TEXT: ®
  ™
  Giant
  Hunter’s
  Handbook
  Giant
  Hunter’s
  Handbook
  Giant
  Hunter’s
  Handbook
  
  Know Your Giants
  Massive and powerful, giants can be found in every corner of 
  Golarion, from the arctic wastelands of the Crown of the World 
  to the scalding deserts of Garund. This table presents the name, 
  alignment, size, and habitat of each kind of creature with the giant 
  subtype detailed in the first four Pathfinder RPG Bestiary volumes 
  and Pathfinder Campaign Setting: Inner Sea Bestiary, along with a 
  short description of the creature’s most noteworthy features or 
  habits. Note that not all of the creatures listed here are true giants.
  Giants of Golarion
  Name	
  Alignment	
  Size	
  Environment	
  Description	
  Source
  Ash giant 
  CN 
  Large 
  Any wastelands 
  Wasteland-dwelling disease carriers 
  B3
  Athach 
  CE 
  Huge 
  Cold or temperate hills 
  Three-armed brutes with poison fangs 
  B2
  Cave giant 
  CE 
  Large 
  Any underground 
  Hunched subterranean slavers 
  B3
  Cliff giant 
  NG 
  Large 
  Temperate or warm deserts or plains 
  Benevolent, solitary students of nature 
  B4
  Cloud giant 
  NG or NE 
  Huge 
  Temperate mountains 
  Artistic mountain-dwellers who adore finery 
  B1 
   
   
   
   
  and are equally likely to be good or evil
  Cyclops 
  NE 
  Large 
  Any temperate or tropical 
  One-eyed descendants of a fallen empire  
  B1 
   
   
   
   
  with oracular powers
  Desert giant 
  LN 
  Large 
  Warm deserts 
  Graceful, territorial nomads 
  B3
  Ettin 
  CE 
  Large 
  Cold hills 
  Dimwitted but cunning two-headed  
  B1 
   
   
   
   
  hunters and loners
  Fire giant 
  LE 
  Large 
  Warm mountains 
  Militaristic tyrants who are immune to fire  
  B1 
   
   
   
   
  and dwell in hot environs 
  Fire yai (oni) 
  NE 
  Large 
  Temperate or warm hills or mountains 
  Vain, manipulative spirits in fire giant form 
  B3
  Freshwater merrow 
  NE 
  Large 
  Temperate lakes or rivers 
  Aggressive, lake-dwelling ogres 
  B2
  Frost giant 
  CE 
  Large 
  Cold mountains 
  Barbaric tribes of boreal hunters, raiders,  
  B1 
   
   
   
   
  and slave-takers
  Great cyclops 
  CE 
  Huge 
  Any temperate or tropical 
  Gigantic, degenerate horned cyclopes 
  B3
  Hill giant 
  CE 
  Large 
  Temperate hills 
  Slow-witted brutes who wander as  
  B1 
   
   
   
   
  violent nomads and raiders
  Ice troll 
  CE 
  Large 
  Cold mountains or underground 
  Cunning, voracious, regenerating mercenaries 
  B2
  Ice yai (oni) 
  CE 
  Large 
  Cold mountains 
  Martial artist spirits in frost giant form 
  B3
  Jotund troll 
  CE 
  Huge 
  Cold hills or mountains 
  Gigantic multi-headed trolls 
  B3
  Jungle giant 
  N 
  Huge 
  Warm forests 
  Reclusive rainforest-dwelling archers 
  B3
  Marsh giant 
  CE 
   Large 
  Temperate marshes 
  Swamp-dwelling devotees of unnamable gods 
  B2
  Moss troll 
  CE 
   Large 
  Cold or temperate forests 
  Sly, gaunt, mold-encrusted trolls 
  B3
  Ocean giant 
  CG or CE 
  Huge 
  Any oceans 
  Gigantic guardians of the sea 
  B4
  Ogre 
  CE 
  Large 
  Temperate or cold hills 
  Crude, cruel, barbaric brutes who revel in the 
  B1 
   
   
   
   
  misery of others
  Ogre mage (oni) 
  LE 
  Large 
  Cold hills 
  Malevolent spellcasting spirits clad in the 
  B1 
   
   
   
   
  fleshly form of ogres
  Ogrekin 
  Usually evil 
  Medium 
  Any land 
  Deformed, misbegotten half-ogres 
  B2
  River giant 
  CG or CE 
  Large 
  Any rivers 
  Green-skinned river travelers  
  B4
  Rock troll 
  CE 
  Large 
  Any underground 
  Rock-skinned trolls with an aversion to sunlight 
  B2
  Rune giant 
  LE 
  Gargantuan 
  Cold mountains 
  Eldritch masters of giant-kind 
  B2
  Saltwater merrow 
  NE 
  Huge 
  Temperate oceans 
  Massive ocean-dwelling ogres 
  B2
  Shadow giant 
  LE 
  Large 
  Any 
  Warlike natives of the Plane of Shadow 
  ISB
  Slag giant 
  LN 
  Large 
  Warm mountains or underground 
  Dour, rust-colored metalsmiths 
  B4
  Stone giant 
  N 
  Large 
  Temperate mountains 
  Rock-skinned communal mountain-dwellers  
  B1 
   
   
   
   
  who prefer boulder-throwing in combat
  Storm giant 
  CG 
  Huge 
  Any warm 
  Reclusive, temperamental, weather-controlling 
  B1 
   
   
   
   
  residents of castles and towers
  Taiga giant 
  CN 
  Huge 
  Cold mountains or forests 
  Nomadic, ancestor-worshiping tribespeople 
  B2
  Troll 
  CE 
  Large 
  Cold mountains 
  Fearless, voracious, regenerating monstrosities 
  B1 
   
   
   
   
  with sharp fangs and long claws
  Void yai (oni) 
  LE 
  Huge 
  Cold or temperate mountains 
  Domineering warlord spirits in giant form 
  B3
  Water yai (oni) 
  CE 
  Huge 
  Any water 
  Greedy, impulsive water spirits in giant form 
  B3
  Wood giant 
  CG 
  Large 
  Temperate forests 
  Peaceful, artistic wilderness protectors 
  B2
  
  On the Cover
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying 
  Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names 
  (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements 
  that have previously been designated as Open Game Content or are in the public domain are not included in this 
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  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion 
  of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  Pathfinder Player Companion: Giant Hunter’s Handbook © 2014, Paizo Inc. All Rights Reserved. Paizo, Paizo 
  Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks 
  of Paizo Inc.; Giantslayer, Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure 
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  are trademarks of Paizo Inc.
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  Authors • Alexander Augunas, Luis Loza, 
  Ron Lundeen, and David Ross
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  and Vicky Yarova
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  Designers • Logan Bonner, Stephen Radney-MacFarland, 
  and Mark Seifter
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  Table of Contents
  For Your Character 
  2
  Introduction 
  4
  Preparing to Hunt Giants 
  6
  Giant Lairs 
  8
  Bargaining with Giants 
  10
  In the Shadow of Giants 
  12
  Other Giants 
  14
  Giant Comparison Chart 
  16
  Giant-Hunting Organizations 
  18
  Giantslaying Archetypes 
  20
  Battling Giants 
  22
  Giantslaying Equipment 
  24
  Giant-Hunter Spells 
  26
  Magic Items 
  28
  Giantslayer 
  30
  Know Your Giants 
  Inside Front Cover
  Using Giant Equipment 
  Inside Back Cover
  Harsk takes on a stone giant three 
  times his size, dodging nimbly under 
  its hammer to strike a fierce blow in 
  this cover by Jason Engle. 
  Reference
  This Pathfinder Player Companion refers to several other Pathfinder Roleplaying Game 
  products and uses the following abbreviations. These books are not required to make use of 
  this Player Companion. Readers interested in references to Pathfinder RPG hardcovers can find 
  the complete rules from these books available for free at paizo.com/prd.
  Advanced Player’s Guide 
  APG
  Advanced Race Guide 
  ARG
  Bestiary 
  B1
  Bestiary 2 
  B2
  Bestiary 3 
  B3
  Bestiary 4 
  B4
  Inner Sea Bestiary 
  ISB
  Ultimate Combat 
  UC
  Ultimate Equipment 
  UE
  Ultimate Magic 
  UM
  
  ? Questions to 
  Ask Your GM
  Asking your GM the following 
  questions can help you get the most 
  out of Pathfinder Player Companion: 
  Giant Hunter’s Handbook.
  Are we playing the Giantslayer 
  Adventure Path? If not, are the 
  campaign traits on pages 30–31 
  available to our characters?
  Will our campaign feature a 
  specific giant or group of giants? 
  Will it make sense for my character 
  background to prominently feature 
  giants as foes or allies?
  Will our campaign be using 
  any special rules subsets, such as 
  story feats?
  DID YOU KNOW? 
  Rune giants were the first new giants added to Golarion beyond those in 
  the Pathfinder RPG Bestiary. They were created for the Rise of the Runelords 
  Adventure Path because there were no Gargantuan giants in the game. 
  Their look was based on samurai to help make them distinctive.
  Focus Characters
  This Pathfinder Player Companion 
  highlights options that are specific 
  to characters of the following classes, 
  as well as elements that can apply to 
  a wide array of characters.
  Druids
  As giants are just another aspect 
  of the natural world, druids have 
  many tools useful for dealing with 
  them. A new archetype (page  20) 
  and new spells (pages 26–27) give 
  druids 
  additional 
  options 
  for 
  facing giants on a more equal 
  footing, or cutting them down to a 
  more manageable size.
  Fighters
  Encounters with giants often end 
  in battle, and no one is more eager 
  to enter the fray than a fighter. 
  This book offers a new archetype 
  to give fighters improved access to 
  oversized weapons (page 21) and new 
  feats (pages 22–23) fighters can use 
  when battling giant foes.
  Rangers
  Rangers are the iconic giant hunters, 
  having many class features that can 
  help them defeat these terrifying 
  oversized 
  foes. 
  Bolster 
  these 
  abilities with tips for gathering 
  information before conflicts with 
  giants (pages 6–7), ways rangers 
  can prepare themselves and allies, 
  and 
  equipment 
  designed 
  for 
  encounters involving larger targets 
  (pages 24–25).
  Rogues
  Rogues’ 
  expertise 
  in 
  hiding, 
  scouting, setting traps, and pilfering 
  items without resorting to physical 
  conflicts helps them even the playing 
  field when dealing with giants and 
  giant strongholds. This book offers 
  new ways a rogue’s skills can aid in 
  encounters with giants (page 11), and 
  a new archetype (page  21) to help 
  rogues avoid attacks from giants’ 
  oversized weapons.
  For Every Character
  Certain game elements transcend 
  the particulars of a character’s race 
  or class. The following elements 
  detailed in this book work equally 
  well 
  for 
  any 
  Pathfinder 
  RPG 
  character, regardless of focus, type, 
  motivation, or background.
  Hints and Tips
  Several sections of this book present 
  strategies for combating giants. 
  Whether it’s details on giant lairs 
  (pages 8–9), information on the 
  varieties of true giants (pages 4–5), or 
  an overview of other creatures of the 
  giant type (pages 14–15), characters 
  can learn what they need to know to 
  survive encounters with giants.
  Backgrounds
  Giants have wide-ranging impact 
  on their environments and nearby 
  settlements of other races, and thus 
  can easily be worked into a wide 
  range of character backgrounds. 
  Characters 
  looking 
  to 
  explore 
  a history with giants will find 
  within a number of traits to help 
  anchor 
  their 
  motivations 
  for 
  hunting and slaying giants (pages 
  12–13). Characters designed for the 
  Giantslayer Adventure Path can also 
  tie themselves more closely to its 
  story with the Giantslayer campaign 
  traits on pages 30–31.
  Organizations
  Throughout Golarion numerous 
  groups exist specifically to oppose 
  giants. A player should talk to her 
  GM if she would like to be part of 
  one of the organizations mentioned 
  in this book (pages 18–19), or should 
  have her character come from a 
  region where giants are common 
  enough that the character has 
  access to teamwork feats designed 
  specifically for groups of giant 
  hunters (page 19).
  Gear and Magic Items
  Because of the advantages giants 
  have in Strength, size, and reach, 
  smaller enemies who frequently 
  face them have developed special 
  weapons and gear (pages 24–25) and 
  magic items (pages 28–29) to even 
  the battlefield.
  Using Giant Gear
  A common problem for those 
  adventurers 
  lucky 
  enough 
  to 
  defeat giants is what to do with 
  such creatures’ oversized armor 
  and weapons. A number of magic 
  solutions for characters interested 
  in using oversized equipment appear 
  on the inside the back cover.
  For Your Character
  2
  1
  2
  3
  
  Rules Index
  The following new rules options are located on the 
  indicated pages throughout this book.
  ARCHETYPES 
  CLASS 
  PAGE
  Goliath druid 
  Druid 
  20
  Titan fighter 
  Fighter 
  21
  Vexing dodger 
  Rogue 
  21
  FEATS 
  TYPE 
  PAGE
  Arcing Lob 
  General 
  22
  Cry Challenge 
  General 
  22
  Daring Retrieval 
  Teamwork 
  19
  Giant Vendetta 
  Story 
  13
  Giant-Bane Caster 
  General 
  23
  Giant-Killer Stance 
  Combat 
  23
  Ground-Grabber 
  Combat 
  23
  Harder They Fall 
  Teamwork 
  19
  Mountain-Splitting Strike 
  Combat 
  23
  Pernicious Stab 
  Combat 
  23
  Scuttle 
  General 
  23
  Stone Dodger 
  Teamwork 
  19
  Suppress Regeneration 
  Teamwork 
  19
  Swing About 
  Teamwork 
  19
  Yai-Mimic Spell 
  Metamagic 
  23
  CAMPAIGN TRAITS 
   
  PAGE
  Artifact Hunter 
   
  30
  Dragonfoe 
   
  30
  Dwarf-Trained 
   
  30
  Giant-Blooded 
   
  31
  Giantslayer Scion 
   
  31
  Orphaned by Giants 
   
  31
  Roll With It 
   
  31
  Student of Giantkind 
   
  31
  Trunau Native 
   
  31
  Vexing Defender 
   
  31
  REGIONAL TRAITS 
   
  PAGE
  Chilled by Brutality 
   
  13
  Enchanted by Giants 
   
  12
  Giant Ambivalence 
   
  13
  Giant Dodger 
   
  12
  Giant Investigator 
   
  12
  Giant-Harried 
   
  13
  Scrambling Servant 
   
  13
  SPELLS 
   
  PAGE
  Burdened thoughts 
   
  26
  Hollow blades 
   
  26
  Runic overload 
   
  26
  Siphon might 
   
  27
  Steal size 
   
  27
  Stone throwing 
   
  27
  Twisted future 
   
  27
  3
  
  In folktales, myths, and rumors, giants cast long shadows 
  over the world of Golarion. Their primeval strength 
  hearkens back to a time when Golarion was ruled by giants 
  and dragons, long before smaller humanoids appeared. 
  Across countless ages, fire giants, frost giants, taiga giants, 
  and their kin have exhibited a bond with the elements of the 
  world that few younger races can match. 
  Unfortunately, giants often assume the needs and 
  desires of those who are smaller and weaker don’t merit 
  consideration. Although some giants have been known 
  to fend off dragons, aberrations, and other monsters that 
  threaten  smaller folk, more numerous are the giants who 
  wantonly plunder the settlements of smaller humanoids for 
  whatever useful loot and magic items they can seize.
  With the exception of yai, which are embodied evil 
  spirits, giants are neither innately good nor innately evil, 
  but each giant type tends toward a particular alignment 
  based on its particular culture and its members’ 
  dispositions. Giants’ intelligence varies considerably, but 
  for the most part is roughly equivalent to that of humans. 
  Some sages warn that giants may someday descend from 
  their remote enclaves and conquer their neighbors, as it is 
  said that the giantfolk of old did before Earthfall in the land 
  now known as Varisia. However, this fear is dismissed in 
  most civilized lands, as only a leader with truly magnificent 
  cleverness, strength, or magic could manage to force the 
  fractious and scattered giants of Golarion into a cohesive 
  enough army to conquer the lands of smaller races. Such 
  leaders do rise every now and then, most recently among 
  the frost giants of the Tusk Mountains, the hill giants of 
  Numeria, and the relatively numerous giants of Varisia’s 
  mountains, where the legend of the mind-controlling rune 
  giants still inspires fear. But in recent centuries, these giant 
  rulers have either faded into legend or been defeated by 
  stalwart giant hunters before their rule could spread far.
  Common Giants
  What follows is a list of the most common types of giants, as 
  well as common knowledge about each. Further information 
  about each type of giant, such as their abilities and defenses, 
  can be discovered with Knowledge (local) checks. See the 
  inside front cover for the sourcebooks detailing the various 
  giants referred to throughout this book.
  Evil Giants
  Some giantfolk have cruel and hateful cultures, and are 
  predisposed to nasty tempers and a lack of empathy. These 
  are typical targets of giant hunters.
  Cave Giants: Cave giants have a fondness for kidnapping 
  dwarves 
  and 
  other 
  humanoids 
  from 
  neighboring 
  communities to use as slaves or for blood sport. They keep 
  giant lizards as pets and guard animals.
  Fire Giants: Industrious, organized, and exploitative 
  of other creatures and the lands on which they dwell, 
  Introduction
  4
  
  fire giants are notorious as predatory merchants, tyrants, 
  and slavers. They are disciplined combatants who make 
  efficient use of forged weapons and traps.
  Frost Giants: Frost giant society is rigid and vindictive. 
  These giants like to brutalize and terrify smaller folk, 
  often eating victims alive in front of their fellows.
  Hill Giants: Cowards and bullies, hill giants live off 
  what they pillage from smaller races. They prefer to attack 
  from elevated positions with thrown rocks.
  Marsh Giants: Marsh giants are universally despised 
  for their vicious appetites and disgusting rituals. They are 
  known for equally vicious magic, which they use to confound 
  attackers and weaken victims before devouring them.
  Rune Giants: Rune giants are mythical servitors of the 
  ancients who once ruled what is now Varisia. They are 
  legendary for their terrifying ability to enslave the minds 
  of creatures—especially other giants.
  Shadow Giants: Shadow giants are reclusive denizens 
  of the Shadow Plane known for self-destructive religious 
  rites. They are also known for causing shadows to dance in 
  dizzying ways around their bodies.
  Nonevil Giants
  Although many true giants are not necessarily evil or 
  predatory, neither are they automatically friendly to 
  smaller beings. Rather, members of the nonevil giant races 
  prefer not to interact with other creatures at all, leaving 
  the rest of the world to its own devices.
  Ash Giants: Ash giants are known for extremely dark 
  senses of humor, and are suspected as the sources of 
  strange plagues in wastelands. They wield exceptionally 
  large (if crude) weapons, and are often accompanied by 
  huge vermin, which harry their foes.
  Cliff Giants: Cliff giants declare themselves defenders 
  of vast expanses of desert and badlands, which they 
  monitor through an innate magical connection to the 
  land and its denizens. When attacked, they use magic to 
  call upon animal allies and crush foes with rocks.
  Cloud Giants: Although most are philosophers and 
  collectors of art, music, and food, some cloud giants are 
  sophisticates worthy of emulation and some are tyrants who 
  hoard stolen treasures in their lofty mountain castles. When 
  confronting foes, cloud giants wield devastating titanic 
  weapons and bamboozle ranged attackers with conjured 
  clouds. Cloud giant clans are about evenly divided between 
  those who are mostly evil and those who are mostly good.
  Desert Giants: These giants are nomads known for 
  fiercely defending their broad territories against any 
  intruders. They are remarkably fast nimble and for their 
  size, and can easily overtake and cut apart trespassers.
  Jungle Giants: Jungle giants are cautious people who are 
  wary of any incursion by more numerous folk into their 
  jungles. Their natural resistance to magic is matched only 
  by their unassailable skill with bows.
  Ocean Giants: Most sailors know of ocean giants only 
  as extremely powerful beings who charge exorbitant 
  tolls for safe passage through their massive sea realms. 
  Ocean giants turn their mastery of wind, waves, and sea 
  against creatures who refuse to pay. Ocean giant clans are 
  about evenly divided between those who are mostly evil 
  and those who are mostly good.
  River Giants: Mercurial and ever interested in profits, 
  river giants can often be hired to ferry people on their 
  rafts. River giant clans are about evenly divided between 
  those who are mostly evil and those who are mostly good.
  Slag Giants: Famous for their skill with metalwork, 
  slag giants are among the most interested in selling their 
  services. Slag giants shrug off flames and eagerly smash 
  the weapons and armor of enemies so they can salvage the 
  pieces as scrap metal.
  Stone Giants: These giants are generally stoic and 
  insular, but lone specimens sometimes settle among 
  smaller humanoids as powerful defenders or laborers. 
  In battle, stone giants prefer to hide using their rocky 
  coloration before ambushing their foes, hurling volleys of 
  huge rocks from high, defensible positions.
  Storm Giants: Many regard storm giants as paragons of 
  giantkind; they are beautiful, brilliant, and powerful both 
  physically and magically. They often befriend massive 
  beasts, and wield both lightning and well-crafted weapons.
  Taiga Giants: Among the largest of humanoids, taiga 
  giants are spiritual nomads with an uncanny talent for living 
  in harmony with the lands they travel, without exhausting 
  the local game and vegetation. In battle, they call upon their 
  ancestor spirits to protect them from mental manipulation 
  before smashing enemies with their massive weapons.
  Wood Giants: Wood giants are meticulous stewards of 
  large stretches of forest. When anything unnatural enters 
  or attempts to defile their homes, wood giants use magic 
  to grow even larger and turn the forest against their foes.
  FIVE THINGS EVERYONE KNOWS ABOUT GIANTS
  Although only a handful of specialist scholars truly 
  understand all the ways in which giants differ from 
  smaller humanoids, most people know at least a few 
  basic facts about these larger-than-life peoples.
  Giants Are Few: Giants are usually either loners or 
  members of small groups. There are few giant nations 
  or cities in the known world, and giant armies appear 
  only when organized by an unusually powerful and far-
  reaching influence.
  Giants Are Humanoids: Giants’ bodies have adapted to 
  various specific environments far more dramatically than 
  those of smaller humanoids, but they still maintain the 
  typical humanoid body type and preference for tool use.
  Giants Are Strong: Giants have remarkable strength 
  even for their size.
  Giants Leave Marks: Even the most cautious giants 
  shape their environment, whether by carving out 
  mountain paths, cultivating vast orchards, or simply 
  digging a large cavern into a hillside as a lair.
  Giants Throw Rocks: Most true giants have some 
  proficiency with throwing and catching massive rocks, 
  meaning even catapults present little threat to them.
  5
  
  A giant hunter who rushes into a fight with no 
  forethought will have a short career. Giants are more 
  than just monsters—they are thinking, planning, tool-
  using creatures with their own societies, traditions, and 
  allies. Giant hunters must understand that their prey is 
  as varied as any other humanoid race. A group of giants 
  is likely to have spellcasters, scouts, and specialists 
  in addition to basic warriors. Successful giant killers 
  carefully research their opponents and prepare for the 
  coming battle, rather than assuming every giant is 
  nothing more than a tall rock-thrower.
  Giants usually dominate the lands in which they live. 
  Whether giants pillage farms for livestock, raid isolated 
  communities for slaves, or simply hunt game to fill their 
  enormous bellies, their activity rarely goes unnoticed, and 
  usually spawns rumors for miles around. A giant hunter 
  should carefully question witnesses, examine tracks, and 
  observe her quarry’s movements from hiding before he 
  strikes. This can reveal whether a giant is acting alone, 
  is directing a unit of smaller creatures that 
  serve as guards or soldiers, or answers to a 
  more powerful warlord. Characters with 
  good Knowledge (local), Perception, and 
  Survival skills fare best in this research. Skill 
  at finding and reading tracks is particularly 
  critical; thus, a giant hunter 
  who is not a good tracker 
  should commission a scout 
  to assist in the hunt.
  Giant Groups
  Giants are social creatures, gathering 
  in 
  clans 
  and 
  establishing 
  small 
  communities. In most areas, bands of 
  giants are few in number; they might be 
  kin groups or a small hunting parties. 
  Where resources are plentiful and danger 
  is remote, however, giants may gather in a 
  larger tribe.
  As much as possible, a giant 
  hunter should know the number 
  of active giants in the area. 
  Carefully identifying tracks 
  is critical for gauging whether 
  an area is home to a small 
  gang of giants or a large clan. 
  Even the less intelligent 
  varieties of giants can 
  be skilled at disguising 
  their tracks or hiding 
  their 
  true 
  number 
  by 
  splitting a large party into 
  several smaller gangs. 
  Scholars generally classify giant groups based on the 
  number of members. A gang of giants consists of two to 
  five members and is often merely passing through an 
  area or looking for easy spoils; a gang might also be a 
  small family. A band or hunting party of up to a dozen 
  individuals is well prepared to live in the wild for weeks 
  or months, is likely to have a leader of particular fame or 
  skill, and is probably looking for a fight. A tribe might 
  include dozens of giants, including the young and elderly, 
  and is likely to be protected within fortified strongholds 
  and prepared to defend its territories and holdings.
  Giant Abilities
  All giants wield massive weapons and have strong 
  defenses, but a canny giant hunter investigates her 
  quarry’s other abilities and prepares accordingly, 
  devising strategies to account for the ways in which a 
  giant may use those abilities. For example, ash giants 
  can inflict horrifying diseases, while fire giants throw 
  heated rocks. Several giants have spell-like abilities that 
  are useful in combat, such as a marsh giant’s bestow 
  curse ability and a storm giant’s chain lightning ability. 
  Preparing defenses against these special attacks can 
  provide a giant hunter with an important edge. 
  Equally important is knowing which strategies 
  to avoid; a giant hunter should know any 
  inherent immunities her quarry enjoys. 
  Using cold-based spells against a frost 
  giant will obviously be ineffective, but 
  powerful giants have some less intuitive 
  immunities, such as a storm giant’s 
  constant freedom of movement effect 
  or a taiga giant’s immunity to 
  enchantment and illusion spells. 
  Giant Allies
  Like other humanoids, giants are 
  skilled at training animals as guards, 
  pets, and trackers. A giant hunter 
  should take time to gather evidence 
  regarding the beasts with which 
  her quarry lives and be familiar 
  with common allies (for 
  example, river giants often 
  train crocodiles and frost 
  giants often employ 
  winter 
  wolves 
  to 
  help them with 
  their 
  hunts). 
  Animal tracks 
  are the most 
  obvious 
  clues, 
  particularly because 
  Preparing to Hunt Giants
  6
  
  giants prefer to domesticate and hunt with massive beasts, 
  but questioning locals may also yield valuable intelligence. 
  For example, rumors of dire wolves wearing collars or 
  giant lizards demonstrating advanced pack tactics could 
  imply training by giants. 
  Well-organized groups of evil giants are rarely content 
  with using mere beasts in combat, and often fight behind 
  ranks of slaves. These slaves are so persistently abused by 
  their giant masters that they take to combat with relish, 
  either to prove their worth and earn greater privileges 
  or to find release from their bondage in death. Large 
  giants prefer dwarves, orcs, and humans as slaves because 
  of their durable nature and skill at crafting arms. Huge 
  giants often enslave lesser giantkin such as ogres or trolls 
  to serve as shock troops. The enormous rune giants can 
  compel the obedience of more powerful types of giants, 
  expanding their potential ranks of slaves. Giant hunters 
  should prepare methods for incapacitating these slaves 
  without killing them, for they can be a valuable source 
  of information about their masters’ lairs (including 
  entrances too small for the giants themselves to use), 
  recent movements, and hidden treasures.
  Giant Leaders
  Giants recognize and appreciate talent, and elevate the 
  most skilled among their kind to positions of leadership. 
  Different giant types respect different abilities, however; 
  brutal hill giants may follow a barbarian, while reclusive 
  wood giants may be led by a druid or ranger and stone 
  giants tend to follow elders with supernatural control over 
  stone. Anyone who expects to fight a homogeneous group 
  of giants with identical ability sets is in for a rude surprise 
  if the group’s leader begins hurling fireballs, channeling 
  negative energy, or transforming stone to mud.
  Giants often make loyal and intimidating soldiers, 
  so a group’s leader might not be a giant at all. Demons, 
  spellcasters, and dragons have all been known to command 
  the loyalty of entire giant tribes. A giant hunter should 
  take care to learn as much as possible about the leader of a 
  giant band, either by careful scouting or by capturing and 
  interrogating lone giants.
  Materials and Assistance
  Preparation is critical to any giantslaying expedition. A 
  giant hunter should acquire a detailed map of the area in 
  which her quarry has been seen, and should be thoroughly 
  familiar with the dangers of the terrain. For example, frost 
  giants are known to frequent high, cold mountains where 
  the snow is deep and the atmosphere thin. Although giants 
  have likely hunted down most of the larger creatures in their 
  domain for food, the region might contain predators that 
  even the giants avoid; locals are a good source for rumors 
  of such noteworthy creatures, as well as information on 
  how to defeat, avoid, or enlist them. Giants rarely possess 
  any supernatural forms of movement, so a path to a giant 
  lair is likely to be navigable by smaller humanoids, barring 
  any traps placed to discourage interlopers. 
  Any giant hunter should anticipate a giant’s prodigious 
  reach and carry reach weapons or ranged weapons to 
  counter this advantage—nearly anyone can use a simple 
  longspear or crossbow. Other tools, such as potions of 
  invisibility or cloaks of elvenkind, might allow a melee-
  focused giant hunter to approach her quarry safely. A giant 
  hunter should also bring tools that capitalize on her prey’s 
  weaknesses, such as alchemist’s fire or flaming weapons for 
  frost giants or scrolls of entangle for lumbering hill giants.
  If a giant has been trouble for a particular community, 
  the locals are usually an eager source of information and 
  aid. Most communities rally together under the threat of 
  giant invasion and gratefully accept offers of assistance 
  from outsiders. Locals can help estimate the number 
  of giants in the area, identify the presence of any allied 
  creatures, and determine whether the giants seem to be 
  after any particular resource besides food (such as slaves 
  or gold). Giant hunters should also seek assistance from 
  specialists among the locals, such as healing from a priest 
  or supplies from an alchemist.
  Giants rarely sit atop hoards of treasure, preferring to 
  keep their wealth in the form of valuable arms or armor 
  or stuffed into shoulder bags with other oddities. These 
  armaments may be too cumbersome for a human-sized 
  giant hunter to carry easily, so mules or hirelings might be 
  needed to haul this treasure back from the giant lair. Once 
  recovered, these items may need to be resized—consult the 
  back inside cover for details.
  DEFENSES AND WEAKNESSES OF GIANTS
  In addition to protecting themselves from giants’ 
  attacks, successful giant hunters carefully consider 
  which methods will most effectively bring their 
  oversized enemies down.
  Giant Defenses: All giants have natural armor, and 
  most wear armor to further improve their Armor Class. 
  Because of their great size and sturdy nature, giants 
  tend to have high hit point totals and good Fortitude 
  saves. Giants are also resistant to combat maneuvers, 
  thanks to their great strength. Nearly all true giants 
  have the rock catching ability, which provides them 
  with a defense against certain siege weapons and 
  other rock-shaped projectiles. Giants tend to have a 
  lot of Hit Dice as well, so Hit Die-dependent spells 
  like daze or hypnotic pattern are unlikely to affect 
  them. Many giants also have elemental immunities, 
  but these immunities are often obvious (such as a fire 
  giant’s immunity to fire). 
  Giant Weaknesses: A giant’s great size is also a 
  weakness—most giants have a low touch Armor Class, 
  and their great size obviates the penalty for firing 
  ranged attacks into melee. Giants are humanoids, and 
  are therefore susceptible to humanoid-specific spells 
  such as hold person or dominate person. And while 
  giants have low-light vision, most can’t see in total 
  darkness and don’t have particularly high Perception 
  skill bonuses.
  7
  
  From castles in mountains shrouded by clouds to forest 
  redoubts woven from living trees, the lairs of giants are 
  generally massive, sturdy, and imposing. Because their 
  makers dwell in out-of-the-way places far from the major 
  settlements of other races, these lairs are hard for giant 
  hunters to reach without preparation for the terrain’s 
  hazards. Although giant lairs vary tremendously based 
  upon the aesthetics and needs of their inhabitants, most 
  share certain common features.
  Community
  Giants often live in remote areas, but rarely are they 
  complete loners. Most have dealings with other giants 
  or even smaller humanoids, and many keep or befriend 
  animals, magical beasts, or vermin. In general, giants’ 
  smaller allies tend to be the ones left to keep watch, 
  freeing the giants to tend to their own concerns. Smaller 
  allies can be a problem for intruders (as they provide 
  more eyes to watch for trouble), but their movement 
  through the area can present the perfect opportunity for 
  interlopers to create a distraction or assume servants’ 
  identities as disguises in a stealthy infiltration. Non-
  giant slaves and lackeys can often be persuaded to help 
  interlopers if promised their freedom or a more lucrative 
  payment than the giants offer. Trained animals can be 
  harder to persuade, but they are easier to bribe with 
  simple treats or fool with decoys and trickery.
  Giants who feel outmatched or who escape a losing 
  battle are likely to call upon additional giant allies or more 
  diverse reinforcements. Rarely are giants’ allies markedly 
  more intelligent or larger than the giants themselves. In 
  some cases, giants swear fealty to more powerful giant 
  chieftains—those who do can expect some measure of 
  protection from a ruler capable of organizing larger 
  groups of giants.
  Giant hunters who plan to confront giants residing in 
  their home areas and aided by allies or servants should 
  consider the following options.
  Character Options: Calm animals, detect thoughts, fascinate 
  bardic performance.
  Gear and Magic Items: Deodorizing agent (Pathfinder 
  Player Companion: Animal Archive 13), eyes of charming.
  Local Resources
  More so than most smaller humanoids, giants have a deep 
  connection to and a large impact on their environments. 
  Knowledge of how particular giants utilize local resources 
  can help giant hunters better understand their targets and 
  exploit their vulnerabilities.
  Giants often hunt larger creatures that smaller creatures 
  can’t. By knowing the sorts of creatures that giants hunt, 
  canny giant hunters might turn such prey against their 
  targets, flushing out the animals as a distraction or using 
  them to lure the giants out of their strongholds.
  Giants rarely import materials from elsewhere, instead 
  making their tools and wares from local materials. To craft 
  such necessities, heat-tolerant and highly magical giants 
  work metal with skill, forest-dwelling giants use wood, 
  and most other giants work stone. Sometimes, giants can 
  be caught unawares when they’re gathering raw materials 
  or focused on their craft.
  Giant hunters who wish to learn about their targets’ 
  local resources should consider the following options.
  Character Options: Commune with nature, divination.
  Gear and Magic Items: Prophet’s pectoralUE.
  Natural Defenses
  Both to avoid smaller intruders and to make a defensible 
  position against other giants, giants make their lairs in 
  remote locations with long views of their surroundings—
  or at least a way to hear intruders coming from a distance. 
  The form of the lair varies with the environment, but giants 
  Giant Lairs
  8
  
  tend to exploit natural obstacles such as steep cliffs, glacial 
  crevasses, howling winds, stormy waters, poisonous flora 
  and fauna, and even lava tubes. Giants favor locations where 
  their natural resistances, long limbs, and innate magic allow 
  them to bypass hazards that would slow down interlopers.
  Giant hunters should consider the following options 
  to help them deal with the diverse natural hazards 
  surrounding various giant lairs.
  Character Options: Animal aspect (Pathfinder RPG 
  Ultimate Combat 210), freedom of movement, wild shape.
  Gear and Magic Items: Gloves of swimming and climbing, 
  pirate’s eye patchUE, unfettered shirtUE.
  Scale
  Giant lairs are as grand in scale as the giants who dwell 
  therein. Large giants’ lairs are no more awkward for 
  Medium humanoids to navigate than human structures are 
  for halflings, but as the giants’ size increases, so does the 
  scale of their lairs. In general, furniture and fixtures are 
  doubled in size relative to human-suited objects for each 
  size category larger than Medium the giants who use them 
  are. Thus, a Huge giant generally has a table four times as 
  tall as a human’s, and a Gargantuan giant has one eight 
  times as tall. While giants with smaller slaves or servants 
  may make some allowances for scaled-down creatures to 
  move and work within their homes, access to important and 
  valuable materials isn’t included in such accommodations. 
  Important objects may be on shelves dozens of feet off the 
  ground, and locks on private chamber doors may be too 
  high to pick without climbing or flying. Distances in the 
  lairs of larger giants can also be inconvenient for tactical 
  movement or stealthy infiltration, since giants need an 
  amount of elbow room and living space proportional to 
  their size.
  Giant hunters should consider the following options to 
  help them deal with the scale of the place, especially when 
  venturing into the lairs of Huge and Gargantuan giants.
  Character Options: Flight hexAPG, overland flight, spider 
  climb, titan mauler barbarian archetypeUC.
  Gear and Magic Items: Boots of speed, monkey beltUE, rope 
  of climbing.
  Structure
  Giants’ lairs are the homes of tool-using humanoids—
  while they vary in building materials and complexity, these 
  lairs normally include household goods such as furniture, 
  tools, and equipment. Many of these homes also feature 
  traps that turn the environment against their foes. Whereas 
  giants who are fond of forges tend to use mechanical traps 
  featuring liquid metal or rock, even the less intelligent 
  giant types are known to lay pit traps or deadfall traps.
  Giant-built lairs are usually sturdy and long-lasting. 
  The more intelligent the giant, the more complex its lair 
  tends to be in structure (although there are exceptions, such 
  as the remarkably sophisticated taiga giants, who prefer 
  to live simply and move often to avoid overtaxing food 
  resources). While hill giants may set up only a rudimentary 
  living arrangement with a few rooms in ruined structures 
  or caves, cloud and storm giants prefer to build themselves 
  appropriately sized keeps of a dozen or more rooms, 
  including housing for allies, servants, and guests.
  Giant hunters should consider the following options to 
  safely detect and avoid the hazards of giant structures.
  Character Options: Detect snares and pits, find traps, 
  trap sense.
  Gear and Magic Items: Acrobat slippersUE, ring of feather 
  falling.
  Weight
  Giant hunters quickly find that objects in a giant’s lair 
  are extremely heavy. An otherwise identical object twice 
  as large in each dimension is eight times as heavy as its 
  smaller counterpart. As a result, giant hunters venturing 
  to move (much less steal) items found in a giant lair must 
  maximize their effective Strength scores for the purposes 
  of moving or carrying objects. Moving a heavy object 
  is a move action that provokes attacks of opportunity. 
  Oversized doors may be impossible to break down if 
  sized for giants, since they are often designed to impede 
  creatures just as large as their makers.
  Giant hunters should consider the following options to 
  address hefty weights, especially when venturing into the 
  lairs of Huge and Gargantuan giants.
  Character Options: Ant haulAPG, Powerful ShapeUM, 
  Strength domain.
  Gear and Magic Items: Belt of giant strength, muleback 
  cordsUE, block and tackle.
  GIANT TREASURE
  Giants, like other humanoids, keep a wide variety of 
  treasure. Less intelligent giants lack the ability to create 
  magic items, and usually accumulate treasure only as 
  they are able to trade for it or steal it from other creatures. 
  They also tend not to be very good at caring for the items 
  they buy, steal, or (less often) craft. As a result, the bags 
  of more brutish giants tend to contain mostly broken junk 
  and few real treasures.
  More intelligent giants are likely to engage in long-
  term planning, and carefully collect potentially useful 
  items they encounter, whether it be during a violent raid 
  or the result of a trade with an accomplished humanoid. 
  As a result, these giants usually carry a few of their 
  most useful items of treasure with them in case these 
  items are needed. However, since most of the creators of 
  money, jewelry, and magic items in the world are smaller 
  humanoids, giants often acquire their treasure in forms 
  sized for smaller creatures. This treasure, which forms 
  the bulk of the treasure found by giant hunters, is usually 
  kept in a safe place for trade or used on the giant’s behalf 
  by smaller servants, slaves, or allies.
  Permanent magic items built for giant users tend to 
  be weapons, armor, or musical instruments; these are 
  among the most common giant-sized magic items found 
  by victorious giant hunters. 
  9
  
  As intelligent creatures, giants can often be reasoned with. 
  Larger groups of giants have many of the same concerns as 
  mid-sized human settlements, and may be interested in 
  arrangements for long-term trade, assurances of support 
  against mutual enemies, and clearly defined territorial 
  borders. Small bands and lone giants still have military 
  power and foraging or ranching needs that are at least equal 
  to that of a thorp of Medium humanoids, and can sometimes 
  be convinced to act accordingly. Good-aligned giants are 
  most likely to be open to fair and friendly diplomacy, but 
  even evil giants see some advantage in talking to their foes 
  to learn about potential needs and weaknesses.
  Whether out of a moral preference to avoid bloodshed, 
  out of self-preservation in the face of unfavorable odds, 
  or as a calculating ploy to glean more information about 
  an enemy before the inevitable violent confrontation, 
  adventurers confronted with giants often find it suits 
  their purposes to parley with the massive humanoids 
  before resorting to facing them in battle.
  Giants of low intelligence (such as cave and hill giants) 
  and many giants not considered “true” giants (such as 
  ogres and trolls) can be difficult to reason with, but they 
  also tend to be more impressionable and can sometimes 
  be manipulated into other ways of thinking. Displaying 
  impressive—but not directly hostile—power, especially 
  advanced magic or other forms of esoteric might, is a good 
  tactic to induce less intelligent giants to listen for at least 
  a brief time. These giants are also the easiest to outsmart, 
  since they often fail to consider that other creatures might 
  be able to figure out or navigate problems they themselves 
  have trouble with. Giants with this level of intelligence 
  have a limited understanding of currency, and rarely have 
  much interest in trading for things they could just take 
  by force.
  Most other kinds of giants are comparable to a typical 
  human in intellect, and will likely negotiate with 
  adventurers on fairly even terms—as long as they have 
  a good reason to take a smaller creature seriously. A 
  negotiator must generally either demonstrate power over 
  a large number of humans or convince the larger creature 
  that she has defeated foes of the giant’s size in the past 
  in order to gain true respect. Giants of moderate or high 
  intelligence can often be bribed or traded with, although 
  more evil specimens must be convinced that bypassing 
  negotiations and simply taking whatever they want is more 
  trouble than it’s worth.
  Often the best way to begin negotiations with evil or 
  dimwitted giants is to show them the benefits a deal might 
  provide prior to asking for something in return. A hill 
  giant may be too stupid to truly grasp the potential threat 
  a weak-looking spellcaster poses, but exaggerated displays 
  of generosity to others who cooperate might convince the 
  giant that the spellcaster might grant him comparable 
  riches if he stops raiding nearby sheep pens.
  Highly intelligent giants—particularly rune, storm, and 
  wood giants—look down on most humans intellectually 
  as well as physically. Typical specimens of these races are 
  comparable to human geniuses, and often are well aware 
  of the fact. Outsmarting these giants is difficult, and best 
  attempted only after careful preparations to ensure that 
  the larger humanoids won’t discover the ruse, even with 
  their often powerful magic. Giants of great intellect are 
  quick to notice when either party in a negotiation is at a 
  disadvantage, but also recognize that smaller creatures 
  can be very useful as minions, allies, or slaves.
  Bargaining with Giants
  10
  
  New Skill Options
  Characters who find themselves dealing with giants must 
  be creative and resourceful in bringing all their skills to 
  bear. Each description below expands the options for one 
  or more skills. Checks using these new options work as 
  normal for the relevant skill except as noted.
  Feign Harmlessness (Bluff)
  It’s often useful to convince giants you are no threat to them.
  Check: Rather than explicitly stating that you 
  are harmless, you convince your target by exuding 
  harmlessness through your actions and posture. Giants 
  enjoy believing they are too powerful to worry about 
  smaller creatures, which works in the favor of those who 
  wish to not be seen as a threat. If you are at least one 
  size category smaller than your target and have taken no 
  effective offensive actions that your target has seen, you 
  gain a +5 circumstance bonus on this check, as the target 
  is convinced of its own unassailable superiority. Even if 
  you have proven yourself capable of dealing significant 
  damage to a giant, an effort to present your previous 
  success as a one-time fluke takes only a –10 penalty on 
  the check for being unlikely, as giants easily believe the 
  success of smaller creatures has more to do with luck 
  than skill.
  Action: Taking steps to appear harmless requires a full-
  round action, though a GM may require more involved 
  Bluff attempts to take longer.
  Try Again: You can attempt to feign harmlessness to the 
  same target again, but each previous failed check increases 
  the DC to convince your target by 5. This increase resets 
  after 1 hour has passed.
  Hide behind Creatures (Stealth)
  Large bodies that break your opponent’s line of sight can 
  be just as useful as a dark shadow for hiding your position.
  Special: Normally the soft cover provided by other 
  creatures is not sufficient to allow you to attempt a Stealth 
  check. Soft cover provided by creatures at least one size 
  category larger than you does allow you to attempt Stealth 
  checks against other creatures not already aware of your 
  presence at a –10 penalty. If the creature providing the 
  cover knows which square you occupy and is trying to 
  avoid concealing you, this penalty increases to –20.
  You can also hide from a creature by staying under its 
  own body if it is at least two size categories larger than 
  you and you are in its space. Such attempts also take a –10 
  penalty, which increases to a –20 penalty if the creature 
  is aware you are in the area. If the creature moves away 
  from you, you are automatically revealed, unless you have 
  readied an action to move with it.
  Intimidate Larger Creatures (Intimidate)
  In general, giants don’t respect you unless you’ve proven 
  your might.
  Special: When you’re attempting an Intimidate check 
  against a giant, if your target believes that you’re clearly 
  controlling or have recently defeated a creature larger 
  than yourself, you can use that creature’s size in place of 
  your own when determining your size bonus or penalty 
  on the Intimidate check. Even if this is not true, you may 
  be able to convince a creature you have such power with a 
  successful Bluff check.
  Plant Notion (Bluff and Diplomacy)
  You can use Bluff and Diplomacy together to make a 
  request of a creature, without it even realizing you have 
  made the request.
  Check: You can gradually coax a target into thinking a 
  suggestion is entirely its own idea, making the creature 
  more likely to act on the idea than if you had suggested it 
  outright. You discuss topics subtly relevant to the request, 
  asking leading questions and narrowing the scope of the 
  conversation so that the target eventually decides to take a 
  specific action you have led it to. 
  You first attempt a Bluff check to convince the target that 
  your request was actually its idea. This is always treated 
  as far-fetched circumstances, resulting in a –10 penalty 
  on the check. If successful, you then attempt a Diplomacy 
  check to make the request of the creature, treating its 
  attitude toward you as indifferent for this single request 
  (regardless of its actual attitude).
  Action: Planting the notion and then coaxing a target 
  into suggesting the notion himself each require at 
  least 1 minute of continuous interaction. This can be 
  difficult to arrange with a hostile or unfriendly creature, 
  though giants are sometimes more willing to have longer 
  discussions with foes they consider harmless.
  PREPARING TO BARGAIN
  Giant hunters stand a better chance of coming out ahead 
  in bargains with giants if they plan ahead.
  Know the Neighbors: Giants often have existing 
  relationships with nearby humanoids, especially other 
  giants. Talking to others can reveal what to expect and what 
  your quarry might want (but beware inaccurate rumors).
  Make an Impression: Giants (even good-aligned 
  giants) need to know they should be taking you seriously, 
  or they are apt to dismiss you. Evidence that you have 
  defeated a creature of at least equal size and power to 
  your giant target—although preferably not one allied 
  with the giant—goes a long way in this regard.
  Open with Gifts: Giants, like most beings, are more 
  open to hearing out a proposed bargain if first presented 
  with a token of good intentions, such as a gift of food 
  or a treasure that they desire. Evil giants are especially 
  important to placate with appropriate food, since they 
  might otherwise simply eat a human-sized visitor.
  Speak Giant: Many giants, especially less intelligent 
  ones, don’t speak Common. If you wait to cast a 
  translation spell until your target can see you, the giant 
  might mistake that for a hostile action. Even giants who 
  know Common speak it only as a second language, and 
  consider negotiations in Giant to be a sign of respect.
  11
  
  Easily the most common thread among the stories of 
  those who hunt giants is having survived an encounter 
  with giants that inspired great wonder or led to terrible 
  suffering. The following environments are those most 
  commonly inhabited by giants on Golarion. Each 
  entry includes a new regional trait, which shows how 
  adventurers from that environment have had their lives 
  shaped by dwelling in the shadow of giants.
  Coast (Marsh, Ocean, River, 
  Storm, Taiga)
  Coastal settlements are not confronted with giant 
  menaces as often as those in more remote climes, but 
  that only adds to the extreme danger and mystery coastal 
  people see in giants. Giants who appear in these areas 
  are usually mysterious visitors who come and go with 
  agendas inscrutable to smaller humanoids. Those who 
  do engage with smaller humanoids generally hire them 
  as servants in their isolated strongholds or demand 
  tributes of food.
  Giant Investigator (Regional): As a result of your 
  attempts to understand a rare encounter with the unearthly 
  divine magic or secretive movements of coast-
  dwelling giants, you have learned to carefully 
  consider all facts related to a mystery and 
  form deductions after taking time to mull 
  over an unanswered question. Whenever 
  you fail a Knowledge (local) or Knowledge 
  (religion) check, you can attempt the check 
  again in 24 hours with a +2 bonus to 
  represent your careful formation of a 
  new deduction. Additionally, you 
  can attempt such skill checks 
  untrained 
  when 
  the 
  checks involve giants.
  Likely Regions: Katapesh, Lands of the Linnorm Kings, 
  Mwangi Expanse, Rahadoum, the Shackles, Varisia.
  Desert (Cliff, Desert, River)
  Deserts play host to giants who claim expansive 
  territories. Cliff giants, although usually good-aligned, 
  avoid dealing with smaller creatures and may chase off 
  humanoids who trouble them. Desert giants roam all 
  over their broad territories and readily attack interlopers 
  of all sorts. River giants, although sociable in a way, often 
  amuse themselves at the expense of smaller humanoids.
  Giant Dodger (Regional): In your youth, you were 
  chased by giants for trespassing—or for sport—and 
  you have learned to evade the reach of your opponents. 
  You gain a +3 bonus on Acrobatics checks to avoid 
  provoking an attack of opportunity when moving out of 
  a threatened space.
  Likely Regions: Katapesh, Osirion, Qadira, Rahadoum, 
  Thuvia.
  Forests (Jungle, Taiga, Wood)
  Those who live in the wooded 
  frontier occasionally encounter 
  reclusive giants of the forest. These 
  graceful beings are defensive 
  when they’re faced with humanoid 
  intruders, even smaller ones. 
  However, they rarely start 
  trouble with smaller beings 
  if they don’t feel threatened, 
  and even intruders who retreat to avoid a 
  confrontation are often beguiled by these giants’ 
  beautiful magic and their nurturing attention to 
  the forests in which they dwell.
  Enchanted by Giants (Regional): You are 
  familiar with the primeval magic of forest-
  dwelling giants and have witnessed their 
  close attention to the natural world 
  around them, whether because your tribe 
  engaged in trade with those giants or 
  because you stumbled into their territory. 
  The experience opened your eyes to the 
  workings of nature and magic. You gain 
  a +1 trait bonus on Survival checks 
  In the Shadow of Giants
  12
  
  and Spellcraft checks. You can always take 10 on Spellcraft 
  checks to identify spell-like abilities.
  Likely Regions: Kyonin, Lands of the Linnorm Kings, 
  Mwangi Expanse, Nirmathas, River Kingdoms, Taldor.
  Temperate Highlands (Cloud, Hill, 
  River, Stone)
  Mountain-dwellers often have extremely mixed attitudes 
  toward giants, as cloud, river, and stone giants of different 
  outlooks may alternately bestow grand gifts to or wreak 
  utter devastation upon nearby settlements. Kellids in 
  particular tend to interact with giants both on friendly 
  terms (some having adopted stone giant orphans into their 
  clans) and in battle (fending off giant raiders or robbing 
  giants of their treasures).
  Giant Ambivalence (Regional): You witnessed or were 
  otherwise strongly influenced by two separate acts by 
  giants, one of great beneficence and one of great violence. 
  You reflexively gauge the intentions of powerful creatures 
  in case they turn to violence. You gain a +1 trait bonus on 
  initiative checks. You also gain a +1 trait bonus on Sense 
  Motive checks, and a +2 trait bonus on Perception checks 
  to not be surprised in a surprise round of combat.
  Likely Regions: Isger, Molthune, Numeria, Realm of the 
  Mammoth Lords, Varisia.
  Tundra (Cloud, Frost, River, 
  Rune, Taiga)
  The hostility of cold environments seems to find physical 
  manifestation in the insular giants who call them home—
  most of these giants’ attitudes toward those not of their kind 
  are colder than the heart of a blizzard. Although they are 
  often willing to collaborate to accomplish their goals, rarely 
  does their concern for others extend to the smaller races.
  Chilled by Brutality (Regional): You were part of a group 
  that was mercilessly attacked by giants of the tundra, who 
  may have gone so far as to eat the dead and dying. After 
  that, little can faze you, but you strongly prefer to finish 
  fights with giants quickly to prevent anything like that 
  from happening again. You gain a +2 trait bonus on attack 
  rolls to confirm critical hits against giants and on saving 
  throws against fear effects.
  Likely Regions: Brevoy, Irrisen, Lands of the Linnorm 
  Kings, Mendev, Realm of the Mammoth Lords.
  Warm Mountains (Cave, Fire, 
  River, Slag, Storm)
  Giants touch the lives of those dwelling in the volcanic 
  Cinderlands of Varisia, those who pass near the southern 
  mountains of Rahadoum, Thuvia, and Osirion, and those 
  who eke out a living on the rocky coasts of Katapesh and 
  Rahadoum. These giants tend to be cruel, ruthless traders. 
  Most indulge in slavery or extortion, and the rest are liable 
  to hire smaller humanoids as servants to maintain their 
  oversized property.
  Scrambling Servant (Regional): You were hired 
  or captured by giants and found yourself frequently 
  scrambling up and down giant-sized furniture or slave pit 
  walls. As a result, you are an agile climber. You retain your 
  Dexterity bonus to Armor Class while climbing and gain a 
  +1 trait bonus on Climb checks.
  Likely Regions: Osirion, Rahadoum, the Shackles, 
  Thuvia, Varisia.
  Wastelands (Ash, Hill, River, 
  Shadow)
  Desolate lands scoured by destructive magic, devastating 
  alien artifacts, and unforgiving elements are home to 
  giants who cope with the constant threat of death with 
  desperate raids. Even those giants who don’t attack 
  settlements of smaller races for resources are often 
  perfectly willing to risk weaker humanoids’ safety with 
  vicious pranks—the more severe the resulting injury, 
  the funnier the joke.
  Giant-Harried (Regional): You were robbed by giants or 
  nearly killed by a giant’s prank, and the experience gave 
  you a keen instinct for outmaneuvering bigger creatures. 
  You gain a +1 trait bonus on combat maneuver checks 
  against creatures larger than you and a +1 trait bonus to 
  CMD against such creatures.
  Likely Regions: Geb, Mana Wastes, Nex, Nidal, Numeria.
  GIANT-TOUCHED STORY FEAT
  Players who want to base their characters around the 
  concept of hunting giants should consider taking the 
  following story feat. A story feat reflects a goal that 
  shapes a character’s life. Each story feat incorporates a 
  trigger event (from either a campaign occurrence or a 
  character’s background), an immediate benefit, a goal, 
  and a further benefit the character gains after achieving 
  that goal. For more information on story feats, see page 
  66 of Pathfinder RPG Ultimate Campaign.
  GIANT VENDETTA (STORY)
  Your life has been shaped by an encounter with giants.
  Prerequisite: 
  You 
  must 
  have 
  been 
  knocked 
  unconscious in an encounter with a challenging giant foe 
  or have a regional background trait tied to giants (such as 
  those presented in this section).
  Benefit: Choose one kind of giant (such as hill or stone); 
  you must choose a kind of giant that allows you to qualify 
  for this feat. You gain a +1 bonus on attack rolls against 
  giants of that kind. You also gain a +1 bonus on Knowledge 
  (local) checks regarding giants of that kind and can 
  attempt those Knowledge checks untrained. In addition, 
  you gain a +1 dodge bonus to AC against all giants.
  Goal: Defeat a giant of the chosen kind that is a 
  challenging foe.
  Completion Benefit: You gain a +1 bonus on initiative 
  checks when facing a giant of any kind, which increases 
  to +2 against giants of the selected kind. Whenever you 
  defeat a giant of any kind that is a challenging foe, the 
  benefits of this feat that apply only to a specific kind of 
  giant now also apply to giants of the kind you defeated.
  13
  
  Although many “true giants” are classified by their 
  habitats (such as hill giants, frost giants, or jungle giants), 
  a wide variety of other creatures share the giant subtype. 
  Giantkin share superficial similarities with true giants, 
  but savvy giant hunters study the critical differences, 
  since methods that work against true giants may not 
  work against giantkin, even those who appear similar at 
  first glance to true giants with whom they share a habitat 
  type or other surface characteristics. 
  Athachs
  Twisted, cruel creatures, athachs appear to be mutated 
  versions of some other kind of giant. Though their gangly 
  third arms, poisonous tusks, and discolored limbs are 
  bizarre, they are not deformed members of another giant 
  species, but rather a race unto themselves. Athachs delight 
  in mayhem and vandalism, so athach hunters can usually 
  count on support from beleaguered victims. 
  Preparation: Athach poison is known to cause 
  debilitating weakness, so defense against poison is 
  wise for anyone going toe to toe with these creatures. 
  Because athachs have more natural attacks than most 
  giants, effects that limit the number of a foe’s attacks 
  are particularly useful. Despite their size, athachs 
  are good climbers and surprisingly sneaky, so athach 
  hunters should stay alert and take particular care to 
  avoid being caught off guard. Athach hunters should 
  bring antitoxin or scrolls of delay poison or neutralize 
  poison, as well as effects that stagger opponents such as 
  slow or frigid touchUM (despite the creature’s resistance to 
  cold damage).
  Character Options: Alchemists make surprisingly 
  effective athach hunters. With a resistance to poison 
  and the ability to use frost bombs to stagger opponents, 
  a properly prepared alchemist can neutralize an 
  athach’s advantages. Melee fighters should consider the 
  Staggering Critical feat.
  Cyclopes
  Cyclopes are a study in contradiction. Given to insightful 
  flashes of foresight and oracular visions, cyclopes are 
  nevertheless wracked with constant hunger and bestial 
  rage, making them fierce and unflinching opponents. 
  Although ordinary cyclopes are among the smallest of 
  giantkin, the degenerate great cyclopes are larger than the 
  vast majority of giants. Cyclopes usually dwell in remote 
  locations, often within the treasure-laden ruins of the 
  fallen cyclops empire.
  Preparation: Canny cyclopes use their occasional 
  flashes of insight to guarantee devastating critical hits 
  with their weapons, so cyclops hunters should prepare to 
  absorb or deflect these inevitable critical strikes. When 
  facing a great cyclops, an opponent should remain out 
  of the path of the brute’s powerful charge attack. Cyclops 
  hunters should bring armor with the fortification ability 
  and attacks that take advantage of a cyclops’s slow reflexes, 
  such as scrolls of scorching ray or black tentacles.
  Character Options: A cyclops’s improved ability to land 
  critical hits makes it important to remove its two-handed 
  weapon as quickly as possible. Cyclops hunters should 
  specialize in techniques to disarm their opponents, such 
  as the free hand fighterAPG archetype, Improved Disarm 
  feat, or grease and similar spells.
  Ettins
  An ettin is immediately recognizable by its two tusked 
  heads. Ettins are dimwitted and slow to react, leading the 
  unwary to underestimate them, but their two heads give 
  them keen senses and allow them to fight effectively with 
  two weapons. Ettins committed to a raid or hunt can show 
  surprising cunning, and the prospect of facing them in 
  battle should not be taken lightly.
  Preparation: Ettins have lumbering builds and slow 
  reflexes, so they are particularly susceptible to entangling 
  or restraining attacks. They are also notoriously stupid 
  and easy to trick. Ettin hunters should bring tanglefoot 
  bags and entangle or similar spells, as well as techniques 
  to distract the dimwitted creatures such as scrolls of 
  ventriloquism or a clamor boxUE. 
  Character Options: It’s not a good idea for most hunters 
  to go toe-to-toe with an ettin, as the creatures can attack 
  several times in a round with their flails. The best ettin 
  hunters attack from a distance and remain outside the 
  creatures’ reach. Sorcerers with attack spells such as magic 
  missile and lightning bolt make effective ettin hunters, 
  as do evokers and elementalist wizardsAPG. Spellcasters 
  should rely on levitate or fly to remain safely out of an 
  ettin’s melee reach. 
  Ogres and Ogrekin
  Although true giants are larger and more dangerous, few 
  monsters instill more terror in frontier communities 
  than ogres. Brutal and cruel, ogres love to capture 
  humanoids for food or torture. Malformed ogrekin clans 
  dotting the isolated regions of Golarion attest to the 
  nightmarish fate of captives unlucky enough to serve as 
  ogres’ playthings.
  Preparation: Ogres and ogrekin are dimwitted, 
  lumbering, and conspicuous. Ogre hunters are likely 
  to know that an encounter with ogres is coming and 
  should prepare an ambush in a location that prevents the 
  ogres from using their great strength and reach, such 
  as a narrow pass or a small room. Aquatic ogres—both 
  freshwater merrow and saltwater merrow—are just as 
  dimwitted as their terrestrial kin, but much more agile 
  and stealthy. Ogre hunters should attempt to distract 
  Other Giants
  14
  
  the brutes with animals from a bag of tricks or a summon 
  monster spell and bring potions of invisibility or elixirs of 
  hiding to attack with surprise.
  Character Options: Experienced ogre hunters rely on 
  the fact that their opponents are unobservant and slow. 
  The most skilled find ways to make quick, devastating 
  strikes before the ogre can respond. Monks, rogues, 
  and slayers (Pathfinder RPG Advanced Class Guide) make 
  excellent ogre hunters, particularly if they focus on Stealth 
  in order to attack from surprise; such characters can often 
  act in the surprise round and then act again before their 
  opponents in the regular initiative order. TetoriUC monks 
  can take advantage of ogres’ slow reflexes to grapple ogres 
  despite their superior strength and size. 
  Trolls
  Voracious and fearless, trolls are bestial giantkin who 
  usually prefer fighting with claws and fangs rather than 
  with manufactured weapons. Trolls appear in various 
  habitats and a wide range of sizes, from the gangly moss 
  troll to the hulking jotund troll, but all trolls are bigger 
  than a human and possess an insatiable appetite for 
  whatever they can catch in their claws. 
  Preparation: Trolls are well known for their uncanny 
  regeneration. Typically, fire and acid 
  suppress this ability, but troll hunters 
  should determine whether this is 
  true for their particular troll prey (for 
  example, the regeneration ability of 
  moss trolls is not suppressed by acid 
  damage, and that of rock trolls is not 
  suppressed by fire damage). Many 
  trolls can rend flesh if they hit with 
  more than one claw attack, so defensive 
  items such as potions of barkskin or shield of faith that keep 
  claw attacks from connecting are good investments. Troll 
  hunters should bring alchemist’s fire, acid, or fireworksUE 
  in large quantities, along with fire or acid spells such as 
  acid arrow and fireball.
  Character Options: Melee fighters with a high Armor 
  Class make good troll hunters, as trolls rarely have magical 
  enhancements to boost their attack rolls, and a single 
  failed claw attack means the troll is unable to rend its prey. 
  Front-line combatants with the ability to apply fire damage 
  to their weapon attacks—such as magiUM, paladins with 
  a divine bond to a weapon, bloodragers with the infernal 
  bloodline (Advanced Class Guide), and monks of the four 
  windsAPG—make particularly effective troll hunters. 
  Yai
  Yai are not a natural giant race, but rather a type of oni 
  (evil spirits that take on humanoid forms) who have 
  assumed the form of a true giant. While other oni giants 
  exist, including the atamahuta (ettin oni) and the ogre 
  mage (ogre oni), the yai are the most powerful of the oni 
  giants. Yai are common in Tian Xia, where they often live 
  among or even lead true giants. Oni giants of any kind 
  are unusual in the Inner Sea region; ogre mages, though 
  still rare, are the type of oni most commonly encountered 
  in Avistan.  In addition to being considerably more 
  intelligent and malicious than typical giants of the kind 
  they resemble, yai have versatile magical powers. They 
  make optimal use of the strengths and resistances of the 
  giants they emulate as well as their own prodigious magic.
  Preparation: Oni always have flight magic, so boots of 
  flying or other methods of following them into the air 
  makes slaying them in melee easier. All giant oni make 
  use of rays of various sorts, and thus giant hunters who 
  fight them are advised to seek out rings of protection and 
  other ways to increase their touch AC. Because of their 
  fondness for charms and area spells that allow saves, cloaks 
  of resistance are also useful against oni.
  Character Options: Strong ranged attacks may be needed 
  to strike flying oni. Means of combating invisibility, such 
  as Blind-Fight, glitterdust, or see invisibility, prove useful 
  against these wily foes. Since oni have spell resistance, 
  spellcasters would do well to focus on either assisting and 
  summoning allies or attacking with creation spells like 
  acid arrow, acid fog, or incendiary cloud.
  15
  
  Giant Comparison Chart
  Creatures of the giant subtype can range in size from only 
  a little bigger than typical humans (for humanoids with 
  the ogrekin template from Pathfinder RPG Bestiary 2) to 
  Gargantuan creatures (such as the rune giants, who tower 
  over nearly every other race of giantkind). Because they 
  otherwise appear similar to Medium races of humanoids, 
  it’s easy to fail to appreciate just how big various giants 
  truly are. For giant hunters to properly prepare to face 
  giant foes, they need a firm idea of the various advantages 
  each race of giants has in terms of strength, reach, 
  and size.
  When thinking about how giants compare to other 
  creatures, it’s useful to have a visual aid showing the true 
  height differentials. Below are comparative scale images 
  of a human (Medium), a hill giant (Large), a stone giant 
  (Large), a frost giant (Large), a fire giant, (Large), a cloud 
  giant (Huge), and a storm giant (Huge). One thing this 
  helps highlight is that there is a wide range of heights 
  within each size category. Just as dwarves are generally 
  shorter than humans despite being Medium creatures, 
  ogres are much shorter than fire giants despite both types 
  being Large. 
  Human
  Hill Giant
  Stone Giant
  Frost Giant
  Fire 
  16
  
  iant
  Cloud Giant
  Storm Giant
  21’
  18’
  16’
  15’
  10’
  6’
  17
  
  Giants regularly come into conflict with smaller races. 
  Evil giants raid and despoil wantonly, but even benevolent 
  giants must harvest game and other resources from areas 
  claimed by civilized folk, and their size may lead them to 
  do damage without intending to harm others. Members 
  of smaller races must often band together to combat these 
  threats. Several organizations created expressly to combat 
  giants are listed below, as are a few teamwork feats useful 
  to giant hunters.
  Giant Hunters of the Inner Sea
  Those who train to hunt giants must combine dedication, 
  bravery, and the ability to strike quickly and viciously. 
  They are often elite units, as likely to be feared as admired 
  by other groups operating near them.
  Blackravens: This organization is the elite military of 
  Hagreach, the easternmost of the Linnorm Kingdoms. 
  Ranging from their granite citadel near the town of 
  Trollheim, Blackraven patrols protect the Lands of the 
  Linnorm Kings from witches and monsters, particularly 
  trolls and frost giants. In order to best their dangerous 
  opponents, Blackraven scouts carry flaming arrows 
  and alchemist’s fire. Although primarily composed 
  of Ulfen rangers, the Blackravens accept anyone willing to 
  defend the region into their ranks. 
  Kellid Giant-Tamers: The Realm of the Mammoth 
  Lords is a harsh land, and the city of Hillcross frequently 
  contends with frost giants raiding from the surrounding 
  Tusk Mountains. An unusual order of giant hunters 
  called the Giant-Tamers has arisen among the Kellids 
  of Hillcross. These hunters enthusiastically slay adult 
  frost giants, but they save orphaned frost giant children 
  and bring the children back to their camps. There, they 
  treat the young frost giants as family and raise them as 
  fellow giant hunters. The Giant-Tamers consider adoption 
  of frost giant children a duty just as sacred as hunting 
  marauding frost giant adults.
  Order of the Black Arrow: Created decades ago to 
  patrol the Storval Rise in Varisia, the Order of the Black 
  Arrow is dedicated to preventing any giant incursions 
  from spreading beyond the Storval Plateau. The order 
  recruits criminals and ruffians, who are often given the 
  choice between serving in the Black Arrows and harsh 
  prison terms. Regardless of these recruits’ origins, 
  the relentless training and constant need to trust 
  fellow Black Arrows in battle forges them into loyal 
  giant hunters. When not facing ogres or similar foes, 
  however, members of the Black Arrow sometimes allow 
  their desire for less savory pastimes to put themselves 
  and the entire order at risk. Coupled with the occasional 
  defeat by giant foes, this causes the ranks of the order 
  to vary from as high as several dozen to as low as a 
  handful of loyal members.
  Order of the Pike: From its citadel 
  in northeastern Cheliax, the Order 
  of the Pike organizes expeditions 
  to hunt monsters—particularly 
  giants—throughout 
  Cheliax 
  and Isger. This minor order 
  was 
  disbanded 
  after 
  the 
  Chelish Civil War, but its 
  members maintained their 
  efforts and thus continued to 
  grow in prestige; the order was 
  again officially recognized 
  30 
  years 
  ago. 
  Knights 
  of the Order of the Pike 
  train with  longspears 
  to 
  counter 
  the 
  long 
  reach 
  of 
  their foes. The 
  order’s  records hold 
  extensive information about 
  rare giant types, such as the 
  shadow giants occasionally 
  glimpsed  in the Menador 
  Giant-Hunting Organizations
  18
  
  Mountains or the cave giants who launch raids from their 
  lairs in Scar Thicket, a particularly ominous section of  
  the Whisperwood.
  Runtash Roughnecks: Small dwarven settlements dot 
  the course of the Runtash River flowing out of the Mindspin 
  Mountains, supplying ore down to the city of Janderhoff. 
  Informal companies of dwarven caravan guards, often 
  called “roughnecks,” work to ensure that this vital river 
  traffic remains undisturbed by the depredations of the 
  giant tribes native to the peaks. These loose organizations 
  comprise dour, merciless dwarves whose harsh lives 
  traversing the dangerous Mindspin Mountains have 
  engendered a utilitarian viciousness and lack of concern 
  for the niceties of civilization among those who survive 
  more than a few years of such work. Roughnecks are 
  only grudgingly welcome in the river settlements; most 
  townspeople are glad for the roughnecks’ protection but 
  quickly resupply them and encourage the grim warriors 
  to move along. Roughnecks generally practice with long-
  handled picks and whisper prayers to Dranngvit, the 
  stern dwarven goddess of hate and vengeance. They track 
  giants tirelessly and prefer to strike while their targets 
  are asleep or otherwise unaware, the better to minimize  
  dwarven casualties.
  Lesser Giant-Hunting Organizations: Several other 
  organizations exist, at least in part, to deal with the 
  threat posed by giants to the peoples of the Inner Sea 
  region. Some of these, such as the guardians of the city-
  state of Alkenstar, fight giants only as part of a larger 
  goal. These guardians employ Alkenstar’s guns and 
  cannons against hill giants from the Shattered Range 
  and ash giants raiding from the Spellscar Desert, but 
  defend against many other would-be invaders as well. 
  Other organizations occasionally come together to 
  fight a single giant tribe and disband once their quest 
  is complete, or when their numbers grow so few that 
  success becomes impossible. A tragic example is the 
  Dawnbreaker Campaign, whose attempt to liberate 
  the town of Dyinglight from its fiendish marsh giant 
  inhabitants during the Fourth Mendevian Crusade 
  ended in gruesome failure. 
  Teamwork Feats 
  Giant hunters from all across Golarion recognize 
  commonalities in their opponents: they are enormous 
  in size and expansive in reach, and they can hurl bone-
  shattering rocks at a distance. By comparing techniques 
  and training together, giant hunters have developed the 
  following teamwork feats to enhance their effectiveness 
  at fighting giants and other massive foes.
  Darting Retrieval (Combat, Teamwork)
  As your ally disarms a foe, you knock the disarmed item 
  out of the way.
  Prerequisites: Int 13, Combat Expertise, Improved Disarm.
  Benefit: When an ally who also has this feat disarms an 
  opponent and the disarmed item lands within your melee 
  reach, as an immediate action you can move the disarmed 
  item to another square within your melee reach. If you 
  have at least one hand free and could carry the disarmed 
  item, you can instead pick it up. Using this feat does not 
  provoke an attack of opportunity. 
  Harder They Fall (Combat, Teamwork)
  You can work with an ally to move or knock over a foe that’s 
  too large for either of you to overcome alone.
  Prerequisites: Str 13, Int 13, Combat Expertise, Power 
  Attack.
  Benefit: When you use aid another to grant an ally who 
  also has this feat a +2 bonus on the attack roll for a bull 
  rush or trip combat maneuver, the ally can attempt that 
  maneuver even against foes two or more size categories 
  larger than herself.
  Stone Dodger (Teamwork)
  By working with an ally to gauge the trajectory of incoming 
  attacks, you can more easily avoid taking damage.
  Benefit: Whenever you are able to see and hear at least 
  one ally with this feat, you receive a +4 dodge bonus to AC 
  against attacks from hurled rocks (or projectiles of similar 
  shape, including bludgeoning ranged attacks from siege 
  weapons). If you are hit by such an attack while you have 
  this bonus, you can attempt a Reflex save to take only half 
  damage from the attack. The DC for this save is equal to 
  the bonus of the ranged attack used to hurl the rock.
  Suppress Regeneration (Combat, 
  Teamwork)
  You and your allies can exacerbate a regenerating creature’s 
  weaknesses. By making a precisely timed attack to open a 
  serious wound just a bit further, your allies can extend the 
  length of time the creature’s regeneration is suppressed.
  Benefit: When you make a successful attack that causes 
  a creature’s regeneration ability to cease functioning 
  for at least 1 round (such as by hitting a troll with 
  alchemist’s fire), any ally who also has this feat and is 
  currently threatening the creature can make an attack 
  of opportunity against it. This attack of opportunity 
  deals no damage, but instead extends the time that the 
  creature’s regeneration is suppressed by 1 additional 
  round. If multiple allies with this feat hit the creature 
  with this attack of opportunity, the additional rounds of 
  suppression stack. 
  Swing About (Teamwork)
  You can grab an ally and move her to a position near you.
  Prerequisite: Escape RouteUC.
  Benefit: If you have a free hand, as a move action you 
  can grab a willing adjacent ally who also has this feat 
  and place her in any other space adjacent to you. This 
  movement does not provoke attacks of opportunity. You 
  can do this only with allies who are able to move freely 
  (not grappled, held, prone, slowed, or otherwise suffering 
  restricted movement) and who are of your size or smaller.
  19
  
  Countless years of conflict have spurred giant hunters to 
  develop specialized versions of common classes to vanquish 
  their titanic foes. These archetypal variations include the 
  goliath druid, the titan fighter, and the vexing dodger.
  Goliath Druid (Druid)
  Goliath druids hone their spiritual and magical 
  connections to nature’s largest creatures, especially 
  dinosaurs, giants, and megafauna, revering these massive 
  creatures as living relics of a primeval time when all 
  creatures were more in harmony with nature. Despite this 
  respect, a goliath druid doesn’t hesitate to infiltrate giant 
  groups who defile nature and destroy them from within.
  Goliath druids have the following class features.
  Class Skills: A goliath druid gains Bluff, Diplomacy, 
  and Knowledge (local) as class skills, but does not gain 
  Craft, Profession, and Ride as class skills.
  Bonus Languages: A goliath druid with an Intelligence 
  bonus can select Giant as a bonus language.
  Primal Size: A goliath druid adds enlarge person to her 
  list of class spells. She can cast this spell only on herself. 
  She can also channel stored spell energy to cast this spell 
  without preparing it—she can lose a prepared spell of 1st 
  level or higher to cast enlarge person. This ability replaces 
  nature sense.
  Primal Bond (Ex): When a goliath druid forms a nature 
  bond, if she selects a cleric domain, she must selected from 
  the Animal, Destruction, or Strength domains, or the 
  Ferocity, Growth, or Rage subdomainsAPG.
  If the goliath druid selects an animal companion, she 
  must select a dinosaur or megafauna. If she has a dinosaur 
  or megafauna animal companion, she can target it with 
  enlarge person even though the companion isn’t of the 
  humanoid type.
  This ability alters nature bond.
  Primal Empathy (Ex): A goliath druid’s wild empathy 
  functions only with creatures that are Large or larger. This 
  ability alters wild empathy.
  Face Nature’s Might (Ex): At 4th level, a goliath druid 
  gains a +4 bonus on saving throws against the spell-like 
  Giantslaying Archetypes
  20
  
  and supernatural abilities of giants. This ability replaces 
  resist nature’s lure.
  Wild Shape (Su): Druids’ ability to wild shape into 
  a creature of the animal type allows a goliath druid to 
  assume only the form of a dinosaur or megafauna. She 
  doesn’t gain the ability to become an elemental or plant.
  At 6th level, the goliath druid can use wild shape to 
  become a Large humanoid of the giant subtype. This 
  functions as the alter self spell, except the goliath druid 
  gains a +4 size bonus to Strength, a –2 penalty to Dexterity, 
  and a +1 natural armor bonus. If the Large humanoid form 
  she takes has rock throwing, she gains rock throwing 
  (range 40 feet, 1d8 damage). If the form has the aquatic 
  subtype, she gains the aquatic and amphibious subtypes.
  At 12th level, when taking the form of a giant, the goliath 
  druid’s wild shape functions as giant form I.
  At 14th level, the goliath druid can also use wild shape to 
  change into a Huge giant. When taking the form of a giant, 
  the goliath druid’s wild shape functions as giant form II. 
  This ability alters wild shape.
  Primal Summons: A goliath druid adds the following 
  creatures to the list of creatures she can normally summon 
  using summon nature’s ally spells.
  Summon Nature’s Ally I: CompsognathusB2.
  Summon Nature’s Ally II: DimorphodonB4.
  Summon Nature’s Ally III: VelociraptorB4.
  Summon Nature’s Ally IV: Ogre, parasaurolophusB2.
  Summon Nature’s Ally V: GlyptodonB2, iguanodonB3.
  Summon Nature’s Ally VI: BaluchitheriumB3, megalaniaB3.
  Summon Nature’s Ally VII: Cliff giantB4.
  Summon Nature’s Ally VIII: SpinosaurusB3.
  Summon Nature’s Ally IX: DiplodocusB4.
  This ability replaces venom immunity and a thousand faces.
  Titan Fighter (Fighter)
  Titan fighters make use of enormous weapons others can 
  barely lift. Titan fighters have the following class features.
  Giant Weapon Wielder (Ex): At 1st level, a titan fighter can 
  wield two-handed melee weapons intended for creatures 
  one size category larger than himself, treating them as 
  two-handed weapons. He takes an additional  –2 penalty on 
  attack rolls when using an oversized two-handed weapon. 
  This ability replaces the fighter’s 1st level bonus feat.
  Incredible Heft (Ex): At 3rd level, a titan fighter becomes 
  more skilled at wielding weapons intended for creatures 
  one size category larger than himself. The penalty on 
  attack rolls for using such weapons is reduced by 1, 
  including when using oversized two-handed weapons. 
  At 7th level and every 4 levels thereafter, this penalty is 
  reduced by another 1 (minimum 0). This ability replaces 
  armor training.
  Unstoppable Momentum (Ex): At 5th level, a titan fighter 
  gains a +1 bonus on combat maneuver checks and to CMD 
  while wielding a weapon sized for a creature of a larger 
  size category. At 9th level and every 4 levels thereafter, this 
  bonus increases by 1. When wielding oversized weapons, 
  the titan fighter can attempt to bull rush, drag, overrun, 
  reposition, and trip creatures up to two sizes categories 
  larger than himself. This ability replaces weapon training.
  Vexing Dodger (Rogue)
  Vexing dodgers take advantage of their smaller size to 
  outmaneuver larger foes such as giants. Vexing dodgers 
  have the following class features.
  Limb-Climber (Ex): When adjacent to or in the space of 
  a corporeal creature at least one size category larger than 
  herself, a vexing dodger can climb that creature’s body 
  with a successful Climb check against a DC equal to the 
  target creature’s CMD. Although the vexing dodger is 
  holding on to the creature, this action isn’t a grapple; it 
  doesn’t provoke attacks of opportunity from the creature, 
  and neither the vexing dodger nor the creature she climbs 
  gains the grappled condition. While the vexing dodger is 
  on the climbed creature, the creature takes a penalty on 
  attack rolls against the vexing dodger equal to the number 
  of sneak attack dice the dodger possesses. This ability 
  replaces trapfinding.
  Improved Dirty Trick (Ex): At 2nd level, a vexing dodger 
  gains Improved Dirty TrickAPG as a bonus feat, even if she 
  doesn’t meet the prerequisites. This ability replaces the 
  rogue talent gained at 2nd level.
  Underfoot Agility (Ex): At 3rd level, a vexing dodger 
  gains a +1 morale bonus on Acrobatics, Climb, and Escape 
  Artist attempts against creatures at least one size category 
  larger than herself. This bonus increases by 1 for every 
  3 levels beyond 3rd. This ability replaces trap sense.
  Underfoot Trickster (Ex): At 4th level, a vexing dodger 
  can move through the space of a creature two size 
  categories larger than herself without needing to attempt 
  an Acrobatics check. She would still need to succeed at 
  Acrobatics checks to avoid attacks of opportunity provoked 
  by leaving a threatened space; this ability covers only the 
  ability to move. Additionally, whenever the vexing dodger 
  hits a larger foe with a melee sneak attack, she can choose to 
  forgo the sneak attack bonus damage and instead attempt 
  make a dirty trick combat maneuver as a swift action. This 
  ability replaces uncanny dodge.
  Distracting Climber (Ex): At 8th level, when a vexing 
  dodger attempts a dirty trick maneuver against a creature 
  she’s climbing, she gets a bonus on the combat maneuver 
  check equal to the number of sneak attack dice she has. 
  If she chooses to sicken the target with her dirty trick 
  and succeeds at her combat maneuver check, the target 
  must succeed at a Fortitude saving throw (DC = 10 + 1/2 
  the vexing dodger’s level + her Intelligence modifier) or 
  be nauseated for 1 round. This ability replaces improved 
  uncanny dodge.
  Rogue Talents (Ex): A vexing dodger can choose 
  uncanny dodge as a rogue talent starting at 4th level, and 
  she can choose improved uncanny dodge as an advanced 
  rogue talent. The following talents complement the vexing 
  dodger archetype: befuddling strikeAPG, confounding 
  bladesUC, peerless maneuverAPG, positioning attackAPG, slow 
  reactions, wall scrambleUC.
  21
  
  Fights against creatures as large as giants present special 
  challenges that giant hunters must constantly keep in 
  mind if they want to survive when rocks are flying and 
  clubs are swinging.
  Tactics to Consider
  Those who hunt giants must be skilled tacticians, with 
  a keen eye on the positioning, weaponry, and abilities of 
  their gigantic opponents. The following considerations 
  could make the difference between life and death when 
  fighting giants of any kind.
  Countering Reach: Many giants have reach no human 
  can match, even with a longspear or similar weapon. As 
  a result, approaching a giant in melee typically provokes 
  attacks of opportunity. The best ways to avoid these 
  attacks are to approach from cover, use Stealth to sneak 
  up, or move cautiously by making 5-foot steps. If a group 
  must rush a giant, it’s best to do so all at once, as giants 
  only rarely possess the ability to make multiple attacks of 
  opportunity. The group should consider which ally should 
  provoke the attack of opportunity; the others should delay 
  (or ready) their actions until after that attack. The ideal 
  choice is often the PC with the highest AC or the most 
  hit points, or a creature that is easily replaced, such as a 
  summoned creature, an eidolon, or even a trained animal. 
  Fighting at Range: As long as some debris or boulders 
  are at hand, giants never lack for ranged weapons. 
  However, fighting a giant at range is usually much safer; 
  giants’ ranged attack bonus is lower than their melee attack 
  bonus, and they usually can’t make multiple attacks with 
  thrown rocks. Furthermore, the damage dealt by thrown 
  rocks is usually lower than that dealt by a strike from the 
  giant’s primary melee weapon. As a result, putting a giant 
  in a position where it must throw rocks—such as fighting 
  from across a chasm or from the air—dramatically 
  reduces the damage it can deal. Reverse this tactic when 
  fighting jungle or wood giants, as they’re talented ranged 
  combatants but deal less damage in melee.
  Flanking: The larger space that giants occupy makes 
  it easier for multiple attackers to flank a giant, but 
  maneuvering into these positions requires getting 
  past the giants’ long reach and surviving focused 
  melee attacks. Getting into an advantageous flanking 
  position often requires either taking multiple 5-foot 
  steps or risking an attack of opportunity from the giant. 
  Attackers hoping to flank should have a sufficiently high 
  Acrobatics skill to tumble into place or have a high AC 
  and hit point total so they can dodge or withstand giants’ 
  melee attacks. Since giants rarely have the ability to make 
  multiple attacks of opportunity in a round, the first ally 
  to advance into flanking position may be able to draw an 
  attack early, leaving her allies free to close ranks without 
  taking extra damage.
  Disarming: Giants frequently fight with two-handed 
  melee weapons, allowing them to apply 1-1/2 times their 
  prodigious Strength modifier to their damage rolls and 
  deal extra damage with the Power Attack feat, which is 
  common among giants. Some are particularly skilled 
  with certain melee weapons, like a desert giant’s benefits 
  with scimitars and a cloud giant’s ability to use oversized 
  weapons. Disarming giants via combat maneuvers is 
  difficult because of their high CMD, so giant hunters 
  should consider other effects that force giants to drop 
  their weapons, such as stunning effects or the grease 
  spell. A disarmed giant can still make slam attacks, but 
  these attacks are usually made at a lower attack bonus 
  and deal less damage. Once the giant drops its weapon, 
  an ally should quickly retrieve the weapon and drag it out 
  of the giant’s reach. Even though picking up a weapon 
  provokes an attack of opportunity, it’s often worth 
  risking a disarmed giant’s slam attack to deny the giant 
  its primary melee weapon.
  New Feats
  The following feats provide giant hunters with additional 
  options in combat, particularly against gigantic foes.
  Arcing Lob
  You can hurl a splash weapon high into the air to break 
  atop large opponents, cascading its contents down on 
  your target or using your opponent’s bulk to shield the 
  surrounding area from the spray.
  Prerequisites: Dex 15, Point-Blank Shot, Precise Shot, 
  Throw Anything.
  Benefit: When you hit a target that is Large or larger 
  with a splash weapon, you can choose to deal splash 
  damage to all creatures within 5 feet of the target, splash 
  damage to no creatures, or splash damage as normal.
  Normal: If you hit a target that is Large or larger 
  with a splash weapon, choose one of its squares—
  the splash damage affects creatures within 5 feet of  
  that square.
  Cry Challenge
  With a ferocious shout or vigorous gestures, you provoke 
  an opponent’s ire. By tricking the opponent into making 
  a clumsy swing at you, you provide an opening for  
  your allies.
  Prerequisite: AntagonizeUM.
  Benefit: When you take a 5-foot step, you can choose 
  for that step to provoke attacks of opportunity from all 
  opponents that threaten you after the step. You gain 
  a +4 dodge bonus to AC against attacks of opportunity 
  provoked in this manner.
  Normal: A 5-foot step doesn’t provoke an attack  
  of opportunity.
  Battling Giants
  22
  
  Giant-Bane Caster
  You can apply your specialized knowledge of giants’ 
  weaknesses in order to make your spells harder for 
  giants to resist.
  Prerequisites: Caster level 4th, favored enemy (giants) 
  class feature.
  Benefit: Add 1/2 your favored enemy bonus against 
  giants to the DC of all saving throws against spells you 
  cast against creatures with the giant subtype, as well as to 
  caster level checks made to overcome the spell resistance 
  of creatures with the giant subtype.
  Giant-Killer Stance (Combat)
  You can prepare a crippling strike against larger foes 
  that rush into your weapon’s reach.
  Prerequisite: Power Attack.
  Benefit: You can treat any reach weapon you wield 
  as having the brace property against creatures that are 
  Large or larger. If your readied attack hits, the creature 
  takes a –2 penalty on melee attack rolls for 1 round.
  Ground-Grabber (Combat)
  When pressed by big opponents, you hunker down to 
  more easily keep your feet.
  Prerequisite: Con 13.
  Benefit: You gain a +2 competence bonus to your 
  Combat Maneuver Defense against awesome blow, bull 
  rush, drag, reposition, or trip combat maneuvers from 
  opponents larger than you.
  Mountain-Splitting Strike (Combat)
  You have learned techniques to focus the force of an 
  unarmed strike into the most vulnerable parts of a large 
  opponent’s anatomy.
  Prerequisites: Wis 13, Improved Unarmed Strike.
  Benefit: When you make a charge attack against an 
  opponent at least one size category larger than you, your 
  unarmed attacks deal damage as though you were one 
  size category larger. In addition, you gain a +2 bonus to 
  the DC of any Stunning Fist effect you deliver with this 
  charge attack.
  Pernicious Stab (Combat)
  Your deep strikes allow you to deliver poison 
  efficiently when your opponent is off guard.
  Prerequisite: Sneak attack +2d6.
  Benefit: When you hit an 
  opponent 
  with 
  a 
  poisoned weapon 
  and 
  would 
  deal 
  sneak attack damage, you can choose 
  to forgo some or all of the sneak attack 
  damage to increase the poison’s chance of 
  success. For every 2d6 points of sneak 
  attack damage you forgo, add 1 to 
  the saving throw DC of the poison 
  delivered 
  with 
  your 
  attack. 
  This increase to the poison save DC does not apply to 
  creatures that are immune to precision damage.
  Scuttle
  You know how to keep your head down and crawl away 
  undetected by larger foes.
  Benefit: You can crawl at half your normal speed and 
  can take a 5-foot step when crawling. When crawling, you 
  don’t provoke attacks of opportunity from opponents 
  that are one or more size categories larger than you.
  Normal: You can crawl 5 feet as a move action, and 
  crawling provokes attacks of opportunity.
  Yai-Mimic Spell (Metamagic)
  You have studied the magical nature of giant oni and can 
  use your spells to imitate their esoteric features.
  Prerequisites: Int 15, Still Spell.
  Benefit: You can modify a ray spell to issue from the 
  center of your forehead, where the third eye would be on 
  a yai. This spell doesn’t require somatic components. 
  When the spell is cast, you gain regeneration 1 for a 
  number of rounds equal to the original level of the 
  spell. This regeneration can’t regrow lost body parts or 
  reattach severed limbs. Fire or acid damage suppresses 
  this regeneration for 1 round, which counts against the 
  total duration of the regeneration effect. A yai-mimic 
  spell uses up a spell slot 3 levels higher than the spell’s 
  actual level.
  23
  
  Martial Two-Handed Melee Weapons
  Weapon 
  Price 
  Dmg (M) 
  Dmg (S) 
  Critical 
  Range 
  Weight 
  Type 
  Special
  Sarissa 
  12 gp 
  1d6 
  1d8 
  ×3 
  — 
  12 lbs. 
  P 
  Brace, reach, see text
  Exotic Two-Handed Melee Weapons
  Weapon 
  Price 
  Dmg (M) 
  Dmg (S) 
  Critical 
  Range 
  Weight 
  Type 
  Special
  Barbed spear 
  15 gp 
  1d4 
  1d6 
  ×2 
  — 
  10 lbs. 
  P 
  Fragile, reach, see text
  Flask pike 
  30 gp 
  1d6 
  1d8 
  ×3 
  — 
  9 lbs. 
  P 
  Reach, see text
  Exotic Ranged Weapons
  Weapon 
  Price 
  Dmg (M) 
  Dmg (S) 
  Critical 
  Range 
  Weight 
  Type 
  Special
  Dire bolas 
  20 gp 
  1d4 
  1d6 
  ×2 
  10 ft. 
  4 lbs. 
  B 
  Nonlethal, trip
  Giantslaying Equipment
  BARBED SPEAR
  PRICE 15 GP
  TYPE exotic
  A barbed spear is a 10-foot-long polearm with a four-
  pronged head similar to a caltrop. The head is connected 
  to the pole by a single weak bolt, giving the weapon the 
  fragile condition. When you use a barbed spear to attack a 
  creature that is prone, flying above you, or at least one size 
  category larger than you, you can make a melee attack with 
  a –4 penalty to jam the barbed head into the target’s foot. 
  If you’re successful, the target takes 1 point of damage and 
  the barbed head breaks off in the target’s foot. The barb then 
  acts as a caltrop, wounding the creature’s foot and halving 
  its speed. This movement penalty lasts for 24 hours, or until 
  the creature is treated with a successful DC 15 Heal check or 
  receives at least 1 point of magical healing. Like caltrops, 
  barbed spears may not work against unusual opponents. 
  A barbed spear that embeds its caltrop-like head into a target’s 
  foot gains the broken condition, and can’t be used as a weapon 
  until it’s repaired.
  DIRE BOLAS
  PRICE 20 GP
  TYPE exotic
  This specialized bolas can be used to perform ranged trip 
  combat maneuvers against creatures far larger than the 
  wielder. It consists of a pair of metal weights connected by a 
  silk rope 20 feet long. Because of the great size and weight 
  of the bolas, you need both hands to swing it around your 
  head, and considerable time to get the weights up to speed. 
  Making a ranged attack with it is a full-round action. You can 
  use a dire bolas to trip a creature whose size is up to three size 
  categories larger than yours.
  Specialized equipment for giant hunters offers new avenues 
  for dealing with giants, exploiting their weaknesses, 
  bypassing or neutralizing their strengths, and providing 
  means to overcome the benefits granted by giants’ size or 
  even turn their size against them. Several new pieces of 
  equipment for giant hunters follow, including weapons, 
  adventuring gear, and equipment kits designed for 
  fighting specific types of giants.
  New Weapons
  Preparation is key if a giant hunter wants to survive 
  an encounter with his formidable quarry, and no self-
  respecting hunter would want to face his intended foes 
  without the appropriate arms for the task. The following 
  weapons are designed to compensate for the long reach 
  of giants—and the dire bolas even turns their towering 
  stature into a disadvantage.
  FLASK PIKE
  PRICE 30 GP
  TYPE exotic
  This pike has a hollow spot near its tip into which a flask can 
  be strapped. If the flask is filled with an alchemical splash 
  weapon and you hit a creature with the pike, the target is also 
  hit with the splash weapon. This uses up the contents of the 
  flask. Because of the added weight of a flask, attacks with 
  the flask pike take a –2 penalty when it’s loaded with one. 
  Reloading the flask pike is a full-round action that provokes 
  attacks of opportunity.
  SARISSA
  PRICE 12 GP
  TYPE martial
  This spearlike weapon is about 15 feet long. Its unwieldy 
  length is counterbalanced by a heavy brass base. A sarissa 
  provides extended reach—tripling your reach rather than 
  doubling it. A Medium wielder would threaten spaces 10 to 
  15 feet away, but not adjacent squares or squares 5 to 10 feet 
  away (as with a typical reach weapon). Because of its great 
  length and weight, a sarissa can be used to attack foes in only 
  one direction each round. You must select a cone each round 
  before you make any attacks with the sarissa. The weapon 
  threatens only foes within this cone and within its extended 
  reach. You can’t change the area you threaten with the sarissa 
  until your next turn. While you carry the sarissa pointed 
  upward (typical for overland movement), you threaten only 
  squares in the sarissa’s reach in a cone pointed upward.
  New Adventuring Gear
  Giant hunters must be prepared to navigate structures 
  and routes designed for creatures much larger and 
  24
  
  stronger than themselves, and will need to contend with 
  the strength of resisting giants. The following items are 
  designed to make all of that easier.
  Item Name 
  Price 
  Weight 
  Craft DC
  Adamantine chain (10 ft.) 
  3,030 gp 
  2 lbs. 
  25
  Gecko gloves 
  300 gp 
  1 lb. 
  20
  Gum rope 
  30 gp 
  1 lb. 
  20
  Lodestone boots 
  60 gp 
  4 lbs. 
  20
  Mithral chain (10 ft.) 
  530 gp 
  1 lb. 
  20
  ADAMANTINE CHAIN
  PRICE 3,030 GP
  WEIGHT 2 lbs.
  This 10-foot-long chain has hardness 20 and 6 hit points. A 
  successful DC 30 Strength check is required to burst it, making 
  it strong enough to hold many types of giants.
  GECKO GLOVES
  PRICE 300 GP
  WEIGHT 1 lb.
  The palms and fingers of these 
  leather gloves are covered in small 
  hairlike bristles, resembling those 
  found on the feet of geckos, that aid 
  you when climbing. Gecko gloves 
  grant you a +1 circumstance bonus 
  on Climb checks. They also enable 
  you to climb with only one hand; doing so imposes a –5 
  penalty on your Climb checks.
  GUM ROPE
  PRICE 30 GP
  WEIGHT 1 lb.
  This small tacky blue pellet is deceptively dense. When the 
  pellet is broken, an alchemical reaction causes it to grow 
  suddenly into a 30-foot-long spongy rope as strong as a 
  normal hemp rope. It dissolves 8 hours thereafter.
  LODESTONE BOOTS
  PRICE 60 GP
  WEIGHT 4 lbs.
  The soles of these tough boots 
  include lodestones that have been 
  augmented through alchemical 
  processes to be very strong. While 
  climbing a rope, you can pinch 
  the rope between the boots to 
  prevent yourself from falling; you 
  can release the boots’ grip by 
  carefully twisting them apart. The boots also stick to steel, 
  iron, and other magnetizable surfaces. 
  You gain a +4 circumstance bonus on your Climb checks 
  while using the boots’ magnetism to help you climb a rope or 
  magnetic surface. While standing on a magnetic surface, the 
  boots grant you a +4 circumstance bonus on Strength checks 
  and Fortitude saving throws to avoid being blown away by 
  winds. Leaving a square when you the boots are attached to a 
  magnetic surface requires an additional 5 feet of movement, as 
  your overland speed is effectively reduced in exchange for the 
  boots’ assistance in climbing.
  MITHRAL CHAIN
  PRICE 530 GP
  WEIGHT 1 lb.
  This 10-foot-long chain has hardness 15 and 5 hit points. A 
  successful DC 28 Strength check is required to burst it, making 
  it strong enough to hold most lesser types of giants.
  New Equipment Kits
  This section includes several kits of preselected gear for 
  specific adventuring purposes. You can use them to equip 
  new PCs in a hurry or as a shorthand for providing gear 
  for cohorts, followers, minions, and hirelings. The listed 
  price for the kit includes a small discount for purchasing 
  these items as a group. Items in a kit that are used up, 
  destroyed, or lost cost the full price to replace.
  FIRE GIANT HUNTER’S KIT
  PRICE 300 GP
  WEIGHT 25 lbs.
  This kit includes five bags of caltrops, 2 doses of fire ward gelUE, 
  and a sarissa.
  FROST GIANT HUNTER’S KIT
  PRICE 305 GP
  WEIGHT 35 lbs.
  This kit includes five bags of caltrops, a sarissa, and two 
  tangleburn bagsUE.
  GIANT LAIR INFILTRATOR’S KIT
  PRICE 215 GP
  WEIGHT 33 lbs.
  This kit, most widely available in Varisia, includes a block and 
  tackle, 50 feet of chain, a climber’s kit, a crowbar, and a pole.
  25
  
  Giant hunting is a tremendous undertaking, requiring 
  its practitioners not only to overcome their quarry’s great 
  strength, but also to figure out how to get close enough 
  to affect the creatures in the first place. Rather than 
  go unprepared, many spellcasters use magic designed 
  with fighting giants in mind. Magic that negates giants’ 
  advantages or even allows spellcasters and their allies to 
  take on some of the giants’ characteristics themselves can 
  help level the playing field between hunters and their 
  outsize foes. The following spells provide new options 
  for spellcasters intent on hunting giants.
  BURDENED THOUGHTS
  School enchantment (compulsion) [mind-affecting]; Level 
  druid 2, shaman 2, sorcerer/wizard 3, witch 2
  Casting Time 1 standard action
  Components V, S, M (a lead bearing wrapped in clay)
  Range medium (100 ft. + 10 ft./level) 
  Target one creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  You fill a creature’s mind with the realization of its earthly 
  weight and responsibilities. Disheartened and wearied by 
  these thoughts, the creature gains heavy encumbrance and is 
  unable to fly (if already flying, it must land as soon as possible). 
  If the creature is three or more size categories larger than you, 
  it’s also staggered.
  HOLLOW BLADES
  School transmutation; Level magus 2, ranger 1, shaman 3, 
  sorcerer/wizard 3, witch 3
  Casting Time 1 round
  Components V, S 
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration 1 round/level
  Saving Throw Fortitude negates; Spell Resistance yes
  All melee and natural attacks from the target deal damage as 
  if the target were one size category smaller than it actually 
  is. While the target is under the effects of this spell, weapons 
  dropped by the target function normally for other creatures, 
  while any melee weapons picked up by the target deal 
  damage as if one size smaller. Ranged attacks and weapons 
  are unaffected by this spell.
  RUNIC OVERLOAD
  School evocation [sonic]; Level bloodrager 3, magus 4, 
  sorcerer/wizard 5, witch 6
  Casting Time 1 standard action
  Components V, S, M (a small rune carved from stone)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature or object
  Duration instantaneous
  Saving Throw see text; Spell Resistance see text
  This spell charges magical runes to an explosive degree. If 
  cast on a creature with magical runes on its body, such as a 
  rune giant or a runescarred creature (Pathfinder Campaign 
  Setting: Lost Cities of Golarion 60), it deals 1d6 points of sonic 
  damage per caster level (maximum 20d6) to the target and 
  stuns the target for 1 round. When the spell is cast in this way, 
  it must overcome the target’s spell resistance. A successful 
  Will save halves the damage and negates the stun effect.
  The spell can also be cast on other magical runes, such 
  as those from arcane mark or explosive runes. In this case, 
  the resulting explosion deals 1d8 points of sonic damage per 
  Giant-Hunter Spells
  26
  
  2 caster levels (maximum 10d8) to all creatures within a 5-foot 
  radius. Creatures in the area that succeed at a Reflex save take 
  half damage. This spell doesn’t destroy runes; targeted runes 
  continue to function normally. Mundane runes, such as ones 
  in writing or runic tattoos, cannot be affected by this spell.
  SIPHON MIGHT
  School necromancy; Level druid 3, magus 3, sorcerer/wizard 3, 
  summoner 3, witch 3
  Casting Time 1 round
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Fortitude half; Spell Resistance yes
  You drain the might of the target and transfer that power 
  to another creature. The subject takes a penalty to Strength 
  equal to 1d6 + 1 per 2 caster levels (maximum 1d6 + 5). This 
  effect can’t cause the subject’s Strength score to drop below 1. 
  A successful Fortitude save halves this penalty. This penalty 
  doesn’t stack with itself or the penalty applied from ray 
  of enfeeblement. 
  You can grant any one creature adjacent to you (including 
  yourself) an enhancement bonus to Strength equal to the 
  Strength penalty imposed by this spell. 
  STONE THROWING
  School transmutation; Level bloodrager 1, cleric 2, druid 2, 
  magus 2, ranger 1, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (powdered stone)
  Target creature touched
  Duration 1 minute/level
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  The subject gains the rock throwing and rock catching abilities 
  (Pathfinder RPG Bestiary 303). It can use these abilities with any 
  solid, mostly inflexible object with a hardness of at least 5.
  The subject can hurl rocks up to two categories smaller than 
  its own size. The range increment for this attack is 20 feet, and 
  rocks can be hurled a maximum of 5 range increments. Damage 
  is based on the size of the subject—1d8 points of damage for a 
  Large creature, 1d6 for a Medium creature, or 1d4 for a Small 
  creature—plus 1-1/2 times the thrower’s Strength bonus.
  For every size category smaller than Large the subject is, it 
  receives a cumulative –5 penalty on Reflex saves to catch rocks 
  (or similar projectiles) thrown at it.
  STEAL SIZE
  School transmutation; Level bloodrager 2, druid 3, magus 3, 
  sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (a piece of iron shaped like a scale tray)
  Range close (25 ft. + 5 ft./2 levels) 
  Targets one humanoid creature larger than you
  Duration 1 minute/level (D)
  Saving Throw Fortitude negates; Spell Resistance yes
  This spell reduces the target’s size by one size category, as if 
  it were affected by reduce person. You grow in size by one 
  category, as if affected by enlarge person (if you can be 
  targeted by that spell). If the spell is dispelled or otherwise 
  ends for either you or the target, both you and the target return 
  to your normal sizes.
  TWISTED FUTURES
  School divination; Level bard 1, cleric 2, druid 1, shaman 1, 
  sorcerer/wizard 2, witch 1
  Casting Time 1 standard action
  Components V, S, M (a small die with the faces scratched off)
  Range close (25 ft. + 5ft./2 levels)
  Target one creature/level, no two of which can be more than 
  30 ft. apart
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  By rearranging the threads of fate, you disrupt fortunate 
  outcomes for other creatures. A creature affected by this 
  spell is unable to benefit from effects that grant the ability 
  to roll multiple times and take the higher result (like the 
  swashbuckler’s charmed life ability) or to choose the die result 
  in lieu of rolling (like the wizard’s prescience school power or 
  the cyclops’s flash of insight ability). This doesn’t affect abilities 
  that force a creature to take the lower of two rolls, such as ill 
  omen or a pugwampi’s unluck aura (Pathfinder RPG Bestiary 
  2 144). A cyclops can’t use its flash of insight ability to save 
  against this spell.
  OTHER GIANT-HUNTING SPELLS
  Brute force alone can work wonders against many giants, 
  but it’s neither foolproof nor risk-free. When force fails 
  or they can’t match the raw power of a particularly 
  formidable giant, clever giant hunters turn to spells. 
  Because of their hardy Constitutions, giants are generally 
  more susceptible to spells that require their Reflex or Will 
  saves than those that require Fortitude saves. Beyond 
  this general guideline, a number of spells are particularly 
  suited to meet the needs of giant hunters.
  SOMEONE THEIR OWN SIZE
  These spells can affect the size of either giants or the 
  adventurers fighting them: animal growth, beast shape, 
  enlarge person, giant form, monstrous physiqueUM, 
  reduce person, and righteous might.
  SPELLS OF GIANT STRENGTH
  These spells help heroes match the strength and 
  damage of the mightiest giant: ant haulAPG, bull’s 
  strength, gravity bowAPG, and lead bladesAPG.
  THE BIGGEST DEFENSE
  These spells provide means to reduce the dangers 
  presented by giants and the environments in which 
  they reside: death from belowARG, delay poison, endure 
  elements, escaping wardARG, neutralize poison, and 
  resist energy.
  27
  
  Magic Items
  When feats, class features, and spells aren’t enough to 
  keep outsize foes at bay or engage distant enemies, it’s 
  hard to beat a well-placed wondrous item intended for 
  ranged combat. The following new wondrous items are 
  indispensable aids for any character who finds herself in 
  need of additional reach.
  AXE OF FELLING
  PRICE 
  11,330 GP
  SLOT none
  CL 10th
  WEIGHT 8 lbs.
  AURA moderate transmutation
  Born from dwarven forges, these +1 giant-bane dwarven 
  waraxes are crafted in the likeness of the favored weapon of 
  King Harral, the last king of the Pious Kingdom of Saggorak. 
  According to legend, before he and his comrades starved to 
  death during the orc siege of Saggorak, King Harral challenged 
  and defeated an ettin in single combat by hacking its legs from 
  beneath its body with his axe. An axe of felling possesses the 
  trip weapon feature and can be used to trip opponents up to 
  two size categories larger than its wielder.
  CONSTRUCTION REQUIREMENTS
  COST 5,830 GP
  Craft Magic Arms and Armor, bull’s strength, summon monster I
  EARTH CHILD FACEGUARD
  PRICE 
  10,000 GP
  SLOT head
  CL 10th
  WEIGHT —
  AURA moderate transmutation
  Decorated with the emblems of the 
  Earth Child cadre, an earth child 
  faceguard is designed to refine the 
  wearer’s focus when fighting giants. The 
  wearer gains the benefits of Earth Child 
  Style (Pathfinder RPG Ultimate Combat 
  99), regardless of whether she meets 
  the prerequisites. If the wearer does not possess the defensive 
  training racial trait, the dodge bonus to AC against giants is 
  reduced to +2. If the wearer already possesses the Earth Child 
  Style feat, she can enter the earth child stance as a free action.
  CONSTRUCTION REQUIREMENTS
  COST 5,000 GP
  Craft Wondrous Item, Earth Child StyleUC, know the enemyUM
  EFFORTLESS LACE
  PRICE 
  2,500 GP
  SLOT none
  CL 15th
  WEIGHT —
  AURA strong transmutation
  This elegant silk ribbon gleams like mithral and feels like 
  polished steel. When wrapped around the grip of a one-handed 
  piercing or slashing melee weapon for 24 hours, the ribbon’s 
  magic permanently merges with the weapon, reducing the 
  attack roll penalty incurred by a wielder who is smaller than the 
  weapon’s intended wielder by 2 (to a minimum penalty of 0).
  If the weapon is wielded by a creature whose size matches 
  that of the weapon’s intended wielder, the weapon is treated 
  as a light melee weapon when determining whether it can be 
  used with Weapon Finesse, as well as with any feat, spell, or 
  special weapon ability that can be used in conjunction with light 
  weapons. Once an effortless lace’s abilities have been conveyed 
  to a weapon, the ribbon must remain attached to the weapon or 
  its effects end immediately, its magic is permanently lost, and 
  it is reduced to worthless cloth. Effects that would dispel the 
  magic of the weapon or cause the weapon to gain the broken 
  condition (such as sundering) destroy the ribbon as well.
  CONSTRUCTION REQUIREMENTS
  COST 1,250 GP
  Craft Magic Arms and Armor, shrink item
  GRASPING BOLAS 
  PRICE 
  3,805 GP
  SLOT none
  CL 3rd
  WEIGHT 2 lbs.
  AURA faint transmutation
  This +1 bolas is favored in the southern 
  Mwangi Expanse, where it is commonly 
  crafted from assassin vines and used 
  as a means of escape from the likes 
  of derhii and jungle-dwelling giants. 
  Once per day, the wielder of a grasping 
  bolas can attempt a special ranged trip 
  combat maneuver check that ignores any size modifiers to CMD 
  the target may possess. If the attempt succeeds, the target falls 
  prone and becomes entangled for 1 round as a mass of animated 
  vines bursts out from within the bolas. For every 5 by which the 
  combat maneuver check exceeds the target’s modified CMD, the 
  duration of this condition increases by 1 round. An entangled 
  creature can break free with a successful DC 20 Strength or Escape 
  Artist check.
  The animated ropes employed by a grasping bolas have 
  AC 22, hardness 10, and damage reduction 5/slashing. If a 
  grasping bolas is severed (all 12 hit points are lost to damage), 
  it is destroyed.
  CONSTRUCTION REQUIREMENTS
  COST 2,055 GP
  Craft Magic Arms and Armor, animate rope or entangle
  HARP OF SLUMBER
  PRICE 
  37,500 GP
  SLOT none
  CL 5th
  WEIGHT 5 lbs.
  AURA faint enchantment
  Despite having the strength and texture of unhewn stone, this 
  pale white harp is sculpted from solid glass. A harp of slumber 
  has several effects when played. At will, the user can produce a 
  lullaby effect by plucking a single string. Up to three times per 
  day, the user can strum the harp to produce a sleep effect. If the 
  performer succeeds at a DC 13 Perform (string instrument) skill 
  check, this use of the harp functions as deep slumber instead. 
  The DC for these effects increases by 2 against creatures with 
  the giant subtype.
  Mythic: A mythic performer can expend one use of mythic 
  power when strumming a harp of slumber in order to augment 
  28
  
  the effect it creates to mythic sleep, or mythic deep slumber 
  if the performer also succeeds at a DC 13 Perform (string 
  instrument) check.
  CONSTRUCTION REQUIREMENTS
  COST 18,250 GP
  Craft Wondrous Item, Mythic Crafter, deep slumber, lullaby, sleep
  IMPACT GAUNTLETS 
  PRICE 
  4,500 GP
  SLOT hands
  CL 5th
  WEIGHT 1 lb.
  AURA faint transmutation
  These gauntlets are made of worn leather; the palms are 
  smooth, but the wrists and backs of the gauntlets are covered 
  in rough pebbles of various shapes and colors. The wearer can 
  catch Small, Medium, or Large rocks and similar projectiles as 
  if she possessed the rock catching monster ability, as long as 
  she has at least one hand free. A rock caught by the wearer 
  shrinks and is permanently absorbed into the gauntlets. A 
  wearer who also possesses the rock catching ability can catch 
  rocks twice per round instead of once.
  CONSTRUCTION REQUIREMENTS
  COST 2,250 GP
  Craft Wondrous Item, shrink item
  MANTEAU OF THE MOUSE
  PRICE 
  12,500 GP
  SLOT chest
  CL 10th
  WEIGHT 5 lbs.
  AURA strong transmutation
  This soft fur vest comes in a variety of shades of brown, 
  black, and white. Any creature larger than the wearer takes 
  a –1, –2, –4, or –8 penalty on Perception checks to notice the 
  wearer, depending on whether it is one, two, three, or four or 
  more size categories larger than the wearer, respectively. In 
  addition, the wearer can use beast shape III once per day to 
  transform into a mouse.
  CONSTRUCTION REQUIREMENTS
  COST 6,250 GP
  Craft Wondrous Item, beast shape III
  SHRIVELBLADE
  PRICE 
  9,810 GP
  SLOT none
  CL 5th
  WEIGHT 3 lbs.
  AURA faint transmutation
  This +1 adamantine swordbreaker 
  dagger (Pathfinder RPG Ultimate 
  Equipment 38) has a jagged ebon 
  blade 
  inscribed 
  with 
  ancient 
  Thassilonian runes that translate to 
  “cut down to size.” Three times per 
  day, when the wielder successfully 
  sunders a weapon using a shrivelblade, he can permanently 
  reduce the size of the sundered weapon by one size category, 
  thus reducing its damage and its intended wielder size by one 
  size category and its weight by half. Using this ability is a swift 
  action. If the sundered weapon is magical, it can attempt a DC 
  14 Will save to negate this effect. Multiple uses of this ability 
  don’t stack. A make whole spell can return a weapon shrunken 
  by a shrivelblade to its proper size.
  CONSTRUCTION REQUIREMENTS
  COST 5,060 GP
  Craft Magic Arms and Armor, shrink item
  SMUGGLER’S SLING
  PRICE 
  5,300 GP
  SLOT none
  CL 5th
  WEIGHT —
  AURA faint conjuration
  Smuggler’s slings are favored in Chu Ye, where they are 
  employed by freedom fighters sneaking contraband weapons 
  past oni slave masters. The wielder of this +1 sling gains a 
  +5 competence bonus on Sleight of Hand checks to conceal 
  the sling. Up to five times per day, the wearer can load the 
  sling with a conjured bullet as a swift action. A conjured bullet 
  counts as magical for the purposes of overcoming damage 
  reduction and attacking incorporeal creatures, but is otherwise 
  a standard sling bullet. This bullet must be fired by the end of 
  the round or it vanishes.
  CONSTRUCTION REQUIREMENTS
  COST 2,650 GP
  Craft Magic Arms and Armor, reloading handsUC
  TROLLBANE BLANCH
  PRICE 
  200 GP
  SLOT none
  CL 1st
  WEIGHT —
  AURA faint transmutation
  Originally developed by huldras 
  for hunting trolls, this green-
  gray paste is stored in a tree 
  bark jar in order to mask 
  its pungent odor, for trolls 
  recognize its scent immediately 
  and often flee from it, or attack 
  the bearer in preference to all 
  other targets. When applied to 
  a weapon as a full-round action, a dose of trollbane blanch 
  causes the weapon to deal 1 additional point of fire damage 
  or acid damage (the type of damage is chosen when the 
  blanch is created) on its next successful attack. Once applied, 
  trollbane blanch lasts for 1 minute or until the wielder makes 
  a successful attack.
  CONSTRUCTION REQUIREMENTS
  COST 100 GP
  Craft Wondrous Item, acid splash (acid) or spark (fire)
  TROLLBLOOD ELIXIR
  PRICE 
  4,550 GP
  SLOT none
  CL 13th
  WEIGHT —
  AURA strong conjuration
  This rancid, bubbling tonic is mud-colored and reeks of 
  sweat, gore, and decay. Upon drinking a dose of trollblood 
  elixir, the imbiber gains fast healing 5. This fast healing is 
  even capable of reattaching a severed limb that is pressed 
  against its stump for 1 round, as long as the limb has been 
  severed for no more than 1 hour and is essentially intact. The 
  effects of trollblood elixir last 1 minute; during this time, the 
  imbiber is nauseated. Each round, the imbiber can choose to 
  prematurely end the elixir’s effects by succeeding at a DC 10 
  Fortitude save as a full-round action. Trollblood elixir does 
  not affect objects or nonliving creatures such as constructs 
  and undead.
  CONSTRUCTION REQUIREMENTS
  COST 5,060 GP
  Craft Wondrous Item, regenerate
  29
  
  Player’s Guide
  While many of the options in this book can help prepare 
  your characters for a giant-hunting campaign, the 
  following campaign traits are customized specifically for 
  the Giantslayer Adventure Path. More information and 
  tips for playing in that Adventure Path can be found in the 
  Giantslayer Player’s Guide, available February 2015 as a free 
  download at paizo.com.
  Campaign Traits
  Although the Giantslayer Adventure Path takes characters 
  to a variety of locations within the Mindspin Mountains, 
  it begins in the human town of Trunau in the orc-
  controlled Hold of Belkzen. Player characters created for 
  this campaign should be residents of Trunau or recent 
  arrivals to the town. It would be helpful if at least one 
  character picks the Trunau Native trait, but regardless of 
  which campaign traits they choose, all characters should 
  be interested in battling giants and their allies wherever 
  they may be found!
  Artifact Hunter: You’ve always had an interest in magic, 
  but you’re fascinated with those legendary magic items 
  known as artifacts. You’ve spent years researching these 
  mythical relics and committed the stories and legends 
  about them to memory, making you something of an expert 
  on the subject. You gain a +1 trait bonus on Spellcraft checks 
  to identify the properties of magic items and a +1 trait bonus 
  on Use Magic Device checks, and one of these skills (your 
  choice) becomes a class skill for you. In addition, whenever 
  you first encounter an artifact, there is a 50% chance (+1% 
  per level) that you recognize the artifact and know its name, 
  origin, and something of that artifact’s powers, abilities, or 
  dangers. Exactly how much knowledge you possess is left to 
  the GM’s discretion.
  Dragonfoe: You’ve always hated dragons. Perhaps one 
  of your ancestors was a well-known dragonslayer, or a 
  rampaging dragon killed your family or friends. Maybe the 
  stories you grew up hearing about knights rescuing captive 
  princes and princesses from the clutches of evil dragons 
  inspired you to slay dragons. Whatever the reason for your 
  obsession, it has driven you to study how to fight dragons 
  and defend yourself against their fearsome attacks. You gain 
  a +1 dodge bonus to AC against creatures with the dragon 
  type and a +2 trait bonus on Reflex saves against breath  
  weapon attacks.
  Dwarf-Trained: Dwarves are well acquainted with the 
  threats posed by giants and orcs, and they have spent 
  centuries honing their techniques for fighting these foes. 
  You have trained with the dwarves and have learned some 
  of the tactics they use against their hated enemies. You gain 
  a +2 dodge bonus to AC against creatures with the giant 
  subtype (this does not stack with the bonus granted by the 
  defensive training racial trait of dwarves and gnomes) and 
  a +1 trait bonus on attack rolls against creatures with the 
  orc subtype (this does not stack with the bonus granted by 
  30
  
  the dwarf hatred racial trait). Dwarves and gnomes can’t 
  choose this trait.
  Giant-Blooded: Your family has always been dogged by 
  rumors that a bit of giant blood got into the family’s veins at 
  some point. Whether this was through alchemical or magical 
  experimentation, or because your great-great-grandfather 
  married a giant, it has made you big for your race, and may 
  have given you other minor cosmetic features of giants, such 
  as flaming red hair, a bluish tinge to your skin, or oversized 
  hands. When you wield a weapon that is larger than your 
  size, the penalty on attack rolls for using inappropriately 
  sized weapons is reduced by half. In addition, you gain a 
  +2 trait bonus to your CMD against awesome blow combat 
  maneuvers. If you’re a dwarf, your stability racial trait 
  applies to awesome blow combat maneuvers as well.
  Giantslayer Scion: You grew up listening to tales of a 
  famed ancestor’s mighty battles against giant foes. Just the 
  mention of your ancestor’s name is enough to strike fear 
  into the heart of the most stalwart giant warrior, and you’ve 
  resolved to follow in your forebear’s footsteps. You take 
  no penalty on Intimidate checks against creatures with 
  the giant subtype that are larger than you, and you gain 
  a +1 trait bonus to the DC of any fear-based effect you use 
  against a creature with the giant subtype.
  Orphaned by Giants: You grew up in a tranquil, happy 
  home near the mountains, but that peace was shattered 
  when giants came down from the mountains to raid 
  your settlement. The giants killed your parents and 
  left you a young orphan, and since that day, you’ve 
  sworn to avenge the deaths of your kin. You gain 
  a +1 trait bonus on attack rolls against creatures 
  with the giant subtype, and a +2 trait bonus on 
  rolls to confirm critical hits against creatures 
  with the giant subtype.
  Roll With It: You’ve trained with some of the 
  best giantslayers out there, and have learned how to 
  avoid the worst effects of a giant’s powerful attacks. 
  You gain a +1 trait bonus on Reflex saves. In addition, 
  once per day, when a creature with the giant subtype 
  successfully confirms a critical hit against you with a 
  weapon or a slam attack (not a spell or special ability), 
  you can roll with the attack. You take normal damage 
  from the blow, as if the critical had not been confirmed. 
  You must be aware of the attack and able to react to it—if 
  you are denied your Dexterity bonus to AC, you can’t use 
  this ability. If you are a dwarf or a gnome, you can use this 
  ability twice per day.
  Student of Giantkind: You’ve always been fascinated by 
  the giant races, and have devoted a considerable amount of 
  time to studying their history and societies, gaining insight 
  into the way they think and use their abilities. You gain a 
  +1 trait bonus on Diplomacy checks against creatures with 
  the giant subtype and a +1 trait bonus on Knowledge (local) 
  checks regarding creatures with the giant subtype, and one 
  of these skills (your choice) becomes a class skill for you. In 
  addition, you know the Giant language (this does not count 
  toward your number of languages).
  Trunau Native: You were born and raised in the town 
  of Trunau, one of the few human settlements in the orc-
  dominated Hold of Belkzen. Orc attacks are an ever-present 
  threat, and like all Trunauans, you have made the Standing 
  Vow: to hold Trunau against all attackers, orc or otherwise, to 
  stand your ground, and to live free or die trying. Upon coming 
  of age, you were given a hopeknife—a small, sheathed dagger, 
  usually worn on a chain under your clothes—and taught how 
  to use it to take your own life to avoid capture by orcs, or to 
  grant the mercy of a quick death to the wounded. As a native, 
  you have served in Trunau’s militia, and fought alongside 
  Patrol Captains Kurst and Rodrik Grath. You begin play with 
  a hopeknife (a masterwork dagger), and your tenacity in the 
  face of adversity grants you a +1 trait bonus on Will saves.
  Vexing Defender: You’re trained in fighting opponents 
  that are larger than you, and you are skilled at keeping 
  them on their toes, pestering them from all directions. You 
  gain a +1 trait bonus on Acrobatics checks, and Acrobatics 
  becomes a class skill for you. In addition, you gain a +4 
  trait bonus on Acrobatics checks to move through an 
  enemy’s space without provoking an attack of opportunity, 
  provided that enemy is larger than you.
  31
  
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, and Skip 
  Williams, based on material by E. Gary Gygax and Dave Arneson.
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  Open Game Content you Distribute.
  Now that you’re trained as a giant 
  hunter, the world holds plenty of 
  opportunities to hone your skills. 
  The Giantslayer Adventure Path 
  begins with Pathfinder Adventure Path 
  #91: Battle of Bloodmarch Hill.
  You’ve mastered the basics—now it’s 
  time for an advanced class! Pathfinder 
  Campaign Setting: Giants Revisited has 
  in-depth information on some of the 
  most common and most dangerous 
  giants on Golarion.
  Once you’ve hunted down a giant, 
  you’ll have to hold your own in 
  fierce combat. Learn where you can 
  pick up some extra martial training 
  in Pathfinder Campaign Setting: Inner 
  Sea Combat.
  Familiars aren’t just for spellcasters anymore! Whether you’re looking to give 
  your familiar an archetype to make it a brutish battle companion or you’re 
  hoping to gain a familiar for a class that typically doesn’t have one, Pathfinder 
  Player Companion: Familiar Folio has you covered. Featuring all-new items, spells, 
  archetypes, tons of familiars, and more, this Pathfinder Player Companion 
  is the perfect accessory for any Pathfinder character who fancies fantastic 
  travel-sized friends and menacing magical minions.
  Would You Like to Know More?
  Being ready to face giants is only the beginning! Take the battle to the next 
  level and start putting your giant-hunting skills to use as you take on the 
  threats within these related Pathfinder products!
  Next Month!
  32
  
  Using Giant Equipment
  A common problem for successful giant hunters is what to do with all 
  the oversized treasure they recover from giant lairs. Magic clothing 
  and jewelry resize themselves for wearers of any size due to innate 
  magic designed to ensure they are always a comfortable fit. Weapons 
  and armor, however, don’t automatically resize. For each size category 
  too large that a wielded weapon is, the wielder takes a cumulative 
  –2 penalty and treats the weapon as one step heavier along the 
  continuum from light to one-handed to two-handed; weapons that 
  would be heavier than two-handed are impossible to wield properly.
  Resizing with Spells
  Spells can occasionally be used to solve the issue of items improperly 
  sized for the user. Polymorph any object can permanently change the 
  size of an object, and a character under the effects of enlarge person 
  or reduce person can use gear appropriate to her new size as long as 
  the spell lasts. Giant hunters also occasionally design new spells to 
  make oversized equipment more useful.
  RESIZE	ITEM
  School transmutation; Level sorcerer/wizard 3
  Casting	Time 1 standard action
  Components V, S, M (silver calipers worth 25 gp)
  Range touch
  Target one weapon or suit of armor weighing up to 25 lbs./level
  Duration 24 hours (D)
  Saving	Throw Will negates (object); Spell	Resistance yes (object)
  You alter a magic weapon or suit of armor to be up to two size categories 
  larger or smaller. If the spell on a resized suit of armor ends while the armor 
  is being worn, the armor falls off harmlessly. If the spell would cause an 
  item to grow too large for the area containing it, its growth halts just before 
  that point.
  Resize item can be made permanent with a permanency spell for 7,500 
  gp, in which case the affected object is set at one specific new size within 
  two steps of its original size.
  Resizing with Special Abilities and Items
  Magic items and special abilities that make it easier to use equipment 
  of differing sizes are uncommon, but do exist. Most are used by giant 
  warlords who want to ensure the gear used by their smaller soldiers 
  and guards can be picked up by the warlord himself if need be.
  FITTING
  PRICE	
  +2,000 GP
  AURA	faint transmutation
  CL	5th
  A fitting shield or suit of armor instantly shrinks or grows to suit the 
  size of any creature that picks it up unless it is currently worn by 
  another creature. It reverts to its original size 1 round after it leaves 
  that creature’s possession.
  CONSTRUCTION	REQUIREMENTS
  COST	+1,000 GP
  Craft Magic Arms and Armor, resize item
  RESIZING
  PRICE	
  +4,000 GP
  AURA	faint transmutation
  CL	5th
  A resizing weapon instantly shrinks or grows to 
  suit the size of any creature that picks it up unless 
  it is currently wielded by another creature. It reverts to its original size 
  1 round after it leaves its wielder’s possession.
  CONSTRUCTION	REQUIREMENTS
  COST	+2,000 GP
  Craft Magic Arms and Armor, resize item
  RING OF PERFECT SIZING
  PRICE	
  16,000 GP
  SLOT	ring
  CL	5th
  WEIGHT	—
  AURA	faint transmutation
  This lustrous gold ring is highly malleable and always fits perfectly. After 
  being worn for 24 hours, the ring allows the wearer to resize one weapon 
  or suit of armor to her size. The ring can affect any item that is no more 
  than two size categories too big or too small and that weighs no more 
  than 125 pounds. The size change lasts until 1 round after the item leaves 
  the wearer’s possession. A new item can be resized after it has been in 
  the wearer’s possession for 24 hours, causing the previously resized item 
  to return to its normal size. The resizing otherwise functions as the resize 
  item spell.
  CONSTRUCTION	REQUIREMENTS
  COST	8,000 GP
  Forge Ring, resize item
  
  Get ready to take on the biggest challenges of your adventuring career with Pathfinder Player 
  Companion: Giant Hunter’s Handbook! Whether you’re facing ogres in the untamed mountains or 
  risking the wrath of the rune giants in ancient ruins, this volume gives you everything you need 
  to even the odds against giants of every type!
  Giant Hunter’s Handbook contains player-focused, in-depth discussions preparing you to face, 
  negotiate with, and ultimately lay low some of the Pathfinder RPG’s most intimidating foes. Each 
  Pathfinder Player Companion includes new options and tools for every Pathfinder RPG player. 
  Inside this book you’ll find:
  ► A preview of the upcoming Giantslayer Adventure Path, as well as campaign traits and suggestions guaranteed 
  to aid you throughout this titanic campaign.
  ► Traits and advice for characters with backgrounds impacted by the ravages of 
  monstrous giant clans.
  ► Details on Golarion’s most famous giant-hunting organizations, as well as teamwork feats to 
  help your own giant-hunting team achieve victory and glory.
  ► New archetypes that help characters take on giants on an equal footing, including the goliath druid, 
  who can grow to giant size, and the titan fighter, who can wield oversized weapons.
  ► New equipment, feats, magic items, spells, methods for shrinking oversized giant treasure down to a useful 
  scale, and much, much more!
  This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and 
  the Pathfinder campaign setting, but can easily be incorporated into any fantasy world. 
  Take On 
  the BIG 
  Problems!
  Take On 
  the BIG 
  Problems!
  Take On 
  the BIG 
  Problems!
  Printed in U.S.A. PZO9453
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Companion/Giant Hunter's Handbook.pdf