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paizo.com #3807853, Mikey Vasilatos <mvasilatos81@gmail.com>, Dec 25, 2015
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CREDITS
Written and Compiled by Adam Daigle and Rob McCreary
Cover Artist Robert Mangano, Matias Tapia, and Fernanda Suarez
Contributing Artists Ekaterina Burmak, Jorge Fares, Fabio
Gorla, Ian Llanas, Robert Mangano, Maichol Quinto,
and Vicky Yarova
Cartographer Robert Lazzaretti
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Paizo Inc.
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paizo.com/pathfinder/adventurepath
REFERENCE
This book refers to several other Pathfinder Roleplaying Game products using the following abbreviations, yet these additional
supplements are not required to make use of this book. Readers interested in references to Pathfinder RPG hardcovers can
find the complete rules of these books available online for free at paizo.com/prd.
Animal Archive
Bestiary 1
Bestiary 2
AA
B1
B2
Bestiary 3
Bestiary 4
Ultimate Magic
B3
B4
UM
This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Class Guide, Pathfinder RPG Advanced Players Guide, Pathfinder RPG Advanced Race Guide, Pathfinder RPG
Ultimate Combat, and Pathfinder RPG Ultimate Magic. These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
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 worlds 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 declaration.)
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.
Giantslayer Players Guide 2015, 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.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack,
Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Inc.
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COMING TOGETHER
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CHARACTER TIPS
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For Players
For a primer on fighting giants, pick up the invaluable
Pathfinder Player Companion: Giant Hunters Handbook.
Since player characters are also going to be involved in
all manner of exploration, check out Pathfinder Player
Companion: Dungeoneers Handbook for tips on survival
while out adventuring.
Players who want to find more options for half-orc
characters in this Adventure Path should look to Pathfinder
Player Companion: Bastards of Golarion, while players who
want to play dwarves should check out Pathfinder Player
Companion: Dwarves of Golarion.
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Origins
For the purposes of the Giantslayer Adventure Path, it
doesnt matter where your character originated. The
Mindspin Mountains stretch through the Hold of Belkzen,
Varisia, Nirmathas, Nidal, and Molthune, and Lastwalls
western border is less than 50 miles from them. All of
these nations could make great homelands for characters
in this campaign.
The Mindspin Mountains attract visitors from all across
the Inner Sea, and many of these have founded settlements
either in the mountain range or only a few days travel from
the foothills. The orc-dominated city of Urglin in Varisia is
nearby and could be the hometown of a half-orc character.
While not necessary, it is strongly advised that at least
one member of the party be from Trunau, or at least be a
regular visitor whos familiar with the town. Packed full of
criminals, Freedom Town could be a great hometown for a
character with a checkered past. Dwarves in this campaign
could hail from Janderhoff, Glimmerhold, or Kraggodan.
On either side of the Bloodsworn Vale sit the lumber and
mining settlement of Skelt and the Varisian city-state
of Korvosa, both of which make good hometowns for
characters in this Adventure Path. A little over a hundred
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R aces
Western Avistan is still a thinly inhabited frontier in many
places. While it is home to humanoids of all types, humans
are the most common race found in this region. Halforcs are also fairly common, as are dwarves, half lings,
gnomes, elves, and half-elves. Dwarves and gnomes
defensive training racial trait makes both of these races
strong choices for this Adventure Path. In addition, players
making half ling characters for this campaign should
check out the underfoot alternate racial trait, which gives
them bonuses when f ighting foes larger than themselves.
Among the humans, Varisians, Chelaxians, and Taldans
are the most common ethnic groups in the region. However,
it wouldnt be out of place to find Kellids or Ulfens who have
followed adventure south and made their way to Trunau
on their journey. Likewise, characters can come to this
campaign from anywhere in the Inner Sea region.
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Traits
In addition to the campaign traits below and those found in
Giant Hunters Handbook, many other traits are also suitable
for characters in the Giantslayer Adventure Path. Dwarves
of Golarion includes two regional traits for characters from
the Mindspin Mountains: blooded and coin hoarder.
The highlander regional feat from the Advanced Players
Guide helps a character stay stealthy in rocky areas, and
the Rise of the Runelords Anniversary Edition Players Guide
includes the giant slayer traitbecause this is a campaign
trait from another Adventure Path, see how your GM feels
about allowing this trait in the Giantslayer Adventure Path.
Characters from Varisia could also choose the regional
recluse trait from Pathfinder Player Companion: Varisia,
Birthplace of Legends.
Religion
Religion doesnt play a huge part in this Adventure Path,
but that doesnt mean you should go adventuring without a
cleric. If your character is from Trunau, he might worship
Iomedae or Abadar, as both of those faiths have a presence
in town. Since hunting is important to Trunau (and the wild
lands of western Avistan as a whole), followers of Erastil
would also be common in the region. Because of the travel
element in this Adventure Path, Desna is an excellent deity to
worship, and Gorum is a good choice for a cleric concerned
with warfare. Torag is a good option not only for dwarves,
but also for any righteous characters who value protection,
strategy, and creation.
CAMPAIGN TRAITS
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trait bonus on Ref lex 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 itif you are denied your Dexterity bonus to AC,
you cant use this ability. If you are a dwarf or a gnome, you
can use this ability twice per day.
Student of Giantkind: Youve 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 orcdominated 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 hopeknifea small, sheathed dagger,
usually worn on a chain under your clothesand 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 Trunaus 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: Youre 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 enemys space
without provoking an attack of opportunity, provided that
enemy is larger than you.
History of Trunau
Since its border was first established after the defeat of
the Whispering Tyrant in 3828 ar, the Hold of Belkzen
has steadily expanded south into Lastwall, pushing back
line after line of crusaders and leaving countless miles
of shattered border fortresses to rot within the orc-held
territory. In 4515, beleaguered soldiers and farmers pushed
to the limit by nearly 300 years of active war since the
fall of Harchists Blockade crafted a new border dubbed
the Hordeline, a sad affair consisting of little more than
earthen ramparts and wooden palisades, and made their
stand along the Kestrel River. Still, it held long enough for
those communities behind it to feel some measure of hope
that the orc menace had finally been halted.
It was not to be. Shortly after the Hordelines construction,
its western stretch fell, and orcs f looded south into Lastwall.
The commanders of Lastwall reluctantly ordered yet another
general evacuation, pulling back to a new border farther east,
and leaving those residents in the relinquished territory to
f lee to safety with whatever they could carry, desperate to
stay one step ahead of the rampaging orcs.
Yet not everyone f led. Enraged by what they saw as
Lastwalls cowardly betrayal, the farmers and retired
crusaders in the placid settlement of Trunau refused to run.
Positioned on top of a rocky, naturally defensible plateau
called Bloodmarch Hill, the community dug in, sharpening
stakes and digging pits, their numbers swelling with refugees
and soldiers unwilling to retreat and abandon their friends.
When the orcs inevitably arrived, they found their ferocity
more than matched by that of Trunaus defenders, and after
taking heavy losses assaulting the cliffs and log palisades,
the invaders retreated south to loot vacated settlements.
Heady with victory, the surviving residents made a pact,
known today as the Standing Vow (or simply the Vow): to
hold their land against all comers, paying tribute neither to
raiding orcs nor to the armies of neighboring nations. They
would stand their ground and live free, no matter the cost.
For the last couple centuries, the people of Trunau have
held to this oath, and its a matter of great pride that despite
catastrophic raids and the rigors required by life in hostile
territory, the town has never fallen. Even more important to
some, however, is that unlike Freedom Town to the northa
TRUNAU GAZETTEER
Trunau
One of only two non-orc settlements in Belkzen, Trunau is
a predominantly human community of sturdy farmers and
resolute warriors adrift in a monstrous sea of orcs who would
as soon kill them as trade with them. Its people survive
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Life In Trunau
Living under constant threat, the people of Trunau have
come to embrace death as simply another part of life. This
doesnt mean that all of the inhabitants are totally at peace
with their own mortality, but simply that they recognize
theirs is a dangerous existence, and thus strive to live their
lives to the fullest without worrying unduly about which
raid or unfortunate accident may f inally claim them.
Perhaps the best symbol of thisand certainly the one
that most captures the imagination or outsidersis the
tradition of the hopeknife. Carried by every resident of
Trunau, a hopeknife is a small sheathed dagger, usually
worn on a chain underneath ones clothes, though
young adults recently come of age often display theirs
ostentatiously. The tradition of the hopeknife comes out
of Trunaus understanding that capture by orcs is often
far worse than a quick death, and thus all residents need
to be prepared to take their own lives or offer mercy to
the wounded in the event of capture. Ironically, what
was originally a grim necessity has become a symbol of
adulthood and independence, and many children wait
impatiently for their twelfth birthdays, on which theyre
presented with their own hopeknives and shown which
arteries to cut should they or their loved ones fall into
enemy hands. Hopeknives are always kept well sharpened,
and never used for anything but their intended purpose,
though spouses often trade knives as part of a marriage
ceremony.
After defense, and with water already handled by the
Hopespring, food is the biggest issue in Trunau. The town
maintains many f ields, with border patrols and guards
posted in temporary watchtowers at their edges, and focuses
on crops that can be stored for long periods, allowing them
to maintain extensive stores so as to be ready in case of a
siege. Since fields are easily burned, however, the town also
relies heavily on its hunters and trappersduring periods
of more active conf lict with the orcs, these often join with
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Belkzen Dates
The Hold of Belkzen, where the Giantslayer Adventure Path
begins, has a long and storied history, and the orc hordes
have on several occasions pushed the knights of Lastwall
southward, forcing the humans to repeatedly redraw their
nations borders. Unfortunately, the multiple retreats have also
resulted in some contradictory dates across multiple products.
In particular, Pathfinder Campaign Setting: Belkzen, Hold
of the Orc Hordes lists an erroneous date for the fall of the
Hordeline. The correct date for the fall of the Hordeline is
4517ar, not 4524 ar, as listed in the print volume. The pdf of
that product has been updated to incorporate the correct date,
and the Giantslayer Adventure Path uses that date as well.
The dates in the updated Pathfinder Campaign Setting:
Belkzen, Hold of the Orc Hordes pdf also supercede those
originally given in The Hold of Belkzen article in Pathfinder
Adventure Path #11.
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Mountain Terrain
ENVIRONMENTAL
CONSIDERATIONS
Hills Terrain
A hill can exist in most other types of terrain, but hills can
also dominate the landscape. Hills terrain is divided into
two categories: gentle hills and rugged hills. Hills terrain
often serves as a transition zone between rugged terrain
such as mountains and f lat terrain such as plains.
Gradual Slope: This incline isnt steep enough to affect
movement, but characters gain a +1 bonus on melee attacks
against foes downhill from them.
Steep Slope: Characters moving uphill (to an adjacent
square of higher elevation) must spend 2 squares of
movement to enter each square of steep slope. Characters
running or charging downhill (moving to an adjacent
square of lower elevation) must succeed on a DC 10
Acrobatics check upon entering the f irst steep slope
square. Mounted characters make a DC 10 Ride check
instead. Characters who fail this check stumble and must
end their movement 1d2 5 feet later. Characters who fail
by 5 or more fall prone in the square where they end their
movement. A steep slope increases the DC of Acrobatics
checks by 2.
Cliff: A cliff typically requires a DC 15 Climb check to
scale and is 1d4 10 feet tall, although the needs of your map
might mandate a taller cliff. A cliff isnt perfectly vertical,
taking up 5-foot squares if its less than 30 feet tall and 10foot squares if its 30 feet or taller.
Light Undergrowth: Sagebrush and other scrubby bushes
grow on hills, although they rarely cover the landscape. Light
undergrowth provides concealment and increases the DC
of Acrobatics and Stealth checks by 2.
Other Hills Terrain Elements: Trees arent out of place in
hills terrain, and valleys often have active streams (5 to 10 feet
wide and no more than 5 feet deep) or dry streambeds (treat
as a trench 5 to 10 feet across) in them. If you add a stream
or streambed, remember that water always f lows downhill.
Stealth and Detection in Hills: In gentle hills, the
maximum distance at which a Perception check for detecting
the nearby presence of others can succeed is 2d10 10 feet.
In rugged hills, this distance is 2d6 10 feet.
Hiding in hills terrain can be diff icult if there isnt
undergrowth around. A hilltop or ridge provides enough
cover to hide from anyone below the hilltop or ridge
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Mountain Travel
High altitude travel can be extremely fatiguingand
sometimes deadlyto creatures that arent used to it. Cold
becomes extreme, and the lack of oxygen in the air can wear
down even the most hardy of warriors.
Acclimated Characters: Creatures accustomed to high
altitude generally fare better than lowlanders. Any creature
with an Environment entry that includes mountains
is considered native to the area and acclimated to the
high altitude. Characters can also acclimate themselves
by living at high altitude for a month. Characters who
spend more than two months away from the mountains
must reacclimate themselves when they return. Undead,
constructs, and other creatures that do not breathe are
immune to altitude effects.
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15. COPYRIGHT NOTICE
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, Skip Williams, based on material by E. Gary Gygax
and Dave Arneson.
Giantslayer Players Guide 2015, Paizo Inc.; Authors: Adam Daigle and Rob
McCreary.
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