TEXT: HackMaster Errata
  April 21, 2006
  Player's Handbook
  p. 16 - In Table 1A: Strength, the order of Ability Scores should be 22/51, 23, 
  23/51 not 22/51, 23, 22/51. In addition, the Max Press values for 4/51 and 5 
  should be switched. The Max Press for 4/51 is 30, and 35 for a Strength of 
  5.  The Max Press for a 20/51 is 725, not 625.
  p. 17 - The defense adjustment, reaction adjustment, and missile adjustment for 
  the dexterity values 10/51 and 11 are 0.
  p. 17 - Table 1B: Dexterity should be changed to the following:
  Ability 
  Score
  Defensive 
  Adjustment
  Reaction 
  Adjustment
  Missile 
  Adjustment
  20
  -5
  +5
  +6
  20/51
  -5
  +6
  +6
  21
  -6
  +6
  +6
  21/51
  -6
  +6
  +7
  22
  -6
  +7
  +7
  22/51
  -7
  +7
  +7
  23
  -7
  +7
  +8
  23/51
  -7
  +8
  +8
  24
  -8
  +8
  +8
  24/51
  -8
  +8
  +9
  25
  -8
  +9
  +9
  p. 18 - A PC with a high CON always recovers hit points according to non-
  combat time.
  p. 18 - A PC of a race (gnome titans and pixie fairies) that receives only half the 
  hit points rolled per level still receives the full CON bonus or penalty. 
  p. 19 - Table 1E: The chance to improve skill for a Wisdom of 22 is 15%, and is 
  16% for a Wisdom of 23. 
  p. 21 - There is no save against the Fascinate ability that results from high 
  Comeliness, even by elves who are resistant to charm spells. There is no 
  penetration  for the  3d6  roll to resist  orders  from characters  with  high 
  Comeliness.
  p. 22 - Bart's Honor score should be 6, not 5.
  p. 25, 28, 30-37 - In the racial At a Glance tables, all instances of "Restricted 
  Talents Which May be Purchased" should be changed to "Additional Talents 
  Which May be Purchased."
  p. 25 - The list of Additional Talents Which May be Purchased for Dwarves in 
  the Dwarves At a Glance box should be as follows (Other talents may appear 
  in other books):
  Acute  Alertness,  Ambidextrous,  Astute  Observation,  Axe Bonus,  Blind 
  Fighting, Brewing, Close to the Earth, Constitution/Health Bonus, Crossbow 
  Bonus, Dense Skin, Detect Evil, Detect Poison, Determine Age, Determine 
  Stability, Endurance,  Evaluate Gems, Expert Haggler, Hit Point  Bonus, 
  Illusion  Resistant,  Mace  Bonus,  Meld  Into  Stone,  Mining  Sense,  Pick 
  Bonus,  Resistance,  Short  Sword Bonus,  Sibling  Empathy,  Sixth  Sense, 
  Stealth, Stone Tell, Touched by Yurgain, Warhammer Bonus.
  p. 26 - A female dwarf who shaves her beard will suffer an honor loss every time 
  she encounters another dwarf.
  p. 28 - The list of Additional Talents Which May be Purchased for Elves in the 
  Elves At a Glance box should be as follows (Other talents may appear in 
  other books):
  Acrobatic,  Acute  Alertness,  Ambidextrous,  Animal  Companion,  Astute 
  Observation, Blind Fighting, Bow Bonus, Cold Resistance, Dagger Bonus, 
  Forest Movement, Grace Under Pressure, Heat Resistance, Javelin Bonus, 
  Keen  Sight,  Less  Sleep,  Magic  Identification,  Photographic  Memory, 
  Seeking Grasping Hands, Sibling Empathy, Sixth Sense, Speak With Plants, 
  Spear Bonus, Spell Abilities, Trident Bonus.
  p. 28 - The High Elves At a Glance table should state at the bottom that "*The 
  number of languages an elf can learn is limited by his Intelligence (see Table 
  1D) or by…
  p. 29 - Elves cannot use their stealth abilities when wearing Elven Chain Mail.
  p. 30 - The cavalier is not one of the allowable classes for the Grunge Elf.
  p. 30 - The list of Additional Talents Which May be Purchased for Grunge Elves 
  in the Grunge Elves At a Glance box should be as follows (Other talents may 
  appear in other books):
  Acrobatic,  Acute  Alertness,  Ambidextrous,  Animal  Companion,  Astute 
  Observation, Blind Fighting, Bow Bonus, Cold Resistance, Dagger Bonus, 
  Forest Movement, Grace Under Pressure, Heat Resistance, Javelin Bonus, 
  Keen  Sight,  Less  Sleep,  Magic  Identification,  Photographic  Memory, 
  Seeking Grasping Hands, Sibling Empathy, Sixth Sense, Speak With Plants, 
  Spear Bonus, Spell Abilities, Track Game Animal, Trident Bonus.
  p. 31 - The cavalier is not one of the allowable classes for the Dark Elf (Drow).
  p. 31 - The list of Additional Talents Which May be Purchased for Drow in the 
  Drow At a Glance box should be as follows (Other talents may appear in 
  other books):
  Acrobatic,  Acute  Alertness,  Ambidextrous,  Animal  Companion,  Astute 
  Observation,  Blind  Fighting,  Bow  Bonus,  Cold  Resistance, 
  Constitution/Health Bonus, Dagger Bonus, Forest Movement, Grace Under 
  Pressure, Heat Resistance, Javelin Bonus, Keen Sight, Less Sleep, Magic 
  Identification,  Mining  Sense,  Photographic  Memory,  Seeking  Grasping 
  Hands, Sibling Empathy, Sixth Sense, Speak With Plants, Spear Bonus, 
  Spell Abilities, Trident Bonus.
  p. 31 – The Drow spell ability Darkness should be Darkness, 15 foot radius.
  p. 32 - The list of Additional Talents Which May be Purchased for Gnomes in 
  the Gnomes At a Glance box should be as follows (Other talents may appear 
  in other books):
  Acute  Alertness,  Ambidextrous,  Animal  Friendship,  Astute  Observation, 
  Blind Fighting, Brewing, Close to the Earth, Dagger Bonus, Dart Bonus, 
  Defensive  Bonus,  Engineering  Bonus,  Forest  Movement,  Freeze,  Hide, 
  Mining  Sense,  Opportunist,  Potion  Identification,  Short  Sword  Bonus, 
  Sibling Empathy, Sixth Sense, Sling Bonus, Stealth.
  p. 32 - The list of Additional Talents Which May be Purchased for Gnome Titans 
  in the Gnome Titans At a Glance box should be as follows (Other talents 
  may appear in other books):
  Acute  Alertness,  Ambidextrous,  Animal  Friendship,  Astute  Observation, 
  Blind Fighting, Brewing, Close to the Earth, Dagger Bonus, Dart Bonus, 
  Defensive  Bonus,  Engineering  Bonus,  Forest  Movement,  Freeze,  Hide, 
  Mining  Sense,  Opportunist,  Potion  Identification,  Short  Sword  Bonus, 
  Sibling Empathy, Sixth Sense, Sling Bonus, Stealth.
  p. 33 - The list of Additional Talents Which May be Purchased for Gnomelings 
  in the Gnomelings At a Glance box should be as follows (Other talents may 
  appear in other books):
  Acute  Alertness,  Ambidextrous,  Animal  Friendship,  Astute  Observation, 
  Blind Fighting, Dagger Bonus, Dart Bonus, Defensive Bonus, Engineering 
  Bonus, Experience Bonus, Forest Movement, Hide, Mining Sense, Potion 
  Identification, Sixth Sense, Sling Bonus, Stealth.
  p. 34 - The list of Additional Talents Which May be Purchased for Half-Elves in 
  the Half-Elves At a Glance box should be as follows (Other talents may 
  appear in other books):
  Acrobatic,  Acute  Alertness,  Ambidextrous,  Astute  Observation,  Balance 
  Bonus, Blind Fighting, Bow Bonus, Cold Resistance, Heat Resistance, Keen 
  Sight,  Less Sleep,  Photographic  Memory,  Resistance,  Sibling  Empathy, 
  Sixth Sense, Sword Bonus.
  p. 35 - The list of Additional Talents Which May be Purchased for Halflings in 
  the Halflings At a Glance box should be as follows (Other talents may 
  appear in other books):
  Acute Alertness, Ambidextrous, Astute Observation, Balance Bonus, Blind 
  Fighting,  Brewing,  Dagger  Bonus,  Detect  Evil,  Expert  Haggler,  Hide, 
  Opportunist, Reaction Bonus, Sibling Empathy, Sixth Sense, Taunt.
  p. 36 - The list of Additional Talents Which May be Purchased for Half-Orcs in 
  the Half-Orcs At a Glance box should be as follows (Other talents may 
  appear in other books):
  1
  
  HackMaster Errata
  April 21, 2006
  Active Sense of Smell, Acute Alertness, Acute Taste, Ambidextrous, Attack 
  Bonus,  Blind  Fighting,  Damage  Bonus,  Dense  Skin,  Endurance,  Mace 
  Bonus, Sibling Empathy.
  p. 36 - Half-Ogres should have the tough hide talent listed under Talents. All 
  half-ogres get this talent free.
  p. 36 - The list of Additional Talents Which May be Purchased for Half-Ogres in 
  the Half-Ogres At a Glance box should be as follows (Other talents may 
  appear in other books):
  Active  Sense  of  Smell,  Ambidextrous,  Blind  Fighting,  Damage  Bonus, 
  Dense Skin, Endurance, Mace Bonus, Sibling Empathy, Tough Hide.
  p. 37 - The list of Additional Talents Which May be Purchased for Humans in 
  the Humans At a Glance box should be as follows (Other talents may appear 
  in other books):
  Acrobatic,  Acute  Alertness,  Ambidextrous,  Astute  Observation,  Attack 
  Bonus, Balance Bonus, Blind Fighting, Detect Secret Doors, Endurance, 
  Experience Bonus, Grace Under Pressure, Hit Point Bonus, Keen Sight, Less 
  Sleep, Opportunist, Photographic  Memory, Resistance,  Seeking  Grasping 
  Hands, Sibling Empathy, Sixth Sense, Tough Hide.
  p. 37 - The list of Additional Talents Which May be Purchased for Pixie Fairies 
  in the Pixie Fairies At a Glance box should be as follows (Other talents may 
  appear in other books):
  Acrobatic,  Acute  Alertness,  Ambidextrous,  Astute  Observation,  Attack 
  Bonus, Blind Fighting, Faerie Kind Martial Arts, Flutter, Hit Point Bonus, 
  Keen Sight, Magic Bonus.
  p. 37 - The pixie fairy "danger sense" is clarified in The Adventurer's Guide to 
  Pixie Fairies.
  p. 39 - In Table 3A: Character Class Groupings, the Assassin should be listed 
  under the Thief Group, not the Cleric Group.
  p. 44 - In Table 3H: Barbarian Progression Table, the Level Title for an 11th 
  level barbarian should be Chairman of the Horde, not Barbarian.
  p. 47 - Under Hack Pangs, the phrase "obsessed with deadly combat" should be 
  changed to "obsessed with combat."
  p. 47 & 48 - The gnome titan cannot be a cavalier.
  p.  48  - The cavalier must select the specific  type of lance in which  he is 
  proficient.
  p. 48 - Elven and half-elven cavaliers can use short composite bows.
  p. 51 - Knights Errant do need a Constitution score of 10 or higher as is stated in 
  the class description, but they do not receive a 10% EP bonus for high 
  ability scores.
  p. 52 - The Knight Errant receives the skill Endurance for free, not the talent. 
  p.  52  -  The  Knight  Errant  must  spend  the  BP  required  to  get  the  free 
  specialization.
  p. 53 - The monk's added weapon damage is subject to the damage cap for the 
  weapon. 
  p. 54 - The monk ability Intimidating Display works on any creature with an 
  Intelligence of 5+ that can see the monk.
  p. 54 - Intimidating Display only negates the first action of the affected creature.
  p. 54 - Really Intimidating Display is only effective until the victim is attacked.
  p. 56 - Paladins must worship lawful good gawds. 
  p. 58 - The following paragraph should be inserted after the first paragraph of the 
  second column:
  A ranger can learn magic-user spells when he reaches 9th level. He uses his 
  spells according to the rules for magic users. He gains a spellbook and a few 
  spells for free. Exactly how many and what kind are up to the discretion of 
  the GM. The rest of his spells must be obtained through adventuring. A 
  ranger is not able to use magic-user scrolls or other magic items unless 
  specifically noted otherwise. He can memorize a number of magic-user 
  spells equal to the number of druid spells that can be memorized at one 
  experience level lower.
  p. 59 - In Table 3AA: Magic-User Progression Table, for Experience Level 8, 
  Accumulated Hit Points should be "8," not "a."
  p. 60 - In the box for Battle Mage, Gnome Titan should be added to the Allowed 
  Races.
  p. 63 - Clerics must have the same alignment as their gawds. 
  p. 63 - Pixie fairy clerics can use all pixie fairy weapons.
  p. 64 - On the list of weapons allowable by the different gawds, the term bows 
  includes crossbows for the gawds Arnuya and Pangrus, but not for Navinger.
  p. 65 - In the box for druids, the alignments allowed should be True Neutral, not 
  any.
  p. 67 - On Table 3LL: Thief Experience Levels, the missing line for a seventh 
  level  thief  should  read  across  as  follows:  42,501  -  70,000  /  7  /  7  / 
  Fingersmith
  p. 69 - When backstabbing, the weapon range is multiplied, not the weapon dice. 
  Thus a backstab with a weapon that does 2d4 damage would have additional 
  damage dice of 2d4.
  p. 69 - The thief can use the read languages starting at first level, and can begin 
  to put points into it at first level.
  p. 70 – Assassins lose 20 points of temporal honor if their class is discovered.
  p. 70 - The first paragraph of the second column should have the sentence "This 
  gives them roughly a 50% chance of killing the victim if both the assassin 
  and target are the same level." instead of "This gives them roughly a 50% 
  chance of killing the victim if both the assassin and target are first level." 
  The complete assassination rules will be in the GMG.
  p. 70 - Alignment languages do not exist in HackMaster.
  p. 70 - The chance of discovery for an assassin in disguise is a flat chance, and 
  does not increase with the amount of time he spends in disguise. 
  p. 73  - If the class being dual-classed to has no prime requisites, only the 
  requirements of the new class must be met.  The PC must still have a 15 in 
  the prime requisite of the original class to make the change. 
  p. 73 - When rolling hit points for a multi-classed character, the total is divided 
  by the number of classes, not the number of dice rolled.
  p. 75 - In column two, the second paragraph under Rolling for Quirks and Flaws 
  should read:
  The upside is that you can earn many more BPs with this option. Before 
  rolling for quirks and flaws the player must commit by stating aloud how 
  many times he's rolling on Table 6A: Flaws and Quirks d100. A player can 
  roll a maximum number of nine times. The BPs earned depend on the BP 
  value listed for the resulting quirk or flaw in Chapter 6.
  p. 77 - The Honor modifier for Slave Class (SLC) is -10, the same as Lower 
  Lower Class (LLC).  
  p. 78 - The new Racial Modifiers to Circumstances of Birth table is as follows. 
  All modifiers are to the die roll.
  Racial Modifiers to Circumstances of Birth
  Race
  Table 4G
  Table 4H
  Dwarves, all
  5
  15
  Elves
  - Drow
  5
  15
  - Gray
  -8
  25
  - Grunge 
  10
  -20
  - High 
  -5
  20
  - Wood
  -5
  10
  - All others
  -5
  20
  Gnomes
  - Gnome Titan
  5
  0
  - All others
  -5
  15
  Half-Elves
  15
  0
  Halflings, all 
  -5
  10
  Half-orcs
  25
  -30
  Half-ogres
  35
  -40
  Human 
  0
  0
  Pixie Fairy
  15
  50
  2
  
  HackMaster Errata
  April 21, 2006
  p. 78 - On Table 4H: Illegitimate Birth Table, a roll of 06-30 should correspond 
  to "Birth was a result of rape. Father unknown. [-5 to beginning Honor]" and 
  a  roll of  31-60  should  correspond  to  "Mother  was  a  prostitute.  Father 
  unknown. [-10 to beginning Honor]." Also, a roll of 01-05 should have [-3 
  to beginning Honor] added to its description. In the case of a result of 91-
  100, a birth by a surrogate mother, the father's identity is always known.
  p.  78  - The Status  of Parents table must  be used for each  known  parent, 
  including the deceased.
  p. 79 – Alternate Sibling Tables were printed in HackJournal 15.
  p. 80 - Under Leftover Building Points, the text says that you can convert excess 
  BPs into 25 fractional ability points or 25 gp. At this point, you may only 
  convert them into 25 gp. You cannot adjust your Ability Scores after Step 8 
  of the character creation process.
  p. 85 - The numbers listed in the honor column are the upper limit for that row. 
  Thus, the row labeled fifteen is for honor values of 11-15.
  p. 86 - Honor cannot be burned during character creation. 
  p. 86 - An honor purge can only be used to avoid the specific action that caused 
  the character's death. It does not allow a character to go back in time to 
  before combat started.
  p. 92 - Table 6D should have the following numbering:
  31-45 - Vision Impaired, Far Sighted
  46-55 - Blind, one eye
  56-70 - Vision Impaired, Near Sighted
  p. 92 - A metal leg could be heavier than a wooden leg and could rust if not 
  properly maintained.
  p. 94 - The following sentence should be inserted into the description of the Male 
  Pattern Baldness flaw, after the first sentence: 
  "If a female character rolls this flaw, she must immediately re-roll on Table 
  6C, and once on the minor mental quirk table 6F, because of the trauma."
  p. 97 - On the Obsession/Compulsion table, entry 17 should read "Compulsion to 
  accumulate as many jewels as possible," not "Compulsion to accumulate as 
  many books or scrolls as possible."
  p. 98 - On the Extra Personality Table, the entry for a roll of 21-24 should be 
  "Young adult or middle-aged member of the same sex," not "Young adult or 
  middle-aged member of the opposite sex."
  p. 100 - The Skill Sets list on p. 71 of the GMG supersedes this list.
  p.  101  -  Under  Obtaining  New  Skills,  1.  Building  Points,  the  following 
  paragraph should be inserted after the first.
  During the character creation process, the character rolls the mastery die 
  once for each expenditure of the BP cost of the skill. For example, if a 
  character buys a skill at three times the cost, he rolls the mastery die three 
  times and his honor die three times and adds the total to the relevant ability 
  (See Appendix F: Skills, Talents and Proficiencies List). Note that you add 
  the relevant ability only once. There is no limit to the number of mastery die 
  and honor die rolls that can be purchased, but the skill level cannot exceed 
  125%.
  p. 101 - Under Improving Skills, the current paragraph should be replaced by the 
  following paragraph: 
  Skills currently possessed can also be improved through formal and informal 
  instruction (just like gaining new skills as described in Chapter 11). One 
  special way to increase the amount that a skill is improved during training is 
  to use it in an appropriate circumstance for dramatic or important effect. 
  Anytime  you  roll  under  your  Chance  to  Improve  Skill  value  without 
  modifiers (see Table 1E: Wisdom) when making a skill mastery check, your 
  character may have learned something new (you'll need to ask your GM). 
  For example, let's say your party commandeers a sailing vessel and you 
  decide to sail it back to port. A storm suddenly rises up, threatening to 
  capsize the ship. You announce you have the seamanship skill, and the GM 
  has you make a penalized skill check to see if you can successfully re-rig the 
  sails and bring the ship out of danger. As the group holds its breath, you roll 
  the dice and they come up 03. You check your Wisdom score (13) and see 
  that your Chance to Improve Skill value is 05%. Voila, not only have you 
  saved your entire party, but your character has learned something significant 
  which will increase his ability to gain from his later coursework. The next 
  time your character takes the appropriate skill course during training, he can 
  add a +1 bonus to his mastery die roll. This bonus can be applied any 
  number of times as long as the character succeeds in different circumstances. 
  Keep a running tally between training on your record sheet so you don't lose 
  out on any bonuses later.
  p. 101 - Under Table 7A Explanation the first paragraph should read as follows:
  Initial Weapon Proficiencies: the number of weapon proficiency slots granted 
  to characters of that group at 1st level. The player must pay one (1) BP to fill 
  each proficiency slot with a weapon.
  p. 102 - A fighter can only specialize in a single weapon, but could specialize in 
  both melee and ranged use of weapons such as daggers and hand axes.
  p. 104 - Under Treasure Types, the entry on coins should have the following 
  sentence added to the end of the first paragraph: "10 coins have a combined 
  weight of one pound."
  p. 111 - Table 9C should have the following entry before wineskin: 
  Quiver, Cost: 8 sp, Weight .5 lbs, Availability: 95/90/85. Note that most sets 
  of arrows come with a free quiver.
  p. 116 - The following sentences should be added to the description of bucklers: 
  "The buckler can be used, without penalty, with two weapons, missile weapons, 
  and two-handed weapons. It grants its +1 bonus to AC against one melee attack 
  per round in each of these situations.
  p. 118-119 – Only composite and great elven long bows can be modified to grant 
  a bonus to damage due to high  Strength.   Normal bows, composite or 
  otherwise, do not give strength  bonuses, although  they can  be used by 
  characters with high strengths. 
  p. 118-119 - The weapons: Bloodthorn Stiletto; Rapier, petite; Sewing Needle; 
  and Peashooter Crossbow are all size Tiny (T). They may be used in one 
  hand  by a pixie-fairy. All pixie-fairies may become proficient  in  these 
  weapons.
  p.  119  - In the description  of crossbows, the following sentence should  be 
  inserted into the first paragraph: "The peashooter crossbow can be used by a 
  pixie fairy of any class, regardless of class weapon restrictions, as long as 
  they purchase the weapon proficiency."
  p. 119 - Short bows cannot use sheaf arrows. 
  p. 119 - Anyone that is hit by a full tankard (hurled) must make a saving throw 
  vs. breath weapon with a +2 bonus or be blinded for 1d4-1 rounds.
  p. 119 - Large characters using the bastard sword in one hand use the two-hand 
  damage value.
  p. 120 – Table 9V: The Great Elven Long Bow has an ROF of 1.
  p. 133 – Table 12C: The Hasted modifier should be -2 as listed in the spell 
  description.
  p. 136 - The second paragraph under Touch Spells and Combat should have the 
  following sentence added at the end: "Enemy creatures count as unwilling 
  targets, and have an AC of 10 with no dexterity bonus."
  p. 138 - Follow through damage can normally only be used once per round, as it 
  is only applied when an opponent is brought to zero hit points.  The original 
  attack roll must be sufficient to hit the new target.  Remaining attacks can be 
  used to finish off the original target, but no additional follow through is 
  possible, unless one of the following is true:
  a) The downed monster is healed above zero hit points.
  b) The attacking PC is a samurai and is applying follow through from a 
  second target he has knocked to zero hit points. 
  p. 140 - Dark Knights can turn Paladins as a cleric 5 experience levels lower. A 
  good cleric can turn Dark Knights at an effective experience level 3 levels 
  lower than their own level. A Paladin can turn a Dark Knight as a cleric 5 
  experience levels lower than his own.
  p.  161  -  Whitmore's  Delicious  Deception  should  be  Wrygal's  Delicious 
  Deception.
  p. 166 - Stitch can be used to repair damage to armor or equipment caused by a 
  fumble, but cannot restore armor hit points.
  p. 179 - Faerie Phantoms creates 1d6 phantoms per level of the caster.
  p. 182 - Mend can be used to repair damage to armor or equipment caused by a 
  fumble, but cannot restore armor hit points.
  p. 184 - The Push spell should have a range of 10 ft. + 1 ft./level, not 1 ft. + 1 
  ft./level.
  3
  
  HackMaster Errata
  April 21, 2006
  p. 186 - In the description for Wrygal's Delicious Deception, the phrase "When 
  Whitmore's  Delicious  Deception"  should  be  "When  Wrygal's  Delicious 
  Deception".
  p. 191 - The spell Heat Seeking Fist of Thunder should have the following text:
  This spell creates a disembodied hand that rushes toward an open flame and 
  explodes with magical energy when it hits. The spell requires an open flame 
  at least as large as a torch. When the spell is successfully cast, all those 
  within 20 feet of the target flame take 1d4 damage per level of the caster, or 
  half that with a successful saving throw. The damage done is sonic in nature 
  and sounds like and extremely loud thunderclap. The target flame, if it is 
  inanimate, is extinguished when the spell is cast.
  p. 193 - In the example, a Magic Missile of Skewering would do 3d4+3 hp 
  damage to the second target, not 3d3+3.
  p. 203 - The Paralyzation spell should have a range of 10ft./level and the Area of 
  Effect should be 20ft. x 20ft.
  p. 216  - Unless specifically stated otherwise in the monster description,  all 
  special effects that are delivered by an attack are only delivered if the attack 
  does damage. If a venomous snake bites you but does not do damage, you 
  are not subject to the poison. If a Wraith hits you but Stoneskin prevents the 
  damage, it also prevents the level drain. The same applies to paralysis, death 
  attacks, etc., unless specifically stated otherwise in the ability description.
  p. 222 - Feeblemind reduces one's Intelligence to 2.
  p. 251 - For Prismatic Sphere, the Area of Effect should be 20ft. diameter sphere, 
  not 2ft. Diameter.
  p. 255 - The reverse of Light is the same as the second level magic-user spell 
  Darkness, 15' Radius, except that it has the stat block of the Light spell. 
  p. 257 - The Diminished Rite spell can be used any length of time after the 
  death, as long as the body has not decayed significantly.
  p. 257 - Diminished Rite will not work on creatures not affected by a Raise Dead 
  spell.
  p. 259 - The Rigor-Mortis spell affects all creatures except those that do not have 
  physical bodies or muscles.
  p. 275 - The Animal Friendship spell affects only animals of neutral alignment, 
  not those with no alignment (as all animals are aligned).
  p. 287 - The text for the spell Insect Plague should be as follows:
  Except as noted above, Insect Plague is the same as the fifth level cleric spell 
  Insect Plague (q.v.).
  p.  307  - The paragraph  under Course Difficulty should have the last three 
  sentences replaced by the following text:
  When a course is completed the player makes a check against their Learning 
  Ability,  as  determined  by  their  Intelligence,  for  that  skill.  The  course 
  difficulty lists a modifier, which is added to the die roll. If the player rolls 
  equal to or less than his learning ability he successfully masters the course 
  and earns a roll of the Mastery Die.
  p. 308 - The footnotes labeled *,**,*** under the Arcane Skills table refer to 
  skills that no longer exist. They should be ignored.
  p. 308 - The arcane skills should have the following Skill Difficulties:
  Arcane Lore +20% 
  Divine Lore +20% 
  Spellcraft +25%
  p. 309 - The skill Musical Instrument should be removed from the table Tasks: 
  Artisan and Performing Arts.
  p. 310-311 - The skills Pinch and Trap Sweep (Full Sweep) should have a BP 
  cost of 1.
  p. 310 - Liar, Skilled should have a Relevant Ability of (INT+CHA)/2.
  p. 312 - The talent Experience Point Bonus should be restricted to Humans and 
  Gnomelings, not Humans and Pixie Fairies.
  p. 312 - The Dense Skin talent should have a BP cost of 10.
  p. 317 - A target of Dragon Speak will likely be upset if the character using the 
  skill fails his skill check.
  p. 319 – The Eye of the Tiger Advantage skill limits a character with multiple 
  attacks to a single attack that round, but the character may choose which 
  currently wielded weapon to use.
  p. 320 - If the target of a Mortal Combat is killed, the character may make 
  another skill check to select another target, even if the rounds declared for 
  the initial target have not yet elapsed. The skill can be used with either melee 
  or ranged weapons.
  p. 321 - The Poetry, Writing and Comprehension/Interpretation skill does not 
  give the PC the ability to read or write, nor does it require Reading/Writing. 
  GMs should apply modifiers in situations where the actual reading of a 
  poem is helpful in the interpretation if the PC cannot read it himself. 
  p. 327 - Looting, Basic: The Looting, Basic skill can effect 1,000 sq. feet in the 
  2d6 minutes time frame. This includes walls and any items that the looter 
  can access in that space. Looting will only recover valuable items if they are 
  there. Using the looting, basic skill does not increase the chance of breaking 
  or harming  an  item,  but  previously established  conditions  do  apply.  A 
  looting character is still subject to any monsters, traps or other barriers that 
  would prevent him from taking an item. Using the looting, basic skill is 
  appropriate for any character class to use.
  p. 329 – The skill Seamanship Suite is not a skill suite, but a normal skill. It 
  should be called Seamanship.
  p. 330 - The following skill should be added after Shield Repair (Wood):
  Skinning
  [(Strength+Wisdom)/2 / Sophisticated / 1 B.P.]
  A character with this skill knows the proper procedure for obtaining the hide 
  from a dead animal or beast. He knows what skills to use, how to treat and 
  store the hide, and which part of the hides are the most valuable or usable. 
  He can also estimate the amount of hide needed for various items such as 
  boots, gloves, cloaks, etc. The character must have a sharp knife and an 
  animal to skin in order to get the hide. Treating the hide takes more tools.
  Prerequisite: None
  Mastery Die: 1d8
  Course Cost: 650 gp.
  Course Difficulty: 5%
  p. 331 - In the description for the skills swimming and swimming dog paddle, 
  the reference for the swimming rules should be the GMG, not chapter 14 or 
  16.
  p. 336 - Construction Tools has a BP cost of 1. 
  p.  337  - An ambidextrous character can  use two weapons of different size 
  categories without penalty.
  p. 337 - Acrobatic Skill Suite should simply be the Acrobatic talent. A PC with 
  this talent gets +5% to the Tightrope Walking and Tumbling skills if he 
  takes those skills. Monks with this talent get a +1 to their AC in melee 
  combat, just like other classes. 
  p. 338 - The Detect Secret Doors talent is available to Humans, not Elves.
  p. 338 - The following Talent should follow Faerie Kind Martial Arts:
  Flutter: (2)
  [Pixie fairies]
  Flutter allows a pixie fairy to use the move silently skill while flying, and 
  without penalty.  Clarification: This Talent does require the character to have 
  the move silently skill, and does not automatically allow any pixie fairy to fly 
  silently.
  p. 339 - The Hide talent grants the ability to hide as a barbarian of the same 
  level's hide in natural surroundings ability.
  p. 339 - The following Talent should follow Mace Bonus:
  Magic Bonus: (5)
  [Pixie fairies]
  A character with this talent receives a plus one to all saving throws against 
  spells or other magical effects.
  p.  339  -  Use  of  the  Magic  Identification  talent  will  only  give  a  general 
  description of the item, but will not provide specifics such as the actual 
  bonus of an item or a command word. An NPC would charge at least 100 gp 
  per level for this service.
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  HackMaster Errata
  April 21, 2006
  p. 339 - The talent Mining Sense should have the following text.
  Mining Sense: (5)
  [Dwarves, Gnomes, Gnomelings, Drow]
  A  character  with  this  talent  is  familiar  with  mining,  tunneling  and 
  stonework. By concentrating for one round the character can: Detect grade or 
  slope in passage (1-5 on 1d6); Detect new tunnel/passage construction (1-5 
  on  1d6);  Detect  sliding/shifting  walls  or  rooms  (1-4  on  1d6);  Detect 
  stonework traps, pits, and deadfalls (1-3 on 1d6); Determine approximate 
  depth underground (1-4 on 1d6); Detect unsafe walls, ceiling, and floors (1-7 
  on 1d10); Determine approximate direction underground (1-3 on 1d6). If the 
  character already possesses one of the above talents, i.e. it was granted as a 
  bonus racial talent, they instead receive a +1 modifier to all checks of that 
  type. However, a maximum result on the die always fails in these instances.
  p. 339 - Photographic Memory: This gives the caster the ability to memorize and 
  cast one additional spell per spell level. For dual class casters this provides 
  one additional spell per spell level per class. This talent only grants magic-
  users the ability to memorize an additional spell. Clerics, druids, and rangers 
  gain no spell memorization benefit for their clerical spells (rangers, bards, 
  bounty hunters, and certain zealots still benefit for their magic-user spells). 
  Magic-users who don't memorize spells, such as Painted Mages, do not gain 
  additional spells from Photographic Memory.  Use of Photographic Memory 
  to recall a document requires more than a glance or a distant viewing. The 
  character must be able to read the document to recall its contents. This talent 
  requires the character to concentrate on a specific page or scene in order to 
  memorize a "still photo." It will not, for example, allow a character to 
  automatically find his way out of a dungeon without the use of a map simply 
  because the character passed that way before. 
  p. 339 - The Resistance talent is available to Dwarves, Humans not Dwarves, 
  Humans, Elves, Half-elves. In addition, the line "(Full-blooded elves get a 
  90% resistance)" is extraneous and should be removed.
  p. 339 - The Freeze talent for gnomes has a BP cost of 5. The description is 
  incorrect.
  p. 340 - The Seeking, Grasping Hands talent can be used once per day, and may 
  affect any creature only once ever.
  p. 340 - Elves are not resistant to Seeking, Grasping Hands.
  p. 340 - Sixth Sense can only detect actual things, not impressions left by things 
  such as footprints or cart tracks. It also cannot determine the intent of things, 
  so it would not warn a PC with this talent that a detected creature was about 
  to attack. Infravision does not affect Sixth Sense. The range of Sixth Sense is 
  20 feet.
  p. 340 - The following Talent should follow Tough Hide:
  Track Game Animal: (5)
  [Grunge Elves]
  A character with this Talent receives a +10 bonus to the track game and 
  identify animal by tracks skills. The character must possess these skills to 
  gain the benefits.
  Coupons - general: Character creation counts as one session.  Only one player 
  coupon (and/or one GM coupon) can be played during character creation.  
  Coupon - Polyglot: If used with the Take After talent (GMG p. 72), this coupon 
  eliminates the 30 BP cost.  However, it must still be used during character 
  creation, and the PC must be created using the gene pool method (GMG p. 
  17). In addition, note that this coupon does not allow the PC to subvert 
  genetics by having his parents be a completely different race (PC cannot be a 
  full-blooded gnome with two elven parents, for example).  Finally, Polyglot 
  allows a PC to take a class-restricted talent, but this does not change the way 
  that talent performs.  For example, a dual class human cleric/magic-user 
  could take the Spell Razor talent (SSG p. 55), but it would only affect his 
  magic-user spells, not his clerical spells. 
  5
  
  HackMaster Errata
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  Spellslinger's Guide to Wurld Domination
  p. 7 - Specialists must have ability scores of 16 or higher in INT (their prime 
  requisite) to receive a 10% EP bonus. 
  p. 19 - Only specialists, double specialists, and sole practitioners may abandon 
  schools. Holistic practitioners or unorthodox practitioners may not.
  p. 22 - The sentence that begins "His GM consults" should refer to "third level 
  pyrotechnician spells" instead of "third level anti-mage spells."
  p. 24 - For the Metamorpher sole practitioner, a fleeting effect is any spell with a 
  duration of one round or less.
  p. 26 - Detective spells are not Power Words. They should have Clairaudience 
  and Clairvoyance as third level spells. Detect Illusion is a first level spell and 
  Detect Charm is a second level spell.
  p. 27 - Seers should have Clairaudience and Clairvoyance as third level spells. 
  Find Traps is a second level spell and Find Treasure is a fourth level spell.
  p. 32 - The following additional spells are available for Elementalists: 
  For Air Elementalists: 
  Control Winds, Cleric Level 6 
  Weather Prediction, Cleric Level 3 
  Whirlwind, Cleric Level 6 
  Wind Column, Cleric Level 1 
  Zone of Sweet Air, Druid Level 4 
  For Water Elementalists: 
  Extinguish, Cleric Level 3 
  Protection from Water, Druid Level 4 
  For Fire Elementalists: 
  Ignite, Cleric Level 3 
  Log of Everburning, Cleric Level 1 
  Eternal Flame, Druid Level 3 
  For Earth Elementalists: 
  Strength of Stone, Cleric Level 1 
  Sink Into Earth, Druid Level 5 
  Soften Stone, Druid Level 2 
  Warp Stone or Metal, Druid Level 4 
  For All Elementalists: 
  Conjure Demi-Elemental, Druid Level 2 (for applicable element only) 
  Protection from Elementals, Druid Level 4 (for applicable element only)
  p. 33 - Despite their different methods of spellcasting, spells cast by unorthodox 
  practitioners are subject to the same rules concerning anti-magic zones.
  p. 33 - Gnome Titans can be blood mages.
  p. 33 - Blood mages can use Woeful casting for spells cast from scrolls.
  p. 34 – On Table 4C a roll of 22 should read "All fruits, vegetables, and other 
  plants within 5d12 feet of blood mage are destroyed. Plant monsters receive 
  a saving throw."
  p. 34 - A blood mage can use Enchant an Item to create a magical item, as it is 
  an Invocation spell as well as an Enchantment spell. 
  p. 34 - A blood mage can use a magical item that has functions that he is unable 
  to use, but cannot use those specific functions. For example, if a +3 dagger 
  had a Charm Person ability, he could use the dagger as a weapon but could 
  not use the charm ability.
  p. 34 - The painted mage is only available to humans, grunge elves and pixie 
  fairies.
  p. 35 - Spells such as Haarpang's Memory Kick that allow for increased spell 
  memorization or retention do not affect painted mages.
  p. 39-40 - The following Quirks and Flaws affect Painted Mages in the following 
  ways:
  Clumsy Fingers: Adds 1d4 to the casting time of all spells.
  Large Handwriting: Tattoos use up 2 pounds of body mass per spell level.
  Sloppy Penmanship: Minor: 3% chance of mishap, Major: 6% chance of 
  mishap.
  Security Blanket: -10% chance when learning a new tattoo, and the painted 
  mage must use his last slot each day to cast his security blanket spell or cast 
  nothing with that slot.
  Chintzy Mentor: Starts with Read Magic, Write, and two random spells, plus 
  25% of the normal cantrips to a maximum of nine.
  Old School Mentor: Tattoos take up 2 pounds of body mass per level and 
  double the effects of Table 4G.
  Wasteful Mentor: The character needs twice as much tattoo ink per tattoo, 
  and the ink costs twice as much.
  p. 51 - Bonus spells received from the Quality of Education Final Results table 
  are determined randomly by the GM.
  p. 52 - The 1 extra weapon proficiency available in the land-grant university 
  table should read "Free weapon proficiency". Multi-class characters can use 
  any allowed weapon to fill this slot.
  p. 54 - In order to cast a spell from a tattoo, the caster must be able to touch the 
  tattoo. Recipients of spell tattoos must be living (non-undead) creatures, 
  both at the time of tattooing and the time of casting.
  p. 54 - Arcane swindler can be used in combination with voiceless casting and/or 
  still casting. 
  p. 54 - The talent High Spell-Jacker does not allow one to spell-jack at an earlier 
  level than they would without the talent. It merely increases the effectiveness 
  of the spell-jacking.
  p. 55 - Spell Razor only applies to spells, not spell-like effects such as wands.
  p. 55 - Voiceless casting can be used in combination with arcane swindler and/or 
  still casting. 
  p. 55 - Still casting can be used in combination with arcane swindler and/or 
  voiceless casting.
  p.  64  -  If a  GM allows it,  a  magic-user  can  be  a  member of  a  magical 
  organization at character creation.
  p. 70 - Being admitted to the Oracles of Pathorgia will remove any forms of 
  insanity of a magic-user.
  p. 83 - Only spells from captured spell books or scrolls are destroyed when 
  copied or learned.
  p. 89 - The spell A Day in the Life allows one to do everything that a member of 
  the new race would be allowed to do, but any skills, talents, levels and 
  experience only translate to the old character if the old race would allow 
  such developments. For example, an elf character could cast the spell and 
  turn themselves into a human. If they continued casting the spell, they could 
  exceed the normal level limitations for being an elf, but upon returning to elf 
  form, they would lose all levels that exceeded their allowed limit. (They 
  could still keep all experience earned).
  p. 91 - Blood Mark should have a range of Touch, requiring a to-hit roll.
  p. 92 - Blood Thirst should have a range of Touch, requiring a to-hit roll.
  p. 94 - The spell Cytogenesis creates a creature of the same age and sex as the 
  creature  whose  part  was  used  to  fuel  the  spell.  The  creature  has  no 
  knowledge or memories.
  p. 95 – Casting Deirdra's Reckless Dweomer automatically results in a wild 
  surge. In addition, when rolling on the level variation table, it is possible to 
  get a second wild surge. 
  p. 105 – Icy Sphere has been changed.  The correct version, a 3rd level spell, is in 
  HackJournal 16.  It's first-level replacement, Icy Blast, is also described 
  there.
  p. 120 - The spell Snap Drake should have a damage value of 1d6/level, not 
  3d6/level. Each casting of the spell grants only one attack.
  Spellslinger's Guide Clarifications
  Bonus Spells - The bonus spell that the double specialist and sole practitioners 
  receive is a bonus spell and not a bonus spell slot. They cannot memorize 
  two first level spells in the space of their first level memorization, as they 
  can with their other first level spell slots. Only one first level or second level 
  spell is allowed for the first level bonus spell.
  Memory Increases: Spells and magic items that increase spell memorization, like 
  the Ring of Wizardry or Haarpang's Memory Kick, work for the double 
  specialist and sole practitioner as they do for normal wizards. If a Ring of 
  Wizardry  increases  a  double  specialist's  2nd  level spells,  he  can  only 
  memorize actual 2nd level spells with the ring, even though he can normally 
  cast 3rd level spells with 2nd level memorizations.
  6
  
  HackMaster Errata
  April 21, 2006
  Revised tables from SSG 1st print Chapter 1
  7
  
  HackMaster Errata
  April 21, 2006
  8
  
  HackMaster Errata
  April 21, 2006
  9
  
  HackMaster Errata
  April 21, 2006
  10
  
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  11
  
  HackMaster Errata
  April 21, 2006
  Additional table not included in SSG 1st print - Level Limits per race for new classes
  12
  
  HackMaster Errata
  April 21, 2006
  Additional table revised from SSG 1st print - Quality of Education Final Results
  13
  
  HackMaster Errata
  April 21, 2006
  Combatant's Guide to Slaughtering Foes
  p. 7 - On Table 1B a Gladiator should progress as a Barbarian, Berzerker, 
  Cavalier, and Holy Knight.
  p. 7 - Barbarians gain skills and advance levels by going to school like most 
  other classes.
  p. 17 - The sentence starting "At 2nd level" should read as follows: 
  At 2nd level, a gladiator can begin to develop his trademark fighting style, 
  even without a mentor. Upon selecting a weapon or weapon and shield 
  combination,  the  gladiator  can  begin  making  Chance  to  Improve  Skill 
  checks (see p. 56--Creating a New Fighting Style). 
  p. 19 - Damage for the Katana, 2-h vs. giant-sized creatures should be 2d6.
  p. 19 - A naginata is another name for a glaive. 
  p. 23 – The swashbuckler receives both the snappy comeback and tumbling 
  skills at the standard level and BOTH skills improve by 5% per level. 
  p. 23, 137 - The Speed Factor of a Rapier should be -1. The Speed Factor of a 
  Sabre is correct as printed (1), as the Sabre used in HackMaster is not a 
  modern fencing sabre, but rather a 4 lb. hacking weapon. The size of a Sabre 
  should be M, not L. 
  p. 23 - The Holy Knight must select the specific type of lance in which he is 
  proficient. 
  p. 23 - Table 1S - At 1st level Holy Knights get 20+1d12 hit points. 
  p. 27 - For the following quirks, the BP values are: 
  Maintenance Compulsion 5 
  Outlawed 8 
  Weapon Phobia 6 
  Weapon Prejudice 4/9
  p.  32  - When using Huge crossbows, a large-sized archer negates the size 
  penalty, resulting in an ROF of 1/2 for a Heavy Crossbow, Huge, and an 
  ROF of 1 for a Light Crossbow, Huge.
  p. 32 - A crossbow archer gains the crossbow bonus talent at no cost.
  p. 39 - A character with the Wilderness Warrior package must abide by the 
  weapon restrictions of his race and class.
  p. 41--48 - The modifiers in the training tables reference the old table numbers, 
  not the new ones. The corresponding table numbers are as follows:
  Table 1 = Table 2C
  Table 2 = Table 2D
  Table 3 = Table 2E
  Table 4 = Table 2F
  Table 5 = Table 2G
  Table 6 = Table 2H
  Table 6a-k = Table 2Ha-k
  Table 7 = Table 2i
  Table 8 = Table 2J
  Table 8a = Table 2Ja
  Table 9 = Table 2K
  Table 9a-b = Table 2Ka-b
  Table 10 = Table 2L
  p. 42 – Table 2F: If a small character rolls a 7 on table 2F, they were impaled by 
  a spear, and must take spear as a proficiency. 
  p. 43 - On Table 2Ha: Light Infantry, creme de la creme should receive a free 
  sword proficiency in addition to the other benefits.
  p. 43 - On Table 2Hb: Hobilar Infantry, a shabby result gives the character the 
  Animal Phobia: Horse quirk.
  p. 44 - On Table 2Hd: Archer, a result of Excellent gets both short and long bow 
  proficiencies in addition to the other benefits, just like superior training. 
  p. 45 - On Table 2Hg: Infantry, Pikemen, a result of Average allows one to 
  purchase  the  maintain  self-discipline  for  1  BP.  This  is  a  permanent 
  reduction; you can buy the skill as many times as you want for 1 BP.
  p. 46 - On Table 2Hi: Engineers, creme de la creme gets the complex geometric 
  estimation skill free and 3 rolls of the mastery die. 
  p. 49 - Sailor Skill Suite has a Relevant Die of (DEX+WIS)/2.
  p. 52 – Shield Bash can be used with any size shield.
  p. 52 – Trip Attack can be used with any size weapon.
  p. 53-56 - The named fighting styles have the following mastery dice:
  Axe Storm Style - d4
  Striking Staff Style - d8
  Shield of Death Style - d4
  Hammer and Anvil Style – d6
  p. 57 - A PC can only take the Lucky talent for one die type. 
  p. 109 - Monks using Martial Arts Combat Styles do damage according to the 
  style instead of their normal unarmed attack damage, unless the style is 
  granted by their order and no damage is specified, in which case their 
  unarmed attack damage is applicable. 
  Combatant's Guide Clarifications
  Bola - The Bola has a range of 10/20/30 and a ROF of 1.
  Daikyu - The Daikyu has a range of 70/150/220 and a ROF of 1.
  “Free” Weapon Proficiencies - Weapon proficiencies that are gained through the 
  training tables in the Combatant's Guide do not cost BPs, but they do take 
  up a weapon proficiency slot.  If you receive both the long bow and short 
  bow proficiencies, they only take up one slot together (like the crossbow 
  proficiencies). 
  Lucky Talent - The Lucky talent does not provide a bonus to hit rolls or damage 
  rolls. Only rolls that directly affect only the character receive a +1. Examples 
  include saving throws, ability checks, hit point rolls, mastery die rolls, some 
  honor die rolls, training table rolls, etc.
  14
  
  HackMaster Errata
  April 21, 2006
  Zealot's Guide to Wurld Conversion
  p. 28 - Zealots of Lathander have access to the Necromancy sphere at level 7 for 
  Raising and Resurrection spells only. 
  p. 55 - The Atheist quirk is worth 15 BPs. 
  p. 71 - On Table 2J: Results of Residency, replace "9-11" with "8-11".
  p. 72  - The missing mastery die, course cost, and course difficulty for the 
  Zealot's Guide skills are as follows:
  Distraction: 1d8, 100 gp, -15%
  Feint: 1d6, 225 gp, -5%
  Improve Cover: 1d6, 200 gp, 0%
  Improved Overbearing: 1d8, 250 gp, -5%
  Improved Subdual: 1d4, 300 gp, 0%
  Improved Unarmed Combat: 1d6, 150 gp, 0%
  Veterinary Healing: 1d6, 350 gp, 0% 
  p. 73 - The Divine Shield talent protects the character from attacks from all 
  directions. If the Divine Shield provides an AC bonus greater than 4, the hit 
  points for the highest level are equal to the bonus +2. For example, if a cleric 
  has a Divine Shield at +7, the hit point progression would be 9/8/7/6/5/4/3.
  p. 74 - Divine Smite is subject to the damage cap. 
  p. 74 - Life Smite is not subject to the damage cap. 
  p. 98 - Damage for a Maul against Tiny opponents is 2d4. 
  p. 105 - Cure All will only cure quirks and flaws gained since character creation. 
  p. 123 - The area of effect for Diagnose Injury is One creature per round. 
  p. 124 - Protection From Possession has a duration of 1 turn/level. 
  p. 127 - Stones to Spiders is a 4th level Druid spell.
  p. 128-131 - The spells below are missing from the table: 
  Break Hex (Warding)
  Cloak of Bravery (Charm) 
  Consecrate Holy Symbol (Devotional) 
  Fire Seeds (Elemental Fire)
  Flutter Soft (Warding) 
  Focus (Devotional) 
  Heroes' Feast (Healing)
  Plant Growth (Plant)
  p. 130-131 - The level column headings should be shifted two columns to the 
  right.
  Zealot's Guide Clarifications
  Level Limits: The level limits for shamans and zealots are the same as for clerics 
  of the same race.  For zealots of racial gawds, such as Pangrus, the zealot 
  may progress to level 20 regardless of cleric limits.  Chosen ones have no 
  level limits.
  The  Griftmaster's  Guide  to  Life's  Wildest 
  Dreams
  p. 9 - Under Tumbling (evasion) the +2% penalty should be +10%.
  p. 10 - The description of spontaneous assassinations should be changed to read 
  "He can do this spontaneous assassination if, when using a melee weapon, 
  he surprises and successfully backstabs his intended victim, or, when using a 
  missile weapon, he makes a successful called shot to the back of an unaware 
  victim. If these conditions are not met, the attack is a normal attack."
  p. 20 - Ninjas assassinate as an assassin of equal level. Ninjas receive 20 points 
  per level for their thief skills (cannot apply more than 10 points to a single 
  skill each time).
  p. 46 - A Jongleur can use his his Juggling skill to deflect missile or hurled 
  weapons too large to catch, as long as the weight of the missile or weapon 
  does not exceed one-third of his weight allowance.
  p. 63, 65 - The Relevant Ability for Fast Draw should be Dexterity.
  p. 119 - Triggered spells, such as Glyph of Warding and Fireball, Proximity 
  Fuse, are considered magical traps.
  Goods and Gear
  p. 10 - Table 1-1: The Kovnor is equivalent to 5 cp.
  p. 26 – Steelbow: Second to last sentence should read:
  Though capable of inflicting massive damage (double damage with ball and 
  sheaf arrows), it does not have the range of a standard composite longbow, 
  and is mostly used for close combat warfare.
  p. 43 - Iron cat claws do 1d3 damage vs. opponents of all sizes. Monks and PCs 
  using Martial Arts can use these to add +1 to their unarmed attack damage. 
  All damage done by Iron Cat claws is considered real damage. 
  p. 75 - HM Table E3: Size "L" creatures employing Huge crossbows have a ROF 
  of 1/4 for Heavy Crossbow, Huge, and 1/2 for Light Crossbow, Huge.
  p. 76 - Table PHB 9T: Great Axe
  Cost: 20 gp Weight (lbs.): 12 Size: L Dmg Type: H 
  Speed Factor: 6 Damage vs. T 1d4 / S 1d6 / M 2d4 / L 2d6 / H 3d4 / G 2d8 
  Base Availability: Hi 45 / Med 40 / Low 35
  p. 80 - Table PHB 9T: Frying Pan 
  Speed Factor 1 Damage vs. T 1d6 / S 1d4+1 / M 1d4 / L 1d4-1 / H 1d4-2 / G 
  1
  p. 86 - Table PHB 9T: Two-handed Sword
  Cost: 50 gp Weight (lbs.): 15 Size: L Dmg Type: H 
  Speed Factor: 5 Damage vs. T 1d4 / S 1d6-1 / M 1d10 / L 3d6 / H 2d10 / G 
  2d12 
  Base Availability: Hi 85 / Med 80 / Low 75
  p. 151 - A beacon lantern will burn 2 hours per pint of lamp oil.
  p. 156 - The costs for ingots on Table 7-6H should be:
  ingot, adamantine 150 gp
  ingot, bronze 6 cp
  ingot, copper 1 sp
  ingot, electrum 5 gp
  ingot, gold 10 gp
  ingot, iron 2 cp
  ingot, lead 6 cp
  ingot, mithril 15 gp
  ingot, platinum 50 gp
  ingot, silver 1 gp 
  p. 156 - In HackMaster 10 coins weigh 1 pound.
  p. 190 - Table 8-9H: Handpie (per serving) 1 sp
  p. 225 - Table 10-10: Base Costs 10 gp/night; 1 gp/hour; or 5 sp/act.  Charisma 
  Multiplier should read Comeliness Modifier for HackMaster.
  15
  
  HackMaster Errata
  April 21, 2006
  The Adventurer's Guide to Pixie Fairies
  p. 7 - Pixie Dust: "Magic-users are constantly experimenting with new ways to 
  use the mystical dust, mostly as replacement components." ........ "Prices for 
  pixie dust vary on the open market, but most magic-users are willing to pay 
  around 500 gp an ounce."
  Clarification: This is simply a note of what most magical researchers are 
  willing to pay a pixie fairy for an ounce of their dust. It does not mean that 1 
  ounce of pixie dust is only worth 500 gp. Depending on the GM's campaign, 
  the price could easily reach 2000 gp/ounce or more!
  p. 9 - Elvariels at a Glance [sidebar]
  Change: Racial Bonuses: Fly at 18" (C) per round
  Remove: Allowable Classes: bard, charlatan, soldier, yakuza.
  Clarification: Elvariel rangers are not required to be of good alignment.
  Change: Building Point Bonus: 4
  Change: The alignment line should read as follows: "Must be of true neutral 
  or any chaotic alignment (usually chaotic neutral)."
  p. 12 - Pixie Brownie/Life and Death
  Change [Pixie brownies cannot be multiclass illusionists]: Pixie brownies 
  frequently choose illusionist as a class, using these magical tricks to set 
  practical jokes or to remain unseen while the victim walks into the pixie 
  brownie's trap.
  p. 13 - Pixie Leprechauns at a Glance [sidebar]
  Change: Racial Bonuses: Fly at 12" (A) per round
  p. 15 - Pixie Brownies at a Glance [sidebar]
  Change: Talents: +10% bonus on skill checks for fixing mechanical devices.
  p. 15 - Pixie Dust: See page 7 above.
  p. 15 - Pixie Sprites at a Glance [sidebar]: "Can create sleep arrows"
  Clarification: As noted in the Sleep Arrows section on page 15, pixie sprites 
  create sleep ointment that they use to coat arrowheads. They do not receive 
  an automatic ability to create the arrow or arrowhead itself.  
  A  pixie 
  sprite still needs the bowyer/fletcher skill to create arrow shafts, or the 
  weaponsmith skill to create arrowheads.
  There  is  a  racial  compulsion  against  sharing  the  formula  -  under  no 
  circumstances will a pixie sprite give up this knowledge, even through 
  torture or mind-affecting spells or abilities. Anyone affected by the ointment 
  cannot be awakened by non-magical means.
  p. 16 – Zealots: "Zealots (ZG): Aside from the gawds of the Seelie Court (see 
  new zealots below and the Religion section in Chapter Six: Customs and 
  Culture), pixie fairies occasionally become zealots of other gawds as well."
  Addition:  Grixies  may become  zealots  of gawds  that  allow grel,  while 
  elvariels can become zealots of gawds that favor elves. Naturally, they must 
  still meet any other requirements of that zealot class.
  p. 20 - Animalist
  Change: Allowed Races: Elf, human, pixie hybrid. (Elves may progress to 
  13th  level, half-elves to 14th  level, and  humans  and  pixie  hybrids  are 
  unlimited.)
  Clarification: Special Powers: At 9th level, an animalist gains the Hide in 
  Shadows ability of the thief (5%), plus any bonus/reduced percentages due 
  to race, Dexterity or armor. This bonus increases by 5% with each animalist 
  level (max ability 95%).
  p. 25 - Zealots of Engue, Gawd of Fear and Poison
  Change: Allowed Races: Pixie fairy, fae-born, grixie
  p. 26 - Zealots of Kielkrop, Gawd of Death
  Change: The line about annual victim sacrifices should read as follows: 
  "Each victim must be of a level no more than 1-4 levels below his own."
  Addition: For example, a 7th-level zealot of Kielkrop may not sacrifice a 
  victim of 1st or 2nd-level as part of his annual sacrifice, if he wants it to 
  have any meaning. However, he can safely follow the dictates of his faith if 
  the victims are of 3rd-level or higher.
  p. 26 - Zealots of Mab, Gawddess of Allanices and Oaths
  Change: Allowed Races: Pixie fairy, fae-born
  p. 30 - Dual Classing
  Clarification: The section on dual classing was accidentally included for 
  completeness. However, as the text says, all dual classed characters are 
  bound by the rules in the PHB (pages 73-74) - only humans can be dual 
  class characters.
  p. 31 - Table 2J: Fractional Ability Die Roll by Class
  Addition: Animalist fractional die rolls are STR d6, CON d12, DEX d8, INT 
  d10, WIS d20, CHA d4, COM d5
  p. 32 - PHB Table 6A [PHs]: Flaws and Quirks d100
  If you are using any of the HM classbooks, you may wish to use this table 
  version instead.
  01-09 Table 6B (PHB)
  10-18 Table 6C (PHB)
  19-27 Table 6D (PHB)
  28-31 Table 6E (PHB)
  32-40 Table 6J (Pixie Fairy book)
  41-50 Classbook Flaws
  _____Cleric: Table 6O (ZG)
  _____Fighter: Table 6M (CG)
  _____Magic-user: Table 6J (SSG)
  _____Thief: Table 6Q (GG)
  51-57 Table 6F (PHB)
  58-64 Table 6G (PHB)
  65-71 Table 6H (PHB)
  72-78 Table 6I (PHB)
  79-84 Classbook Quirks, Part 1:
  _____Cleric: Table 6P (ZG)
  _____Fighter: Table 6N (CG)
  _____Magic-user: Table 6K (SSG)
  _____Thief: Table 6R (GG)
  85-90 Classbook Quirks, Part 2:
  _____Cleric: Table 6P (ZG)
  _____Fighter: Table 6N (CG)
  _____Magic-user: Table 6L (SSG)
  _____Thief: Table 6R (GG)
  91-00 Table 6K (Pixie Fairy book)
  p. 32 - Quirks
  Clarification: Non-pixie hybrids may "cherry pick" the Chatterbox, Flighty , 
  Hates Bathing/Grooming, Intrusive, Lusty, or Spendthrift quirks.
  p. 37 - Marriage and Children
  Clarification: If a GM allows a player to roll for marriage and children, the 
  PC gets 5 BP for being married, 5 BP for the first child, and 2 BP for the 
  second child. Spouses and children gained after character creation are worth 
  no BPs. With GM consent, any PC can be married, and any non-sterile PC 
  can have children, but they must roll on Tables 3G and 3H to receive full 
  BP.
  p. 37 - Obligations/Children
  Remove: Pixie-nixies  may cherry pick  this  obligation  for full Building 
  Points.
  p. 41 - Dropped Missiles (weapon proficiency)
  Clarifications and Additions: Dropped missiles cannot cause more than 10d6 
  damage, as this would be beyond the effective maximum range for the 
  missiles.  PCs cannot  accurately drop  missiles larger than  25%  of their 
  weight allowance. The PC gets a -4 to-hit per weight category greater than 
  allowed (including the current category) for any attempt of this kind, in 
  addition to the range modifiers. If the target is actively watching the dropper 
  (not casting, fighting, etc.) the target gets a +4 to his AC.
  Furthermore, there is a delay between the time an object is dropped and 
  when it hits: 5 feet takes 1 segment, 25 feet takes 2 segments, and 50 feet 
  takes 3 segments (3.2 segments for 60 feet--other figures are rounded to the 
  nearest 5 from real world numbers). If the target moves somewhere that the 
  dropper was not anticipating, it is an automatic miss.
  ROF for dropped missiles is 1.
  16
  
  HackMaster Errata
  April 21, 2006
  p. 47 - Table 4A: Common Pixie Fairy Weapons
  Addition: Ball and chain, Cat o' nine tails, and Flagellum are all size S.
  Clarification: These lances and polearms deal additional situational damage 
  like their full-sized counterparts.
  p. 49 - Armor
  Addition: Tailored tiny armor made from exotic materials (see Goods and 
  Gear) should have the cost multiplied by 1.5.
  p. 56 - Damage, Flight and Falling
  Wing  maximum  damage:  Wings  can  take  a  maximum  of  20%  of  the 
  creature's total hit points before being incapacitated.
  Called shots to armor wing holes: Called shots to armor wing holes are made 
  at a -8 to hit.
  p. 60 - Table 5C: Tattoos
  Clarification: Spell-like tattoos (with effects identical to an existing spell) 
  function at the level of the PC (or former PC, in the case of skinned tattoos) 
  or the minimum level needed to cast the spell, whichever is greater. They 
  may be used once per day.
  p. 60 - Table 5D: Power Runes
  Clarification: Spell-like power runes (with effects identical to an existing 
  spell) function at the level of the PC (or former PC, in the case of skinned 
  power runes) or the minimum level needed to cast the spell, whichever is 
  greater. They may be used once per day.
  p. 60 - Table 5D: Power Runes/Morkrun
  Change: Effect: +25% bonus on arcane skill checks
  p. 60 - Table 5D: Power Runes/Rekkrun
  Clarification: Rekkrun only removes quirks and flaws gained after character 
  creation. However, the PC gains no additional quirks and flaws due to 
  reincarnation. Reincarnated and End of the Line cannot be removed through 
  the use of the Rekkrun power rune.
  p. 63 - Spells/Lizenz's Dark Wings
  Change: Level: 5
  Addition: Lizenz's Dark Wings may only be cast on a willing target.
  p. 63 - Spells/Merge Pixie Dust
  Change: Level: 3
  p. 63 - Spells/Youthful
  Remove: However, the character need not be a blood mage to cast this spell.
  p. 64 - Spells/Last Resort
  Addition: Any Player Character affected by the Last Resort spell is ineligible 
  for tournament play.
  p. 64 - Spells/Surrogacy
  Addition: The Surrogacy spell may only be cast on a willing target.
  p. 65 - Magic Items/Eternity Wine
  Addition: The saving throw bonus from Eternity Wine only lasts as long as 
  the intoxicating effects of the drink.
  p. 65 - Magic Items/Lipstick of Life Draining
  Addition: For creatures with small areas of exposed skin, a GM may require 
  a called shot to kiss successfully.
  Change: EP value 15,000, GP value 50,000
  p. 66 - Magic Items/Mushrooms of Psychedelic Enhancement
  Change: Table 5F should have d20 listed as the die type to roll.
  Addition:  The damage  for  eating  additional  Mushrooms  of Psychedelic 
  Enhancement is 1d4 points of cumulative damage (1d4 for the second, 2d4 
  for the third, etc.), plus a cumulative 10% chance per mushroom of losing all 
  permanent effects from the previous mushrooms.
  17
  
  HackMaster Errata
  April 21, 2006
  HackJammer
  Chapter 1: Player Characters in HackSpace 
  Racial Modifiers to Handedness (Table 4D in the PHB)
  Apes of Gronnanar (all): All apes are ambidextrous
  Dracon: No modifier
  Giff: No modifier
  Lizardman: No modifier
  Orc: No modifier
  Racial Modifiers to Social Standing (Table 4F in PHB)
  Apes of Gronnanar
  Orutang: +5
  Pantrog: No modifier
  Pithengi: -25
  Rillan: +15
  Dracon: No modifier
  Giff: -5
  Lizardman: -50
  Orc: -60
  Racial Modifiers to Circumstances of Birth (Tables 4G & 4H)
  Apes of Gronnanar
  Orutang: -5 to dice rolls on both tables
  Pantrog: No modifiers to dice rolls
  Pithengi: +5 to dice rolls on Birth Table, +15 on Illegitimate 
  Birth Table
  Rillan: -10 to dice rolls on both tables
  Dracon: -20 to dice rolls on both tables
  Giff: -10 to dice rolls on both tables
  Lizardman: +5 to dice rolls on Birth Table, +55 to Illegitimate Birth 
  Table
  Orc: +15 to dice rolls on Birth Table, +80 to Illegitimate Birth Table
  p. 6 - Language, Modern, Grommish has a +25% learning difficulty and a d4 
  mastery die for non-Gronnanarians.
  p. 6 - Orutan can be clerics, chosen ones, zealots, fighters, gladiators, thieves, 
  and acrobats. They may not multiclass.
  p. 6-7 - Orutan, Pantrog, and Pithengi Racial Bonuses: They gain the bonus on 
  Strength checks, not any Strength-related checks.
  p. 7 - Pantrog can be clerics, chosen ones, zealots, fighters, berzerkers, bounty 
  hunters, gladiators, knights errant, pirates, soldiers, thieves, and acrobats. 
  They may not multiclass.
  p. 7 - Pithengi can be clerics, chosen ones, druids, shamen, zealots, fighters, 
  bounty hunters, gladiators, rangers, soldiers, magic-users, and thieves. They 
  may not multiclass.
  p. 8 - Pithengi-sized equipment costs 2x normal prices. If the normal version of 
  the item can be used by a Pithengi there is no additional cost.
  p. 8 - Rillan can be clerics, chosen ones, zealots, fighters, gladiators, knights 
  errant,  magic-users,  thieves,  acrobats,  and  assassins.  They  may  not 
  multiclass.
  p. 8 - Dracon can be clerics, chosen ones, shamen, zealots, fighters, soldiers, and 
  minstrels. They may not multiclass.
  p.  9  - Giff Racial Bonuses: Giff may become proficient with any weapon, 
  regardless of class. Giff must be proficient in a weapon to use any weapon-
  specific skills or talents.
  p. 9 - Giff may be clerics, chosen ones, zealots, fighters, bounty hunters, pirates, 
  soldiers, battle mages, and assassins. They may not multiclass. Giff battle 
  mages must have the following talent:
  Pygmy (0 BP) [Giff]
  Only 'pygmy' giff are able to become battle mages. They are slightly smaller 
  than most giff, and have a greenish tint to their skin. When creating a pygmy 
  giff subtract the height and weight modifiers from the base score on Table 
  1D, instead of adding them. Such characters do not suffer the penalties for 
  using  magic  items  that  other  giff  do,  but  they  lose  the  racial  magic 
  resistance. Pygmy giff also do not double their starting Hit Dice at 1st level.
  p. 9 - Magic items not suited to Giff have a 20% chance to malfunction. (text 
  changed to match table)
  p. 9 - Lizard Men can be clerics, chosen ones, shamen, zealots, fighters, bounty 
  hunters,  pirates,  magic-users,  thieves,  assassins,  brigands,  and  pirates 
  (rogues). They may not multiclass.
  p. 9 - Lizard Men do not get an honor bonus for entering combat without armor.
  p. 10 - Orcs can be clerics, chosen ones, shamen, zealots, fighters, barbarians, 
  berzerkers,  bounty  hunters,  gladiators,  knights  errant,  pirates,  soldiers, 
  magic-users,  thieves,  assassins,  brigands,  and  infiltrators.  They may  be 
  multiclass cleric/magic-users.
  p. 15 - Other actions that require additional Slow Breathing skill checks include 
  spell memorization, praying for spells, casting spells, and HackJamming.
  p. 15 - When rolling flaws and quirks, use the following tables.
  PHB Table 6A [HackJammer] Flaws and Quirks d100
  01-10 Table 6B PHB
  11-20 Table 6C PHB
  21-30 Table 6D PHB
  31-34 Table 6E PHB
  35-50 Classbook Flaws
  MU: Table 6J SSG
  Cleric: Table 6O ZG
  Fighter: Table 6M CG
  Thief: Table 6Q GG
  51-57 Table 6F
  58-63 Table 6G PHB
  64-70 Table 6H PHB
  71-76 Table 6I PHB
  77-82 Classbook Quirks, Part 1:
  MU: Table 6K SSG
  Cleric: Table 6P ZG
  Fighter: Table 6N CG
  Thief: Table 6R GG
  83-88 Classbook Quirks, Part 2:
  MU: Table 6L SSG
  All other classes: See Classbook Quirks Part 1
  89-00 Table IJ: HackJammer Quirks
  Table IJ: HackJammer Quirks
  Physical, Minor
  01-10 Air Sickness 5
  11-20 Light Sickness 5
  21-30 Space Sickness 5
  Mental, Minor
  31-40 Elven Sense of Time 7
  41-46 Jammerphobia 10
  47-52 Planetphobia 10
  53-58 Phlophobia 8
  Mental, Major
  59-63 Loves the Smell... 10
  64-68 Cannibalistic Urges 11
  69-73 Red Shirt 10
  Personality, Minor
  74-80 Jammer Addiction 8
  81-90 Roll twice on this table
  91-00  Roll  once  on  this  table  and  once  on  PHB  Table  6A 
  [HackJammer] Flaws and Quirks
  Clarification: Cherry-picking  HackJammer  quirks  and  flaws is just  like 
  cherry-picking other quirks and flaws: 4 BP for a major, 2 BP for a minor. 
  To get the full BP value, the quirks/flaws must be acquired via random rolls.
  p. 15 - If a PC with Cannibalistic Urges fails his save vs. HackLust, he will act 
  under the effects of HackLust until he is able to satisfy his urge by eating 
  sentient humanoid flesh.
  p. 16 - Loves the Smell of Smoke in the Morning is a major Mental quirk worth 
  10 BP.
  18
  
  HackMaster Errata
  April 21, 2006
  p. 11
  Table 1A: 
  Racial Ability Requirements 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  COM* 
  Ape, Gronnanar 
  Orutan 
  12/18 
  10/18 
  3/18 
  3/16 
  3/18 
  3/18 
  0/13 
  Pantrog 
  10/18 
  10/18 
  3/18 
  3/18 
  3/17 
  3/18 
  0/13 
  Pithengi 
  13/20 
  3/16 
  3/18 
  3/16 
  3/17 
  3/18 
  0/13 
  Rillan 
  12/19 
  3/17 
  3/18 
  3/18 
  3/17 
  3/18 
  0/13 
  Dracon 
  11/18 
  3/17 
  8/18 
  8/18 
  8/18 
  8/18 
  0/12 
  Giff 
  11/19 
  3/17 
  8/18 
  3/16 
  3/17 
  3/18 
  0/12 
  Lizard Man 
  8/18 
  3/18 
  6/18 
  3/18 
  3/18 
  3/16 
  0/12 
  Orc 
  8/18 
  3/18 
  8/18 
  3/17 
  3/16 
  3/18 
  0/14 
  * Comeliness in the eyes of humans and demi-humans. This score can be much higher in the eyes of their own people. 
  Table 1B: Class and Level Limitations 
  Ape, Gronnanar: 
  Orutan 
  Pantrog 
  Pithengi 
  Rillan 
  Dracon 
  Giff 
  Lizard Man 
  Orc 
  Cleric 
  12 
  5 
  7 
  10 
  12 
  5 
  7 
  5 
  Chosen Ones* 
  U 
  U 
  U 
  U 
  U 
  U 
  U 
  U 
  Druid 
  N/A 
  N/A 
  16 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Shaman 
  N/A 
  N/A 
  16 
  N/A 
  9 
  N/A 
  7 
  7 
  Zealot** 
  20 
  18 
  18 
  18 
  20 
  18 
  18 
  18 
  Fighter 
  6 
  U 
  13 
  14 
  14 
  15 
  12 
  15 
  Barbarian 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  15 
  Berserker 
  N/A 
  15 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  U 
  Bounty Hunter 
  N/A 
  15 
  8 
  N/A 
  N/A 
  12 
  12 
  10 
  Cavalier 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Dark Knight 
  N/A 
  N/A 
  N/A 
  N/A 
  .N/A 
  N/A 
  N/A 
  N/A 
  Gladiator 
  9 
  10 
  8 
  12 
  N/A 
  N/A 
  N/A 
  10 
  Knight Errant 
  N/A 
  14 
  N/A 
  10 
  N/A 
  N/A 
  N/A 
  10 
  Monk 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Paladin 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Pirate 
  N/A 
  15 
  N/A 
  N/A 
  N/A 
  12 
  12 
  5 
  Ranger 
  N/A 
  N/A 
  12 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Samurai 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Soldier 
  N/A 
  16 
  8 
  N/A 
  12 
  15 
  N/A 
  15 
  Holy Knight 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Magic-User 
  N/A 
  N/A 
  5 
  6 
  N/A 
  N/A 
  10 
  5 
  Abjurer 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Transmuter 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Conjurer 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Diviner 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Enchanter 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Illusionist 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Invoker 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Necromancer 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Elementalist 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Battle mage 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  5 
  N/A 
  N/A 
  Blood mage 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Painted Mage 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Wild Mage 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Thief 
  10 
  6 
  8 
  10 
  N/A 
  N/A 
  11 
  5 
  Acrobat 
  12 
  6 
  N/A 
  12 
  N/A 
  N/A 
  N/A 
  N/A 
  Assassin 
  N/A 
  N/A 
  N/A 
  7 
  N/A 
  7 
  7 
  11 
  Bard 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Brigand 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  9 
  12 
  Charlatan 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Infiltrator 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  5 
  Minstrel 
  N/A 
  N/A 
  N/A 
  N/A 
  7 
  N/A 
  N/A 
  N/A 
  Ninja 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  Pirate (thief) 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  10 
  N/A 
  N/A 
  Yakuza 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  N/A 
  * Chosen Ones may become and advance in their class indefinitely at the whim of their patron Gawd. 
  ** See race restrictions per individual Zealot types. 
  19
  
  HackMaster Errata
  April 21, 2006
  Chapter 3: The Dry Dock
  p. 41 - Smoke Powder is inert in the atmosphere and on the surface of Aldrazar.
  Appendix A: New Monsters
  p. 93 - The Special Attack for an Electrum Clockwork Horror is a Steam caster. 
  Platinum  Clockwork  Horrors  have  6  hit  dice.  Adamantite  Clockwork 
  Horrors have 7 hit dice.
  Appendix B: New Spells and Magic Items
  p. 116 - Barbarians get the full EP value for destroying HackJammer Helms. 
  Barbarians can use Furnace Helms, as they are designed to destroy magic 
  items. Barbarians cannot travel on HackJammer ships if they cannot freely 
  associate with the class powering the ship.
  p. 121 - Unseen Repair Crew is a Conjuration/Summoning spell.
  p. 122 - Contact Home Gawd is a first-level spell. Contacts initiated by lower-
  level  PCs  will  be  with  divine  representatives  rather  than  the  gawds 
  themselves. Certain acts that require divine contact, such as Divination or 
  divine intervention requests, will not work if the home gawd cannot be 
  contacted.
  By The Sword
  p. 19 - Finely balanced weapons give no benefit in HackMaster.
  p. 20 - Reinforced blades get +1 to saving throws vs. physical effects.
  p.  20  -  Weapons  with  Secret  Compartments  get  -1  to  saving  throws  vs. 
  normal/crushing blows. If save is failed, contents must make appropriate 
  saves as well.
  p. 20 - Spiked pommels don't affect crit severity. The price modifier should be 
  +1/2.
  p. 21 - The AC from a Hardened Corset does not stack with other armor. PCs 
  wearing a Hardened Corset get a -2 to their DEX due to the constraints on 
  movement.
  p. 23 - Create Obstacle creates an object no larger than 1'/level x 1'/level x 
  1'/level in volume. Create Greater Obstacle allows this volume to be divided 
  between  one  obstacle/two  levels  of  the  caster,  but  each  object  must 
  individually fit inside of a cube measuring 1'/level x 1'/level x 1'/level. For 
  example, a 6th level caster could create 3 objects with a total volume of 216 
  cubic feet, each of which must individually fit inside of a cube measuring 6' 
  x 6' x 6'; no creating a 216' x 1' x 1' column. The duration for both spells is 1 
  turn + 1 round/level.
  p.  25  -  Basic  Fighting  Styles  are  proficiencies;  they  do  not  have  skill 
  percentages.  Double  Weapon  is  the  only  one  here  that  is  relevant  to 
  HackMaster.  Replace  Single  Weapon  with  Advanced  Single  Weapon 
  Fighting, Two-Handed with Advanced Two-Handed Fighting, and Weapon 
  and Shield with Advanced Weapon and Shield Fighting, all of which are in 
  the Combatant's Guide.
  p. 26 - All Advanced Fighting Styles have d4 for their mastery dice. All of the 
  listed course costs should be multiplied by 10. In any description replace the 
  text "one-handed sword on Table 2-1: Common Dueling Weapons" with 
  "any one-handed weapon with a speed factor under 2."
  p. 27 - Bad Hand Deception does not require a Wisdom check, the skill check 
  required  for  all  advanced  fighting  styles  is  sufficient.  The  penalty  for 
  multiple uses is -20% cumulative; the penalty for using it on a target who 
  has seen the PC is -10% cumulative.
  p. 28 - Diviner's Trick does not require a Wisdom check, the skill check required 
  for all advanced fighting styles is sufficient.
  p. 29 - Hovaran's Pretense does not allow for parrying during the round in which 
  attacks and movement are given up.
  p. 30 - Moving Bastion does not require a skill check.
  p. 31 - Ropefight does not increase the to-hit and damage bonuses derived from 
  Advanced Single Weapon Fighting, as Advanced Single Weapon Fighting 
  does not give to-hit and damage bonuses. Ropefight gives a +2 to-hit and +1 
  to AC when used successfully.
  p. 32 - Shield Blade allows the attacker to lose his damage bonus from STR in 
  exchange for applying his to-hit bonus from STR to his AC.
  p. 32 - Sword Dance does not require a ballroom dancing check; the Sword 
  Dance skill check is sufficient. A roll under the mastery level is required to 
  get the AC bonus.
  p. 33 - For Three-Movement Defense, making a skill check and holding attacks 
  for the round gives an AC bonus equal to the to-hit bonus from STR. No 
  other to-hit bonuses apply.
  p. 33 - Three-Quarters Stance requires Advanced Two-Handed Fighting, not two-
  handed fighting style at 50%.
  p. 45-49 - Wherever it says "(receives two rolls of the mastery die in addition to 
  that normally gained when purchased)" replace with "(receives two rolls of 
  the mastery die)".
  p. 46 - The BP cost for Dwarven Axelord is 19 BP.
  p.  46  -  Dwarven  Axelord  does  not  allow non-single-class  fighters  to  gain 
  specialization or mastery.
  p. 46 - The BP cost of Gnome Tumbler is 17 BP.
  p. 46 - The BP cost of Halfling Slinger is 19 BP. It gives the Blacksmithing skill, 
  not the Metalworking skill.
  p.  46  -  Halfling  Slinger  does  not  allow  non-single-class  fighters  to  gain 
  specialization or mastery.
  p. 47 - The BP cost of Iron Fist is 45 BP.
  p. 47 - Even with Iron Fist used against them, magic weapons still get two saves 
  vs. crushing blow before being broken.
  p. 48 - The BP cost of Melee Weapon Master is 62 BP. PCs with Melee Weapon 
  Master are not eligible for sanctioned tournament play.
  p. 48 - Only single-class fighters can  become Melee Weapon Masters.  The 
  Special Boon is only the normal effects of weapon mastery. Melee Weapon 
  Masters can get High Mastery and Grand Mastery two levels earlier. Clever 
  dealers don't find it easy to swindle them, as they really know their weapon 
  of choice.
  p. 48 - The BP cost of Ultimate Archer is 30 BP. PCs with Ultimate Archer are 
  not eligible for sanctioned tournament play.
  p. 48 - Only single-class fighters can be Ultimate Archers. The Special Boon is 
  only the normal effects of weapon mastery, plus the ability to move and fire 
  as an elf. Ultimate Archers can get High Mastery and Grand Mastery two 
  levels earlier. Clever dealers don't find it easy to swindle them, as they really 
  know their weapon of choice.
  p. 49 - The BP cost of Voyageur is 24 BP.
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  HackMaster Errata
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  General HackMaster Clarifications
  Ability score loss: The loss (or gain) of an ability score that moves that score 
  below (or above) the class minimum (or maximum) for that score does not 
  cause that character to lose that character class.
  Ambidexterity and Fighting with Two Weapons: If an ambidextrous character 
  fights with two weapons, one of their weapons must be smaller in size and 
  weight than the other, with the exception being daggers and hand axes. Both 
  weapons must also be usable by that character in one hand, so a pixie fairy 
  may not use two daggers (two-handed weapons for a pixie fairy).
  Armor and Shield HP Clarification: When you miss on an attack roll by an 
  amount equal to or less than the AC bonus of the shield, you do damage to 
  the shield. In this case, roll for damage as you would normally, applying all 
  the damage to the shield's hit points. If there is damage that exceeds the hit 
  point total of the shield, due to penetration damage or whatever, that damage 
  is applied to the person. Their armor, if worn, absorbs one point of damage 
  and the rest goes to them. Similarly, if you hit someone wearing armor and 
  do penetration, the armor only absorbs hits for non-penetration dice. If I do 
  2d4 damage to chain mail and I roll a 4, a 3, and a 3 for penetration, the 
  armor absorbs 2 points (from the two normal dice), and the target takes 7 
  damage.
  Here is how shields work:
  Character - Hide Armor (AC 6) and Medium Shield (+3 AC) has an AC of 3. 
  If being  attacked  by a first level fighter (who needs a  15  to  hit),  the 
  following are the results:
  20 - Critical Hit
  19 - Hit - Armor takes 1 point of damage per die, the rest goes to the 
  character
  18 - same as 19
  17 - same as 19
  16 - same as 19
  15 - Shield takes 1 point of damage, armor takes 1 point of damage, and 
  the rest goes to the character
  14 - Shield takes damage (rolled by weapon) from the hit. If the shield is 
  destroyed, any excess is applied to the character, with armor taking 
  1 point from the excess. Magical shields take 1 point of damage 
  regardless of the amount of damage absorbed.
  13 - same as 14
  12 - same as 14
  11 and below - complete miss.
  Armor and Shield HP Called Shots: Called shots can be made to armor and 
  shields at +2 to hit, with all of the damage going directly to the armor or 
  shield. 
  Armor HP Regression: Magic Armor has more hit points than normal armor. For 
  each plus the armor has, the armor has an additional level of AC with the 
  maximum number of hit points. Thus, a suit of chain mail +2 would have a 
  hit point regression of 8/8/8/6/4/2/1, with two additional levels of 8 for the 
  two "pluses" of the armor. As the armor takes damage, it loses its magical 
  bonus first. Thus, the same suit of chain mail +2, after sustaining 10 points 
  of damage to it, would only be chain mail +1. Magical Armor cannot be 
  repaired beyond the levels of mundane armor. So the magical chain mail +2, 
  were it to sustain 18 points of damage, could only have 2 points repaired, 
  and would no longer be considered magical armor. The same rules apply to 
  magical shields.  Magical Armor can only be damaged by crits, penetrating 
  attacks,  spells,  spell-like  effects,  magical  items,  and  special  attacks 
  including breath weapons, acid, rust monsters, etc. For normal attacks the 
  enchantment of the armor absorbs one point of damage from the attack 
  without taking any damage itself. Magical armor can be repaired to the full 
  level of the current enchantment, but lost pluses cannot be restored. For 
  example, if chain mail +2 took 10 points of damage to drop to chain mail 
  +1, only 2 points could be repaired, since a third point would restore the +2 
  enchantment.
  Armorer Skill: The Armorer skill grants the ability to repair armor as the Armor 
  Repair: Basic skill. However, unlike the Armor Repair: Basic skill, the 
  armorer may attempt to repair a piece of armor again after failing his skill 
  check the first time.
  Barbarians and Magical Armor: If the enchantment of magical armor reduces the 
  bulk from "fairly" to "non-", the barbarian receives the double dexterity 
  bonus to his AC.
  Bastard Swords: Small humanoids use the two-handed damage when wielding a 
  bastard sword, even though they cannot wield it one-handed. 
  BBI Table: On table 14H of the GMG, a roll of 12 or higher indicates that the 
  character has learned a new skill or skills. This must be used on skills the 
  character does not already know. The Bonus Skill Mastery points are used 
  for improving skills the character already has.
  Birth Tables: The necessary changes to the birth tables are in the errata section 
  for PHB p. 78.
  Boats: No skills are needed to operate a raft, canoe, or rowboat.
  Breeding: Humans and halflings cannot breed.
  Building Points and Rerolls: BPs may only be spent for rerolls for rolls being 
  made  in  Chapters  4  and  6  in  the  PHB,  the  Quirk/Flaw  tables  in  the 
  classbooks, or on the Priors and Particulars tables in the classbooks. BPs 
  gained in one step can only be used for rerolls in later steps. For example, 
  BPs gained from quirks and flaws cannot be used to reroll quirks and flaws 
  results. BPs can only be used to reroll the most recent result before any 
  additional rolls or decisions have been made.
  Building Points for Multi-Classed Characters: A multi-classed character gets the 
  higher of the two building point totals for his classes, not both.
  Buying Initial Skills: When you purchase a skill during the character generation 
  process,  you pay  the  building  point  cost  and  record  the  skill on  your 
  character  sheet.  You  then  reference  Appendix  F:  Skills,  Talents  and 
  Proficiencies to find the relevant ability and mastery die. In some cases, the 
  relevant ability is the average of two or more abilities. You roll the mastery 
  die, add a roll of your honor die and add the result to the relevant ability. 
  This is your skill mastery. If you choose, you can spend the building point 
  cost of the skill again. Each additional time you pay the cost of the skill, you 
  get to roll the mastery die and your honor die and add the result to your skill 
  mastery. When you buy a skill during the character creation process, you do 
  add your Honor die.  For example, Garrison the fighter wants to purchase the 
  task skill Armor Repair: Basic. Armor Repair: Basic has a building point 
  cost of three (3), a relevant ability of (DEX+INT)/2, and a mastery die of 
  1d10. Initially, Garrison's player pays three points for the skill and records it 
  on his character sheet. The he calculates the relevant ability. His Dexterity is 
  15, but his intelligence is only 4, so the relevant ability is 9 [(15+4)/2 
  rounded down = 9]. He then rolls 1d10 and gets a 7. Garrison has average 
  honor, so he rolls a d3, and gets a 1. Garrison's base skill percentage for 
  Armor Repair: Basic is 17% (9+7+1). His player marks this on the character 
  sheet next to the skill. After purchasing the rest of the skills he wanted, 
  Garrison's player has six (6) building points left over. He decides to improve 
  his Armor Repair: Basic skill. He spends the six (6) building points to get 
  two more rolls of the mastery die, one for each cost of the skill spent. He 
  rolls a 4 and a 9 on his mastery die, and a 2 and a 4 (3+2-1 for penetration). 
  His final skill mastery is 35% (16+4+9+2+4).
  Called Shots and Firing into Melee: Making a called shot on an opponent in 
  melee does not eliminate the possibility of hitting the other people in melee.  
  If you do make a called shot with a missile weapon on a target in melee with 
  other figures, first determine the target.  Once the target is determined, roll 
  to-hit, applying the called shot penalty if you are hitting the original target.  
  Otherwise treat the attack as a normal to-hit roll.
  Cantrips: Non-magic-user classes with magical spell abilities, such as bards, can 
  learn cantrips the same way as standard magic-users.
  Class Books and Multi-classing: If the class books are being used, a multi-
  classed character should go through the School Days sections of each of the 
  applicable class books.
  Class skill-like abilities: Any class-granted skill-like ability does not count as the 
  prerequisite for other skills.
  Class  Skills:  Class  skills  (i.e.,  special  abilities  of  classes)  do  not  have 
  percentages.
  Combat Procedures: Combat procedures take a full round unless otherwise stated 
  in the skill description. Those that require an attack roll take the time of one 
  attack.
  Compounding  Talents:  Any  talent  with  the  word  "bonus"  in  it  can  be 
  compounded, or stacked, i.e. the effects are cumulative. All others do not 
  stack. There is no limit to the number of times one can take a talent with the 
  word "bonus."
  Constitution: PCs with a high Constitution still need a Cure Critical Wounds or a 
  Cure-All to remove the permanent effects of a critical hit. Similarly, a high 
  Constitution will not re-grow lost limbs.
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  HackMaster Errata
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  Constitution Hit Point Bonus: Your Constitution bonus to hit points applies to 
  every hit die you roll. Thus, a first level ranger would get their hit point 
  bonus (or penalty) twice.
  Darkmen: Darkmen are treated as half-elves for anything not specifically covered 
  in the description in Annihilate the Giants.
  Deadeye: The called shot penalty reduction is a flat -2 reduction  and  is in 
  addition to any other to-hit bonuses/penalties. The talent can only reduce 
  penalties to 0, not to provide an attack bonus.
  Discounted Skills: A BP discount received through a class or package cannot 
  reduce the BP cost to zero BP. Multi-class characters receive the BP bonuses 
  and penalties of all of their classes; for example, a fighter/magic-user does 
  suffer  a  penalty  to  learn  combat  skills.  When  multiple  discounts  are 
  available, the discounts stack; for example, a gnome titan illusionist would 
  pay 1/4 the BP cost for military Academic skills, since he receives 1/2 off of 
  military skills for being a gnome titan and 1/2 off Academic skills for being 
  an illusionist. Fractional BPs are tracked until the end of character creation, 
  at which point unused fractional BPs are lost.
  Dual-Classed  Characters:  Dual-classed  characters  do  not  gain  any  building 
  points when they take on a new class, but they get ability score adjustments 
  as they advance in levels. 
  Dual-Classing  Among  Subclasses:  It  is  possible  to  dual-class  among  the 
  subclasses of a single class group. Thus Ranger/Monk is an acceptable dual-
  class combination.
  Dual-Classed Fighters: A dual-classed character whose first class is fighter and is 
  specialized in a weapon must choose whether to attack with his fighter 
  bonus or any bonuses he gains for his new class. If he uses his fighter 
  bonuses, he gains no EP for the encounter and 1/2 EP for the session. Once 
  his new class level has exceeded the class level of his fighter, he may stack 
  any bonuses without penalty.  Fighters who dual-class to another class can 
  keep their specialization, although they suffer experience penalties if they 
  use the specialization before exceeding their previous class level with their 
  new class. PCs who dual class to the Fighter class cannot specialize.
  Ending spells early - Spells that are not of a duration Instant or Permanent can be 
  dismissed by the caster at any time after casting prior to the expiration of the 
  spell. This action takes one round. Spells requiring concentration obviously 
  require no time to dismiss.  
  Elven Chain Mail, Magical Elven Chain Mail, and Chain Mail made of Elven 
  Steel: Elven Chain Mail, as listed on Table 9S in the Player's Handbook, is 
  normal chain mail made by elves. Chain Mail made of elven steel by non-
  elves is not elven chain mail. It follows the normal rules on armor made with 
  exceptional metals. It is possible for an elf to make chain mail out of elven 
  steel. In this case, use the rules for armor made of unusual metals applied to 
  the Elven Chain Mail stats, as listed on Table 9S. In order to make Elven 
  Chain Mail (not chain mail made of elven steel), you must be an elf and 
  have a skill mastery level of 125% in armorer. Elven chain mail as listed in 
  the magic items section of the GMG is Magical Elven Chain Mail +1.
  EP for Magic Weapons and Armor: When gaining EP for magic weapons and 
  armor, the PC gains 10% of the EP per week for 10 weeks. The EP value of 
  the item is only awarded once. The PC is considered to be practicing with 
  the weapon as he travels.
  Experience Point Cap: When a character gains enough experience points to 
  qualify for the next level, his experience point awards are immediately 
  capped, i.e. he does not receive any more experience points. Thus, if a first 
  level monk has 920 experience points and receives 150 more, he has 1070, 
  and will receive no more until he trains at a school. Once he trains and 
  becomes second level, he once again gains EP, and his total will increase 
  from 1070. However, if a character declares that he will self-train upon 
  qualifying for the next level, his EP are not capped until he reaches twice the 
  amount of EP he needed. Thus a first level monk with 1070 EP who declares 
  he will self train will not be capped until he reaches 2002 EP. At any time, a 
  character who has previously declared he will self-train may train formally at 
  a school, and does not lose any EP for doing so. A character who has enough 
  EP to self-train is not required to self-train, but does not gain any EP until he 
  goes up in level.
  Faerie Kind Martial Arts: The Talent Faerie Kind Martial Arts confers a bonus 
  to-hit and damage only when attacking with a weapon or with one's bare 
  hands, not with spells. 
  Fractional Ability Score increases due to leveling: For multi-classed characters, 
  Fractional Ability Scores are averaged in the same way that hit dice are 
  averaged. The value rolled is divided by the number of classes.
  Free Skills: Anytime a free skill is received, because of a class or other reason, 
  any prerequisites for that skill are also received free. These prerequisite skills 
  are gained at a mastery level of 50%. Unless otherwise indicated, free skills 
  gained during Priors and Particulars cannot be used to take skills that require 
  prerequisites.  Free skills gained through a good BBI roll cannot be used to 
  take  skills  with  a  prerequisite(s)  unless  the  character  already  has  the 
  prerequisite(s) at 50% or higher.  
  Gauntlets of Wuss Slapping: These gauntlets add both the strength bonus to 
  damage and the actual strength score to damage. Thus, a character with an 
  18 Strength would get +24 to damage (18 + 6).
  Gnomes & Gnome Kin: Unless specifically stated otherwise, the title gnome does 
  include gnome titans, but does not include gnomelings.
  Great  Honor:  Great  Honor  grants  a  +1  to  EVERY  die  rolled,  including 
  penetration dice. The only time it does not add to actual dice is when rolling 
  percentile dice (2 ten-siders) to get a number between 1 and 100. In this 
  case, it only adds once. 
  Henchmen: A monster can be a henchman, but not a sidekick or protégé.
  Hit Point Bonus Talent: This talent gives you 1 extra hit point anytime you roll a 
  hit die, in any situation and for any reason. This includes the cavalier sub-
  levels and multiple hit dice instances.
  Hit Points: Hit points can  be lost when leveling due to penalties from low 
  constitution or bad honor.
  Holy Knights/Holy Avenger: Holy Knights are considered to be paladins for the 
  purposes of using a Holy Avenger. They receive all the benefits that a 
  paladin would. 
  Honor:  Burning  10  points  of  honor  for  an  honor  die  burns  10  points  of 
  permanent honor.
  Honor: When Honor is lost or gained, all integer adjustments are adjustments to 
  temporal Honor, and all percentage adjustments are to real Honor unless 
  otherwise indicated.
  Honor for Multiclass and Dual-Class Characters: For a multiclass or dual-class 
  character, his effective level for determining the Great Honor window and 
  the Dishonorable window is his highest level plus half of each additional 
  level, rounded up. A 6/5/5 Thief/Fighter/Mage would use the 11th level 
  values to see if he were in Great Honor or not.
  "Impossible" Classes: Some races have racial ability limits and/or adjustments 
  that make it seem impossible for them to qualify for certain classes that they 
  are allowed to qualify for. However, you can spend building points after 
  having chosen your race to raise your abilities. You can use building points 
  to  raise  abilities  above  the  racial  maximums  and  thus  qualify  for  the 
  "impossible" classes.
  Initial Languages: Every character, regardless of Intelligence, can speak their 
  native language. This language must come from their initial languages list. It 
  has a skill percentage of 100%. Characters whose Intelligence allows them to 
  speak  more than  one language may purchase additional languages with 
  building points. These languages have a skill level determined like any other 
  skill. A character may never speak more languages than allowed by their 
  Intelligence. Demi-humans must choose these additional languages from the 
  initial languages list in their race description.  Humans may choose any 
  language.
  Initiative: A PC can change the target of his attack at any time prior to the attack 
  roll.
  Initiative:  Spellcasters  casting  spells  of  1  segment  or  less  who  have  their 
  components ready (if required) cast their spells after characters with negative 
  initiative rolls.
  Ladies' Man: This talent can be purchased by female characters for use on males 
  (Men's Lady). The effect of this skill is not affected by race.
  Magical Aging:  All magical aging effects require a system shock roll.
  Magical Weapons and  Weapon Speed: Magical  melee weapons get a -1 to 
  weapon speed unless the item description says otherwise. Magical missile 
  weapons  get  no  speed  modification  unless  the  item  description  says 
  otherwise.
  Magic item cap: Henchmen, sidekicks, and protégés are bound by the same 
  magic item rules as PCs.
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  HackMaster Errata
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  Max Damage Bonus: The maximum bonus to damage for any weapon is the 
  maximum potential damage for that weapon, before penetration. That means 
  that a character with +7 to damage from Strength and +2 from specialization 
  will only have a +8 to damage with a weapon that does 1d8. The exception 
  to the rule is magic weapons. Using the previous example, if the character 
  were using a long sword +2, he would have a max damage bonus of +10 (+8 
  due to strength and all other bonuses, +2 magical bonus). This means that 
  the magical bonus to damage is always used in full, and is exempt from the 
  cap. Similarly, if a weapon's damage changes when used against different 
  sized creatures, so does the maximum damage bonus. Open hand damage for 
  non-monk characters does not have a Strength damage cap like a weapon. 
  This is because only 25% of the damage is real, it is not considered lethal 
  force, and it does not do penetration damage. On the other hand, a monk's 
  open hand damage is capped for strength, as a weapon. Unlike a non-monk, 
  a monk's open hand attacks are considered lethal force, all the damage is 
  real, and penetration does apply.
  Monk's Armed Attacks: Monks receive a +1 to all to-hit rolls with a certain list 
  of weapons, and -1 on all others. This bonus/penalty applies whether the 
  monk  is  proficient  with  the  weapon  or not,  and  stacks  with  any  non-
  proficiency penalty. For example, a monk is wielding a club (a weapon on 
  the monk's preferred weapon list). If he is proficient in the club, his to-hit 
  bonus is:
  +1 (preferred weapon) + Strength + miscellaneous bonuses
  If the monk is not proficient with the club, his to-hit bonus is:
  -2  (non-proficiency  penalty)  +1  (preferred  weapon)  +  Strength  + 
  miscellaneous bonuses
  Likewise, if a monk is attacking with a long sword (not a preferred monk 
  weapon) and he is proficient, his to-hit bonus is:
  -1 (not preferred weapon) + Strength + miscellaneous bonuses
  If the monk is not proficient in long sword, then his to-hit bonus is:
  -2 (non-proficiency penalty) + -1 (not  preferred weapon) + Strength  + 
  miscellaneous bonuses
  Monk Henchmen: When a monk gains henchmen at 6th level, they must be 
  fighters  (not  paladins  or  rangers),  thieves,  or  assassins.  Multiclass 
  combinations that do not include paladin or ranger but do include either 
  fighter, thief, or assassin are fine. 
  Monk Stunning Ability: Monks stun their opponents when their unmodified to-
  hit roll exceeds what is needed to hit the opponent by 5 or more.
  Monk's Unarmed Attacks: Because the monk's unarmed attacks are considered 
  lethal combat, he is not subject to the unarmed attack rules on p. 100 of the 
  GMG. His opponents do not get a free attack, nor do they get +4 to hit and 
  damage.  Monks do not apply their +1 to-hit for certain weapons to their 
  unarmed attacks. They can apply the Attack Bonus to their normal list of 
  weapons. Monks can take the attack bonus talent for their unarmed attacks.
  Monks and the Multiattack Talent: A monk that takes the multiattack talent 
  applies it both to their armed attacks and open hand attacks. Monks do not 
  gain additional attacks with weapons like the other fighter classes, and so 
  the talent does not have an effect on weapon attacks. 
  Monks and Tough Hide Talent: A monk may take the talent Tough Hide, but it 
  does not improve his special Monk AC. If for any reason he is unable to use 
  his special monk AC, he may use his natural AC of 8. 
  Most  Damage  Award: The  most  damage  award  goes  to the  character  who 
  inflicted the most damage with a single spell or weapon strike in a single 
  round. For example, a magic-user who caused 10 points of damage to 16 
  orcs would be considered to have inflicted 160 points of damage. If an 
  attack or spell results in instant death, the character gets credit for all of the 
  remaining HP of the creature(s) affected.
  Mulligan: A Mulligan allows a character to reroll a single die. For example, if a 
  player rolls three 1's on 3d4 for damage inflicted by a Heavy Crossbow, he 
  can reroll 1d4. For purposes of mulligans, for a d100, d1,000, or d10,000 all 
  dice should be rerolled, as they are considered to be a single die.
  Multi-class Hit  Points: At character  creation,  hit  points  for a  multi-classed 
  character are determined by rolling the hit points for each class, adding the 
  results, dividing by the number of classes, rounding down, and adding the 
  kicker  and  constitution  bonus.  When leveling, additional  hit  points  are 
  calculated  by rolling the hit  points,  adding the constitution  bonus,  and 
  dividing by the number of classes, rounding down any fractional results.
  Multiple Personality Quirk: Multiple personalities do not have their own quirks, 
  flaws or skills. You can role-play your character so that they do not use 
  certain skills when a certain personality is active, but there are no additional 
  BPs gained.
  New  Half  Breed  Combinations:  Half-breed  combinations  not  listed  in  the 
  rulebooks should be considered incompatible. These combinations may be 
  released in a future supplement.
  NPCs  With  PC  Classes:  PC  races,  when  encountered  as  NPCs,  attack  as 
  monsters with the appropriate number of hit dice. If they are described as 
  having PC levels or are capable of gaining levels, they attack  as a the 
  appropriate class of their level.
  Packages: Packages may only be taken by single-classed characters and can only 
  be taken at character creation. If a character with a package decides to dual-
  class,  the  character  keeps  the  benefits  and  restrictions  of  the  package. 
  Packages may only be taken by PCs in the class group for the book in which 
  they appear.  For example, magic-users cannot become loremasters, since 
  loremasters are in the Griftmaster's Guide.
  Penetration Rolls: Penetration (rolling again when you roll the maximum on a 
  die) is only used for critical severity level, damage, skill mastery level, 
  ability increases due to leveling, magical healing and the Honor die when 
  used for one of the above things.
  Pixie Fairies and Magic: Pixie-Fairies may cast spells while hovering.
  Pixie Fairy Equipment: Pixie-Fairy versions of non-weapon equipment in the 
  player's handbook has 1/27 the weight and 1/27 the volume. They cost at 
  least 3 times as much, and the final value is up to the GM.
  Protégés: Protégés receive experience straight  from their mentors.  Thus, the 
  protégés of gnome titans can learn 50% of the mentors' experience. So, if a 
  gnome titan earns 1000 EP for an adventure, he first cuts that in half because 
  he is a gnome titan, netting him 500 EP. From that 500 EP, he can give up to 
  50% (250 EP) to his protégé.
  Protégé  experience:  Adventuring  protégés  receive  a  normal  NPC's  share  of 
  experience (50%) in  addition to any experience they receive from their 
  mentors.
  Quirks and Flaws: Only members of the appropriate class or multi-class can roll 
  on the class book quirk and flaw tables. A multi-class character can choose 
  to take his rolls on any or all of the tables to which he is entitled. For 
  example, a fighter/magic-user/thief wanting to take three rolls could take one 
  from each class book, three from any one of the class books, three from the 
  PHB, or two from one book and one from another. These must be specified 
  prior to making the first roll.  If the player is uncertain about class selection, 
  roll on the tables in the PHB.
  Racial Spells and Spell-like Abilities: If the race can cast a spell, then it is treated 
  like a spell and can be disrupted. If it is an innate spell-like ability, then it 
  cannot be disrupted.
  Racial Talents: There are two types of talents available to each race, those that 
  are free, and those that need to be purchased with Building Points. The 
  talents that each race receives free are listed on the racial At a Glance tables 
  under Talents. Some of these talents are unique, and some are available to be 
  purchased by other races. The talents which need to be purchased are also 
  listed on the racial At a Glance tables under Restricted Talents Which May 
  be Purchased. These talents are described in Appendix H.
  Ranger/Druid:  Because  of  alignment  conflicts,  the  Ranger/Druid  is  only 
  available for grunge elves and elvariels.
  Self-Training: If you self-train by acquiring twice the number of EPs required to 
  advance to the next level, you immediately reduce your experience to the 
  minimum you need for your new level.  Any and all EPs in excess of this are 
  lost.
  Shields and Area Effects: If a shield is positioned to absorb damage from an area 
  effect spell, such as a Fireball, or a breath weapon, it absorbs the damage 
  regardless of whether the effect is in an enclosed space so that the effect 
  "wraps around" the shield.
  Skill Suites: Skill suites can be bought at first level, even if some of the suite 
  skills have prerequisites that aren't at the normally required level of 50%. 
  When recording the mastery level for the skill suite, a level is calculated for 
  the suite as a whole and for the individual skills. At any time a character can 
  choose to use either the individual skill value or the suite skill value for a 
  particular skill. If you posses a skill suite, you may advance the individual 
  skills in that suite by themselves, regardless of individual prerequisites.
  23
  
  HackMaster Errata
  April 21, 2006
  Slaughter: Game Animal: A game animal is any animal that is not livestock. 
  Livestock are those animals traditionally domesticated or found on farms. It 
  is possible that an animal could be slaughtered with the slaughter: livestock 
  and slaughter: game animal skills, as they use different methods.
  Social Class and Illegitimate Children: The statement on Table 4G on p. 78 of 
  the PHB has caused some confusion. The statement reads, "The child of 
  unmarried parents is typically one social class lower than the social class of 
  the father (85% of the time)." This does not effect the social class you rolled; 
  the social class you roll is your social class. If you are illegitimate, it means 
  the social class of your parents could be higher. Thus an illegitimate human 
  who rolls MMC might have parents of UMC or higher (85% of the time).
  Spellcaster Moving and Casting: A spellcaster cannot choose to move prior to 
  casting a spell in that round unless the PC has the Mobile Casting Talent 
  (HackJournal 14).
  Spelljacking: The 10%  spell mishap  penalty applies  to all spellcasters who 
  spelljack. However, a character is only considered spelljacked when he has 
  more than his normal allowance of spells memorized. Therefore, once a 
  spellcaster casts enough spells to bring him equal to or below his normal 
  number of memorized spells, he no longer suffers the 10% spell mishap 
  chance.
  Spell Licensing Rules: The spell licensing rules in the SSG do apply to the 
  named spells in the PHB. If you start your career with a named spell in your 
  spell book, you either have the shareware version (if one is available) or you 
  got the license through your master's site license (if there is no shareware 
  version).
  Spell Memorization: The PC must sleep for a number of hours at least equal to 
  the minimum required time for the highest level spell he needs to memorize. 
  For example, if the PC needs to memorize a 7th level spell, he must sleep for 
  at least ten hours. If the PC needs to memorize eight first level spells and 
  one-seventh level spell, he needs to sleep at least ten hours as well. The 
  highest level of spell that needs to be memorized determines the time. All 
  other spell levels are unimportant.
  Spells From Multiple Schools: A spell that is of two schools can be cast by any 
  magic-user that can cast spells from one of the schools, even if the other is 
  banned to them.
  Spellslinger's Guide Quirks/Flaws (Table 5F): Table 5F of the Spellslinger's 
  Guide supersedes any quirks and flaws the character may have.
  Talents: In the class books, [Any] means any race.  Class eligibility is governed 
  by the article on the subject in HackJournal 9.
  Thief Abilities for the Assassin: When the an assassin character reaches third 
  level, he gains the thieving abilities of a first level thief. He is granted 65 
  discretionary points to distribute amongst the thieving abilities, adhering to 
  the same restrictions as a first level thief.
  Turning Mixed Undead: When turning mixed groups of undead, roll 2d4 to 
  determine the maximum number of creatures affected. If an undead type is 
  automatically turned or destroyed (a T or D result on the turning table), they 
  count as one creature against the limit. If an undead is not automatically 
  turned, they count as 2 creatures against the limit. In a mixed group, the first 
  2d4 worth of creatures are affected, even if the roll is not high enough to 
  turn them. Turning undead has a range of 20 ft., and affects undead in a 90 
  degree arc from the front of the cleric. The closest undead are affected first. 
  For example, a fifth level cleric has 2 spectres and closest to him, and 5 
  skeletons behind the spectres. All are within 20 ft. and within his 90 degree 
  arc. A fifth level cleric automatically turns skeletons, but needs a 20 to turn a 
  spectre. The first thing the cleric does is roll 2d4. Let's say he rolls a 7. He 
  can therefore affect up to 7 creatures worth of creatures (remember undead 
  that are not automatically turned count as two creatures worth of creature). 
  He then rolls his 20-sider. There are two possible outcomes: 
  1. The cleric rolls a 20 on his turning check. He would turn the first 2 
  spectres  (4  creatures  against  his  allotment).  He  can  affect  3  more 
  creatures, so he automatically turns the next 3 closest skeletons. 
  2. The cleric rolls between 1 and 19 on his turning check. The two spectres 
  are not affected, but they still count as 4 against his limit. With his 3 
  remaining affected creatures, he would turn the 3 closest skeletons. If a 
  cleric is of high enough level to turn 2d4 additional undead of a certain 
  type, this 2d4 is rolled after everything else is resolved, and affects the 
  first non-affected creature of the eligible type within range, if there are 
  any.
  Two Weapon Fighting and Ranged/Thrown Weapons: It is not possible to gain 
  an additional attack with ranged or thrown weapons when attacking with 
  two weapons. The ROF in the Player's Handbook assumes that the character 
  is operating with maximum efficiency, and this already involves using both 
  hands in most cases.
  Unguarded Hoards: No EP are gained from taking treasure from an unguarded, 
  untrapped hoard.
  Untrained Skills: The complete list of skills that can be used without paying the 
  BP cost or taking a block of instruction is in the GMG. Ask your GM for 
  details.
  Weapon Maintenance and Degradation: The rules for weapon maintenance and 
  degradation in the GMG are for weapons and armor that suffer daily use. 
  Those that sit unused for long periods of time are covered by rules coming 
  out in the Combatant's Guide.
  Weapon  Proficiencies:  A  distinction  must  be  made  between  a  weapon 
  proficiency slot and the weapon proficiency itself. The slots are free and are 
  determined by Table 7A Proficiency Slots on page 101. The actual weapon 
  proficiencies are the weapons you choose to fill these slots. In order to fill 
  the slot with a weapon proficiency, you must pay the one (1) BP cost of the 
  weapon proficiency. Garrison the Fighter gets four weapon proficiency slots 
  at first level. Since he is a fighter, his first weapon proficiency is free, so he 
  chooses the bastard sword. He also wants to be proficient in the long bow, so 
  he pays 1 BP to get a long bow proficiency. Garrison spends one more BP to 
  become specialized in the bastard sword, filling his third slot, and one BP to 
  be proficient in the morning star. Garrison has filled all four of his initial 
  proficiency slots and spent 3 BP to do so (fighters get the first weapon 
  proficiency  free,  otherwise  he  would  have  spent  4  BP).  Weapon 
  proficiencies cover all uses with a particular weapon. The tankard, hurled 
  proficiency covers both full and empty tankards. The dagger proficiency 
  covers both melee and ranged attacks. 
  Wild and Vengeance Class Spells: Wild and Vengeance Class spells are not 
  available to non-Wild and non-Blood mages respectively unless the spell 
  description specifically states otherwise. If a roll indicates that one of these 
  spells is in a character's spell book, re-roll the result.
  Notes: This file includes the official errata from the Kenzer & Company website, 
  plus the revisions since the last website update from the HackMaster errata 
  section of the forums.  Any information that did not appear in one of those 
  locations has not been included.
  This  document  was  compiled  on  August  15,  2003,  by  Topher  Kersting 
  (topher@kersting.com),  and  last  revised  on  April  21,  2006.  All 
  information  is  ©Copyright  2003-2006  Kenzer and  Company.  All rights 
  reserved.
  24
  
  HackMaster Errata
  April 21, 2006
  GameMaster's Guide
  p. 58 – Table 4C: Failing a skill course results in a -1 honor award for all 
  alignments. 
  p. 58 - The honor award for allowing an opponent to draw first blood does apply 
  if the character uses the Eye of the Tiger Advantage skill.
  p. 58 - Table 4C: Failing a skill course should be -1 for all alignments.
  p. 59 - Table 4E: A cleric only receives a point of honor for healing a PC or NPC 
  if the PC or NPC is healed to their maximum number of hit points.
  p. 65 - There is also a 3% chance that a flatulent character will cause any lit 
  torch within 10 feet of the character to explode, but will not cause unlit 
  torches to ignite.
  p. 72 - Take After talent: This talent does not allow the PC to select other talents 
  based on the race Taken After.  An eligible PC (such as a half-elf) using this 
  talent to take after a human parent may dual-class, but gives up the ability to 
  multi-class.  In addition, note that pixie fairies and other pixie hybrids are 
  not considered half-breeds for the purpose of the Take After talent. 
  p. 97 - Special "strength slings" can be purchased to take advantage of the 
  Strength Damage Bonus at three to five times the normal price.
  p. 105 - Constitution loss resulting from trauma damage can be recovered at a 
  rate of one point per day of rest.
  p. 108 - The "after battle" Fatigue Factor examples should calculate encumbered 
  Fatigue  Factor  as  CON/2  x  Encumbrance  Modifier  instead  of  CON  x 
  Encumbrance Modifier.
  p. 110 - If a limb is disabled as the result of a called shot that is not a critical hit, 
  the following effects apply:
  Foot: Movement reduced by 50% until healed.
  Ankle: Movement reduced by 50% until healed, Dexterity reduced by 2 until 
  healed.
  Leg Below Knee: Cannot use leg. Movement reduced by 50% until healed, 
  Dexterity reduced by 1 until healed.
  Leg Above Knee: Cannot use leg. Movement reduced by 50% until healed, 
  Dexterity reduced by 2 until healed.
  Groin: Movement reduced by 50% until healed, fall prone
  Hand: Cannot use hand.
  Finger: Drop  carried  items  on  a  failed  Strength  check  versus  half  the 
  Strength value, fumble on an additional number for each disabled or missing 
  finger (stacks with quirk).
  Arm at Elbow: Cannot use hand. -2 to hit.
  Arm at Shoulder: Cannot use arm or hand. -2 to hit.
  p. 136 - All clerical group PCs get the 3% divine intervention bonus as a cleric, 
  holy knights and chosen ones get the 5% of a paladin.
  p. 155 - Table 11AA: The minimum cost for Cure All has an additional cost of 
  1,000 gp per condition cured (Blindness, Deafness, Disease, Quirk, Flaw) 
  and 500 gp per critical wound healed, in addition to the 200 gp per hit point. 
  Diagnose Injury has a cost of 100 gp.
  p. 188 - Master Teachers will train for as long as a student wishes to train after 
  the BBI is completed.
  p. 189 - Table 14H: On a roll of 12 or higher, a character earns new skills. These 
  do not need to be taken, but if taken, they must be new skills, i.e., skills the 
  character does not possess. On a similar note, if, for any reason, a character 
  gets a result of less than 2 on the BBI table, he does not pass the BBI, and 
  needs to spend another week at school.
  p. 213 - Table A2 should be corrected to read:
  37-39 Healing
  40 Hurting
  p. 219 - The GP value for weapons listed on Table A22 should be 5 times the EP 
  value listed. Thus, a long sword +2 would have an EP value of 800 and a GP 
  value of 4000 gp.
  p. 219 - The numbers on table A23 are off. The following numbers should 
  replace the printed numbers between 126 and 167 (the second one). This 
  encompasses all of the magical bolts.
  126-127: Bolt of Battering
  128-129: Bolt of Bluntness
  130-131: Bolt of Demon Slaying +3
  132-133: Bolt of Despair +6
  134-135: Bolt of Devastation +8
  136-137: Bolt of Grappling
  138-139: Bolt of Hellacious Pain +2
  140-141: Bolt of Multiple Wounds
  142-143: Bolt of Reaving +6
  144-145: Bolt of Rend Flesh +8
  146-147: Bolt of Return-Upon-Command +4
  148-149: Bolt of Skewering +5
  150-151: Bolt of Slaying +3
  152-153: Bolt of Stone Shattering
  154-155: Bolt of Thermal Fury
  156-158: Bolt of Thrashing
  159-161: Bolt of Throat Seeking +1
  162-164: Bolt of Withering +2
  165-167: Bolt of Woe +4
  415-425 Dagger of Throwing
  591-594 Long Bow of Strumming +1 
  595-596 Mace of Bashing +5 
  597-598 Mace of Disruption
  p. 219 - On Table A23, the Sword of Sharpness should be +1.
  p. 228 - The wearer of a Ring of Death and Reincarnation will be reincarnated at 
  the location of his death.
  p. 231 - Ring of Spell Storing: Spells cast from the ring are cast at the minimum 
  level needed to cast the spell, even if a higher level magic-user charged the 
  ring. The exact spell must be cast into the ring to recharge it. The casting 
  time for stored spells is five segments.
  p. 235 - If a caster of greater than 8th level creates or recharges a staff, the effect 
  when used is still that of an 8th level caster, unless otherwise noted. 
  p. 238 - If a caster of greater than 6th level creates or recharges a wand, the effect 
  when used is still that of a 6th level caster, unless otherwise noted.
  p.  248  -  Crystal  Ball:  The  spells  Comprehend  Languages,  Read  Magic, 
  Infravision, and Tongues increase the chance of successful usage by 5% per 
  caster level. 
  p. 253 - A Fortuitous Disk of Dimensions can be used during combat. 
  p. 253 - Gauntlets of Wuss Slapping: These gauntlets add both the strength 
  bonus to damage and the actual strength score to damage. Thus, a character 
  with an 18 Strength would get +24 to damage (18 + 6).
  p. 258 - The description for Loki's Bracelet of Missiles appears here instead of 
  on p. 272 with the other magical weapons.
  p. 264 - The Sacred Spatula of Haarpang only bestows the power of healing on 
  food when used by a good cleric. When used by a neutral cleric, it is just a 
  normal spatula.
  p. 271 - Hammer of Thunderbolts: A Hammer of Thunderbolts can be thrown by 
  a medium or large character with a 19 or better strength. There is no saving 
  throw vs. the stun effect. The Hammer returns automatically to the wielder, 
  allowing a ROF of 1.
  Game Master Clarifications
  Falling  Damage  for  Special  Creatures:  When  applying  falling  damage  to 
  creatures  that  can  only be hit  by  magical  weapons,  the  following  rule 
  applies.  Treat the falling damage as a creature, and  each die of falling 
  damage as a Hit Die. If the fall has enough Hit Die such that a creature of 
  that Hit Dice could  damage the target,  then  the fall does full damage. 
  Otherwise, the target takes no damage. See page 93 of the GMG, table 8N 
  for the necessary hit dice. Note that 4+1, 6+2, 8+3, and 10+4 would require 
  5, 7, 9, and 11 dice of damage respectively.  For example, a creature hit only 
  by +1 weapons would have to fall 50 feet before taking any damage. On any 
  fall of 50 feet or more, however, he would take full damage. 
  25
  
  HackMaster Errata
  April 21, 2006
  Hacklopedia of Beasts
  Beholder: Targets of the Death Ray attack of the common beholder get a saving 
  throw vs. death. Any eyestalk (not main eye) ability with the word "Ray" in 
  its description requires a roll to-hit. 
  Butterfly Steed:  The butterfly steed has a movement rate of 26" when flying, and 
  a maneuverability class of C.
  Ghost:  All clerical group PCs of 6th level or higher are immune to the Ghost 
  aging and fear effects.
  Hobgoblin: Treasure should be J, M (individual), D, Qx5 (in lair) 
  Ogre, High: Treasure should be A, B (in lair) J, Q, S, T (individual)
  Tainter: Items touched by a tainter must save vs. Disintegration, not spell. 
  Little Keep on the Borderlands
  p. 5 - The icons for the light catapult and ballista are reversed.
  Quest for the Unknown
  p. 29 - Room 33: The drunken orcs should have AC 5: Studded leather (AC 7) + 
  medium shield (+3) - drunkenness (-1)
  Robinloft 
  p. 8 - Drinking an elixir of health will allow a character to avoid the effects of the 
  poison fog. 
  p. 8 - The fog will not travel through magical portals to/from Robinloft.
  Smackdown the Slavers
  p. 36 - Zarba's Interposing Hand should be Zarba's Guardian Hand.
  p. 53-54 - The bugbear shaman has a Ring of Protection +2.
  Notes: This file includes the official errata from the Kenzer & Company website, 
  plus the revisions since the last website update from the HackMaster errata 
  section of the forums.  Any information that did not appear in one of those 
  locations has not been included.
  This  document  was  compiled  on  August  15,  2003,  by  Topher  Kersting 
  (topher@kersting.com), and last revised on April 21, 2006. All information 
  is ©Copyright 2003-2006 Kenzer and Company. All rights reserved.
  26
  
SOURCE: textdata/thevault/Hackmaster/Hackmaster Errata.pdf