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Though guests are still rare, the aptly named Ramblehouse now houses a sizable chunk of the towns half ling population, as well as many boarders of other races. Cham, still the head innkeeper, also makes a good living off siege fees, and is thus fond of cutting deals to other half lings and members of right-sized races with the only annoyance being her tendency to play matchmaker for available guests.
Longhouse: The largest structure in town, the Longhouse is the central meeting house of Trunau, hosting both council meetings and, on days when the weather is foul, all of the various training sessions and celebrations normally held in the Commons.
In addition to its great common room for feasts and meetings, the structure also contains several barracks where young unmarried warriors of either gender can live in order to focus more on their militia training.
Chief among these is Jagrin Grath, who despite his simple chosen title of Patrol Leader is the councilor in charge of 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. The correct date for the fall of the Hordeline is ar, not 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.
After the death of his wife also a talented ranger and warriorat the hands of an orc raiding party, he and his sons moved into the Longhouse and devoted themselves to protecting the town, counter- raiding the orcs who would victimize them, and training all Trunau residents in the soldiering arts, to ensure that no more families are sundered.
In addition to personally leading patrols, hes in charge of organizing and posting the watchtower rotations and helping Councilor Kessen Plumb make sure that the vast stores of siege rations, weapons, and potions in the longhouses extensive basement remain viable.
With the exception of the siegestone, which is far too heavy to be moved without a block and tackle, all of the stores beneath the Longhouse are kept under lock and key, with only the six councilors having copies of that key.
Trunau Countinghouse: When Lastwall f irst abandoned Trunau, an Abadaran tax collector in the region named Barran Crumkin decided to go rogue and cast his lot with the Trunau residents, whom he saw as epitomizing his faiths struggle to promote civilization in the face of barbarity. He gathered other like-minded merchants in the town and founded the Trunau Countinghouse, a bank where the locals could safely deposit their wealth and earn interest instead of hiding it in their houses and potentially losing it to orc raids.
Orisons Hunters learn a number of orisons, or 0-level spells, as noted on Table: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Animal Companion Ex At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid.
This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability which is part of the nature bond class feature. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.
If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives.
Animal Focus Su At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time. The hunter can also apply one of these aspects to her animal companion.
Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action. Bat: The creature gains darkvision to a range of 60 feet.
At 8th level, the range increases by 30 feet.
At 15th level, the creature also gains blindsense to a range of 10 feet. Mouse: The creature gains evasion , as the rogue class feature. At 12th level, this increases to improved evasion , as the rogue advanced talent. Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level. Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level.
The range doubles if the opponent is upwind, and is halved if the opponent is downwind.
Ward Aspects When a character in tune with nature comes upon an area that a kami could ward but that is lacking a guardian, she has the option of making that area her ward in a symbiotic relationship. Whenever a character with the animal focus class feature is within feet per class level of one of the wards listed below, she can use the associated ward aspect instead of one of the normal options for her animal focus class feature.
Hunters can apply the benefits of a ward aspect to themselves, but not to their animal companions. If a character with the animal focus class feature spends 30 minutes meditating while within 10 feet per class level of the ward, she attunes herself to that ward. A character attuned to a ward can use the associated ward aspect while within 1 mile per class level. A character can be attuned to only one ward at a time, but depending on her surroundings, she could choose from among multiple wards.
A character with the second animal focus class feature can still only use one ward aspect at a time, no matter how many aspects she has available to her.
The following ward aspects are available to characters who meet the conditions described above. Source PPC:WO Nature Training Ex A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion. Wild Empathy Ex A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person.
The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy , the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a —4 penalty on the check.
She does not need to meet the prerequisites for this feat. If she chooses Outflank , she automatically grants this feat to her animal companion as well. Hunter Tactics Ex At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. Teamwork Feat At 3rd level and every 3 levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement.
The hunter must meet the prerequisites of the selected bonus teamwork feat. As a standard action , the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier minimum 1.