RPG
Register
Advertisement

Core Rule Book - Errata and Official Clarifications - Updated October 2008[]

Errata[]

p. 38 – Base Attack Bonus[]

Should read, “Base Attack Bonus: The character's base attack bonus. Apply this bonus to the character's attack rolls.” Base attack bonus does not apply to damage rolls.

p. 38 – Jedi class skills[]

Add Jump and Mechanics to the list of skills on the Jedi Class Skills list, below Table 3-2: The Jedi.

p. 40 – Resilience Talent[]

Should read “You can spend a full-round action to move +2 steps up the condition track (see Conditions, page 148)”

p. 41 – Block Talent[]

Add the following sentences before the last sentence of the Block talent: “You may use the Block talent to negate melee area attacks, such as those made by the Whirlwind Attack feat. If you succeed on the Use the Force check, you take half damage if the attack hits and no damage if the attack misses. You may spend a Force point to use this talent to negate an attack against an adjacent character.”

p. 41 – Deflect Talent[]

Before the last sentence of the first paragraph, add the following sentence: “You may spend a Force Point to use this talent to negate an attack against an adjacent character.” Replace the second paragraph with the following: “You can use this talent to deflect some of the barrage of shots fired from a ranged weapon set on autofire, or the Force Lightning Force power. If you succeed on the Use the Force check, you take half damage if the attack hits and no damage if the attack misses.”

p. 44 – Wealth Talent[]

Change reference to “your noble level” to “your class level”

p. 46 – Fool’s Luck Talent[]

Change reference to “luck bonus” to “competence bonus”

p. 47 – Hyperdriven Talent[]

Remove the word “scoundrel” before the phrase “class level.”

p. 51 – Soldier Defense Bonuses[]

Should read, "At 1st level you gain a +1 class bonus to your Reflex Defense and a +2 class bonus to your Fortitude Defense."

p. 52 – Stunning Strike Talent[]

Change the phrase “if your attack roll” to “if your damage roll”

p. 59 – Table 4-1: Trained Skills by Class[]

Add Jump and Mechanics to the class skills for the Jedi.

p. 62 – Table 4-2: Skills[]

Change the – in the Jedi column to a C for the Jump and Mechanics skills.

p. 62 – Acrobatics Skill[]

In the last sentence of the second paragraph, change, “a DC 15 Reflex save” to “a DC 15 Acrobatics check” The first sentence of the second paragraph under the Escape Bonds header refers to “an attack action.” This should be “a standard action.” Under the Special section, replace the last sentence with the following: “If you are trained in Acrobatics, you gain a +5 bonus to your Reflex Defense when fighting defensively (see Fighting Defensively, page 152).

p. 68 – Jump Skill[]

Add the following before the last sentence under the "Jump Down" use of the Jump skill: For every 10 points by which you beat the DC, you can subtract an additional 3 meters from the fall when determining damage.

p. 69-70 – Mechanics Skill[]

First full sentence of second paragraph should read “On a result…” instead of “One a result…” Under the Jury-Rig header, replace the 4th sentence with the following: “A jury-rigged device or vehicle gains +2 steps on the condition track and 1d8 hit points.” Under the Special header, add the following sentence: “Characters who are untrained in the Mechanics skill can still use the aid another action to assist on Mechanics checks.”

p. 73 – Stealth Skill[]

Change the last sentence under the Conceal Item header to say, “Drawing a concealed item is a standard action.”

p. 82 – Acrobatic Strike Feat[]

Reduce the bonus provided by this feat from +5 to a +2 competence bonus.

p. 82 – Burst Fire Feat[]

Change the Prerequisites for the feat to: Proficient with heavy weapons, proficient with weapon. At the end of the Special paragraph, add the following text: “If you do not have a Strength of 13 or higher, increase the penalty on attacks to –10 when using this feat with non-vehicle weapons.”

p. 85 – Force Training Feat[]

Under the Special section, the feat should say, “Each time you take this feat, you add to your Force suite a number of new Force powers equal to 1 + your Wisdom modifier.”

p. 88 – Rapid Shot Feat[]

Remove the Strength prerequisite from the feat. Add the following sentence to the Special section of the feat: “If you do not have a Strength of 13 or higher, increase the penalty to attacks to ¬–5 when using this feat with non-vehicle weapons.”

p. 88 – Rapid Strike Feat[]

Remove the Dexterity prerequisite from the feat. Add the following sentence to the Special section of the feat: “If you do not have a Dexterity of 13 or higher, increase the penalty to attacks to –5 when using this feat with non-light weapons.”

p. 89 – Whirlwind Attack Feat[]

In the first sentence under Benefit, change the word “opponent” to “target.”

p. 93 – Using Force Points[]

Spending a Force Point to return a power to your Force suite is a reaction, not a swift action.

p. 96 – Using Force Powers[]

Change the second method under Regaining Force Powers to say the following “–If you roll a natural 20 on a Use the Force check to activate a Force power, you regain all spent Force powers at the end of your turn.”

p. 96 – Force Power Descriptors[]

Add the following entry after the Mind-Affecting paragraph:

Telekinetic: A Force power with the [telekinetic] descriptor uses telekinesis to accomplish its ends. Many telekinetic powers interact with the world physically in similar ways, and are covered as a group by some talents. If a target of a [telekinetic] Force power has cover, it gains a cover bonus to its relevant Defense score or on its opposed check to resist the power. If the target of a [telekinetic] Force power has concealment, you take a penalty on your Use the Force check to activate the power unless you have used the Sense Surroundings application of the Use the Force skill this turn. Use the standard bonuses and penalties for cover and concealment provided on pages 156-157. Add the telekinetic descriptor to the following Force powers: Force Disarm, Force Grip, Force Slam, Force Thrust, Move Object.

p. 96 – Battle Strike[]

Change the DC 15 text to: “Gain a +1 Force bonus on your next attack roll made before the end of your next turn and deal an additional 1d6 points of damage if the attack hits.”

p. 97 – Force Grip[]

Change the Target text to "One target within 6 squares and within line of sight." Replace the DC 15 text with the following:

DC 15: If your Use the Force check equals or exceeds the target’s Fortitude Defense, the target takes 2d6 points of damage and can only take a single swift action on his next turn. Otherwise, the target takes half damage and may act normally, and you may not maintain the power. Targets larger than Medium add a size modifier to Fortitude Defense against this power: Colossal +50, Gargantuan +20, Huge +10, Large +5.

Replace the second sentence under Special with the following:

“Maintaining the Force Grip power is a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining a Force Grip, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating.”

p. 97 – Force Slam[]

Add the following sentence before the “This is an area effect” sentence: “Targets larger than Medium add a size modifier to Fortitude Defense against this power: Colossal +50, Gargantuan +20, Huge +10, Large +5.”

p. 98 – Force Stun[]

The Use the Force check should be compared to the target’s Fortitude Defense instead of Will Defense. Add the following sentence to the end of the Make a Use the Force Check paragraph: “Targets larger than Medium add a size modifier to Fortitude Defense against this power: Colossal +50, Gargantuan +20, Huge +10, Large +5.”

p. 98 – Force Thrust[]

In the second paragraph under Make a Use the Force Check, change the first sentence to say, “The target adds its base attack bonus and its size modifier to its…”

p. 98 – Move Object[]

Change the Target text to “One target within 12 squares and within line of sight.” Replace the second sentence under Special with the following: “Maintaining the Move Object power is a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining Move Object, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating. If you deal damage with the Move Object power, you cease to be able to maintain it.”

p. 100 – Surge[]

The Surge power should be a free action, not a swift action. Add the following sentences under Special: “Using the Surge power counts as a running start for determining a Jump DC. You may spend a Destiny Point to gain an additional 4 squares of movement; when you do so, you may also use any and all movement for the round as a part of a jump (no Jump check required).”

p. 100 – Disciplined Strike Talent[]

Change the phrase “has a cone effect” to “has an area effect” instead.

p. 100 – Telekinetic Power Talent[]

Change the text of the first sentence of the talent to say, “Whenever you roll a natural 20 on your Use the Force check to activate a power with the [telekinetic] descriptor, you may choose to use that power again immediately as a free action.”

p. 100 – Telekinetic Savant Talent[]

Change the text of this talent to say: “Once per encounter as a swift action, you may return one Force power with the [telekinetic] descriptor to your suite without spending a Force Point.”

p. 102 – Force Point Recovery[]

Remove the second paragraph.

p. 113 – Spending Destiny Points[]

Change the third bullet point to say, “Act out of turn (thus changing your position in the initiative order) once per encounter.”

p. 120 – Weapon Qualities[]

The entry for Stun Damage should read as follows: “If the weapon has a stun setting, it is listed here. A weapon set to stun does stun damage equal to its normal damage (see Stunning, page 162, for more information). Ranged weapons set to stun have a maximum range of 6 squares unless noted otherwise.”

p. 122-123 – Table 8-3: Melee Weapons[]

All damage entries in the “Stun” column of the table should be replaced with the word “Yes” except the stun baton, which should say “Yes (2d6).”

p. 126-127 – Table 8-4: Ranged Weapons[]

All damage entries in the “Stun” column of the table should be replaced with the word “Yes” except for the stun grenade, which should say, “Yes (4d6).” The listings for the sporting blaster pistol, the sporting blaster rifle, and the bowcaster should be given a superscript of 4, denoting accurate weapons. The listings for the hold-out blaster, heavy blaster pistol, blaster carbine, blaster cannon, heavy blaster rifle, thermal detonator, net, and grenade launcher should be given a superscript of 5, denoting inaccurate weapons. Add the following footnotes at the bottom of the table: 4 Accurate weapon: This weapon takes no penalty when firing at targets at short range. 5 Inaccurate weapon: This weapon cannot fire at targets at long range.

p. 128 – Blaster Rifle, Sporting[]

In the last paragraph, change the number “50” to “100”.

p. 152 – Charge[]

Replace the text of the Charge action with the following: “As a standard action you can move your speed (minimum 2 squares) in a straight line and then make a melee attack at the end of your movement. You gain a +2 competence bonus on your attack roll and take a –2 penalty to your Reflex Defense until the start of your next turn. You cannot charge through low objects or squares occupied by enemies (allies do not hinder your charge), and charging through Difficult Terrain costs twice as much per square as normal. You cannot tumble (as per the application of the Acrobatics skill) during your movement as a part of a charge. After you resolve a charge attack you can take no further actions this turn.”

p. 154 – Aim[]

Add the following sentence to the second paragraph of the description of the Aim action: “Aiming provides no benefit when making an area attack.”

p. 155 – Area Attacks[]

Replace the first sentence of the second paragraph with the following: "When you make an area attack, you make a single attack roll; if your modified attack roll is equal to 10 or higher, compare the result to the Reflex Defense of every target in the area."

Add the following sentence to the end of the second paragraph: “A natural 20 on an area attack roll automatically hits all targets within the affected area, but area attacks do not deal double damage on a critical hit.”

p. 157 – Cover[]

Add the following sentence to the end of the description of Cover: “A target with cover or improved cover takes no damage from area attacks if the attack roll is less than the target’s Reflex Defense. For a burst or splash weapon, determine cover relative to the center of the weapon's area of effect. For an autofire weapon, determine cover relative to the attacker.”

p. 167 – Critical Hits[]

Add the following sentence to the end of this entry: “When using a vehicle weapon, you cannot apply any effect that causes an automatic natural 20 or automatic critical hit (such as spending a Destiny Point or using the Jedi Master’s serenity class feature), unless a rule specifies that it can be used with vehicle weapons.”

p. 169 – Vehicle Damage Threshold[]

Replace the last sentence in this section with the following: “In addition, all the vehicle’s occupants take damage equal to one-half the amount that exceeded the vehicle’s damage threshold.”

p. 172 – Increase Vehicle Speed[]

Add the following sentence to the end of the entry: “You may attempt to increase vehicle speed once per round as a free action when using the all-out movement action.”

p. 173 – Collisions[]

Add the following sentence to the end of the first paragraph: “Unless the vehicle provides no cover to those on-board, any damage dealt to passengers and crew in a collision is reduced by an amount equal to the vehicle’s damage threshold.”

p. 186 – Droid Cost Factor[]

Add the following sentence to the end of the section on Cost Factor: “Droids that are Small size or smaller treat their cost factor as being equal to 2/their cost factor for the purposes of determining accessory weight.”

p. 191 – Synchronized Fire Circuits[]

Change the end of the last sentence to say, "a droid with synchronized fire circuits grants a +5 bonus instead of a +2 bonus on the other droid's check or roll."

p. 198 – 3PO Series Protocol Droid[]

Change Intelligence score to 13 and Charisma to 14.

p. 199 – B1 Series Battle Droid[]

Under Systems replace the remote processor with a remote receiver.

p. 200 – B2 Series Super Battle Droid[]

Under Atk Options change "aid another (+4)" to "aid another (+5)".

p. 200 – Droideka Stat Block[]

Replace the droideka stat block with the following statistics:

Droideka Series Destroyer Droid CL 4 Large droid (4th-degree) non-heroic 12
Init +8; Senses Perception +13
Languages Basic, Binary


Defenses Ref 16 (flat-footed 14), Fort 13, Will 12
hp 40; SR 20; Threshold 18
Immune droid traits --- Speed 2 squares (walking), 10 squares (wheeled)
Melee unarmed +7 (1d4+3)
Ranged laser cannon +12 (3d8) or
Ranged laser cannon +10 (4d8) with Rapid Shot or
Ranged laser cannon +7 (5d8) with Burst Fire or
Ranged laser cannon +10/+10 (3d8) or
Ranged laser cannon +8/+8 (4d8) with Rapid Shot or
Ranged laser cannon +5/+5 (5d8) with Burst Fire
Fighting Space 2x2; Reach 1 square
Base Atk +9; Grp +17
Atk Options autofire (laser cannons), Burst Fire, Rapid Shot


Abilities Str 16, Dex 15, Con —, Int 8, Wis 14, Cha 7
Feats Armor Proficiency (light), Burst Fire, Rapid Shot, Dual Weapon Mastery I, Dual Weapon Mastery II, Weapon Focus (rifles), Weapon Proficiency (heavy weapons, rifles)
Skills Perception +13, Stealth +3
Systems walking locomotion, wheeled locomotion (exclusive), remote receiver, 2 tool appendages, shield generator (SR 20), integrated comlink, bronzium shell (+5 armor; treat as quadanium plating)
Possessions 2 laser cannons (treat as blaster rifles)
Availability Military; Cost 21,000 credits


p. 201 – IG-100 Series Bodyguard Droid[]

Replace Defenses line with “Ref 18 (flat-footed 17), Fort 19, Will 18.”

p. 206-235 – Prestige Class Requirements[]

All requirements that state “Minimum Heroic Level” should instead say “Minimum Level” throughout the chapter.

p. 207 – Juke Talent[]

Replace the text of the Juke talent with the following:

Juke: When you fight defensively as the pilot of a vehicle (see page 171), you may negate a weapon hit on your vehicle using the Vehicular Combat feat one additional time per round. Prerequisites: Vehicular Evasion

p. 208 – Hunter’s Mark Talent[]

Replace the text with the following: “If you aim before making a ranged attack (see Aim, page 154), you move the target character -1 step along the condition track if the attack deals damage (see Conditions, page 148).”

p. 216 – Gunslinger Talent Tree[]

Add the following sentence to the end of the introduction: “The following talents may only be used with pistols and rifles.” Change the text of the Debilitating Shot to the following: “If you aim before making a ranged attack (see Aim, page 154), you move the target character -1 step along the condition track if the attack deals damage (see Conditions, page 148).”

p. 220 – Serenity Class Feature[]

Replace the second sentence of the class feature with the following: “You may remain in this trance as long as you wish, and you are still aware of your surroundings; however, you are otherwise helpless and cannot perform any other actions.”

p. 228 – Bespin[]

Swap the Major Export and Major Imports.

p. 234 – Rodia[]

Change the Moons entry from 2 to 4.

p. 255 – Falling Damage[]

Change the second paragraph to read as follows:

Acrobatics and Jump: If you are trained in the Acrobatics or Jump skills, you can reduce the damage you take from a fall with a successful skill check (see skill descriptions). If the check succeeds and you take no damage from the fall, you land on your feet. If you fall from a height of greater than 60 meters, treat the fall as being only 60 meters for the purposes of reducing falling distance.

p. 261-262 – Anakin Skywalker (Darth Vader)[]

Stat Block In Senses line, Perception should be +18. Defenses should be Reflex 40 (37 flat-footed), Fort 37, Will 34.
Replace the attack lines with the following:
Melee lightsaber +23 (2d8+17) or
Melee lightsaber +21 (3d8+17) with Rapid Strike or
Melee lightsaber +18/+18 (2d8+17) with Double Attack or
Melee lightsaber +16/+16 (3d8+17) with Double Attack and Rapid Strike
Ranged by weapon +21
Base Atk +18; Grp +21

Replace Vader's skills with the following: Initiative +17, Jump +17, Mechanics +16, Perception +18, Use the Force +17 (can reroll when using [dark side] powers, can substitute for Pilot checks)

p. 263 – Padme Stat Block[]

Replace “Wanted Alive” talent with “Inspire Confidence.”

p. 264 – Luke Skywalker Stat Block[]

Reflex Defense should be 28 (25 flat-footed). Replace the attack lines with the following:
Melee lightsaber +14 (2d8+11) or
Melee lightsaber +9/+9 (2d8+11) with Double Attack
Ranged blaster +12 (3d6+5)

Add the following line between the Abilities and Talents lines:

SQ Vehicle dodge +1

Add the Elusive Dogfighter talent to Luke’s talent list.

p. 265 – Han Solo Stat Block[]

Attack bonus with heavy blaster pistol should be +12 instead of +14.

p. 266 – Chewbacca Stat Block[]

Replace Chewbacca’s skills with the following: Climb +10 (can take 10 when distracted), Endurance +15, Initiative +11, Mechanics +11 (can reroll when making jury-rigged repair), Perception +10 (can reroll), Persuasion +5 (can reroll attempts to intimidate), Pilot +11, Use Computer +11. Remove the Extra Rage feat and add Shake It Off.

p. 267 – R2-D2 Stat Block[]

Attack bonus with electroshock probe should be +9 instead of +10. Ranged attack should be +8, not +14.

p. 268 – C-3PO Stat Block[]

C-3PO should have Intelligence 13, Wisdom 13, and Charisma 15. Reduce Deception skill bonus to +10 and Persuasion skill bonus to +15.

p. 268 – Yoda Stat Block[]

Replace the Languages line with:
Languages Basic, Cerean, Shyriiwook (understand only)

Replace third line of melee attacks with:
Melee lightsaber +19/+19/+19 (2d8+16) with Triple Attack

p. 270 – Boba Fett Stat Block[]

Reflex Defense should be 36 (33 flat-footed).

p. 271 – General Grievous Stat Block[]

Reflex Defense should be 35 (31 flat-footed). Attack bonuses on final Melee line should be +9, not +11.

p. 278 – Non-heroic Class Skills[]

Add the Ride skill to the list of Class Skills for the non-heroic character, below Table 3-3.

p. 281 – Clone Trooper[]

Perception skill bonus should be +9 and should have the Coordinated Attack feat.

p. 282 – ARC Trooper[]

On the Defenses line, the text after Ref should be “23 (21 flat-footed).” Replace the line that starts with “hp” with the following: “hp 57; DR 1Threshold 24; delay damage” Add the following line below the Abilities line: Special Qualities delay damage.

p. 283 – Bounty Hunter[]

Replace the bounty hunter’s skills with the following: Perception +14, Survival +12. Add the “H” superscript after Perception.

p. 284 – Dark Side Marauder[]

Remove “Tough as Nails” from the Special Actions line.

Clarifications[]

Text changes and official clarifications for various items in the Saga Edition core rulebook. Unlike the errata, these are not intended to be fundamental rules changes, but rather clarifications that make the full intent of the rules clearer for both players and Gamemasters. These changes are formatted in the same style as the errata in case you want to write the changes into the text, and should help make your game experience smoother.

p. 27 – Gungan Weapon Familiarity[]

Change the text of Weapon Familiarity to the following: “Gungans treat the atlatl and the cesta as simple weapons instead of exotic weapons.”

p. 32 – Wookiee Weapon Familiarity[]

Change the text of Weapon Familiarity to the following: “Wookiees treat bowcasters as rifles instead of exotic weapons.”

p. 36 – Class Level vs. Character Level Sidebar[]

Add the following sentence to the end of the sidebar: “If a talent refers to your class level but does not specify a class, it means the combined number of levels in all classes that grant access to that talent.”

p. 40 – Force Persuasion Talent[]

Remove the phrase “for the purposes of using this talent” from the talent’s description.

p. 40 – Force Intuition Talent[]

Remove the phrase “for the purposes of using this talent” from the talent’s description.

p. 41 – New Sidebar[]

Use the following sidebar to explain talents and abilities that rely on the target’s Dark Side Score:


Sensing the Dark Side
You must be aware that your target has a Dark Side Score of 1+ to use talents, feats, or other abilities that depend on your target having a Dark Side Score. Witnessing a target performing an action that would earn an increase to one’s Dark Side Score (such as using a Force power with the [dark side] descriptor) satisfies this requirement. Gamemasters may also waive this requirement when you encounter an opponent that you know to have a Dark Side Score due to previous encounters (such as having past experience with stormtroopers or Sith Lords) or for opponents taking no particular precautions to conceal the presence of a Dark Side Score (such as thugs, bounty hunters, crime lords, etc.).


p. 41 – Lightsaber Throw Talent[]

Change the first sentence of the talent to say: “You can throw a lightsaber as a standard action, treating it as a thrown weapon (without this talent, a thrown lightsaber is considered an improvised thrown weapon).”

p. 52 – Harm’s Way Talent[]

Change the phrase “affects you instead” to “targets you instead”

p. 60 – Taking 10[]

Replace the last sentence with the following: “Rorworr needs to make a Climb check to reach the bounty hunter, and this time he can take 10 only because of his Wookiee ability to take 10 on Climb checks while under pressure.”

p. 72-73 – Ride Skill[]

After the phrase “Armor Check Penalty” add “(see text)” Add the following to the Special paragraph: “The armor check penalty applies only when attempting to fast mount or fast dismount.” Under the Use Mount as Cover section, change the first sentence to say, “As a reaction to an attack against you, you can drop down and hang alongside your mount…”

p. 73 – Stealth Skill[]

Change the first sentence under the Pick Pocket header to say, “With a successful Stealth check as a standard action...” Change the first sentence under the Sleight of Hand header to say, “As a standard action, you can palm hand-sized objects...”

p. 77 – Use the Force Skill[]

Add the following sentence to the end of the second paragraph under the Sense Force application of the skill: “You can also specify that you are attempting to sense only Force-users with a Dark Side Score of 1 or higher; success reveals only those Force-users with dark side scores, and not any other Force-users.”

Under the Sense Surrounding application of the skill, add the phrase “until the start of your next turn” to the end of the first sentence. Under the Telepathy application of the skill, change the first part of the last sentence to say, “Against an unwilling target, you must make a Use the Force check against the target’s Will Defense or the base skill DC, whichever is higher;”

Under the Move Light Object application of the skill, add the following sentence to the end of the paragraph: “Using an object as a projectile weapon is otherwise treated as a ranged attack for the purposes of talents and feats that interact with ranged attacks.”

p. 83 – Cleave[]

Remove the sentence that says “You cannot adjust 1 square before making this extra attack.”

p. 89 – Weapon Focus[]

Change the prerequisite to say, “Proficient with chosen weapon.” Delete the third sentence under the Weapon Focus header.

p. 95 – Selecting Force Powers[]

Remove the following sentence from the second paragraph: “For example, Force stun requires a DC 20 (or higher) Use the Force check to activate, which means that a low-level character attempting to use the power will fail more often than he succeeds.”

p. 97 – Force Disarm[]

Add the [telekinetic] descriptor to the end of the Force Disarm header. Change the phrase “If your disarm attack succeeds…” to “If your disarm attempt succeeds…” Remove the first sentence under the Special section. Change the phrase “before making your disarm attack” to “before making your disarm attempt.”

p. 97 – Force Lightning[]

Change the phrase “If the attack hits…” to “If the skill check equals or exceeds the target’s Reflex Defense…” and change the phrase “If the attack misses…” to “Otherwise…”

p. 100 – Rebuke[]

Change the end of the second paragraph to say, “…who suffers the effect based on the creator’s original Use the Force check.” Under the Special section, change the end of the first sentence to say, “..may attempt to rebuke the power as well, expending a use of the rebuke power and using your rebuke Use the Force check result as its target DC.”

p. 100 – Sever Force[]

The DC 35 line should begin with “As DC 25” instead of “As DC 35.”

p. 100 – Vital Transfer[]

Add the following text to the end of the last line before the Special paragraph: “You may choose to heal less than the result of your Use the Force check allows. You may not heal yourself with this power.”

p. 101 – Force Perception Talent[]

Remove the phrase “for the purposes of using this talent” from the talent’s description.

p. 101 – Force Pilot Talent[]

Remove the phrase “for the purposes of using this talent” from the talent’s description.

p. 119 – Weapon Groups[]

Add the following sentences after the sentence that ends with “…considered skilled with all of the weapons in that group”: “If you are proficient with at least one weapon in a group, you qualify to take Weapon Focus (or any other weapon-specific ability) for that group. The benefits of such abilities apply only to weapons in which you are proficient. For example, a scoundrel with the Spacehound talent (see page 47) is proficient with all starship weapons (all of which are heavy weapons), so he qualifies to take Weapon Focus (heavy weapons). This grants him a +1 bonus on attacks with starship weapons, but he wouldn't get that benefit with a grenade launcher or any other heavy weapons until becoming proficient with them. “

p. 120 – Simple Weapons[]

Add the following sentence to the end of the simple weapons description: “Unarmed attacks and natural weapons are considered light simple weapons in which all characters are proficient.”

p. 120 – Weapon Qualities[]

Under Rate of Fire add the following sentence to the end of the paragraph: “A weapon can only be on one alternate setting other than its default setting (such as autofire or stun) at a time. Autofire-only weapons with stun settings can deal stun damage in autofire mode, but still have a maximum range of 6 squares unless noted otherwise.”

p. 128 – Bowcasters[]

Replace the sentence that begins with “Although the Bowcaster is an exotic weapon,” with the following sentences: “Wookiees treat bowcasters as rifles, not exotic weapons. Bowcasters are treated as rifles for the purposes of determining weapon range.”

p. 129 – Grenade, Ion[]

Replace the reference to taking “full damage” in the second sentence of the second paragraph with taking “normal damage.”

p. 129 – Ion Pistol[]

Replace the reference to taking “full damage” in the second sentence with taking “normal damage.”

p. 137 – Cybernetic Prosthesis[]

In the third paragraph, replace reference to page 144 to page 141.

p. 144 – Critical Hits[]

Add the following sentence to the end of the Critical Hits paragraph: “Effects that negate an attack (such as Block, Deflect, or Vehicular Combat) or cause an attack to automatically miss (such as a Destiny Point) can also negate a critical hit.”

p. 144 – Free Actions and Reactions[]

Add the following sentence to the end of the Reaction paragraph: “You may only take a single reaction to any one action or effect. A reaction is always resolved after the action that triggered it, though some reactions (such as the negate energy Force power, or the Block and Deflect talents) can affect the outcomes of the action that triggers a reaction.”

p. 153 – Draw or Holster a Weapon[]

Add the following sentence to the end of the first sentence under this header: “If you are proficient in a weapon’s use, drawing the weapon always includes any action necessary to activate the weapon (thus, a lightsaber can be drawn and activated as a single move action if you are proficient in the weapon).”

p. 156 – Provoking an Attack of Opportunity[]

Add the following sentence to the end of the Moving Out of a Threatened Square description: “Involuntary movement, such as being the target of a Bantha Rush or the Move Object Force power, never provokes an attack of opportunity.”

p. 162 – Ready[]

Replace the first paragraph under Ready with the following text: “Readying lets you prepare to take an action later, after your turn is over but before your next turn has begun. You can ready as a standard action. To do so, specify the standard, swift, or move action you will take and the circumstances under which you will take it. Then, any time before your next turn, you may take the readied action as a reaction in response to those circumstances (assuming they occur).”

p. 168 – Vehicle Weapon Damage[]

Replace the vehicle weapon damage formula with the following: (Weapon Damage + ½ heroic level + miscellaneous modifiers) x multiplier

p. 186 – Systems and Accessories[]

Add the following sentence before the last sentence of the second paragraph: “As with standard droid models, your starting locomotion, appendages, and accessories do not count against your carrying capacity.”

p. 188 – Droid Traits[]

Add the following sentence to the end of the first paragraph under Nonliving: “Droids do not gain an ability bonus to Constitution-based skill checks and may not take feats or talents with a Constitution prerequisite.”

p. 192 Reprogramming[]

Add the following sentence before the last sentence of the second paragraph: “A droid can only have talents he is eligible for based on his classes; thus, a droid with 5 levels in the soldier class could only be reprogrammed with 3 talents that can be taken by soldiers (soldier levels 1, 3, and 5). A droid with 5 levels of soldier and 3 levels of scoundrel could be reprogrammed with 3 soldier talents and 2 scoundrel talents.”

p. 214 – Force Treatment Talent[]

Remove the phrase “for the purposes of using this talent” from the talent’s description.

p. 223-224 – Force Deception Talent[]

Remove the phrase “for the purposes of using this talent” from the talent’s description.

p. 247 – Building an Encounter[]

In the second paragraph, remove everything following the first sentence. Under Combining Different CLs, add the following sentence at the end of the first sentence: “The combined CL for the encounter is either this result or the highest single CL + 2, whichever is more.” Add the following sentence to the end of the paragraph: “Most encounters should not include a single enemy whose CL is more than 3 levels higher than the average party level.”

p. 285 – Yuuzhan Vong Species Traits[]

Change the Weapon Familiarity line to say the following: Weapon Familiarity: Yuuzhan Vong treat the amphistaff as a simple weapon instead of an exotic weapon.

Threats of the Galaxy - Errata - Updated November 2008[]

Errata[]

p. 10 – Adept, Force[]

Dark Side: 1

Melee: Vibroaxe 3d10+12* (not 2d10+20)

Atk Options: Remove Cleave

Talents: Add Empower Weapon and Devastating Melee Smash (KotOR 29)

Talents: Remove Devastating Attack (adv melee weapons) and Remove Weapon Specialization (adv melee weapons)

*This weapon is empowered

p. 11 – Dathomiri Witch[]

Defenses: Fort 22 (not 23)

Threshold: 22 (not 23)

Force Techniques: Remove Improved Sense Surroundings

Feats: Add Force Boon

Skills: Add Climb +9

Skills: Remove Acrobatics

p. 11 – Tribal Shaman[]

Init: +3 (not +8)

p. 12 – Assassin[]

Threshold: 21 (not 11)

Melee: Vibroblade +12 (not +13) or

Melee: Vibroblade +10 (not 11) with Rapid Strike

Atk Options: Remove Running Attack

Feats: Remove Careful Shot

p. 13 – Malkite Poisoner[]

Senses: Perception +12 (not +14)

Languages: Add 2 additional languages

Fort: 24 (not 25)

Threshold: 24 (not 25)

Feats: Add Linguist

Skills: Remove Mechanics

p. 13 – Malkite Poisoner Talent Tree[]

This talent tree belongs to the Scoundrel class.

p. 14 – Bodyguard[]

Languages: Add 1 additional language

Melee: Unarmed damage 1d4+3 (not 1d3+3)

p. 14 – Captain Typho[]

Defenses: Ref 24 (not 25) and flat-footed 20 (not 21)

Feats: Add Precise Shot

Feats: Remove Deadeye

p. 17 – Aurra Sing[]

Skills: Remove Persuasion

Skills: Survival +13 (not +12)

Update The Force Unleashed Campaign Guide[]

Talents: Add Jedi Hunter (p. 42)

Talents: Remove Skirmisher

p. 18 – Bossk[]

Defenses: Fort 27 (not 28)

Ranged: Sporting blaster pistol 3d4+6 (not 2d4+6)

Ranged: Sporting blaster pistol 4d4+6 (not 3d4+6) with Rapid Shot

Feats: Add Skill Training (Initiative)

Skills: Initiative +14 (not +9)

p. 19 – Jango Fett[]

Defenses: Ref 36 (not 37)

Speed: 4 squares (not 6)

Melee: Combat gloves 1d6+10 (not 1d6+3)

Ranged: Blaster pistol +12/+12 (not +14/+14)

p. 20 – Brute[]

Ranged: Blaster carbine 3d8 (not 3d6)

p. 22 – Commando[]

Feats: Add Coordinated Attack

Possessions: Add Vibrodagger

p. 23 – Commando Squad Leader[]

Defenses: Ref 23 (not 24) and flat-footed 20 (not 21)

Feats: Add Coordinated Attack

Possessions: Add Vibrodagger

p. 23 – Elite Commando[]

Defenses: Remove the line: (+32 against extremes of cold and heat)

Speed: 4 squares (not 6)

Abilities: Str 13 (not 12)

Feats: Add Skill Training (Initiative)

Feats: Remove Skill Training (Stealth)

Skills: Remove Stealth

Optional Errata[]

The Elite Commando was built with an extremely low point-buy. In order to bring his abilities up to those of a regular commando (p. 22), make the following changes:

Init: +15 Senses: Perception +13

Languages: Add 1 language

Defenses: Fort 30 Defenses: Will 25

Hp: 144

Threshold: 30

Melee: Increase all attacks by +1

Melee: Vibrobayonet 2d6+9

Ranged: Increase all attacks by +1

Grp: +17

Abilities: Str 15 Dex 17 Con 15 Int 12 Wis 13 Cha 10

Skills: Increase all skills by +1

Skills: Add Perception +13

p. 24 – Con Artist[]

Senses: Perception +2 (not +8)

p. 25 – Crime Lord[]

Languages: 5 other languages (not 6)

p. 26 – Black Sun Vigo (Rodian)[]

Ranged: Heavy blaster pistol +15 (not +14) or

Ranged: Heavy blaster pistol +10/+10 (not +9/+9) with Double

Attack

Feats: Add Armor Proficiency (light & medium);

Feats: Remove Skill Focus (Survival)

Skills: Remove Survival

Skills: Persuasion +18 (not +13)

p. 26 – Black Sun Vigo (Bith)[]

Languages: Add 1 additional language

Melee: Unarmed +9 (not +10)

Ranged: Blaster pistol +13 (not +14)

Base Atk: +10 (not +11) Grp: +12 (not +13)

Feats: Add Skill Training (Persuasion)

Feats: Remove Dual Weapon Mastery III

Skills: Add Persuasion +15

p. 27 – Hutt Crime Lord[]

Init: +8 (not +3) Senses: Perception +8 (not +18)

Speed: 2 squares (not 1)

Melee: Stun baton +7 (not +6)

Ranged: Blaster pistol +5 (not +4)

Feats: Remove Skill Focus (Perception)

Update Knights of the Old Republic Campaign Guide[]

Talents: Add Intimidating Defense (p. 26)

Feats: Remove Weaken Resolve

p. 28 – Dark Jedi[]

Feats: Add Weapon Focus (lightsabers)

Feats: Remove Cleave and Weapon Finesse

Skills: Use the Force +16 (not +15)

p. 29 – The Reborn[]

Defenses: Ref 11 (not 12) and flat-footed 10 (not 11)

Defenses: Fort 10 (not 12)

Threshold: 10 (not 12)

Melee: Lightsaber 2d8+2 (not 2d8+4)

Abilities: Dex 13 (not 12)

Skills: Remove Endurance

p. 30 – Dark Jedi Master[]

Defenses: Ref 31 (not 32) and flat-footed 30 (not 31)

Defenses: Fort 31 (not 30) Defenses: Will 34 (not 31)

Threshold: 31 (not 30)

Feats: Remove Melee Defense

p. 31 – Jerec[]

Init: +12 (not +17)

Languages: Missing 1 language

Melee: Lightsaber +21 (not +20) and deal 2d8+12 (not 2d8+11) or

Melee: Lightsaber +18/+18 (not +17/+17) and 2d8+12 damage (not 2d8+11) with Double Attack

Melee: Vibroblade 2d6+12 (not 2d6+11)

Feats: Add Skill Training (Persuasion)

Feats: Remove Skill Focus (Persuasion)

Skills: Remove Initiative

p. 32 – Dark Side Adept[]

Abilities: Int 13 (not 12)

p. 33 – Primitive Dark Side Adept[]

Init: +10 (not +9)

Defenses: Ref 22 (not 21)

Ranged: Slugthrower rifle +7 (not +6)

Grp: +7 (not +6)

Abilities: Dex 13 (not 11)

Feats: Add Skill Training (Stealth)

Feats: Remove Skill Training (Use the Force)

Skills: Remove Swim

Skills: Initiative +10 (not +9) and Stealth +10 (not +9)

p. 33 – Desann[]

Force Techniques: Add Force Point Recovery

Talents: Add Equilibrium

Talents: Remove Crippling Strike

p. 35 – Diplomat[]

Senses: Perception +11 (not +16)

Defenses: Ref 12 (not 11) and flat-footed 12 (not 11)

Feats: Add Skill Training (Deception)

Feats: Remove Skill Focus (Perception)

Skills: Perception +11 (not +16)

p. 37 – Emergency Crew Member[]

Init: +2 (not +1) Senses: Perception +2 (not +1)

Defenses: Fort 10 (not 11)

Threshold: 10 (not 11)

Abilities: Int 14 (Not 12)

Skills: Increase all of his skills by 2 each

p. 40 – Infiltrator[]

Init: +12 (not +7)

Languages: 1 other language (not 2)

Skills: Initiative +12 (not +7), Jump +11 (not +16)

Update The Force Unleashed Campaign Guide[]

Talents: Add Security Slicer (p. 27)

Talents: Remove Fool’s Luck

p. 41 – Information Broker[]

Senses: Perception +8 (not +9)

p. 42 – Jedi Knight[]

Defenses: Remove Lightsaber Defense

Abilities: Str 13 (not 12)

Talents: Add Block

Talents: Remove Lightsaber Defense

Skills: Remove Perception

p. 43 – Jedi Refugee[]

Melee: lightsaber +12 (not +11) or

Melee: lightsaber +10 with Rapid Strike (not +9)

Base Atk: +11 (not +10) Grp: +13 (not +12)

p. 44 – Jedi Duelist[]

Feats: Remove 1 Force Training

p. 45 – Imperial Knight[]

Init: +7 (not +12) Senses: Perception +6 (not +11)

Speed: 4 squares (not 6)

Melee: All lightsaber damages should be reduced by 1

Force Powers Known: Remove Force Slam and Surge

Feats: Remove Powerful Charge

Skills: Remove Initiative

p. 46 – Jedi Master[]

Defenses: Remove Lightsaber Defense

Abilities: Str 13 (not 12)

Talents: Add Block

Talents: Remove Lightsaber Defense

Skills: Remove Perception

p. 47 – Jedi Sage Master[]

Defenses: Fort 27 (not 28) Defenses: Will 31 (not 30)

Threshold: 27 (not 28)

Skills: Knowledge (life sciences) +15 (not +20)

p. 48 – Jedi Battlemaster[]

Force Techniques: Add Force Power Mastery (battle strike)

Force Techniques: Remove 1 Force Point Recovery

Feats: Add 2 Force Trainings

p. 49 – Jedi Sentinel Master[]

Force Secrets: Add Distant Power

p. 51 – Jensaarai Defender[]

Defenses: Ref 24 (not 25) and flat-footed 22 (not 23)

Melee: Lightsaber +12 and 2d8+7 (not +13 and 2d8+6) or

Melee: Lightsaber +12 and 3d8+7 (not +11 and 3d8+6) with Mighty Swing

p. 52 – Martial Artist[]

Feats: Add Trip

Feats: Remove Skill Training (acrobatics)

Skills: Remove Acrobatics

p. 52 – Master of Teräs Käsi[]

Skills: Add Jump +16

Skills: Remove Acrobatics

Update Knights of the Old Republic Campaign Guide[]

Melee: Add unarmed +21 (2d10+15) with Flurry

Talents: Add Devastating Melee Smash (p. 29)

Talents: Remove Unbalance Opponent

Feats: Add Flurry (p. 33)

Feats: Remove Point Blank Shot

p. 55 – Mercenary Scout[]

Defenses: Ref 16 (not 18) and flat-footed 14 (not 16)

Possessions: Remove combat jumpsuit

p. 56 – Mercenary Heavy Infantry[]

Defenses: Fort 19 (not 18)

Speed: 4 squares (not 6)

Threshold: 19 (not 18)

Ranged: Heavy blaster rifle 3d10+4 (not 3d8+4)

p. 58 – Mercenary Captain[]

Languages: Missing 2 languages

Speed: 4 squares (not 6)

Melee: Combat gloves 1d4+4 (not 1d4+3)

Update Knights of the Old Republic Campaign Guide[]

Talents: Add Reactionary Attack (p. 26)

Feats: Remove Distant Command

p. 59 – Mystic[]

CL: 5 (not 4)

Languages: Missing 1 language

Defenses: Ref 15 (not 13) and flat-footed 15 (not 13)

Defenses: Fort 16 (not 15)

Threshold: 16 (not 15)

Melee: Quarterstaff 1d6 (not 1d6+1)

Base Atk: +6 (not +5) Grp: +6 (not +5)

p. 60 – Officer[]

Init: +8 (not +7)

Defenses: Ref 21 (not 20)

Ranged: Blaster pistol +12 (not +11)

p. 61 – Intelligence Officer[]

Init: +6 (not +9)

Defenses: Ref 24 (not 23) and flat-footed 23 (not 21)

Melee: Unarmed damage 1d4+5 (not 1d4)

Skills: Add Knowledge (tactics) +13

Skills: Remove Initiative

Skills: Perception +16 (not +18)

Update Knights of the Old Republic Campaign Guide[]

Talents: Add Fluster (p. 26)

Feats: Remove Weaken Resolve

p. 62 – Outlaw Tech[]

Update Starships of the Galaxy[]

Talents: Add Quick Fix (p. 17)

Talents: Remove Hyperdriven

p. 63 – Pilot[]

Init: +11 (not +14) Senses: Perception +10 (not +8)

Feats: Add Skill Training (Initiative)

Feats: Remove Skill Focus (Initiative)

Skills: Initiative +11 (not +14), Perception +10 (not +8), Pilot +16

(not +14)

Update Knights of the Old Republic Campaign Guide[]

Talents: Add Deep-Space Gambit (p. 28)

Talents: Remove Improved Initiative

p. 64 – Ace Pilot[]

Update Starships of the Galaxy[]

Starship Maneuvers Known: attack formation zeta nine, Corellian slip, Darklighter spin, I have you now

Feats: Add Starship Tactics (2) (p. 20)

Feats: Remove Precise Shot and Running Attack

p. 65 – Pilot, Elite[]

Senses: Perception +5 (not +7)

Skills: Remove Perception

Skills: Perception +5 (not +7)

Update Starships of the Galaxy[]

Starship Maneuvers Known: counter, Tallon roll

Feats: Add Starship Tactics (p. 20)

Feats: Remove Precise Shot

p. 66 – Pirate[]

Init: +6 (not +5)

Defenses: Will 15 (not 14)

Update Knights of the Old Republic Campaign Guide[]

Talents: Add Opportunistic Strike (p. 27)

Talents: Remove Sneak Attack

p. 67 – Privateer[]

Defenses: Ref 22 (not 24)

Defenses: Fort 21 (not 22) Defenses: Will 20 (not 21)

Threshold: 21 (not 22)

Melee: Vibroblade 2d6+6 (not 2d6+8)

Ranged: Heavy blaster pistol 4d8+6 (not 4d8+5) with Rapid Shot

Abilities: Int 13 (not 12)

Talents: Add Penetrating Attack (pistols)

Talents: Remove Weapon Specialization (advanced melee weapons)

p. 68 – Pirate Captain[]

Defenses: Will 24 (not 23)

Melee: Vibroblade +10 (not +9) or

Melee: Vibroblade +5/+5 (not +4/+4) with Double Attack

Ranged: Blaster pistol +9 (+8)

Ranged: Hold-out blaster pistol +9 (not +8)

Base Atk: +7 (not +6) Grp: +9 (not +8)

Feats: Remove Melee Defense

p. 70 – Politician, Veteran[]

Hp: 12 hp is too low. Average hit points would be about 33.

Abilities: Int 13 (not 12)

Update Knights of the Old Republic Campaign Guide[]

Talents: Add Influential Friends (p. 29)

Talents: Remove Weaken Resolve

p. 71 – Bail Organa[]

Languages: Missing one language

Defenses: Ref 21 (not 12) and flat-footed 20 (not 11)

Defenses: Fort 19 (not 14) Defenses: Will 23 (not 18)

Threshold: 19 (not 14)

Ranged: Blaster pistol 3d6+4 (not 2d6+4)

Update Knights of the Old Republic Campaign Guide[]

Talents: Add Influential Friends (p. 29)

Talents: Remove Weaken Resolve

p. 72 – Saboteur[]

Melee: Vibrodagger +3 (not +8)

Attack Options: Remove Combat Reflexes

Talents: Add Demolitionist (she should have 2 of this talent)

Update The Force Unleashed Campaign Guide[]

Talents: Add Electronic Sabotage (p. 27)

Talents: Remove Gimmick

p. 73 – Twi’lek Saboteur[]

Init: +4 (not +6)

Languages: Missing 3 languages

p. 74 – Sector Ranger[]

Language: Missing 1 additional language

Defenses: Flat-footed Ref 21 (not 22)

Ranged: Heavy blaster pistol +8 (not +9)

Talents: Remove Acute Senses

Feats: Remove Shake It Off and Weapon Focus (pistols)

p. 75 – Special Enforcement Officer[]

Skills: Add Survival +13

Skills: Remove Knowledge (bureaucracy)

p. 76 – Security Personnel[]

Defenses: Ref 14 (not 16) and flat-footed 13 (not 15)

Ranged: Blaster pistol +6 (not +5)

p. 76 – Security Specialist[]

Defenses: Remove the line (26 with riot shield)

Speed: 4 squares (not 6)

Talents: Add Tough as Nails

p. 77 – Royal Handmaiden[]

Languages: 1 too many languages

Melee: Unarmed +5 (not +6)

p. 78 – Ship Captain[]

Melee: Vibrodagger +13 or +8/+8 (not +12 or +7/+7)

Ranged: Blaster pistol +13 (not +12)

Base Atk: +11 (not +10) Grp: +13 (not +12)

Skills: Knowledge (tactics) +18 (not +13)

Update Starships of the Galaxy[]

Talents: Add Fleet Deployment and Fleet Tactics (p. 18)

Talents: Remove Assault Tactics and Tactical Edge

p. 79 – Ship Gunner[]

Senses: Perception +6 (not +8)

Ranged: Heavy blaster pistol 3d8+3 (not 2d8+3)

Skills: Add Pilot +12

Skills: Remove Perception

p. 80 – Darth Maul[]

Languages: Missing 1 language

Defenses: Replace the entire Reflex line with “Ref 34 (flat-footed 28, Niman 35, Niman and Lightsaber Defense 37)”

Defenses: Add in parentheses after Will: (Niman 31)

p. 81 – Razalon FC-20 Speeder Bike[]

Cover: None (not total)

p. 82 – Sith Lord[]

CL: 19 (not 18)

Defenses: Ref 34 (not 33) and flat-footed 32 (not 31)

Defenses: Fort 32 (not 31) Defenses: Will 35 (not 34

Threshold: 32 (not 31)

Feats: Remove Melee Defense

Optional Errata[]

The Sith Lord’s lightsaber should probably be self-built. If so, then increase all lightsaber attacks by 1

p. 82 – Fallen Jedi Sith Lord[]

Melee: Lightsaber +22 (not +21)

Melee: Lightsaber +20 (not +19) with Rapid Strike

Melee: Lightsaber +20 (not +19) when also using his short lightsaber

Melee: Add +2 to all lightsaber damages

Force Techniques: Apply Force Power Mastery to Battle Strike

Talents: Add Weapon Specialization (lightsabers)

Talents: Remove Wicked Strike

Skills: Add Knowledge (galactic lore) +17

p. 83 – Lumiya[]

Senses: Perception +20 (not +18)

Defenses: Ref 41 (not 42)

Defenses: Fort 36 (not 34)

Threshold: 36 (not 34)

Feats: Add Point Blank Shot

Feats: Remove Combat Reflexes

Skills: Mechanics +16 (not +15) and Perception +20 (not +18)

p. 86 – Slicer[]

Senses: Perception +4 (not +9)

Languages: Missing 1 language

Skills: Remove Perception

Skills: Gather Information +8 (not +15)

p. 87 – Zakarisz Ghent[]

Senses: Perception +4 (not +9)

Languages: Missing 1 language

Feats: Remove Melee Defense

Skills: Remove Perception and Pilot

Skills: Gather Information +13 (not +19) and Mechanics +14 (not +19)

Update The Force Unleashed Campaign Guide[]

Talents: Add Security Slicer (p. 27)

Talents: Remove Fool’s Luck

p. 88 – Smuggler[]

Languages: 2 too many languages

Defenses: Fort 19 (not 18)

Threshold: 19 (not 18)

Ranged: Heavy Blaster Pistol 3d8+3 (not 3d6+3)

Feats: Remove Precise Shot

Update Knights of the Old Republic Campaign Guide[]

Talents: Add Vehicle Sneak (p. 29)

Talents: Remove Barter

Update The Force Unleashed Campaign Guide[]

Talents: Add Art Of Concealment (p. 27)

Talents: Remove Hyperdriven

p. 89 – Talon Karrde[]

Defenses: Ref 26 (not 27) and flat-footed 24 (not 25)

Talents: Add Illicit Dealings (TFU 27)

Talents: Remove Stellar Warrior

Skills: Pilot +18 (not +17)

p. 90 – SpecForce Heavy Weapons Specialist[]

Defenses: Ref 21 (not 20) and flat-footed 19 (not 18)

Defenses: Fort 18 (not 16)

Speed: 4 squares (not 6)

Threshold: Will 18 (not 16)

Melee: Combat gloves 1d4+4 (not 1d4+6)

Ranged: Heavy blaster pistol 3d8+1 (not 3d8+3)

Ranged: Heavy repeating blaster +10 and 3d10+3 (not +9 and 3d10+5)

Ranged: Heavy repeating blaster +8 and 3d10+3 (not +7 and 3d10+5) when braced

Ranged: Heavy repeating blaster +5 and 5d10+3 (not +4 and 5d10+5) with Burst Fire

Ranged: Missile launcher 6d6+3 (6d6+5)

p. 92 – Soldier Commander[]

Skills: Persuasive should be Persuasion

p. 92 – Clone Commander CC-2224 “Cody”[]

Defense: Ref 30 (not 31)

Feats: Remove Running Attack

Skills: Remove Use Computer

p. 94 – Soldier, Elite[]

Senses: Remove low-light vision

Defenses: Ref 25 (not 24) and flat-footed 22 (not 20)

Speed: 4 squares (not 6)

Melee: Unarmed +12 (not +14)

Ranged: Heavy blaster pistol +15 (not +17) or

Ranged: Heavy blaster pistol +13 (not +15) with Rapid Shot

Ranged: Frag grenade +13 and 4d6+5 (not +15 and 4d6)

Ranged: Ion grenade +13 and 4d6+5 (not +15 and 4d6)

Base Atk: +10 (not +12) Grp: +13 (not +15)

p. 95 – SpecForce Elite Soldier[]

Defenses: Ref 29 (not 30) and flat-footed 25 (not 27)

Feats: Add Martial Arts I

Feats: Remove Extra Second Wind and Running Attack

p. 96 – Spy[]

Languages: 5 other languages (not 2)

Defenses: Fort 19 (not 18) Defenses: Will 19 (not 18)

Threshold: 19 (not 18)

Melee: Vibrodagger +0 (not +7)

Ranged: Blaster pistol +6 (not +8)

Base Atk: +4 (not +6) Grp: +6 (not +8)

Skills: Use Computer +10 (not +9)

p. 97 – Bothan Spy[]

Init: +7 (not +5)

Languages: 5 other languages (not 2)

Defenses: Will 22 (not 20)

Melee: Vibrodagger +1 (not +7)

Ranged: Blaster pistol +8 (not +9)

Base Atk: +5 (not +6) Grp: +8 (not +9)

p. 98 – Swoop Gang Leader[]

Defenses: Flat-footed 19 (not 20)

Melee: Unarmed 1d6+4 (not 1d6+1)

Update Knights of the Old Republic Campaign Guide[]

Talents: Add Strike And Run (p. 28)

Talents: Remove Fortune’s Favor

p. 98 – Modified R-2000 Raptor Speeder Bike[]

Cover: None (not total)

p. 99 – Swoop Gang Member[]

Senses: Perception +1 (not +2)

Feats: Replace “Weapon Training” with “Weapon Proficiency”

p. 99 – Nebulon-Q Swoop[]

Cover: +5 (not total)

p. 102 – Elite Warrior[]

CL: 14 (not 15)

Senses: Perception +9 (not +16)

Speed: 4 squares (not 6)

Ranged: Heavy blaster rifle 3d10+8 (not 3d8+8) with Double Attack

Ranged: Heavy blaster rifle 3d10+8 (not 3d8+8) with Triple Attack

Talents: Add Tough as Nails

Skills: Remove Perception

p. 102 – Mandalorian Supercommando[]

Senses: Perception: +17 (not +15)

Speed: 4 squares (not 6)

Defenses: Ref 36 (not 37) and flat-footed 32 (not 33)

Talents: Add Hard Target

Talents: Remove Second Skin

Feats: Add Shake It Off

Update Knights of the Old Republic Campaign Guide[]

Talents: Add Mandalorian Ferocity (adv melee weapons) (p.38)

Talents: Remove Hard Target

p. 106 – Corellian Banshee Bird[]

p. 107 – Corellian Sand Panther[]

p. 108 – Dragonsnake[]

p. 109 – Gundark[]

p. 110 – Katarn[]

p. 111 – Kintan Strider[]

p. 112 – Knobby White Spider[]

p. 113 – Kouhun[]

p. 114 – Krayt Dragon, Greater[]

p. 115 – Krayt Dragon, Canyon[]

p. 116 – Mantellian Savrip[]

p. 120 – Narglatch[]

p. 121 – Nashtah[]

p. 122 – Dathomiri Rancor[]

p. 123 – Tyrant Rancor[]

p. 123 – Tra’cor[]

p. 124 – Ronto[]

p. 125 – Sarlacc[]

p. 126 – Varactyl[]

p. 127 – Varactyl Handler[]

p. 128 – Vornskr[]

p. 130 – Womp Rat Pack[]

p. 131 – Ysalamiri[]

p. 134 – Artillery Droid[]

p. 135 – Assassin Droid[]

p. 136 – R3 Astromech Droid[]

p. 137 – R4 Astromech Droid[]

p. 137 – R5 Astromech Droid[]

p. 138 – R7 Astromech Droid[]

p. 139 – R2-R Astromech Droid[]

p. 140 – B3 Ultra Battle Droid[]

p. 141 – B3-A Ultra Battle Droid[]

p. 141 – IG Series Lancer Droid[]

p. 142 – Buzz Droid[]

p. 143 – Construction Droid[]

p. 144 – Demolitions Droid[]

p. 145 – Espionage Droid[]

p. 146 – Interrogation Droid[]

p. 147 – Medical Droid[]

p. 148 – Power Droid[]

p. 149 – Probe Droid[]

p. 150 – M-3PO Military Protocol Droid[]

p. 151 – TC Protocol Droid[]

p. 152 – Guri[]

p. 154 – Sabotage Droid[]

p. 155 – Security Droid[]

p. 156 – Seeker Droid[]

p. 157 – Sentry Droid[]

p. 158 – War Droid[]

p. 159 – Sith Elite Warbot[]

p. 160 – PK Worker Droid[]

Knights of the Old Republic - Errata and Official Clarifications - Updated January 2009[]

Errata[]

p. 26 – Demoralizing Defense[]

Add the following sentence to the end of this talent’s description: “A single target may only be affected by this talent once per round.”

p. 32 – Table 2-1: Feats Implant Training[]

Change the table description for Implant Training’s benefit to “Do not move extra steps down the condition track.”

p. 39 – Taint of the Dark Side[]

Add the following sentence to the end of the talent’s description: “If you spend a Force Point or Destiny Point to modify this power in any way, you increase your Dark Side Score as normal.”

p. 47 – Melee Duelist Requirements[]

Change the Feats section to say, “Melee Defense, Rapid Strike, Weapon Focus with any melee weapon.”

p. 47 – Dual Weapon Flourish II[]

Add the phrase “once per turn on your turn” before the phrase “you can make a full attack…”

p. 47 – Single Weapon Flourish II[]

Add the phrase “once per turn on your turn” before the phrase “you can make a full attack…”

p. 67 – Adhesive Grenade[]

Add the following sentence to the end of the weapon’s description: “Adhesive grenades have a 2-square burst radius.”

p. 69 – CryoBan Grenade[]

Add the following sentence to the end of the weapon’s description: “CryoBan grenades have a 2-square burst radius.”

p. 69 – Lanvarok[]

Change the last sentence of the second paragraph to say, “Massassi and Kissai treat the Massassi lanvarok as a simple weapon instead of as an exotic weapon.”

p. 75 – Table 5-6: Weapon and Armor Accessories[]

Change the Upgrade Slot Cost of the Improved Energy Cell to 1.

Clarifications[]

p. 31 – Weapon Focus + Weapon Finesse Combined Feats[]

Remove the phrase “for the purpose of Weapon Finesse” from the end of the paragraph.

p. 35 – Sniper Shot[]

The bonus to attacks applies to all attack rolls made until the beginning of your next turn.

p. 39 – Improved Riposte[]

Remove the phrase “once per turn” from the beginning of the talent’s first sentence.

p. 44 – Brutal Attack[]

You determine damage (including doubling damage from a critical hit) and compare it to your target’s damage threshold first, then add the extra die of damage when applicable.

p. 47 – Exotic Weapon Master[]

Add the phrase “or talents” after the word “feats” in the second sentence of this talent’s description.

p. 52 – Wound Force Power[]

Change the first sentence of the Special section to say, “If the target moves 1 or more steps down the condition track as a result of being damaged by this power, the condition becomes…”

The Force Unleashed - Errata and Official Clarifications - Updated January 2009[]

Errata[]

p. 86 – Corruption[]

Under the DC 15 entry, change the second sentence to say “If your Use the Force check exceeds the target’s Fortitude Defense by 5 or more…”

p. 118 – HWK-290 Transport[]

Change Cargo to 75 tons.

p. 120 – Maka-Eekai L4000 Transport[]

Change Cargo to 140 tons.

p. 270 – Sentinel-class Landing Shuttle[]

Replace Sentinel-class landing shuttle with the following statistics:

Sentinel-class Landing Shuttle CL 10
Colossal space transport
Init +5; Senses Perception +6


Defense Ref 17 (flat-footed 12), Fort 26; +12 armor
hp 120; DR 15; SR 50; Threshold 76


Speed fly 16 squares (max. velocity 1,000 km/h), fly 5 squares (starship scale)
Ranged 4 laser cannons +4 (see below) and ion cannons +4 (see below) or
Ranged 2 medium concussion missiles +6 (see below) and ion cannons +4 (see below) or
Ranged 2 repeating blaster cannons +6 (see below) and Ion cannons +4 (see below)
Fighting Space 12x12 or 1 square (starship scale); Cover total (crew)
Base Atk +2; Grp +38
Atk Options autofire (laser cannons, repeating blaster cannons)


Abilities Str 42, Dex 20, Con —, Int 14
Skills Initiative +1, Mechanics +6, Perception +6, Pilot +1, Use Computer +6
Crew 6; Passengers 54 (troops)
Cargo 80 tons; Consumables 1 month; Carried Craft 12 speeder bikes
Payload 8 concussion missiles
Hyperdrive x1 (backup x10)
Availability Military; Cost 240,000


Ion cannon (copilot)'

Atk +4, Dmg 4d10x2 ion

Laser cannon (gunner)

Atk +4 (–1 autofire), Dmg 6d10x2

Medium concussion missile (2 gunners) Atk +6, Dmg 8d10x2, 2-square splash


Repeating blaster cannon (2 gunners)

Atk +6 (+1 autofire), Dmg 3d8x2


Clarifications[]

p. 17 – Togorian Species Traits[]

Change the section under Large Size to say: “Togorians take a –1 size penalty to Reflex Defense, a –5 penalty to their Stealth checks, and a +5 size bonus to their damage threshold. Their lifting and carrying limits are double those of Medium characters.”

p. 18 – Whiphid Species Traits[]

Change the section under Large Size to say: “Whiphids take a –1 size penalty to Reflex Defense, a –5 penalty to their Stealth checks, and a +5 size bonus to their damage threshold. Their lifting and carrying limits are double those of Medium characters.”

p. 27 – Hidden Weapons[]

Change the first sentence of the talent’s description to, “If you draw a concealed weapon and, before the end of the same round, make an attack against a target that failed to notice the item, the target is considered flat-footed against you.”

p. 33 – Informer Feat[]

Remove the phrase “for the purpose of using this feat” from the Benefit of the feat.

p. 34 – Natural Leader[]

Add the phrase, “and continues to grow in scale as you gain levels” to the end of the second sentence of the feat’s Benefit section.

p. 48 – Independent Spirit[]

Add the phrase ”against a single skill check or attack roll” after the phrase “(your choice)”

p. 48 – Device Jammer Talent[]

Change the second sentence of the talent’s description to say, “…you select a particular piece of personal, portable electronic equipment (any item listed as equipment, excluding droids, vehicles, and weapons, that has an electronic component)…”

p. 86 – Telekinetic Prodigy[]

Add the following sentence to the end of the talent’s description: “If you increase your Wisdom score at a later time and select the move object power, you only gain an additional power if you did not take the move object power when you first chose that feat. Otherwise, you gain an additional Force power as normal.”

Scum & Villainy Errata and Official Clarifications - Updated January 2009[]

Errata[]

p. 17 – Swift Strider[]

Remove the phrase “as a standard action” from the end of the first paragraph.

p. 21 – Misplaced Loyalty[]

Add the following sentence before the last sentence of the talent’s description: “You may not gain the benefit this talent if another character within 6 squares of you has used this talent since the end of your last turn.”

p. 21 – Collateral Damage[]

Add the phrase “once per turn on your turn” before the phrase “you can make a second attack…”

p. 23 – Knife Trick[]

Add the following sentence to the beginning of the Benefit paragraph: “If you have a concealed weapon, you threaten squares as though armed with a melee weapon.”

Add the following sentence to the end of the Benefit paragraph: “If you choose not to draw your concealed weapon and attack with it, you cannot make the attack of opportunity unless you would otherwise normally be able to do so.”

p. 24 – Superior Tech[]

Change the Superior Protective Armor trait benefit to say, “Increases the armor’s armor bonus to Reflex defense by 2.”

p. 25 – Wicked Strike[]

Add the phrase “once per turn on your turn” before the phrase “you can immediately make a second attack…”

p. 27 – Shelter Change[]

the text of the talent to say, “Whenever you are adjacent to a minion, you increase any cover bonus to your Reflex Defense by +2.”

p. 31 – Damaging Deception[]

Change the last sentence of the talent to say, “If successful, the next attack made before the start of your next by one of your allies turn that hits your target deals an additional +2 dice of damage.”

p. 35 – Uncanny Instincts[]

Change “once per encounter” to “once per round.”

p. 37 – Upgrade Slots[]

In the second paragraph, replace the second sentence with “Unlike most armor, powered armor has two free upgrade slots. Armor is defined as powered armor if it is specifically described as such, of the word power (or some variant thereof) appears in the armor’s name.”

p. 56 – Table 2-11: Cost Modifiers[]

Change the cost modifier for Colossal (station) to x5,000; change Colossal (cruiser) to x500; change Colossal (frigate) to x50.

Clarifications[]

p. 21 – Bonus Feats[]

Some of the feats in this chapter may be selected as bonus feats by certain classes. Each class may add the following feats to their relevant bonus feat list.

Classes and Bonus Feats
Jedi Burst of Speed, Close Combat Escape, Impetuous Move, Impulsive Flight, Lightning Draw, Opportunistic Retreat, Resurgence, Slippery Maneuver, Stay Up, Tactical Advantage, Wicked Strike
Noble Cornered, Friends in Low Places, Hasty Modification, Impulsive Flight, Opportunistic Retreat, Signature Device, Superior Tech, Tactical Advantage, Wicked Strike
Scoundrel Burst of Speed, Close Combat Escape, Collateral Damage, Cornered, Deceptive Drop, Desperate Gambit, Duck and Cover, Fleet Footed, Friends in Low Places, Hasty Modification, Impulsive Flight, Knife Trick, Lightning Draw, Signature Device, Superior Tech
Scout Burst of Speed, Cornered, Deadly Sniper, Duck and Cover, Fleet Footed, Resurgence, Slippery Maneuver, Stay Up
Soldier Burst of Speed, Collateral Damage, Deadly Sniper, Impetuous Move, Lightning Draw, Resurgence, Slippery Maneuver, Stay Up

p. 41 – Dual Gear[]

Add the following sentence to the end of the description of Dual Gear: “If either piece of equipment requires a power pack or other energy source, it must have its own (items combined with this modification cannot share power packs or other energy sources).”

p. 42 – Silverplate and Spring Loaded[]

Move the last sentence from the Silverplate description to the end of the Spring Loaded description.

Clone Wars Campaign Guide - Errata and Official Clarifications - Updated January 2009[]

Errata[]

p. 21 – Protection[]

Add the following text to the end of the talent’s description: “Characters that use this talent or the Draw Fire talent cannot be targeted by or benefit from this talent. You may not benefit from this talent at the same time as the Misplaced Loyalty talent (Scum and Villainy, page 14).”

p. 22 – Improved Consular’s Vitality[]

Add the following line to the end of this talent: Prerequisite: Consular’s Vitality

p. 26 – Stick Together[]

Remove the phrase “as a move action” from the second sentence of this talent.

p. 29 – Expert Droid Repair[]

Add the phrase “(minimum 2) after the phrase “Intelligence bonus.”

p. 40 – Higher Yield[]

Change the word “Demolitions” to “Mechanics” in the Prerequisites line.

p. 40 – Focused Force Talisman[]

Add the phrase “all your expended uses of” before the phrase “that spent Force power” in the last sentence of the talent’s description.

p. 46 – Tech Savant[]

Add the following text to the end of the talent’s description: “Any droid or vehicle can only benefit from this talent once per round.”

p. 76 – G9 Rigger[]

Grp modifier should be +34

p. 81 – Dagger-class Starfighter[]

Add the following line beneath the Cargo line: Hyperdrive x2 (3 pre-programmed hyperspace jumps)

p. 138 – Daystar Craft DC0052 Intergalactic Speeder[]

Change the Fighting Space to 2x2

p. 172 – Nu-class Shuttle[]

Add the following line beneath the Cargo line:

Hyperdrive x1, navicomputer

p. 173 – Y-Wing[]

DR should be 10, not 100.

p. 209 – Subjugator-class Heavy Cruiser[]

Crew should be 25,350.

p. 221 – Sabaoth Starfighter[]

Pilot modifier should be +12

Clarifications[]

p. 61-63 – Ranged Weapons[]

The weapons in this section have the following ammunition capacities:

  • BlasTech 500 “Espo” Riot Gun, BlasTech DT-12, Czerka Adventurer, Merr-Sonn Model 434, SoroSuub Firelance: 50 shots.
  • BlasTech DH-23 “Outback” Blaster Pistol: 100 shots
  • BlasTech DLT-20A: 30 shots

p. 40 – Rapid Reload[]

Add the phrase “or power pack” after the phrase “energy cell.”

p. 46 – Sabotage Device[]

Add the phrase “or power pack” after the phrase “energy cell.”

p. 64 – Shadowsuit[]

Replace the full text of this entry with the following:

Shadowsuit Light Armor
Used by assassins and burglars, the shadowsuit manufactured by Ayelixe/Krongbing textiles is little more than a black body stocking covering the wearer’s entire body. Shadowsuits are made from a tough but soft material known as shadowsilk that absorbs light and sound. The hands and feet of the shadowsuit have sound-dampening pads that reduce the noise made by the wearer. A shadowsuit grants a +5 equipment bonus to Stealth checks whenever the wearer has concealment from darkness or low-light conditions. If any armor or clothing is worn over the shadowsuit, this bonus is lost.

Re Replace the Shadowsuit entry on Table 5-4: Armor with the following: Shadowsuit 2 600 +1 +1 +5 – – 2 kg Military

p. 94 – Creating a Squad[]

Add the following bullet point to the end of the list: The squad’s CL is equal to the CL of the base creature +2.

Starships of the Galaxy[]

Errata[]

p. 18 – Squadron Tactics Talent[]

The ace pilot’s Squadron Tactics talent can be used only to confer non-attack pattern maneuvers on your squadron.

p. 25 – Corellian Slip[]

The Corellian slip maneuver allows you to make an attack as a free action (not a swift action) when you enter your target’s square.

p. 31 – Fighter Groups[]

Joining a fighter wing ends your actions for the round; any unused actions (including readied actions) are lost. If you choose to delay on the fighter group’s turn, you automatically leave the group. Once the leader of a fighter group is chosen, it can be changed only once per round on the group’s turn. When the first fighter joins another to form the wing, the first leader is chosen at that time. Fighter groups can use starship maneuvers only if every member of the fighter group has that maneuver. When the maneuver is used, every member of the fighter group uses it. If a member of the group has an attack pattern maneuver active when it joins the group, its effects are lost (the fighter group is, itself, like an attack pattern).

p. 47 – Table 3-5: Weapon Systems[]

The footnote in the table should read: “1 Colossal (frigate) or larger starships only”.

p. 47 – Table 3-7: Starship Accessories[]

Extended range should have an EP cost of 1.

p. 52 – Table 3-8: Stock Ship Types[]

The Strength scores for the following stock ships should be changed as noted:

  • Battlecruiser: 100
  • Cruiser: 94
  • Frigate: 60
  • Corvette: 58
  • Heavy Freighter: 56

p. 100 – Interdictor Cruiser[]

Under the entry for the gravity well projector, the area of effect should be a 3x3 square starship-scale area, not 4x4.

p. 158-159 – Y-Wing[]

All three Y-Wing models should have SR 25.

Advertisement