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E.N. Guilds Monster Hunters' Guild
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<blockquote data-quote="Ace" data-source="post: 2539992" data-attributes="member: 944"><p>Disclaimer: I received a review copy</p><p> </p><p>EN Publishing's new PDF Monster Hunters Guild is an interesting sort of PDF I have been seeing a lot more of lately, the plug in. The PDF details a monster hunting organization meant to work in most any campaign. </p><p></p><p>Appearance:</p><p>EN Guild monsters hunters guild comes in a 3 megabyte zip file with both a black and white printable and a nicely bookmarked color onscreen version. Its 35 pages long and well illustrated. </p><p>The internal art and the faintly Greek themed cover are both good. The layout is easy to use. The first page has a nice short index </p><p></p><p>Contents </p><p>The book is divided into 4 chapters. One thing to note its mostly 'fluff" text so if you are looking for a lot more feats and the like this might not be the book for you. There are feats and spells but the focus of the book is the organization itself and how to us it.</p><p></p><p>Chapter one:</p><p>The first chapter is the guild overview. It gives a DM everything he or she might want on how to run a monster hunters guild. </p><p>Its not just general guidelines but a specific guild layout that is generic enough for most games. Nicely it even includes a list of fees based on the CR. I found this quite clever though out of wack when compared to spell casting costs. That’s not really a show stopper though. </p><p></p><p>Chapter two</p><p>This chapter is the secrets of the guild and is decently crunchy. It contains a monster lore skill (and a how to use it) 3 new feats (abiding puncture which allow you to leave a weapon in the wound for extra damage-- great with harpoons or the like) bring down the beast ( a trip augmenting feat) and a scentless feat. There is also a page or so on monster hunting techniques and sample party make ups. </p><p></p><p>Chapter three </p><p>Chapter three contains 2 prestige classes, the excellent if oddly named Ward Thief which can steal an opponents magic defenses, and the Beast Slayer of Morganon . The Beast Slayer of Morganon which is a kind of spell equipped Holy Monster Slayer that ties into the monster hunting deity included in the book. These are decently balanced and look fun to play</p><p></p><p></p><p>Chapter 4 </p><p>Chapter 4 is all about the magic. It has 3 new spells (Foul Flesh, Crushing Net of Morganon and Trip) some notes on magic weapons and a couple of cool magic items. The biggest problem I found in this section is the fact that the lesser bane effect was left out of the printable version. No big deal though a tiny bit annoying. This chapter wraps up with an artifact (Blackdyrges Bestiary) and a well detailed new religion, that of Morganon the Beast slayer, a good monster hunting god.</p><p></p><p>The last part of the book is the OGL</p><p></p><p>This book offers a broad range of options for most campaigns and if your game needs an excuse to slay monsters and take their stuff or you need a few adventure seeds this PDF just might provide it.</p></blockquote><p></p>
[QUOTE="Ace, post: 2539992, member: 944"] Disclaimer: I received a review copy EN Publishing's new PDF Monster Hunters Guild is an interesting sort of PDF I have been seeing a lot more of lately, the plug in. The PDF details a monster hunting organization meant to work in most any campaign. Appearance: EN Guild monsters hunters guild comes in a 3 megabyte zip file with both a black and white printable and a nicely bookmarked color onscreen version. Its 35 pages long and well illustrated. The internal art and the faintly Greek themed cover are both good. The layout is easy to use. The first page has a nice short index Contents The book is divided into 4 chapters. One thing to note its mostly 'fluff" text so if you are looking for a lot more feats and the like this might not be the book for you. There are feats and spells but the focus of the book is the organization itself and how to us it. Chapter one: The first chapter is the guild overview. It gives a DM everything he or she might want on how to run a monster hunters guild. Its not just general guidelines but a specific guild layout that is generic enough for most games. Nicely it even includes a list of fees based on the CR. I found this quite clever though out of wack when compared to spell casting costs. That’s not really a show stopper though. Chapter two This chapter is the secrets of the guild and is decently crunchy. It contains a monster lore skill (and a how to use it) 3 new feats (abiding puncture which allow you to leave a weapon in the wound for extra damage-- great with harpoons or the like) bring down the beast ( a trip augmenting feat) and a scentless feat. There is also a page or so on monster hunting techniques and sample party make ups. Chapter three Chapter three contains 2 prestige classes, the excellent if oddly named Ward Thief which can steal an opponents magic defenses, and the Beast Slayer of Morganon . The Beast Slayer of Morganon which is a kind of spell equipped Holy Monster Slayer that ties into the monster hunting deity included in the book. These are decently balanced and look fun to play Chapter 4 Chapter 4 is all about the magic. It has 3 new spells (Foul Flesh, Crushing Net of Morganon and Trip) some notes on magic weapons and a couple of cool magic items. The biggest problem I found in this section is the fact that the lesser bane effect was left out of the printable version. No big deal though a tiny bit annoying. This chapter wraps up with an artifact (Blackdyrges Bestiary) and a well detailed new religion, that of Morganon the Beast slayer, a good monster hunting god. The last part of the book is the OGL This book offers a broad range of options for most campaigns and if your game needs an excuse to slay monsters and take their stuff or you need a few adventure seeds this PDF just might provide it. [/QUOTE]
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