The Hunters Guild
- We will be using “Minion” class enemies. These enemies are nearly identical to normal enemies, except that they have mettle, evasion, and 1 hp.
- Any spell caster can cast all of their known level-0 spells at will. Because of this, “Cure Minor Wounds” and similar spells are replaces with a “Stabilize” version (which will cure a “dying” target to 1 hp, but has no other use).
- XP is not used in crafting. Instead “items of power” are needed (normally components gathered from magical beasts/outsiders/elementals/abberations/etc.)
- Weaker criticals will be used. Every weapon has either their crit range or crit multiplier reduced by 1. eg Rapier’s have a crit range of 19-20, greataxes have a multiplier of *2, and clubs cannot crit.