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Download Monster Hunter International by Larry Correia PDF

By Larry Correia

Staff note: those are proven retail regardless of being created with Calibre.

Five days after Owen Zastava Pitt driven his unbearable boss out of a fourteenth tale window, he awakened within the health center with a scarred face, an improbable reminiscence, and a role provide.

            It seems that monsters are actual. every little thing from fantasy, legend, and B-movies are in the market, ready within the shadows. formally mystery, a few of them are evil, and a few are only hungry. at the different facet are the folks who kill monsters for a living. Monster Hunter overseas is the most excellent eradication corporation within the company. And now Owen is their most modern recruit.

            It’s truly a stunning candy gig, aside from one little problem. An historical entity often called the Cursed One has lower back to settle a centuries previous vendetta. Should the Cursed One be successful, it potential the top of the realm, and MHI is the one factor status in his means. With the clock ticking in the direction of Armageddon, Owen reveals himself trapped among legions of undead minions, belligerent federal brokers, a cryptic ghost who has taken up place of dwelling inside of his head, and the cursed kin of the girl he loves.

            company is sweet . . .

            Welcome to Monster Hunter overseas.

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Skills: Profession (horse trader) +6; Feats: Skill Focus (profession). 43 Tsar Rising SQ: Scent-Detect opponents within 30 feet by sense of smell (60 feet if upwind, 15 if downwind). Strong scents can be detected at twice the range, overpowering scents at triple range. Can pinpoint source within 5 feet. Track by scent with a Wisdom check (DC 10). ; AC 14 (+3 Dex, +1 armor); Atk knosh +2 melee (1d4-1, 19-20/x2), or knosh +6 ranged (1d4-1, 1920/x2); SV Fort +2, Ref +9, Will +2; AL NE; Str 8, Dex 16, Con 13, Int 11, Wis 12, Cha 6.

Str 12, Dex 17, Con 14, Int 15, Wis 13, Cha 13. , 5 in. ; AC 18 (+8 armor); Atk sabel +6 melee (1d6+2, 18-20/x2) , or ruchnitsa +7 ranged (1d10, x3); AL N; SV Fort +5, Ref +4, Will +9; Str 12, Dex 15, Con 17, Int 12, Wis 18, Cha 19. Skills: Diplomacy +12, Sense Motive +12, Appraise +10, Knowledge (nobility and royalty) +5, Gather Information +9, Bluff +14, Spot +4; Feats: Alertness, Point Blank Shot, Skill Focus (Concentration), Skill Focus (Ride). Skills: Bluff +12, Escape Artist +3, Forgery +12, Gather Information +14, Handle Animal +12, Hide +2, Knowledge +8 (Nobility), Knowledge (Nature) +10, Listen +4, Move Silently +2, Spot +4, Wilderness Lore +10; Feats: Exotic Weapon Profiency (Renaissance), Improved Initiative, Leadership, Skill Focus (Gather Information).

A large, plush red carpet beckons you onward. 4. The Fortress You finally enter the grand hall, and much to your surprise, find an assortment of nobles seated at a massive feasting table that stretches for several hundred feet. Some are sprawled on the floor, others are slumped over the table in a drunken stupor. The few conscious nobles stare at you in confusion. Two massive towers flank the entrance to the walled city-within-a-city. Even the imposing walls, several stories high, cannot conceal the majesty of the pointed domes that stretch above them.

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