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LostDeviljho
2014-09-15, 08:21 PM
It's Monster Hunter (http://monsterhunter.wikia.com/wiki/Monster_Hunter_Wiki), in D&D! specifically the content from the 3rd generation games, adapted to 3.x edition.

this has been/will be my main hobby for quite some time, and i'm hoping someone, somewhere, likes it.

there are undoubtedly balance issues and miss-CR-ing, but that's part of why I'm putting it up here, for all of you to pick apart, then put back together again better than before. that and i want acknowledgement for all my hard work.

so without further ado, i give you, Monster Hunter.

Monsters:
''Wyvern'', as used in the descriptions, does not refer to the monster of the same name from the MM, but rather is a classification for monsters with reptilian or semi-reptilian traits.
Lynians are diminutive sapient creatures known for their intelligence, organization, and language.
Felvine is a weed found in temperate climes. a member of the mint family characterized by it's pinkish leaves and stem, and pale yellow-orange flowers, it is easily identified, by those who know what it is. Practically, Felvine behaves lik catnip on steroids, attracting all manner of feline creatures. when steamed and pressed, Felvine releases an extremely potent oil that can drive even the strongest willed felines to madness. a single stalk of Felvine yields about a 1 oz. of Felvine Oil.

a DC 20 Craft (Alchemy) chack can be used to manufacture a Lesser Felvine Bomb (DC 22 for Standard, DC 25 for Greater), essentially an aerosol grenade filled with Felvine Oil. a Lesser Felvine Bomb requires 1 oz. of Felvine oil to make (Felvine Bombs and Greater Felvine Bombs require 6 oz. and 30 oz., respectively), and when detonated fills a 5 ft. radius sphere (15 ft. for Felvine bombs, 30 ft. for Greater Felvine Bombs) with the aerosolized Felvine Oil. any non-feline creature within the blast radius when it detonates is marked with the Felvine Oil, and any feline creatures within 200 ft. who do not make thier Will save (DC 20) immediately begin singlemindedly attacking and harassing it. this effect lasts for 1d4 rounds (1d6 for Standard, 1d8 for Greater). any feline creatures directly hit by the blast are left high off their asses (Dazed) for the same amount of time any other creature would have been marked.
http://img3.wikia.nocookie.net/__cb20140108060311/monsterhunter/images/e/ec/MH4-Felyne_Render_001.png
Felyne, 1st level Warrior

Small Humanoid (Felyne)
Hit Dice: 1d8+1 ( 5 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 17 (+1 size, +1 Dex, +4 chain shirt, +1 light shield), touch 12, flat-footed 16
Base Attack/Grapple: +1/-3
Attack: Heavy Pick +3 melee (1d4/x4) or Claw +3 melee (1d3)
Full Attack: Heavy Pick +3 melee (1d4/x4) or 2 Claws +3 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Felyne traits
Special Qualities: Felyne traits
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Skills: Climb +4, Hide +4, Jump +4, Spot, +3, Listen +3
Feats: Weapon Focus (Heavy Pick)
Environment: Any
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually Neutral
Advancement: By character class
Level Adjustment: +0

Small, intelligent cat-people commonly seen as assistants and companions to Hunters, Though occasionally one strikes out on a solo career. Felynes stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have blue, brown or green eyes, and white or cream fur with light brown markings. Felynes reach adulthood in their early twenties and generally live into the middle of their second century. Felynes speak Lynian and Common.

Most felynes encountered outside their home are warriors; the information in the statistics block is for one of 1st level.

Felyne Traits (Ex)
Felynes possess the following racial traits.

•+2 Dexterity, -2 Strength.
•Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
•A felyne’s base land speed is 20 feet.
•Hammerspace (Su): all felynes can access thier own, personal hammerspace. hammerspace is the same as a Type I Bag of Holding (http://www.dandwiki.com/wiki/SRD:Bag_of_Holding), except where noted here. this hammerspace is not tied to any particular pouch or bag, instead it can be accessed from any bag or pouch. a felyne can also pull objects in hammerspace from thin air, but this increases the time it takes to withdraw them by 1 full-round action, in addition to however long it would normally take.
A portable hole cannot be placed within hammerspace, it simply won't pass through the entrance. hammerspace cannot be accessed within a portable hole. living creature cannot be stored in hammerspace. only a single felyne can access it's personal hammerspace, if it ever dies, all objects within that space are lost forever, even if the felyne is revived at a later point.
•proficient with Light and Heavy Picks
•Monster Hunter Weapon Proficiency as a racial bonus feat once prerequisites are met.
•4 extra skill points at 1st level and 1 extra skill point at each additional level.
•+2 racial bonus on Climb, Jump, Spot, and Listen checks.
•Automatic Languages: Common, Lynian.
•Bonus Languages: Any (other than secret languages, such as •Druidic). See the Speak Language skill.
•Favored Class: Fighter, Ranger.
•LA +1

The Felyne warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
http://img1.wikia.nocookie.net/__cb20140107144409/monsterhunter/images/e/e4/MH4-Melynx_Render_001.png
Melynx, 1st level Warrior

Small Humanoid (Melynx)
Hit Dice:[/B] 1d8+1 ( 5 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 size, +1 Dex, +4 chain shirt), touch 12, flat-footed 15
Base Attack/Grapple: +1/-3
Attack: Club +3 melee (1d4) or Claw +3 melee (1d3)
Full Attack: Club +3 melee (1d4) or 2 Claws +3 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Melynx traits
Special Qualities: Melynx traits
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Skills: Climb +4, Hide +4, Jump +4, Spot, +3, Listen +3
Feats: Weapon Focus (club)
Environment: Any
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: By character class
Level Adjustment: +0

Melynx stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have blue, brown or green eyes, and black fur with white markings. Melynx are never seen without a cloth covering the lower half of it's face, old-west bandit style. While the majority of Melynxes are petty thugs and pickpockets who will happily mug anyone that crosses their path, a few are willing to hire themselves out as chefs and mercenaries. Melynx reach adulthood in their early twenties and generally live into the middle of their second century. Melynx speak Lynian and Common.

Most melynx encountered outside their home are thieves or warriors; the information in the statistics block is for a warrior of 1st level.

Melynx Traits (Ex)
Melynx possess the following racial traits.

•+2 Dexterity, -2 Strength.
•Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
•A melynx’s base land speed is 20 feet.
•Hammerspace (Su): all melynx can access thier own, personal hammerspace. hammerspace is the same as a Type II Bag of Holding (http://www.dandwiki.com/wiki/SRD:Bag_of_Holding), except where noted here. this hammerspace is not tied to any particular pouch or bag, instead it can be accessed from any bag or pouch. a melynx can also pull objects in hammerspace from thin air, but this increases the time it takes to withdraw them by 1 full-round action, in addition to however long it would normally take.
A portable hole cannot be placed within hammerspace, it simply won't pass through the entrance. hammerspace cannot be accessed within a portable hole. living creature cannot be stored in hammerspace. only a single melynx can access it's personal hammerspace, if it ever dies, all objects within that space are lost forever, even if the melynx is revived at a later point.
•Thieving Strike (Ex): once per round, if a melynx hits with a melee attack, it may make a Sleight of Hand check to steal something the target is carrying. armor or clothing, weapons larger than Light, and anything held in the targets hands cannot be stolen. stolen items are immediately deposited in the melynx's hammerspace
•+2 racial bonus on Climb, Jump, Spot, and Listen checks.
•Automatic Languages: Common, Lynian.
•Bonus Languages: Any (other than secret languages, such as •Druidic). See the Speak Language skill.
•Favored Class: Rogue, Ranger.
•LA +1

The Melynx warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
A loose grouping of bipedal wyverns divided into two sub-types: True Bird Wyverns, which sport a beak and a chicken-like combat style; and Theropod Bird Wyverns, which, though resembling raptors more than actual birds, share the same skeletal structure as the True subtypes.
http://img2.wikia.nocookie.net/__cb20140107143715/monsterhunter/images/thumb/2/27/MH4-Great_Jaggi_Render_001.png/301px-MH4-Great_Jaggi_Render_001.png
Great Jaggi

Large Animal
Hit Dice: 8d8+43 (79 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Talons +10 melee (2d6+5)
Full Attack: Talons +10 melee (2d6+5) and bite +5 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, tail whip, commander's howl
Special Qualities: Low-light vision, scent, monstrous rage
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 21, Dex 15, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide +9, Jump +27, Listen +12, Spot +12, Survival +12
Feats: Run, Toughness, Track,
Environment: Any
Organization: Solitary or pack (1 great jaggi, 4-6 jaggi/jaggia)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: —

"The commanding alpha male of Jaggi packs. Most males leave the group upon reaching maturity, returning to compete with others. The dominant male then becomes a Great Jaggi. Apparently, they can issue fairly complex orders via howling."

Combat
A Great Jaggi a combination of speed, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack. A Great Jaggi has a relatively large brain, and it commands it’s pack with cunning tactics.


Pounce (Ex): If a Great Jaggi charges, it can make a full attack.

Tail Whip (Ex): The Great Jaggi attacks as if it had the Whirlwind Attack feat, except that the attack made is a Tail Slap (that deals 1d6 + x1.5 strength modifier)

Commander’s Howl (Ex): As a standard action, a Great Jaggi can use it’s Commander’s Howl. This can be used one of two ways:

Summon Jaggi/Jaggia
The Howl calls either 2 Jaggi (70% chance), 1 Jaggia (15% chance), 1 Jaggia and 1 Jaggi (10% chance), or 2 Jaggia (5% chance) to assist the Great Jaggi.


Tactical Command
The Great Jaggi can command any Jaggi or Jaggia within a 150 ft. radius to use one of the following tactics.

•Harass Foe:
The Jaggi/Jaggia gather around a target, flanking them when possible, and making it difficult to attack. While using this tactic, Jaggi are treated as having the Wolfpack feat (Races Of The Wild), and Jaggia gain the Thicket Of Blades stance (Tome Of Battle)

•Defend Commander:
The Jaggi/Jaggia form a loose ring around the Great Jaggi, defending it from attacks.

while using this tactic, Jaggi gain the ability to, once per round, take a single attack meant for an ally. this includes all HP and Ability Damage, and secondary effects like poison, paralysis, sleep, stunning, etc. This ability can also be used to shield an ally for Area Of Effect attacks. Jaggia gain the Iron Guard's Glare stance (Tome Of Battle).

•Abandon Tactic:
The Jaggi/Jaggia abandon in tactic currently in use an attack normally.

Monstrous Rage (Ex): Whenever the Great Jaggi loses half or more of its hit points, it flies into monstrous rage, gaining a +2 Morale bonus to its AC, to attack and damage, and to its saving throws.

Skills
A Great Jaggi has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.



http://img4.wikia.nocookie.net/__cb20100412053222/monsterhunter/images/1/11/Jaggi.png

Jaggi


Medium Animal
Hit Dice: 4d8 (18 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+7
Attack: Talons +7 melee (1d8+4)
Full Attack: Talons +7 melee (1d8+4) and 2 foreclaws +2 melee (1d3+2) and bite +2 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills: Hide +12, Jump +26, Listen +10, Spot +10, Survival +10
Feats: Run, Track
Environment: Any
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: —

"Highly social, carnivorous bird wyverns found in large packs. Young Jaggi males hunt in groups, attacking much larger animals. Current research suggests they operate under orders from an alpha male. Aggressive but wary of fire."

Combat
A Jaggi uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack.

Pounce (Ex): If a Jaggi charges, it can make a full attack.

Skills
A Jaggi has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.



http://img2.wikia.nocookie.net/__cb20100412053459/monsterhunter/images/f/f2/Jaggia.png


Jaggia


Medium Animal
Hit Dice: 6d8+16 (18 hp)
Initiative: +2
Speed: 45 ft. (9 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+7
Attack: Body Slam +7 melee (1d10+4)
Full Attack: Body Slam +7 melee (1d10+4) and bite +2 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills: Hide +12, Jump +26, Listen +10, Spot +10, Survival +10
Feats: Run, Toughness, Track
Environment: Any
Organization: Solitary, pair, or pack (3-4)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 7-10 HD (Medium)
Level Adjustment: —

"Female Jaggi that stay in groups, Jaggia generally cluster around the nest to defend it and raise whelps. Smaller than mature males, but larger than and tougher than the countless young males. Jaggia also operate under an alphas orders."

Combat
A Jaggia generally lurks behind attacking Jaggi, waiting for the correct moment to strike, then retreating again.

Pounce (Ex): If a Jaggia charges, it can make a full attack.

Skills
A Jaggia has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
http://img3.wikia.nocookie.net/__cb20100403213355/monsterhunter/images/thumb/2/28/GreatBaggi.png/285px-GreatBaggi.png
Great Baggi


Large Animal
Hit Dice: 9d8+43 (84 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +6/+15
Attack: Talons +10 melee (2d6+5)
Full Attack: Talons +10 melee (2d6+5) and bite +5 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, tranquilizer spit, tail whip, commander's howl
Special Qualities: Low-light vision, scent, monstrous rage
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 21, Dex 15, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide +9, Jump +27, Listen +12, Spot +12, Survival +12
Feats: Run, Toughness, Track
Environment: Tundra
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: —

"Carnivorous bird wyverns like the Jaggi. Noted for their projecting cranial crests and bluish-white skin that's adapted to snow. Great Baggi craftily command other Baggi to surround their prey and stun them with a tranquilizing fluid."


Combat
A Great Baggi uses a combination of speed and large teeth. A Great Baggi has a relatively large brain, and it commands it’s pack with cunning tactics.


Pounce (Ex): If a Great Baggi charges, it can make a full attack.

Tranquilizer Spit (Ex): As a Standard Action, a Great Baggi can make a single ranged touch attack within 60 ft. by spitting it’s tranquilizing venom at the target. if the attack hits, the target must make a DC 20 Fort save or go to Sleep for 1d8 rounds. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

Tail Whip (Ex): The Great Baggi attacks as if it had the Whirlwind Attack feat, except that the attack made is a Tail Slap (that deals 1d6 + x1.5 strength modifier)

Commander’s Howl (Ex): As a standard action, a Great Baggi can use it’s Commander’s Howl. This can be used one of two ways:

Summon Baggi
The Howl calls either 2 Baggi to assist the Great Baggi.


Tactical Command
The Great Baggi can command any Baggi within a 150 ft. radius to use one of the following tactics.

•Harass Foe
The Baggi gather around a target, flanking them when possible, and making it difficult to attack. While using this tactic, all Baggi are treated as having the Wolfpack feat (Races Of The Wild).

•Defend Commander
The Baggi form a loose ring around the Great Baggi, defending it from attacks.

while using this tactic, Baggi gain the ability to, once per round, take a single attack meant for an ally. this includes all HP and Ability Damage, and secondary effects like poison, paralysis, sleep, stunning, etc. This ability can also be used to shield an ally for Area Of Effect attacks.

•Abandon Tactic
The Baggi abandon in tactic currently in use and attack normally.

Monstrous Rage (Ex): Whenever the Great Baggi loses half or more of its hit points, it flies into monstrous rage, gaining a +3 Morale bonus to its AC, to attack and damage, and to its saving throws.

Skills
A Great Baggi has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.



http://img1.wikia.nocookie.net/__cb20100412053329/monsterhunter/images/c/ce/Baggi.png
Baggi


Medium Animal
Hit Dice: 4d8+16 (34 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +3/+7
Attack: Talons +7 melee (1d8+4)
Full Attack: Talons +7 melee (1d8+4) and 2 foreclaws +2 melee (1d3+2) and bite +2 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, tranquilizer spit
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills: Hide +12, Jump +26, Listen +10, Spot +10, Survival +10
Feats: Run, Track
Environment: Any
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: —


"Highly intelligent, carnivorous bird wyverns that hunt in packs. Noted for their blue scales and sharp glare. Baggi are feared for their ability to release a tranquillising fluid; it can knock out even humans for several seconds."

Combat
A Baggi uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack.

Pounce (Ex):If a Baggi charges, it can make a full attack.

Tranquilizer Spit (Ex):As a Standard Action, a Baggi can make a single ranged touch attack within 60 ft. by spitting it’s tranquilizing venom at the target. if the attack hits, the target must make a DC 15 Fort save or go to Sleep for 1d4 rounds. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

Skills
A Baggi has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
http://img2.wikia.nocookie.net/__cb20110214142034/monsterhunter/images/2/2f/Great-Froggi.png
Great Wroggi

Large Animal
Hit Dice: 9d8+43 (84 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: +6/+15
Attack: Talons +10 melee (2d6+5)
Full Attack: Talons +10 melee (2d6+5) and bite +5 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, poison breath, tail whip, commander's howl
Special Qualities: Low-light vision, scent, monstrous rage
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 21, Dex 17, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide +9, Jump +27, Listen +12, Spot +12, Survival +12
Feats: Run, Toughness, Track,
Environment: Swamps, Marshes, Humid Forests, and Volcanic Areas
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: —

"Bird wyverns that spit a poisonous mist. Wroggi travel in packs that are led by the largest and most toxic member. The poison is made in a sac-like organ around its throat; if this is destroyed, the creature's ability to spit is impaired."

Combat

A Great Wroggi a combination of speed, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack. A Great Wroggi has a relatively large brain, and it commands it’s pack with cunning tactics.

Pounce (Ex):If a Great Wroggi charges, it can make a full attack.

Poison Breath(Ex):As a Standard Action, a Great Wroggi can breath a 10x10x10 ft. cloud of poisonous gas at a target. This attack has a range of 30 ft. and the gas lasts 3 rounds. If a creature breathes some of the gas, it must make a DC 19 Fort save or become poisoned, taking 1d6 hp + 2 Con initial damage, and 1d6 hp + 1 Con secondary damage. If the Great Wroggi's poison sac is destroyed (DM's choice how, may be via a called shot, critical hit, or something else), the the poison cloud only lasts till the end of the next turn.

Tail Whip (Ex):The Great Wroggi attacks as if it had the Whirlwind Attack feat, except that the attack made is a Tail Slap (that deals 1d6 + x1.5 strength modifier)

Commander’s Howl (Ex):As a standard action, a Great Wroggi can use it’s Commander’s Howl. This can be used one of two ways:

Summon Baggi
The Howl calls either 2 Wroggi to assist the Great Wroggi.

Tactical Command
The Great Wroggi can command any Wroggi within a 150 ft. radius to use one of the following tactics.

•Harass Foe
The Wroggi gather around a target, flanking them when possible, attempting to poison it, and making it difficult to attack. While using this tactic, all Wroggi are treated as having the Wolfpack feat (Races Of The Wild).

•Defend Commander
The Wroggi form a loose ring around the Great Wroggi, defending it from attacks.

while using this tactic, Wroggi gain the ability to, once per round, take a single attack meant for an ally. this includes all HP and Ability Damage, and secondary effects like poison, paralysis, sleep, stunning, etc. This ability can also be used to shield an ally for Area Of Effect attacks.

•Abandon Tactic
The Wroggi abandon in tactic currently in use an attack normally.

Monstrous Rage (Ex):Whenever the Great Wroggi loses half or more of its hit points, it flies into monstrous rage, gaining a +3 Morale bonus to its AC, to attack and damage, and to its saving throws.

Skills
A Great Wroggi has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.


http://img1.wikia.nocookie.net/__cb20140819203541/monsterhunter/images/d/db/MHP3-Wroggi_Render_001.png
Wroggi

Medium Animal
Hit Dice: 4d8+16 (34 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: +3/+7
Attack: Talons +7 melee (1d8+4)
Full Attack: Talons +7 melee (1d8+4) and 2 foreclaws +2 melee (1d3+2) and bite +2 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Poison Breath
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 19, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: Hide +12, Jump +26, Listen +10, Spot +10, Survival +10
Feats: Run, Track
Environment: Any
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: —

"Small, carnivorous bird wyverns with poison-generating organs that run from their mouths to their throats. They run in packs, often led by a large alpha male. Lesser members of the order are fiercely loyal, and will eagerly lay down their lives to protect the alpha."

Combat

A wroggi uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack.

Pounce (Ex):If a wroggi charges, it can make a full attack.

Poison Breath(Ex):As a Standard Action, a Wroggi can breath a 10x10x10 ft. cloud of poisonous gas at a target. This attack has a range of 15 ft. and the gas lasts 1 round. If a creature breathes some of the gas, it must make a DC 16 Fort save or become poisoned, taking 1d4 hp + 2 Con initial damage, and 1d4 hp + 1 Con secondary damage.

Skills
A Wroggi has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
http://img3.wikia.nocookie.net/__cb20150104010411/monsterhunter/images/0/0e/MH3U-Qurupeco_Render_001.png
Qurupeco

Large Magical Beast
Hit Dice: 7d10+14 (52 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 60 ft. (average)
Armor Class: 17 (-1 size, +3 dex, +5 natural), 12 touch, 14 flat-footed
Base Attack/Grapple: +5/+13
Attack: Bite +7 melee (1d8+6)
Full Attack: Bite +7 melee (1d8+6), wing slap +2 melee (1d6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Trample, mucus spit, spark burst, summon ally, inspiring roar, healing cry
Special Qualities: Low-light vision, monstrous rage, resistance to fire 10
Saves: Fort +7, Ref +8, Will +4
Abilities: Str 19, Dex 17, Con 15, Int 2, Wis 14, Cha 11
Skills: Listen +4, Spot +6
Feats: Alertness, Flyby Attack
Environment: warm forests, hills, plains, desert, and swamps
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always Neutral
Advancement: 8-14 HD (Large), 15-21 HD (Huge)
Level Adjustment: —

"Bird Wyverns with unique plumage, they are well known for using their thoracic vocal organs to imitate others monsters calls, first summoning them, then using the distraction to flee. The creature spits a dangerous combustible body fluid that can lower one's resistance to."

Combat

The Qurupeco generally sticks to the ground in combat, making liberal use of it’s trample and Spark Burst attacks, and only taking to the air for short periods of time to harass their foes.


Monstrous Rage (Ex): Whenever the Qurupeco loses half or more of its hit points, it flies into monstrous rage, gaining a +3 Morale bonus to its AC, to attack and damage, and to its saving throws. In addition, it may use it’s Spark Burst attack on a 3rd target.

Trample (Ex): As a full-round action, a qurupeco can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The qurupeco merely has to move over the opponents in its path; any creature whose space is completely covered by the qurupeco's space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the qurupeco moves over all the squares it occupies. If the qurupeco moves over only some of a target’s space, the target can make an attack of opportunity against the trampling qurupeco at a –4 penalty. A qurupeco that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.

A trample attack deals 1d6+6 bludgeoning damage.

Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.

The save DC against a qurupeco's trample attack is 17. A qurupeco can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Mucus Spit (Ex): Once every 1d6 rounds the Qurupeco can spit balls of combustible mucus at 3 targets within the area of a 30ft. cone, requiring them to make a DC 16 Reflex save to avoid it.
If the Mucus hits it inflicts DS 5/Fire (Damage Susceptibility 5/Fire)on the target for 1d6+4 rounds. This means that any attacks that deal Fire damage do an additional 5 damage. The Fire Susceptibility from multiple Mucus Balls does not stack, but being struck by a mucus ball again while still affected extends the effect by 1d6 rounds.

Spark Burst (Ex):The Qurupeco leaps 10 ft. to land in front of its target and strikes with the flints on it’s wings. This deals 1d6 Fire damage and throws Medium or smaller opponents 5 ft. in a random direction. The Qurupeco then repeats this attack on another foe, or, if no foe is far enough away that another 10 ft. jump from the previous landing spot would put it in reach, it attempts to get as close as possible. Reflex avoids (DC 16).

Summon Ally (Su):As Summon Nature’s Ally III, except all creatures summoned are from the following lists and randomly determined. 4/day.

Level 1
•Melynx
•Ludroth (near water)
•Jaggi/Jaggia (or Wroggi in swamps)
•Renoplos (in Plains)
•Bullfango

Level 2
•Great Jaggi
•Royal Ludroth (near water)
•Azuros
•Volvidon (in plains or desert)
•Rathian
•Barroth (in desert and plains)
•Nibelsnarf (in desert)

Level 3
•Diablos
•Deviljho
•Rathalos
•Sand Barioth (in desert)
•Duramboros
•Zinogre


Inspiring Roar (Su): A number of times a day equal to 3+⅓ HD (rounded down), a Qurupeco can inspire tremendous ability in itself or all willing allies within earshot for 5 rounds. It can either inspire great attacking power, granting a +2 competence bonus on attack and damage rolls, and a +1 competence bonus on Fortitude saves, or great defensive skill, granting a +4 morale bonus on saving throws and a +4 dodge bonus to AC. Inspiring Roar is a move action that provokes Attacks of Opportunity. if struck by an AOO and dealt damage equal to at least 5+Con modifier, the effects instead apply to the creature who dealt the damage and it’s allies, and the Qurupeco is left Shaken for 1d3 rounds.
Inspiring Roar is a mind-affecting ability.

Healing Cry (Su): A number of times a day equal to 3+⅓ HD (rounded down), a Qurupeco can release a melodic cry that grants 2 bonus Hit Dice (d10s), and the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice),
Healing Cry is a move action that provokes Attacks of Opportunity. if struck by an AOO and dealt damage equal to at least 5+Con modifier, the effects instead apply to the creature who dealt the damage and it’s allies, and the Qurupeco is left Shaken for 1d3 rounds.
Healing Cry is a mind-affecting ability.
Weapons (http://www.giantitp.com/forums/showsinglepost.php?p=18122400&postcount=10)

Xyon
2014-09-15, 09:34 PM
Heh, I just got done playing some Monster Hunter Freedom tonight before I saw this thread.

I'll take a look and see what I think.

Edit: so I'd also add a slam attack that they can do instead of their talon attack, looks pretty good as far as representing these monsters in a D&D kind of stat block though.

Ninja_Grand
2014-09-15, 09:41 PM
This. This whole thing is perfect. Watching this like a hawk!

Extra Anchovies
2014-09-15, 10:29 PM
Don't worry about getting CR wrong; if WotC can make that damn crab and get away with never fixing it, you can probably get away with a few mis-CR'ed homebrew baddies :smalltongue:

Also, now that this thread has my curiosity: are there any prestige classes that would be fitting for a monster hunter type? I know there's all those gnome and halfling PrCs that are about fighting giants and stuff, but I don't like those. Anything out there that you all know of that's specifically for fighting big nonhumanoids other than Ranger with Favored Enemy (Magical Beast)? The Monster Hunter series has hella flavor to it and now I want to play one of those guys.

LostDeviljho
2014-09-15, 11:28 PM
Also, now that this thread has my curiosity: are there any prestige classes that would be fitting for a monster hunter type? I know there's all those gnome and halfling PrCs that are about fighting giants and stuff, but I don't like those. Anything out there that you all know of that's specifically for fighting big nonhumanoids other than Ranger with Favored Enemy (Magical Beast)?

none that i know of. i was thinking about making a class for them, but my class making skills are less than exceptional.


The Monster Hunter series has hella flavor to it and now I want to play one of those guys.

actually, they're pretty close to fighters. aside from never taking lethal damage and routinely wielding swords the size of doors, there's really nothing to distinguish them from your average joe. Monster Hunter is very equipment based.

Extra Anchovies
2014-09-15, 11:46 PM
none that i know of. i was thinking about making a class for them, but my class making skills are less than exceptional.

I'd totally be willing to get on that sometime in the next few days. Not tonight though; I need sleep (despite how fervently I may deny that).

ETA brainstorm for class features


ability to wield oversized weapons without penalty (up to two size categories larger eventually)
precision damage against larger foes (or maybe just a flat skirmish progression that adds +2d6/+2 AC against larger foes?)
favored enemy-style features (vs. animals, magical beasts, dragons, aberrations only)
full bab, d10 hit die, 4+int skills

Not sure what else; it's been quite some time since I've played those games.
ETA2: Now that I look at that short list, that looks like a really boring class. Dunno if I'll be going through with this unless I get some true inspiration.

Xyon
2014-09-16, 08:01 AM
Customizing the d20 system around monster hunter might be better than a straight attempt at 3.5

weapons could slow you down when drawn based on their heavyness, like greatsword and lance/shield would be the slowest, then switchaxe/longsword/hammer etc.

All hunters would have the same AC as part of their class, but armor would add DR and health and other benefits depending on the kind of armor or the monsters it was made from.

Extra Anchovies
2014-09-16, 12:03 PM
Customizing the d20 system around monster hunter might be better than a straight attempt at 3.5

weapons could slow you down when drawn based on their heavyness, like greatsword and lance/shield would be the slowest, then switchaxe/longsword/hammer etc.

All hunters would have the same AC as part of their class, but armor would add DR and health and other benefits depending on the kind of armor or the monsters it was made from.

Hm, this certainly seems like an interesting variant. I'm down for helping out if this ends up expanding.

LostDeviljho
2014-09-16, 08:32 PM
Weapons:
Monster Hunter Weapon Proficiency [General]

Prerequisites: Proficiency with Martial Weapons, BAB +3

Benefits: You gain familiarity with all weapon bearing the [Monster Hunter] tag. you can now use all of these weapons special abilities.

Normal: You can use weapons with the [Monster Hunter] tag, but you take a -2 nonproficiency penalty in addition to any normal nonproficiency penalties you may have, and cannot utilize any of their special qualities or abilities unless otherwise stated in the weapon description.
Note: Monster Hunter Weapons cannot have an enhancement bonus of more than +5.


Greatsword [Monster Hunter]
Martial Two-Handed Melee
Critical: 19-20/x2
Range Increment: —
Type: Slashing
Hardness: 10


Size

Cost

Damage

Weight

HP



Fine

*

1d4

*

1



Diminutive

*

1d6

*

1



Tiny

*

1d8

*

2



Small

100 gp

1d10

16 lbs.

5



Medium

100 gp

2d6

32 lbs.

10



Large

200 gp

3d6

64 lbs

20



Huge

*

4d6

*

40



Gargantuan

*

6d6

*

80



Colossal

*

8d6

*

160




Monster Hunter Weapon: This weapon requires the Monster Hunter Weapon Proficiency feat in order to use properly. Anyone attempting to use it without this feat takes a -2 non-proficiency penalty, as well as any other non-proficiency penalties the may already have. nor can they utilize any of the weapon's special abilities, however, in addition to dropping the wielder's move speed when drawn, the Heavy Bladed quality causes the weapon to be treated as one size category larger for determining whether it is an oversized weapon for the user (thus, a Medium character wielding a Medium sized Monster Hunter Greatsword is treated as wielding a Large weapon).

Heavy Bladed: A Monster Hunter Greatsword is extremely heavy. So heavy, in fact, that your move speed drops by 10 when it is drawn. This weapon cannot be wielded by anyone with a strength score of less than 13.

Master Block (EX): The user of a Monster Hunter Greatsword can use it as a tower shield.

Charged Swing (EX): the user of a Monster Hunter Greatsword can sacrifice his movement and attacks for one round in order to charge his next swing. while doing so he is treated as flat-footed, but gains a +4 bonus on checks or rolls to resist bull rush, disarm, grapple, overrun, and trip attempts made against him. If he takes enough damage whilst charging(½ Con modifier + 5), then the charge is interrupted and he loses all benefits he gained and must restart charging at the beginning..
Upon successfully charging up, all damage dealt by his next attack is doubled. alternatively, he can opt to continue charging for another round up to Charge Level 2, gaining an additional x3 to damage. he can then charge for a third round, to charge Level 3, gaining an additional x4 to damage. he cannot charge his attack beyond Charge Level 3, attempting to do so loses all previous Charge Levels and leaves him Fatigued for 1d4 rounds. All bonuses from Charge Levels stack. If interrupted during a higher level charge, he loses the benefits from that Charge Level and previous Charge Levels.


Longsword [Monster Hunter]
Martial Two-Handed Melee
Critical: 18–20/×2
Range Increment: —
Type: Slashing
Hardness: 10


Size

Cost

Damage

Weight

HP



Fine

*

1d3

*

1



Diminutive

*

1d4

*

1



Tiny

*

1d6

*

1



Small

200 gp

1d8

2.5 lbs.

3



Medium

200 gp

1d10

5 lbs.

7



Large

400 gp

2d6

10 lbs.

14



Huge

*

3d6

*

28



Gargantuan

*

4d6

*

56



Colossal

*

6d6

*

112




Monster Hunter Weapon: This weapon requires the Monster Hunter Weapon Proficiency feat in order to use properly. Anyone attempting to use it without this feat takes a -2 non-proficiency penalty, as well as any other non-proficiency penalties the may already have. nor can they utilize any of the weapon's special abilities.

Finesseable: A Monster Hunter Longsword can be used with the weapon finesse feat, even though it is not a light weapon.

Lunging Slash (EX): Once per round , someone using a Monster Hunter Longsword can make a single, lunging attack. this attack is treated as having reach.

Sidestep Slash (EX): Once per round, someone using a Monster Hunter Longsword can make a single attack which uses the Sidestep feat, even if the user does not have the feat or meet the prerequisites.

Spirit Meter (EX): every time you hit a target with consecutive attacks, you gain one Spirit Point, or SP, per hit. you lose 1 SP every time you miss an attack and you lose 1 SP at the end of every round. You SP fill your Spirit Meter, which has 3 levels. Meter Level 1 takes 5 SP to fill, granting a +1 bonus to all attack and damage rolls with the Longsword until the meter is emptied, and allowing you to begin filling Meter Level 2. Meter Level 2 requires 10 SP to fill, giving a +2 bonus that stacks with the first level bonus and lasts until Meter Level 2 is empty. Once Meter Level 2 is filled, Meter Level 3 becomes available. Meter Level 3 requires 15 SP to fill, and grants a +3 bonus. Meter Level 3 cannot be replenished once full, you have to wait until Meter Level 2 to begin replenishing SP.

Spirit Slash (EX): Whenever a Spirit Meter level is filled, the Longsword user gains the ability to perform a Spirit Slash. this is a single attack that uses all SP in a given Meter Level to double the bonus from the most recently filled Meter Level. A Spirit Slash cannot be used on the highest active Meter Level if it is less than half full, instead it will burn, and double, the next Meter Level down (for instance, if Meter Level 2 had been filled, but now has only 4 SP left, the Spirit Slash would double Meter Level 1's +1 bonus rather than Level 2's +2 bonus. Level 2's bonus would still remain for the attack, but would deactivate afterwards because there would only be 4 total SP). This also applies to a meter that hasn't been filled yet. If Meter Level 3 only has 12 SP and hasn't yet been activated, then using a spirit slash would use all of Level 2's SP and double Level 2's bonus whilst leaving the SP in Meter Level 3 alone.
Sword & Shield [Monster Hunter]
Martial Light Melee
Critical: 19–20/×2
Range Increment: —
Type: Slashing (Bludgeoning for Shield)
Armor Check Penalty: −1
Arcane Spell Failure Chance: 5%
Shield Bonus: +1
Hardness: 10


Size

Cost
(combined total)

Damage

Weight
(per weapon)

HP
(per weapon)



Fine

*

1

*

1



Diminutive

*

1d2

*

1



Tiny

*

1d3

*

1



Small

30 gp

1d4

1 lbs. (sword)
2.5 lbs. (shield)

2



Medium

30 gp

1d6

2 lbs. (sword)
5 lbs. (shield)

5



Large

60 gp

1d8

4 lbs. (sword)
10 lbs. (shield)

10



Huge

*

2d6

*

20



Gargantuan

*

3d6

*

40



Colossal

*

4d6

*

80




Monster Hunter Weapon: This weapon requires the Monster Hunter Weapon Proficiency feat in order to use properly. Anyone attempting to use it without this feat takes a -2 non-proficiency penalty, as well as any other non-proficiency penalties the may already have. nor can they utilize any of the weapon's special abilities. Dual Weapon Synergy is a special Quality and thus remains, although the Two Weapon Fighting feat only reduces the penalty to a -2.

Special Shield: A Monster Hunter Sword & Shield is composed of a shortsword and a special buckler that you can shield bash with. the buckler also grants Light Fortification when Fighting Defensively.

Dual Weapon Synergy (EX): A Sword & Shield is a dual weapon. it consists of two weapons which are bought together as a single weapon, sold together as a single weapon, and used together as a single weapon. A Monster Hunter Sword & Shield has only a -4 two-weapon fighting penalty on both Primary and Off-hand, and takes no penalty at all if the user has the Two-Weapon Fighting feat. If a Monster Hunter Sword & Shield is selected for a weapon-specific feat (such as Weapon Focus, Weapon Finesse, etc.), then said feat applies to both parts of the weapon. You can also add you full x1Strength bonus to you off-hand weapon, instead of the normal 1/2.
The two pieces can be enhanced separately, or together for an additional 200 gp.
Dualblades [Monster Hunter]
Martial One-Handed Melee
Critical: 19–20/×2
Range Increment: —
Type: Slashing
Hardness: 10


Size

Cost
(combined total)

Damage
(per weapon)

Weight
(combined total)

HP
(per weapon)



Fine

*

1d2

*

1



Diminutive

*

1d3

*

1



Tiny

*

1d4

*

1



Small

30 gp

1d6

4 lbs.

3



Medium

30 gp

2d4

8 lbs.

7



Large

60 gp

3d4

16 lbs.

14



Huge

*

4d4

*

28



Gargantuan

*

6d4

*

56



Colossal

*

8d4

*

112




Monster Hunter Weapon: This weapon requires the Monster Hunter Weapon Proficiency feat in order to use properly. Anyone attempting to use it without this feat takes a -2 non-proficiency penalty, as well as any other non-proficiency penalties the may already have. nor can they utilize any of the weapon's special abilities. Dual Weapon Synergy is a special Quality and thus remains, although the Two Weapon Fighting feat only reduces the penalty to a -2.

Finesseable: Monster Hunter Dualblades can be used with the weapon finesse feat, even though they are not a light weapons.

Dual Weapon Synergy (EX): Dualblades a dual weapon. they consist of two weapons which are bought together as a single weapon, sold together as a single weapon, and used together as a single weapon. Dualblades have only a -4 two-weapon fighting penalty on both Primary and Off-hand, and take no penalty at all if the user has the Two-Weapon Fighting feat. If a pair of Monster Hunter Dualblades are selected for a weapon-specific feat (such as Weapon Focus, Weapon Finesse, etc.), then said feat applies to both parts of the weapon. You can also add you full x1 Strength bonus to you off-hand weapon, instead of the normal 1/2.
The two pieces can be enhanced separately, or together for an additional 200 gp.

Demonization Mode (EX): Someone wielding Monster Hunter Dualblades can enter Demonization Mode. In this state, they temporarily gain +2 to Strength, and +2 to Dexterity. Thier speed increases by 10 feet, and They can choose to make a flurry of blows with a full attack action in melee, making one extra attack per round while suffering a —2 penalty on every attack.
Demonization Mode lasts for a number of rounds equal to three + the user’s Charisma modifier. They may prematurely end the frenzy voluntarily. At the end of the frenzy, they are fatigued (—2 to Strength, —2 to Dexterity, can't charge or run) for the duration of that encounter. They can only enter Demonization Mode once per encounter, and only a certain number of times per day (Cha Modifier/2). Entering Demonization Mode takes no time itself, but the user can only do it during her action, not in response to somebody else's action.

Archdemon Mode (EX): While in Demonization Mode, every hit made against an opponent charges a meter, henceforth referred to as the Demon Meter. This meter has a capacity of 24 points and once it's filled the user enters Archdemon Mode. In Archdemon Mode they gain an additional +2 to Str and Dex that stacks with the bonus from Demonization Mode, and the user gets a +3 bonus to all rolls. The Demon Meter decreases at a steady pace of 3 points per round once Archdemon Mode is activated. once it is activated it can be increased by 1 point every successful hit, even if Demonization mode ends.
Hammer [Monster Hunter]
Martial Two-Handed Melee
Critical: 19-20/×4
Range Increment: —
Type: Bludgeoning
Hardness: 10


Size

Cost

Damage

Weight

HP



Fine

*

1d4

*

1



Diminutive

*

1d6

*

1



Tiny

*

1d8

*

2



Small

80 gp

1d10

20 lbs.

5



Medium

80 gp

1d12

40 lbs.

10



Large

160 gp

3d6

80 lbs.

20



Huge

*

4d6

*

40



Gargantuan

*

6d6

*

80



Colossal

*

8d6

*

160




A Monster Hunter Hammer gains a +2 bonus to sunder attempts.

Monster Hunter Weapon: This weapon requires the Monster Hunter Weapon Proficiency feat in order to use properly. Anyone attempting to use it without this feat takes a -2 non-proficiency penalty, as well as any other non-proficiency penalties the may already have. Nor can they utilize any of the weapon's special abilities.

Charged Smash (EX): The wielder of a Monster Hunter Hammer can choose to forego all his attacks in a round in order to charge his next attack. Once the attack is charge he can choose to make a single attack, adding x2 his Strength Modifier instead of the standard 1.5 for a two-handed weapon, or continue charging for another round. At Charge Level 2, he can continue charging of make an attack to which he adds x2.5 his Strength Modifier and has a 25% chance of Stunning the target. At Charge Level 3, he can make two consecutive attacks at his highest BAB, adding x3 his Strength Modifier, each with a 50% chance to leave the target Stunned. Or he can continue on to Charge Level 4, where he can make a single attack as if he had the Whirlwind Attack feat, adding x2 his Strength Modifier but becomes Fatigued afterwards.
Hunting Horn [Monster Hunter]
Martial Two-Handed Melee
Critical: ×3
Range Increment: —
Type: Bludgeoning
Hardness: 10


Size

Cost

Damage

Weight

HP



Fine

*

2d2

*

1



Diminutive

*

2d3

*

1



Tiny

*

2d4

*

2



Small

40 gp

1d10

12.5 lbs.

5



Medium

40 gp

2d6

25 lbs.

10



Large

80 gp

3d6

50 lbs.

20



Huge

*

4d6

*

40



Gargantuan

*

6d6

*

80



Colossal

*

8d6

*

160




A monster Hunter Hunting Horn get a +2 bonus to sunder attempts.

Monster Hunter Weapon: This weapon requires the Monster Hunter Weapon Proficiency feat in order to use properly. Anyone attempting to use it without this feat takes a -2 non-proficiency penalty, as well as any other non-proficiency penalties the may already have. Nor can they utilize any of the weapon's special abilities.

Recital (EX): Every Time an attack with a hunting horn hits, the wielder can choose what color Note is gained. The colors are White, Yellow, Green, Blue, Purple, Red, and Cyan. He can only have 4 collected Notes at a time, and they are arranged in the order they were gained in. A Hunting Horn wielder can only choose from a set of 3 Note Colors, determined once per day. At this time, he can spend 2 hours practicing, changing which 3 Notes he can pick from.
Whenever a specific combination of Notes is achieved, he may perform a Recital. He makes a Perform (Musical Instrument) check at a DC of 10 + number of Notes. Upon a successful check, he performs a Recital, granting the effect of the Note Combo to himself all allies within a 60 ft. radius. A Recital uses all Notes, not just the current combo. The effects of the same Note Combo (or higher/lower level versions) do not stack.
table key: W=white, Y=yellow, G=green, B=blue, P=purple, R=red, C=cyan


Note Combo

Effect

Duration



W,W

+10 to movement speed

3 rounds



P,P

+10 to movement speed

4 rounds



W,R

+2 to attack rolls

2 rounds



P,P,R

+3 to attack rolls

1 round



G,Y,P,Y

50% chance of negating ⅓ damage (rounded down)

3 rounds



C,B,P

Effects of the Diehard feat

3 rounds



Y,C,P

Energy Resistance 10 (Electric)

2 rounds



Y,Y,B

Energy Resistance 15 (Electric)

1 round



Y,R

Energy Resistance 10 (Fire)

2 rounds



Y,B,W

Energy Resistance 15 (Fire)

1 round



Y,G,W

Energy Resistance 10 (Cold)

2 rounds



R,G,P

Energy Resistance 15 (Cold)

1 round



R,Y

+3 to AC

2 rounds



R,G,R

+4 to AC

1 round



R,C,C,P

+5 to AC

1 round



C,C,R

+5 to saves vs. sound-based effects, cannot be Deafened

3 rounds



C,C,G,C

Immunity to sound-based (but not sonic damage) effects and Deafness

2 rounds



C,G,C

Endure Elements

4 rounds



C,Y,Y

Immunity to Paralysis

3 rounds



G,G,Y

Fast Healing 5

4 rounds



G,R,G,P

Fast Healing 10

4 rounds



R,B,W

+10 Temporary HP





R,R,C

+15 Temporary HP





R,B,R,P

+25 Temporary HP





P,G

Recover 10 HP





G,P,Y

Recover 1 HP





G,G,P,C

Recover 20 HP





W,G

Recover 10 HP, Neutralize Poison





G,W,C

Recover 10 HP, Neutralize Poison






Lance [Monster Hunter]
Martial Two-Handed Melee
Critical: ×3
Range Increment: —
Type: Piercing (Bludgeoning for Shield)
Hardness: 10
Shield bonus: +2
Armor Check Penalty: -2
Arcane Spell Failure Chance: 15%


Size

Cost
(combined total)

Damage

Weight

HP



Fine

*

1d2

*

1 (lance)
1 (shield)



Diminutive

*

1d3

*

1 (lance)
2 (shield)



Tiny

*

1d4

*

2 (lance)
5 (shield)



Small

40 gp

5 lbs. (lance)
7.5 lbs. (shield)

1d6

5 (lance)
10 (shield)



Medium

40 gp

1d8

10 lbs. (lance)
15 lbs. (shield)

10 (lance)
20 (shield)



Large

80 gp

2d6

20 lbs. (lance)
30 lbs. (shield)

20 (lance)
40 (shield)



Huge

*

3d6

*

40 (lance)
80 (shield)



Gargantuan

*

4d6

*

80 (lance)
160 (shield)



Colossal

*

6d6

*

160 (lance)
320 (shield)




Monster Hunter Weapon: This weapon requires the Monster Hunter Weapon Proficiency feat in order to use properly. Anyone attempting to use it without this feat takes a -2 non-proficiency penalty, as well as any other non-proficiency penalties the may already have. Nor can they utilize any of the weapon's special abilities.

Reach: A Monster Hunter Lance has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

Special Shield: A Monster Hunter Lance comes with a custom Large Shield (made of the same material as the ance when possible). The Monster Hunter Lance is treated as a standard Lance without this shield. This shield can be used as a Tower Shield.

Conditionally One-Handed: When used with it’s shield the Monster Hunter Lance is treated as one handed.

Master Charge (EX): A Monster Hunter Lance deals x2 damage while charging, x3 if the user is mounted while charging. in addition, if charging on foot, it deals 1d4 bonus damage per 20 ft. moved in a straight line at the end of the charge.
Gunlance [Monster Hunter]
Martial Two-Handed Melee
Critical: ×3
Range Increment: —
Type: Piercing (Bludgeoning for Shield)
Hardness: 10
Shield bonus: +2
Armor Check Penalty: -2
Arcane Spell Failure Chance: 15%


Size

Cost
(combined total)

Damage

Weight

HP



Fine

*

1d4

*

1 (gunlance)
1 (shield)



Diminutive

*

1d6

*

1 (gunlance)
2 (shield)



Tiny

*

1d8

*

2 (gunlance)
5 (shield)



Small

400 gp

1d10

6 lbs. (gunlance)
7.5 lbs. (shield)

5 (gunlance)
10 (shield)



Medium

400 gp

2d6

12 lbs. (gunlance)
15 lbs. (shield)

10 (gunlance)
20 (shield)



Large

500 gp

3d6

24 lbs. (gunlance)
30 lbs. (shield)

20 (gunlance)
40 (shield)



Huge

*

4d6

*

40 (gunlance)
80 (shield)



Gargantuan

*

6d6

*

80 (gunlance)
160 (shield)



Colossal

*

8d6

*

160 (gunlance)
320 (shield)




Due to the complexity of the Gunlance's mechanism, all Gunlances are Masterwork quality. Masterwork price is included in the prices shown.

Monster Hunter Weapon: This weapon requires the Monster Hunter Weapon Proficiency feat in order to use properly. Anyone attempting to use it without this feat takes a -2 non-proficiency penalty, as well as any other non-proficiency penalties the may already have. Nor can they utilize any of the weapon's special abilities.

Reach: A Gunlance has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

Special Shield: A Gunlance comes with a custom Large Shield (made of the same material as the Gunlance when possible). The Gunlance is treated as a standard glaive without this shield.

Conditionally One-Handed: When used with it’s shield the Gunlance is treated as one handed.

Full Block (EX): you gain Improved Cover and Light Fortification when using your Total Defense action with a Gunlance (does not work without shield).

Shelling (EX): every Gunlance has a maximum capacity of 5 shells that it can fire.
whenever someone using a Gunlance makes an attack, the user can elect to fire one shell which does 2d6 damage to everyone in a 5 ft. radius of the weapons end. firing a shell on it’s own is a quick action.
reloading a Gunlance is a standard action that that does not provoke Attacks Of Opportunity.
Gunlance shells are 10 gp. for a box of 30.

Full Burst (EX): a Gunlance user can use a Full Burst, firing all the shells in their weapon simultaneously. the damage die for each shell is increased to 3d6.
a Full Burst can only be used at the end of a Full Attack.

Wyvern’s Fire (EX): a Gunlance user can, as a full round action, use Wyverns Fire. This attack creates a 30 ft. cone-shaped explosion. this explosion deals 4d8 Fire and Sonic damage (half damage is fire, half is sonic). a successful Reflex save (DC 20) can halve damage. This attack has a 1d4 round cooldown.
Switch Axe [Monster Hunter]
Martial Two-Handed Melee
Critical: ×3 (axe mode), 19-20/x2 (sword mode)
Range Increment: —
Type: Slashing
Hardness: 10


Size

Cost

Damage

Weight

HP



Fine

*

1d2 (axe mode)
1d4 (sword mode)

*

1



Diminutive

*

1d3 (axe mode)
1d6 (sword mode)

*

1



Tiny

*

1d4 (axe mode)
1d8 (sword mode)

*

2



Small

400 gp

1d6 (axe mode)
1d10 (sword mode)

6 lbs.

5



Medium

400 gp

1d8 (axe mode)
2d6 (sword mode)

12 lbs.

10



Large

500 gp

2d6 (axe mode)
3d6 (sword mode)

24 lbs.

20



Huge

*

3d6 (axe mode)
4d6 (sword mode)

*

40



Gargantuan

*

4d6 (axe mode)
6d6 (sword mode)

*

80



Colossal

*

6d6 (axe mode)
8d6 (sword mode)

*

160




Due to the complexity of it's mechanism, all Switchaxes are Masterwork quality. Masterwork price is included in the prices shown.

Monster Hunter Weapon: This weapon requires the Monster Hunter Weapon Proficiency feat in order to use properly. Anyone attempting to use it without this feat takes a -2 non-proficiency penalty, as well as any other non-proficiency penalties the may already have. Nor can they utilize any of the weapon's special abilities.

Mode Switch (EX): As a standard action, the user of a Switchaxe can change the mode of their weapon, between Greataxe Mode and Greatsword Mode. In Greatsword Mode the user’s Move speed is reduced by 5, and it can only be sustained as long as the Power Phial is active.

Greater Reach (Ex): A Switchaxe in axe mode can hit opponents 10 ft. away, but takes a -4 penalty to attack and damage rolls against adjacent opponents

Power Phial (SU): Switchaxes are equipped with Phials of a magical that increases the power of the weapon. When in Greatsword Mode, the Phial becomes active for 8 rounds, after that it needs to recharge. A Power Phial recharges takes 3 rounds of dealing at least half the weapons maximum damage per attack while in Greataxe Mode to recharge. alternatively, the user can reload the Phial, replenishing all 8 rounds worth of energy. Reloading a Phial is a move action that provokes attack of opportunity. there are 5 different varieties of Power Phial, however, any single Switchaxe can only use one variety of Phial (determined at creation).



Phial Type

Effect

Cost of Spare Phials



Flame Phail

deals 1d8 Fire damage with each attack

15 gp



Thunder Phail

deals 1d8 Electric damage with each attack

15 gp



Frost Phail

deals 1d8 Cold damage with each attack

15 gp



Razor Phail

doubles Critical Threat Range.
stacks with Improved Critical

20 gp



Super Phail

+20 damage to each attack

30 gp



Venom Phail

poison that deals 1d6 initial damage and 1d4 secondary damage.

20 gp



Paralyzer Phail

DC 14 Fort. save or become Paralyzed for 1d4 rounds

20 gp



Exhaugster Phail

20% chance to leave target Fatigued, 10% chance to leave Exhausted

40 gp





Insect Glaive [Monster Hunter]
Martial Two-Handed Melee
Critical: x3
Range Increment: —
Type: Slashing/Blugeoning
Hardness: 10


Size

Cost

Damage

Weight

HP



Fine

*

1d3/1d2

*

1



Diminutive

*

1d4/1d3

*

1



Tiny

*

1d6/1d4

*

2



Small

80 gp

1d8/1d6

7.5 lbs.

5



Medium

80 gp

1d10/1d8

15 lbs.

10



Large

160 gp

2d8/2d6

30 lbs.

20



Huge

*

3d8/3d6

*

40



Gargantuan

*

4d8/4d6

*

80



Colossal

*

6d8/6d6

*

160




Monster Hunter Weapon: This weapon requires the Monster Hunter Weapon Proficiency feat in order to use properly. Anyone attempting to use it without this feat takes a -2 non-proficiency penalty, as well as any other non-proficiency penalties the may already have. Nor can they utilize any of the weapon's special abilities.

Double Weapon: An Insect Glaive is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The Insect Glaive’s blade is a slashing weapon that deals 1d10 points of damage (crit ×3). Its weighted end is a bludgeoning weapon that deals 1d8 points of damage (crit ×3). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding an Insect Glaive in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
Pole Vault (EX): The user of an Insect Glaive gets a +10 to Jump checks.

Kinsect (EX): The user of an Insect Glaive gains an animal companion from the following list, attracted by the Insect Glaive, referred to as their Kinsect. Thier class level counts as their Druid level for the purposes of determining it's abilities and stat adjustments. The Kinsect is bound to the Insect Glaive, not the one who uses it; if it is lost, the user loses their Kinsect as well. Kinsects are also capable of channeling touch attacks and spells like a Familiar. In the event that a Kinsect is killed, if the Insect Glaive is left outside for 24 hours, a new Kinsect of the same species as the last one will be attracted to it. An Insect Glaive counts as a Masterwork Tool for purposes of Handle Animal checks regarding the Kinsect.


Bombardier Beetle

Small Vermin
Hit Dice: 1d8 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 40 ft. (poor)
Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d3+1)
Full Attack: Bite +2 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid Spray
Special Qualities: Darkvision 60 ft., Vermin Traits
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 10, Dex 10, Con 14, Int —, Wis 10, Cha 9
Skills: —
Feats: —

Acid Spray (Ex): When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based


Scarab Beetle

Small Vermin
Hit Dice: 2d8+2 (13 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 30 ft.
Armor Class: 18 (+1 size, +7 natural), touch 11, flat-footed 18
Base Attack/Grapple: 1/2
Attack: Bite +3 melee (1d8 plus desiccate)
Full Attack: Bite +3 melee (1d8 plus desiccate)
Space/Reach: 5 ft./5 ft.
Special Attacks: Desiccate, improved grab
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 14, Int —, Wis 10, Cha 9
Skills: —
Feats: —

Desiccate (Ex): A scarab beetle can reduce a victim to nothing in mere seconds. Any living creature struck by a scarab beetle’s bite attack must make a DC 16 Fortitude save or take 1d6 points of Constitution damage. A creature reduced to 0 Constitution by the scarab beetle is consumed completely. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, a scarab beetle must hit Medium or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage each round it maintains the grapple. A grappled foe is also subjected to the scarab beetle’s desiccate attack each round.


Wasp

Small Vermin
Hit Dice: 1d8+2 (6 hp)
Initiative: +1
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-1
Attack: Sting +3 melee (1d2+3 plus poison)
Full Attack: Sting +3 melee (1d4+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 6, Dex 16, Con 8, Int —, Wis 9, Cha 6
Skills: Spot +7, Survival +1*
Feats: —

Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

Skills: Wasps have a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.


Dragonfly

Small Vermin
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 80 ft. (perfect)
Armor Class: 15 (+1 size, +4 Dex), touch 15, flat-footed 11
Base Attack/Grapple: +1/-2
Attack: Bite +2 melee (1d6+2)
Full Attack: Bite +2 melee (1d6+2)
Space/Reach: 5 ft./5ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., low-light vision, vermin traits
Saves: Fort +3, Ref +5, Will +0
Abilities: Str 4, Dex 18, Con 10, Int —, Wis 9, Cha 9
Skills: Spot +5
Feats: —

Skills: dragonflies have a +6 racial bonus on Spot checks


Praying Mantis

Small Vermin
Hit Dice: 1d8+2 (7 hp)
Initiative: +0
Speed: 20 ft. (4 squares), fly 40 ft. (poor)
Armor Class: 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Claws +3 melee (1d4+3)
Full Attack: Claws +3 melee (1d4+3) and bite +1 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 15, Dex 12, Con 11, Int —, Wis 14, Cha 11
Skills: Hide +1*, Spot +6
Feats: —

Improved Grab (Ex): To use this ability, a praying mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +6 attack bonus).

Skills: A praying mantis has a +4 racial bonus on Hide and Spot checks.
*Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage.

LostDeviljho
2014-09-17, 12:41 PM
thoughts on the weapons? they were the things i was really worried about mechanics wise.

Ninja_Grand
2014-09-17, 03:35 PM
Weapons:
Monster Hunter Weapon Proficiency [General]

Prerequisites: Proficiency with Martial Weapons, BAB +3

Benefits: You gain familiarity with all weapon bearing the [Monster Hunter] tag. you can now use all of these weapons special abilities.

Normal: You can use weapons with the [Monster Hunter] tag, but you take a -2 nonproficiency penalty in addition to any normal nonproficiency penalties you may have, and cannot utilize any of their special qualities or abilities unless otherwise stated in the weapon description.

Greatsword [Monster Hunter]
Martial Two-Handed Melee
Critical: 19-20/x2
Range Increment: —
Type: Slashing
Hardness: 10


Size

Cost

Damage

Weight

HP



Fine

*

1d4

*

1



Diminutive

*

1d6

*

1



Tiny

*

1d8

*

2



Small

100 gp

1d10

16 lbs.

5



Medium

100 gp

2d6

32 lbs.

10



Large

200 gp

3d6

64 lbs

20



Huge

*

4d6

*

40



Gargantuan

*

6d6

*

80



Colossal

*

8d6

*

160




Monster Hunter Weapon: This weapon requires the Monster Hunter Weapon Proficiency feat in order to use properly. Anyone attempting to use it without this feat takes a -2 non-proficiency penalty, as well as any other non-proficiency penalties the may already have. nor can they utilize any of the weapon's special abilities, however, in addition to dropping the wielder's move speed when drawn, the Heavy Bladed quality causes the weapon to be treated as one size category larger for determining whether it is an oversized weapon for the user (thus, a Medium character wielding a Medium sized Monster Hunter Greatsword is treated as wielding a Large weapon).

Heavy Bladed: A Monster Hunter Greatsword is extremely heavy. So heavy, in fact, that your move speed drops by 10 when it is drawn. This weapon cannot be wielded by anyone with a strength score of less than 13.

Master Block (EX): The user of a Monster Hunter Greatsword can use it as a tower shield.

Charged Swing (EX): the user of a Monster Hunter Greatsword can sacrifice his movement and attacks for one round in order to charge his next swing. while doing so he is treated as flat-footed, but gains a +4 bonus on checks or rolls to resist bull rush, disarm, grapple, overrun, and trip attempts made against him. If he takes enough damage whilst charging(½ Con modifier + 5), then the charge is interrupted and he loses all benefits he gained and must restart charging at the beginning..
Upon successfully charging up, all damage dealt by his next attack is doubled. alternatively, he can opt to continue charging for another round up to Charge Level 2, gaining an additional x3 to damage. he can then charge for a third round, to charge Level 3, gaining an additional x4 to damage. he cannot charge his attack beyond Charge Level 3, attempting to do so loses all previous Charge Levels and leaves him Fatigued for 1d4 rounds. All bonuses from Charge Levels stack. If interrupted during a higher level charge, he loses the benefits from that Charge Level and previous Charge Levels.


Longsword [Monster Hunter]
Martial Two-Handed Melee
Critical: 18–20/×2
Range Increment: —
Type: Slashing
Hardness: 10


Size

Cost

Damage

Weight

HP



Fine

*

1d3

*

1



Diminutive

*

1d4

*

1



Tiny

*

1d6

*

1



Small

200 gp

1d8

2.5 lbs.

3



Medium

200 gp

1d10

5 lbs.

7



Large

400 gp

2d6

10 lbs.

14



Huge

*

3d6

*

28



Gargantuan

*

4d6

*

56



Colossal

*

6d6

*

112




Monster Hunter Weapon: This weapon requires the Monster Hunter Weapon Proficiency feat in order to use properly. Anyone attempting to use it without this feat takes a -2 non-proficiency penalty, as well as any other non-proficiency penalties the may already have. nor can they utilize any of the weapon's special abilities.

Finesseable: A Monster Hunter Longsword can be used with the weapon finesse feat, even though it is not a light weapon.

Lunging Slash (EX): Once per round , someone using a Monster Hunter Longsword can make a single, lunging attack. this attack is treated as having reach.

Sidestep Slash (EX): Once per round, someone using a Monster Hunter Longsword can make a single attack which uses the Sidestep feat, even if the user does not have the feat or meet the prerequisites.

Spirit Meter (EX): every time you hit a target with consecutive attacks, you gain one Spirit Point, or SP, per hit. you lose 1 SP every time you miss an attack and you lose 1 SP at the end of every round. You SP fill your Spirit Meter, which has 3 levels. Meter Level 1 takes 5 SP to fill, granting a +1 bonus to all attack and damage rolls with the Longsword until the meter is emptied, and allowing you to begin filling Meter Level 2. Meter Level 2 requires 10 SP to fill, giving a +2 bonus that stacks with the first level bonus and lasts until Meter Level 2 is empty. Once Meter Level 2 is filled, Meter Level 3 becomes available. Meter Level 3 requires 15 SP to fill, and grants a +3 bonus. Meter Level 3 cannot be replenished once full, you have to wait until Meter Level 2 to begin replenishing SP.

Spirit Slash (EX): Whenever a Spirit Meter level is filled, the Longsword user gains the ability to perform a Spirit Slash. this is a single attack that uses all SP in a given Meter Level to double the bonus from the most recently filled Meter Level. A Spirit Slash cannot be used on the highest active Meter Level if it is less than half full, instead it will burn, and double, the next Meter Level down (for instance, if Meter Level 2 had been filled, but now has only 4 SP left, the Spirit Slash would double Meter Level 1's +1 bonus rather than Level 2's +2 bonus. Level 2's bonus would still remain for the attack, but would deactivate afterwards because there would only be 4 total SP). This also applies to a meter that hasn't been filled yet. If Meter Level 3 only has 12 SP and hasn't yet been activated, then using a spirit slash would use all of Level 2's SP and double Level 2's bonus whilst leaving the SP in Meter Level 3 alone.
Sword & Shield [Monster Hunter]
Martial Light Melee
Critical: 19–20/×2
Range Increment: —
Type: Slashing (Bludgeoning for Shield)
Armor Check Penalty: −1
Arcane Spell Failure Chance: 5%
Shield Bonus: +1
Hardness: 10


Size

Cost
(combined total)

Damage

Weight
(per weapon)

HP
(per weapon)



Fine

*

1

*

1



Diminutive

*

1d2

*

1



Tiny

*

1d3

*

1



Small

30 gp

1d4

1 lbs. (sword)
2.5 lbs. (shield)

2



Medium

30 gp

1d6

2 lbs. (sword)
5 lbs. (shield)

5



Large

60 gp

1d8

4 lbs. (sword)
10 lbs. (shield)

10



Huge

*

2d6

*

20



Gargantuan

*

3d6

*

40



Colossal

*

4d6

*

80




Monster Hunter Weapon: This weapon requires the Monster Hunter Weapon Proficiency feat in order to use properly. Anyone attempting to use it without this feat takes a -2 non-proficiency penalty, as well as any other non-proficiency penalties the may already have. nor can they utilize any of the weapon's special abilities. Dual Weapon Synergy is a special Quality and thus remains, although the Two Weapon Fighting feat only reduces the penalty to a -2.

Special Shield: A Monster Hunter Sword & Shield is composed of a shortsword and a special buckler that you can shield bash with. the buckler also grants Light Fortification when Fighting Defensively.

Dual Weapon Synergy (EX): A Sword & Shield is a dual weapon. it consists of two weapons which are bought together as a single weapon, sold together as a single weapon, and used together as a single weapon. A Monster Hunter Sword & Shield has only a -4 two-weapon fighting penalty on both Primary and Off-hand, and takes no penalty at all if the user has the Two-Weapon Fighting feat. If a Monster Hunter Sword & Shield is selected for a weapon-specific feat (such as Weapon Focus, Weapon Finesse, etc.), then said feat applies to both parts of the weapon. You can also add you full x1Strength bonus to you off-hand weapon, instead of the normal 1/2.
The two pieces can be enhanced separately, or together for an additional 200 gp.
Dualblades [Monster Hunter]
Martial One-Handed Melee
Critical: 19–20/×2
Range Increment: —
Type: Slashing
Hardness: 10


Size

Cost
(combined total)

Damage
(per weapon)

Weight
(combined total)

HP
(per weapon)



Fine

*

1d2

*

1



Diminutive

*

1d3

*

1



Tiny

*

1d4

*

1



Small

30 gp

1d6

4 lbs.

3



Medium

30 gp

2d4

8 lbs.

7



Large

60 gp

3d4

16 lbs.

14



Huge

*

4d4

*

28



Gargantuan

*

6d4

*

56



Colossal

*

8d4

*

112




Monster Hunter Weapon: This weapon requires the Monster Hunter Weapon Proficiency feat in order to use properly. Anyone attempting to use it without this feat takes a -2 non-proficiency penalty, as well as any other non-proficiency penalties the may already have. nor can they utilize any of the weapon's special abilities. Dual Weapon Synergy is a special Quality and thus remains, although the Two Weapon Fighting feat only reduces the penalty to a -2.

Finesseable: Monster Hunter Dualblades can be used with the weapon finesse feat, even though they are not a light weapons.

Dual Weapon Synergy (EX): Dualblades a dual weapon. they consist of two weapons which are bought together as a single weapon, sold together as a single weapon, and used together as a single weapon. Dualblades have only a -4 two-weapon fighting penalty on both Primary and Off-hand, and take no penalty at all if the user has the Two-Weapon Fighting feat. If a pair of Monster Hunter Dualblades are selected for a weapon-specific feat (such as Weapon Focus, Weapon Finesse, etc.), then said feat applies to both parts of the weapon. You can also add you full x1 Strength bonus to you off-hand weapon, instead of the normal 1/2.
The two pieces can be enhanced separately, or together for an additional 200 gp.

Demonization Mode (EX): Someone wielding Monster Hunter Dualblades can enter Demonization Mode. In this state, they temporarily gain +2 to Strength, and +2 to Dexterity. Thier speed increases by 10 feet, and They can choose to make a flurry of blows with a full attack action in melee, making one extra attack per round while suffering a —2 penalty on every attack.
Demonization Mode lasts for a number of rounds equal to three + the user’s Charisma modifier. They may prematurely end the frenzy voluntarily. At the end of the frenzy, they are fatigued (—2 to Strength, —2 to Dexterity, can't charge or run) for the duration of that encounter. They can only enter Demonization Mode once per encounter, and only a certain number of times per day (Cha Modifier/2). Entering Demonization Mode takes no time itself, but the user can only do it during her action, not in response to somebody else's action.

Archdemon Mode (EX): While in Demonization Mode, every hit made against an opponent charges a meter, henceforth referred to as the Demon Meter. This meter has a capacity of 24 points and once it's filled the user enters Archdemon Mode. In Archdemon Mode they gain an additional +2 to Str and Dex that stacks with the bonus from Demonization Mode, and the user gets a +3 bonus to all rolls. The Demon Meter decreases at a steady pace of 3 points per round once Archdemon Mode is activated. once it is activated it can be increased by 1 point every successful hit, even if Demonization mode ends.
Hammer [Monster Hunter]
Martial Two-Handed Melee
Critical: 19-20/×4
Range Increment: —
Type: Bludgeoning
Hardness: 10


Size

Cost

Damage

Weight

HP



Fine

*

1d4

*

1



Diminutive

*

1d6

*

1



Tiny

*

1d8

*

2



Small

80 gp

1d10

20 lbs.

5



Medium

80 gp

1d12

40 lbs.

10



Large

160 gp

3d6

80 lbs.

20



Huge

*

4d6

*

40



Gargantuan

*

6d6

*

80



Colossal

*

8d6

*

160




A Monster Hunter Hammer gains a +2 bonus to sunder attempts.

Monster Hunter Weapon: This weapon requires the Monster Hunter Weapon Proficiency feat in order to use properly. Anyone attempting to use it without this feat takes a -2 non-proficiency penalty, as well as any other non-proficiency penalties the may already have. Nor can they utilize any of the weapon's special abilities.

Charged Smash (EX): The wielder of a Monster Hunter Hammer can choose to forego all his attacks in a round in order to charge his next attack. Once the attack is charge he can choose to make a single attack, adding x2 his Strength Modifier instead of the standard 1.5 for a two-handed weapon, or continue charging for another round. At Charge Level 2, he can continue charging of make an attack to which he adds x2.5 his Strength Modifier and has a 25% chance of Stunning the target. At Charge Level 3, he can make two consecutive attacks at his highest BAB, adding x3 his Strength Modifier, each with a 50% chance to leave the target Stunned. Or he can continue on to Charge Level 4, where he can make a single attack as if he had the Whirlwind Attack feat, adding x2 his Strength Modifier but becomes Fatigued afterwards.
Hunting Horn [Monster Hunter]
Martial Two-Handed Melee
Critical: ×3
Range Increment: —
Type: Bludgeoning
Hardness: 10


Size

Cost

Damage

Weight

HP



Fine

*

2d2

*

1



Diminutive

*

2d3

*

1



Tiny

*

2d4

*

2



Small

40 gp

1d10

12.5 lbs.

5



Medium

40 gp

2d6

25 lbs.

10



Large

80 gp

3d6

50 lbs.

20



Huge

*

4d6

*

40



Gargantuan

*

6d6

*

80



Colossal

*

8d6

*

160




A monster Hunter Hunting Horn get a +2 bonus to sunder attempts.

Monster Hunter Weapon: This weapon requires the Monster Hunter Weapon Proficiency feat in order to use properly. Anyone attempting to use it without this feat takes a -2 non-proficiency penalty, as well as any other non-proficiency penalties the may already have. Nor can they utilize any of the weapon's special abilities.

Recital (EX): Every Time an attack with a hunting horn hits, the wielder can choose what color Note is gained. The colors are White, Yellow, Green, Blue, Purple, Red, and Cyan. He can only have 4 collected Notes at a time, and they are arranged in the order they were gained in. A Hunting Horn wielder can only choose from a set of 3 Note Colors, determined once per day. At this time, he can spend 2 hours practicing, changing which 3 Notes he can pick from.
Whenever a specific combination of Notes is achieved, he may perform a Recital. He makes a Perform (Musical Instrument) check at a DC of 10 + number of Notes. Upon a successful check, he performs a Recital, granting the effect of the Note Combo to himself all allies within a 60 ft. radius. A Recital uses all Notes, not just the current combo. The effects of the same Note Combo (or higher/lower level versions) do not stack.
table key: W=white, Y=yellow, G=green, B=blue, P=purple, R=red, C=cyan


Note Combo

Effect

Duration



W,W

+10 to movement speed

3 rounds



P,P

+10 to movement speed

4 rounds



W,R

+2 to attack rolls

2 rounds



P,P,R

+3 to attack rolls

1 round



G,Y,P,Y

50% chance of negating ⅓ damage (rounded down)

3 rounds



C,B,P

Effects of the Diehard feat

3 rounds



Y,C,P

Energy Resistance 10 (Electric)

2 rounds



Y,Y,B

Energy Resistance 15 (Electric)

1 round



Y,R

Energy Resistance 10 (Fire)

2 rounds



Y,B,W

Energy Resistance 15 (Fire)

1 round



Y,G,W

Energy Resistance 10 (Cold)

2 rounds



R,G,P

Energy Resistance 15 (Cold)

1 round



R,Y

+3 to AC

2 rounds



R,G,R

+4 to AC

1 round



R,C,C,P

+5 to AC

1 round



C,C,R

+5 to saves vs. sound-based effects, cannot be Deafened

3 rounds



C,C,G,C

Immunity to sound-based (but not sonic damage) effects and Deafness

2 rounds



C,G,C

Endure Elements

4 rounds



C,Y,Y

Immunity to Paralysis

3 rounds



G,G,Y

Fast Healing 5

4 rounds



G,R,G,P

Fast Healing 10

4 rounds



R,B,W

+10 Temporary HP





R,R,C

+15 Temporary HP





R,B,R,P

+25 Temporary HP





P,G

Recover 10 HP





G,P,Y

Recover 1 HP





G,G,P,C

Recover 20 HP





W,G

Recover 10 HP, Neutralize Poison





G,W,C

Recover 10 HP, Neutralize Poison






Lance [Monster Hunter]
Martial Two-Handed Melee
Critical: ×3
Range Increment: —
Type: Piercing (Bludgeoning for Shield)
Hardness: 10
Shield bonus: +2
Armor Check Penalty: -2
Arcane Spell Failure Chance: 15%


Size

Cost
(combined total)

Damage

Weight

HP



Fine

*

1d2

*

1 (lance)
1 (shield)



Diminutive

*

1d3

*

1 (lance)
2 (shield)



Tiny

*

1d4

*

2 (lance)
5 (shield)



Small

40 gp

5 lbs. (lance)
7.5 lbs. (shield)

1d6

5 (lance)
10 (shield)



Medium

40 gp

1d8

10 lbs. (lance)
15 lbs. (shield)

10 (lance)
20 (shield)



Large

80 gp

2d6

20 lbs. (lance)
30 lbs. (shield)

20 (lance)
40 (shield)



Huge

*

3d6

*

40 (lance)
80 (shield)



Gargantuan

*

4d6

*

80 (lance)
160 (shield)



Colossal

*

6d6

*

160 (lance)
320 (shield)




Monster Hunter Weapon: This weapon requires the Monster Hunter Weapon Proficiency feat in order to use properly. Anyone attempting to use it without this feat takes a -2 non-proficiency penalty, as well as any other non-proficiency penalties the may already have. Nor can they utilize any of the weapon's special abilities.

Reach: A Monster Hunter Lance has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

Special Shield: A Monster Hunter Lance comes with a custom Large Shield (made of the same material as the ance when possible). The Monster Hunter Lance is treated as a standard Lance without this shield. This shield can be used as a Tower Shield.

Conditionally One-Handed: When used with it’s shield the Monster Hunter Lance is treated as one handed.

Master Charge (EX): A Monster Hunter Lance deals x2 damage while charging, x3 if the user is mounted while charging. in addition, if charging on foot, it deals 1d4 bonus damage per 20 ft. moved in a straight line at the end of the charge.
Gunlance [Monster Hunter]
Martial Two-Handed Melee
Critical: ×3
Range Increment: —
Type: Piercing (Bludgeoning for Shield)
Hardness: 10
Shield bonus: +2
Armor Check Penalty: -2
Arcane Spell Failure Chance: 15%


Size

Cost
(combined total)

Damage

Weight

HP



Fine

*

1d4

*

1 (gunlance)
1 (shield)



Diminutive

*

1d6

*

1 (gunlance)
2 (shield)



Tiny

*

1d8

*

2 (gunlance)
5 (shield)



Small

400 gp

1d10

6 lbs. (gunlance)
7.5 lbs. (shield)

5 (gunlance)
10 (shield)



Medium

400 gp

2d6

12 lbs. (gunlance)
15 lbs. (shield)

10 (gunlance)
20 (shield)



Large

500 gp

3d6

24 lbs. (gunlance)
30 lbs. (shield)

20 (gunlance)
40 (shield)



Huge

*

4d6

*

40 (gunlance)
80 (shield)



Gargantuan

*

6d6

*

80 (gunlance)
160 (shield)



Colossal

*

8d6

*

160 (gunlance)
320 (shield)




Due to the complexity of the Gunlance's mechanism, all Gunlances are Masterwork quality. Masterwork price is included in the prices shown.

Monster Hunter Weapon: This weapon requires the Monster Hunter Weapon Proficiency feat in order to use properly. Anyone attempting to use it without this feat takes a -2 non-proficiency penalty, as well as any other non-proficiency penalties the may already have. Nor can they utilize any of the weapon's special abilities.

Reach: A Gunlance has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

Special Shield: A Gunlance comes with a custom Large Shield (made of the same material as the Gunlance when possible). The Gunlance is treated as a standard glaive without this shield.

Conditionally One-Handed: When used with it’s shield the Gunlance is treated as one handed.

Full Block (EX): you gain Improved Cover and Light Fortification when using your Total Defense action with a Gunlance (does not work without shield).

Shelling (EX): every Gunlance has a maximum capacity of 5 shells that it can fire.
whenever someone using a Gunlance makes an attack, the user can elect to fire one shell which does 2d6 damage to everyone in a 5 ft. radius of the weapons end. firing a shell on it’s own is a quick action.
reloading a Gunlance is a standard action that that does not provoke Attacks Of Opportunity.
Gunlance shells are 10 gp. for a box of 30.

Full Burst (EX): a Gunlance user can use a Full Burst, firing all the shells in their weapon simultaneously. the damage die for each shell is increased to 3d6.
a Full Burst can only be used at the end of a Full Attack.

Wyvern’s Fire (EX): a Gunlance user can, as a full round action, use Wyverns Fire. This attack creates a 30 ft. cone-shaped explosion. this explosion deals 4d8 Fire and Sonic damage (half damage is fire, half is sonic). a successful Reflex save (DC 20) can halve damage. This attack has a 1d4 round cooldown.
Switch Axe [Monster Hunter]
Martial Two-Handed Melee
Critical: ×3 (axe mode), 19-20/x2 (sword mode)
Range Increment: —
Type: Slashing
Hardness: 10


Size

Cost

Damage

Weight

HP



Fine

*

1d2 (axe mode)
1d4 (sword mode)

*

1



Diminutive

*

1d3 (axe mode)
1d6 (sword mode)

*

1



Tiny

*

1d4 (axe mode)
1d8 (sword mode)

*

2



Small

400 gp

1d6 (axe mode)
1d10 (sword mode)

6 lbs.

5



Medium

400 gp

1d8 (axe mode)
2d6 (sword mode)

12 lbs.

10



Large

500 gp

2d6 (axe mode)
3d6 (sword mode)

24 lbs.

20



Huge

*

3d6 (axe mode)
4d6 (sword mode)

*

40



Gargantuan

*

4d6 (axe mode)
6d6 (sword mode)

*

80



Colossal

*

6d6 (axe mode)
8d6 (sword mode)

*

160




Due to the complexity of it's mechanism, all Switchaxes are Masterwork quality. Masterwork price is included in the prices shown.

Monster Hunter Weapon: This weapon requires the Monster Hunter Weapon Proficiency feat in order to use properly. Anyone attempting to use it without this feat takes a -2 non-proficiency penalty, as well as any other non-proficiency penalties the may already have. Nor can they utilize any of the weapon's special abilities.

Mode Switch (EX): As a standard action, the user of a Switchaxe can change the mode of their weapon, between Greataxe Mode and Greatsword Mode. In Greatsword Mode the user’s Move speed is reduced by 5, and it can only be sustained as long as the Power Phial is active.

Greater Reach (Ex): A Switchaxe in axe mode can hit opponents 10 ft. away, but takes a -4 penalty to attack and damage rolls against adjacent opponents

Power Phial (SU): Switchaxes are equipped with Phials of a magical that increases the power of the weapon. When in Greatsword Mode, the Phial becomes active for 8 rounds, after that it needs to recharge. A Power Phial recharges takes 3 rounds of dealing at least half the weapons maximum damage per attack while in Greataxe Mode to recharge. alternatively, the user can reload the Phial, replenishing all 8 rounds worth of energy. Reloading a Phial is a move action that provokes attack of opportunity. there are 5 different varieties of Power Phial, however, any single Switchaxe can only use one variety of Phial (determined at creation).



Phial Type

Effect

Cost of Spare Phials



Flame Phail

deals 1d8 Fire damage with each attack

15 gp



Thunder Phail

deals 1d8 Electric damage with each attack

15 gp



Frost Phail

deals 1d8 Cold damage with each attack

15 gp



Razor Phail

doubles Critical Threat Range.
stacks with Improved Critical

20 gp



Super Phail

+20 damage to each attack

30 gp



Venom Phail

poison that deals 1d6 initial damage and 1d4 secondary damage.

20 gp



Paralyzer Phail

DC 14 Fort. save or become Paralyzed for 1d4 rounds

20 gp



Exhaugster Phail

20% chance to leave target Fatigued, 10% chance to leave Exhausted

40 gp





Insect Glaive [Monster Hunter]
Martial Two-Handed Melee
Critical: x3
Range Increment: —
Type: Slashing/Blugeoning
Hardness: 10


Size

Cost

Damage

Weight

HP



Fine

*

1d3/1d2

*

1



Diminutive

*

1d4/1d3

*

1



Tiny

*

1d6/1d4

*

2



Small

80 gp

1d8/1d6

7.5 lbs.

5



Medium

80 gp

1d10/1d8

15 lbs.

10



Large

160 gp

2d8/2d6

30 lbs.

20



Huge

*

3d8/3d6

*

40



Gargantuan

*

4d8/4d6

*

80



Colossal

*

6d8/6d6

*

160




Monster Hunter Weapon: This weapon requires the Monster Hunter Weapon Proficiency feat in order to use properly. Anyone attempting to use it without this feat takes a -2 non-proficiency penalty, as well as any other non-proficiency penalties the may already have. Nor can they utilize any of the weapon's special abilities.

Double Weapon: An Insect Glaive is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The Insect Glaive’s blade is a slashing weapon that deals 1d10 points of damage (crit ×3). Its weighted end is a bludgeoning weapon that deals 1d8 points of damage (crit ×3). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding an Insect Glaive in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
Pole Vault (EX): The user of an Insect Glaive gets a +10 to Jump checks.

Kinsect (EX): The user of an Insect Glaive gains an animal companion from the following list, attracted by the Insect Glaive, referred to as their Kinsect. Thier class level counts as their Druid level for the purposes of determining it's abilities and stat adjustments. The Kinsect is bound to the Insect Glaive, not the one who uses it; if it is lost, the user loses their Kinsect as well. Kinsects are also capable of channeling touch attacks and spells like a Familiar. In the event that a Kinsect is killed, if the Insect Glaive is left outside for 24 hours, a new Kinsect of the same species as the last one will be attracted to it. An Insect Glaive counts as a Masterwork Tool for purposes of Handle Animal checks regarding the Kinsect.


Bombardier Beetle

Small Vermin
Hit Dice: 1d8 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 40 ft. (poor)
Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d3+1)
Full Attack: Bite +2 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid Spray
Special Qualities: Darkvision 60 ft., Vermin Traits
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 10, Dex 10, Con 14, Int —, Wis 10, Cha 9
Skills: —
Feats: —

Acid Spray (Ex): When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based


Scarab Beetle

Small Vermin
Hit Dice: 2d8+2 (13 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 30 ft.
Armor Class: 18 (+1 size, +7 natural), touch 11, flat-footed 18
Base Attack/Grapple: 1/2
Attack: Bite +3 melee (1d8 plus desiccate)
Full Attack: Bite +3 melee (1d8 plus desiccate)
Space/Reach: 5 ft./5 ft.
Special Attacks: Desiccate, improved grab
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 14, Int —, Wis 10, Cha 9
Skills: —
Feats: —

Desiccate (Ex): A scarab beetle can reduce a victim to nothing in mere seconds. Any living creature struck by a scarab beetle’s bite attack must make a DC 16 Fortitude save or take 1d6 points of Constitution damage. A creature reduced to 0 Constitution by the scarab beetle is consumed completely. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, a scarab beetle must hit Medium or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage each round it maintains the grapple. A grappled foe is also subjected to the scarab beetle’s desiccate attack each round.


Wasp

Small Vermin
Hit Dice: 1d8+2 (6 hp)
Initiative: +1
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-1
Attack: Sting +3 melee (1d2+3 plus poison)
Full Attack: Sting +3 melee (1d4+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 6, Dex 16, Con 8, Int —, Wis 9, Cha 6
Skills: Spot +7, Survival +1*
Feats: —

Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

Skills: Wasps have a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.


Dragonfly

Small Vermin
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 80 ft. (perfect)
Armor Class: 15 (+1 size, +4 Dex), touch 15, flat-footed 11
Base Attack/Grapple: +1/-2
Attack: Bite +2 melee (1d6+2)
Full Attack: Bite +2 melee (1d6+2)
Space/Reach: 5 ft./5ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., low-light vision, vermin traits
Saves: Fort +3, Ref +5, Will +0
Abilities: Str 4, Dex 18, Con 10, Int —, Wis 9, Cha 9
Skills: Spot +5
Feats: —

Skills: dragonflies have a +6 racial bonus on Spot checks


Praying Mantis

Small Vermin
Hit Dice: 1d8+2 (7 hp)
Initiative: +0
Speed: 20 ft. (4 squares), fly 40 ft. (poor)
Armor Class: 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Claws +3 melee (1d4+3)
Full Attack: Claws +3 melee (1d4+3) and bite +1 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 15, Dex 12, Con 11, Int —, Wis 14, Cha 11
Skills: Hide +1*, Spot +6
Feats: —

Improved Grab (Ex): To use this ability, a praying mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +6 attack bonus).

Skills: A praying mantis has a +4 racial bonus on Hide and Spot checks.
*Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage.

I love you. Thats all I can say. IF I had to complain, they seam a bit powerful, that and and enchantments and you got a douzzy of a weapon.

LostDeviljho
2014-09-17, 06:25 PM
I love you. Thats all I can say. IF I had to complain, they seam a bit powerful, that and and enchantments and you got a douzzy of a weapon.

why thank you :smallredface:

as for the enchantment thing, how about limiting the maximum enhancement bonus to +5? that's half the normal maximum and means MH weapons won't bypass DR/epic.

EDIT: Felynes are up! shortly to be followed by Melynx.

Ninja_Grand
2014-09-17, 09:55 PM
why thank you :smallredface:

as for the enchantment thing, how about limiting the maximum enhancement bonus to +5? that's half the normal maximum and means MH weapons won't bypass DR/epic.

EDIT: Felynes are up! shortly to be followed by Melynx.

Sounds good to me.