damage dice of 2d4.
the Humans At a Glance box should be as follows (Other talents may appear p. 69 - The thief can use the read languages starting at first level, and can begin
in other books): to put points into it at first level.
Acrobatic, Acute Alertness, Ambidextrous, Astute Observation, Attack p. 70 – Assassins lose 20 points of temporal honor if their class is discovered.
Bonus, Balance Bonus, Blind Fighting, Detect Secret Doors, Endurance,
Experience Bonus, Grace Under Pressure, Hit Point Bonus, Keen Sight, Less p. 70 - The first paragraph of the second column should have the sentence "This
Sleep, Opportunist, Photographic Memory, Resistance, Seeking Grasping gives them roughly a 50% chance of killing the victim if both the assassin
Hands, Sibling Empathy, Sixth Sense, Tough Hide. and target are the same level." instead of "This gives them roughly a 50%
chance of killing the victim if both the assassin and target are first level."
p. 37 - The list of Additional Talents Which May be Purchased for Pixie Fairies The complete assassination rules will be in the GMG.
in the Pixie Fairies At a Glance box should be as follows (Other talents may
appear in other books): p. 70 - Alignment languages do not exist in HackMaster.
Acrobatic, Acute Alertness, Ambidextrous, Astute Observation, Attack p. 70 - The chance of discovery for an assassin in disguise is a flat chance, and
Bonus, Blind Fighting, Faerie Kind Martial Arts, Flutter, Hit Point Bonus, does not increase with the amount of time he spends in disguise.
Keen Sight, Magic Bonus. p. 73 - If the class being dual-classed to has no prime requisites, only the
p. 37 - The pixie fairy "danger sense" is clarified in The Adventurer's Guide to requirements of the new class must be met. The PC must still have a 15 in
Pixie Fairies. the prime requisite of the original class to make the change.
p. 39 - In Table 3A: Character Class Groupings, the Assassin should be listed p. 73 - When rolling hit points for a multi-classed character, the total is divided
under the Thief Group, not the Cleric Group. by the number of classes, not the number of dice rolled.
p. 44 - In Table 3H: Barbarian Progression Table, the Level Title for an 11th p. 75 - In column two, the second paragraph under Rolling for Quirks and Flaws
level barbarian should be Chairman of the Horde, not Barbarian. should read:
p. 47 - Under Hack Pangs, the phrase "obsessed with deadly combat" should be The upside is that you can earn many more BPs with this option. Before
changed to "obsessed with combat." rolling for quirks and flaws the player must commit by stating aloud how
many times he's rolling on Table 6A: Flaws and Quirks d100. A player can
p. 47 & 48 - The gnome titan cannot be a cavalier. roll a maximum number of nine times. The BPs earned depend on the BP
p. 48 - The cavalier must select the specific type of lance in which he is value listed for the resulting quirk or flaw in Chapter 6.
proficient. p. 77 - The Honor modifier for Slave Class (SLC) is -10, the same as Lower
p. 48 - Elven and half-elven cavaliers can use short composite bows. Lower Class (LLC).
p. 51 - Knights Errant do need a Constitution score of 10 or higher as is stated in p. 78 - The new Racial Modifiers to Circumstances of Birth table is as follows.
the class description, but they do not receive a 10% EP bonus for high All modifiers are to the die roll.
ability scores.
Racial Modifiers to Circumstances of Birth
p. 52 - The Knight Errant receives the skill Endurance for free, not the talent.
Race Table 4G Table 4H
p. 52 - The Knight Errant must spend the BP required to get the free
specialization. Dwarves, all 5 15
p. 53 - The monk's added weapon damage is subject to the damage cap for the Elves
weapon.
- Drow 5 15
p. 54 - The monk ability Intimidating Display works on any creature with an
Intelligence of 5+ that can see the monk. - Gray -8 25
p. 54 - Intimidating Display only negates the first action of the affected creature. - Grunge 10 -20
p. 54 - Really Intimidating Display is only effective until the victim is attacked. - High -5 20
p. 56 - Paladins must worship lawful good gawds.
- Wood -5 10
p. 58 - The following paragraph should be inserted after the first paragraph of the
second column: - All others -5 20
A ranger can learn magic-user spells when he reaches 9th level. He uses his Gnomes
spells according to the rules for magic users. He gains a spellbook and a few - Gnome Titan 5 0
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 - All others -5 15
ranger is not able to use magic-user scrolls or other magic items unless Half-Elves 15 0
specifically noted otherwise. He can memorize a number of magic-user
spells equal to the number of druid spells that can be memorized at one Halflings, all -5 10
experience level lower. Half-orcs 25 -30
p. 59 - In Table 3AA: Magic-User Progression Table, for Experience Level 8,
Half-ogres 35 -40
Accumulated Hit Points should be "8," not "a."
p. 60 - In the box for Battle Mage, Gnome Titan should be added to the Allowed Human 0 0
Races. Pixie Fairy 15 50
p. 63 - Clerics must have the same alignment as their gawds.
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HackMaster Errata April 21, 2006
p. 78 - On Table 4H: Illegitimate Birth Table, a roll of 06-30 should correspond number of times as long as the character succeeds in different circumstances.
to "Birth was a result of rape. Father unknown. [-5 to beginning Honor]" and Keep a running tally between training on your record sheet so you don't lose
a roll of 31-60 should correspond to "Mother was a prostitute. Father out on any bonuses later.
unknown. [-10 to beginning Honor]." Also, a roll of 01-05 should have [-3 p. 101 - Under Table 7A Explanation the first paragraph should read as follows:
to beginning Honor] added to its description. In the case of a result of 91-
100, a birth by a surrogate mother, the father's identity is always known. Initial Weapon Proficiencies: the number of weapon proficiency slots granted
to characters of that group at 1st level. The player must pay one (1) BP to fill
p. 78 - The Status of Parents table must be used for each known parent, each proficiency slot with a weapon.
including the deceased.
p. 102 - A fighter can only specialize in a single weapon, but could specialize in
p. 79 – Alternate Sibling Tables were printed in HackJournal 15. 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 p. 104 - Under Treasure Types, the entry on coins should have the following
BPs into 25 fractional ability points or 25 gp. At this point, you may only sentence added to the end of the first paragraph: "10 coins have a combined
convert them into 25 gp. You cannot adjust your Ability Scores after Step 8 weight of one pound."
of the character creation process.
p. 111 - Table 9C should have the following entry before wineskin:
p. 85 - The numbers listed in the honor column are the upper limit for that row.
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 arrows come with a free quiver.
p. 86 - Honor cannot be burned during character creation.
p. 116 - The following sentences should be added to the description of bucklers:
p. 86 - An honor purge can only be used to avoid the specific action that caused "The buckler can be used, without penalty, with two weapons, missile weapons,
the character's death. It does not allow a character to go back in time to and two-handed weapons. It grants its +1 bonus to AC against one melee attack
before combat started. per round in each of these situations.
p. 92 - Table 6D should have the following numbering: p. 118-119 – Only composite and great elven long bows can be modified to grant
31-45 - Vision Impaired, Far Sighted a bonus to damage due to high Strength. Normal bows, composite or
46-55 - Blind, one eye otherwise, do not give strength bonuses, although they can be used by
characters with high strengths.
56-70 - Vision Impaired, Near Sighted
p. 118-119 - The weapons: Bloodthorn Stiletto; Rapier, petite; Sewing Needle;
p. 92 - A metal leg could be heavier than a wooden leg and could rust if not and Peashooter Crossbow are all size Tiny (T). They may be used in one
properly maintained. hand by a pixie-fairy. All pixie-fairies may become proficient in these
p. 94 - The following sentence should be inserted into the description of the Male weapons.
Pattern Baldness flaw, after the first sentence: p. 119 - In the description of crossbows, the following sentence should be
"If a female character rolls this flaw, she must immediately re-roll on Table inserted into the first paragraph: "The peashooter crossbow can be used by a
6C, and once on the minor mental quirk table 6F, because of the trauma." pixie fairy of any class, regardless of class weapon restrictions, as long as
p. 97 - On the Obsession/Compulsion table, entry 17 should read "Compulsion to they purchase the weapon proficiency."
accumulate as many jewels as possible," not "Compulsion to accumulate as p. 119 - Short bows cannot use sheaf arrows.
many books or scrolls as possible." p. 119 - Anyone that is hit by a full tankard (hurled) must make a saving throw
p. 98 - On the Extra Personality Table, the entry for a roll of 21-24 should be vs. breath weapon with a +2 bonus or be blinded for 1d4-1 rounds.
"Young adult or middle-aged member of the same sex," not "Young adult or p. 119 - Large characters using the bastard sword in one hand use the two-hand
middle-aged member of the opposite sex." damage value.
p. 100 - The Skill Sets list on p. 71 of the GMG supersedes this list. p. 120 – Table 9V: The Great Elven Long Bow has an ROF of 1.
p. 101 - Under Obtaining New Skills, 1. Building Points, the following p. 133 – Table 12C: The Hasted modifier should be -2 as listed in the spell
paragraph should be inserted after the first. description.
During the character creation process, the character rolls the mastery die p. 136 - The second paragraph under Touch Spells and Combat should have the
once for each expenditure of the BP cost of the skill. For example, if a following sentence added at the end: "Enemy creatures count as unwilling
character buys a skill at three times the cost, he rolls the mastery die three targets, and have an AC of 10 with no dexterity bonus."
times and his honor die three times and adds the total to the relevant ability
(See Appendix F: Skills, Talents and Proficiencies List). Note that you add p. 138 - Follow through damage can normally only be used once per round, as it
the relevant ability only once. There is no limit to the number of mastery die is only applied when an opponent is brought to zero hit points. The original
and honor die rolls that can be purchased, but the skill level cannot exceed attack roll must be sufficient to hit the new target. Remaining attacks can be
125%. used to finish off the original target, but no additional follow through is
possible, unless one of the following is true:
p. 101 - Under Improving Skills, the current paragraph should be replaced by the
following paragraph: a) The downed monster is healed above zero hit points.
Skills currently possessed can also be improved through formal and informal b) The attacking PC is a samurai and is applying follow through from a
instruction (just like gaining new skills as described in Chapter 11). One second target he has knocked to zero hit points.
special way to increase the amount that a skill is improved during training is p. 140 - Dark Knights can turn Paladins as a cleric 5 experience levels lower. A
to use it in an appropriate circumstance for dramatic or important effect. good cleric can turn Dark Knights at an effective experience level 3 levels
Anytime you roll under your Chance to Improve Skill value without lower than their own level. A Paladin can turn a Dark Knight as a cleric 5
modifiers (see Table 1E: Wisdom) when making a skill mastery check, your experience levels lower than his own.
character may have learned something new (you'll need to ask your GM). p. 161 - Whitmore's Delicious Deception should be Wrygal's Delicious
For example, let's say your party commandeers a sailing vessel and you Deception.
decide to sail it back to port. A storm suddenly rises up, threatening to
capsize the ship. You announce you have the seamanship skill, and the GM p. 166 - Stitch can be used to repair damage to armor or equipment caused by a
has you make a penalized skill check to see if you can successfully re-rig the fumble, but cannot restore armor hit points.
sails and bring the ship out of danger. As the group holds its breath, you roll p. 179 - Faerie Phantoms creates 1d6 phantoms per level of the caster.
the dice and they come up 03. You check your Wisdom score (13) and see p. 182 - Mend can be used to repair damage to armor or equipment caused by a
that your Chance to Improve Skill value is 05%. Voila, not only have you fumble, but cannot restore armor hit points.
saved your entire party, but your character has learned something significant
which will increase his ability to gain from his later coursework. The next p. 184 - The Push spell should have a range of 10 ft. + 1 ft./level, not 1 ft. + 1
time your character takes the appropriate skill course during training, he can ft./level.
add a +1 bonus to his mastery die roll. This bonus can be applied any
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HackMaster Errata April 21, 2006
p. 186 - In the description for Wrygal's Delicious Deception, the phrase "When p. 320 - If the target of a Mortal Combat is killed, the character may make
Whitmore's Delicious Deception" should be "When Wrygal's Delicious another skill check to select another target, even if the rounds declared for
Deception". the initial target have not yet elapsed. The skill can be used with either melee
p. 191 - The spell Heat Seeking Fist of Thunder should have the following text: or ranged weapons.
This spell creates a disembodied hand that rushes toward an open flame and p. 321 - The Poetry, Writing and Comprehension/Interpretation skill does not
explodes with magical energy when it hits. The spell requires an open flame give the PC the ability to read or write, nor does it require Reading/Writing.
at least as large as a torch. When the spell is successfully cast, all those GMs should apply modifiers in situations where the actual reading of a
within 20 feet of the target flame take 1d4 damage per level of the caster, or poem is helpful in the interpretation if the PC cannot read it himself.
half that with a successful saving throw. The damage done is sonic in nature p. 327 - Looting, Basic: The Looting, Basic skill can effect 1,000 sq. feet in the
and sounds like and extremely loud thunderclap. The target flame, if it is 2d6 minutes time frame. This includes walls and any items that the looter
inanimate, is extinguished when the spell is cast. can access in that space. Looting will only recover valuable items if they are
p. 193 - In the example, a Magic Missile of Skewering would do 3d4+3 hp there. Using the looting, basic skill does not increase the chance of breaking
damage to the second target, not 3d3+3. or harming an item, but previously established conditions do apply. A
looting character is still subject to any monsters, traps or other barriers that
p. 203 - The Paralyzation spell should have a range of 10ft./level and the Area of would prevent him from taking an item. Using the looting, basic skill is
Effect should be 20ft. x 20ft. appropriate for any character class to use.
p. 216 - Unless specifically stated otherwise in the monster description, all p. 329 – The skill Seamanship Suite is not a skill suite, but a normal skill. It
special effects that are delivered by an attack are only delivered if the attack should be called Seamanship.
does damage. If a venomous snake bites you but does not do damage, you
are not subject to the poison. If a Wraith hits you but Stoneskin prevents the p. 330 - The following skill should be added after Shield Repair (Wood):
damage, it also prevents the level drain. The same applies to paralysis, death Skinning
attacks, etc., unless specifically stated otherwise in the ability description. [(Strength+Wisdom)/2 / Sophisticated / 1 B.P.]
p. 222 - Feeblemind reduces one's Intelligence to 2. A character with this skill knows the proper procedure for obtaining the hide
p. 251 - For Prismatic Sphere, the Area of Effect should be 20ft. diameter sphere, from a dead animal or beast. He knows what skills to use, how to treat and
not 2ft. Diameter. store the hide, and which part of the hides are the most valuable or usable.
p. 255 - The reverse of Light is the same as the second level magic-user spell He can also estimate the amount of hide needed for various items such as
Darkness, 15' Radius, except that it has the stat block of the Light spell. boots, gloves, cloaks, etc. The character must have a sharp knife and an
animal to skin in order to get the hide. Treating the hide takes more tools.
p. 257 - The Diminished Rite spell can be used any length of time after the
death, as long as the body has not decayed significantly. Prerequisite: None
p. 257 - Diminished Rite will not work on creatures not affected by a Raise Dead Mastery Die: 1d8
spell. Course Cost: 650 gp.
p. 259 - The Rigor-Mortis spell affects all creatures except those that do not have Course Difficulty: 5%
physical bodies or muscles. p. 331 - In the description for the skills swimming and swimming dog paddle,
p. 275 - The Animal Friendship spell affects only animals of neutral alignment, the reference for the swimming rules should be the GMG, not chapter 14 or
not those with no alignment (as all animals are aligned). 16.
p. 287 - The text for the spell Insect Plague should be as follows: p. 336 - Construction Tools has a BP cost of 1.
Except as noted above, Insect Plague is the same as the fifth level cleric spell p. 337 - An ambidextrous character can use two weapons of different size
Insect Plague (q.v.). categories without penalty.
p. 307 - The paragraph under Course Difficulty should have the last three p. 337 - Acrobatic Skill Suite should simply be the Acrobatic talent. A PC with
sentences replaced by the following text: this talent gets +5% to the Tightrope Walking and Tumbling skills if he
When a course is completed the player makes a check against their Learning takes those skills. Monks with this talent get a +1 to their AC in melee
Ability, as determined by their Intelligence, for that skill. The course combat, just like other classes.
difficulty lists a modifier, which is added to the die roll. If the player rolls p. 338 - The Detect Secret Doors talent is available to Humans, not Elves.
equal to or less than his learning ability he successfully masters the course p. 338 - The following Talent should follow Faerie Kind Martial Arts:
and earns a roll of the Mastery Die.
Flutter: (2)
p. 308 - The footnotes labeled *,**,*** under the Arcane Skills table refer to
skills that no longer exist. They should be ignored. [Pixie fairies]
p. 308 - The arcane skills should have the following Skill Difficulties: Flutter allows a pixie fairy to use the move silently skill while flying, and
without penalty. Clarification: This Talent does require the character to have
Arcane Lore +20% the move silently skill, and does not automatically allow any pixie fairy to fly
Divine Lore +20% silently.
Spellcraft +25% p. 339 - The Hide talent grants the ability to hide as a barbarian of the same
p. 309 - The skill Musical Instrument should be removed from the table Tasks: level's hide in natural surroundings ability.
Artisan and Performing Arts. p. 339 - The following Talent should follow Mace Bonus:
p. 310-311 - The skills Pinch and Trap Sweep (Full Sweep) should have a BP Magic Bonus: (5)
cost of 1. [Pixie fairies]
p. 310 - Liar, Skilled should have a Relevant Ability of (INT+CHA)/2. A character with this talent receives a plus one to all saving throws against
p. 312 - The talent Experience Point Bonus should be restricted to Humans and spells or other magical effects.
Gnomelings, not Humans and Pixie Fairies. p. 339 - Use of the Magic Identification talent will only give a general
p. 312 - The Dense Skin talent should have a BP cost of 10. description of the item, but will not provide specifics such as the actual
p. 317 - A target of Dragon Speak will likely be upset if the character using the bonus of an item or a command word. An NPC would charge at least 100 gp
skill fails his skill check. per level for this service.
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
currently wielded weapon to use.
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HackMaster Errata April 21, 2006
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. 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.
Coupons - general: Character creation counts as one session. Only one player
coupon (and/or one GM coupon) can be played during character creation.
Coupon - Polyglot: If used with the Take After talent (GMG p. 72), this coupon
eliminates the 30 BP cost. However, it must still be used during character
creation, and the PC must be created using the gene pool method (GMG p.
17). In addition, note that this coupon does not allow the PC to subvert
genetics by having his parents be a completely different race (PC cannot be a
full-blooded gnome with two elven parents, for example). Finally, Polyglot
allows a PC to take a class-restricted talent, but this does not change the way
that talent performs. For example, a dual class human cleric/magic-user
could take the Spell Razor talent (SSG p. 55), but it would only affect his
magic-user spells, not his clerical spells.
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HackMaster Errata April 21, 2006
Old School Mentor: Tattoos take up 2 pounds of body mass per level and
Spellslinger's Guide to Wurld Domination double the effects of Table 4G.
p. 7 - Specialists must have ability scores of 16 or higher in INT (their prime Wasteful Mentor: The character needs twice as much tattoo ink per tattoo,
requisite) to receive a 10% EP bonus. and the ink costs twice as much.
p. 19 - Only specialists, double specialists, and sole practitioners may abandon p. 51 - Bonus spells received from the Quality of Education Final Results table
schools. Holistic practitioners or unorthodox practitioners may not. 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
pyrotechnician spells" instead of "third level anti-mage spells." table should read "Free weapon proficiency". Multi-class characters can use
p. 24 - For the Metamorpher sole practitioner, a fleeting effect is any spell with a any 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. 26 - Detective spells are not Power Words. They should have Clairaudience tattoo. Recipients of spell tattoos must be living (non-undead) creatures,
and Clairvoyance as third level spells. Detect Illusion is a first level spell and both at the time of tattooing and the time of casting.
Detect Charm is a second level spell. p. 54 - Arcane swindler can be used in combination with voiceless casting and/or
p. 27 - Seers should have Clairaudience and Clairvoyance as third level spells. still casting.
Find Traps is a second level spell and Find Treasure is a fourth level spell. p. 54 - The talent High Spell-Jacker does not allow one to spell-jack at an earlier
p. 32 - The following additional spells are available for Elementalists: level than they would without the talent. It merely increases the effectiveness
of the spell-jacking.
For Air Elementalists:
Control Winds, Cleric Level 6 p. 55 - Spell Razor only applies to spells, not spell-like effects such as wands.
Weather Prediction, Cleric Level 3 p. 55 - Voiceless casting can be used in combination with arcane swindler and/or
Whirlwind, Cleric Level 6 still casting.
Wind Column, Cleric Level 1 p. 55 - Still casting can be used in combination with arcane swindler and/or
Zone of Sweet Air, Druid Level 4 voiceless casting.
For Water Elementalists: p. 64 - If a GM allows it, a magic-user can be a member of a magical
Extinguish, Cleric Level 3 organization at character creation.
Protection from Water, Druid Level 4
p. 70 - Being admitted to the Oracles of Pathorgia will remove any forms of
For Fire Elementalists: insanity of a magic-user.
Ignite, Cleric Level 3
Log of Everburning, Cleric Level 1 p. 83 - Only spells from captured spell books or scrolls are destroyed when
Eternal Flame, Druid Level 3 copied or learned.
For Earth Elementalists: p. 89 - The spell A Day in the Life allows one to do everything that a member of
Strength of Stone, Cleric Level 1 the new race would be allowed to do, but any skills, talents, levels and
Sink Into Earth, Druid Level 5 experience only translate to the old character if the old race would allow
Soften Stone, Druid Level 2 such developments. For example, an elf character could cast the spell and
Warp Stone or Metal, Druid Level 4 turn themselves into a human. If they continued casting the spell, they could
exceed the normal level limitations for being an elf, but upon returning to elf
For All Elementalists: form, they would lose all levels that exceeded their allowed limit. (They
Conjure Demi-Elemental, Druid Level 2 (for applicable element only) could still keep all experience earned).
Protection from Elementals, Druid Level 4 (for applicable element only)
p. 91 - Blood Mark should have a range of Touch, requiring a to-hit roll.
p. 33 - Despite their different methods of spellcasting, spells cast by unorthodox
practitioners are subject to the same rules concerning anti-magic zones. p. 92 - Blood Thirst should have a range of Touch, requiring a to-hit roll.
p. 33 - Gnome Titans can be blood mages. p. 94 - The spell Cytogenesis creates a creature of the same age and sex as the
creature whose part was used to fuel the spell. The creature has no
p. 33 - Blood mages can use Woeful casting for spells cast from scrolls. knowledge or memories.
p. 34 – On Table 4C a roll of 22 should read "All fruits, vegetables, and other p. 95 – Casting Deirdra's Reckless Dweomer automatically results in a wild
plants within 5d12 feet of blood mage are destroyed. Plant monsters receive surge. In addition, when rolling on the level variation table, it is possible to
a saving throw." get a second wild surge.
p. 34 - A blood mage can use Enchant an Item to create a magical item, as it is p. 105 – Icy Sphere has been changed. The correct version, a 3rd level spell, is in
an Invocation spell as well as an Enchantment spell. HackJournal 16. It's first-level replacement, Icy Blast, is also described
p. 34 - A blood mage can use a magical item that has functions that he is unable there.
to use, but cannot use those specific functions. For example, if a +3 dagger p. 120 - The spell Snap Drake should have a damage value of 1d6/level, not
had a Charm Person ability, he could use the dagger as a weapon but could 3d6/level. Each casting of the spell grants only one attack.
not use the charm ability.
p. 34 - The painted mage is only available to humans, grunge elves and pixie
fairies. Spellslinger's Guide Clarifications
p. 35 - Spells such as Haarpang's Memory Kick that allow for increased spell Bonus Spells - The bonus spell that the double specialist and sole practitioners
memorization or retention do not affect painted mages. receive is a bonus spell and not a bonus spell slot. They cannot memorize
two first level spells in the space of their first level memorization, as they
p. 39-40 - The following Quirks and Flaws affect Painted Mages in the following
can with their other first level spell slots. Only one first level or second level
ways:
spell is allowed for the first level bonus spell.
Clumsy Fingers: Adds 1d4 to the casting time of all spells.
Memory Increases: Spells and magic items that increase spell memorization, like
Large Handwriting: Tattoos use up 2 pounds of body mass per spell level.
the Ring of Wizardry or Haarpang's Memory Kick, work for the double
Sloppy Penmanship: Minor: 3% chance of mishap, Major: 6% chance of
specialist and sole practitioner as they do for normal wizards. If a Ring of
mishap.
Wizardry increases a double specialist's 2nd level spells, he can only
Security Blanket: -10% chance when learning a new tattoo, and the painted
memorize actual 2nd level spells with the ring, even though he can normally
mage must use his last slot each day to cast his security blanket spell or cast
cast 3rd level spells with 2nd level memorizations.
nothing with that slot.
Chintzy Mentor: Starts with Read Magic, Write, and two random spells, plus
25% of the normal cantrips to a maximum of nine.
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10
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Additional table not included in SSG 1st print - Level Limits per race for new classes
12
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Additional table revised from SSG 1st print - Quality of Education Final Results
13
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14
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15
HackMaster Errata April 21, 2006
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HackMaster Errata April 21, 2006
p. 9 - Magic items not suited to Giff have a 20% chance to malfunction. (text
HackJammer changed to match table)
Chapter 1: Player Characters in HackSpace p. 9 - Lizard Men can be clerics, chosen ones, shamen, zealots, fighters, bounty
Racial Modifiers to Handedness (Table 4D in the PHB) hunters, pirates, magic-users, thieves, assassins, brigands, and pirates
Apes of Gronnanar (all): All apes are ambidextrous (rogues). They may not multiclass.
Dracon: No modifier p. 9 - Lizard Men do not get an honor bonus for entering combat without armor.
Giff: No modifier
Lizardman: No modifier p. 10 - Orcs can be clerics, chosen ones, shamen, zealots, fighters, barbarians,
Orc: No modifier berzerkers, bounty hunters, gladiators, knights errant, pirates, soldiers,
magic-users, thieves, assassins, brigands, and infiltrators. They may be
Racial Modifiers to Social Standing (Table 4F in PHB) multiclass cleric/magic-users.
Apes of Gronnanar p. 15 - Other actions that require additional Slow Breathing skill checks include
Orutang: +5 spell memorization, praying for spells, casting spells, and HackJamming.
Pantrog: No modifier p. 15 - When rolling flaws and quirks, use the following tables.
Pithengi: -25
PHB Table 6A [HackJammer] Flaws and Quirks d100
Rillan: +15
Dracon: No modifier 01-10 Table 6B PHB
Giff: -5 11-20 Table 6C PHB
Lizardman: -50 21-30 Table 6D PHB
Orc: -60 31-34 Table 6E PHB
35-50 Classbook Flaws
Racial Modifiers to Circumstances of Birth (Tables 4G & 4H) MU: Table 6J SSG
Apes of Gronnanar Cleric: Table 6O ZG
Orutang: -5 to dice rolls on both tables Fighter: Table 6M CG
Pantrog: No modifiers to dice rolls Thief: Table 6Q GG
Pithengi: +5 to dice rolls on Birth Table, +15 on Illegitimate 51-57 Table 6F
Birth Table 58-63 Table 6G PHB
Rillan: -10 to dice rolls on both tables 64-70 Table 6H PHB
Dracon: -20 to dice rolls on both tables 71-76 Table 6I PHB
Giff: -10 to dice rolls on both tables 77-82 Classbook Quirks, Part 1:
Lizardman: +5 to dice rolls on Birth Table, +55 to Illegitimate Birth MU: Table 6K SSG
Table Cleric: Table 6P ZG
Orc: +15 to dice rolls on Birth Table, +80 to Illegitimate Birth Table Fighter: Table 6N CG
Thief: Table 6R GG
83-88 Classbook Quirks, Part 2:
p. 6 - Language, Modern, Grommish has a +25% learning difficulty and a d4 MU: Table 6L SSG
mastery die for non-Gronnanarians. All other classes: See Classbook Quirks Part 1
p. 6 - Orutan can be clerics, chosen ones, zealots, fighters, gladiators, thieves, 89-00 Table IJ: HackJammer Quirks
and acrobats. They may not multiclass.
p. 6-7 - Orutan, Pantrog, and Pithengi Racial Bonuses: They gain the bonus on Table IJ: HackJammer Quirks
Strength checks, not any Strength-related checks. Physical, Minor
p. 7 - Pantrog can be clerics, chosen ones, zealots, fighters, berzerkers, bounty 01-10 Air Sickness 5
hunters, gladiators, knights errant, pirates, soldiers, thieves, and acrobats. 11-20 Light Sickness 5
They may not multiclass. 21-30 Space Sickness 5
p. 7 - Pithengi can be clerics, chosen ones, druids, shamen, zealots, fighters, Mental, Minor
bounty hunters, gladiators, rangers, soldiers, magic-users, and thieves. They 31-40 Elven Sense of Time 7
may not multiclass. 41-46 Jammerphobia 10
47-52 Planetphobia 10
p. 8 - Pithengi-sized equipment costs 2x normal prices. If the normal version of
53-58 Phlophobia 8
the item can be used by a Pithengi there is no additional cost.
Mental, Major
p. 8 - Rillan can be clerics, chosen ones, zealots, fighters, gladiators, knights 59-63 Loves the Smell... 10
errant, magic-users, thieves, acrobats, and assassins. They may not 64-68 Cannibalistic Urges 11
multiclass. 69-73 Red Shirt 10
p. 8 - Dracon can be clerics, chosen ones, shamen, zealots, fighters, soldiers, and Personality, Minor
minstrels. They may not multiclass. 74-80 Jammer Addiction 8
p. 9 - Giff Racial Bonuses: Giff may become proficient with any weapon, 81-90 Roll twice on this table
regardless of class. Giff must be proficient in a weapon to use any weapon- 91-00 Roll once on this table and once on PHB Table 6A
specific skills or talents. [HackJammer] Flaws and Quirks
p. 9 - Giff may be clerics, chosen ones, zealots, fighters, bounty hunters, pirates,
soldiers, battle mages, and assassins. They may not multiclass. Giff battle Clarification: Cherry-picking HackJammer quirks and flaws is just like
mages must have the following talent: cherry-picking other quirks and flaws: 4 BP for a major, 2 BP for a minor.
Pygmy (0 BP) [Giff] To get the full BP value, the quirks/flaws must be acquired via random rolls.
Only 'pygmy' giff are able to become battle mages. They are slightly smaller p. 15 - If a PC with Cannibalistic Urges fails his save vs. HackLust, he will act
than most giff, and have a greenish tint to their skin. When creating a pygmy under the effects of HackLust until he is able to satisfy his urge by eating
giff subtract the height and weight modifiers from the base score on Table sentient humanoid flesh.
1D, instead of adding them. Such characters do not suffer the penalties for p. 16 - Loves the Smell of Smoke in the Morning is a major Mental quirk worth
using magic items that other giff do, but they lose the racial magic 10 BP.
resistance. Pygmy giff also do not double their starting Hit Dice at 1st level.
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p. 11
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Chapter 3: The Dry Dock p. 32 - Sword Dance does not require a ballroom dancing check; the Sword
p. 41 - Smoke Powder is inert in the atmosphere and on the surface of Aldrazar. Dance skill check is sufficient. A roll under the mastery level is required to
get the AC bonus.
Appendix A: New Monsters
p. 33 - For Three-Movement Defense, making a skill check and holding attacks
p. 93 - The Special Attack for an Electrum Clockwork Horror is a Steam caster. for the round gives an AC bonus equal to the to-hit bonus from STR. No
Platinum Clockwork Horrors have 6 hit dice. Adamantite Clockwork other to-hit bonuses apply.
Horrors have 7 hit dice.
p. 33 - Three-Quarters Stance requires Advanced Two-Handed Fighting, not two-
Appendix B: New Spells and Magic Items handed fighting style at 50%.
p. 116 - Barbarians get the full EP value for destroying HackJammer Helms. p. 45-49 - Wherever it says "(receives two rolls of the mastery die in addition to
Barbarians can use Furnace Helms, as they are designed to destroy magic that normally gained when purchased)" replace with "(receives two rolls of
items. Barbarians cannot travel on HackJammer ships if they cannot freely the mastery die)".
associate with the class powering the ship.
p. 46 - The BP cost for Dwarven Axelord is 19 BP.
p. 121 - Unseen Repair Crew is a Conjuration/Summoning spell.
p. 46 - Dwarven Axelord does not allow non-single-class fighters to gain
p. 122 - Contact Home Gawd is a first-level spell. Contacts initiated by lower- specialization or mastery.
level PCs will be with divine representatives rather than the gawds
p. 46 - The BP cost of Gnome Tumbler is 17 BP.
themselves. Certain acts that require divine contact, such as Divination or
divine intervention requests, will not work if the home gawd cannot be p. 46 - The BP cost of Halfling Slinger is 19 BP. It gives the Blacksmithing skill,
contacted. not the Metalworking skill.
p. 46 - Halfling Slinger does not allow non-single-class fighters to gain
specialization or mastery.
By The Sword p. 47 - The BP cost of Iron Fist is 45 BP.
p. 19 - Finely balanced weapons give no benefit in HackMaster. p. 47 - Even with Iron Fist used against them, magic weapons still get two saves
vs. crushing blow before being broken.
p. 20 - Reinforced blades get +1 to saving throws vs. physical effects.
p. 48 - The BP cost of Melee Weapon Master is 62 BP. PCs with Melee Weapon
p. 20 - Weapons with Secret Compartments get -1 to saving throws vs. Master are not eligible for sanctioned tournament play.
normal/crushing blows. If save is failed, contents must make appropriate
saves as well. p. 48 - Only single-class fighters can become Melee Weapon Masters. The
Special Boon is only the normal effects of weapon mastery. Melee Weapon
p. 20 - Spiked pommels don't affect crit severity. The price modifier should be Masters can get High Mastery and Grand Mastery two levels earlier. Clever
+1/2. dealers don't find it easy to swindle them, as they really know their weapon
p. 21 - The AC from a Hardened Corset does not stack with other armor. PCs of choice.
wearing a Hardened Corset get a -2 to their DEX due to the constraints on p. 48 - The BP cost of Ultimate Archer is 30 BP. PCs with Ultimate Archer are
movement. not eligible for sanctioned tournament play.
p. 23 - Create Obstacle creates an object no larger than 1'/level x 1'/level x p. 48 - Only single-class fighters can be Ultimate Archers. The Special Boon is
1'/level in volume. Create Greater Obstacle allows this volume to be divided only the normal effects of weapon mastery, plus the ability to move and fire
between one obstacle/two levels of the caster, but each object must as an elf. Ultimate Archers can get High Mastery and Grand Mastery two
individually fit inside of a cube measuring 1'/level x 1'/level x 1'/level. For levels earlier. Clever dealers don't find it easy to swindle them, as they really
example, a 6th level caster could create 3 objects with a total volume of 216 know their weapon of choice.
cubic feet, each of which must individually fit inside of a cube measuring 6'
x 6' x 6'; no creating a 216' x 1' x 1' column. The duration for both spells is 1 p. 49 - The BP cost of Voyageur is 24 BP.
turn + 1 round/level.
p. 25 - Basic Fighting Styles are proficiencies; they do not have skill
percentages. Double Weapon is the only one here that is relevant to
HackMaster. Replace Single Weapon with Advanced Single Weapon
Fighting, Two-Handed with Advanced Two-Handed Fighting, and Weapon
and Shield with Advanced Weapon and Shield Fighting, all of which are in
the Combatant's Guide.
p. 26 - All Advanced Fighting Styles have d4 for their mastery dice. All of the
listed course costs should be multiplied by 10. In any description replace the
text "one-handed sword on Table 2-1: Common Dueling Weapons" with
"any one-handed weapon with a speed factor under 2."
p. 27 - Bad Hand Deception does not require a Wisdom check, the skill check
required for all advanced fighting styles is sufficient. The penalty for
multiple uses is -20% cumulative; the penalty for using it on a target who
has seen the PC is -10% cumulative.
p. 28 - Diviner's Trick does not require a Wisdom check, the skill check required
for all advanced fighting styles is sufficient.
p. 29 - Hovaran's Pretense does not allow for parrying during the round in which
attacks and movement are given up.
p. 30 - Moving Bastion does not require a skill check.
p. 31 - Ropefight does not increase the to-hit and damage bonuses derived from
Advanced Single Weapon Fighting, as Advanced Single Weapon Fighting
does not give to-hit and damage bonuses. Ropefight gives a +2 to-hit and +1
to AC when used successfully.
p. 32 - Shield Blade allows the attacker to lose his damage bonus from STR in
exchange for applying his to-hit bonus from STR to his AC.
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HackMaster Errata April 21, 2006
Bastard Swords: Small humanoids use the two-handed damage when wielding a
General HackMaster Clarifications bastard sword, even though they cannot wield it one-handed.
Ability score loss: The loss (or gain) of an ability score that moves that score BBI Table: On table 14H of the GMG, a roll of 12 or higher indicates that the
below (or above) the class minimum (or maximum) for that score does not character has learned a new skill or skills. This must be used on skills the
cause that character to lose that character class. character does not already know. The Bonus Skill Mastery points are used
Ambidexterity and Fighting with Two Weapons: If an ambidextrous character for improving skills the character already has.
fights with two weapons, one of their weapons must be smaller in size and Birth Tables: The necessary changes to the birth tables are in the errata section
weight than the other, with the exception being daggers and hand axes. Both for PHB p. 78.
weapons must also be usable by that character in one hand, so a pixie fairy
may not use two daggers (two-handed weapons for a pixie fairy). Boats: No skills are needed to operate a raft, canoe, or rowboat.
Armor and Shield HP Clarification: When you miss on an attack roll by an Breeding: Humans and halflings cannot breed.
amount equal to or less than the AC bonus of the shield, you do damage to Building Points and Rerolls: BPs may only be spent for rerolls for rolls being
the shield. In this case, roll for damage as you would normally, applying all made in Chapters 4 and 6 in the PHB, the Quirk/Flaw tables in the
the damage to the shield's hit points. If there is damage that exceeds the hit classbooks, or on the Priors and Particulars tables in the classbooks. BPs
point total of the shield, due to penetration damage or whatever, that damage gained in one step can only be used for rerolls in later steps. For example,
is applied to the person. Their armor, if worn, absorbs one point of damage BPs gained from quirks and flaws cannot be used to reroll quirks and flaws
and the rest goes to them. Similarly, if you hit someone wearing armor and results. BPs can only be used to reroll the most recent result before any
do penetration, the armor only absorbs hits for non-penetration dice. If I do additional rolls or decisions have been made.
2d4 damage to chain mail and I roll a 4, a 3, and a 3 for penetration, the Building Points for Multi-Classed Characters: A multi-classed character gets the
armor absorbs 2 points (from the two normal dice), and the target takes 7 higher of the two building point totals for his classes, not both.
damage.
Buying Initial Skills: When you purchase a skill during the character generation
Here is how shields work: process, you pay the building point cost and record the skill on your
Character - Hide Armor (AC 6) and Medium Shield (+3 AC) has an AC of 3. character sheet. You then reference Appendix F: Skills, Talents and
If being attacked by a first level fighter (who needs a 15 to hit), the Proficiencies to find the relevant ability and mastery die. In some cases, the
following are the results: relevant ability is the average of two or more abilities. You roll the mastery
20 - Critical Hit die, add a roll of your honor die and add the result to the relevant ability.
19 - Hit - Armor takes 1 point of damage per die, the rest goes to the This is your skill mastery. If you choose, you can spend the building point
character cost of the skill again. Each additional time you pay the cost of the skill, you
18 - same as 19 get to roll the mastery die and your honor die and add the result to your skill
17 - same as 19 mastery. When you buy a skill during the character creation process, you do
16 - same as 19 add your Honor die. For example, Garrison the fighter wants to purchase the
15 - Shield takes 1 point of damage, armor takes 1 point of damage, and task skill Armor Repair: Basic. Armor Repair: Basic has a building point
the rest goes to the character cost of three (3), a relevant ability of (DEX+INT)/2, and a mastery die of
14 - Shield takes damage (rolled by weapon) from the hit. If the shield is 1d10. Initially, Garrison's player pays three points for the skill and records it
destroyed, any excess is applied to the character, with armor taking on his character sheet. The he calculates the relevant ability. His Dexterity is
1 point from the excess. Magical shields take 1 point of damage 15, but his intelligence is only 4, so the relevant ability is 9 [(15+4)/2
regardless of the amount of damage absorbed. rounded down = 9]. He then rolls 1d10 and gets a 7. Garrison has average
13 - same as 14 honor, so he rolls a d3, and gets a 1. Garrison's base skill percentage for
12 - same as 14 Armor Repair: Basic is 17% (9+7+1). His player marks this on the character
11 and below - complete miss. sheet next to the skill. After purchasing the rest of the skills he wanted,
Garrison's player has six (6) building points left over. He decides to improve
Armor and Shield HP Called Shots: Called shots can be made to armor and his Armor Repair: Basic skill. He spends the six (6) building points to get
shields at +2 to hit, with all of the damage going directly to the armor or two more rolls of the mastery die, one for each cost of the skill spent. He
shield. rolls a 4 and a 9 on his mastery die, and a 2 and a 4 (3+2-1 for penetration).
Armor HP Regression: Magic Armor has more hit points than normal armor. For His final skill mastery is 35% (16+4+9+2+4).
each plus the armor has, the armor has an additional level of AC with the Called Shots and Firing into Melee: Making a called shot on an opponent in
maximum number of hit points. Thus, a suit of chain mail +2 would have a melee does not eliminate the possibility of hitting the other people in melee.
hit point regression of 8/8/8/6/4/2/1, with two additional levels of 8 for the If you do make a called shot with a missile weapon on a target in melee with
two "pluses" of the armor. As the armor takes damage, it loses its magical other figures, first determine the target. Once the target is determined, roll
bonus first. Thus, the same suit of chain mail +2, after sustaining 10 points to-hit, applying the called shot penalty if you are hitting the original target.
of damage to it, would only be chain mail +1. Magical Armor cannot be Otherwise treat the attack as a normal to-hit roll.
repaired beyond the levels of mundane armor. So the magical chain mail +2,
were it to sustain 18 points of damage, could only have 2 points repaired, Cantrips: Non-magic-user classes with magical spell abilities, such as bards, can
and would no longer be considered magical armor. The same rules apply to learn cantrips the same way as standard magic-users.
magical shields. Magical Armor can only be damaged by crits, penetrating Class Books and Multi-classing: If the class books are being used, a multi-
attacks, spells, spell-like effects, magical items, and special attacks classed character should go through the School Days sections of each of the
including breath weapons, acid, rust monsters, etc. For normal attacks the applicable class books.
enchantment of the armor absorbs one point of damage from the attack Class skill-like abilities: Any class-granted skill-like ability does not count as the
without taking any damage itself. Magical armor can be repaired to the full prerequisite for other skills.
level of the current enchantment, but lost pluses cannot be restored. For Class Skills: Class skills (i.e., special abilities of classes) do not have
example, if chain mail +2 took 10 points of damage to drop to chain mail percentages.
+1, only 2 points could be repaired, since a third point would restore the +2 Combat Procedures: Combat procedures take a full round unless otherwise stated
enchantment. in the skill description. Those that require an attack roll take the time of one
Armorer Skill: The Armorer skill grants the ability to repair armor as the Armor attack.
Repair: Basic skill. However, unlike the Armor Repair: Basic skill, the Compounding Talents: Any talent with the word "bonus" in it can be
armorer may attempt to repair a piece of armor again after failing his skill compounded, or stacked, i.e. the effects are cumulative. All others do not
check the first time. stack. There is no limit to the number of times one can take a talent with the
Barbarians and Magical Armor: If the enchantment of magical armor reduces the word "bonus."
bulk from "fairly" to "non-", the barbarian receives the double dexterity Constitution: PCs with a high Constitution still need a Cure Critical Wounds or a
bonus to his AC. Cure-All to remove the permanent effects of a critical hit. Similarly, a high
Constitution will not re-grow lost limbs.
21
HackMaster Errata April 21, 2006
Constitution Hit Point Bonus: Your Constitution bonus to hit points applies to Free Skills: Anytime a free skill is received, because of a class or other reason,
every hit die you roll. Thus, a first level ranger would get their hit point any prerequisites for that skill are also received free. These prerequisite skills
bonus (or penalty) twice. are gained at a mastery level of 50%. Unless otherwise indicated, free skills
Darkmen: Darkmen are treated as half-elves for anything not specifically covered gained during Priors and Particulars cannot be used to take skills that require
in the description in Annihilate the Giants. prerequisites. Free skills gained through a good BBI roll cannot be used to
Deadeye: The called shot penalty reduction is a flat -2 reduction and is in take skills with a prerequisite(s) unless the character already has the
addition to any other to-hit bonuses/penalties. The talent can only reduce prerequisite(s) at 50% or higher.
penalties to 0, not to provide an attack bonus. Gauntlets of Wuss Slapping: These gauntlets add both the strength bonus to
Discounted Skills: A BP discount received through a class or package cannot damage and the actual strength score to damage. Thus, a character with an
reduce the BP cost to zero BP. Multi-class characters receive the BP bonuses 18 Strength would get +24 to damage (18 + 6).
and penalties of all of their classes; for example, a fighter/magic-user does Gnomes & Gnome Kin: Unless specifically stated otherwise, the title gnome does
suffer a penalty to learn combat skills. When multiple discounts are include gnome titans, but does not include gnomelings.
available, the discounts stack; for example, a gnome titan illusionist would Great Honor: Great Honor grants a +1 to EVERY die rolled, including
pay 1/4 the BP cost for military Academic skills, since he receives 1/2 off of penetration dice. The only time it does not add to actual dice is when rolling
military skills for being a gnome titan and 1/2 off Academic skills for being percentile dice (2 ten-siders) to get a number between 1 and 100. In this
an illusionist. Fractional BPs are tracked until the end of character creation, case, it only adds once.
at which point unused fractional BPs are lost. Henchmen: A monster can be a henchman, but not a sidekick or protégé.
Dual-Classed Characters: Dual-classed characters do not gain any building
Hit Point Bonus Talent: This talent gives you 1 extra hit point anytime you roll a
points when they take on a new class, but they get ability score adjustments
hit die, in any situation and for any reason. This includes the cavalier sub-
as they advance in levels.
levels and multiple hit dice instances.
Dual-Classing Among Subclasses: It is possible to dual-class among the
subclasses of a single class group. Thus Ranger/Monk is an acceptable dual- Hit Points: Hit points can be lost when leveling due to penalties from low
class combination. constitution or bad honor.
Dual-Classed Fighters: A dual-classed character whose first class is fighter and is Holy Knights/Holy Avenger: Holy Knights are considered to be paladins for the
specialized in a weapon must choose whether to attack with his fighter purposes of using a Holy Avenger. They receive all the benefits that a
bonus or any bonuses he gains for his new class. If he uses his fighter paladin would.
bonuses, he gains no EP for the encounter and 1/2 EP for the session. Once Honor: Burning 10 points of honor for an honor die burns 10 points of
his new class level has exceeded the class level of his fighter, he may stack permanent honor.
any bonuses without penalty. Fighters who dual-class to another class can Honor: When Honor is lost or gained, all integer adjustments are adjustments to
keep their specialization, although they suffer experience penalties if they temporal Honor, and all percentage adjustments are to real Honor unless
use the specialization before exceeding their previous class level with their otherwise indicated.
new class. PCs who dual class to the Fighter class cannot specialize.
Ending spells early - Spells that are not of a duration Instant or Permanent can be Honor for Multiclass and Dual-Class Characters: For a multiclass or dual-class
dismissed by the caster at any time after casting prior to the expiration of the character, his effective level for determining the Great Honor window and
spell. This action takes one round. Spells requiring concentration obviously the Dishonorable window is his highest level plus half of each additional
require no time to dismiss. level, rounded up. A 6/5/5 Thief/Fighter/Mage would use the 11th level
values to see if he were in Great Honor or not.
Elven Chain Mail, Magical Elven Chain Mail, and Chain Mail made of Elven
Steel: Elven Chain Mail, as listed on Table 9S in the Player's Handbook, is "Impossible" Classes: Some races have racial ability limits and/or adjustments
normal chain mail made by elves. Chain Mail made of elven steel by non- that make it seem impossible for them to qualify for certain classes that they
elves is not elven chain mail. It follows the normal rules on armor made with are allowed to qualify for. However, you can spend building points after
exceptional metals. It is possible for an elf to make chain mail out of elven having chosen your race to raise your abilities. You can use building points
steel. In this case, use the rules for armor made of unusual metals applied to to raise abilities above the racial maximums and thus qualify for the
the Elven Chain Mail stats, as listed on Table 9S. In order to make Elven "impossible" classes.
Chain Mail (not chain mail made of elven steel), you must be an elf and Initial Languages: Every character, regardless of Intelligence, can speak their
have a skill mastery level of 125% in armorer. Elven chain mail as listed in native language. This language must come from their initial languages list. It
the magic items section of the GMG is Magical Elven Chain Mail +1. has a skill percentage of 100%. Characters whose Intelligence allows them to
EP for Magic Weapons and Armor: When gaining EP for magic weapons and speak more than one language may purchase additional languages with
armor, the PC gains 10% of the EP per week for 10 weeks. The EP value of building points. These languages have a skill level determined like any other
the item is only awarded once. The PC is considered to be practicing with skill. A character may never speak more languages than allowed by their
the weapon as he travels. Intelligence. Demi-humans must choose these additional languages from the
Experience Point Cap: When a character gains enough experience points to initial languages list in their race description. Humans may choose any
qualify for the next level, his experience point awards are immediately language.
capped, i.e. he does not receive any more experience points. Thus, if a first Initiative: A PC can change the target of his attack at any time prior to the attack
level monk has 920 experience points and receives 150 more, he has 1070, roll.
and will receive no more until he trains at a school. Once he trains and Initiative: Spellcasters casting spells of 1 segment or less who have their
becomes second level, he once again gains EP, and his total will increase components ready (if required) cast their spells after characters with negative
from 1070. However, if a character declares that he will self-train upon initiative rolls.
qualifying for the next level, his EP are not capped until he reaches twice the
amount of EP he needed. Thus a first level monk with 1070 EP who declares Ladies' Man: This talent can be purchased by female characters for use on males
he will self train will not be capped until he reaches 2002 EP. At any time, a (Men's Lady). The effect of this skill is not affected by race.
character who has previously declared he will self-train may train formally at Magical Aging: All magical aging effects require a system shock roll.
a school, and does not lose any EP for doing so. A character who has enough Magical Weapons and Weapon Speed: Magical melee weapons get a -1 to
EP to self-train is not required to self-train, but does not gain any EP until he weapon speed unless the item description says otherwise. Magical missile
goes up in level. weapons get no speed modification unless the item description says
Faerie Kind Martial Arts: The Talent Faerie Kind Martial Arts confers a bonus otherwise.
to-hit and damage only when attacking with a weapon or with one's bare
Magic item cap: Henchmen, sidekicks, and protégés are bound by the same
hands, not with spells.
magic item rules as PCs.
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.
22
HackMaster Errata April 21, 2006
Max Damage Bonus: The maximum bonus to damage for any weapon is the Multiple Personality Quirk: Multiple personalities do not have their own quirks,
maximum potential damage for that weapon, before penetration. That means flaws or skills. You can role-play your character so that they do not use
that a character with +7 to damage from Strength and +2 from specialization certain skills when a certain personality is active, but there are no additional
will only have a +8 to damage with a weapon that does 1d8. The exception BPs gained.
to the rule is magic weapons. Using the previous example, if the character New Half Breed Combinations: Half-breed combinations not listed in the
were using a long sword +2, he would have a max damage bonus of +10 (+8 rulebooks should be considered incompatible. These combinations may be
due to strength and all other bonuses, +2 magical bonus). This means that released in a future supplement.
the magical bonus to damage is always used in full, and is exempt from the
NPCs With PC Classes: PC races, when encountered as NPCs, attack as
cap. Similarly, if a weapon's damage changes when used against different
monsters with the appropriate number of hit dice. If they are described as
sized creatures, so does the maximum damage bonus. Open hand damage for
having PC levels or are capable of gaining levels, they attack as a the
non-monk characters does not have a Strength damage cap like a weapon.
appropriate class of their level.
This is because only 25% of the damage is real, it is not considered lethal
force, and it does not do penetration damage. On the other hand, a monk's Packages: Packages may only be taken by single-classed characters and can only
open hand damage is capped for strength, as a weapon. Unlike a non-monk, be taken at character creation. If a character with a package decides to dual-
a monk's open hand attacks are considered lethal force, all the damage is class, the character keeps the benefits and restrictions of the package.
real, and penetration does apply. Packages may only be taken by PCs in the class group for the book in which
they appear. For example, magic-users cannot become loremasters, since
Monk's Armed Attacks: Monks receive a +1 to all to-hit rolls with a certain list loremasters are in the Griftmaster's Guide.
of weapons, and -1 on all others. This bonus/penalty applies whether the
monk is proficient with the weapon or not, and stacks with any non- Penetration Rolls: Penetration (rolling again when you roll the maximum on a
proficiency penalty. For example, a monk is wielding a club (a weapon on die) is only used for critical severity level, damage, skill mastery level,
the monk's preferred weapon list). If he is proficient in the club, his to-hit ability increases due to leveling, magical healing and the Honor die when
bonus is: used for one of the above things.
Pixie Fairies and Magic: Pixie-Fairies may cast spells while hovering.
+1 (preferred weapon) + Strength + miscellaneous bonuses
If the monk is not proficient with the club, his to-hit bonus is: Pixie Fairy Equipment: Pixie-Fairy versions of non-weapon equipment in the
-2 (non-proficiency penalty) +1 (preferred weapon) + Strength + player's handbook has 1/27 the weight and 1/27 the volume. They cost at
miscellaneous bonuses least 3 times as much, and the final value is up to the GM.
Likewise, if a monk is attacking with a long sword (not a preferred monk Protégés: Protégés receive experience straight from their mentors. Thus, the
weapon) and he is proficient, his to-hit bonus is: protégés of gnome titans can learn 50% of the mentors' experience. So, if a
-1 (not preferred weapon) + Strength + miscellaneous bonuses gnome titan earns 1000 EP for an adventure, he first cuts that in half because
If the monk is not proficient in long sword, then his to-hit bonus is: he is a gnome titan, netting him 500 EP. From that 500 EP, he can give up to
-2 (non-proficiency penalty) + -1 (not preferred weapon) + Strength + 50% (250 EP) to his protégé.
miscellaneous bonuses Protégé experience: Adventuring protégés receive a normal NPC's share of
Monk Henchmen: When a monk gains henchmen at 6th level, they must be experience (50%) in addition to any experience they receive from their
fighters (not paladins or rangers), thieves, or assassins. Multiclass mentors.
combinations that do not include paladin or ranger but do include either Quirks and Flaws: Only members of the appropriate class or multi-class can roll
fighter, thief, or assassin are fine. on the class book quirk and flaw tables. A multi-class character can choose
Monk Stunning Ability: Monks stun their opponents when their unmodified to- to take his rolls on any or all of the tables to which he is entitled. For
hit roll exceeds what is needed to hit the opponent by 5 or more. example, a fighter/magic-user/thief wanting to take three rolls could take one
Monk's Unarmed Attacks: Because the monk's unarmed attacks are considered from each class book, three from any one of the class books, three from the
lethal combat, he is not subject to the unarmed attack rules on p. 100 of the PHB, or two from one book and one from another. These must be specified
GMG. His opponents do not get a free attack, nor do they get +4 to hit and prior to making the first roll. If the player is uncertain about class selection,
damage. Monks do not apply their +1 to-hit for certain weapons to their roll on the tables in the PHB.
unarmed attacks. They can apply the Attack Bonus to their normal list of Racial Spells and Spell-like Abilities: If the race can cast a spell, then it is treated
weapons. Monks can take the attack bonus talent for their unarmed attacks. like a spell and can be disrupted. If it is an innate spell-like ability, then it
Monks and the Multiattack Talent: A monk that takes the multiattack talent cannot be disrupted.
applies it both to their armed attacks and open hand attacks. Monks do not Racial Talents: There are two types of talents available to each race, those that
gain additional attacks with weapons like the other fighter classes, and so are free, and those that need to be purchased with Building Points. The
the talent does not have an effect on weapon attacks. talents that each race receives free are listed on the racial At a Glance tables
Monks and Tough Hide Talent: A monk may take the talent Tough Hide, but it under Talents. Some of these talents are unique, and some are available to be
does not improve his special Monk AC. If for any reason he is unable to use purchased by other races. The talents which need to be purchased are also
his special monk AC, he may use his natural AC of 8. listed on the racial At a Glance tables under Restricted Talents Which May
be Purchased. These talents are described in Appendix H.
Most Damage Award: The most damage award goes to the character who
inflicted the most damage with a single spell or weapon strike in a single Ranger/Druid: Because of alignment conflicts, the Ranger/Druid is only
round. For example, a magic-user who caused 10 points of damage to 16 available for grunge elves and elvariels.
orcs would be considered to have inflicted 160 points of damage. If an Self-Training: If you self-train by acquiring twice the number of EPs required to
attack or spell results in instant death, the character gets credit for all of the advance to the next level, you immediately reduce your experience to the
remaining HP of the creature(s) affected. minimum you need for your new level. Any and all EPs in excess of this are
Mulligan: A Mulligan allows a character to reroll a single die. For example, if a lost.
player rolls three 1's on 3d4 for damage inflicted by a Heavy Crossbow, he Shields and Area Effects: If a shield is positioned to absorb damage from an area
can reroll 1d4. For purposes of mulligans, for a d100, d1,000, or d10,000 all effect spell, such as a Fireball, or a breath weapon, it absorbs the damage
dice should be rerolled, as they are considered to be a single die. regardless of whether the effect is in an enclosed space so that the effect
Multi-class Hit Points: At character creation, hit points for a multi-classed "wraps around" the shield.
character are determined by rolling the hit points for each class, adding the Skill Suites: Skill suites can be bought at first level, even if some of the suite
results, dividing by the number of classes, rounding down, and adding the skills have prerequisites that aren't at the normally required level of 50%.
kicker and constitution bonus. When leveling, additional hit points are When recording the mastery level for the skill suite, a level is calculated for
calculated by rolling the hit points, adding the constitution bonus, and the suite as a whole and for the individual skills. At any time a character can
dividing by the number of classes, rounding down any fractional results. choose to use either the individual skill value or the suite skill value for a
particular skill. If you posses a skill suite, you may advance the individual
skills in that suite by themselves, regardless of individual prerequisites.
23
HackMaster Errata April 21, 2006
Slaughter: Game Animal: A game animal is any animal that is not livestock. Two Weapon Fighting and Ranged/Thrown Weapons: It is not possible to gain
Livestock are those animals traditionally domesticated or found on farms. It an additional attack with ranged or thrown weapons when attacking with
is possible that an animal could be slaughtered with the slaughter: livestock two weapons. The ROF in the Player's Handbook assumes that the character
and slaughter: game animal skills, as they use different methods. is operating with maximum efficiency, and this already involves using both
Social Class and Illegitimate Children: The statement on Table 4G on p. 78 of hands in most cases.
the PHB has caused some confusion. The statement reads, "The child of Unguarded Hoards: No EP are gained from taking treasure from an unguarded,
unmarried parents is typically one social class lower than the social class of untrapped hoard.
the father (85% of the time)." This does not effect the social class you rolled; Untrained Skills: The complete list of skills that can be used without paying the
the social class you roll is your social class. If you are illegitimate, it means BP cost or taking a block of instruction is in the GMG. Ask your GM for
the social class of your parents could be higher. Thus an illegitimate human details.
who rolls MMC might have parents of UMC or higher (85% of the time).
Weapon Maintenance and Degradation: The rules for weapon maintenance and
Spellcaster Moving and Casting: A spellcaster cannot choose to move prior to
degradation in the GMG are for weapons and armor that suffer daily use.
casting a spell in that round unless the PC has the Mobile Casting Talent
Those that sit unused for long periods of time are covered by rules coming
(HackJournal 14).
out in the Combatant's Guide.
Spelljacking: The 10% spell mishap penalty applies to all spellcasters who
Weapon Proficiencies: A distinction must be made between a weapon
spelljack. However, a character is only considered spelljacked when he has
proficiency slot and the weapon proficiency itself. The slots are free and are
more than his normal allowance of spells memorized. Therefore, once a
determined by Table 7A Proficiency Slots on page 101. The actual weapon
spellcaster casts enough spells to bring him equal to or below his normal
proficiencies are the weapons you choose to fill these slots. In order to fill
number of memorized spells, he no longer suffers the 10% spell mishap
the slot with a weapon proficiency, you must pay the one (1) BP cost of the
chance.
weapon proficiency. Garrison the Fighter gets four weapon proficiency slots
Spell Licensing Rules: The spell licensing rules in the SSG do apply to the at first level. Since he is a fighter, his first weapon proficiency is free, so he
named spells in the PHB. If you start your career with a named spell in your chooses the bastard sword. He also wants to be proficient in the long bow, so
spell book, you either have the shareware version (if one is available) or you he pays 1 BP to get a long bow proficiency. Garrison spends one more BP to
got the license through your master's site license (if there is no shareware become specialized in the bastard sword, filling his third slot, and one BP to
version). be proficient in the morning star. Garrison has filled all four of his initial
Spell Memorization: The PC must sleep for a number of hours at least equal to proficiency slots and spent 3 BP to do so (fighters get the first weapon
the minimum required time for the highest level spell he needs to memorize. proficiency free, otherwise he would have spent 4 BP). Weapon
For example, if the PC needs to memorize a 7th level spell, he must sleep for proficiencies cover all uses with a particular weapon. The tankard, hurled
at least ten hours. If the PC needs to memorize eight first level spells and proficiency covers both full and empty tankards. The dagger proficiency
one-seventh level spell, he needs to sleep at least ten hours as well. The covers both melee and ranged attacks.
highest level of spell that needs to be memorized determines the time. All Wild and Vengeance Class Spells: Wild and Vengeance Class spells are not
other spell levels are unimportant. available to non-Wild and non-Blood mages respectively unless the spell
Spells From Multiple Schools: A spell that is of two schools can be cast by any description specifically states otherwise. If a roll indicates that one of these
magic-user that can cast spells from one of the schools, even if the other is spells is in a character's spell book, re-roll the result.
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.
Talents: In the class books, [Any] means any race. Class eligibility is governed
by the article on the subject in HackJournal 9. Notes: This file includes the official errata from the Kenzer & Company website,
Thief Abilities for the Assassin: When the an assassin character reaches third plus the revisions since the last website update from the HackMaster errata
level, he gains the thieving abilities of a first level thief. He is granted 65 section of the forums. Any information that did not appear in one of those
discretionary points to distribute amongst the thieving abilities, adhering to locations has not been included.
the same restrictions as a first level thief. This document was compiled on August 15, 2003, by Topher Kersting
Turning Mixed Undead: When turning mixed groups of undead, roll 2d4 to ([email protected]), and last revised on April 21, 2006. All
determine the maximum number of creatures affected. If an undead type is information is ©Copyright 2003-2006 Kenzer and Company. All rights
automatically turned or destroyed (a T or D result on the turning table), they reserved.
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.
24
HackMaster Errata April 21, 2006
p. 219 - The numbers on table A23 are off. The following numbers should
GameMaster's Guide replace the printed numbers between 126 and 167 (the second one). This
p. 58 – Table 4C: Failing a skill course results in a -1 honor award for all encompasses all of the magical bolts.
alignments. 126-127: Bolt of Battering
p. 58 - The honor award for allowing an opponent to draw first blood does apply 128-129: Bolt of Bluntness
if the character uses the Eye of the Tiger Advantage skill. 130-131: Bolt of Demon Slaying +3
p. 58 - Table 4C: Failing a skill course should be -1 for all alignments. 132-133: Bolt of Despair +6
134-135: Bolt of Devastation +8
p. 59 - Table 4E: A cleric only receives a point of honor for healing a PC or NPC
136-137: Bolt of Grappling
if the PC or NPC is healed to their maximum number of hit points.
138-139: Bolt of Hellacious Pain +2
p. 65 - There is also a 3% chance that a flatulent character will cause any lit 140-141: Bolt of Multiple Wounds
torch within 10 feet of the character to explode, but will not cause unlit 142-143: Bolt of Reaving +6
torches to ignite. 144-145: Bolt of Rend Flesh +8
p. 72 - Take After talent: This talent does not allow the PC to select other talents 146-147: Bolt of Return-Upon-Command +4
based on the race Taken After. An eligible PC (such as a half-elf) using this 148-149: Bolt of Skewering +5
talent to take after a human parent may dual-class, but gives up the ability to 150-151: Bolt of Slaying +3
multi-class. In addition, note that pixie fairies and other pixie hybrids are 152-153: Bolt of Stone Shattering
not considered half-breeds for the purpose of the Take After talent. 154-155: Bolt of Thermal Fury
156-158: Bolt of Thrashing
p. 97 - Special "strength slings" can be purchased to take advantage of the
159-161: Bolt of Throat Seeking +1
Strength Damage Bonus at three to five times the normal price.
162-164: Bolt of Withering +2
p. 105 - Constitution loss resulting from trauma damage can be recovered at a 165-167: Bolt of Woe +4
rate of one point per day of rest.
415-425 Dagger of Throwing
p. 108 - The "after battle" Fatigue Factor examples should calculate encumbered
591-594 Long Bow of Strumming +1
Fatigue Factor as CON/2 x Encumbrance Modifier instead of CON x
595-596 Mace of Bashing +5
Encumbrance Modifier.
597-598 Mace of Disruption
p. 110 - If a limb is disabled as the result of a called shot that is not a critical hit,
p. 219 - On Table A23, the Sword of Sharpness should be +1.
the following effects apply:
p. 228 - The wearer of a Ring of Death and Reincarnation will be reincarnated at
Foot: Movement reduced by 50% until healed.
the location of his death.
Ankle: Movement reduced by 50% until healed, Dexterity reduced by 2 until
healed. p. 231 - Ring of Spell Storing: Spells cast from the ring are cast at the minimum
Leg Below Knee: Cannot use leg. Movement reduced by 50% until healed, level needed to cast the spell, even if a higher level magic-user charged the
Dexterity reduced by 1 until healed. ring. The exact spell must be cast into the ring to recharge it. The casting
Leg Above Knee: Cannot use leg. Movement reduced by 50% until healed, time for stored spells is five segments.
Dexterity reduced by 2 until healed. p. 235 - If a caster of greater than 8th level creates or recharges a staff, the effect
Groin: Movement reduced by 50% until healed, fall prone when used is still that of an 8th level caster, unless otherwise noted.
Hand: Cannot use hand.
p. 238 - If a caster of greater than 6th level creates or recharges a wand, the effect
Finger: Drop carried items on a failed Strength check versus half the
when used is still that of a 6th level caster, unless otherwise noted.
Strength value, fumble on an additional number for each disabled or missing
finger (stacks with quirk). p. 248 - Crystal Ball: The spells Comprehend Languages, Read Magic,
Arm at Elbow: Cannot use hand. -2 to hit. Infravision, and Tongues increase the chance of successful usage by 5% per
Arm at Shoulder: Cannot use arm or hand. -2 to hit. caster level.
p. 136 - All clerical group PCs get the 3% divine intervention bonus as a cleric, p. 253 - A Fortuitous Disk of Dimensions can be used during combat.
holy knights and chosen ones get the 5% of a paladin. p. 253 - Gauntlets of Wuss Slapping: These gauntlets add both the strength
p. 155 - Table 11AA: The minimum cost for Cure All has an additional cost of bonus to damage and the actual strength score to damage. Thus, a character
1,000 gp per condition cured (Blindness, Deafness, Disease, Quirk, Flaw) with an 18 Strength would get +24 to damage (18 + 6).
and 500 gp per critical wound healed, in addition to the 200 gp per hit point. p. 258 - The description for Loki's Bracelet of Missiles appears here instead of
Diagnose Injury has a cost of 100 gp. on p. 272 with the other magical weapons.
p. 188 - Master Teachers will train for as long as a student wishes to train after p. 264 - The Sacred Spatula of Haarpang only bestows the power of healing on
the BBI is completed. food when used by a good cleric. When used by a neutral cleric, it is just a
p. 189 - Table 14H: On a roll of 12 or higher, a character earns new skills. These normal spatula.
do not need to be taken, but if taken, they must be new skills, i.e., skills the p. 271 - Hammer of Thunderbolts: A Hammer of Thunderbolts can be thrown by
character does not possess. On a similar note, if, for any reason, a character a medium or large character with a 19 or better strength. There is no saving
gets a result of less than 2 on the BBI table, he does not pass the BBI, and throw vs. the stun effect. The Hammer returns automatically to the wielder,
needs to spend another week at school. allowing a ROF of 1.
p. 213 - Table A2 should be corrected to read:
37-39 Healing
40 Hurting Game Master Clarifications
p. 219 - The GP value for weapons listed on Table A22 should be 5 times the EP Falling Damage for Special Creatures: When applying falling damage to
value listed. Thus, a long sword +2 would have an EP value of 800 and a GP creatures that can only be hit by magical weapons, the following rule
value of 4000 gp. applies. Treat the falling damage as a creature, and each die of falling
damage as a Hit Die. If the fall has enough Hit Die such that a creature of
that Hit Dice could damage the target, then the fall does full damage.
Otherwise, the target takes no damage. See page 93 of the GMG, table 8N
for the necessary hit dice. Note that 4+1, 6+2, 8+3, and 10+4 would require
5, 7, 9, and 11 dice of damage respectively. For example, a creature hit only
by +1 weapons would have to fall 50 feet before taking any damage. On any
fall of 50 feet or more, however, he would take full damage.
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HackMaster Errata April 21, 2006
Notes: This file includes the official errata from the Kenzer & Company website,
Hacklopedia of Beasts plus the revisions since the last website update from the HackMaster errata
Beholder: Targets of the Death Ray attack of the common beholder get a saving section of the forums. Any information that did not appear in one of those
throw vs. death. Any eyestalk (not main eye) ability with the word "Ray" in locations has not been included.
its description requires a roll to-hit. This document was compiled on August 15, 2003, by Topher Kersting
Butterfly Steed: The butterfly steed has a movement rate of 26" when flying, and ([email protected]), and last revised on April 21, 2006. All information
a maneuverability class of C. is ©Copyright 2003-2006 Kenzer and Company. All rights reserved.
Ghost: All clerical group PCs of 6th level or higher are immune to the Ghost
aging and fear effects.
Hobgoblin: Treasure should be J, M (individual), D, Qx5 (in lair)
Ogre, High: Treasure should be A, B (in lair) J, Q, S, T (individual)
Tainter: Items touched by a tainter must save vs. Disintegration, not spell.
Robinloft
p. 8 - Drinking an elixir of health will allow a character to avoid the effects of the
poison fog.
p. 8 - The fog will not travel through magical portals to/from Robinloft.
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