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 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 |
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.
Page 12:
Half-elf* (½E) | |||||||||||||||||
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 | |||||||||||||||||
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 |
Page 12:
Maximum No. of Hit Dice |
10 |
9 |
9 |
15 |
9 |
8 |
10( + 1)3 |
11 |
10 |
10 |
12 |
15 |
17 ( + 1)6 |
10 |
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.
Page 22:
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
Page 23:
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 |
— |
+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,
Page 74:
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.
Page 102:
round, i.e. “an arrow + 1,” “an arrow + 3,” “a javelin,” etc. – so long as that item was previously placed in the quiver.
Page 107:
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 | x | x | x | x | ||||||||||||||||||
| Hill | x | x | |||||||||||||||||||||
| Mountain | x | x | |||||||||||||||||||||
Elf, | Dark | x | x | x | x | x | x | x | x | x | x | x | x | x | x | x | ||||||||
| Gray/High | x | x | x | x | x | x | x | x | x | x | x | x | x | x | x | x | x | x | x | ||||
| Valley/Wood | x | x | x | x | x | x | x | x | x | x | x | x | x | x | x | x | x | x | x | ||||
| Wild | x | ||||||||||||||||||||||
Gnome, | Deep | x | x | x | x | x | x | x | x | x | ||||||||||||||
| Surface | x | x | x | x | x | x | |||||||||||||||||
Halfling, All | x | x | x | x | x | |||||||||||||||||||
Half-Orc | x | x | x | x | x |
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% |
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' |