I
must confess that I have grown somewhat tired of the Pathfinder
Player Companion line. Over
time, the line has become more and more focused on mechanical
character options, and less and less on world description and
flavour—pretty much the exact opposite of what I am personally
looking for. Several months ago, for
financial considerations, I
had to cut back on how many books I was buying and, as such, Player
Companions were amongst the
first to go. I have not purchased any of the most recent books in the
line. However, I do still have a backlog of Player
Companions to get through, and I
intend to read and review all of them.
When
I opened up Giant Hunter’s Handbook, I expected more
of the usual: new archetypes, feats, spells, etc. Those are certainly
in there, but I was pleasantly surprised by how much setting
flavour and background there is. In fact, the first new mechanical
options (in this case, new uses for skills—something these books
rarely do much with) don’t appear until page 11. Until then, it’s
entirely practical information and advice that giant hunters in the
world of Golarion need. Even when the book gets to the new feats,
spells, and so on, there is still a lot of setting information to go
with them.
The
book opens with an introduction to the most common types of giants,
separated into categories of “evil giants” and “nonevil
giants”, as well as a
sidebar with the most basic information that everyone knows about
giants. After this, the book moves into more specific details about
giants and how to effectively hunt or fight them. Each
chapter is two pages long (a typical length for Player
Companion books) and covers a
specific topic.
“Preparing
to Hunt Giants” contains an overview of giant social groupings,
their leaders, the types of creatures they ally with, and so on. It
looks at giant abilities, including their defences and weaknesses,
and offers recommendations for equipment that giant hunters should
arm themselves with.
The
next chapter focuses on “Giant Lairs”, and looks at their
structure, scale, and defences. There is also a brief discussion on
the effects giants have on local resources. Throughout are numerous
suggested character options player characters might choose, such as
recommended spells, hexes, domains, and equipment.
“Bargaining
with Giants” provides an interesting look at basic giant psychology
and how different giants might respond to negotiations. This chapter
includes the new skill options I mentioned above. These include using
Bluff to convince a giant that you’re harmless and using Stealth to
hide behind big creatures. Technically,
these aren’t really completely new ways to use the skills (as
there’s nothing in their Core Rulebook
descriptions to forbid their uses in this manner and inventive
players and GMs may have already thought to use them in these ways),
but they are useful clarifications of how the skills work in unusual
situations, and they provide
clear modifiers to the rolls for such situations.
This is something that I wish more books would do. New feats can be
nice, but this shows ways in which PCs can get more out of the
abilities they already have—something that’s useful to everyone.
“In
the Shadow of Giants” looks at the environments that different
types of giants inhabit and provides a new regional trait for each
one that PC giant hunters can take. A sidebar introduces a new story
feat, Giant Vendetta, in which a character’s goal is to defeat a
particular type of giant (chosen by the PC).
“Other
Giants” takes brief looks at several creatures that have the giant
subtype, but aren’t “true giants”. These include ogres, trolls,
ettins, and so on. With each creature there are suggestions for how
to prepare against them and recommended character options PCs might
want to select.
The
centre two pages of the book contain a chart comparing the relative
sizes of several giant types as they compare to humans, moving up in
size from hill giants to storm giants at the top. Unfortunately, the
Gargantuan-sized rune giants are not on this chart—probably too big
to fit without changing the scale to make other giants look too
small.
In
“Giant-Hunting Organizations”, we learn about different groups
across the Inner Sea region that exist primarily to hunt, fight, or
defend against giants. It’s nice to see mention of some groups that
have appeared in other sources, such as the Order of the Black Arrow,
which plays a significant role in the third adventure of Rise of the Runelords. This
chapter also contains several new teamwork feats.
The
“Giantslaying Archetypes” chapter does exactly what it says. It
introduces three new archetypes: the goliath druid, titan fighter,
and vexing dodger (a rogue archetype). The latter gains the
“limb-climber” ability, which allows the character to climb
larger creatures’ bodies. I’ve always found it somewhat
surprising that core rules have never had rules to address what
happens when a PC wants to climb onto a giant’s back or a dragon’s
neck in order to attack it. It’s a fairly common cinematic
manoeuvre, and
it’s
nice to see the option finally presented, even if it’s limited to
one particular character type.
“Battling
Giants” provides a few suggested tactics for engaging with giants,
but the chapter
is primarily focused on introducing nine new feats that can be useful
to giant hunting characters. At this point, the book becomes more
focused on mechanical options, with the remaining chapters providing
new equipment, spells, and magic items.
The
back inside cover contains a wonderful section on “Using Giant
Equipment”. I’m sure more than a few parties have been stuck with
the dilemma of what to do with equipment that is too big, and this
offers a spell, resize item,
that can help deal with this, as well as two new weapon and armour
abilities (fitting and
resizing) and a ring
of perfect sizing. With these
new options, characters won’t have to worry about equipment size
any longer.
Overall,
I really like the balance Giant Hunter’s Handbook
strikes between mechanics and setting information. The
new character options don’t overwhelm with their sheer quantity.
Instead, they support the flavour of the setting. And the setting
information provides you with a basic, but good understanding of how
the people of Golarion interact with giants. After reading the book,
I felt like I actually learned something about the world rather than
just be presented with a bunch of character options that I would
rapidly forget about. I wish the Player Companion
books would reach this balance more often.
You're on a roll! :)
ReplyDeleteAnd the plan is to stay on a roll!
DeleteI heard on Order of Black Arrows it says something like that they have been wiped out multiple times? That would annoy me greatly since they were only wiped out once and that was RotR, so thats just flanderization if it does actually say that xP
ReplyDeleteNo, it says they've suffered occasional defeats which have caused their numbers to go up and down. There's no mention of being wiped out, not even the RotR event, since adventure paths are generally not assumed to have happened.
DeleteYou need to make sure you have enough draw weight to penetrate the game's hide and fat. Choose your crossbow with the game you will be hunting in mind. If you are hunting large bear or elk, don't show up to the hunt with a 150 pound crossbow; it won't be enough to get the job done. Here are some general guidelines to help make sure you have enough power for your chosen game: tenpoint stealth nxt crossbow
ReplyDelete