I
must confess that I have grown somewhat tired of the Pathfinder
Player Companion line. Over
time, the line has become more and more focused on mechanical
character options, and less and less on world description and
flavour—pretty much the exact opposite of what I am personally
looking for. Several months ago, for
financial considerations, I
had to cut back on how many books I was buying and, as such, Player
Companions were amongst the
first to go. I have not purchased any of the most recent books in the
line. However, I do still have a backlog of Player
Companions to get through, and I
intend to read and review all of them.
When
I opened up Giant Hunter’s Handbook, I expected more
of the usual: new archetypes, feats, spells, etc. Those are certainly
in there, but I was pleasantly surprised by how much setting
flavour and background there is. In fact, the first new mechanical
options (in this case, new uses for skills—something these books
rarely do much with) don’t appear until page 11. Until then, it’s
entirely practical information and advice that giant hunters in the
world of Golarion need. Even when the book gets to the new feats,
spells, and so on, there is still a lot of setting information to go
with them.
The
book opens with an introduction to the most common types of giants,
separated into categories of “evil giants” and “nonevil
giants”, as well as a
sidebar with the most basic information that everyone knows about
giants. After this, the book moves into more specific details about
giants and how to effectively hunt or fight them. Each
chapter is two pages long (a typical length for Player
Companion books) and covers a
specific topic.
