TEXT: True20 Errata & Clarifications
  Page 1
  True20 Errata & Clarifications
  Following is a list of official errata, corrections, and clarifications from True20 Adventure Roleplaying and the
  True20 Bestiary from Green Ronin Publishing. The page numbers referenced for True20 Adventure Roleplaying
  refer to the hardcover edition of the book (not earlier PDF or softcover special editions).
  Thanks to Erica “True20 Chick” Balsley for her help in compiling organizing this information.
  True20 Adventure Roleplaying
  Page 16: Typo. Column one, paragraph two, change “True2o” to “True20.” Same paragraph, change “fewt” to few.
  Page 16: Clarification. Favored Feats. If a player selects a favored feat that can be taken more than once (such as
  Tough), then he can do so as often as he wishes to expend feat slots on it and the Narrator sees fit to allow it.
  Page 17: Errata. Halfling background. Change Weapon Specialization to Attack Specialization in the Halfling
  background’s favored feats.
  Page 23: Clarification. Saving Throws. The –2 applied to the saving throws of each additional role of a mixed role
  hero only applies to the good save value. The normal save value is not reduced.
  Page 25: Clarification. Heroic Feat. When a player spends a Conviction point for a Heroic Feat, the expenditure
  provides use of the feat for 1 round or the stated duration of the feat (if any), whichever is greater.
  Page 25: Errata. Recover. Change the second sentence of the Recover description to: “A Conviction point allows
  you to immediately shake off a stunned condition or fatigue level.”
  Pgs. 25 and 108: Clarification. Recover on page 25 indicates that you can spend Conviction to get an immediate
  recovery check from any type of injury, while page 108 specifically says non-lethal. Conviction spent for recovery
  applies to either form of damage; the character rolls a recovery check from his worst damage condition. Some
  Narrators may wish to limit Conviction for recovery to non-lethal damage only in more realistic settings.
  Page 28: Clarification. Acquiring Skills. Skills for a 1st level character begin at 4 ranks each. This is explicitly stated
  on page 28 under “Acquiring Skills.”
  Page 51: Clarification. Spirited Charge. The Spirited Charge feat says “... you deal +3 damage with a melee weapon
  (+4 damage with a lance).” A lance has the following characteristics.
  Weapon
  Damage
  Critical
  Damage Descriptor
  Size
  Cost
  Weight
  Lance
  +3
  20/+4
  Piercing
  Large
  9
  10 lb.
  Page 51: Errata. Suggestion. Change the second sentence of the Suggestion feat to “This works like a use of the
  Suggestion power (see Chapter 4), except you must interact with the target.”
  Page 59: Errata. Cold Shaping. Change the last two sentences of the first paragraph to “A targeted creature makes a
  Fortitude save against your power, with a failed save resulting in a level of fatigue, just like exposure to a cold
  environment. Protective clothing has no effect.”
  Pg. 62: Clarification. Enhance Senses. The Enhance Senses power is not normally fatiguing; it is only fatiguing
  when you take 20 with it.
  Page 77–85: None of the equipment has weight included. See the tables at the end of this document for updated
  equipment lists containing weight for all equipment, weapons, and armor from True20 Adventure Roleplaying and
  the True20 Bestiary.
  
  True20 Errata & Clarifications
  Page 2
  Page 86: Errata. The Shields table. Delete the “Blocking” column, except for the notation on which projectiles a
  shield can stop.
  Page 86-88: Errata. Vehicle Strength. On page 86, change the second and third sentences in the Strength
  description to “Vehicles have a base Strength of +0. Each increase in size category increases the vehicle’s base
  Strength by +5.” The Strength given for each vehicle should be adjusted accordingly.
  Page 87-88: Errata. Vehicle Toughness. Some of the Toughness scores listed on the Ground Vehicles and Water
  Vehicles tables on page 87 and the Air Vehicles and Space Vehicles tables on page 88 do not match the formula given
  on page 86. The Toughness for vehicles should be Medium 5, Large 7, Huge 9, Gargantuan 11, Colossal 13, and
  Awesome 15.
  VEHICLE CORRECTIONS
  Ground Vehicles
  Strength
  Toughness
  Wagon
  +5
  7
  Motorcycle
  +0
  5
  Compact Car
  +5
  7
  Midsize Car
  +10
  9
  Full-size Car
  +10
  9
  Sports Car
  +5
  7
  Limousine
  +10
  9
  Pickup Truck
  +10
  9
  SUV
  +10
  9
  Van
  +10
  9
  Small Truck
  +10
  9
  Bus
  +15
  11
  Semi
  +15
  11
  Armored Car
  +10
  9
  Police Cruiser
  +10
  9
  Tank
  +10
  9
  APC
  +10
  9
  Water Vehicles
  Strength
  Toughness
  Rowboat
  +5
  7
  Jet-Ski
  +0
  5
  Speedboat
  +10
  9
  Yacht
  +15
  11
  Galleon
  +20
  13
  Galley
  +25
  15
  Cutter
  +15
  11
  Destroyer
  +20
  13
  Battleship
  +25
  15
  Submarine
  +20
  13
  Air Vehicles
  Strength
  Toughness
  Helicopter
  +10
  9
  Military Helicopter
  +15
  11
  Private Jet
  +15
  11
  Jumbo Jet
  +20
  13
  Fighter Jet
  +15
  11
  Bomber
  +20
  13
  Space Vehicles
  Strength
  Toughness
  Space Shuttle
  +20
  13
  Space Fighter
  +15
  11
  Space Cruiser
  +20
  13
  Space Battleship
  +25
  15
  Page 90: Clarification. All Out Movement. The last sentence of the second paragraph under All Out Movement
  reads: “When you fail a check, you become fatigued and most drop to an accelerated or normal pace.” It is correct.
  The winded fatigue level is skipped if you fail a fatigue save while moving all out.
  Page 101: Clarification. Rush. The description of the Rush action doesn’t make it clear if you move with the
  opponent. You do, in fact, move with the opponent, up to the limit of your movement.
  
  True20 Errata & Clarifications
  Page 3
  Page 102: Clarification. Area Attack. The Reflex save Difficulty for an area attack weapon (like a flame thrower or
  grenade) is equal to 10 + the weapon’s damage bonus, not the attacker’s attack bonus.
  Page 102: Typo. Area Attack. Change “1o + attack’s bonus” to “10 + attack’s damage bonus.”
  Page 106: Errata. Damage and Recovery. Change the formula given for the Toughness saving throw (highlighted in
  gray) to “Toughness Saving Throw = d20 + Constitution score + Feats + Armor – Toughness save penalties from
  injury vs. Difficulty 15 + Attack’s Damage Bonus.”
  Page 107: Clarification. Non-Lethal Damage. You can have more than one dazed condition. Delete the third
  sentence in the first paragraph on page 107 and change the fourth paragraph to “If a target is already staggered and
  suffers another staggered result, check off the unconscious box.”
  Page 107: Clarification. Lethal Damage. You can have more than one wounded condition. Change the last two
  sentences of the description of Lethal Damage to “If a target is already disabled and suffers another disabled result,
  check off the dying box. If a target is already dying and suffers another dying result, check off the dead box.”
  Page 107: Clarification. Damage Conditions. The roll, save, check, and Defense penalties incurred by the damage
  conditions do not stack. Thus, even if a hero has multiple wounded conditions after a combat the –2 penalty on
  checks, attack rolls, and Fortitude, Reflex, and Will saves is only applied once and remains until all wounded
  conditions are healed. The only penalty that does stack with multiple instances is the –1 penalty on Toughness saves.
  Page 110: Clarification. Shaken. Change the description of the shaken condition on page 110 to “A shaken character
  has a –2 penalty on attack rolls, saving throws, and checks (except for Toughness saves and Constitution checks).”
  Page 110: Clarification. Wounded. Change the description of the wounded condition on page 110 to “The character
  has suffered damage. Each wounded condition imposes a –1 penalty on Toughness saves to resist further damage.
  The character is also stunned for one full round after being wounded, and is shaken until all wounded conditions are
  healed.”
  Pgs. 132-140: Clarification. General. Any unaccounted-for Toughness bonus on a monster stat block can be assumed
  to be a natural armor bonus.
  Page 164-182: Typo. General. “Lux Aeternum” is spelled “Lex Aeturnum” on the page headers.
  Page 189-190: Errata. M.A.F. Mecha Types. The Mecha vs. Kaiju errata is available for free download at
  RPGnow.com. http://www.rpgnow.com/product_info.php?products_id=7649&
  
  True20 Errata & Clarifications
  Page 4
  Mental Contact Errata
  The following monsters from True20 Adventure Roleplaying and True20 Bestiary have supernatural powers that
  require mental contact and therefore must have the Mind Touch power. You can either give this power to the
  creature as a bonus power or swap it with one of its existing powers.
  Creatures from True20 Adventure Roleplaying
  Crypt Wight
  Vampire
  Creatures from True20 Bestiary
  Avatar of Decay
  Dragon, Ancient Forest
  Dragon, Ancient Sky
  Dragon, Ancient Swamp
  Dragon, Old Sky
  Dragon, Very Old Sky
  Dryad
  Hag Covey
  Hag, Annis
  Imp
  Kraken
  Lamia
  Lillend
  Naga, Dark,
  Naga, Guardian
  Naga, Water
  Ogre Mage
  Praetor of Souls
  Sprite, Grig
  Sprite, Nixie
  Sprite, Pixie
  Titan
  Vampire
  
  True20 Errata & Clarifications
  Page 5
  True20 Bestiary
  Page 17: Typo. Endotherm. Change “Endotherm” to “Ectotherm.”
  Page 30: Errata. Size Adjustments table. The Combat and Toughness columns of the Size Adjustments table on
  page 30 do not match with similar lines on the Size table on page 119 of True20 Adventure Roleplaying. The
  corrected columns follow.
  SIZE ADJUSTMENTS
  Old Size
  New Size
  Combat
  Toughness
  Fine
  Diminutive
  –4
  +4
  Diminutive
  Tiny
  –2
  +2
  Tiny
  Small
  –1
  +1
  Small
  Medium
  –1
  +1
  Medium
  Large
  –1
  +2
  Large
  Huge
  –1
  +2
  Huge
  Gargantuan 
  –2
  +2
  Gargantuan
  Colossal
  –4
  +2
  Page 105: Errata. Gnome. Replace the sample gnome’s bonus Illusion supernatural power with Light Shaping. This
  eliminates the need for the sample gnome the have Mind Touch while maintaining the ability to create visual
  illusions. This is also truer to the original d20 version of the gnome, which has the ability to innately cast the dancing
  lights spell.
  Page 130: Errata. Giant Octopus. The Giant Octopus’ Stealth skill does not include its size modifier. Change the
  giant octopus’ Stealth skill to “+5.”
  Page 151: Typo. Giant Squid. Change the giant squid’s Swim skill to “0 (+16).”
  Page 166: Errata. Apparition Template. Change the first sentence of the Type line to “The base creature’s type
  changes to Undead, and it gains the incorporeal subtype.”
  Page 179: Errata. Skeleton Template. Add the following above the Type line: “Level: Remove all heroic levels (if any)
  from the base creature. A 1st level humanoid that becomes a skeleton becomes a 1st level undead.”
  Page 181: Errata. Zombie Template. Change the description of the Level in the Zombie template to “Remove all
  heroic levels (if any) from the base creature. A 1st level humanoid that becomes a zombie becomes a 1st level undead.”
  
  True20 Errata & Clarifications
  Page 6
  Equipment Weights
  The following tables contain updated equipment lists providing the weight for each piece of equipment, weapon,
  and armor type from True20 Adventure Roleplaying and the True20 Bestiary.
  GENERAL EQUIPMENT
  Adventuring Gear
  Size
  Cost
  Weight
  Backpack (empty)
  Med
  4
  2 lb.
  Bedroll
  Med
  1
  5 lb.
  Blanket, winter
  Small
  2
  3 lb.
  Candles, dozen
  Diminutive
  1
  —
  Canvas (sq. yd.)
  Small
  1
  1 lb.
  Crowbar
  Small
  3
  5 lb.
  Grappling hook
  Small
  2
  4 lb.
  Hammer
  Small
  1
  2 lb.
  Ladder, 10-foot
  Large
  1
  2o lb.
  Lantern, bullseye
  Small
  10
  3 lb.
  Lantern, hooded
  Small
  8
  2 lb.
  Rations, trail (per day)
  Small
  1
  1 lb.
  Rope, hempen (50 ft.)
  Med
  2
  1o lb.
  Rope, silk (50 ft.)
  Small
  9
  5 lb.
  Spyglass
  Diminutive
  25
  1 lb.
  Tent
  Med
  9
  20 lb.
  Toolkit, basic
  Small
  7
  1 lb.
  Toolkit, masterwork
  Small
  14
  1 lb.
  Torch
  Small
  0
  1 lb.
  Waterskin
  Small
  2
  4 lb.
  Electronics
  Size
  Cost
  Weight
  Camera
  Tiny
  14
  1 lb.
  Cell Phone
  Diminutive
  9
  —
  Commlink
  Fine
  7
  —
  Computer
  Desktop
  Large
  22
  10 lb.
  Laptop
  Med
  23
  5 lb.
  PDA
  Tiny
  16
  .5 lb.
  Digital Audio Recorder
  Tiny
  10
  1 lb.
  Video Camera
  Small
  16
  2 lb.
  Criminal Gear
  Size
  Cost
  Weight
  Caltrops (25)
  Small
  5
  2 lb.
  
  True20 Errata & Clarifications
  Page 7
  Handcuffs
  Tiny
  7
  1 lb.
  Lock release gun
  Tiny
  12
  .5 lb.
  Surveillance Gear
  Size
  Cost
  Weight
  Binoculars
  Small
  7
  2 lb.
  Concealable Microphone
  Fine
  13
  —
  Mini-Tracer
  Fine
  11
  —
  Night Vision Goggles
  Small
  17
  3 lb.
  Parabolic Microphone
  Small
  17
  2 lb.
  Survival Gear
  Size
  Cost
  Weight
  Camo Clothing
  Medium
  9
  5 lb.
  Flash Goggles
  Tiny
  15
  .5 lb.
  Flashlight
  Tiny
  4
  1 lb.
  Gas Mask
  Small
  13
  5 lb.
  GPS Receiver
  Tiny
  15
  1 lb.
  Multi-tool
  Tiny
  9
  .5 lb.
  Rebreather
  Tiny
  13
  2 lb.
  SCUBA Gear
  Large
  17
  20 lb.
  Clothing
  Size
  Cost
  Weight
  Casual clothing
  Medium
  8
  2 lb.
  Fine clothing
  Medium
  12
  3 lb.
  Formal clothing
  Medium
  15
  3 lb.
  Mounts and Related Gear
  Size
  Cost
  Weight
  Barding
  Medium creature
  Med
  +2
  x1
  Large creature
  Large
  +4
  x2
  Bit and bridle
  Small
  4
  1 lb.
  Feed (per day)
  Small
  0
  1o lb.
  Saddle
  Military
  Med
  12
  30 lb.
  Pack
  Med
  7
  15 lb.
  Riding
  Med
  10
  25 lb.
  Saddlebags
  Med
  6
  8 lb.
  MELEE WEAPONS
  Damage
  Range
  Weapon
  Damage
  Critical
  Descriptor
  Increment
  Size
  Cost
  Weight
  Simple Weapons
  Brass knuckles
  +1
  20/+3
  Bludgeoning
  —
  Tiny
  5
  1 lb.
  Club
  +2
  20/+3
  Bludgeoning
  10 ft.
  Med
  4
  3 lb.
  
  True20 Errata & Clarifications
  Page 8
  Gauntlet
  +0
  20/+3
  Bludgeoning
  —
  Tiny
  5
  1 lb.
  Gauntlet, spiked
  +1
  20/+3
  Piercing
  —
  Tiny
  5
  1 lb.
  Knife
  +1
  19-20/+3
  Piercing
  10 ft.
  Tiny
  7
  1 lb.
  Longspear
  +3
  19-20/+4
  Piercing
  —
  Large
  6
  9 lb.
  Mace, heavy
  +3
  20/+3
  Bludgeoning
  —
  Med
  7
  8 lb.
  Mace, light
  +2
  20/+3
  Bludgeoning
  —
  Small
  6
  4 lb.
  Morningstar
  +3
  20/+3
  Bldg + Prcing
  —
  Med
  7
  6 lb.
  Pepper spray
  —
  —
  Chemical
  —
  Tiny
  5
  —
  Quarterstaff
  +2
  20/+3
  Bludgeoning
  10 ft.
  Large
  4
  4 lb.
  Sap
  +2
  20/+3
  Bludgeoning
  —
  Small
  2
  3 lb.
  Spear
  +3
  19-20/+4
  Piercing
  20 ft.
  Large
  6
  6 lb.
  Stun gun
  Stun
  —
  Electricity
  —
  Tiny
  5
  1 lb.
  Tonfa
  +1
  20/+3
  Bludgeoning
  —
  Med
  6
  2 lb.
  Unarmed Attack
  +0
  20/+3
  Bludgeoning
  —
  —
  —
  —
  Martial Weapons
  Axe, throwing
  +1
  20/+3
  Slashing
  10 ft.
  Small
  5
  2 lb
  Battleaxe
  +3
  20/+4
  Slashing
  —
  Med
  9
  6 lb.
  Greataxe
  +5
  20/+3
  Slashing
  —
  Large
  11
  12 lb.
  Greatclub
  +3
  20/+3
  Bludgeoning
  —
  Large
  5
  8 lb.
  Greatsword
  +4
  19-20/+3
  Slashing
  —
  Large
  11
  8 lb.
  Handaxe
  +1
  20/+4
  Bludgeoning
  —
  Small
  4
  3 lb.
  Kukri
  +1
  18-20/+3
  Slashing
  —
  Small
  7
  2 lb.
  Lance
  +3
  20/+4
  Piercing
  —
  Large
  9
  10 lb.
  Polearm
  +3
  20/+4
  Piercing or slashing
  —
  Large
  8
  12 lb.
  Rapier
  +2
  18-20/+3
  Piercing
  —
  Med
  9
  2 lb.
  Scimitar
  +2
  18-20/+3
  Slashing
  —
  Med
  10
  4 lb.
  Scythe
  +3
  20/+5
  Piercing or slashing
  —
  Large
  10
  10 lb.
  Sword
  +3
  19-20/+3
  Slashing
  —
  Med
  11
  4 lb.
  Sword, short
  +2
  19-20/+3
  Slashing
  —
  Small
  7
  2 lb.
  Trident
  +3
  20/+4
  Piercing
  —
  Med
  7
  4 lb.
  Warhammer
  +3
  20/+4
  Bludgeoning
  10 ft.
  Med
  6
  5 lb.
  Warhammer, light
  +1
  20/+3
  Bludgeoning
  20 ft.
  Small
  4
  2 lb.
  Exotic Weapons
  Chain
  +2
  20/+3
  Bludgeoning
  10 ft.
  Large
  5
  1o lb.
  Chain, spiked
  +2
  20/+3
  Piercing
  10 ft.
  Large
  8
  10 lb.
  Chainsaw
  +6
  20/+4
  Slashing
  —
  Large
  9
  10 lb.
  Nunchaku
  +2
  20/+3
  Bludgeoning
  —
  Small
  3
  2 lb.
  Whip
  +0
  20/+3
  Bludgeoning
  15 ft.
  Small
  4
  2 lb.
  
  True20 Errata & Clarifications
  Page 9
  RANGED WEAPONS
  Damage
  Range
  Weapon
  Damage
  Critical
  Descriptor
  Increment
  Size
  Cost
  Weight
  Projectile Weapons (Firearms)
  Hold-out pistol
  +2
  20/+3
  Ballistic
  20 ft.
  Tiny
  14
  1 lb.
  Light pistol
  +3
  20/+3
  Ballistic
  30 ft.
  Small
  16
  2 lb.
  Heavy pistol
  +4
  20/+3
  Ballistic
  40 ft.
  Medium
  18
  3 lb.
  Machine pistol
  +3
  20/+3
  Ballistic, Autofire
  30 ft.
  Medium
  17
  4 lb.
  Submachine gun
  +4
  20/+3
  Ballistic, Autofire
  40 ft.
  Medium
  19
  6 lb.
  Shotgun
  +5/+6*
  20/+3
  Ballistic
  40 ft.
  Large
  15
  5 lb.
  Assault rifle
  +5
  20/+3
  Ballistic, Autofire
  50 ft.
  Large
  16
  8 lb.
  Sniper rifle
  +5
  19-20/+4
  Ballistic
  250 ft.
  Large
  22
  30 lb.
  Energy Weapons (Firearms)
  Blaster pistol
  +5
  20/+3
  Energy
  50 ft.
  Small
  16
  4 lb.
  Blaster rifle
  +8
  20/+3
  Energy
  80 ft.
  Large
  19
  6 lb.
  Heavy Weapons (Exotic)
  Flamethrower
  +6
  —
  Fire
  —
  Large
  17
  50 lb.
  Grenade launcher
  +5
  —
  Explosive
  70 ft.
  Large
  14
  7 lb.
  Rocket launcher*
  +10
  —
  Explosive
  150 ft.
  Large
  15
  5 lb.
  Other Ranged Weapons
  Bolo (Exotic)
  —
  —
  —
  40 ft.
  Small
  3
  2 lb.
  Boomerang (Exotic)
  +2
  20/+4
  Bludgeoning
  20 ft.
  Small
  2
  2 lb.
  Bow (Martial)
  +3*
  20/+4
  Piercing
  40 ft.
  Large
  10
  3 lb.
  Bow, short (Martial)
  +2
  20/+4
  Piercing
  60 ft.
  Medium
  9
  2 lb.
  Crossbow (Simple)
  +3
  19-20/+3
  Piercing
  40 ft.
  Medium
  11
  8 lb.
  Crossbow, light (Simple)
  +2
  19-20/+3
  Piercing
  80 ft.
  Medium
  10
  4 lb.
  Javelin (Simple)*
  +2
  20/+3
  Piercing
  30 ft.
  Medium
  4
  2 lb.
  Shuriken (Martial)
  +1*
  20/+3
  Piercing, Autofire
  10 ft.
  Tiny
  3
  —
  Sling (Simple)
  +1
  20/+3
  Bludgeoning
  50 ft.
  Small
  3
  —
  Taser (Simple)
  Stun
  —
  Electricity
  5 ft.
  Small
  7
  2 lb.
  * = See individual descriptions for more information.
  WEAPON ACCESSORIES
  Item
  Cost
  Weight
  Laser Sight
  15
  —
  Ammo (clip)
  4
  .5 lb.
  Silvered
  +6
  —
  Stun ammo (clip)
  4
  .5 lb.
  Suppressor
  12
  —
  Targeting scope
  11
  —
  
  True20 Errata & Clarifications
  Page 10
  GRENADES AND EXPLOSIVES
  Item
  Effect
  Radius
  Reflex Save
  Size
  Cost
  Weight
  Grenades
  Fragmentation
  +5 damage explosion
  50 ft.
  15
  Tiny
  15
  1 lb.
  Smoke
  visual cover
  10 ft.
  —
  Small
  4
  2 lb.
  Flash-bang
  blinding/deafening
  20 ft.
  14
  Tiny
  16
  2 lb.
  Sleep gas
  fatigue
  40 ft.
  14
  Tiny
  12
  2 lb.
  Tear gas
  blinding/nauseating
  40 ft.
  14
  Small
  18
  2 lb.
  Explosives
  Dynamite
  +5 damage explosion
  50 ft.
  15
  Tiny
  15
  1 lb.
  Plastique
  +10 damage explosion
  100 ft.
  20
  Small
  30
  1 lb.
  * = See individual descriptions for more information.
  ARCHAIC ARMOR
  Toughness
  Armor
  Bonus
  Cost
  Weight*
  Leather (light)
  +1
  12
  15 lbs.
  Studded leather (light)
  +2
  13
  20 lbs.
  Chainmail (medium)
  +3
  18
  40 lbs.
  Breastplate (medium)
  +4
  19
  30 lbs.
  Plate-mail (heavy)
  +5
  21
  50 lbs.
  Full plate (heavy)
  +6
  23
  50 lbs.
  *Armor sized for a Small hero weighs half as much.
  MODERN ARMOR
  Toughness
  Armor
  Bonus
  Other Traits
  Cost
  Weight
  Leather jacket (light)
  +1
  —
  10
  4 lb.
  Undercover shirt (light)
  +2
  Subtle
  13
  2 lb.
  Undercover vest (medium)
  +3
  Subtle
  14
  3 lb.
  Tactical vest (medium)
  +4
  —
  17
  10 lb.
  Armored jumpsuit (medium)
  +3
  —
  15
  15 lb.
  SHIELDS
  Dodge
  Shield
  Bonus
  Blocking
  Cost
  Weight
  Small composite
  +1
  fast projectiles
  9
  3 lb.
  Small metal
  +1
  slow projectiles
  5
  6 lb.
  
  True20 Errata & Clarifications
  Page 11
  Small wooden
  +1
  slow projectiles
  5
  5 lb.
  Medium composite
  +2
  fast projectiles
  12
  7 lb.
  Medium metal
  +2
  slow projectiles
  8
  15 lb.
  Medium wooden
  +2
  slow projectiles
  8
  10 lb.
  Large composite
  +3
  fast projectiles
  16
  12 lb.
  Large metal
  +3
  slow projectiles
  12
  25 lb.
  Large wooden
  +3
  slow projectiles
  12
  15 lb.
  
SOURCE: textdata/thevault/True20 System (d20)/Core/True20 - Errata and Clarifications.pdf