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E.N.

Guild Monster Hunters


Hunters Guild

E.N. Guild:
Monster Hunters
Hunters Guild
Written by
Aeryn Rudel
Editing by
John Ball, Robert Hunter, Robert Sullivan, and Garth
Wright
Cover and Layout Design by
M Jason Parent
Illustrations by
Michael Franchina and Hunter McFalls
Art Director, Layout, and Project Lead
d20 System and the d20 System logo
Garth Wright
are trademarks of Wizards of the Coast, Inc. in the
United States and other countries and are used with
permission.
d20 System and the d20 System logo are
trademarks of Wizards of the Coast, Inc. and are used
according to the terms of the d20 System License
version 6.0. A copy of this License can be found at
www.wizards.com/d20.
2005 E.N. Publishing

Table of Contents
Introduction 3
Chapter I: Guild Overview 4
Chapter II: Secrets of the Guild 16
Skills 16
Feats 17
Chapter III: Prestige Classes 22
PrC: Ward Thief 22
Designation of Open Game content and Product
PrC: Beast Slayer of Morgannan
Identity: All text for feats, skills, prestige classes,
25 spells, monsters, items, magic items, and tables
Chapter IV: Magic 28 throughout this book are released as Open Game
Magic Items 30 Content under the Open Game License version 1.0a.
Gods 33 All E.N. Publishing logos, artwork, product names,
product line names, and text not included as Open
Game Content above remain Product Identity.

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E.N. Guild Monster Hunters
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Introduction

Monsters are everywhere, a plague The answer is, of course, at the local
to both peasant and king alike. They battle Monster Hunters guild house.
foes in the forlorn depths of dungeons, the The Monster Hunters guild has for
untamed wilderness beyond our fragile centuries dealt with the menace of savage
bubble of civilization, and, most insidiously, beasts in the most professional and efcient
within the very cities that offer us sanctuary. way possible. Comprised of former adventurers
Surcease from this dire threat often comes in and experts specializing in monstrous lore,
the form of doughty adventurers, brave souls the success of the Monster Hunters guild is
who, for want of renown or simply treasure, founded on the vast experience of its members.
confront monstrous beasts for the benet of They can be employed to hunt, capture, and
civilization. slay all manner of monsters. Their fees are
Unfortunately, adventurers are often reasonable, given the nature of their work, and
difcult to nd, ill prepared, untimely, or just they are often seen as an extremely valuable
as likely to end up on a monsters menu as an asset to the community in which they belong.
unskilled commoner. In addition, adventurers The guild takes contracts on all
come in all avors of moral direction, and manner of monsters, from orcs to dragons;
those beseeching aid from a passing band although the guilds fees are commensurate
of heroes may end up with a threat more to the type of beast they will be hunting. In
dangerous than the monster itself. addition to eradicating troublesome monsters,
So what are those beleaguered by beasts the guild makes a tidy prot in information
to do? Where can one nd a professional? brokering. For a fee, freelance adventurers
Where are those well versed in the ecology of can peruse the guilds extensive library to
monsters? Those who are well studied in the better arm themselves against the monsters
obscure lore of bestial weaknesses, with the they may face. The guild also sells minor
resources and skills to nd and slay even the magical items, such as protective scrolls and
most dangerous of creatures? potions, useful in the hunting and slaying of
specic monsters.

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Chapter I:
Guild Overview
offer a monster hunter a signicant advantage
History over his quarry. Grymthane himself had
much experience and had accumulated a fair
The Monster Hunters Guild has a
bit of knowledge on monsters, but he needed
long and storied history. Its beginnings, as
a specialist, someone whose expertise was
one might expect, lay in the exploits of a
beyond approach in the study of monsters
powerful adventurer. Altruism, however,
and their kin. His rst choice was Harkkannas
was not the motivation for founding member
Drimm, an accomplished wizard and sage
Morga Grymthane; his goal was simply to
that had devoted his lifes work to the study
make copious sums of money at his chosen
of monsters and fabulous beasts. Drimm had
profession with the least amount of risk.
amassed a monumental amount of tomes,
Grymthane learned through adventuring for
scrolls, and books on monstrous subjects, in
over twenty-ve years that preparation and
addition to penning no fewer than a dozen
foreknowledge of an adversary would assure
lengthy volumes himself. When Grymthane
victory more than the most ardent combat
approached him regarding the Monster
prowess or magecraft. Having witnessed the
Hunters guild, Drimm was more than eager
deaths of numerous capable adventurers. Not
to participate and lend his vast experience and
wanting to be added to that roster, Grymthane,
knowledge to the endeavor.
by then advancing in years, conceived of the
Using the fortune he had accumulated
idea for a Monster Hunters Guild.
during his days an adventurer, Grymthane
The aging adventurer wished to create
bought a sizable keep on the outskirts of a
an organization that could deal with the threat
thriving metropolis. Here, he and Drimm
of monstrous beasts in the most efcient
established the rst Monster Hunters Guild
(and lucrative) manner possible. Grymthane
house, a building that still stands today and
believed that the key to successfully dealing
serves as the guilds headquarters.
with monsters was knowledge, knowledge
The guild had its founders, but it still
regarding their strengths and weaknesses,
needed members, and to swell the ranks of
their ecology and habits, anything that would

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the guild, Grymthane and Drimm turned to
the near endless ranks of adventurers that
wandered the land. Invitations were sent out
to prominent adventurers, offering a place in
the guild and a role in its creation. Although
many ghting men, including rangers, and
paladins, were invited, word was also sent to
the most learned of sages, those specializing in
monstrous lore, beseeching them to add their
wisdom to the guilds growing membership.
These original members were offered a
greater share of the fees collected by the guild
in addition to rank and title betting their
experience.
Once Grymthane and Drimm had a
large enough membership, they sought to
sell their creation to the world. All manner of
contracts were sought out and accepted, beasts
wrangled or slain, all the while adding to the
reputation of the Monster Hunters Guild. The
guild annals note that the rst beast slain on
contract was an owlbear. It is further noted Morga Grymthane and Harkkannas Drimm
that the deed was done without injury to any
guild members and was completed in a mere Organization
forty-eight hours.
As the deeds of Grymthane and his Today, the Monster Hunters guild has
guild grew in number and notoriety, contracts become a dualistic organization; due in large
became more plentiful, allowing the guild part to the distinct aims of is initial founders.
master to accomplish what he had dreamed Grymthane was an accomplished warrior;
of. Grymthane now had to do nothing but he dealt with situations in a direct fashion,
hand out contracts to underlings and watch including the hunting of monsters for his
the gold pour in, which he did until the day guild. Grymthane, and those that followed
of his death at the venerable age of ninety- him, sought nothing more than the eradication
eight. of dangerous beasts, usually through the most
Today, centuries after the death of its direct means possible. In contrast, Drimm
founders, the Monster Hunters Guild still was a peerless sage and his chosen sphere of
thrives. Guild houses exist in many cities. study monsters and their ecology lent him
These are mostly border communities where the approach of an accomplished researcher.
the guilds services are needed. The guild Drimm sought to study the monsters the guild
houses are seen as a vital part of the community came into contact with, learn from them, and
in which they belong, adding stability and a ultimately better the guild as a result. Because
very real sense of safety. of these two very different philosophies, there
are two branches of the Monster Hunters
guild, both with their own aims and agendas,
but both working towards a common goal.

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freedom loving nature of the former and the
Beast Hunters esoteric lifestyle of the latter.
The most prominent branch of the
guild, and the one the populace is most likely to
encounter, are the beast hunters. Beast hunters Lore Keepers
are those men of action employed by the guild The second branch of the Monsters
to track down and eradicate dangerous beasts. Hunters Guild, known as the lore keepers,
Their ranks are lled with brave individuals work behind the scenes and in many ways are
willing to risk life and limb in the eld. Their the key to the guilds success. These studious
less visceral brothers sometimes derisively individuals collect and catalogue the guilds
call them beast slayers. This is a moniker most precious resource the invaluable lore
earned for their most common method of of monsters and their kin. This knowledge is
fullling contracts. used to arm their brethren beast hunters with
Beast Hunters are almost always an unequaled advantage over their monstrous
former adventurers. The ranger is without quarry.
question the most popular class amongst beast The majority of the guilds spell-
hunters as the classs melee skills, coupled casters may be found amongst the lore
with its wood lore, make for a highly efcient keepers, with wizards forming the bulk of
beast hunter. Other warriors, such as ghters lore keeper arcanists. These wizards perform
and barbarians, are also common, with ghters a very important function in the Monster
being the second most plentiful after rangers. Hunters Guild, beyond the collection and
Paladins are rare among beast hunters, as the cataloguing of monstrous lore by creating the
classs high ideals do not often mesh with the much-needed magical items used by the guild
mercantile aims of the guild. The guild does and its beast hunters. These items include
employ a small number of rogues, using the potions, scrolls, enchanted weapons and
stealthy individuals as specialized scouts and armor, and even more powerful items such as
inltrators, especially in urban areas. bane weapons.
Spell-casting beast hunters, although The few clerics found among the
not as common as melee oriented guild lore keepers are most often worshipers of
members, are a vital part of the success of the Morgannan, serving the guilds patron deity
Monster Hunters Guild. Clerics are by far by providing healing potions, scrolls and
the most common spell-casting beast hunter, other items of divine power.
making good use of the classs advantageous Although spell-casting lore keepers
mix of spell use and combat prowess. These are vital to the guilds success, it is the guilds
clerics often belong a sect within the guild highly specialized sages that form the backbone
devoted to the Monster Hunters patron deity, of the lore keeper ranks. Drawn from the
Morgannan the Warder. Sorcerers, while expert class, these sagacious individuals have
not as common as clerics, are the next most devoted their lives to the study of monstrous
plentiful spell-caster amongst beast hunters, ecology, anatomy, and even psychology. The
using their arcane stamina to good benet. research performed by lore keeper experts is
But a token few wizards ply their trade among often the deciding factor between failure and
the beast hunters. success in the fulllment of guild contracts.
Bards and monks are rare among beast
hunters. Their absence is usually due to the

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Leadership Guild Houses


The Monster Hunters Guilds controls Most often found in border
all guild operations from its headquarters, communities, Monster Hunter Guild houses
that initial guild house established by are constructed in the manner of military keeps,
Grymthane and Harkannas, centuries ago. featuring high, strong walls, heavy gates, and
Here the guild dictates policy for the dozens a defensible position. Guild houses contain
of guild chapters spread throughout the land, living quarters for all local guild members, as
as well as operating as the single largest and well as extensive libraries, laboratories, both
best-equipped guild house. Two senior guild magical and mundane, and all the sundry
masters rule the guild, one representing each necessities, from cooks to grooms, required
branch, which are appointed by a majority for permanent day-to-day operation.
vote tallied from all active guild members.
These two senior guild masters are
typically drawn from the most accomplished Membership
members of their faction, the most skilled
beast hunter and the most learned lore keeper. Membership in the Monster Hunters
Political maneuvering does, of course, come guild is voluntary, although gaining entrance
into play when choosing a new senior guild requires more than simple ambition.
master for either branch, but the guild has a Prospective members are interviewed by
long-standing tradition of appointing the best one of the local guild masters in order to
man for the job. The twin guild masters do ascertain if the petitioner has anything to offer
their best to blend the two different branches the guild. Experience is paramount in the
as seamlessly as possible, working together consideration of prospective members, and
to ensure that any rivalry between branches anyone desiring membership in the guild must
stays at a harmless competitive level. demonstrate either some skill in the hunting
The term of each ofce is 10 years, of monstrous beasts, or a keen intellect paired
however an incumbent may run for reelection with some basic knowledge of monsters and
as often as they choose. New elections are their ecology. This sets the guild apart from
also held in the event of the death of a senior other guilds in that the Monster Hunters do
guild member to ll the vacated position. not accept unskilled petitioners, even at
Guild bylaws prevent undead from holding apprentice level. The Monster Hunters guild
either position. turns away almost 90% of petitioners, as most
The next level of leadership is lack either the experience or the knowledge
found at individual guild houses and is of a the guild requires of even its lowest ranking
more traditional sort. A single guild master, members.
representing both beast hunter and lore keeper Because of the very different nature of
interests oversees the day-to-day activities each branch of the guild, both beast hunters
of the guild, dictates guild policy, collects and lore keepers have their own measuring
guild fees, and lastly reports to headquarters stick when interviewing petitioners. The
on a monthly basis. Individual guild masters beast hunters often require a demonstration of
actively cooperate with each other, forming a skill from anyone seeking entrance into their
network of support and information, which is branch of the guild. This usually amounts
vital to the success of the guild. to the petitioner seeking out and slaying a
monster. The beast to be hunted is determined
by the guild master, and is usually nothing

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more dangerous than an ogre or owlbear. The the guild. The second condition required of an
prospective member must bring back a token exiting guild member is to sign an agreement
of his success, typically a body part of the stating that he will not use any of the guilds
monster he was sent to slay. After successful secrets for his own personal gain. Of course,
completion of this task, the petitioner will be the guild has few ways of enforcing such an
offered guild membership, usually at beast agreement, but will try non-violent means,
hunter level, but less skilled individuals who such as economic pressure, to dissuade ex-
show promise may be offered one of the guild members from using guild secrets.
guilds rare apprenticeships. The Monster Hunters Guild is a small
The lore keepers are a bit more guild in terms of the actual number of its
subdued in the testing of a petitioner, and members. Because of the rigorous demands
often devise a more intellectual approach of monster hunting, and the experience the
to determine a prospective members worth. guild requires of potential members, guild
The lore keepers are ever anxious to expand houses are relatively small.
their sphere of knowledge and prospective
members are expected to have at least some
experience in the study of monsters. Anyone Benefits
wishing entrance into the monster hunters
guild as a lore keeper will be asked to submit An adventurer might ask himself
an example of his work to the guild; this will the following questions when considering
usually be a treatise on a specic monster type aGMittance. Why should I join the Monster
to demonstrate the petitioners knowledge Hunters Guild when I can make a perfectly
of monstrous lore. If the work meets with reasonable living as a monster hunter on my
the guild masters approval, the sage will own? What benets does the Monster Hunters
be offered membership in the guild as a lore Guild offer me beyond that which I can attain
keeper. Experienced wizards or clerics who for myself? These are valid questions, and
demonstrate not only knowledge in monstrous since the Monster HuntersGuild recruits many
lore, but also an impressive track record in the of its members from the ranks of freelance
eld, may be offered a higher ranking among adventurers, they are questions that the guild
the lore keepers on acceptance. answers with authority and sincerity.
Quitting the guild is frowned upon, as The foremost benet the Monster
those exposed to the Monster Hunters secrets Hunters Guild offers its members is safety.
and training techniques could become quite There is simply no safer way to hunt monsters
successful as freelance monster hunters, which than the techniques the guild employs.
in turn could create an economic problem for Although death and injury do occur, the
the guild. The Monster Hunters Guild will do chances of either are greatly reduced when
all it can to persuade an unhappy member to compared with that of freelance adventurers.
stay, but failing this they will allow members This benet applies mostly to beast hunters, as
exit from the guild with a few conditions. lore keepers are rarely called upon to perform
The rst condition is a severance fee their duties in the eld.
to be paid upon release from the guild. This The second benet offered to
fee will be commensurate with the exiting prospective members is perhaps the nearest
guild members rank; this can range from 100 and dearest to the adventurers heart, money.
gp for an apprentice up to 10,000 gp on the The Monster Hunters Guild is perhaps one
catastrophic event of a guild master leaving of the wealthiest guilds in the land, and it

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passes this wealth along to its members. When apprenticeship is required, the way it is
Guild members receive a share of all fees handled depends on which branch of the guild
related to guild contracts. In addition, all a prospective member wishes to join.
treasure obtained from a successful hunt is Apprentice beast hunters are rst
shared amongst participating guild members, required to learn at least the basics of
including lore keepers that provide advice monstrous lore, and so are assigned not to an
and information vital to a successful venture. experienced beast hunter, but to an established
The amount a guild member earns depends lore keeper. For six months the edgling beast
on his rank and contribution to the hunt. hunter studies under his lore keeper tutor,
Even low ranking members can make a very learning the basics of monstrous anatomy,
comfortable living, or even grow wealthy, by ecology and even psychology. This tutelage
participating in just a few hunts per year. is by no means as in-depth as what a novice
Lastly, a Monster Hunters Guild lore keeper might receive, but it does arm a
member can expect to be equipped with new beast hunter with a bevy of incredibly
the nest gear and information available. valuable information.
Weapons, armor, and even magical items Once the apprentice hunter has nished
such as potions and scrolls will be supplied his six-month study with his keeper surrogate,
to guild members to facilitate the completion he then begins a yearlong apprenticeship with
of a contract. There is no doubt that a guild a hunter of at least beast hunter rank. This year
member in the eld will have all the right is to be spent in the eld, and an apprentice
tools to complete his job. He will know his beast hunter must participate in six successful
foes strengths and weaknesses, and will have hunts before he can petition to become a full-
his fellow guild members there to back him edged member of the guild.
up at all costs. Lore keeper apprenticeship is very rare,
as lore keepers are required to have at least
some knowledge of monstrous study before
Dues they can even enter the guild. Most enter at
the median lore keeper rank; therefore, very
The guild requires no formal dues of little training is actually needed. New lore
its members, but it does collect 20% of all keepers are, however, required to undergo a
fees, and 50% of all found treasure, before the month long indoctrination to familiarize them
spoils are divided amongst the guild members. with guild policies and procedures, but are
In addition, the guild claims rst pick of all not subjected to a formal apprenticeship.
magical items found during the completion of On the rare occasion that a relatively
a contract. The guild master for each chapter inexperienced sage is allowed entrance into
is responsible for collecting the guilds share the guild; it is usually at the request of the lore
and reporting all monies and goods collected master or guild master. These green recruits
on a monthly basis. are called novices, and are usually bright
young sages or wizards that have caught the
Apprenticeship eye of a ranking lore keeper. Novices are
assigned to an established lore keeper for a
Apprenticeship is somewhat rare in period of one year, during which time they are
the Monster Hunters Guild, as even new required to assist in day-to-day routine and,
members are expected to have a reasonable most importantly, learn all they can. Study is
amount of eld experience to join the guild. essential for the novice lore keeper and he will

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be expected to spend the majority of his free the guild for ten years and has slain dozens of
time in the library. At the end of his yearlong powerful monsters on the guilds behalf.
understudy the novice lore keeper will be
allowed to petition the guild to become a full-
edged member of the guild.
Guild Master
Each chapter of the guild has one guild
master, an ofce that represents the interests
of both lore keepers and beast hunters. The
Titles guild master is the public face of the Monster
The Monster Hunters Guild uses a Hunters Guild and his duties include meeting
number of different titles to delineate rank with prospective clients, hammering out the
and experience among its members, with each details of a contract, and securing the trust
branch of the guild using their own specic and respect of the community in which the
titles. The titles and responsibilities assumed guild house belongs. In addition, he sets
for each rank are listed below. guild policy, enforces discipline, and consults
with the hunt master and the lore master in
preparation for each contract the guild house
Lord High Slayer accepts.
There is one Lord High Slayer within Ideally a guild master should have
the guild, and he acts as the guilds champion. experience in both branches of the guild, and
The ofce is not a sedentary one and the Lord many guild masters have spent time as both
High Slayer travels across the land to aid guild beast hunters and lore keepers. Multi-class
houses in need of his services. He is called ranger/clerics or ranger/wizards are common
upon to hunt and slay the most dangerous of for guild masters, as is the Beast Slayer
beasts, such as great dragons and powerful of Morgannan prestige class (discussed in
outsiders. The Lord High Slayer has been chapter 3).
without exception drawn from the ranks of
the Beast Slayers of Morgannan, and most of
these epic monster hunters have at least ten Lore Keeper Titles
levels in ranger or ghter in addition to 7-10
levels of Beast Slayer of Morgannan.
The Lord High Slayer holds his ofce Lore Master
until he is unable to perform his duties, at The lore master is the second most
this time he will be asked to step down, and knowledgeable sage in the guild house and
a new Lord High Slayer will be selected serves the guild primarily as the keeper of the
from amongst the most accomplished of guild house library. He is the direct superior
Morgannans chosen. This choosing is in direct of the lore keepers and dictates their day-to-
accordance with the will of Morgannan, and day activity. The lore master answers only
it is he that names the next Lord High Slayer, to the keeper guild master. Lore masters are
forestalling any disagreement amongst guild usually of the expert class, but a fair number
members. The current Lord High Slayer is a of them are wizards, or experts who have
controversial one, but his abilities far outweigh multi-classed into wizard. In addition, as their
anything his detractors can levy against him. name suggests, there are a few lore masters
The lizardfolk ranger and beast hunter of who belong to the lore master prestige class.
Morgannan SkessekVa Ironspear has served A guild house will have one lore master,

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although particularly large guilds might have
two.
Novice
The lowest rank among the keepers is
the novice. A novice will be assigned to an
Lore Keeper established lore keeper, assisting the sage in
The most common rank among keepers his day-to-day routine, and gleaning all the
is the Lore Keeper. The lore keepers form the knowledge he can. Novices are expected to
backbone of the keeper branch, consisting spend a great deal of time in study, gathering
of sages and other learned individuals the necessary acumen to make the transition
who specialize in the study of monstrous to lore keeper. Novices are usually young
lore. They spend their days cataloguing experts or occasionally wizards. A typical
information collected in the eld and scribing guild house will include two to four novices.
this lore into volumes for the ever-growing
keeper library. In addition, lore keepers
assist in the organization of monster hunting Beast Hunter Titles
parties, providing hunters with the relevant
information needed to track down and slay
their quarry. Lore keepers are typically drawn
Hunt Master
The hunt master is a highly skilled
from the expert class, and will be versed in at
beast hunter who has participated in hundreds
least four areas of monstrous lore. A standard
of successful hunts. The hunt master is
guild house will have anywhere from a dozen
responsible for organizing all hunting parties,
to two dozen lore keepers.
although he will only personally lead hunts for
powerful monsters, using his vast experience

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to aid in the completion of these difcult Apprentice Hunter
contracts. The apprentice hunter is rare among
The hunt master is the de facto leader the beast hunters, although not as rare as the
of the beast hunters in a given guild house, novice among the lore keepers. Like his lore
answering only to the guild master. Hunt keeper counter part, the apprentice hunter is
masters are often rangers with at least ten required to learn all he can, rst through a
years of experience with the guild. They are lore keeper tutor, and then in the eld under
all individuals who have proven their bravery the watchful gaze of an experience beast
and skill many times over, standing head and hunter. Most apprentices are young rangers
shoulders above their brethren. There will be or ghters, although the occasional aristocrat
one hunt master per guild house. or expert have been accepted in the past. A
standard guild house will have apprentice
hunters numbering around half the number of
Hunt Captain full-edged beast hunters.
The hunt captain is an experienced
beast hunter who has belonged to the guild
for at least ve years. Capable and battle
tested, the hunt captain also possesses strong
Serving the Community
leadership skills, commanding the respect The Monster Hunters guild has
of his fellow hunters. Hunt captains lead one primary function in the communities to
beast hunter hunting parties, organizing their which it belongs, the hunting and eradication
efforts in the eld, and ensuring that a party of dangerous monsters. The guild accepts
conducts itself in the safest and most efcient contracts from city government as well as
manner possible. There are usually between private citizens to track down and destroy
four and six hunt captains in a given chapter threatening beasts. In addition to its primary
of the guild. Like standard beast hunters, function, the guild offers advice, information,
hunt captains are members of action oriented and even magical assistance to freelance
character classes, with ranger being the most adventurers for a reasonable fee. The standard
common for this rank in the guild. services performed by the Monster Hunters
guild, and the fees that accompany them, can
Beast Hunter be found below.
The vast majority of Monster Hunters
Guild members are beast hunters, using the
skill and experience to track down monsters Beast Hunting
and fulll guild contracts. Since the beast The Monster Hunters guild accepts
hunters are culled from the ranks of former contracts on any and all monsters rampaging
adventurers, prospective members often have in an area not to exceed 75 miles from its guild
enough experience to enter as full-edged house. Exceptions to this rule can be made,
beast hunters, making the lowest rank, the but fees can increase up to 20% depending on
apprentice hunter, somewhat rare. Once again how far the guild must travel. The standard
the ranger class makes up the majority of beast hunting fees are listed on table 1-1 and
active beast hunters, although a fair number are modied by challenge rating and the type
of ghters and barbarians round out the ranks. of beast being hunted.
A typical guild will have as many as two to All fees are per monster slain, so four
three dozen experienced beast hunters. ogres (giant, CR 3) are worth 200 gp each

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Table 1-1: Hunting Fee
Hunting Fee (in gold pieces)
Monster Type CR 1 CR 2 CR 3 CR 4 CR 5 CR 6 CR 7 CR 8 CR 9 CR 10
Animal, Humanoid or
45 100 125 165 215 280 360 470 600 800
Vermin
Giant, Magical
Beast or Monstrous 72 160 200 264 344 448 576 752 960 1280
Humanoid
Fey, Plant or Undead 90 200 250 330 430 560 720 940 1200 1600
Aberration, Construct,
135 300 375 495 645 840 1080 1410 1800 2400
or Ooze
Dragon, Elemental, or
180 400 500 660 860 1120 1440 1880 2400 3200
Outsider

for a total of 800 gp in fees for the guild. In


addition to these fees, the monster hunters
guild is entitled to all treasure found in a
monsters lair or upon its person. The game benets gained by a lore keeper
consultation, beyond the obvious utility of knowing
For monsters beyond CR 10, special some of a monsters strengths and weaknesses,
arrangements must be made, and there are should generally be left up to the GM, but here are a
no at fees. Often times a guild house may few suggestions.
require assistance from a more a powerful +1 circumstance bonus to saving throws
chapter to complete such a contract. Monsters versus a specic special ability used by the
monster (breath weapon, gaze attack, etc.)
with extraordinary abilities resulting from +1 bonus to hit or damage against the
such things as templates or character levels monster in question.
also incur additional costs. +1 to AC against physical attacks made by
the monster in question.
The length of time a character has access
to such a bonus is best left to the DM, although
Advice and Information permanent minor bonuses against specic creatures,
such as those listed above, should have little effect
The Monster HuntersGuild does allow on overall game balance.
the public to peruse its libraries and consult
with its lore keepers for a fee. Library use is
charged at a at hourly rate, while the price of

Table 1-2: Consultation Fee


Consultation Fee (in gold pieces)
CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR
Monster Type
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Animal, Humanoid or
5 10 15 20 25 30 35 45 60 80 105 135 175 225 295
Vermin
Giant, Magical
Beast or Monstrous 10 20 25 35 45 60 75 95 120 160 210 270 350 450 590
Humanoid
Fey, Plant or Undead 15 30 40 50 65 85 110 140 180 240 315 405 525 675 885
Aberration, Construct,
20 40 50 65 85 115 145 190 240 320 420 540 700 900 1180
or Ooze
Dragon, Elemental, or
25 50 65 85 110 140 180 235 300 400 525 675 875 1125 1475
Outsider

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consultation with lore keepers depends on the of, as their concerns are voiced mainly out of
type of monster one is inquiring about (table economic jealousy. There is no doubt that the
1-2). Monster Hunters Guild is seen as a preferable
Library Use: 25 gp/hour alternative to hiring unreliable adventurers, but
Scribe: 50 gp/hour the guild does try to maintain good relations
The cost of a lore keeper consultation with the adventuring groups, probably in the
depends on the challenge rating and type of hopes that they will someday join the guild
beast being inquired about. A typical guild themselves. In addition, the Monster Hunters
house can advise an adventurer or other Guild maintains a cordial, if competitive,
curious party on monsters up to CR 15, beyond relationship with the Adventurers Guild,
that special arrangements must be made and occasionally working with them to destroy
thus the cost has no set amount. particularly powerful or dangerous monsters.
The guild has come a long way
Equipment since its inception, and the mercantile ways
instilled by guild founder Grymthane have
The Monster Hunters guild offers taken a backseat to a more altruistic approach.
freelance adventurers a wide array of This shift in attitude is due in large part to the
equipment, both magical and mundane, useful adoption of Morgannan as the guilds patron
in hunting monsters. Mundane equipment deity. The gods protective benevolence has
such as weapons and armor is sold at standard spread throughout the guild, and most of its
PH prices, but magical items are sold at a 5% members are of a similar moral bent. The
mark up from prices listed in the DMG. The Monster Hunters Guild still pulls in large
guild only offers minor items to the public, sums of money for its endeavors, but does
usually potions and scrolls, reserving more hunt monsters free of charge for poorer
powerful items for its own members. communities, seeing that, in some instances,
the eradication of evil monsters as a more
important objective than the collection of
Reputation wealth.
Seen as a much-needed buffer
between the dangerous creatures of the wilds Racial Variants
and sprawling civilization, the Monster
Hunters Guild has always been held in high The Monster Hunters guild welcomes
regard by the public. The Monster Hunters racial diversity, understanding that each race
Guild provides a real sense of safety to the brings its own unique experience to the
community in which it belongs, demonstrating guild.
on a regular basis that it can, and will, deal
with the threat of rampaging monsters. The
Humans
Humans form the backbone of the
guilds good reputation is well deserved, for
Monster Hunters guild and are without doubt
the guild has slain thousands of dangerous
the most common race to be found in the
creatures in its long tenure, saving countless
guild ranks. Humans utilize their extreme
lives in the process.
adaptability to ll almost every role in the
The only real bad press the Monster
guild, from guild master to apprentice.
Hunters Guild receives is from freelance
adventuring parties. These detractors rarely
have anything tangible to accuse the guild

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Elves Half-Elves
The small number of elves that belong Half-elves, like humans, are extremely
to the guild can usually be found amongst the adaptable, and therefore able to ll many roles
lore keepers, although a handful of skilled within the Monster Hunters Guild. Next to
elven rangers ply their trade among the beast humans, they are the most plentiful and may
hunters. Magical aptitude and the experience be found from the highest rank to the lowest
gleaned from the elves long lives make them in both branches of the guild.
perfect lore keepers, and a guild lucky enough
to have an elf as lore master or lore keeper
Half-Orcs
After half-elves, half-orcs are the
guild master is a blessed one indeed.
most plentiful non-human race in the Monster
Dwarves Hunters Guild. Their great strength and
There are a fair number of dwarves unique perspective into the lives of monsters,
to be found in the Monster Hunters Guild, namely orcs and other goblinoids, makes
usually serving as specialist underground them a great asset to the guild. The unique
beast hunters. The dwarfs skill beneath brotherhood found amongst guild members
the earth can be invaluable to a guild house is appealing to the oft-maligned half-orc, as
situated near a subterranean dungeon or the guild judges him by his accomplishments
extensive cave system. rather than his heritage.
Gnomes Other
Gnome Monster Hunters, like their Although rare, membership in the
dwarven cousins, bring to the guild their Monster Hunters Guild does include a
knowledge of the subterranean world. But, smattering of monstrous races. They are
unlike dwarves, gnomes will most often serve found almost exclusively among the beast
the guild as lore keepers, using their unique hunters, with orc, hobgoblin, gnoll and giants
ability to speak with burrowing mammals being the most common specimens. All have
to gain monstrous lore inaccessible to other turned away from the rapacious nature of their
sages. people and embraced the protective doctrines
of the guild, providing invaluable insight into
Halflings the mind of the guilds foes. The most famous
Halings are rare in the Monster
example of a monstrous beast hunter is the
Hunter Guild, as they possess neither the
current Lord High Slayer, a lizardfolk warrior
studious nature of elves and gnomes, nor the
chosen by Morgannan himself. Reactions to
brawn of dwarves and half-orcs. The few
these savage guild members varies from guild
halings who do join the guild usually serve
house to guild house, but overall they are
as elite scouts, using their natural talents in
judged on their individual merits rather than
stealth and athletics to great effect.
the evil history of their people.

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Chapter II:
Chapter
Secrets of the Guild
Skills Knowledge (monstrous) (Int, Trained
Only)
Guild members draw upon a wide The Knowledge (monstrous) skill
range of skills useful in the hunting of is actually a number of related skills, each
monsters. Beast hunters tend to focus on pertaining to a specic type of monster. The
skills that aid in the tracking and capturing skill is broken into the following categories:
of monsters, nding Listen, Spot, Search and aberrations, constructs, dragons, elementals,
Survival to be paramount for a beast hunters fey, giants, humanoids, magical beasts,
success in the eld. Lore keepers on the other monstrous humanoids, oozes, outsiders,
hand focus on less visceral skills such as the plants, undead, and vermin.
various Knowledge and Profession skills, Check: Like other Knowledge skills, such as
while spell-casting lore keepers take ranks in Knowledge (dungeoneering) and Knowledge
Concentration and Spellcraft to improve their (nature), Knowledge (monstrous) allows
arcane abilities. a sage to learn specic information about a
monster, but offers more in-depth answers
than the aforementioned Knowledge skills.
New Skill The type of information gained by a particular
Lore Keepers take each subtype of
roll is detailed on table 2-1 and is drawn
monster as a separate skill, representing the
directly from the monsters stat block.
in depth study of that particular kind of beast.
Obviously, a GM may choose whether
This level of understanding goes beyond the
to give exact information from the stat block
information offered by other, more general
or to translate in a way more conducive to his
Knowledge skills and in most cases can
type of game. For example, instead of giving
only be learned from the lore keepers of the
a gorgons exact armor class the GM should
Monster Hunters Guild.
say the monsters hide is as hard as iron and
will turn aside all but the most powerful
blows. Or, if the player inquires about saving

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Table 2-1: Knowledge Checks
Knowledge Information Gained Feats
DC
5 + HD General Information: Description, Common feats found among Monster
speed (type of movement only), size,
environment, and organization Hunter Guild members vary within each
10 + HD Detailed Information: All of the above branch of the guild. Beast Hunters favor feats
plus AC, attack modes, abilities, that increase their effectiveness in combat
treasure, alignment, and commonly
or help them track down their quarry. Lore
known special attacks or qualities
(e.g. a medusas petrifaction ability or keepers nd utility in feats that aid in spell-
a re giants immunity to re). casting or in the collection and maintenance
15 + HD In-depth Information: All of the above of monstrous lore.
plus saves, common skills, common
feats, challenge rating, and all but
the most obscure special attacks and New Feats
abilities. ABIDING PUNCTURE [General]
20+ HD Authoritive Information: Sages with
You are skilled at lodging your piercing
this level of knowledge will have
access to all information included in weapon in the body of your opponent.
a monsters basic stat block. Prerequisites: Str 15, Power Attack, Weapon
Focus (any piercing weapon)
throws, the GM could say that the gorgon has Benets: Anytime you score a critical hit
a stout constitution but is neither particularly with a piercing weapon, you may choose
agile nor strong willed. to leave your weapon in your opponents
body, inicting an additional maximum of
Synergy: Expertise in standard Knowledge 1d4 points of damage per round the weapon
skills can improve a sages understanding of remains in the victims esh. The impaled
a particular type of monster. Synergies for target can remove the weapon himself with
the various Knowledge (monstrous) skills are a successful Strength check at DC 20, or
listed on table 2-2. have the weapon removed by an ally, a feat
that requires a Strength check at DC 15. The
damage may not exceed the damage caused
Table 2-2: Skill Synergies by the weapon normally.
5 or more ranks in Gives a +2 bonus on Special: Fighters may choose Abiding
Knowledge (arcane) Knowledge (constructs), Puncture as one of their bonus feats.
Knowledge (dragons),
Knowledge (magical beasts)
checks
Knowledge Knowledge (aberrations) and BRING DOWN THE BEAST [General]
(dungeoneering) Knowledge (oozes) checks You are skilled at taking down large
Knowledge (nature) Knowledge (animals), animals and monsters, using their size as a
Knowledge (fey), Knowledge
(giants), Knowledge
weapon against them.
(monstrous humanoids), and Prerequisites: Int 13, Combat Expertise,
Knowledge (plants) checks Improved Trip
Knowledge (religion) Knowledge (undead) checks Benet: You are considered one size category
Knowledge Knowledge (outsiders) large for the purpose of opposed rolls made
(the planes) checks
for trip attacks. In addition, anytime you
successfully trip a Large or larger sized

17
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creature, you inict crushing damage on it attributable to high levels of organization and
according to the table below. specialized techniques, both in the hunting of
Large: 1d6 dangerous monsters and the collection of vital
Huge: 1d8 lore. Each branch of the guild has its own
Gargantuan: 2d6 techniques for accomplishing their individual
Colossal: 3d6 duties detailed below.
Special: Fighters may choose Bring Down
the Beast as one of their bonus feats.
Beast Hunters
The success of the beast hunters relies
SCENTLESS [General]
upon the organization and strength of monster
Your body gives off no natural odor.
hunting parties. Each contract is studied
Benet: Creatures with the scent special
in depth by the master hunter, who then
ability cannot locate you with their sense of
constructs the hunting party by choosing beast
smell.
hunters with the most experience hunting the
Special: This feat must be taken at 1st level.
type of beast detailed in the contract. Rangers
with a favored enemy of the same type as the
monster to be hunted are, of course, high on
Techniques this list.
The Monster Hunters Guild is famous Beyond choosing the right men for
for its incredibly detailed and skillful approach the job the hunt master will outt a hunting
to accomplishing its charter and fullling party with the right equipment. This includes
guild contracts. Their professionalism and healing potions, protective scrolls, wands
efciency are simply unrivaled, and are directly charged with useful spells, and specialty

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items such as bane weapons if the contract guilds highest ranking hunt captain or even
warrants it. the hunt master might be called upon to lead
Hunting parties are congured based this party, depending on the size of the guild.
on the challenge rating of the monster they Magic weapons and armor, if available will
will be hunting. These parties differ from be issued to this group, as well as two potions
standard adventuring groups in that they of cure moderate wounds, and a potion of
will be constructed to give the beats hunters bulls strength for each melee oriented party
involved the best chance of success with member. It is likely that the hunt captain
the least amount of danger. This means that will be equipped with a bane weapon for the
a typical beast hunter party will be more monster type being hunted if it is available, or
powerful than the creature they are hunting, an energy enhanced weapon (aming, frost,
usually one to two levels above the encounter etc.) if it is not. The cleric will be equipped
level to be faced. Listed below are examples with a wand of cure moderate wounds, as well
of typical beast hunter parties designed for as 2 or three scrolls scribed with protective
three specic challenge ratings. A description spells. The sorcerer will have a wand charged
of the type of equipment that might be found with a direct damage spell, such as reball or
in each party is included. lightning bolt, and will likely have a number
of protective scrolls as well.
CR 5
1 beast hunter ranger, ghter or CR 15
barbarian of 6th level 1 hunt master ranger, ghter, barbarian
2 beast hunter rangers, ghters, or or beast slayer of Morgannan of 15th
barbarians of 4th level level
1 beast hunter cleric of 3rd level 2 hunt captain rangers, ghters, or
barbarians of 12th level
A minor contract such as this would 3 beast hunter rangers, ghters, or
not warrant a hunt captain, and would be barbarians of 10th level
conducted by a veteran beast hunter. Each 1 beast hunter cleric of 10th level
member of the party would be equipped with 1 beast hunter sorcerer or ward thief
standard weapons and armor along with a of 10th level
potion of cure moderate wounds. The cleric
might be given a wand of cure light wounds if This type of contract would require the
the monster in question was capable of serious cooperation of a number of individual guild
physical damage. houses, and because of the dire nature of
the monster being hunted, only the best and
CR 10 brightest the guild has to offer would be
1 hunt captain ranger, ghter or chosen. Magical weapons and armor of at
barbarian of 10th level least +2 enchantment would be the norm, with
2 beast hunter rangers, ghters, or the hunt master laying claim to equipment of
barbarians of 7th level up to +4. Each member of the party would
1 beast hunter cleric of 5th level be equipped with at least two cure serious
1 beast hunter sorcerer of 6th level wound potions, as well as protective potions
appropriate to the type of monster being
This is the most dangerous contract a hunted. Minor magical items such as rings of
typical guild house is likely to handle. The protection or cloaks of resistance would also

19
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be provided to each party member. such as a scale or tuft of fur. These measures
The partys cleric will have a wand of cure ensure that a lore keeper using divination
serious wounds and a wand of bulls strength, spells will have the best chance of successfully
in addition to three to ve scrolls scribed with observing his subject.
protective and ability boosting spells. The
sorcerer will have a wand, or possibly two
wands, charged with a direct damage spells
Capture
Lore keepers will occasionally ask
chosen with a mind towards the monsters
that a monster be captured alive to allow for
specic resistances and immunities. Specic
in-depth study. This is only requested for
powerful items will be in evidence, including
relatively weak monsters, as the capture of
bane weapons or arrows of slaying; these
powerful beasts such as giants or dragons is
items will be carried by the hunt master and
next to impossible without increased risk for
possibly by the two hunt captains.
the beast hunters involved. Captured monsters
will be brought back to the guild house
Lore Keepers and secured in cages or pens, with specic
The function of the lore keeper is the consideration given to the beasts special
collection and cataloguing of monstrous lore. abilities, e.g., a medusa would be kept hooded.
The way this information is collected varies, Evil monsters will be humanely executed after
but will usually be handled in one of three study, while beasts that are not evil, but still
ways. pose a threat to the nearby populace, may be
kept indenitely or even released back into a
wilderness far from populated areas.
Magic
Since many lore keepers do not belong
to an adventuring class or have very little Fieldwork
experience in the eld, they are not prepared Beast hunters collect the majority of
to study monsters in the wild. To alleviate this data in the eld, recording their encounters
liability, lore keepers turn to magical means with monsters and relaying it to the lore
to study monsters in their natural habitat. keepers once a contract has been fullled.
Magical spells offer the easiest This information is a valuable resource, and
method of studying monsters from a safe even though it is second hand the validity of
distance, with clairaudience/clairvoyance the information is without question, as beast
being the most widely used incantation. The hunters have been trained to take detailed
spell is additionally useful because it is has a notes in the eld.
long enough duration to allow detailed study. On rare occasions lore keepers will
The scrying spell is another useful tool for be employed in the eld, under heavy escort,
lore keepers, especially since it is available to study a monster up close and personal.
to practitioners of both arcane and divine Only lore keepers with signicant ability,
magic. i.e., levels in an adventuring class, will be
To optimize the use of the above asked to perform such dangerous work. Lore
mentioned divination spells, beast hunters keepers called on for such duty will typically
will locate a monster to be studied without be wizards or clerics, and will observe rather
engaging it, noting its whereabouts, and if than participate in the hunt. This is not the
possible getting close enough to obtain a preferred method for lore keepers to collect
useful description, or even a physical sample, data, as the beast in question will most

20
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certainly be killed, and all study will be done
upon its corpse. This kind of eldwork will
typically be used only upon monsters that are
somehow resistant to other methods of study.

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Chapter III:
Prestige Classes
desire to associate with the Monster Hunters
The Ward Thief Guild.
Hit Die: d4
The ward thief is a prestige class
unique to the Monster Hunters Guild, and is
Requirements
the fruition of many years of study concerning
To become a ward thief a character
the defenses of monstrous beasts. The ward
must fulll all of the following criteria.
thief has the ability to level the playing eld
Spells: Able to cast 3rd level arcane spells
and potentially gain an advantage over his foes
Feats: Great Fortitude or Iron Will
by turning opponents strengths into assailable
Skills: 8 ranks in two Knowledge (monstrous)
weaknesses. Sometimes called immunists,
skills, Survival 3 ranks
ward thieves can steal an opponents innate
Special: Must be a member of the Monster
resistances and make them his own, or even
Hunters guild
grant them to his allies.
Ward thieves use their abilities to
Class Skills
aid their fellow monster hunters, weakening
The Ward thiefs class skills (and
the defenses of the monsters the guild hunts,
the key ability for each) are Concentration
thereby making difcult encounters more
(Con), Craft (Int), Knowledge (arcana) (Int),
manageable. They are prized by the Monster
Knowledge (monstrous) (Int), Profession
Hunters Guild and are usually reserved to
(Wis), Search (Int), and Spellcraft (Int).
deal with the direst of monstrous threats.
Skill points at each level: 2 + Int modier
Wizards and sorcerers are the most
common class to take up the path of the ward
Class Features
thief, although the occasional bard has made
All of the following are class features
use of the prestige classs unique abilities.
of the Ward thief prestige class.
All other classes are exceedingly rare, either
Weapon and Armor Prociency: The
lacking the necessary arcane abilities or the
Ward thief gains no additional prociency in
weapon and armor.

22
E.N. Guild Monster Hunters
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Spells per Day: When a new ward thief special melee touch attack against his target.
level is gained, the character gains new If successful he negates his targets resistance
spells per day as if he had also gained a and gains it himself. The target receives no
level in a spellcasting class he belonged to saving throw to avoid this effect. The ward
before adding the prestige class. He does not, thief retains a stolen resistance for a period of
however, gain any other benet a character time dependent on his ward thief level, while
of that class would have gained, except for his target loses the resistance for the same
an increased effective level of spellcasting. amount of time. The type of resistance that
If a character had more than one spellcasting can be stolen, as well as how often the ability
class before becoming a ward thief, he must can be used, is also dependent on the ward
decide to which class he adds the new level thiefs level, and is detailed below. Resistances
for purposes of determining spells per day. stolen must be permanent and innate to the
Steal Resistance (Su): The core ability of target; the ward thief cannot steal resistances
the ward thief prestige class is the theft of granted by spells or spell-like abilities.
an opponents defensive capabilities. The Steal Resistance 1: At rst level the ward
ward thief accomplishes this by making a thief may steal a targets energy resistance. If

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Table 3-1: The Ward Thief
Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +0 +0 +2 Steal Resistance 1 +1 level of existing class
2nd +1 +0 +0 +3 -- +1 level of existing class
3rd +1 +1 +1 +3 -- +1 level of existing class
4th +2 +1 +1 +4 Steal Resistance 2 +1 level of existing class
5th +2 +1 +1 +4 Bestow Resistance 1 +1 level of existing class
6th +3 +2 +2 +5 -- +1 level of existing class
7th +3 +2 +2 +5 Steal Resistance 3 +1 level of existing class
8th +4 +2 +2 +6 -- +1 level of existing class
9th +4 +3 +3 +6 Bestow Resistance 2 +1 level of existing class
10th +5 +3 +3 +7 Steal Immunity +1 level of existing class

the monster has multiple energy resistances resistance at half of its numerical value. For
the ward thief may steal only one, which must example: if a ward thief steals the 10-point
be determined beforehand. At this level, the cold resistance of an ice devil, he could then
ward thief retains his stolen resistance for 1 bestow 5 points of cold resistance on an ally.
round per ward thief level and may use the Bestowing a resistance does not reduce the
steal resistance ability 2/per day. The ward numerical value of a stolen resistance for the
thief cannot steal immunity to an energy type ward thief himself.
with this ability. Bestow Resistance 1: At 5th level a ward
Steal Resistance 2: At 4th level the ward thief can bestow a stolen resistance to a single
thief gains the ability to steal a targets spell ally. This is accomplished with a touch and
resistance. He may steal up to triple his ward is considered a standard action that incurs an
thief level in spell resistance. At this level attack of opportunity. The bestowed resistance
all stolen resistances remain for 1 minute has duration of 1 minute per level of the ward
per ward thief level, and the steal resistance thief. This ability can be used once per day.
ability can be used 3/day. Bestow Resistance 2: At 9th level the ward
Steal Resistance 3: At 7th level the ward thief thief can bestow a stolen resistance to a group
gains the ability to steal a targets damage of his allies. He can bestow resistance to a
reduction. He may steal half of the numerical number of allies within 30 feet as a standard
value given before the slash, along with action; the ward thief does not need to touch his
the weapon type that negates the damage comrades to accomplish this. The ward thief
reduction after the slash. For example: if a can bestow resistance on a number of allies
ward thief steals the damage reduction of a equal to his Intelligence bonus. Resistances
grick (DR 10/magic), he would gain damage bestowed remain for 1 minute per ward thief
reduction 5/magic, while the grick would have level. This ability can be used once per day.
its damage reduction reduced to 5/magic. At Steal Immunity (Su): The nal ability learned
this nal stage of the steal resistance ability by a ward thief allows him to steal immunity
stolen resistances last for 10 minutes per ward from a target creature. This works in the same
thief level and the ability can be used up to way as the steal resistance ability, requiring
4/day. a melee touch attack, which if successful,
Bestow Resistance (Su): The second key negates the immunity for the target creature
ability in the ward thief repertoire is the power while granting it to the ward thief. Immunities
to bestow his stolen resistances upon his must be permanent and innate to the target,
comrades. The ward thief can bestow a stolen and cannot be the result of a spell or spell-like

24
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Table 3-2: Beast Slayer of Morgannan
Base Spells per Day
Fort Ref Will
Level Attack Special
Save Save Save 1st 2nd 3rd 4th
Bonus
1st +1 +2 +0 +0 Morgannans Boon 0 - - -
2nd +2 +3 +0 +0 Bane spear 1/day 1 - - -
3rd +3 +3 +1 +1 Smite Beast 1/day 1 0 - -
4th +4 +4 +1 +1 -- 1 1 - -
5th +5 +4 +1 +1 Morgannans Boon 1 1 0 -
6th +6 +5 +2 +2 Smite Beast 2/day 1 1 1 -
7th +7 +5 +2 +2 Bane Spear 2/day 2 1 1 0
8th +8 +6 +2 +2 Morgannans Boon 2 1 1 1
9th +9 +6 +3 +3 -- 2 2 1 1
10th +10 +7 +3 +3 Spear of Slaying 2 2 2 1

ability. Stolen immunities have duration of 1 Requirements


minute per ward thief level. This ability can To become a beast slayer of Morgannan
be used once per day. a character must fulll all of the following
criteria.
Alignment: Neutral Good
Beast Slayer of Morgannan Base Attack Bonus: +6
Skills: 5 ranks in two Knowledge (monstrous)
The holy warriors of the god
skills
Morgannan, beast slayers are staunch
Feats: Track, Weapon Focus (spear, any)
defenders of the innocent and a determined
Patron: Morgannan
foe of evil monsters. The work tirelessly to
improve the safety of civilized communities
Class Skills
bordering on wild, monster infested lands
The beast slayer of Morgannans class
by seeking out and eradicating dangerous
skills (and the key ability for each) are Climb
beasts.
(Str), Concentration (Con), Hide (Dex),
Nearly all beast layers of Morgannan
Jump (Str), Knowledge (monstrous) (Int),
are members of the Monster Hunters guild,
Knowledge (religion) (Int), Listen (Wis),
as their god endorses the actions of the guild
Move Silently (Dex), Search (Int), Spot (Wis)
and instructs his faithful to assist them in their
and Survival (Wis), Swim (Str).
endeavors. Beast slayers will often be found
Skill points at each level: 2 + Int modier
in leadership roles in the Monster Hunters
guild, providing the wisdom and strength of
Class Features
Morgannan to their fellow members.
All of the following are class features of
Most beast slayers of Morgannan
the beast slayer of Morgannan prestige class.
were rangers, but a fair number of them
Weapon and Armor Prociency: Beast
were ghters or even barbarians. Clerics of
slayers of Morgannan are procient with all
Morgannan sometimes make the transition to
simple and martial weapons, with light and
beast slayer as well, adding a potent magical
medium armors, and all types of shields.
punch to the beast slayers already formidable
Morgannans Boon (Su): At 1st level
abilities.
and then at 4th and 9th level, Morgannan
Hit Die: d8
bestows upon his faithful warriors a special

25
E.N. Guild Monster Hunters
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boon, represented by a permanent minor action, imbue his spear with deadly energy.
magical power or ability. The beast slayer of This ability functions like an arrow of slaying
Morgannan can choose from the following except that the beast slayer may only choose
list of boons, and can choose a given boon from the following list of monsters to affect:
only once. aberration, animal, giant, humanoid (all
Darkvision 30 ft. except own race), magical beast, monstrous
Low-light vision humanoid, and vermin. The beast hunter
+10 ft to base speed chooses what type of creature the spear of
+1 to hit and damage with all spears slaying will affect at the time of imbuing. If
(stacks with Weapon Focus, or Weapon the beast hunter strikes the designated creature
Specialization) or type of creature with his spear of slaying
+2 to Fortitude saves against poison it must immediately make a Fortitude saving
+2 to Will saves against mind affecting throw at DC 20 or die. The spear remains
spells and effects imbued with its slaying property until it
Bonus Feat successfully strikes its designated foe, or 24
+1 to one ability score hours have passed.
Bane Spear (Su): 1/day, as a free action, Spells per Day: The beast slayer of Morgannan
the beast slayer of Morgannan can imbue his has the ability to cast a small number of divine
spear with the bane special weapon ability. spells. To cast a spell a beast slayer must have
He chooses the type of monster affected at a Wisdom score of at least 10 + the spells
the time of imbuing, but must choose from level, so a beast slayer with a Wisdom of 10
he following list: aberration, animal, giant, or lower cannot cast these spells. Beast slayer
humanoid (all except own race), magical bonus spells are based on his Wisdom score,
beast, monstrous humanoid, and vermin. The and saving throws against these spells have
effect lasts for 1 round per beast slayer class a DC of 10 + spell level + the beast slayers
level. The beast slayer of Morgannan can call Wisdom modier. When the beast slayer gets
upon this ability an additional time per day at 0 spell of a given level such as 0 1st level
7th level. spells at 1st level, he gets only bonus spells.
Smite Beast (Su): Calling upon the might of his The beast slayers spell list appears below. A
deity, the beast slayer of Morgannan can smite beast slayer prepares and casts spells just as a
monsters with Morgannans wrath. Once cleric does.
per day a 3rd level beast slayer may make a Beast slayer Spell List: Beast slayers of
single melee attack with a +4 attack bonus Morgannan choose their spells from the
and a damage bonus equal to his beast slayer following list.
level. The smite beast ability is effective on 1st cure light wounds, divine favor, endure
monsters of the following type: aberration, elements, magic weapon, protection from evil,
animal, giant, humanoid (all except own sanctuary, and shield of faith.
race), magical beast, monstrous humanoid, 2nd bears endurance, bulls strength, cure
and vermin. A smite used on a monster not of moderate wounds, delay poison, lesser
the types listed above has no effect, but still restoration, remove paralysis, resist energy.
counts as a use of the ability. The beast slayer 3rd crushing net of Morgannan, cure serious
of Morgannan can smite an additional time wounds, magic circle against evil, magic
per day at 6th level. vestment, prayer, protection from energy,
Spear of Slaying (Su): 1/day at 10th level, the remove disease, water walk.
beast slayer of Morgannan can, as a standard

26
E.N. Guild Monster Hunters
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4th air walk, cure critical wounds, divine
power, freedom of movement, greater magic
weapon, neutralize poison, restoration.

27
E.N. Guild Monster Hunters
Hunters Guild

Chapter IV:
Magic
Magic is an integral part of the Monster
Hunters guild success, without it both beast Arcane Magic
hunters and lore keepers would be severely
hindered in their chosen elds. The guild Practitioners of arcane magic are
employs both arcane and divine spell-casters, normally found amongst the lore keepers,
utilizing their diverse talents in a wide array often in the form of wizards. Wizards are
of applications. scarce among the beast hunters, but sorcerers
Magic is used to support hunting often nd the beast hunters path an exciting
parties, not only with useful magical items, and lucrative place to ply their trade.
but also with direct spell support from clerics,
wizards and sorcerers in the eld. These spell-
casters add a distinct edge to a hunting party, Divine Magic
offering extra offensive and defensive options Practitioners of divine magic within
as well as access to a quick retreat if the going the Monster Hunters Guild are usually clerics
gets too rough. of Morgannan, the guilds patron deity. These
Lore keepers use magic to gather more hardy clerics are often found amongst the
information to add to the guilds ever-growing beast hunters, using their gods blessings to
store of monstrous knowledge. Scrying aid in the eradication of monstrous beasts.
and other divinations allow lore keepers to
learn about dangerous monsters at a safe
distance, while simple utility spells such as New Spells
mending, erase, and others, ease the burden
of cataloguing and storing information. Guild spell-casters have devised the
following spell to keep beast hunters from
getting literally chewed to bits.

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E.N. Guild Monster Hunters
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for the purpose of opposed rolls. This spell is
Foul Flesh effective only on bipedal creatures.
Transmutation
Level: Sor/Wiz 1
Components: V, S, F Crushing Net of Morgannan
Casting Time: 1 standard action Conjuration
Range: Touch Level: Clr 3
Target: Creature touched Components: V, S, M, DF
Duration: 1 minute/level Casting Time: 1 standard action
Saving Throw: Fortitude negates Range: Close (25 ft. + 5 ft./2 levels)
Spell Resistance: No Target: 1 creature of up to large size
The caster imbues his esh with a foul Duration: 1 round/level
taste, dissuading animals and monsters from Saving Throw: Reex negates, see text
biting him. Anytime a creature with a bite Spell Resistance: Yes
attack successfully bites a target under the This spells conjures a net of magical
effects of foul esh, it must make a successful force that can be cast upon an opponent of up
Fortitude saving throw or refuse to bite the to large size. Like a mundane net, a ranged
target again. A creature that fails its saving touch attack is required, but the net launches
throw can still use other attack modes against towards its target at great speed, and therefore
the caster. This spell only functions on animals has a greatly increased range. If the net strikes
and monsters with Intelligence score of 3 or its target, the target is entangled and takes a
less. 2 penalty on attack rolls and a 4 penalty on
Focus: A piece of spoiled meat Dexterity, can move at only half speed, and
cannot charge or run. If the entangled creature
attempts to cast a spell, it must make a DC 15
Trip Concentration check or be unable to cast the
Transmutation
spell.
Level: Clr 0, Sor/Wiz 0
After the net has entangled a target
Components: V, S
it begins to tighten and constrict, inicting
Casting Time: 1 standard action
1d8 points of crushing damage every round
Range: Touch
to the entangled creature. A successful Reex
Target: Creature touched
throw reduces this crushing damage by half,
Duration: Instantaneous
and must be made every round the target is
Saving Throw: None
entangled.
Spell Resistance: Yes
An entangled creature can escape the
With a simple touch the caster can
crushing net of Morgannan with a DC 25
cause an opponents feet to become tangled,
Escape Artist check (a full-round action). The
effectively tripping him. The caster must
net has 10 hit points and can be burst with
succeed at a melee touch attack against his
a DC 30 Strength check (also a full-round
target, and if successful can make an immediate
action).
trip attack against his opponent, which does
Material Component: A small piece of
not draw an attack of opportunity. The caster
rope tied in a knot.
does not use his own Strength score for the
opposed roll, instead using a Strength score
of 12 supplied by the magic of the spell. The
spell is considered a medium size creature

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E.N. Guild Monster Hunters
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Magic Items Weapons


Magic weapons are widely used
The Monster Hunters guild relies by beast hunters to gain an advantage over
heavily on magical items, and each guild the monsters they hunt. Nearly all types
house is likely to have quite a store of them. of weapons can be found, from daggers to
Guild spell-casters create a large portion of great axes, with enhancements running the
the minor magical items used by the guild, gamut from negligible to overpowering.
such as potions and scrolls, while the majority Bane weapons are, of course, high on the list
of more powerful objects are gleaned from of weapon special abilities sought by beast
the treasure hoards of monsters the guild hunters, but generally any enhancement that
has slain. Of course, the guild often comes increases damage potential is looked upon
to possess items that they have no need for, with great favor.
and is more than willing to sell these items to Spell-casters at the Monster Hunters
adventurers, or trade for something the guild Guild have cooked up a way to add a little
needs. punch to their beast hunters weapons. The
The most common magical items used lesser bane weapon special ability allows
by the guild can be found below. beast hunters to carry a potent, although
limited, weapon at relatively little cost to
the guild. A guild house will typically have
Armor at least one +1 lesser bane weapon for each
Beast hunters, especially armors that
type of monster common to the area. These
confer resistances to monstrous attacks, prize
weapons are often loaned out to beast hunters
enchanted armor. Light and medium armor
but remain the property of the guild.
is preferred over heavy, as the majority of
beast hunters are drawn from the ranger class
Lesser Bane: Lesser bane weapons confer
and prize stealth and quick movement over
special bonuses against certain types or
thick armor. The most sought after armor
subtypes of monsters. Against its designated
enchantments are those that confer some type
foe, a lesser bane weapon confers an additional
of energy resistance, any type of fortication,
+1 enhancement bonus to the weapon and
and enchantments that augment stealth.
deals extra 1d6 points of damage. Bows,
The guild does create one specic type
crossbows and slings bestow the bane bonus
of armor for veteran beast hunters, usually
upon their ammunition.
given to honor some great accomplishment.
Faint conjuration; CL 5th; Craft Magic Arms
and Armor; summon monster I; Price + 1,500
The Warders Wrap: This +3 studded leather
gp.
is created by the clerics of Morgannan. In
addition to its protective properties, the armor
bestows upon its wearer resistance to cold Potions
5 and re 5. In addition the wearer may use Potions see more use by the Monster
freedom of movement as the spell 1/per day. Hunters guild than all other magical items
Moderate Abjuration; CL 11th; Craft Magical combined. They are relatively cheap to
Arms and Armor; energy resistance, freedom produce and offer a wide array of benets
of movement; Price 37,255 gp; Cost 18,627 to both beast hunter and lore keeper alike.
gp + 1,490 XP. Healing potions are the most common, while

30
E.N. Guild Monster Hunters
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bulls strength, cats grace, and other ability
boosting potions run a close second.
Scrolls
Nest to potions, scrolls are the most
widely utilized magical item in the Monster
Rings Hunters Guild. Both arcane and divine scrolls
Magic rings often nd their way are supplied to spell-casting beast hunters,
into the Monster Hunters Guild by way of adding a deeper spell reservoir to call upon
a monsters seized treasure hoard. Because when lling a guild contract. Typically spell of
they are somewhat expensive to produce, 1st to 3rd level will be found on scrolls carried
magic rings are infrequently created by by guild members. Scrolls containing healing
guild spell-casters. The most common ring spells, ability boosting spells, and protective
found amongst guild members is the humble spells are the most common.
ring of protection, as both beast hunters
and lore keepers can always do with a little
extra protection. Beast hunters prize the
Staffs
Staffs, like wands, can hold a wide
ring of chameleon, ring of jumping, ring of
array of magical spells and therefore serve
climbing, and even the much-maligned ring of
their owners in myriad of different ways.
sustenance. Spell-casting lore keepers covet
The Monster Hunters Guild creates staffs on
those rings that enhance arcane power such as
occasion, loaning them out to spell-casting
rings of wizardry or rings of spell storing.
guild members to bolster their magical
In its earlier days, the Monster Hunter
abilities in the eld. Staffs such as the staff of
Guild did arm some of its hunters with a
healing, staff of frost, and the staff of re are
specic ring. The creation of guild co-founder
favorites, and are the ones most likely to be
Drimm, the bane ring was a powerful boon
found within the guild.
to those rst hunters. Today only a few bane
A special staff, called the staff of
rings remain in the guilds possession, all of
subduing, is sometimes found within guild
which are held by powerful guild members.
houses with a strong lore keeper inuence.
The staff allows beast hunters to subdue a
Bane Ring: This ring confers the bane special
monster rather than killing it outright, thereby
weapon ability upon any weapon wielded by
allowing it to be studied in depth.
the rings wearer. Like bane weapons, bane
rings are specically created to combat a
Staff of Subduing: This sturdy looking staff
certain type or subtype of monster.
is made from oak and features inlaid steel
Strong conjuration; CL 10th; Forge Ring;
bands and a scrolling spider web pattern
summon monster III; Price 30,000 gp
carved along its entire length. It allows use of
the following spells:
Rods Daze (1 charge)
Like rings, rods used by the Monster Sleep (1 charge)
Hunters guild are most often the spoils of Hold person (1 charge)
war, nding their way into guild member Deep slumber (2 charges)
hands directly from a slain monsters treasure Hold Monster (2 charges)
hoard. Metamagic rods are prized as are any The staff may be used as a weapon acting
that increase the combat prowess of a hunting as a +1 merciful quarterstaff.
party.

31
E.N. Guild Monster Hunters
Hunters Guild
Strong enchantment; CL 11th; Craft Staff; cloaks of resistance, and bracers of armor are
daze, sleep, hold person, deep slumber, hold the most common, and are the ones most likely
monster; 75,000 gp. to be created by guild spell-casters. More
powerful items are usually found in treasure
hoards but may be created on occasion if the
Wands guild has a great need of a certain item.
Wands are common in the Monster
Hunters Guild, as they allow spell-casters to
greatly increase their spell reservoirs. Wands Artifacts
containing a variety of useful spells are The guild does lay claim to one very
produced by guild wizards and clerics, and unique set of items, so rare and prized that
then loaned out to spell-casters operating in only the most senior members of the guild
the eld. Wands are commonly charged with are allowed to see, let alone utilize them.
healing spells and those that boost ability Blackdyrge, the infamous and enigmatic sage
scores. of monsters penned a number of magical
bestiaries, each detailing a number of
powerful beasts, their lairs, habits, and even
Wondrous Items treasure. Monster hunters have sought these
The guild utilizes a vast array of
volumes for centuries for the powerful boons
wondrous items, either creating them for guild
they bestow upon their readers. The Monster
use or gleaning them from the possessions of
Hunters guild currently owns six volumes of
slain monsters. Minor items such as amulets of
Blackdyrges Bestiary, and is very interested
natural armor, boots and cloaks of elvenkind,

32
E.N. Guild Monster Hunters
Hunters Guild
in obtaining more of them. These benets take effect immediately
Little is known about Blackdyrge after reading a Blackdyrges Bestiary and
himself, and he is assumed to be long dead as remain for 48 hours. The magic of each
most of the bestiaries are hundreds of years bestiary is non-depleting, allowing its owner
old. The sages intentions are also unclear, for to reread a volume and gain the above benets
again.
the writing in the bestiaries carry an almost Strong Abjuration; CL 20
mocking undertone, as if Blackdyrge were
simply attempting to lure adventurers to their
doom, a feat the bestiaries have accomplished
in excess, whether intentional or not.
Gods of the Monster
Blackdyrges Bestiaries: These plain, black
Hunters Guild
leather bound volumes detail anywhere from The Monster Hunters guild pays
ve to 10 specic monsters, featuring lengthy lip service to a number of gods, usually
dissertations regarding their strengths, those that include protection and hunting in
weaknesses, lairs, and general habits. The their portfolios. But, the guilds true divine
magical nature of these tomes bestows a number allegiance lies with Morgannan the Warder, a
of tangible benets upon their readers relating relatively minor god but one whose goals and
specically to the type of monsters found in teachings mesh well with the guilds aims.
each bestiary. The monsters described in Most clerics encountered in the Monster
Blackdyrges Bestiary are specic individuals, Hunters guild will be followers of Morgannan,
usually more powerful than standard creatures and a fair number of his holy warriors, the
of their kind, but the bonuses gleaned from Beast Slayers of Morgannan, enact their gods
reading a bestiary apply to all monsters of that will as premier beast hunters.
type. For example: a Blackdyrges Bestiary
may include a description of a powerful behir, Morgannan
but readers of that tome would gain special The Warder, The Beast Slayer
bonuses applicable to all behirs, not just the Demigod
one found in the bestiary. The benets from Symbol: A spear crossed over a plain shield
reading a Blackdyrges Bestiary are detailed Alignment: Neutral Good
below. Portfolio: The eradication of evil monsters,
+4 circumstance bonus to hit and hunting, the Monster Hunters guild
damage against bestiary monsters Worshipers: Monster Hunter guild members,
+4 circumstance bonus on saves adventurers
against spells, spell-like abilities, Cleric Alignment: CG, NG, LG
special attacks, and special qualities Domains: Knowledge, Protection, War
of bestiary monsters Favored Weapon: Spear
+4 insight bonus to AC when ghting Morgannan the beast slayer has long
bestiary monsters been the patron deity of the Monster Hunters
Complete immunity to one special guild. His reputation for hunting and slaying
attack or quality of each monster all manner of powerful beasts is well earned,
described within the bestiary both as a mortal adventurer, and then as a deity.
(petrifying gaze, breath weapon, He appears as a robust man in his early forties
etc) with graying hair armored in supple leathers

33
E.N. Guild Monster Hunters
Hunters Guild
and carrying a round shield and spear. Clerics of Morgannan can be found in
adventuring parties with similar goals, but the
Dogma majority of the faithful belong to the Monster
Defend the innocent from the Hunters guild. Being a cleric of Morgannan
predations of evil monsters, hunt them down is perhaps one of the easiest ways to enter
and wipe them from the face of the earth, the guild, as the god has publicly supported
this is the abiding doctrine of Morgannan. the guild for decades. This divine stamp of
Although the god has a strong martial bent approval has aided the guild immensely, and
he also teaches that one must learn all he can every guild house will have at least a shrine, if
about his foe. Morgannan instructs his faithful not a full-blown temple devoted to the Beast
to study the dangerous beasts of the world, Slayer.
learning their weaknesses so that they may be In addition to clerics, Morgannan has
easily defeated. a group of dedicated holy warriors known as
Beast Slayers. These ghting men and women
Clergy and Temples are the gods rst and foremost offensive
Clerics of Morgannan tend to be stout weapon against evil monsters. Beast slayers
and steadfast individuals with a mind towards are almost uniformly members of the Monster
martial prowess and industrious study. They Hunters Guild, and serve as shining examples
favor light simple garb of greens and browns, of Morgannans dedicated aggression towards
and tend towards light or medium armors dangerous and wicked beasts.
when preparing for battle. Most clerics of Temples of Morgannan are rare
Morgannan are accomplished with spear and outside the Monster Hunters guild, but
shield, the chosen instruments of their god. can occasionally be found in border
They use their divine abilities to aid their communities without a Monster Hunter
comrades in arms, and to strike directly at guild house. Temples tend to be simple, yet
rampaging monsters. sturdy structures, featuring stout walls and a
defensible position.

34
E.N. Guild Monster Hunters
Hunters Guild
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5.Representation of Authority to Contribute: If You are contributing Redman, Bruce R. Cordell, based on original material by E. Gary
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