Errata 2nd Printing (POSP)

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== Player's Option: Skills & Powers (second printing) Errata ==
===Skills & Powers Errata and Clarifications effective 9 February 1996===
This is the official Errata List complied by Creative Director Steve Winter for the second printing of the S&P rulebook. Since this is only a reprint (not a redesign or a complete re-edit) most of the fixes are small: fixing typos, correcting mess-up charts, matching page references with the correct page numbers, and so on. These corrections will clear up a lot of the confusion that the first printing of S&P generated, ans this file also replaces the FAQFile for S&P. I hope you find information this useful and thanks again for all the support you folks have shown S&P in the nine months or so. Good gaming!
- Dale Donovan
——
Page 2: Add "Special Thanks to: Brad Bolas."
Page 7, paragraph 6: Replace with "Priests and wizards can spend points to gain extra spells. Only one additional enchantment per level can be purchased this way, and the cost is 2 points plus 1 point per level of the spell purchased. Priests and wizards cannot purchase higher level spells than they can cast. Look to chapters four and eight for more information on magic and character points.
Page 8, "New Systems": There are four new methods, not three.
Page 9, "Method X": Giving a fighter 18/30 Strength costs 21 of the 75 points, not 21 of the 76 points.
Page 12, paragraph 2, last sentence: Racial modifiers to ability scores are exceptions to this rule. Also, subabilities can exceed racial ability maximums and minimums.
Page 13, "Strength": All references to fighters should be to warriors.
Page 13, col. 2, paragraph 5: Delete blacksmithing from the list of Strength/Stamina proficiencies.
Page 14, Table 3: Every number in the final column ("Bend Bars/Lift Gates") should be followed by a "%" sign.
Page 14, Table 4: Every number in the third and fourth columns ("Pick Pockets" and "Open Locks") should be followed by a "%" sign.
Page 15, col. 1, paragraph 4: Delete musical instrument from the list of Dexterity/Aim proficiencies.
Page 16, col. 2, paragraph 2: Delete "Proficiencies:" paragraph. Constitution/Health is not the base number for anyproficiency.Page 17, col. 1, paragraph 2: Delete armorer, weaponsmithing, and astrology from the list of Intelligence/reason nonweapon proficiencies.
Page 18, col. 1, paragraph 3: Delete artistic ability from the list of Wisdom/Intuition proficiencies. Change "direction sense" to "orienteering"; change "weather sense" to "knowledge."
Page 19, col. 1, paragraph 4: Delete etiquette from the Charisma/Leadership proficiencies.
Page 19, col. 2, paragraph 3: Delete singing from the list of Charisma/Appearance proficiencies. Change "disguise" to "etiquette."
Page 21, col. 1, paragraph 7: Delete sentence, "The chart below offers a solution to this problem." The solution is described textually two sentences further on. In the second-to-last sentence of the paragraph, change "the fighter lifts the chest" to "the fighter opens the door."
Page 23, Table 16: Change "Wizard" to "Mage."
Page 23, col. 2, paragraph 3: Replace paragraph with the following: "Demihumans can save 5 character points from this process and apply them at any other point in the character creation process. Humans can save 10 points. Nonstandard races such as lizard men and thri-kreen cannot save any racial character points-any points not spent on racial abilities are lost."
Page 27, paragraph 5, sen. 1: Delete the word "other".
Page 28, col. 1: Delete "Infravision, 120' " from the list of aquatic elves' special abilities.
Page 28, col. 1: Change "Infravision, 90'" to "Infravision, 120'" in the list of dark elves' special abilities.
Page 28, col. 2: Change "Infravision, 90'" to "Infravision, 60'" in the list of gray elves' special abilities.
Page 29, col. 1: Change "Infravision, 90'" to "Infravision, 60'" in the list of high elves' and sylvan elves' special abilities.
Page 29, col. 2, paragraph 1, last sen.: Delete the word "either".
Page 30, col. 2, paragraph 2, sen. 1: Delete "other".
Page 32, col. 1, paragraph 8, sen. 1: Delete "other".
Page 32, col. 2: Delete "Infravision, 60'" from the list of hairfoots' special abilities.
Page 34, col. 1, paragraph 3, sen. 3: Change "wizard" to "mage".
Page 36, col. 1: Delete "Infravision, 60'" from the list of half-ogres' special abilities.
Page 36, col. 2, paragraph 7, sen. 3: Delete the word "bonus".
Page 37, col. 1, paragraph 2, sen. 3: Change "below" to "on page 42".
Page 37, Ability Score Requirements Table: Adjust the table as follows:
Aarakocra Dex 7/17, Con 6/17
Alaghi Int 5/18
Bugbear Str 7/17
Bullywug Int 4/15, Wis 3/16
Centaur Con 10/17
Flind Str 7/17
Hobgoblin Cha 4/15
Kobold Str 4/17
Minotaur Str 10/18, Wis 5/18, Cha 5/18
Mongrelman Int 4/18
Satyr Con 6/17
Swanmay Dex 12/17, Wis 13/17
Wemic Str 10/17, Dex 7/18
Page 47, col. 1, paragraph 4: Delete entire bullet point ("Can attract followers at 9th level, etc.").
Page 48, col. 1, paragraph 7: Change to "Weapon Specialization (5): This fighter has the ability to specialize in a particular weapon. The character point cost for acquiring the specialization must also be met (see page 118)."
Page 48, col. 2, paragraph 1: Change Charlemagne and His Paladins to Charlemagne's Paladins.
Page 49, col. 1, paragraph 3: A paladin can cure diseases once a week for every five experience levels. The 10th level paladin in the example can use his cure disease ability two times a week. A paladin's cure is ineffective against lycanthropy, which is a curse rather than a disease, but is effective against mummy rot, which is a magical disease.
Page 49, col. 1, paragraph 7: Change second sentence to read, "(Paladins are not immune to lycanthropy and mummy rot.)"
Page 49, Table 20: A 9th level paladin uses casting level 3. All of the entries in the "Spell level" columns of the table should move one row upward. The final row (level 20) should read "4 3 3 3."
Page 50, col. 1, paragraph 2: Delete entire first bullet point ("Cannot gain followers by building a stronghold or fort, etc.").
Page 50, col. 1, paragraph 7: The "hide in shadows percentage" can be found on Table 22, not Table 21.
Page 50, col. 2, paragraph 2: Add to the end of the paragraph, "The ranger does not need to build a stronghold or fort."
Page 50, Table 22: Each number in the last two columns of the table ("Hide in Shadows" and "Move Silently") should be followed by a "%" sign.
Page 51, col. 1, paragraph 3, last sentence: Change "below" to "Table 21."
Page 53, Table 27: The footnote on this table is in reference to thief skills marked with asterisks, not to anything on Table 27.
Page 53, Table 28: All numbers on this table should be followed by "%" signs.
Page 53, table 28: Delete entirely the "Half-ogre" column.
Page 53, Table 29: All of the numbers on this table should agree with those on Tables 4 and 5. Where there is disagreement, the earlier tables are correct. Pick pockets, open locks, and find/remove traps adjustments are based on Dexterity/Aim scores. Move silently, hide in shadows, and climb walls adjustments are based on Dexterity/Balance scores. Tunneling and escape bonds adjustments are based on the original Dexterity score (including racial modifiers).
Page 54, Table 30: Delete the "Bribe" row completely (or change all modifiers to 0).
Page 54, col. 1, paragraph 4: After this paragraph (and before"Alter Moods") insert the following note: "Skills marked with an asterisk (*) can be improved as a bard advances in level. Refer to the appropriate tables."
Page 54, Table 32: The footnote on this table is in reference to bard skills marked with asterisks, not to anything on Table 32.
Page 55, col. 2, paragraph 4: All references to thieves should be to bards instead. In the last sentence, change "Consult the following chart" to "Consult Table 31."
Page 56, col. 1, paragraph 7, last sen.: Change "below" to "on Table 34."
Page 56, col. 1, paragraph 8: Delete entire paragraph. This material was omitted from Skills & Powers because it is more appropriate to the third PLAYER'S OPTION volume, Spells & Magic. Clerical spell modifiers can be found in that book.
Page 57, col. 1, paragraph 4: Delete the asterisks from the "Minor*" headings of the sphere listings.
Page 58, col. 2, paragraph 3: The standard druid selection costs 60 character points, not 55. The page reference should be to page 57.
Page 62, col. 1, paragraph 5: In the example, the mage can cast only one 3rd level spell. The specialist wizard can cast two 3rd level spells.
Page 62, col. 1, paragraph 7: Change "priest THAC0 chart" to "rogue THAC0 chart."
Page 63, col. 1, paragraph 8 (Multi-Classed PCs): Replace the entire paragraph with: "Multi-classed characters are demihumans with two or more professions-fighter/thief, cleric/wizard, thief/wizard/fighter, etc. Such a character gets to spend the full allotment of CPs granted by each class. The points from each class must be spent buying abilities from that class's list only. The character receives, however, only one class's allowance of CPs for purchasing proficiencies; he gets the largest number allowed by his various classes. He can choose proficiencies from any of those allowed to any of his classes. When character points are awarded for advancing a level, they must be divided by the number of classes the character has (retain fractions, don't round them up or down)."
Page 66, col. 1, paragraph 1: Change "the following table" to "Table 41."
Page 67, col. 2, paragraph 4, sen. 1: Change to "This kit isintended for evil aligned characters."
Page 67, col. 2, paragraph 6: Add "The character must have evil alignment."
Page 69, col. 2, paragraph 8, sen. 3: Rogues cannot be cavaliers.
Page 73, col. 1, last paragraph : A mariner must have a minimum Intelligence/Knowledge score of 9.
Page 73, col. 2, paragraph 7: Change to ". . . and they suffer a -2 reaction roll penalty."
Page 75, col. 2: The dice rolls on the Outlaws' social rank table should be 2-7 and 8-12.
Page 81, col. 2, paragraph 6: Replace existing paragraph with "Smugglers seek magical bracers and rings to make themselves more difficult to be struck or seen. They will wear armor while adventuring-if their character class allows it. However, they prefer to travel in loose-fitting street clothes and unencumbered."
Page 83, col. 2, paragraph 5: The heading on this paragraph should be "Recommended nonweapon proficiencies."
Page 85, col. 1, paragraph 9: Change ". . . must begin play with at expertise . . ." to ". . . must begin play with expertise . . ."
Page 88, col. 1, paragraph 4: Change "pints" to "points."
Page 88, col. 1, paragraph 5: Bonus character points gained for high Intelligence can be spent to acquire languages or to acquire or improve Intelligence-based nonweapon proficiencies.
Page 88, col. 1, paragraph 6: The table referred to in the example is Table 4 in the Player's Handbook.
Page 89, col. 2, paragraph 1: change "other enhancements" to "other traits, proficiencies, and racial or class abilities, or can save for later use."
Page 89, col. 2, paragraph 3: Add, "The modifiers are listed on Table 44."
Page 91, Table 45: The initial rating for Blind-fighting should read "NA/6" in both the rogue and the warrior groups. Delete the Gaming proficiency from the warrior group. The ability listed for Endurance should be Constitution/Fitness.
Page 92, Table 46: The column headings should be"Traits" and "Cost (CPs)."
Page 96, col. 1, paragraph 7: Piloting proficiency should be Boat Piloting.
Page 104, col. 2, paragraph 5, sen. 2: Change "guess what's likely to happen" to "predict what will happen."
Page 106, col. 1, paragraph 5: "Impending changes in the weather" means changes that will happen within one hour. Delete "successful roll or a" from the second sentence; traits do not require a roll.
Page 107, col. 2, paragraph 6, sen. 2: The bonus is +1, not -1.
Page 116, Table 52: The "Thrown Weapon" category should be "Thrown Weapon/Sling."
Page 118, col. 1, paragraph 6: Designating a weapon of choice costs a warrior 2 points, a rogue or priest 3 points, and a wizard 4 points.
Page 118, col. 1, paragraph 10: Weapon expertise costs a ranger, paladin, or multi-classed warrior 2 CPs (1 if the weapon is the PCs weapon of choice).
Page 119, Table 54: A fighter must spend 2 CPs (not 4) to gain weapon mastery.
Page 124, col. 2, paragraph 5: Change "3_" to "3 1/2." Also note that this formula is intended only to be a simple, abstract means of deriving encumbrance categories for monsters that do not have Strength scores. Trying to apply the formula any more literally than that will lead to some odd results, and is not recommended.
Page 124, col. 2, paragraph 7 and paragraph 9: "Dexterity/Agility" should be "Dexterity/Balance."
Page 125, paragraph 5: Dog saddlebags hold up to 1 bulk point. All the other bulk point capacities listed in the paragraph should be divided by 10.
Pages 128-129, Table 64: The following items have a weight of 1/2: stiletto, dart, knife, bone knife, stone knife.
Page 130, Table 64: A sling costs 5 cp. See footnote 2 for the weight of a sling stone. A sling bullet is identical to a sling stone in weight, size, and type, but causes 1d4+1 points of damage against S and M targets, 1d6+1 against L targets.
Page 131, Table 65: The ranges for a sling bullet are 10/20/40. The ranges for a sling stone are 8/16/24. The staff sling can launch a stone or a stinkpot but not abullet; its ROF is 1 and its ranges are 6/12/18.
Page 131, Table 66: The cost for cord armor is 10 gp; hide armor, 35 gp; ring mail, 40 gp; scale mail, 60 gp. A body shield is also called a large shield. The weight of a medium shield is 7. In the "Shields" section of the table, the numbers listed under "Bulk Points" should be under "# foes." Under "Bulk Points" the column should read 2, 1, 1, 1. Delete the double asterisk footnote.
Page 131, Table 66: Cord armor is AC 8.
Page 134-135, Tables 70-73: The "$" under "Weight" refers to this footnote: "These weigh little individually; 10 equal 1 pound." The notations "1/4" and "1/2" on Table 73 should be fractions.
Page 138, col. 1, paragraph 4: Change "potion of undead control (XP value 700) is a 7th-level spell" to "potion of longevity (XP value 500) is a 5th-level spell" (alchemists cannot make potions of undead control-necromancy is an oppositional school).
Page 138, col. 2, spell list: Delete patternweave from the alchemist's spell list.
Page 140, col. 1, spell list: Delete Hornung's baneful deflector, hypnotic pattern, and there/not there from the geometer's spell list.
Page 141, spell lists: Delete nondetection from the shadow mage's spell list. Delete shout from the song wizard's spell list.
Page 146, col. 1, paragraph 2, sen. 2: Change "That mind is now open" to "A mind with 0 PSPs is open."
Page 146, Table 75: The second column heading should be "MTHAC0 Bonus." All the bonuses should have minus signs, not plus signs.
Page 148, col. 1, paragraph 3: Cross-index the attack with the defense on Table 76.
Page 148, Table 76: Reverse all plus and minus signs.
Page 155, col. 1, paragraph 1: The bonus proficiencies are contact and mental armor.
Page 178, Table 3: Every entry in the last column should be followed a "%" sign.
Page 178, Table 4: Every entry in the third and fourthcolumns should be followed by a "%" sign.
Page 180, Table 10: The bonus spells for a Wisdom/Intuition score of 19 should be 1st, 3rd; for 23, 1st and 6th; and for 24, 5th and 6th.
Page 181, col. 1, Point Allotments by Race table: Humans start with 10 CPs.
Page 183, Table 28: All numbers on this table should be followed by "%" signs.
Page 183, Table 29: All of the numbers on this table should agree with those on Tables 4 and 5. Where there is disagreement, the earlier tables are correct. Pick pockets, open locks, and find/remove traps adjustments are based on Dexterity/Aim scores. Move silently, hide in shadows, and climb walls adjustments are based on Dexterity/Balance scores. Tunneling and escape bonds adjustments are based on the original Dexterity score (including racial modifiers).
Page 183, Table 30: Delete the "Bribe" row completely (or change all the modifiers to 0).
Page 183, Table 31: The entries in the first column should be: 1-2, 3-4, 5-6, 7, 8, 9, 10, 11+. Delete the last two lines of the table.
Page 185, Table 45: The initial rating for Blind-fighting should be "NA/6" in both the rogue and warrior groups. Delete the Gaming proficiency from the warrior group. The Ability entry for Endurance should be Constitution/Fitness.
Page 186, Table 48: The table as listed should be deleted entirely and replaced with Table 48 as shown on page 113.
Page 187, Designating a Weapon of Choice: Rogues and priests pay 3 CPs to designate a weapon of choice.
Page 187, Gaining Weapon Specialization: This is Table 53.
Page 187, Gaining Weapon Expertise: The CP cost for warriors is 2.
Page 187, Gaining Weapon Mastery: This is Table 54. The CP cost for a fighter is 2.
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