TEXT:  
   
  001
  ERRATA
  ofﬁcial errata
  428.m 1837b
  Official Errata
  U.S., CANADA
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  EDITING 
  RAY AND VALERIE VALLESE
  WEB PRODUCTION
  SUE WEINLEIN COOK
  WEB DEVELOPMENT 
  THOM BECKMAN
  ART DIRECTION
  SEAN GLENN
  LUCAS LICENSING EDITORS
  BEN HARPER AND LELAND CHEE
  STAR WARS RPG CREATIVE DIRECTOR
  THOMAS M. REID
  VICE PRESIDENT AND DIRECTOR OF RPG R&D
  BILL SLAVICSEK
  ©2001 Lucasﬁlm Ltd. & ™ All rights reserved. Used under authorization. Made in the U.S.A.
  Dungeons & Dragons and the Wizards of the Coast logo are registered trademarks owned 
  by Wizards of the Coast, Inc. The d20 System logo is a trademark owned by Wizards of the Coast. Inc.
  This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
  prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of ﬁction. Any similarity to actual people, organizations, places, or
  events is purely coincidental.
  For the Star Wars Roleplaying Game by Andy Collins, Bill Slavicsek, and JD Wiker, utilizing mechanics developed for the
  new DUNGEONS & DRAGONS® game by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
  
   
   
  002
  ERRATA
  ofﬁcial errata
  428.m 1837b
  This document represents the full and complete errata
  for the Star Wars Roleplaying Game as of July 1, 2001.
  These corrections and clariﬁcations will appear in the
  second printing of the game. Text that appears in blue are
  the newest revisions. Print this document and keep it with
  your core rulebook, so you can be sure to have the ofﬁcial
  rulings right at your ﬁngertips.
  Templates
  Page 12, under Human Racer template, under Skills
  Repair should be +3, not +5.
  Chapter One: Abilities
  Page 22, Table 1–3: Notable Dexterity Scores
  The modiﬁer for Obi-Wan’s score (16) should be +3, not +4;
  the modiﬁer for Darth Maul’s score (19) should be +4, not
  +5.
  Page 23, Table 1–5: Notable Intelligence Scores
  Change “Princess Leia” to “Leia Organa.”
  Page 24, Table 1–6: Notable Wisdom Scores
  Change “Princess Leia” to “Leia Organa.”
  Page 24, Table 1–7: Notable Charisma Scores
  Change “Princess Leia” to “Leia Organa.”
  Chapter Two: Species
  Page 33, under Sullustan Species Traits, under
  Automatic Language
  Add Basic.
  Page 34, under Trandoshan Species Traits, under
  Automatic Language
  Add Basic.
  Chapter Three: Classes
  Page 39, right column, replace paragraph 8 with …
  Defense Bonus: The character’s bonus to his Defense. Note
  that this bonus does not stack with any bonuses for armor
  worn, and that wearing armor penalizes a character’s speed
  and certain skill checks.
  Page 48, under Scout entry, under Uncanny Dodge
  The second sentence should read: “At 4th level and above,
  the scout retains his Dexterity bonus to Defense (if any)
  regardless of being caught ﬂat-footed or struck by a hidden
  attacker.”
  Page 56, under How Multiclassing Works
  Replace the sentence “Her Defense gets a +2 bonus” with
  the sentence “Her Defense remains the same, since the +2
  bonus from her level of Soldier is negated by the –2 multi-
  class penalty to Defense.”
  Change the word “Fortitude” to “Will” in the multiclass-
  ing example at the bottom of the right column that begins,
  “Her Reﬂex save, Fortitude save, and Reputation score do
  not . . .”
  Page 58, under Defense Bonus
  Add the following sentence to the end of the paragraph:
  This –2 penalty only applies to levels in a heroic class.
  When multiclassing into a professional or prestige class,
  simply add the full Defense bonus from the new level.
  Chapter Four: Skills
  Page 72, Computer Use skill description, Ship
  Systems
  The ﬁrst sentence of the Ship Systems entry should end
  with “sensors and shields,” not “sensors, weapons, and
  shields.”
  Page 78, under Jump, under Special
  A character who has the Run feat and makes a running
  jump check increases the distance or height by one-fourth,
  not one-third.
  Page 82, Survival DC Table
  The DC for the third entry (avoid getting lost …) should be
  18, not 15.
  Page 83, left column, replace paragraph 1 with …
  Long-term Care: Providing long-term care means treating
  an injured character for a day or more. If successful, the
  patient recovers wound points or ability points lost to
  temporary damage at twice the normal rate. (That is, 2
  wound points or 2 ability points per day instead of 1.) You
  can tend up to six patients at a time. You need common
  medical supplies as can be found easily in civilized regions
  of space.
  Page 83, left column, replace paragraph 5, 6 & 7
  with …
  Use Medpac: A medpac is a simple medical device that is
  applied to a wounded or dying character and activated. A
  medpac restores 1 wound point to any wounded character.
  If the character is dying, the application of a medpac also
  stabilizes the character. 
  The number of wound points restored by a medpac can
  be increased using the Treat Injury skill.
  This application of the Treat Injury skill can’t be used
  untrained. You must have at least 1 rank in the skill to
  increase the restorative effects of a medpac. A character can
  only be healed (have wounds restored) once in a 24-hour
  period by a medpac, though the character can be stabilized
  any number of times. Using a medpac depletes its contents
  (even if it is only used to stabilize a dying character).
  Use Bacta Tank: A specialized medical tank ﬁlled with
  the miraculous liquid, bacta, promotes rapid healing and
  acts as a powerful disinfectant. When a character has been
  severely wounded, bacta tank treatment is the best method
  for restoring lost wound points. With a successful Treat
  Result
  Additional Wounds Restored
  5–9
  1
  10–14
  2
  15–19
  3
  20–24
  4
  25+
  5
  
   
   
  003
  ERRATA
  ofﬁcial errata
  428.m 1837b
  Injury check and a bacta tank, a character recovers wound
  points at a rate of 1 per hour (instead of 1 per day).
  Pages 87–88, replaces current Move Object entry
  Move Object (Int)
  Requires the Force Sensitive and Alter feats
  You can move objects using the Force.
  Check: A Move Object skill check allows you to pick up
  and move an object from a distance. You must be able to
  see the object to be moved, and it must be within 10 meters
  of your position.
  Lifting and moving an object of up to 5 kilograms is a
  simple task, requiring a check against a DC 10 and costing 1
  vitality point (and a standard action). For each additional
  order of magnitude (50 kg, 500 kg, etc.) of the object, the
  DC increases by 5 and the vitality point cost doubles.
  The target can either be an object, creature, or character,
  and receives a Reﬂex saving throw based on the Move
  Object skill check. Note that unattended objects never
  receive a saving throw. Attended items—objects held by a
  character (grasped, touched, or worn, for example)—receive
  a saving throw just as if the character were making the
  saving throw. Grasped items also gain the character’s
  Strength modiﬁer as a bonus to the Reﬂex save.
  You can move the object within 10 meters of your posi-
  tion in a round. If two characters are contesting control of
  an object, use opposed Move Object skill checks, with the
  higher result gaining control for that round.
  To use the Force to strike a target with an object, the
  Move Object skill check result (plus the Force-User’s
  Dexterity bonus) must equal or exceed the target’s Defense.
  (If the Move Object skill check is not high enough to move
  the object, the attack fails regardless of the target’s
  Defense.) A character struck by a moving object suffers
  damage based on the object’s weight. A 5-kg object inﬂicts
  1d6 damage, and each additional order of magnitude (50
  kg, 500 kg, etc.) doubles the damage dice (to 2d6, 4d6, and
  so on).
  Example: Moving a rock weighing 25 kg requires a check
  against DC 15. If the character wished to strike a speciﬁc
  target (with a Defense 16) with the object, he would need
  to roll a 16 or better on his Move Object skill check to
  successfully hit the target.
  Moving multiple objects simultaneously is possible but
  more difﬁcult (and requires a full-round action rather than
  a standard action). The heaviest object in the group sets the
  base DC and vitality cost, and each additional object
  (regardless of its size) adds 2 to the DC and 2 to the vitality
  point cost. Multiple objects can’t strike a target as part of
  the same action.
  You can also telekinetically lift and move yourself with
  this skill, though the DC increases by 10. Thus, for charac-
  ters between 51 and 500 kg, the check is made against DC
  30.
  Vitality Point Cost: 1 or more (see above)
  Chapter Five: Feats
  Page 94, under Frightful Presence
  The DC is “10 plus one-half your level and Charisma modi-
  ﬁer,” not “10 plus your level and Charisma modiﬁer.”
  Page 95, under Heroic Surge
  Replace the last sentence with the following: “You may use
  Heroic Surge a number of times per day, based on your
  character level, but never more than once per round.
  1st–4th level, once per day; 5th–8th level, twice per day;
  9th–12th level, three times per day; 13th–16th level, four
  times per day; 17th–20th level, ﬁve times per day.”
  Page 98, Weapon Finesse feat description
  On the list of weapons to which this feat may be applied,
  insert “double-bladed lightsaber” between combat glove
  and knife.
  Pages 99-100, replaces Deflect Blasters Benefit text
  Benefit: You must be carrying an activated lightsaber to
  use this feat. Whenever you are the target of a blaster shot
  (or other ranged attack), you can make a Reﬂex saving
  throw against a DC 15 plus the attacker’s base attack bonus.
  A critical hit increases the DC by 10. If you succeed, you
  deﬂect the blaster shot and take no damage. You must be
  aware of the attack and not ﬂat-footed to use this feat.
  Attempting to deﬂect a blaster shot counts as a reaction.
  If the Reﬂex save result is 5 or more points above the DC,
  you can deﬂect the blaster shot at a target within one range
  increment of your position. Immediately make an attack roll
  using your lightsaber bonus with a –4 penalty. If the attack
  succeeds, the deﬂected shot hits the target and takes
  damage from it.
  Deﬂect blasters only defends against personal-scale
  weapons; you can’t deﬂect ship-scale weapons with a
  lightsaber.
  Chapter Seven: Equipment
  Page 116, Table 7-2: Weapons, Blaster Carbine entry
  Add stun damage for the blaster carbine: 1d6/DC18.
  Page 117, Set Your Weapon On Stun! Sidebar,
  replaces first sentence
  Any weapon that has a stun setting can be set to deal
  nonlethal damage as a free action.
  Page 123, under Bacta Tank, replaces paragraphs 3 & 4
  Any character who has suffered wound damage can beneﬁt
  from a bacta tank treatment, but its miraculous properties
  are most evident when used on a severely wounded patient.
  Bacta treatment is the best method for healing characters
  Result
  DC
  up to 20
  10
  21–30
  15
  31+
  20
  Weight
  Vitality Cost
  up to 5 kg
  1
  5–50 kg
  2
  50–500 kg
  4
  500–5,000 kg
  8
  5,000–50,000 kg
  16
  etc.
  etc.
  
   
   
  004
  ERRATA
  ofﬁcial errata
  428.m 1837b
  that have suffered massive amounts of wound damage.
  Patients undergoing bacta tank treatment recover wound
  points at a rate of 1 per hour (instead of 1 per day).
  Page 124, under Glow Rod
  The glow rod projects a beam of light up to 10 meters, not
  50 meters.
  Page 124 & 125, under Medpac, replaces paragraph
  2 & 3
  A medpac restores 1 wound point to any wounded charac-
  ter. If the character is dying, the application of a medpac
  also stabilizes the character. The application of a medpac
  requires a full-round action. If the user has the Treat Injury
  skill, he or she can heal additional wounds, depending on
  the result of the skill check (see page 82). A medpac can’t
  restore more wound points than an injured character started
  with.
  A character can only be healed (have wounds restored)
  once in a 24-hour period by a medpac, though the charac-
  ter can be stabilized any number of times. Using a medpac
  depletes its contents (even if it is only used to stabilize a
  dying character).
  Page 125, Table 7–4: Equipment
  The fusion lantern was left off the list. It is a hand-held
  device, larger than a glow rod, that produces light and heat.
  It costs 25 credits and weighs 2 kg.
  Chapter Eight: Combat
  Page 131, left column, replaces the Vitality and
  Wound Points section
  Vitality and Wound Points
  Vitality points represent your character’s ability to turn a
  direct hit into a glancing blow or a near miss. Damage is
  usually deducted from your vitality points.
  Wound points represent how much damage a character can
  take before falling unconscious or dying. Damage is
  deducted from your wound points only after you’ve
  exhausted your vitality points or when you are struck by a
  critical hit.
  Page 131, right column, replaces the 0 Vitality Points
  section
  0 Vitality Points
  If you run out of vitality points, you can no longer avoid
  real damage. Any additional damage you receive is deducted
  from your wound points.
  If you take any wound damage, you are fatigued. You
  cannot run or charge, and you suffer an effective penalty of
  –2 to Strength and Dexterity. In addition, each time you
  take wound damage you must make a Fortitude saving
  throw (DC 10) or be stunned for 2d6 rounds. 
  Page 131, right column, replaces the Healing
  Naturally section
  You regain 1 wound point for each day of light activity or
  rest. For each hour of light activity or rest, you regain a
  number of vitality points equal to your level. A full night’s
  sleep (8 hours) restores all vitality.
  Page 132, replaces Vitality and Wound Points
  Your vitality and wound points tell you how much punish-
  ment you can take before dropping. Your vitality points are
  based on your class, your level, and your Constitution modi-
  ﬁer, while your wound points are equal to your Constitution
  score. Wound points for most creatures are determined by
  their Constitution and size.
  When your vitality points reach 0, you can no longer
  avoid real damage. Any additional damage dealt to you is
  deducted from your wound points.
  When you take any wound damage, you are fatigued. In
  addition, each time you take wound damage you must make a
  Fortitude saving throw (DC 10) or be stunned for 2d6 rounds.
  When your wound points reach 0 you fall unconscious
  and are dying. You immediately make a Fortitude save (DC
  10) to see if you die from your injuries. Even if you succeed,
  you must make a Fortitude save every hour until you stabi-
  lize or die. (See Injury and Death, page 139.)
  Page 134, Table 8–2: Fundamental Actions in Combat
  Insert the following line after “Activate an Item”:
  Switch weapon ﬁring mode
  Free
  Yes
  Page 135, under Improvised Thrown Weapons
  Improvised thrown weapons have a range increment of 2
  meters, not 10 feet.
  Page 139, replaces the Injury and Death section up to
  Damaging Helpless Defenders
  Injury and Death
  Your vitality and wound points measure how hard you are
  to kill. While your opponents know a number of ways to
  hurt, harm, or kill you, you usually just take damage and
  lose vitality (or wound) points. The damage from each
  successful attack and each ﬁght accumulates, reducing your
  vitality or wound point totals until one or the other reaches
  0. Then you’re in real trouble. Luckily, you have a number
  of ways to regain vitality and wound points. If you have a
  few hours (or days) to rest, you can recover lost vitality (or
  wound) points on your own. Technology provides faster
  ways to restore lost wound points.
  What Vitality Points Represent
  Vitality points represent your character’s ability to avoid the
  nastiest effects of being hit in combat, turning a lethal hit
  into a near miss. Losing vitality from a blaster shot doesn’t
  mean the blaster bolt hit you, but rather indicates that you
  barely dodged and avoided taking physical damage. As you
  lose vitality points, you become tired and less able to avoid
  deadly hits. A high-level character has a greater pool of
  vitality points, and is better able to avoid physical damage.
  What Wound Points Represent
  Wound points represent your character’s capacity to with-
  stand physical trauma. Losing wound points from a blaster
  attack indicates that the blaster bolt hit you, dealing poten-
  tially deadly damage.
  
   
   
  005
  ERRATA
  ofﬁcial errata
  428.m 1837b
  Effects of Damage
  Once you run out of vitality points, additional damage is
  deducted from your wound points. Damage doesn’t slow
  you down until you take wound damage. If you take any
  wound damage, you are fatigued. You cannot run or
  charge, and you suffer an effective penalty of –2 to
  Strength and Dexterity. A character remains fatigued until
  all of his wound points are restored.
  In addition, each time you take wound damage you must
  make a Fortitude saving throw (DC 10) or be stunned for
  2d6 rounds. (A stunned character loses his Dexterity bonus
  and can take no actions.)
  At 0 wound points, you’re unconscious and may die (see
  below).
  Page 140, the following replaces the existing
  sections
  Stabilization and Recovery
  An unconscious and dying character (one with 0 wound
  points) stabilizes naturally if his or her Fortitude saving
  throw succeeds by 10 or more, or the roll is a natural 20.
  Other methods for stabilizing an unconscious and dying
  character are described below:
  � Using the Treat Injury skill, DC 15
  � Using a medpac (which stabilizes the character and heals
  1 wound point)
  � Using the Heal Another Force skill, DC 10
  A stabilized character doesn’t need to make Fortitude
  saving throws every hour to avoid death.
  A stabilized character regains wound points at the normal
  rate (1 wound point per day of rest).
  Healing that restores a character to more than 0 wound
  points makes the character regain consciousness, though
  the character remains fatigued until he or she is fully healed
  (all lost wound points are restored).
  Natural Healing
  You recover 1 vitality point per character level for every hour
  of rest, and 1 wound point for every day of rest. You may
  engage in light, nonstrenuous travel or activity, but engag-
  ing in combat prevents any natural healing for that period
  of time. For example, a 3rd-level soldier/2nd-level noble
  recovers 5 vitality points per hour of rest and 1 wound
  point per day of rest.
  A full night’s sleep (8 hours) restores all vitality.
  Assisted Healing
  A trained healer can double the rate at which an injured
  person recovers lost wound points. Using the long-term care
  option of the Treat Injury skill, a healer can increase the rate
  of recovery to 2 wound points per day.
  Equipment Healing
  Certain items can restore lost wound points. Medpacs are
  good for stabilizing dying characters or restoring a limited
  number of lost wound points. A bacta tank treatment
  restores wound points at an advanced rate. See Chapter 7:
  Equipment for more information.
  Page 143, replaces Helpless Defenders entry
  Helpless Defenders
  A helpless foe—one that is bound, sleeping, unconscious, or
  otherwise at your mercy—is an easy target. You can some-
  times approach an unaware target, get adjacent to it, and
  treat the opponent as helpless. If the target is in combat or
  another tense situation (therefore in a state of acute aware-
  ness and readiness), or is able to use his or her Dexterity
  bonus to Defense, then that target cannot be considered
  unaware. Further, any reasonable precautions taken by a
  target (bodyguards, back to a wall, able to make Spot
  checks, etc.) also precludes catching that target unaware
  and helpless.
  Page 146, under Multifire
  Add the following sentence after “(A full attack is a full-
  round action)”:
  Switching modes between normal ﬁre and multiﬁre is a
  free action.
  Page 148, in the grappling rules under Damage Your
  Opponent
  Delete the following sentence: “If you want to deal normal
  damage, you suffer a –4 penalty on your grapple check.”
  Chapter Ten: Vehicles
  Page 166, Flash Speeder entry, under Attack Bonus
  Add +2 crew
  Page 166, Ikas-Adno Nightfalcon entry, under Attack
  Bonus
  Add +2 crew
  Page 167, under Rebel Alliance Combat Snowspeeder,
  under Defense
  It should read: “Defense: 17 (–1 size, +8 armor).”
  Chapter Eleven: Starships
  Page 182, under Engine Wash
  The ﬁrst sentence should read: “The energy radiating from a
  size Large or larger starship’s engine deals damage to ships
  that are of smaller size categories within the engine’s ﬁre
  arc (usually aft) and within point-blank range.”
  Page 185, Millennium Falcon stat block
  Change Maximum Speed to Ramming.
  Page 186, Imperial Customs Guardian Light Cruiser,
  under Class
  The Class should be “Transport,” not “Space Transport.”
  Chapter Twelve:
  Gamemastering Star Wars
  Page 210, under each Prestige Class entry
  The Vitality die listing is a feature of the prestige class, not
  a requirement needed in order to take a level in the prestige
  class.
  
   
   
  006
  ERRATA
  ofﬁcial errata
  428.m 1837b
  Page 210, under Crimelord entry
  The following special class features were left off of the
  Crimelord prestige class:
  Contact: The crime lord has operatives and associates
  throughout his or her sphere of inﬂuence. Each time a
  crime lord gains a contact, the GM should develop a
  supporting character to represent the contact. A player can
  suggest the type of contact his or her character wants to
  gain. A contact won’t accompany the crime lord on
  missions or risk his or her life, but a contact will provide
  information or expert skills. The more powerful the
  contact is, the less time he or she has to offer the crime
  lord. Whatever the case, a crime lord shouldn’t be allowed
  to call on the same contact more than once per adventure.
  Contacts fall into two groups: information contacts and
  expert contacts.
  Information contacts include bartenders, thugs, spacers,
  law enforcers, outlaws, entertainers, computer slicers,
  merchants, politicians, smugglers, ofﬁcers, starship
  captains, reporters, and various types of street people of
  any species.
  Expert contacts include bureaucrats, doctors, engineers,
  diplomats, historians, mechanics, various types of scholars
  and scientists, politicians, and bounty hunters.
  Inspire Fear: Beginning at 3rd level, the crime lord’s
  infamy and reputation reach a level that anyone of the
  same character level or lower has trouble taking direct
  actions against the crime lord. This results in a penalty to
  any actions made to directly effect the crime lord, includ-
  ing attacks, skill checks in opposition to the crime lord,
  and Force-based skill uses. The penalty is –2 at 3rd level,
  –4 at 6th level, and –6 at 9th level.
  Page 212, left column, under Class Features, under
  Weapon Proficiency
  Repeating blasters should be replaced with heavy weapons.
  Page 213, under Starfighter Ace Requirements entry,
  Feats line should read:
  Feats: Starship Dodge, Starship Operation (starﬁghter)
  Page 213, under Starfighter Ace Class Skills entry
  Skill Points at Each Additional Level should be 4+ Int
  Modiﬁer, not 2.
  Page 216, Thug Class Features
  Replace the current Weapon Proﬁciency line with the
  following:
  “Weapon Proficiency: The thug is proﬁcient in the use
  of blaster pistols and simple weapons.”
  Page 218, Character Condition Summary sidebar
  Remove the entry for Fallen.
  Page 218, Character Condition Summary sidebar,
  insert between “Paralyzed” and “Stable” entries
  Prone: Lying on the ground. An attacker who is prone has
  a –4 penalty to melee attack rolls and cannot use primitive,
  heavy, or thrown ranged weapons. Melee attacks against a
  prone defender have a +4 bonus, and ranged attacks
  against a prone character have a –4 penalty.
  Prone Legless Creatures: Ranged attacks against prone
  creatures that do not have legs (such as Hutts) suffer only a
  –2 penalty, as going prone does not reduce their proﬁle as
  much. Note that such creatures get the +4 stability bonus
  when opposing trip checks, knockdown attacks, and similar
  actions that involuntarily impose the prone condition.
  Page 219, Disease entry, under Healing
  Replace both instances of the word “Strength” with the
  word “Constitution.”
  Chapter Thirteen: Eras of Play
  Page 226, under Qui-Gon Jinn statistics, under Force
  Feats
  Knight Mind should be Knight Defense.
  Page 229, Darth Maul stat block
  Replace “attack type” in the ﬁrst melee attack damage list-
  ing with “punch.” Change saves to Fort +11, Ref +12, Will
  +6.
  Page 229, under Darth Maul statistics
  Knight Defense should be listed as a Force Feat, not a regu-
  lar Feat.
  Page 230, under Darth Sidious statistics
  Darth Sidious should have 32 Dark Side Points and 9 Force
  Points, not 2.
  Page 231, under Sebulba entry, under SQ
  Add the following: “Great Shout—Sebulba can inﬂate his
  throat and issue a bellow that can be heard over a distance
  of 3600 meters.”
  Change “+4 to Climb/Hide/Jump checks” to “+2 to Climb
  and Jump checks.”
  Page 239, Lando Calrissian stat block, under Feats
  Change Skill Emphasis (Hide) to Skill Emphasis (Profession
  [gambler]).
  Table 12–5: The Crime lord 
  Base Atk Fort
  Ref
  Will
  Defense
  Reputation
  Level
  Bonus
  Save
  Save
  Save
  Special
  Bonus
  Gain
  1st
  +0
  +0
  +1
  +2
  Contact
  +1
  +1
  2nd
  +1
  +0
  +2
  +3
  Resource
  +2
  +1
  access
  3rd
  +1
  +1
  +2
  +3
  Inspire
  +2
  +0
  fear –2
  4th
  +2
  +1
  +2
  +4
  Contact
  +2
  +1
  5th
  +2
  +1
  +3
  +4
  Minions
  +3
  +1
  6th
  +3
  +2
  +3
  +5
  Inspire 
  +3
  +0
  fear –4
  7th
  +3
  +2
  +4
  +5
  Contact
  +4
  +1
  8th
  +4
  +2
  +4
  +6
  Exceptional +4
  +1
  minions
  9th
  +4
  +3
  +4
  +6
  Inspire
  +4
  +0
  fear –6
  10th
  +5
  +3
  +5
  +7
  Contact
  +5
  +1
  
   
   
  007
  ERRATA
  ofﬁcial errata
  428.m 1837b
  Page 239, Boba Fett stat block
  Change all melee attacks to +14/+9/+4 and all ranged
  attacks to +15/+10/+5.
  Page 240, Luke Skywalker stat block
  Will save should be +9, not +5.
  Page 241, Luke Skywalker stat block, under Force
  Feats
  Master Mind should be Master Defense.
  Page 242, Han Solo, War Hero stat block, under
  Skills
  Insert Move Silently +5; change Knowledge (merchants) to
  +9.
  Page 243, Jaina Solo stat block, under Feats
  Add Gearhead.
  Page 243, Jacen Solo stat block, under Feats
  Add Animal Afﬁnity.
  Page 245, Mara Jade Skywalker stat block, under
  Feats
  Add Skill Emphasis (Disguise) and replace Knight Speed with
  Knight Defense.
  Chapter Fourteen: Allies and
  Opponents
  Page 247, under Bothans entry, under stat block,
  under Skills
  Add “Read/Write Basic, Speak Basic.”
  Page 247, under Bothans entry, after Species
  Features
  Add “Automatic Language: Basic.”
  Page 248, under Cerean Commoner stat block, under
  Skills
  Add “Read/Write Cerean, Speak Basic, Speak Cerean.”
  Page 248, under Cerean Commoner stat block, under
  Species Features
  Add +2 Int.
  Page 248, under Cerean Commoner stat block, after
  Species Features
  Add “Automatic Languages: Cerean and Basic.”
  Page 248, under Dugs entry, under stat block, under
  Skills
  Add “Read/Write Dug, Speak Basic, Speak Dug.”
  Page 248, under Dugs entry, after Species Features
  Add “Automatic Languages: Dug and Basic.”
  Page 249, under Ewok Commoner stat block, under Skills
  Change Survival skill to +1 (this is a cross-class skill for
  commoners). Add “Speak Ewok.”
  Page 249, under Ewok Commoner stat block, under
  Species Features
  Change “+2 bonus on Survival checks” to “+2 bonus on
  smell-based Search checks.”
  Page 249, under Ewok Commoner stat block, after
  Species Features
  Add “Automatic Language: Ewok.”
  Page 249, under Gamorreans entry, under stat block
  Remove “Commoner.” Change ability scores to “Str 12, Dex
  8, Con 10, Int 10, Wis 10, Cha 10.” Change WP to 10.
  Change melee attack to +3. Change saves to Fort +4, Ref
  –1, Will +0.
  Page 249, under Gamorreans entry, under stat block,
  under Skills
  Skill points are underspent. Change skills to “Intimidate +6,
  Knowledge (varies) +2, Profession +2, Read/Write
  Gamorrean, Speak Gamorrean.”
  Page 249, under Gamorreans entry, after Species
  Features
  Add “Automatic Language: Gamorrean.”
  Page 250, under Gungan Commoner stat block
  Under SQ, add Hold breath.
  Under Species Features, add the following: “A Gungan
  can hold his breath for a number of rounds equal to 25
  times his Constitution score before he needs to make checks
  against drowning.”
  Page 250, under Gungan Commoner stat block, under
  Skills
  Add “Read/Write Gungan, Speak Basic (variation), Speak
  Gungan.”
  Page 250, under Gungan Commoner stat block, after
  Species Features
  Add “Automatic Languages: Gungan and Basic (varia-
  tion).”
  Page 250, under Human and Near-Human Commoner
  stat block, under Skills
  Add “Read/Write Basic, Speak Basic.”
  Page 250, under Human and Near-Human Commoner
  stat block, after Species Features
  Add “Automatic Language: Basic.”
  Page 250, under Hutt Commoner stat block, under
  SQ
  Remove “Hutts are always considered fallen.”
  Page 250, under Hutt Commoner stat block, under
  Skills
  Add “Read/Write Huttese, Speak Basic, Speak Huttese.”
  Page 250, under Hutt Commoner stat block, after
  Species Features
  Add “Automatic Languages: Huttese and Basic.”
  
   
   
  008
  ERRATA
  ofﬁcial errata
  428.m 1837b
  Page 251, under Ithorian Commoner stat block, under
  Skills
  Add “Read/Write Ithorese, Speak Basic, Speak Ithorese.”
  Page 251, under Ithorian Commoner stat block, after
  Species Features
  Add “Automatic Languages: Ithorese and Basic.”
  Page 251, under Mon Calamari Commoner stat block,
  under Skills
  Skill points do not reﬂect Int modiﬁer. Change Craft skill to
  +5 and Knowledge to +3. Add “Read/Write Mon
  Calamarian, Speak Basic, Speak Mon Calamarian.”
  Page 251, under Mon Calamari Commoner stat block,
  after Species Features
  Add “Automatic Languages: Mon Calamarian and Basic.”
  Page 252, under Noghri Commoner stat block
  Remove “Commoner.” Change Defense to 15 (+1 size, +3
  class, +1 Dex). Change VP to 8. Change Attacks to +0
  melee, +1 ranged. Change saves to Fort +1, Ref +2, Will +2.
  Page 252, under Noghri stat block, under Feats
  Change Sneaky to Stealthy.
  Page 252, under Noghri stat block, under Skills
  Add “Read/Write Noghrese, Speak Noghrese.”
  Page 252, under Noghri stat block, after Species
  Features
  Add “Automatic Language: Noghrese.”
  Page 252, under Rodian stat block
  Remove “Commoner.” Change Charisma score to 8. Change
  Defense to 14 (+3 class, +1 Dex). Change Ref save to +2.
  Page 252, under Rodian stat block, under Skills
  Add “Read/Write Rodese, Speak Basic, Speak Rodese.”
  Page 252, under Rodian stat block, under Species
  Features
  Add –2 Cha.
  Page 252, under Rodian stat block, after Species
  Features
  Add “Automatic Languages: Rodese and Basic.”
  Page 253, under Sullustan Commoner stat block
  Change commoner ability scores to “Str 10, Dex 12, Con 8,
  Int 10, Wis 10, Cha 10.” Change Defense to 11 (+1 Dex).
  Change ranged attack to +1. Change saves to Fort +1, Ref
  +2, Will +2. 
  Page 253, under Sullustan Commoner stat block,
  under Skills
  Skill points are overspent. Change skills to “Climb +2,
  Craft (varies) +2 or Profession (varies) +2, Hide +3, Listen
  +2, Read/Write Sullustese, Speak Basic, Speak Sullustese.”
  Page 253, under Sullustan Commoner stat block,
  under Species Features
  Remove bonus feat (Track). Change last sentence to “+2
  species bonus to Climb and Listen checks.”
  Page 253, under Sullustan Commoner stat block,
  after Species Features
  Add “Automatic Languages: Sullustese and Basic.”
  Page 253, under Twi’lek Commoner stat block, under
  Skills
  Add “Read/Write Ryl, Speak Basic, Speak Ryl.”
  Page 253, under Twi’lek Commoner stat block, after
  Species Features
  Add “Automatic Languages: Ryl and Basic.”
  Page 253, under Wookiee Commoner stat block,
  under Skills
  Skill points are underspent. Change skills to “Climb +4, Craft
  (varies) +2 or Profession (varies) +2, Intimidate +3,
  Read/Write Shyriiwook, Speak Basic (understand only),
  Speak Shyriiwook, Survival +1.”
  Page 253, under Wookiee Commoner stat block, after
  Species Features
  Add “Automatic Languages: Shyriiwook and Basic (under-
  stand only).”
  Page 254, under Yuuzhan Vong Commoner stat block
  Remove “Commoner.”
  Page 254, under Yuuzhan Vong stat block, under
  Skills
  Add “Read/Write Yuuzhan Vong, Speak Yuuzhan Vong.”
  Page 254, under Yuuzhan Vong stat block, after
  Species Features
  Add “Automatic Language: Yuuzhan Vong.”
  Page 263, under Generic Con Artist Table, under
  Special Qualities
  The third column (Scoundrel 8/Noble 4) should say “plus
  Command,” not just “Command.”
  Page 263, under Generic Con Artist Table, under
  Skills
  The Sense Motive bonus for the second column (Scoundrel
  6/Noble 2) should be +12 (not +13) and for the third
  column (Scoundrel 8/Noble 4) should be +13 (not +12).
  They were accidentally switched.
  Page 268, under Generic Jedi Table, under Feats
  The second column (Jedi Guardian 8) should have
  Lightsaber Defense, not Knight Defense, and the third
  column (Jedi Guardian 12) should have Knight Defense, not
  Lightsaber Defense. They were accidentally switched.
  Page 277, under Stormtrooper stat block
  Defense should be 16 (+6 armor), not 14 (+4 armor).
  Wound points should be 10, not 12.
  
   
   
  009
  ERRATA
  ofﬁcial errata
  428.m 1837b
  Page 278, under Imperial Royal Guard stat block
  The force pike does 2d8+2 damage, not 1d10+2, and it crits
  on 20, not on 19–20.
  Page 278, under Imperial Royal Guard stat block,
  under Feats
  Change Weapon Finesse (force pike) to Weapon Focus (force
  pike).
  Chapter Fifteen: Droids
  Page 284, Table 15–3: Skills Usable Untrained by Droids
  Balance should be removed from the table; it is not a skill.
  Page 289, under Sample droids header
  After the sentence beginning “Below are some sample
  droids…”, add the following:
  “Please note that only skill ranks are listed—not skill
  totals. Ability modiﬁers, feat modiﬁers, and equipment
  modiﬁers are not ﬁgured into the number in order to facili-
  tate calculating actual skill points spent, for the purposes of
  reprogramming droids or switching out their accessories.”
  Page 290, under R2 Series entry, under Feats
  Should be Skill Emphasis (Astrogate), not Skill Focus
  (Astrogate).
  Page 291, under 3P0 Series
  Intelligence score should be 18, not 16.
  Page 291, under M-TD Series
  Intelligence score should be 16, not 18.
  Page 291, WED Series stat block, under Skills
  Change “Balance +2” to “Computer Use +1.”
  Page 292, Battle Droid stat block
  The ﬁrst line should read “battle droid” instead of “military
  droid.”
  Page 292, Destroyer Droid stat block
  The ﬁrst line should read “destroyer droid” instead of “mili-
  tary droid.” Damage for heavy repeating blaster should be
  4d8, not 3d8. Replace skills with “Listen +2, Speak Basic,
  Spot +5.”
  Page 293, Under Destroyer Droids & Autofire
  Sidebar, under Attack bonuses table
  The Second Blaster column should have only one bonus
  listed, the number before the slash (+7 for Multishot, +5 for
  w/Rapid Shot); eliminate the second attack with the Second
  Blaster in both cases.
  Page 293, Imperial Mark IV Series stat block
  The ﬁrst line should read “patrol droid” instead of “security
  droid.”
  Page 293,Viper Series stat block
  The ﬁrst line should read “probe droid” instead of “military
  droid.”
  Page 295, DUM Series stat block
  The ﬁrst line should read “pit droid” instead of “labor
  droid.”
  
SOURCE: textdata/thevault/Star Wars [multi]/Star Wars RPG/Star Wars RPG (d20) - Official Errata.pdf