TEXT: Errata & Notes: 
  True20 Adventure Roleplaying 
   
  By Tim Emrick [thastygliax(at)yahoo(dot)com]; Version 1.0, July 2005. A link to Version 1.0 was 
  posted on the True20 forum (http://www.greenronin.com/phpBB2/viewforum.php?f=24) on 
  7/14/2005; additions and changes are marked in bold. Errata posted by other forum users are 
  given in block quotes, followed by the poster, date and subject line. 
  General Notes  
  True20 Adventure Roleplaying is the generic version of the True20 System.  It is available 
  through RPG Now: http://www.rpgnow.com/product_info.php?products_id=4967 
  The True20 forum includes a FAQ thread that answers some questions about this game's 
  relationship to Blue Rose, the True 20 setting search, and other related topics: 
  http://www.greenronin.com/phpBB2/viewtopic.php?t=6251 
  Many of the comments found on this page have been adapted from the Blue Rose Errata & Notes 
  page.  Some quotes come from the Noble Assembly (the Blue Rose forum): 
  http://bluerose.greenronin.com/forum 
  Cover (p. i) 
  The product number (GRR1704e) does not appear on the cover. 
  Title page (p. 1) 
  [No notes] 
  Table of Contents (p. 2) 
  The OGL is on page 96.  Page 95 is the character sheet (not listed in the TOC). 
  This product needs an index. 
  Introduction (p. 3) 
  p. 4, Difficulty Examples: Under "Heroic (30)", change "30-foot" to "25-foot"; Difficulty for a long 
  jump is 5 + distance jumped in feet (see p. 21). 
  p. 4, Opposed Check Examples: 
  
  The first item in the list reads "Stealth up on someone." I believe that this should read 
  "Sneak up on someone." I'm guessing this was the victim of a global search and replace 
  from the BR text.  [carpedavid, 6/17/2005, "True20 pdf errata"]  
  p. 6, The Combat Round: The sentence immediately before the bulleted list should read, "During 
  a round you can do one of the following:" 
  p. 7, Important Terms: Add the following entry, which is explained on p. 72, but nowhere else: 
  percent chance.  To roll a percent chance on 1d20, count each number on the die as 5 percent.  
  An event with a 20 percent chance (such as the miss chance for concealment) happens on a roll 
  of 17 or higher, a 50 percent chance on 11 or higher, and a 75 percent chance on 6 or higher. 
  Other useful terms to add here include: aid another; initiative; scene. 
  Chapter 1: Hero Creation (p. 8) 
  The True20 PDF omits Backgrounds, which in Blue Rose cover both human cultures and 
  nonhuman races.  Because of this, as written, True20 humans do not get the bonus feat and skill 
  that they receive in Blue Rose (and d20). 
  Why were the Backgrounds from Blue Rose left out of True20?  Because the Backgrounds 
  were setting-specific and True20 is more general. However, we do have plans to address 
  adding Backgrounds to True20 for those who want to use them.  [Evan Sass (SassyRonin), 
  6/24/2005, "Official True20 FAQ"] 
  p. 9, Nonexistent Ability Scores: The Constitution paragraph mentions constructs, but none are 
  described in Chapter 8 (or in Blue Rose, but the Blue Rose Companion will include some).   
  p. 11, Adept: Abilities: 
  The adept role paragraph on abilities is based on the BR system, where different powers 
  required different key abilities, rather than the True20 rule that each adept chooses a 
  single key ability for all their powers. [Michael Tree, 6/20/2005, "Re:True20 pdf errata"]  
  p. 14, Re-roll: In the last sentence, "hero point" should be "Conviction point".  [Thanks to 
  Matterhorn, 6/19/2005, "Re: True20 pdf errata"] 
  Chapter 2: Skills (p. 15) 
  [No notes] 
  Chapter 3: Feats (p. 25)  
  p. 25, Armor Training: 
  The Armour Training (General) Feat p25 refers to light and heavy armour.  The armour 
  table p55 refers to light, medium and heavy armour. [Matterhorn, 6/17/2005, "Re: True20 
  pdf errata"] 
  
  The Heavy Armor Training feat covers medium armors as well.  [Steve Kenson, 6/22/2005, 
  Noble Assembly: "Re: True20 Adventure Roleplaying"] 
  p. 25, Blind-Fight: Concealment is on p. 72. 
  pp. 26-28, Feats [tables]: It would be helpful if the feat tables included a prerequisite column, 
  as was done in the d20 PHB, even though fewer feats have prerequisites in True20.   
  pp. 26-27, General Feats: Add Improved Pin (see p. 31). [thanks to KyleC, 6/30/2005, "True20 
  pdf errata"]. 
  p. 27, Martial Feats: Smite Foe should change "foe" to "opponent".   
  p. 28, Supernatural Feats: Delete the Elemental Strike line; this is a Supernatural Power (see 
  Chapter 4).   
  This is pretty nitpicky, but all the feats ending in the word Power are singular in the 
  table, but plural in their description, e.g. Widen Power on the table is labeled Widen 
  Powers in the description.  [KyleC, 6/30/2005, "Re: True20 pdf errata"] 
  p. 29, Defensive Roll: According to the Expert Feats table (p. 27), the bonus is +1. 
  pp. 29-30, Familiar: The paragraphs on Evasion and Improved Evasion do not reflect the changes 
  to these feats in True20 (see pp. 29 and 30). 
  p. 30, Imbue Item: The time required is not stated here nor on p. 61.  Should this simply be 
  derived using the Craft skill table (p. 18) and the increased Cost? 
  p. 30, Improved Critical: 
  The feat "Improved Critical" […] says that it applies to a single attack. What is meant by 
  attack?  [Nick Warcholak, 3/22/2005, Noble Assembly: "Rule Questions"] 
  The d20 Player's Handbook states, "Choose one type of weapon, such as a longsword or 
  greataxe."  In the True20 rules, Weapon Focus, p. 35, states this more explicitly, and allows 
  unarmed strike as a legal choice.  (Grapple is probably pointless except for creatures that deal 
  immediate damage with a grab attack.) Creatures with natural weapons may apply this feat to 
  one of those weapons (such as claw or bite). 
  p. 30, Improved Dodge: Both instances of "dodge action" should be "Total Defense action" (see p. 
  71).  [thanks to Michael Tree, 6/18/2005, "Re: True20 pdf errata"] 
  p. 31, Improved Precise Shot: Finesse Attack is on p. 72. 
  p. 31, Inspire: The number of uses per day should also have a minimum of one. 
  The Inspire feat's save DC is 10 + half your level + your Charisma. It doesn't specify 
  whether this is total level or your expert level. The benefit of the "courage" effect also 
  doesn't specify whether it's total level or expert level. [Michael Tree, 6/18/2005, "Re: 
  True20 pdf errata"] 
  
  p. 32, Mounted Combat: Note that without natural armor included in Defense in True20, 
  Mounted Combat becomes even more important than in d20. 
  p. 32, Rage: 
  Can you activate any [Power] at all while raging, or do they all qualify as "Requiring 
  concentration?" A warrior who can activate certain fatiguing [Powers] while raging could 
  make good use of the bonus to will saves, for example.  [Isotherm, 4/17/2005, Noble 
  Assembly: "Some quick rules questions"] 
  The "Action" section on p. 36 seems to indicate that all powers require concentration to 
  activate. 
  p. 33, Smite Foe: The prerequisite's name has been changed to Favored Opponent. 
  p. 33, Suggest: 
  I noticed that the Suggest feat for Experts works like the Suggestion [power], but does not 
  require mental contact. The Suggestion [power] also doesn't require mental contact. 
  [rrwood, 6/23/2005, Noble Assembly: "Arcana requiring mental contact?"] 
  p. 35, Two-Weapon Defense: 
  The Two-weapon Defense feat's bonus increases to +2 when fighting defensively or taking 
  a full defense action, which don't exist in True20. There's no equivalent to fighting 
  defensively (aside from the Defensive Attack feat), and full defense has been replaced by 
  the total defense action. [Michael Tree, 6/18/2005, "Re: True20 pdf errata"] 
  Chapter 4: Supernatural Powers (p. 36) 
  A table summarizing all powers (as was done with Skills and Feats) would be very useful. 
  p. 36, Attack Rolls: In True20 Adventure Roleplaying, attack rolls always use Dexterity (see p. 
  66); end the second sentence at the first comma. 
  p. 37, Fatigue: Details on Fatigue saves and levels are on p. 75. 
  p. 39, Cure: 
  The Cure effect in True 20 grants a recovery check, however, bruises, etc. don't recover 
  with a recovery check. They aren't that kind of condition. Was it a design intent NOT to 
  allow any kind of recovery of wounds in True 20?  Is there something I missed?  [LeeV, 
  7/5/2005, "Healing in True 20"] 
  You are not missing anything. The Cure Power heals all serious injuries. For the less 
  serious injuries, there is natural recovery, Conviction and the Healing Skill.  (Bruised 
  recovers at the rate of 1 per minute. Dazed recovers in 1 minute. Hurt recovers at the 
  rate of 1 per hour. A PC can spend a Conviction to remove all Bruised and Hurts.  Dazed 
  can be removed with the Healing Skill.)  As such, these types of injuries are minor and 
  only have any impact on Toughness saves. There is little need to add further healing 
  
  methods. Instead, the Cure Power is focused on real injuries. This makes it application of 
  the Power simple and easy to understand.  
   
  On saying that I don't see any problem with adding a second application to the Cure Power 
  to heal these lesser injuries. I would set a DC 15 to heal all these conditions in one go.  
  [skywalker, 7/5/2005, "Re: Healing in True 20"] 
  p. 40, Earth Shaping: Under Earthquake: Open Ground, a 25 percent chance is 16+ on d20 (see 
  notes to p .7). 
  earth shaping: what actions are these. standard, full-round, ... ?   [langewiele, 
  7/12/2005, Noble Assembly: "some minor issues on arcana"] 
  Move Earth takes [from 10 minutes to an hour, depending on area affected]; Stonecrafting 
  depends on the project in question. The time for Soften Earth and Earthquake are not 
  specified, but I would guess that both are standard actions, since the d20 spells they 
  mimic are.  [Chris LoBue (White Rose Duelist), 7/12/2005, Noble Assembly: "Re: some 
  minor issues on arcana"] 
  p. 41, Elemental Strike: Add "Time: Standard action (one attack)." 
  p. 41, Enhance Senses: Delete "Wisdom". 
  enhance senses: move action, 10 minutes duration, no fatigue. besides assuming one 
  having that has it "always on" (except sleeping and stuff) with a take 10 - what prevents 
  those ones from doing about 3-5 roles to get a good result, besides stupid take-20-fatigue? 
  [langewiele, 7/12/2005, Noble Assembly: "some minor issues on arcana"] 
  This power cannot be maintained, so you will need to take a move action once every 10 minutes 
  to renew it.  If you wish to activate it again before that duration is up, you only get the benefit 
  of the best result.  If the Narrator believes that a player is abusing this power through excessive 
  frequency, he would be justified in instituting a house rule to either limit how often it can be 
  attempted, or impose a fatigue save after a certain number of attempts in a given time period, 
  or some other suitable solution.   
  p. 42, Heart Reading: Delete "Wisdom". 
  p. 43, Imbue Life: Add "Time: One minute." 
  p. 43, Imbue Unlife: Add page numbers: p. 88 for zombies, p. 87 for vampires. 
  p. 43, Light Shaping: See p. 72 (or the notes to pp. 7) about rolling miss chances (20% = 17+ on 
  1d20, 50% = 11+). 
  p. 44, Mind Shaping: Delete "and alignment" from the table. 
  p. 44, Mind Touch: Add "Maintenance" after the power's title. 
  p. 45, Move Object: 
  
  Can a character use the Move Object arcanum to move herself?  [nephandi, 3/20/2005, 
  "Move Object question"] 
  No, but such a use of Move Object would make a good feat, IMHO.  [Steve Kenson, 
  3/20/2005, Noble Assembly: "Re: Move Object question"] 
  p. 45, Nature Reading: Delete "Wisdom". 
  p. 46, Psychic Shield: Under Time, using Psychic Shield as a defense is a reaction.  Raising or 
  lowering the shield is a free action. 
  pp. 46-47, Purifying Light: Add "Maintenance (see below)" after the power's title. 
  p. 47, Scrying: 
  How often does one need to make a fatigue check with [powers] that are fatiguing and 
  can be maintained over a period of time, like Scrying?  [oliof, 6/12/2005, Noble Assembly: 
  "rules question: maintained fatiguing arcana (like scrying)"] 
  You make a fatigue save when you first cast a fatiguing [power]. Even if the [power], like 
  Scrying, is maintained for many rounds, you only make one fatigue save at the beginning. 
  If the [power] is interrupted and you wish to reuse it, however, you must recast it and 
  make a new fatigue save.  
  Keep in mind that each fatiguing [power] you use increases the Difficulty of subsequent 
  fatigue saves by 1. To stop this increase, you must refrain from using fatiguing [powers] 
  for an hour. (See page [37].)  [Jeremy Crawford, 6/12/2005, Noble Assembly: "Re: rules 
  question…"] 
  p. 47, Sense Minds: For ease of use, the distances above 300 ft. are approximately 0.5, 5, 50, 
  and 500 miles. 
  p. 48, Ward: Add "Time: Concentration." 
  p. 49, Wind Shaping: A 50 percent chance is 11+ on d20; 25% is 6+ (see notes to p. 7).  To roll 1-
  10, roll 1d20 and subtract 10 from results of 11-20. 
  Chapter 5: Equipment  (p. 50) 
  pp. 50-51, Wealth: True20 needs guidelines for assigning Wealth and/or equipment to characters 
  created at above 1st level.  (See D20 Modern, p. 204, for a "Wealth Bonus by Level" table.) 
  p. 50, The Wealth Check: When equipping your hero, a good rule of thumb is: 1) List all items 
  that you wish to buy, in order of cost.  2) Make all purchases that won't reduce your Wealth 
  score.  3) Start with the highest-cost item and work downward. 
  p. 50, Aid Another: The Difficulty is 10.  The aid another bonus can exceed +2 (see p. 5).   
  "Wealthy" should read "Wealth score". [thanks to KyleC, 6/30/2005, "Re: True20 pdf errata"] 
  
  p. 51, Professional Skills: The d20 Profession skill has been dropped in favor of the new 
  Professional Skills rules.  A few of the examples in the PHB, such as brewer, cook and tanner, 
  probably should have been Craft specialties to start with, and can easily be covered that way in 
  True20. Guide can be covered by Knowledge (geography) and/or Survival, and herder, 
  stablehand, and teamster should all use Handle Animal.  
   
  However, some other potentially useful Profession skills--like sailor--do not have an obvious 
  alternative under True20. GMs may wish to consider importing the Drive skill (in Appendix I), 
  especially if the campaign involves a fair amount of ship travel.   
   
  On a related note, the Freeport setting introduces a Profession (gambler) skill. In True20, I'd 
  suggest treating that as a new application of the Bluff skill. 
  p. 51, Melee and Ranged Weapons: Under Ammunition, a 50 percent chance is 11+ on d20 (see 
  notes to p. 7). 
  p. 52, Light, One-Handed, and Two-Handed Melee Weapons: 
  Do two-handed weapons get 1.5 strength added to damage [as in standard d20]? Some of 
  them do slightly more damage than their one-handed counterparts even without it, 
  admittedly, but others have cheaper one-handed equivalents, like the scythe vs. the pick, 
  and if you're wanting a two handed sword, you might as well just get a bastard sword, 
  since it does the same damage, costs slightly less, and can be used in one hand if you 
  want to spend a feat for it. Should the Greatsword do +5 damage like the great axe, so it's 
  -not- outdone by the bastard sword?  [Isotherm, 4/17/2005, Noble Assembly: "Some quick 
  rules questions"] 
  The x1.5 appears to have been removed.  (This may be because each +1 for Strength in True20 
  has fractionally more effect than each +1 in d20.  According to the conversion guidelines, each 5 
  hit points of damage converts to a +2 damage bonus; however, Strength bonuses aren’t scaled 
  down relative to this.  So, in a way, that x1.5 is already there.) 
  According to p. 92, both the bastard sword (1d10) and greatsword (2d6) convert to a +4 damage 
  bonus, but the greataxe (1d12) becomes +5. 
  p. 52, Weapon Qualities: Weight mentions Small and Large weapons, there are no rules for their 
  cost or damage.  Small weapons cost the same as Medium weapons; Large cost +2 more.  See 
  notes to pp. 82-83 (Size) about calculating Large damage; reverse the calculation for Small 
  weapons. 
  p. 53, Net: Delete "a -2 penalty to attack rolls and"; the -2 to Dexterity already imposes this 
  penalty. 
  p. 53, Quarterstaff: The staff is always a two-handed weapon.  "You can wield it one- or two-
  handed" is probably supposed to refer to Two-Weapon Fighting; replace this sentence with: 
  "Each end can be wielded as a separate weapon (see Two-Weapon Fighting, page 74), with the 
  off-hand end being treated as a light weapon." 
  p. 55, Whip: Natural armor is never explained (or used) in True20. 
  
  p. 55, Armor Qualities: Under Bonus, shields give a parry bonus to Defense. 
  Weight mentions Small and Large creatures, but there are no rules for the their cost, except for 
  barding (p. 143).  Small armor costs the same as Medium armor.  Add +2 to the cost of Large 
  armor.  Add an additional +2 to any size armor designed for a quadruped rather than a biped 
  (such as barding for mounts). 
  p. 57, Lantern: A "cone" emanates from a point to the listed distance, where it is as wide as the 
  cone is long.  
  p. 57, Manacles: Because Wealth is not linear (see notes to pp. 92-94), adding the lock's cost to 
  the manacles' cost is actually more expensive than buying them separately. 
  p. 57, Oil: A 50 percent chance is 11+ on d20 (see notes to p. 7).   
  p. 57, Magnifying Glass, and p. 57, Scale, Merchant's: True20 has no Appraise skill, and lacks 
  rules for other methods of judging an item's value.  Use a Craft or Knowledge skill related the 
  item, or an Intelligence check.  Difficulty will vary depending on the value and rarity of the 
  item. 
  p. 60, Saddle, Military: See p. 73 about mounted combat and staying in the saddle. 
  p. 61, Supernatural Equipment: See note for p. 30 (Imbue Item).  See Blue Rose for more 
  examples of supernatural equipment. 
  p. 61, Charms: 
  "It has a cost of 10 + the charm’s bonus with the power, which cannot exceed its maker’s 
  bonus."  Is this the cost that the maker has to pay, the market price, or both?  
  [Ryan_Singer, 6/21/2005, "Charm pricing?"] 
  Chapter 6: Playing the Game  (p. 62) 
  p. 64, Haggling: Wealth is not linear; see notes to pp. 92-94 about Cost. 
  p. 65, Sense Motive: The Aid Another bonus can exceed +2 (see p. 5). 
  p. 66, Increased Threat Range: Some weapons have higher multipliers or threat ranges; see 
  Chapter 5. 
  p. 67, The Surprise Round: "attack or move action" should read "standard or move action". 
  p. 68, Actions in Combat: [See also note to p. 69, Distract.] 
  The Actions in Combat table lists several actions to which there is no description: Slam; 
  Cover; Startle. [KyleC, 6/27/2005, "Re: True20 pdf errata"]. 
  p. 68, Aid: The aid bonus can exceed +2 (see p. 5, Aid Another). 
  p. 69, Disarm: Note that modifiers for relative weapon size have been removed. 
  
  p. 69, Distract:  
  p. 69 also refers to using the Distract feat to daze opponents in combat, but there is no 
  such feat. [Michael Tree, 6/18/2005, "Re: True20 pdf errata"] 
  p. 69, Drop Prone: The Acrobatics skill (p. 16) may be used to Instant Up as a free action. 
  pp. 69-70, Grapple: In the formula, "attack bonus" should be "combat bonus".  Under Pin, does 
  "Improved Grapple" refer to the Improved Grab or Improved Pin feat?  Under Escape, the 
  Concentration skill is on p. 18. 
  p. 70, Move All Out: In the second paragraph, "your Constititution score" should read "10 plus 
  double your Constitution". (See p. 62, Movement Pace.)  Fatigue is on p. 75. 
  p. 71, Trick:  
  Several references in the book refer to using the Bluff skill for a "trick" action, but the 
  trick action in the combat section (p.71) refers back to the Bluff skill for mechanics, and 
  the bluff skill doesn't say anything about tricks.  [Michael Tree, 6/18/2005, "Re: True20 
  pdf errata"] 
  p. 72, Combat Modifiers: Add a footnote to the table: "* +0, but lose dodge bonus to Defense 
  (see page 62)."  [thanks to KyleC, 7/1/2005, "Re: True20 pdf errata"] 
  p. 72, Ignoring Concealment: Capitalize "Night Vision". 
  p. 73, Regular Attack: The -9 and -5 already include the -5 effective Dexterity; melee attacks 
  also include the -4 penalty for being prone. 
  p. 73, Object Defense and Bonuses to Attack: 
  For a held item, Defense equals the character's Def+5+Object Size Mod. Under a literal 
  reading it seems that, all other things being equal (like Dodge bonuses), it is much harder 
  to attack an object held by a heavily-armored warrior than a more lightly-armored 
  warrior. Maybe 'character's Defense' should really be 'character's Touch Attack Defense'? 
  [nephandi, 4/1/2005, Noble Assembly: "Sundering, Criticals rules questions"] 
  In standard d20, the AC [Defense] of either a carried or a worn object is 10 + its size modifier + 
  the Dexterity modifier of the carrying or wearing character. 
  pp. 74-75, Damage and Recovery:   
  1. When you mark off a damage condition (Disabled), do you also mark off all the lesser 
  damage conditions (Wounded)?   [skywalker, 2/13/2005, Noble Assembly: "Damage and 
  Healing questions"] 
  No.  [Steve Kenson, 2/14/2005, Noble Assembly: "Re: Damage and Healing questions"] 
  
  My guess is yes as otherwise you end up with a strange situation where someone Disabled 
  who gets Wounded wouldn't devolve to Dying, as Wounded was not crossed off. 
  [skywalker, 2/13/2005, Noble Assembly: "Damage and Healing questions"] 
  That's true, which allows disabled characters some chance to valiantly struggle on, using 
  Conviction to help keep them going. However, if you prefer a more realistic treatment, 
  any further damage to a disabled character should push them over to dying.  [Steve 
  Kenson, 2/14/2005, Noble Assembly: "Re: Damage and Healing questions"] 
  2. Recovery checks. Do you make a recovery check for each condition once the time 
  period has elapsed, just the worst damage condition or just the worst damage condition 
  for both lethal and non-lethal?  [skywalker, 2/13/2005, Noble Assembly: "Damage and 
  Healing questions"] 
  You make a recovery check for the worst condition, starting with dying, then going back 
  and forth between lethal and non-lethal. So you recover from conditions, one at a time, 
  in the following order: Dying ("recovery" in this case means stabilizing), Unconscious, 
  Disabled, Staggered, Wounded, Dazed, Hurt, Bruised.  [Steve Kenson, 2/14/2005, Noble 
  Assembly: "Re: Damage and Healing questions"] 
  3. When healed by [powers] do you choose which damage condition you make a recovery 
  check for?  [skywalker, 2/13/2005, Noble Assembly: "Damage and Healing questions"] 
  [Powers] like Cure automatically treat the patient's worst current damage condition.  
  [Steve Kenson, 2/14/2005, Noble Assembly: "Re: Damage and Healing questions"] 
  4. When you heal a lethal Damage Condition, does the collateral non-lethal Damage 
  Condition also heal?  [skywalker, 2/13/2005, Noble Assembly: "Damage and Healing 
  questions"] 
  No, it heals separately.   
  So, for example, Wynn has the following damage conditions after a fierce battle with 
  shadowspawn: three bruised, two hurt, dazed, wounded, staggered, and disabled.  She 
  would normally get a recovery check from being disabled after a day. Fortunately, one of 
  her allies knows the Cure [power] and uses it to aid her, giving her an immediate 
  recovery check. It succeeds and she is no longer disabled.  
  Since the Cure check succeeded Wynn's healer friend uses Cure again (with a +1 to the 
  fatigue save Difficulty for repeated use). He succeeds once more and heals her staggered 
  condition (Wynn would have gotten her normal recovery check from it after a minute). 
  He then attempts to heal her wounded condition, but fails, so he has to either wait an 
  hour or spend Conviction to try again.  
  Wynn rests for an hour and makes her normal recovery check. She succeeds and erases 
  the wounded condition. The dazed condition fades automatically after a minute. Wynn's 
  two hurt conditions fade in two hours, then the three bruised conditions in three 
  minutes. So, with the aid of a healer, Wynn is completely recovered in a little over three 
  hours.  [Steve Kenson, 2/14/2005, Noble Assembly: "Re: Damage and Healing questions"] 
  
  One last question: if a person is Wounded and Staggered and a hit is scored which results 
  in Disabled, do they check Unconscious due to the collateral non-lethal damage (which in 
  this case would be a second Staggered upgrading to Unconscious)?  [skywalker, 
  2/14/2005, Noble Assembly: "Re: Damage and Healing questions"] 
  Correct.  [Steve Kenson, 2/14/2005, Noble Assembly: "Re: Damage and Healing 
  questions"] 
  p. 75, Damage Conditions: 
  The definition of Dying on page 75 doesn't match the definition under Condition Summary 
  on page 76. Specifically, the required recovery check is once per round on page 75 and 
  once per hour on page 76.  [KyleC, 7/1/2005, "Re: True20 pdf errata"] 
  p. 75, Recovery: Conviction grants a result of 11-20 (see p. 14), so at Con -2 or below, recovery 
  is not automatic.  
  pp. 75-76, Condition Summary:  
  Wounded is missing from the list of conditions.  [KyleC, 7/1/2005, "Re: True20 pdf 
  errata"] 
  p. 75, Blinded: A 50 percent miss chance is 11+ on d20 (see p. 72 or the notes to p. 7).   
  p. 76, Disabled: Note that moving all out while disabled requires two standard actions to 
  "begin/complete full action". 
  p. 76, Dying: See notes to p. 75, Damage Conditions. 
  p. 76, Entangled: The penalty to effective Dexterity should be -2 (not -4). ; Delete "a -2 penalty 
  to attack rolls, a -2 penalty to Defense, and"; the -2 to Dexterity already imposes that penalty. 
  p. 76, Exhausted: The penalty is -3 (not -6). 
  p. 76, Injured: This should be "Hurt". 
  p. 76, Invisible: A 50 percent miss chance is 11+ on d20 (see p. 72 or the notes to p. 7).   
  p. 76, Paralyzed: Strength and Dexterity scores are debilitated (not 0) while paralyzed. 
  p. 77, Darkness: A 50 percent miss chance is 11+ on d20 (see p. 72 or the notes to p. 7).   
  p. 78, Smoke: A 20 percent miss chance is 17+ on d20 (see p. 72 or the notes to p. 7).  
  Chapter 7: Narrating the Game (p. 79) 
  In the second paragraph, insert "and" after "running the game", and delete "and portraying a 
  world of romantic fantasy".  (This is a Blue Rose reference that wasn't edited.)  [thanks to 
  FungiMuncher, 6/25/2005, "Re: True20 pdf errata"] 
  
  Chapter 8: Adversaries (p. 82) 
  This chapter needs more explicit guidelines for assigning skills, feats, and other stats to 
  creatures, so that GMs have solid guidelines for creating their own creatures (or converting them 
  from other d20 sources). The d20 Monster Manual did all this quite well [the v.3.5 one, anyway], 
  while Blue Rose seemed to have stripped out a bit too much of those rules, and the True20 rules 
  leave out even more.  
  • These stat blocks omit the creatures' types and levels.  This data is necessary for 
  determining Combat bonus, known skills and skill ranks, saving throws, save Difficulties 
  for special abilities, etc.   
  • Creature entries should explicitly list racial bonuses to skills, and bonus feats, as the MM 
  does.  
  • Several creatures split their skill ranks across multiple skills, as if this was still standard 
  d20. Either follow the True20 skill system as written, or add a rule to make these 
  exceptions legal.  
  • In d20, some of these creatures (especially animals) only have ranks in Listen and Spot, 
  often in combination with Alertness. In many of the True20 stat blocks, the MM value for 
  Listen/Spot was used for Notice without adjusting the ranks, or translating Alertness to 
  Skill Focus (Notice). (Usually, Alertness was simply deleted, with no replacement feat.)  
  In these case, re-calculate Notice as a normal known skill, and either apply Skill Focus 
  (Notice) or give the creature a new feat.  The conversion rules on p. 94 say to average the 
  modifiers, but this breaks the rules for known skill ranks. 
  • The MM routinely lists Hide modifiers for non-Medium creatures with no ranks in the skill, 
  but True20 does not do this for Stealth.  (See p. 82 for Size modifiers.) 
  • The True20 rules omit all rules for advancing creatures.  See Blue Rose for advancement 
  entries for most of these creatures (Goblin and Orc advance by role).  See also Blue Rose 
  Errata & Notes about modifying damage when an advanced creature changes size 
  categories (notes for p. 188, Advancement). 
  I hope these omissions are rectified in the print version (or a supplement, at least). Meanwhile, I 
  will be deconstructing parts of these stat blocks to fix things to my own satisfaction.  Specific 
  problems and suggestions follow, under each entry.  All sample creatures except Goblin, Orc, 
  and Snake (Viper) are taken directly from Blue Rose, so that book has been used (along with the 
  d20 Monster Manual) to fill in missing data. 
  p. 82, Toughness Modifier: The positive and negative modifiers in the table are not symmetrical, 
  as every other column is.  However, for the most part, the sample Tiny, Small, and Large 
  creatures follow the table as written. 
  p. 83, Space: True20 does not use a battle grid, so Narrators may wish to ignore the Space 
  column and text (except perhaps for Large and larger creatures).  (Note that Blue Rose omits 
  Space rules.) 
  p. 83, Skills: Creature gain skills using the same rules as heroes.  Based on the d20 Monster 
  Manual, creatures gain a number of skills based on creature type, which True20 does not use.  
  However, most creatures gain 2 + Int known skills (minimum 1).  Among the sample creatures in 
  True20, the exceptions are: goblin and orc (gain skills by role); ghosts and vampires (4 + Int 
  skills, minimum 1); and skeletons and zombies (Int --, so no skills). 
  
  Racial skill bonuses are listed in the following notes (omitting "racial", since True20 omits most 
  such descriptors).  See also Speed, p. 83, about Climb and Swim bonuses. 
  p. 83, Feats: Creatures do not gain a new feat at each level, as do heroes.  Typically, they 
  follow the d20 progression: one feat at 1st level, plus one at every level divisible by three (3rd, 
  6th, etc.).  Exceptions (such as free feats) are listed in the following notes.  Creatures with an 
  Int score of "--" (skeletons and zombies) are mindless, and gain no skills or feats. 
  p. 84, Combat, and p. 84, Saving Throws: Level (which is omitted in the sample creatures' stat 
  blocks) determines Combat Bonus and saving throws (except Toughness, which does not increase 
  with level).  According to Blue Rose, the various creature types have the following progressions: 
  • Animals (normal animals of Int -4 or -5): Combat as Expert; saving throws as Expert (good 
  Fortitude and Reflex). 
  • Goblin and orc: Combat and saving throws by role (warrior). 
  • Harpy and ogre: Combat as Warrior; saving throws as Expert (good Reflex and Will). 
  • Unliving (ghost, skeleton, vampire, zombie): Combat as Expert; saving throws as Expert 
  (good Will). 
  p. 84, Incorporeal: A 50 percent miss chance is 11+ on d20 (see p. 72 or the notes to p. 7).   
  p. 84, Poison: The sample creatures have not been given levels, which is necessary for 
  calculating the save Difficulty. 
   
  p. 84, Scent: Creatures with the scent quality make Survival checks, not Wisdom checks. 
  p. 85, Bat: 1st-level animal.  Bats have a +4 racial bonus to Notice checks, plus the Skill Focus 
  (Notice) feat, for a total of Notice 0 (+9).  They have one known skill, Sneak 4 (+18).  Blindsight 
  has a 20 ft. range. 
  p. 85, Bear: 6th-level animal (per brown bear in Blue Rose).  Add "Feats: Endurance, Improved 
  Grab, Run, Track."  (Improved Grab is a free feat.)  Bears have a +4 bonus to Swim checks.  
  Delete Climb (one known skill only); skills should read "Notice 9 (+10), Swim 0 (+12)". 
  p. 85, Boar: 3rd-level animal.   Notice should be 6 (+7).  Attack and Defense should be +2 each 
  (for level). 
  p. 85, Cat: 1st-level animal.  Cats have a +4 bonus on Climb and Stealth checks, and a +8 bonus 
  on Acrobatics and Jump checks.  They use Dexterity rather than Strength for Climb and Jump 
  checks.  Skills should read: "Acrobatics 0 (+10), Climb 0 (+6), Jump 0 (+6), Notice 4 (+5), Stealth 
  0 (+10)."  Add Scent to Traits.  According to Blue Rose, Damage should be -5. 
  p. 85, Dog: 1st-level animal.  Dogs have a +4 bonus to Jump checks.  Listed skills (Notice 4 and 
  Swim 2) are more than known skill ranks (4).  Delete ranks in Swim, and add Skill Focus (Swim) 
  for 0 (+4). Track is a free feat.  Add Night Vision to Traits.  Attack and Defense should each be 
  +4 (+3 Dex, +1 size); Initiative should be +3. 
  
  pp. 85-86, Ghost: 5th-level unliving.  Ability drain (mentioned under Immunities) is never 
  explained in True20 (only ability damage, on p. 75).  In the paragraph after Immunities, replace 
  "ability" with "and rejuvenation abilities".  Ghosts have a +8 bonus on Notice, Search, and Stealth 
  checks.  This accounts for the listed skills (all at 0 [+8]), so add 4 known skills (at 8 ranks each).  
  Toughness should be +0 (for Con --; the listed Toughness uses Blue Rose's escalating Toughness 
  rules). 
  p. 86, Goblin (1st-level warrior): Stealth should be 4 (+9), due to size.  Feats are not listed; 
  warriors get Armor Training (heavy and light), Weapon Training, and 2 others.  (The MM goblin 
  has Alertness, so Skill Focus [Notice] is a good choice.)  Add "(+1 Dex, +1 size)" after Attack and 
  Defense. 
  p. 86, Harpy: 7th-level creature [shadowspawn, in Blue Rose].  Harpies have a +4 bonus to Bluff 
  and Notice checks.  In Blue Rose, known skill ranks (10) are split between Bluff (4), Intimidate 
  (4), Notice (2), and Perform (2) [for +5].  Add one feat (probably Skill Focus [Perform], for +8).  
  Attack and Defense should each be +9 (+2 Dex). 
  p. 86, Hawk: 1st-level animal.  Add one feat.  Attack and Defense should each be +5 (the listed 
  modifiers are correct). 
  p. 86, Horse: 3rd-level animal.  Notice should be 6 (+7) [7 (+8) for heavy warhorses].  Attack and 
  Defense should each be +2 (the listed modifiers are correct).  Per Blue Rose, Damage is +3.  
  Fortitude should be +5. 
  A warhorse is a 1st-level warrior, with a +1 to Attack and Defense, and one new feat (mostly 
  likely Weapon Focus [hooves]).  Its creature levels mean that it follows the mixed-role rules (p. 
  12), so its saving throws do not improve (and Toughness only increases if the escalating 
  Toughness rule is used, as in Blue Rose). 
  p. 86, Ogre: 4th-level creature [shadowspawn, per Blue Rose].  An ogre should have one known 
  skill at 7 ranks; increase Notice to 7 (+7).  3 of the 4 levels of Great Toughness are new to 
  True20 (Blue Rose only gives one level, but uses escalating Toughness). 
  p. 86, Orc (1st-level warrior):  Only one feat is listed; warriors get Armor Training (heavy and 
  light), Weapon Training, and 2 others.  (The MM orc has Alertness, so Skill Focus [Notice] is a 
  good choice for the last feat.)  Weapon Focus requires specialization, so add "(greataxe)".  
  Damage is +8 with greataxe. 
  p. 87, Rat: 1st-level animal.  Add "swim 15 ft." to Speed.  Rats have a +4 bonus to Stealth checks 
  (and an extra +8 for size), and a +8 bonus to Acrobatics checks (as well as Climb and Swim, for 
  having those speed modes).  A rat uses its Dexterity instead of Strength on Climb and Swim 
  checks.  The rat's known skill ranks (4) are split between Climb (2) and Stealth (2).  Skills should 
  read: "Acrobatics 0 (+10), Climb 2 (+12), Stealth 2 (+16), Swim 0 (+10)."  Add one feat.  Per Bkue 
  Rose, Damage is -5. 
  p. 87, Rat, Dire: 1st-level animal.  Add "climb 20 ft." to Speed.  Dire rats have a +8 to Climb 
  checks (for having a climb speed) and a +8 to Swim checks (in spite of not having a swim speed).  
  A dire rat uses its Dexterity instead of Strength on Climb and Swim checks.  Per MM and Blue 
  Rose, known skill ranks (4) are split between Notice (3) and Stealth (1); skills should read: "Climb 
  
  0 (+11), Notice 3 (+4), Stealth 1 (+8), Swim 0 (+11)."  Add one feat.  Toughness is -1 [-2 size, +1 
  Con]. 
  p. 87, Shark: 3rd-level animal.  Swim should be 0 (+9).  Note that feats have been changed from 
  the Blue Rose version, and a third (free) one added. 
  p. 87, Skeleton: 1st-level unliving.  Improved Initiative is a free feat.  Toughness should be +0 
  (for Con --).  Damage should be +2 (per Blue Rose).  Ability drain (mentioned under Immunities) 
  is never explained in True20 (only ability damage, on p. 75).  
  p. 87, Snake, Constrictor: 3rd-level animal.  Add "swim 20 ft." to Speed.  Snakes have a +4 bonus 
  on Notice and Sneak checks.  A snake uses either Strength or Dexterity on Climb checks, 
  whichever is better.  Per MM and Blue Rose, known skill ranks (6) are split between Climb (3) 
  and Stealth (3); skills should read "Climb 3 (+14), Notice 0 (+5), Stealth 3 (+10), Swim 0 (+11)."  
  Improved Grab is a free feat (as is the second level of Great Toughness, which did not appear in 
  the Blue Rose version).  Attack and Defense should both be +5 (the listed modifiers are correct). 
  p. 87, Snake, Viper:  Reduce the header font to match other creatures' entries.  1st-level 
  animal.  Note that this creature is smaller than the viper appearing in Blue Rose; use that viper's 
  Damage -8.  Snakes have a +4 bonus on Notice and Sneak checks.  A snake uses either Strength 
  or Dexterity on Climb checks, whichever is better.  Skills should read: "Climb 0 (+11), Notice 4 
  (+9), Stealth 0 (+15), Swim 0 (+11)."  Add one feat. 
  pp. 87-88, Vampire: 8th-level unliving.  Vampires have a +8 bonus on Bluff, Notice, Search, and 
  Stealth checks.  A vampire has five known skills (at 11 ranks each); apply these to the skills that 
  receive no racial bonus.  This gives the following skill list: "Bluff 0 (+9), Diplomacy 11 (+12), 
  Gather Information 11 (+12), Intimidate 11 (+12), Knowledge (arcane lore) 11 (+12), Notice 0 
  (+11), Search 0 (+9), Sense Motive 11 (+14), Stealth 0 (+11)."  (This list gives the same totals--or 
  better--than the text as written.) 
  Under Feats, "Fearless" is either "Iron Will (for Will +11), or an error to be deleted.  Per the 
  Monster Manual, Improved Initiative and Lightning Reflexes are free feats; one of the remaining 
  four must be as well (unless Fearless is deleted).   
  Add "(+3 Dex)" to Attack and Defense.  Toughness should be +0 (for Con --; the listed Toughness 
  uses Blue Rose's escalating Toughness rules). 
  Children of the Night does not give the numbers of creatures summoned.  Create Spawn depends 
  on level, which is 8th (per Blue Rose).  Ability drain (mentioned under Immunities) is never 
  explained in True20 (only ability damage, on p. 75).  The Weaknesses section refers to holy 
  symbols.  However, the equipment chapter does not list any, and unlike d20, they are not 
  needed to cast priestly magic. 
  p. 88, Wolf: 2nd-level animal.  Improved Trip and Track are free feats.  Known skill ranks (5) are 
  split between Notice (2) and Stealth (2), but 1 is unallocated.  Attack and Defense should be +3 
  each (the listed modifiers are correct).  Damage should be +3 (per Blue Rose). 
  p. 88, Zombie: 1st-level unliving.  Great Toughness 2 are free feats (though MM and Blue Rose 
  only give one level).  Attack and Defense should both be "-1 (-1 Dex)".  Damage is +3 (per Blue 
  
  Rose).  Ability drain (mentioned under Immunities) is never explained in True20 (only ability 
  damage, on p. 75).  
  Appendix I: Modern True20 Settings  (p. 89) 
  p. 89, Modern Skills: To expand the Skills table (p. 16) for a modern setting, add the following 
  ines (Craft and Knowledge already appear in that table): 
  Skill 
  Ability Untrained? Specialization? Action 
  Take 10/20 
  Computers Int 
  No 
  No 
  Full or -- 10/20 
  Drive 
  Dex 
  No 
  No 
  Move 
  10 
  Pilot 
  Dex 
  No 
  No 
  Move 
  10 
  p. 90, Drive: This skill is also useful for sailing ships in lower-tech settings. 
  Appendix II: D20 System Conversion (p. 92) 
  This appendix does not go into detail about converting d20 classes to True20 roles, but many 
  class features are now feats or supernatural powers.  Many characters with NPC classes will be 
  Minions (p. 82), while some, especially commoners, will be "ordinaries" (see Blue Rose Errata & 
  Notes , notes to pp. 215-216, for suggested guidelines). 
  p. 94, Converting Creatures: See notes to Chapter 8 about creature skill problems; this sort of 
  fudging does not obey the True20 known skill rules.   
  Add a new step: "5. Use the creature's Base Attack Bonus as its Combat Bonus, and apply 
  Dexterity and size modifiers to both attacks and Defense." 
  Natural armor is not discussed anywhere in the True20 rules; how should it be converted?  (Most 
  likely, it should be added to Toughness saves, as worn armor is, but it has not been included in 
  the creature stat blocks in Chapter 8.) 
  In the discussion of the malkin, change the "is" after "Creatures of Freeport)" to "an". 
  Other Conversions: Costs 
  D20 Modern has a table giving approximate relative values for Purchase DC's (p. 204). [It's in the 
  GMing chapter, so doesn't seem to appear to be in the SRD.] The progression isn't linear; it's 
  roughly x4/3 for each +1 difficulty.  
   
  It's possible to work out purchase Difficulty for a new item (say, from the D&D PHB or DMG) if 
  you know its value relative to another item listed in True20. Let's use a manor house as an 
  example [suggested by Elandir Melanin, 6/29/2005, Nobel Assembly: "Heirlooms"]:  
   
  According to the DMG (v.3.5, p. 101), a simple house costs 1,000 gp, a grand house 5,000 gp, and 
  a mansion 100,000 gp. I'm going to assume that a larger price known in both systems will be a 
  better reference point, so let's use the heavy warhorse instead of, say, a sword. A large 
  warhorse has a cost of 400 gp in D&D, and difficulty 22 in True20.  
   
  400 x (4/3)3 is close to 1,000, so the Cost becomes +3 harder, or 25.  5,000 is about 6 more steps 
  beyond that, for Cost 31. An increase of x100 (1K to 100K) is almost exactly 16 steps, for Cost 
  
  41. Now just decide where between those three benchmarks a "manor house" should fall.  
   
  After a very cursory comparsion of True20 costs and PHB prices for selected weapons, armor, 
  etc., it looks like you can get the True20 Cost simply by multiplying the D&D price (in gp) by $10 
  then consulting that Purchase DC table on p. 204 of d20M. So if you own d20M, that will speed 
  up these conversions dramatically. 
  Character Sheet (p. 95) 
  Backgrounds are not included in True20; delete that space.  Melee and ranged attack bonuses 
  are identical in True20; there is no need for separate spaces. 
  The character sheet only has one entry for Defense, not separate entries for Dodge and 
  Parry.  [Michael Tree, 6/18/2005, "Re: True20 pdf errata"] 
  This character sheet needs a Fatigue track. 
  Under purpose of the boxes under Skills is unclear; they seem to be a holdover from the Blue 
  Rose character sheet (where their use is likewise unclear, may have been meant for marking 
  favored vs. normal skills--a distinction that True20 doesn’t make). 
  Open Game License (p. 96) 
  p. 96, 15. Copyright Notice: The Book of the Righteous entry should read, "Book of the 
  Righteous, Copyright 2002, Green Ronin Publishing, LLC; Author Aaron Loeb." 
  Add: "Creatures of Freeport, Copyright 2004, Green Ronin Publishing, LLC; Authors Graeme Davis 
  and Keith Baker."  [This is referenced on p. 94.]  
  
SOURCE: textdata/thevault/True20 System (d20)/Core/True20 - Errata and Notes.pdf