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Preface Made by Stronger for use on /tg/. Thank you for reading this supplement.This is a small collection of rules andguidelines with the purpose of emulatingCapcom’s Monster Hunter series within aDungeons and Dragons: 5th Editioncampaign.Monster Hunter is a game that ismentioned a lot on /tg/ in various ways, withthe main question being “What systemwould work for a Monster Huntercampaign?” This is a question I had alwayswanted to answer, even taking months oftime to develop an entire homebrew systemfor it. Sadly, it never saw fruition due to theinsurmountable Monster Manual I couldn’tfinish alongside an increasingly busypersonal life.With someone posting “Doodles andDragons” by Reddit user /u/comm nagrom,I was very interested in their work, yet I feltthat some aspects were not quite within theframework of 5e. I decided to use my oldnotes and my knowledge of 5e’s gamemechanics and design philosophies to makemy own version of a set of rules for MonsterHunter campaigns.I have a few concerns about thebalancing of the weapon properties, mostnotably the Hammer and Great Sword, butotherwise, feel free to use the weaponproperty system to make customizedweapons. An Insect Glaive with shelling?Go for it. A Great Sword with a built inbowgun? Sounds rad. Dual Swords with aphial system? You got it, chief. Just havefun with it.

Race and Class RestrictionsThe Monster Hunter universe does notreadily feature classes capable of producingmagical effects. Many magical orsupernatural things seen within the series areonly capable of being performed by the verymonsters humanity hunts.For this reason, the Dungeon Master mayelect to restrict the races and classes playershave access to in order to better emulate thefeel of the Monster Hunter world. Thefollowing lists the default races and classespermissible by these rules, but the DM hasfreedom to change or alter anything they donot agree with or wish to accommodate.Permissible Races:Human, Variant Human, Lynians,Wyverians, TroveriansPermissible Classes:Barbarian, Fighter, Monk, RogueThe default classes assume your versionof the setting has no magic like the gamesoriginally depict. Therefore, the archetypesthat grant use of spell slots, such as EldritchKnight or Arcane Trickster, are removedfrom the list of player options. If you wishfor the presence of magic that is available toyour players, you may add the followingclasses and archetypes to your list.Expanded Permissible Classes:Bard, Druid, Ranger (PHB, Spell-less,Revised), SorcererHunter RankThe Hunter’s Guild utilizes Hunter Ranksthat their licensed hunters must adhere to. Itspurpose is to restrict the level of bounties ahunter has access to in order to prevent themfrom taking on a quest they are not skilledenough to follow through on.When a Hunter signs onto the Hunter’sGuild, they begin at Hunter Rank 1. Thisrank improves as the Hunter proves theircapabilities to the guild. A Hunter can onlypartake in quests with a Quest Rank that isequal or lower to their Hunter Rank. Themaximum Hunter Rank a Hunter can attainis Hunter Rank 9.When the guildmaster of a local guildhall believes the hunter is ready to advancein rank, they issue an Urgent Quest. Usuallybeing of a Quest Rank one higher than theirHunter Rank, Urgent Quests are verydangerous, rarely proving themselves to bean easy task. Completion of an Urgent Questwill prove to the guild master that theHunter is ready to rise in rank. Completionof an Urgent Quest will raise your HunterRank by 1.Hunter Ranks are divided into tiers. LowRank consists of hunters within HunterRanks 1 to 3. High Rank consists of hunterswithin Hunter Ranks 4 to 6. G Rank consistsof hunters with special G Rank permitswithin Hunter Rank 7 to 9.

Hunter WeaponsVariant Rule: Zenny (z)While normal, mundane weaponry exists,Hunters are known to utilize massiveweapons made from a plethora of materials,from mundane steel to the very creaturesthey hunt. Every character is proficient witha number of Hunter Weapons equal to twicetheir proficiency bonus. Additionally, acharacter also gains proficiency with aHunter’s Knife, which allows them toharvest materials from their slain bounties.They begin play with one mundane versionof every Hunter Weapon they haveproficiency with and a Hunter’s Knife.A character may only equip a singleHunter Weapon at a time. The exception isthe Hunter’s Knife, which does not counttowards this restriction.The currency used in the Monster Hunteruniverse is the Zenny, abbreviates as z. Onegold piece in normal play is equal to oneZenny. Bronze, silver, and electrum do nothave Zenny counterparts, so DungeonMasters may elect to award more Zenny toplayers to match source material prices orsimply utilize decimals for partial amountsof Zenny.One way a Dungeon Master couldbalance a party’s zenny income is bylooking to the source video games. Forexample, if the party is undertaking a rank 4quest, look through rank 4 quests in a gameto get an idea for how much a party shouldbe paid per quest. The following is a table ofaverages you can use as guidelines forarranging payment for your players. Theamounts listed are for the contract as awhole and divided among those whoparticipated in the hunt.Average Zenny per Quest 00720,000825,000930,000

New Player OptionsThe following is a collection of new racefor players to use during character creation.LynianLynians are a race of sapient creaturesnative to the many lands. There are twomain species of Lynian: the more civilizedcat-like Felynes and Melynxes, and themysteriously masked Shakalaka. Bothspecies enjoy complex societies andlanguages, although the Shakalaka are a bitmore primitive and barbaric.While they have established their owncivilizations and settlements, they havecome to build more intense relations withhumans over the recent years. The Lyniansthat live within human settlements findemployment in every line of work a humanwould be found doing, and those who live inthe wilderness make due as hunter-gathererswho trade rare goods with nearby villages.Ability Score Increase: Your Dexterityscore increases by 2.Age: The true lifespan of a Lynian isunknown, so it is to be assumed to be about12 years, the average of a normal housecat.Alignment: Lynians come with aplethora of motivations, placing themanywhere between lawful and chaotic, withmost being neutral or good.Size: Lynians stand about 2 feet onaverage and usually weigh around 40pounds. Your size is Small.Speed: Your base walking speed is 35feet.Darkvision: You can see in dim lightwithin 60 feet of you as if it were brightlight, and in darkness as if it were dim light.You can’t discern color in darkness, onlyshades of grey.Keen Senses: Your physiology grantsyou enhanced hearing and smelling. Yougain proficiency in the Perception skill.Lynian Nimbleness: You can movethrough the space of any creature that is of asize larger than yours.Languages: You can speak, read, andwrite Common and Lynian.Subrace: Lynians have three subraces tobelong to. Choose one of these subraces.FelyneFelynes are distinguished by their brightcolored fur and cat-like appearance. Theyare very sociable and commonly seenoperating within civilized settlements.Ability Score Increase: Your choice ofIntelligence or Wisdom score increases by 1.Tradesman: You have a naturalpenchant for business and all thingscommercial. You gain proficiency in onetool of your choice and the Persuasion skill.MelynxMelynx are chaotic at heart,characterized by their dark fur and felineappearance. Due to their nature, they arerarely seen within settlements, living in thewild in isolated villages.Ability Score Increase: Your Charismascore increases by 1.Sticky Fingers: You gain proficiency inthe Sleight of Hands skill.

ShakalakaGreen skinned humanoids adorned withtribal masks, a Shakalaka’s true face hasnever been seen. Their hotheadedness andrambunctiousness, though, are nearlegendary.Ability Score Increase: YourConstitution score increases by 1.Reckless Abandon: Your fiery spiritknows not the limitations of fear. You haveadvantage on saving throws against beingfrightened.

WyverianWhile their origins are now lost to theannals of time, the Wyverians are believedto be the descendants of ancient beingscalled the Dragon Tribe, believed to be ofhalf-wyvern blood. They mostly resemblehumans in physical appearance, save forthree major differences: their pointed ears,their four-fingered hands, and digitigradelegs, giving them a somewhat bestialappearance.Wyverians are known to live wellbeyond what a human is capable of. Theselong lives enable a Wyverian to gather awell of knowledge over the long years.Their long life spans, however, affect theirpopulation, as their numbers have dwindledover the centuries.Wyverians were the first to engage inmonster hunting in ancient times, but theyhave mostly pulled back from theprofession, favoring the new people andplaces they discover while working astradesmen, journeymen, and high rankingvillage officials. While some Wyverianscontinue to hunt, even the most skilled ofWyverian hunters retain their peacefulways and intense respect for nature.

Ability Score Improvement: YourConstitution increases by 2 and your choiceof Charisma or Wisdom increase by 2.Age: While their lifespan is uncertain,Wyverians have been confirmed to live upto 350 years.Alignment: Wyverians are in tune withthe natural order of the world and aretherefore mostly lawful.Size: The average Wyverians grow to thesize of a human, yet begin to shrink to about4 feet tall as their old age begins to set in.Your size is Medium regardless of age.Speed: Your base walking speed is 30feet.Tradesman’s Wisdom: You haveaccumulated many skills over your long life.You are proficient in 2 skills and 2 artisan’stools of your choice.Draconic Blood: The supernaturalconnection to the forces of nature yourdragon ancestors had still runs faintly withinyour blood. You know the Druidcraftcantrip.Wyverian Resilience: Your Armor classincrease by 1.Languages: You can speak, read, andwrite Common, Wyverian, and one languageof your choice.

TroverianAs the Wyverians were fabled to descendfrom dragons, so too are the Troverians.Being of a mysterious nature, Troverians aresaid to have descended from the tribe ofthose blessed with the blood of a mightyearth dragon.The history of the Troverians is hazy, asthey have elected to live deep undergroundnext to searing hot magma flows to focus ontheir true passion: crafting. They thrive inthese subterranean labyrinths by trading theores and minerals they collect from deepwithin the earth for goods found on thesurface.Troverians resemble slightly stockier andbulkier humans, their skin usually tannedfrom the heat of the magma most live near.Troverian males grow massive beards andmoustaches, wearing them in odd buttraditional shapes. Female Troverians lackthe facial hair all together, resemblinghuman females with a smaller but sturdierframe.Troverians are tried and true craftsmen,with their only rivals being the most skilledof Wyverians. While Wyverians can workorganic materials and monster parts moreeasily, Troverians are masters atmetalworking and mineral processing in allforms. Regardless of their profession, theirdedication to their chosen craft can bedetrimental, as many Troverians aredescribed as borderline obsessiveworkaholics.

Ability Score Increase: YourConstitution score increases by 2 and yourStrength score increases by 1.Age: The maximum lifespan of aTroverian is unknown and therefore isassumed to be similar to a Wyverian’s at naverage maximum of 350 years old.Alignment: Troverians thrive in theunknown and dangerous tunnels under theearth and are accustomed to the chaoticlifestyle it brings. The more reserved onestend to be lawful, with neutrality being rare.Size: Troverians stand around 4 to 5 feettall and weigh about 150 pounds. Your sizeis Medium.Speed: Your base walking speed is 25feet.Darkvision: You can see in dim lightwithin 60 feet of you as if it were brightlight, and in darkness as if it were dim light.You can’t discern color in darkness, onlyshades of grey.Child of Fire: You have grownaccustomed to the intense heat of yourmagma filled village. You have resistance tofire damage.Dedicated to the Craft: You gainproficiency in one artisan’s tool of yourchoice.Earth Dragon’s Wisdom: Wheneveryou make an Intelligence (Investigation) toidentify or locate rare ores, you areconsidered proficient in the Investigationskill and add double your proficiency bonusto the check instead of your normalproficiency bonus.Troverian Endurance: Your hit pointtotal increases by 1, and increases by 1every time you gain a level. Additionally,any level of exhaustion you have affects youas if it was one level lower. 6 levels ofexhaustion will still kill you.Languages: You can speak, read, andwrite Common and Troverian.

Hunter WeaponsHunter weapons are extraordinary piecesof equipment hunters use to fell the deadliestof monsters. These weapons are forged withthe most potent of materials known tomankind using cutting edge technologicalbreakthroughs. Many of these weapons arethen reformed with the very bones andscales of the monsters they have slain,growing in power and potency thanks to thepeculiar nature of these materials.Hunter weapons vary in size, form, andfighting style. For instance, the Hammer’scrude form enables one to smash their foesinto dust with raw power, while the SwitchAxe utilizes magnificent technology to swapbetween the form of an axe and a swordwith an otherworldly grace. Regardless ofthe weapon a hunter chooses to use, eachone has been proven in countless hunts,felling monsters only believed to exist inlegend. A hunter’s weapon is only as goodas the hunter themselves.The following table depicts traditionalhunter weapons are they are normally foundin the world, the ammunition, and thespecial coatings they may use. With the righttools and craftsmanship, however, one maycome into possession of a truly uniqueweapon that utilizes weapon propertiesusually not seen on the weapon by default.

Hunter WeaponsNameCost Damage(z)Simple Melee Hunter WeaponsLance1d8 piercing2000Hammer2000 2d6 bludgeoningHunting Horn2900 1d10 bludgeoningHunter’s Knife 1000 1d4 slashingSimple Ranged Hunter WeaponsBow1d6 piercing1500Martial Melee Hunter WeaponsSword2400 1d8 slashingDual Blades2000 1d8/1d6 slashingGreat Sword2000 2d6 slashingLong Sword2400 1d10 slashingGunlance2900 1d8 piercingSwitch Axe1d12 slashing3000(Axe Form)Switch Axe1d10 slashing(Sword Form)Charge Axe1d8 slashing3000(Sword Form)Charge Axe1d12 slashing(Axe Form)Insect Glaive2500 1d8 slashingMartial Ranged Hunter WeaponsLight BowgunBowgun Ammo1750MediumBowgunHeavy BowgunBowgun Ammo 1Bowgun Ammo2750 22250PropertiesVersatile (1d10), reach, Superior Defense, FleetFootedHeavy, two-handed, Stunning StrikeHeavy, two-handed, Recital, Bardic Spell FocusLight, finesse, CarvingAmmunition (range 150/600), two-handed,CoatingsVersatile (1d10), Open-Handed, Sword OilFinesse, light, Demonize, Fleet FootedHeavy, two-handed, Focus AttackTwo-handed, finesse, monk weapon, Mind’s EyeShelling, Wyvern’s Fire, reachTransforming, heavy, two-handed, Phial Charge(Phial Max 3)Transforming, heavy, two-handed, Phial BurstTransforming, Disassembled, Phial Charge(Phial Max 5)Transforming, heavy, two-handed, Phial BurstKinsect, finesse, Vaulting StrikeAmmunition (range 80/320), light, loading, twohanded, ModificationsAmmunition (range 90/360), loading, twohanded, ModificationsAmmunition (range 100/400), heavy, loading,two-handed, Modifications

New Weapon PropertiesBowgun Ammo. This weapon mustutilize Bowgun ammunition for its damagerolls. Any numeric modifiers at the end ofthis property are applied to the damage rollsof every attack regardless of shot used. Thisproperty must be applied to a weapon withthe Ammunition property.Carving: This tool can be used to gathermonster materials from fallen monsters.Coatings: This weapon may utilizespecial coatings for its attacks. As an action,the user may apply a special coating thatlasts for a specified amount of time. Thisproperty must be applied to a weapon withthe Ammunition property.Demonize: The user of this weapon mayenter a savage frenzy for an overwhelmingoffense. Once per long rest, you may enterDemon Mode. While in Demon Mode, yougain an additional action during your turns.This action can only be used to take theAttack (one weapon attack only), Dash, orDisengage actions. This lasts for 1 minute.When Demon Mode ends, you cannot moveor take actions until after your next turn, as awave of lethargy sweeps over you.This property cannot be applied to aweapon with the two-handed property.Disassembled. The weapon in this formis split into two pieces, with one half beingused for offense with the other used fordefense. The half used for offense is alongsword, spear, or warhammer determinedupon property application. The half used fordefense may be used as a shield on your offhand, granting a 2 bonus to your ArmorClass. Both halves are required to transformthe weapon if it has the Transformingproperty.Fleet Footed: When an attack misses thewielder of a weapon with this propertyoutside of their turn, they can move 5 feetwithout provoking opportunity attacks. Youcannot move more than your speed in thismanner until the beginning of your nextturn.Focus Attack: This weapon can utilize acharged attack to deal increased damage.Once per short or long rest, you may focusyour attack and roll your damage die twiceand add your level to a damage roll youmake when a melee weapon attack roll.Kinsect. This weapon utilizes a trainedKinsect mounted to one’s arm to assist incombat by extracting Essence. You gain aranged weapon attack that you can use withthe Attack action. The attack has a range of30 feet. You are proficient with it, and youadd your Wisdom modifiers to its attack anddamage rolls. On a hit, the Kinsect deals 1d4piercing damage and returns to your armwith Essence. The type of Essence you gainis determined by a d4 roll and lasts for 1minute. If you collect an Essence youalready possess, the effect is renewed.Kinsect Essence Collection Table1d4Effect1White: Movement Speed 5 feet2Red: 1 to damage rolls3Orange: 1 to AC4Green: Regain a number of hitpoints equal to your proficiencybonus your Wisdom modifier

A weapon with the Kinsect property cannotbe used with a shield.Mind’s Eye: This weapon ignoresdamage resistance of its damage type.Modifications: This weapon can utilizemodifications and accessories. This propertycan only be applied to martial ranged hunterweapons and each weapon can only benefitfrom one modification at a time.Silencer: Firing from stealth does notgive away your position.Long Barrel: You gain a 1 to yourdamage rolls.Zoom Scope: Attacking at long rangedoesn’t impose disadvantage on your rangedweapon attack rolls.Shield: You gain a 1 to your AC whileholding this weapon.Open-Handed. While using this weapon,if your off hand is utilizing a shield, theweapon or your shield do not hamper eitherof your hand’s functions.Phial Charge. This weapon absorbskinetic energy and uses it to power phials.When you make a successful attack, theweapon’s Phial Charge increases by one to amaximum of its Phial Max. The weapon’sPhial Charge is reset to zero uponcompleting a short or long rest. A weaponwith the Phial Charge property must alsohave the Phial Burst property.Phial Burst. This weapon may utilizestored energy within its phials to produce amagnificent explosion. As an action, make amelee attack with the weapon against onecreature within range. On a hit, the targetsuffers the attack’s normal effects and takesan additional 1d6 force damage for everyPhial Charge the weapon has stored up to itsPhial Max. The weapon’s Phial Charge isthen reset to zero. A weapon with the PhialBurst property must also have the PhialCharge property.Recital: This weapon can initiate amusical recital and bestow a melody effectas a bonus action. A Recital grants anynumber of creatures you choose within 90feet the Melody Effects of the melody youchoose to play. You may have up to twomelodies in effect at the same time. Youmust concentrate on your melodies as if theywere a spell, and ending concentration onthe recital dispels all melody effects for youand the chosen creatures. A creature cannotgain these bonuses if it is deafened.A weapon has 3 melodies available to itdetermined upon weapon creation. Thesecannot be altered after creation. Allmelodies have a duration of 1 minute unlessindicated.You may use Recital a number of timesequal to your Charisma modifier. Youregain uses of this ability after completing ashort or long rest.

Songbook of Recital Melody EffectsMelody NameEffectCelerityYour speed increases by 5feet.Mind’s EyeYour attacks ignore yourtarget’s damageresistances.Song ofYou gain a 1 to damageSwordsrollsSong ofYour AC increases by 1.ShieldsRallyYou gain advantage againstbeing frightened.FirewalkerYou gain resistance to firedamage.IcebreakerYou gain resistance to icedamage.LightningYou gain resistance toRiderlightning damage.ThunderYou gain resistance toSwallowerthunder damage.Poisondrinker You gain resistance topoison damage.Sonic Waves1 round only. Hostilecreatures within a 10 footradius of you must make aConstitution saving throwor be deafened for 1minute. The DC is equal to8 your proficiency bonus your Charisma modifier.Revitalize1 round only. Regain anumber of hit points equalto your proficiency bonus your Charisma modifierShelling. This weapon can utilizeexplosive shells hidden within for explosiveattacks. You gain a ranged weapon attackthat you can use with the Attack action. Thedamage is fire, and its range and damage dievary depending on the Shelling typedetermined upon the creation of the weapon.This can be changed with modification by askilled weaponsmith in a civilized area thathas the resources to do so.Normal. Clip Size 5, Range 5 feet, d8damageLong. Clip Size 3, Range 10 feet, d6damageSpread. Clip size 2, Range 10 foot cone,d4 damageA Medium or smaller creature hit by asuccessful Shelling attack is pushed 5 feetbackwards. When Shelling has been used anamount of times equal to the weapon’s ClipSize, it must be reloaded with an action. ClipSize varies by Shelling type.If the user rolls a 1 or a 2 on theirShelling attack, the mechanisms becomejammed. The jam must be cleared with anaction before you can use Shelling again.Stunning Strike: This weapon is capableof unleashing massive smashes. You mayuse an action to focus an earthshaking smashand unleash it upon a foe as a melee weaponattack. If the attack is successful, you addyour Constitution modifier to your damageroll. The target must succeed on aConstitution saving throw against a DCequal to 8 your proficiency bonus yourStrength modifier. On a failed save, thecreature is stunned for a number of roundsequal to your Constutution modifier.You cannot use this ability again untilyou complete a short or long rest.Superior Defense: A shield paired withthis weapon instead utilizes a great towershield. The shield grants 3 to AC instead ofits regular bonus of 2 to AC.

Sword Oil: This weapon can utilize Oilsto enhance its attacks. As an action, the userapplies oils to the blade, granting it differentabilities depending on the oil. There are 4major types of oils, each lasting 1 minute.Only one type of oil may be applied to aweapon at once.Affinity Oil: You may add your Wisdommodifier to your attack rollsStamina Oil: A creature hit with aweapon with this oil applied hasdisadvantage on any concentration check itmust roll in caused by the attack.Destroyer Oil: You may add yourWisdom modifier to your damage rolls.Mind’s Eye Oil: Attacks with thisweapon ignore damage resistance of theweapon’s type.You can apply a number of oils to yourweapon equal to your Wisdom modifier.You regain uses of them during a long rest,during which you must spend an hourrestocking and refilling your oils.Transforming. This weapon cantransform between two different forms.Switching between forms is a bonus actionand uses the damage die and properties of itsnew form.Vaulting Strike: This weapon contains apressurized piston that launches its user intothe air. You gain a weapon attack that youcan use with the Attack action. When used,you plant the weapon on the ground and firethe piston, launching yourself 10 feet intothe air. You cover a horizontal distance of10 feet and can make a weapon attack at anypoint along your vault.Wyvern’s Fire. This weapon mayunleash a massive explosive burst at the costof overheating. As an action, choose anyamount of targets within a 10 foot cone. Thetargets must succeed on a Dexterity savewith a DC equal to 8 your proficiencybonus your Strength or Dexterity score.On a failed save, you may roll your weapondamage three times with additional damageequal to your level and half damage on asuccessful save.Regardless of the number of targets hit,the force of the blast pushes you backwards10 feet. If your weapon has the Shellingproperty, all of the Shells within yourweapon are considered expended and mustbe reloaded. This ability cannot be usedagain until you have completed a short orlong rest.The Wyvern’s Fire property must beapplied to a weapon with the Shellingproperty.

Bowgun AmmoBowguns utilize a wide array ofammunitions in their hunts. While this givesthem versatility a Blademaster does nothave, they are dependent on preparing themost effective shot types for their hunts andare vulnerable to running out of ammo.Every piece of Bowgun ammo is called ashot. There are a wide variety of shotsavailable to Bowgun users. Along with type,every shot has a Level, with higher levelshots being more effective than their lowerlevel counterparts. Every shot type has anAmmo Cost, a number of points one mustspend to load that shot into your bowgun. Ashot’s Ammo Cost is deducted from yourcharacter’s Ammo Total, which is equal to(2 your Dexterity modifier your Wisdommodifier) multiplied by your proficiencybonusTo use shots, you spend a number ofAmmo Cost points equal to the shot typeyou’re using for each attack. For example, ahunter utilizing 2 shots of Pierce Lvl 2 ontheir turn would spend 4 Ammo Cost points.Loading a new shot requires reloading yourbowgun, which can be done as a free objectinteraction or a bonus action. If a weapon’sBowgun Ammo property has a staticmodifier on it, like the default HeavyBowgun’s 2 modifier, it is added to alldamage rolls regardless of ammo type used.During a short rest, one may attempt torestock their Ammo Total by making use ofmaterials found in nature. To do so, make aDC 15 Wisdom (Survival) check. On asuccess, you regain a number of Ammo Costpoints equal to your Dexterity modifier your proficiency bonus. On a failure, youregain a number of points equal to yourproficiency bonus.Bows do not utilize shots; instead theyutilize coatings that are applied to theirarrows. The rules for coatings follow therules for Bowgun shots. Bowgun shotscannot be used in a Bow and Bow coatingscannot be used in a Bowgun. These rulesmay be overwritten by customizedweaponry. Shot compatibility by type andlevel is determined upon weapon creation.

Bowgun Ammo ListNormal SShot TypeNormal 1Normal 2Normal 3Ammo Cost012Damage1d4 piercing1d6 piercing1d8 piercingA standard Bowgun shot. Inexpensive andreliable, but underwhelming. Even if allother ammo types are expended, you willalways have Normal 1 S available to you.Pierce SShot TypePierce 1Pierce 2Pierce 3Ammo Cost123Damage1d4 piercing1d6 piercing1d8 piercingA high velocity shot. This ammo type makesa ranged attack roll on every creature in aline from the user. A Huge creature hit bythi

Revised), Sorcerer Hunter Rank The Hunter’s Guild utilizes Hunter Ranks that their licensed hunters must adhere to. Its purpose is to restrict the level of bounties a hunter has access to in order to prevent them from taking on a quest they are not skilled enough to follow through on. When a Hunter signs onto the Hunter’s

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