PsiHB Errata

Page 9, Class Skills, egoist's class skills, Stabilize Self: replace "Str" with: Con

Page 16, Alternative Psychic Warrior Starting Package, Feat: delete "weapon focus (longsword)", and replace with: Power Attack.

Page 16, Human Psychic Warrior Starting Package, Power Known: replace 'lesser natural armor' with: verve

Page 16, Alternative Psychic Warrior Starting Package (for gnome or halfling), Feat: delete "weapon focus (short sword)", and replace with: Power Attack.

Page 16, Alternative Psychic Warrior Starting Package (dwarf), Feat: delete "weapon focus (dwarven waraxe)", and replace with: Power Attack.

Page 18, Table 2-1: The cross-class dots for Use Psionic Device skill should be X's.

Page 20, Use Psionic Device: in the header, add Psychic Warrior such that appropriate part of the header appears as: Bard, Psychic Warrior, Rogue only

Page 24, Craft Dorje, Benefit: delete first sentence, replace with: You can create a dorje of any psionic power of 9th level or lower that you know (or can gain access to).

Page 27, Mind Trap, Benefit: insert the sentence below right after the first sentence that ends with "...deals 1 or more ability damage to you.": Against freely manifested attack modes, Mind Trap deals back ability score damage equal in type and amount plus 2 to that dealt you, against which your opponent may not raise defense modes.

Page 31, 2nd paragraph: replace the entire paragraph with the following: Psionic powers have their roots in a living body. Unliving creatures or creatures that do not possess all the attributes of a living body do not have access to all the disciplines that are otherwise available. Thus, the field of psionics is associated with life and health.

Page 34, Auditory (Au): replace entire text with: From the manifester's vicinity or in the vicinity of the power's subject (manifester's choice), a bass-pitched hum
issues, eerily akin to many deep-pitched voices. The sound grows in a heartbeat from hardly noticeable to as loud as a shout, which can be heard within 100 feet. At the manifester's option, the instantaneous sound can be so soft that it can only be heard within 15 feet with a successful Listen check (DC 10). Some powers describe unique auditory displays.

Page 34, Mental (Me): replace entire text with: A subtle chime rings in the minds of creatures within 15 feet of the manifester, or the subject (at the manifester's option) for the space of a second (or for the duration, at the manifester's option). Some powers describe unique mental displays.

Page 35, Olfactory (Ol): replace entire text with: An odd but familiar odor brings to mind a brief mental flash of a memory long buried. The scent is difficult to pin down, and no two individuals ever describe it the same way (to one creature the odor may be akin to burning metal, while to her companion, honeysuckle). The odor originates from the manifester and spreads to a distance of 20 feet, then fading in less than a second (or for the duration, at the manifester's option).

Page 42, Table 4-3, Tower of Iron Will Secondary Protection column, "1 mental hardness*" should be: 2 mental hardness*

Page 42, Table 4-2, Power Points: Add one final sentence: Attack mode level equivalents for the purpose of Concentration checks: Mind Thrust--1st; Ego Whip and Id Insinuation--2nd; Psychic Crush--3rd; Mind Blast--5th.

Page 54, Aura Alteration, 2nd paragraph of power description: Add as very last line of paragraph: You may adjust the subject's apparent level by a number equal to half your own level (round down).

Page 57, Bolt, Manifestation Time: change "1 round" to: 1 action

Page 61, Control Air, Range: change to: 1,000 feet + 500 ft./level

Page 63. Control Light, last paragraph of power description: Replace the last sentence "Increasing the ambient light of a torch or brighter light by 200% or more blinds normally sighted creatures in the area." With: You can increase the ambient light in the area to "blinding intensity," blinding all normally sighted
creatures in the area who fail Fortitude save for 1 round.

Page 65, Detect Psionics, 2nd Round, add as last sentence of this entry: An overwhelming aura stuns you for 1 round and the power ends.

Page 71, Ecto Puppet: add last paragraph: In practice, the cost to manifest ecto puppet is variable, and is equal to the cost of the astral construct power you
emulate + 2.

Page 73, False Sensory Input, Manifestation Time: change "10 minutes" to: 1 full round

Page 81, Inflict Pain, Duration: delete current entry, replace with: Instantaneous

Page 86, Metaconcert (continued from previous page), last paragraph, last sentence: replace "No individual can exceed her usual maximum..." with: You do not leave a metaconcert with more power points than you joined with...

Page 89, Monster Domination, Duration: change '2d4 rounds' to: 1 day/level

Page 92, Polymorph Self: [substitute newest version of polymorph self spell below]

Polymorph Self
Psychometabolism (Str)
Level: Psion 4/Psychic Warrior 4
Display: Ma, Ol
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 7

You change your form to that of another creature. The new form can range in size from Diminutive to one size larger than your normal form, and can have no more hit dice than you have, and in any case the assumed form cannot have more than 15 hit dice. You cannot change into constructs, elementals, outsiders, or undead unless you are already are one of these types. Upon changing, you regain lost hit points as if having rested for a day (though this healing does not restore temporary ability damage and provide other benefits of resting for a day; and changing back does not heal you further). If slain, you revert to your original form, though you remain dead. You acquire the physical and natural abilities of the creature you have polymorphed into while retaining your own mind. Physical abilities include natural size and Strength, -Dexterity, and Constitution scores Natural abilities include armor, natural weapons (such as claws, bite, swoop and rake, and constriction; but not petrification, breath weapons, energy drain, energy effect, etc.), and similar gross physical qualities (presence or absence of wings, number of extremities, etc.). A body with extra limbs does not allow a character to make more attacks (or more advantageous two-weapon attacks) than normal. Natural abilities also include mundane movement capabilities, such as walking, swimming, and flight with wings, but not psionic or magical flight and other psionic or magical forms of travel, such as blink, dimension door, phase door, plane shift, teleport, and teleport without error. Extremely high speeds for certain creatures are the result of extraordinary magical, or psionic ability, so they are not granted by this power. (In general, non-flying speeds greater than 60 and flying speeds greater that 120.) Other mundane abilities (such as an owl's low-light vision) are considered natural abilities and are retained. Any part of the body or piece of equipment that is separated from the whole reverts to its original form. Your new scores and faculties are average ones for the race or species into which you have been transformed. You cannot, for example, turn into a mighty weight lifter to give yourself great Strength. Likewise, you cannot change into a bigger or powerful version of a creature (or a smaller weaker version). Nor can you turn into a variant form of a creature. For example you can turn he subject into an ogre, but not a half-dragon ogre. You retain your Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change to your Constitution score), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution
scores may affect final attack and save bonuses, as well as the DCs for affected powers.) You retain your own type (for example, "humanoid"), extraordinary abilities, psionics, spells, and spell-like abilities, but not your supernatural abilities. You do not gain the supernatural abilities (such as breath weapons and gaze attacks) or the extraordinary abilities of the new creature. When the polymorph occurs, your equipment, if any, transforms to match the new form. If the new form is a creature who does not use equipment (aberration, animal, beast, magical beast, construct, dragon, elemental, ooze, some outsiders, plant, some undead creatures, some shapechangers, or vermin), the equipment melds into the new form and becomes nonfunctional. If the new form uses equipment (fey, giant, humanoid, some outsiders, many shapechangers, many undead creatures), your equipment changes to match the new form and retains its properties. You can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that type. The new form's significant physical qualities (such as height, weight, and gender) are also under your control, but must fall within the norms for the new form's species. You can be changed into a member of your species or even into yourself. You are effectively disguised as an average member of the new form's race. If you use this power to create a disguise, you get a +10 bonus on your Disguise check. Incorporeal or gaseous forms cannot be assumed, and incorporeal or gaseous creatures are immune to being polymorphed. A natural shapeshifter (a lycanthrope, doppelganger, experienced druid, etc.) can take its natural form
as a standard action.

Page 97, Retrieve, Saving Throw: delete text, replace with: None (see text)

Page 97, Retrieve, 2nd sentence (middle sentence): delete, replace with: If the object is in the possession of or held by an opponent, you make a psionically ranged disarm attempt as if with a weapon of equal size to your opponent's, which does not draw an attack of opportunity (see Disarm in the Player's Handbook). You gain a +12 competence bonus to your attempt.

Page 108, Vigor: replace the text with the following:
You suffuse yourself with power, gaining 3 temporary hit points per manifester level (maximum 18 hit points). These hit points do not stack with temporary hit points from other sources or with additional uses of vigor. See Chapter 8 of the Player's Handbook for more on temporary hit points.

Page 110, Powers Discovered: Add as the second sentence: Powers are chosen from the psion power list.

Page 110, Metamind Class Features, Power Psicrystal: Replace "At 2nd level..." with "At 1st level..."

Page 111, Powers Discovered: Add as the second sentence: Powers are chosen from the psion power list.

Page 112, Powers Discovered: Add as the second sentence: Powers are chosen from the psion power list.

Page 112, Slayer, Class Features, Weapon and Armor Proficiency, replace the text there with: Slayers are proficient with all simple and martial weapons and all armor and shields.

Page 114, Powers Discovered: Add as the second sentence: Powers are chosen from the psion power list.

Page 114, 2nd column, Imbed Power: replace "At 3rd level" with: At 2nd level

Page 114, Imbed Power: replace "at 3rd level" with: At 2nd level

Page 114, Throw Mind-Blade: replace "at 3rd level" with: At 2nd level

Page 115, NPC Psion (egoist), Feats: replace "Trigger Power (claws of the vampire)" with: Weapon Focus (touch)

Page 117, NPC Psion (nomad) (continued from previous page), Feats: replace "Trigger Power (dimension slide)" with: Speed of Thought (2)

Page 117, NPC Psion (Nomad) continued from previous page, Feats: replace "1st, Dodge; 3rd, Psionic Dodge" with: 1st, Inertial Armor; 3rd, Dodge

Page 117. Table 6-9. Replace subtitle "Shoretspear" with: Shortspear

Page 118, NPC Psion (shaper), Feats: replace "Trigger Power (whitefire)" with: Craft Crystal Capacitor

Page 120, Psychic Warrior replace the Feat - Deep Impact at 3rd level with: Improved Initiative

Page 128, Suppression power, 2nd sentence: replace 2nd sentence with this sentence: The wielder makes a power check at 1d20+5+manifester level (maximum +15) against a DC of 11 + the power to be negated's manifester level.

Page 129, Table 7-8: Dorjes: replace the current table with the table below:
Table 7­8: Dorjes
 

Minor

Medium

Major

Power Level*

Market Price**

01­25

-

-

0th

375 GP

26­50

-

-

1st

750 GP

51­95

01-05

-

2nd

4,500 GP

96­100

06-65

-

3rd

11,250 GP

-

66-95

01-05

4th

21,000 GP

-

96-100

06-50

5th

33,750 GP

-

-

51-70

6th

49,500 GP

-

-

71-85

7th

68,250 GP

-

-

86-95

8th

90,000 GP

-

-

95-100

9th

114,750 GP


*Djores could have higher manifester levels than the minimum, which would give them commensurately higher costs. For instance, a dorje of invisibility purge with a manifester level of 10 has a market price of 22,500 GP See Table 8­40 in Chapter 8 of the DUNGEON MASTER's Guide. Unlike magical wands, psionic dorjes can hold powers of up to 9th level.
**Any dorje that stores a psionic power with an XP cost also carries a commensurate cost above that noted here. See Table 8­40 in Chapter 8 of the DUNGEON MASTER's Guide.

Page 129, column 2, Determine Effect: delete the "minus 1" from the parenthetical.

Page 139, Creating a Psionic Creature, Special Attacks: add as the last line of this paragraph: Variant: Psionic creatures freely manifest each of their known powers and combat modes 3/day. Creatures may swap out usages of combat modes they know. Always use this variant for characters who play psionic monsters.

Page 140, Undead Psionic Creatures, 2nd paragraph: Delete the 2nd sentence that starts with "Therefore, an undead psionic monster...." and replace with: However, undead can use Psychokinesis powers--but they substitute their Charisma ability score as the key modifier with these powers. Additionally, undead cannot use Psychometabolism powers, as they have no metabolism.

Page 140, Undead Psionic Creatures, 1st paragraph: replace the 1st paragraph with the following: A psionic undead creature, although rare, is a force to be reckoned with. It can use psionic attack modes (and psionic undead relish attacking the living in this fashion), but also must learn defense modes, since undead take ability damage from psionic attacks modes.