Weapons Update to Amellwind's Guide to Monster Hunting
Added 2019-06-12 20:56:43 +0000 UTCHello Everyone,
After spending most of the morning talking with my HR3 patrons about some questions they had with the weapons located in appendix A. Some of these questions lead me to balancing some of the weapons or changing them slightly. I also made sure to add some clarity to how some of the weapons may work. You can get the new Amellwind's Guide to Monster Hunting <- here or on the main patreon page using the same link as I have always used. If you would like to preview it before downloading feel free to check it out on GMbinder , but it might not be formatted on your computer the same as mine. so I apologize in advance if it doesn't look correct.
I want to thank BrokenFocus for asking those questions and starting this whole update. I also want to thank Desorda, Pokegirl, and Serephen for your input and ideas on these changes. And of course, thank you to everyone who is supporting me and this work You are all incredible!
If you have any questions please feel free to reach out to me on here, discord, reddit, anyway you know how.
Below are some of the changes I made today (I may have missed a couple).
Lance
- Counter strike now has a set number of uses per long rest equal to your con modifier.
Gunlance
- +3 attack at legendary from +2
Charge Blade
- Formatting to fit with other weapons
- Elemental guard clarified its damage type options.
Switch Axe
- Coat now goes dormant if you switch to its other mode instead of being removed from the weapon, it will become active again once you switch back to the mode that uses it.
Sword and Shield
- inflict ability renamed to Rend to help minimize confusion with the dual blades inflict ability.
Light Bowgun
- Added Dragon Ammo to legendary bowgun's option. It was listed in the ammo purchase section, but was missing in the additional ammo options.
- Added clarification of what happens if you hit a target more than once with armor or demon ammo
Insect Glaive.
- Kinsect: removed text about doubling damage. Orange essence now grants more damage and its normal AC for less confusion.
Magus Staff
- Added ability to explain that it cannot be used with a shield.
Dual Blades
Had to be nerfed slightly due to their design. As they were originally made, they were dealing almost double the amount of damage as other weapons. These changes nerf them, but they are still the most powerful weapons in the game.
- A 30 second cooldown was added before you can use demon mod again.
- Very rare archdemon mode now deals 1d4 damage instead of 2d4
- Legendary archdemon mode now deals 1d6 damage instead of 2d4