| Dragon magazine published errata for Unearthed Arcana in issue #103. The article states that the changes would be incorporated into later prints, but this revision never transpired. Thanks very much to Ewen McCairns for the transcription of this article! Page 6: Half-orcs: -3 * Treat the indicated pair on each of these lines as being of the same race for purposes of effective comeliness; e.g., halflings are just as attractive (or repulsive) to humans as humans are to each other, and vice versa. Page 7: | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Half-Elves |
| Alignment Requirements: |
Yes1 |
| Any non-evil at start |
Yes1 |
| Lawful good only |
Yes2 |
| Any |
yes |
| True Neutral only3 |
yes |
| Any |
No |
| Any non-lawful |
Yes2 |
| Any good4 |
Yes2 |
| Any |
No |
| Any |
yes |
| Any non-good at start |
yes |
| Any non-good at start |
yes |
| Any evil at start |
No |
| Any lawful |
yes |
| Any neutral |
1: If of dark, gray, or high elf descent 3: Possibly with good tendencies
2: Except for those of wild elf descent 4: Possibly with neutral tendencies
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level in the ranger class, but a half-elf ranger with the same ability scores can rise as high as 11th level in the class. A hill dwarf assassin is restricted to the level limits shown on the table, since a hill dwarf cannot be both a multi-classed character and an assassin.
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Half-elf* (½E) |
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Dark descent | T | N | N | G | A | A | N | A | A | A | N | ** | A | A | A | T | N |
Any other | N | N | N | A | G | G | G | A | G | N | T | P | N | N | T | A | T |
Halfling |
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Hairfoot (HH) | N | T | T | A | T | T | N | N | T | N | T | N | P | P | P | N | T |
Stout (SH) | T | G | G | A | T | T | N | N | T | T | T | N | P | P | P | N | N |
Tallfellow (TH) | N | T | T | N | G | G | T | T | G | N | T | G | P | P | P | N | N |
Half-orc (½O) | N | H | H | N | A | A | A | A | A | A | H | A | N | N | A | P | T |
Human (H) | N | N | N | N | N | N | N | N | N | N | N | T | N | N | N | N | P |
* With regard to the reactions of races other than elves, half-elves are considered as a specific racial type. However, elves will react to half-elves as if the half-elf were either a half-elf or a full-blooded elf of the same racial type as the half-elf's non-human ancestor, whichever is the more negative reaction.
** Preference for half-elves of dark descent, hatred of all other half-elves.
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Maximum No. of Hit Dice |
10 |
9 |
9 |
15 |
9 |
8 |
10( + 1)3 |
11 |
10 |
10 |
12 |
15 |
17 ( + 1)6 |
10 |
Assassin As thief yes5
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5: An assassin cannot use a shield during a melee round in which the character is engaged in the act of assassination.
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10-Sided Dice for Accum. Hit Points |
The Fighter
The scope of the fighter class is expanded in two major respects. First, fighters are able to employ any and all of the new weapon types detailed in this book. Second is the benefit of weapon specialization, described below, which is available to all single-classed (but not multi-classed) fighters and rangers.
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Fighter 7-12................................................. 3/2 rounds
Barbarian 6-10......................................... 3/2 rounds
Ranger 8-14............................................. 3/2 rounds
Cavalier 6-10................................................ 3/2 rounds
Paladin 7-12............................................ 3/2 rounds
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strength, dexterity, and practice to improve. A successful pole vault requires at least a 30' running start and a pole at least two-thirds the length of the distance to be vaulted. The pole is dropped when the vault occurs. The vaulter can land on his or her feet atop a surface of 1/2' less height than the maximum height of the pole vault, if so desired, assuming such a surface exists. Otherwise the vaulter lands, tumble-rolls, and is on his or her feet in 1 segment. Non-thief-acrobats cannot effectively pole vault.
Pole Vaulting |
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+1' |
+2' |
+3' |
Speak With Plants | Quest |
Spell Immunity | Rainbow |
Spike Growth | Raise Dead |
Sticks to Snakes | Spike Stones |
Tongues | True Seeing |
Monster Summoning II
Otiluke's Resilient Sphere
Page 44:
While the staff/treant will initially be of largest size and greatest number of hit points, each 8 points of damage it accumulates actually reduce it by 1 hit die. The staff begins at 12 hit dice and 96 hit points,
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Character Age
A barbarian player character will be 15-19 (14 + 1d4) years old at the start of his or her career. The starting age for a cavalier player character is the same as for a cleric of that race 500 + 10d10 for an elf, 40 + 2d4 for a half elf, and 18 + 1d4 for a human.
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round, i.e. an arrow + 1, an arrow + 3, a javelin, etc. so long as that item was previously placed in the quiver.
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A stunned opponent will be so affected for 1-10 segments, during which time no actions may be taken. Any spells in the process of being cast are lost. If an opponent that is already stunned is stunned by a later attack, the opponent must save versus death magic to avoid being knocked unconscious for 1-4 rounds. A stunned opponent defends without benefit of dexterity or shield, and is + 4 to be hit.
Character Race Table III.: Multi-classed character options
Race | CF | CR | CM | CI | CT | CA | DF | DR | DM | DT | FM | FI | FT | FA | RM | MT | MA | IT | IA | CFM | CFT | CMT | FMT | |
Dwarf, | Gray | x |
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| Hill | x |
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| Mountain | x |
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Elf, | Dark | x | x | x |
| x | x |
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| Gray/High | x | x | x |
| x | x | x | x | x | x | x |
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| Valley/Wood | x | x | x |
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| Wild |
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Gnome, | Deep | x |
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Halfling, All | x |
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Half-Orc | x |
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Effects of Armor on Thief Functions
Thief Function | No Armor1 | Elfin Chain | Studded or Padded | Ring or Chain | Scale or Banded | Plate Mail | Plate Armor |
Pick Pockets | + 5% | -20% | -30% | -40% | -50% | -75% | -100% |
Open Locks | | -5% | -10% | -15% | -20% | -40% | -80% |
Find/Remove Traps | | -5% | -10% | -15% | -20% | -40% | -80% |
Move Silently | + 10% | -10% | -20% | -40% | -60% | -80% | -100% |
Hide in Shadows2 | + 5% | -10% | -20% | -30% | -50% | -75% | -110% |
Hear Noise | | -5% | -10% | -20% | -30% | -50% | -70% |
Climb Walls | + 10% | -20% | -30% | -40% | -90% | -99% | -99.9% |
General Note: No dexterity bonuses apply to thief functions (though penalties do) when wearing armor other than simple leather.
1: This category applies when wearing bracers of defense and/or a cloak, but no large protective devices.
2: Assumes that armor worn is covered by another garment. Elfin chain mail is light and thin, and can be worn under normal clothing. All other types of armor except simple leather are stiff and/or bulky, and can only be covered by a full body cloak.
Thief-acrobats Table V
Effects of Armor on Thief-Acrobat Functions
Thief-Acrobat Function | No Armor1 | Elfin Chain | Studded or Padded | Ring or Chain | Scale or Banded | Plate Mail | Plate Armor |
Tightrope Walking | + 5% | | -10% | -40% | -70% | -90% | -100% |
Pole Vaulting | + 1' | -½' | -1' | -4' | -8' | -12' | -18' |
High Jumping | + 1' | -½' | -1' | -4' | -8' | -12' | -18' |
Broad Jump, Standing | + ½' | | -½' | -3' | -5' | -7' | -10' |
Broad Jump, Running | + 1' | | -½' | -5' | -10' | -15' | -20' |
Tumbling, Attack | + 2% | -5% | -10% | -20% | -20% | -30% | -50% |
Tumbling, Evasion | + 4% | -5% | -10% | -30% | -60% | -70% | -70% |
Tumbling, Falling | + 5' | | -5' | -10' | -30' | -50' | -70' |
General note: No dexterity bonuses apply to functions (although all penalties do) when wearing armor other than simple leather.
1: This category applies when wearing bracers of defense and/or a cloak, but no large protective devices.