best melee for giantslayer


Advice

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Cavall wrote:

Scott, king Arthur didn't even know that sword was for him and it WAS a campaign built around him. You picked the actual worst example.

And no. Building something around a magic item you plan to get is one thing. Building it around a magic item you were told is in the game is a spoiler.

The King Arthur character didn't know. But that doesn't mean his player didn't know, and his GM surely knew. Metagaming is a 2 way street. There's nothing wrong with a player knowing something the character doesn't know as long as he doesn't inappropriately use player knowlege to play the character.

And building a character around magic items you plan to get is a bad idea if you don't vet your idea with the GM. You should only build your characters around magic items you are told at least are likely to be found in the game.


With all due respect, I don't think it makes a huge impact on the game to simply construct a warrior to be able to use the big golden woobie weapon in a campaign that is designed to give said weapon to PC's.

The PC's are going to stumble upon the weapon in the campaign, and it's not even foreshadowed in the books. There's no real buildup, you just find it and activate it. I know because I ran the AP all the way through. And activating it is something you'd do anyway, because of the story.

Silver Crusade

It sounds like the OP has decided. That said, it pains me to see a melee character (who intends to oppose giants, no less!) choose a two handed weapon that lacks reach. Like, why? In most every conceivable combat situation any two-handed reach weapon is superior.

It's fine to deliberately choose an inferior option based on style and appearance, but definitely know that's what you are doing.


Once the giants get tall enough, the reach option isn't going to help anyways. You can only suffer for movement once.


Cavall wrote:
Once the giants get tall enough, the reach option isn't going to help anyways. You can only suffer for movement once.

If you work at it, you can beat giants at reach but it will take specific options. Like a storm giant has 15 feet of reach, but an aberrant bloodrager under longarm and enlarge person threatens up to 30' away and a Kinetic Whip on a character with an active Kinetic form threatens at 20' (30' once you hit level 16).


Magda Luckbender wrote:

It sounds like the OP has decided. That said, it pains me to see a melee character (who intends to oppose giants, no less!) choose a two handed weapon that lacks reach. Like, why? In most every conceivable combat situation any two-handed reach weapon is superior.

It's fine to deliberately choose an inferior option based on style and appearance, but definitely know that's what you are doing.

It's simple. That is what is inside the Giantslayer campaign. If you want to blame anyone for a bad weapon choice, blame the authors of the AP.


PossibleCabbage wrote:
Cavall wrote:
Once the giants get tall enough, the reach option isn't going to help anyways. You can only suffer for movement once.
If you work at it, you can beat giants at reach but it will take specific options. Like a storm giant has 15 feet of reach, but an aberrant bloodrager under longarm and enlarge person threatens up to 30' away and a Kinetic Whip on a character with an active Kinetic form threatens at 20' (30' once you hit level 16).

The OP isn't either of those. So as its moot as far as this topic goes.

Silver Crusade

Cavall wrote:
PossibleCabbage wrote:
Cavall wrote:
Once the giants get tall enough, the reach option isn't going to help anyways. You can only suffer for movement once.
If you work at it, you can beat giants at reach but it will take specific options. Like a storm giant has 15 feet of reach, but an aberrant bloodrager under longarm and enlarge person threatens up to 30' away and a Kinetic Whip on a character with an active Kinetic form threatens at 20' (30' once you hit level 16).
The OP isn't either of those. So as its moot as far as this topic goes.

In order of availability:

Reach weapons can be used by anyone: 10ft reach.
Enlarge Person can be used by anyone: 15 ft reach.
Lashing Shadowcraft Weapons can be used by anyone with enough money: 20ft reach.
Longarm can be used by anyone with enough ranks in UMD: 25ft reach.
Lunge can be used by anyone with +6 BAB and a feat to spare: 30ft reach.

Honestly, it's not that difficult to outreach giants with any character.


You get it's a fighter right? Not a kinetic anything or bloodrager ot someone with UMD or a ton of money for shadow craft items?

It's a fighter. The OP made a fighter.

And pointing out enlarge person is ALSO moot because it doesnt matter what class he takes to get it cast on him. So it has no bearing on the weapon he chooses. Itll add 5 regardless when and if someone casts it on him.

Lunge is basically the only point made.

Again, people, help the OP.

Silver Crusade

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Fighters can use reach weapons.
Fighters can drink potions of Enlarge Person.
Fighters can spend money on Shadowcraft weapons (since weapons and armors are the main costs for Fighters).
Fighters can put ranks in UMD, take a trait that makes it a class skill and buy a Wand Key Ring and a wand of Longarm.
Fighters can take Lunge.

So yeah, I am helping the OP by telling them how Fighters can overcome one of the giants' main strengths: reach. How is your "count of points made" actually helping the OP?


How is reminding people that he isn't playing a blood rager or kinectisist helping? Oh I dont know. Maybe by reminding people he is playing a fighter.

But yeah, for sure all the points are going into UMD as well as all his cash. Solid plan that should totally pay off in 10 levels. I'm sure the OP will keep it in mind.

Thanks for helping


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Well, I mean, if the OP has decided on a character the point of the thread carrying on, if there is one, is to leave thoughts for someone who finds this thread wondering what they should play in Giantslayer.

Silver Crusade

Cavall wrote:

How is reminding people that he isn't playing a blood rager or kinectisist helping? Oh I dont know. Maybe by reminding people he is playing a fighter.

But yeah, for sure all the points are going into UMD as well as all his cash. Solid plan that should totally pay off in 10 levels. I'm sure the OP will keep it in mind.

Thanks for helping

How are 3750gp for a wand, that might spare you from a AoO every time you attack, and a magical item, "all his cash"?

How are 5 ranks in UMD "all the points"?

How is investing in UMD, universally known as one of the most powerful skills in the game, second in utility only to Perception, a obviously bad idea?

How is your sarcasm helping the OP and/or any other person coming on this thread to get Advice on how to deal with giants (and, by extension, with high reach)?


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Like if we're talking about "what melee-based character is good at fighting giants" someone who is really, really good at reach games is a very strong choice. Being able to full attack giants, who need to provoke an AoO in order to hit you once is a strong choice. Giants are good at 2 things: HP sponges and "damage when they hit", so mostly your objective is to not get hit by them.

Now getting more than 20' of reach does require you to pick some specific things, but there are nonetheless a bunch of ways to do this.


I dunno guys. Use Magic Device generally isn't useful until you are in the double digit levels, since the DC's are so very high you can't count on making the rolls until then. Generally, the only people who CAN pull it off are those that have really high Charisma. Most warrior types don't. The only one that does come to mind is a Paladin.

I dunno, I wouldn't worry about reach etc. I find just using a character trait to grab Acrobatics as a class skill, then using it to get in close to monsters with reach works like a charm. Much less complicated and less expensive overall than what you guys have been pushing. To that end, a straight up Fighter works well, since you get to reduce the armor check penalty as you level up. Also mithril armor and the Armor Expert character trait.

If you are worried about AC, just have a friendly Wizard craft some magic items for you. It's not all that hard.


Acrobatics DCs to avoid AoOs are harder than UMD DCs to activate wands. By quite a bit actually - hill giants start at CMD 24, other giants go up rapidly from there, and a wand is a flat DC 20. Minimising the penalty from armor to acrobatics is helpful but it only stops it getting even harder relatively speaking. UMD has nothing analagous to an armor check penalty.

Potions of enlarge person are dirt cheap and require no skill at all to use of course.

Silver Crusade

avr wrote:

Acrobatics DCs to avoid AoOs are harder than UMD DCs to activate wands. By quite a bit actually - hill giants start at CMD 24, other giants go up rapidly from there, and a wand is a flat DC 20. Minimising the penalty from armor to acrobatics is helpful but it only stops it getting even harder relatively speaking. UMD has nothing analagous to an armor check penalty.

Potions of enlarge person are dirt cheap and require no skill at all to use of course.

Not to mention that a Wand Key Ring is relatively cheap (only 3k) and halves the DC to activate a specific wand. Throw in a trait that adds +1 to UMD and makes it a class skill, a single rank in UMD and you start from +15 on the check vs DC 20.


Piccolo wrote:

I dunno guys. Use Magic Device generally isn't useful until you are in the double digit levels, since the DC's are so very high you can't count on making the rolls until then. Generally, the only people who CAN pull it off are those that have really high Charisma. Most warrior types don't. The only one that does come to mind is a Paladin.

I dunno, I wouldn't worry about reach etc. I find just using a character trait to grab Acrobatics as a class skill, then using it to get in close to monsters with reach works like a charm. Much less complicated and less expensive overall than what you guys have been pushing. To that end, a straight up Fighter works well, since you get to reduce the armor check penalty as you level up. Also mithril armor and the Armor Expert character trait.

If you are worried about AC, just have a friendly Wizard craft some magic items for you. It's not all that hard.

I like to just dip a level in the class whose spell list has the Wand I want and not even mess around with UMD.


avr wrote:

Acrobatics DCs to avoid AoOs are harder than UMD DCs to activate wands. By quite a bit actually -

Potions of enlarge person are dirt cheap and require no skill at all to use of course.

Nope. You forget that most warrior types have a high BAB, dexterity, etc. Most warrior types do not have a high Charisma, meaning UMD is much harder for them.


BAB is not relevant to skills (unless you get owl style or versatile training, neither of which gets greater than maxing the skill), and almost none have a dex mod 10 points higher than their cha mod - the difference between the CMD of a stone giant and the DC of activating a wand.


I mean, the problem I see with acrobatics versus reach as a means to melee giants is that using one's move action to close and avoiding AoOs with acrobatics leaves you open to full attacks on the giant's turn. Whereas sitting more than 5' outside of their reach, they have to spend a move action (and probably provoke) in order to attack you once.

I do not think you want to eat a lot of full attacks from giants.

I mean, Paizo usually does not give giants reach weapons (but if your GM changes it up so they do have them, getting in the hole of the donut is a good idea, but otherwise you're dealing with 10' of reach until you start getting in the double digit levels.


Uhm, no offense, but I ran Giantslayer. The PC's were mowing them down once they got their AC up and various enchantments on their MELEE weapons.

I couldn't hit them for love nor money. I tried. And what little got through was usually healed up by the Cleric and Bard. My only hope was a critical hit, and that doesn't come around all that often with NPC's.


avr wrote:
BAB is not relevant to skills (unless you get owl style or versatile training, neither of which gets greater than maxing the skill), and almost none have a dex mod 10 points higher than their cha mod - the difference between the CMD of a stone giant and the DC of activating a wand.

It is to CMB and the like. Dexterity tends to kick in to help with Acrobatics, you know. It also helps with CMD.

Point is, UMD is no solution when your Charisma sucks and you don't have class access naturally, which most classes don't. Warriors tend to have terrible Charisma in the first place, and are far more likely to have a high Strength or Dexterity instead, so wouldn't it make more sense to go with that instead of trying to pull off something that requires you to buy a charged item and blow a standard action when you can just Acrobatics your way in past a monster's reach induced attacks of opportunity and just pound the bejeezus out of said giant?


I feel like with UMD since we're only trying to hit a DC 20 here to use a single wand (of longarm) it's not that hard to do:

Choose a trait that gives UMD as a class skill (Dangerously Curious or the Artifact Hunter trait from the Giantslayer player's guide) which also gives you a +1, then put a single rank into it for a +4, then buy a wand key ring keyed to a wand of longarm (costs 3000 gp, cheap at higher levels) and then you are at +15 trying to hit a DC of 20 even if your Charisma is 10. 4 skill ranks gets you to a 95% chance of success (and is also half of the prerequisite for the "teleportation mastery" feat, in case you want your fighter to cast dimension door ever).


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Piccolo wrote:
avr wrote:
BAB is not relevant to skills (unless you get owl style or versatile training, neither of which gets greater than maxing the skill), and almost none have a dex mod 10 points higher than their cha mod - the difference between the CMD of a stone giant and the DC of activating a wand.

It is to CMB and the like. Dexterity tends to kick in to help with Acrobatics, you know. It also helps with CMD.

Point is, UMD is no solution when your Charisma sucks and you don't have class access naturally, which most classes don't. Warriors tend to have terrible Charisma in the first place, and are far more likely to have a high Strength or Dexterity instead, so wouldn't it make more sense to go with that instead of trying to pull off something that requires you to buy a charged item and blow a standard action when you can just Acrobatics your way in past a monster's reach induced attacks of opportunity and just pound the bejeezus out of said giant?

CMB doesn't help when you're trying to get past a giant's reach. Nor does your CMD unless the giant is trying to trip you or something. What matters is your acrobatics vs. the DC, which is the giants CMD. If your acrobatics skill is 11 points lower than their CMD (30, so +19, in the case of the smallest Huge giant) then you have a 50/50 shot at not taking the AoO. If your UMD skill is 11 points lower than the wand DC (20, so +9) you likewise have a 50/50 shot of not taking the AoO.

Piccolo, do the math. Just because your bonus is higher doesn't mean your chance of success is higher!


avr wrote:
Piccolo wrote:
avr wrote:
BAB is not relevant to skills (unless you get owl style or versatile training, neither of which gets greater than maxing the skill), and almost none have a dex mod 10 points higher than their cha mod - the difference between the CMD of a stone giant and the DC of activating a wand.

It is to CMB and the like. Dexterity tends to kick in to help with Acrobatics, you know. It also helps with CMD.

Point is, UMD is no solution when your Charisma sucks and you don't have class access naturally, which most classes don't. Warriors tend to have terrible Charisma in the first place, and are far more likely to have a high Strength or Dexterity instead, so wouldn't it make more sense to go with that instead of trying to pull off something that requires you to buy a charged item and blow a standard action when you can just Acrobatics your way in past a monster's reach induced attacks of opportunity and just pound the bejeezus out of said giant?

CMB doesn't help when you're trying to get past a giant's reach. Nor does your CMD unless the giant is trying to trip you or something. What matters is your acrobatics vs. the DC, which is the giants CMD. If your acrobatics skill is 11 points lower than their CMD (30, so +19, in the case of the smallest Huge giant) then you have a 50/50 shot at not taking the AoO. If your UMD skill is 11 points lower than the wand DC (20, so +9) you likewise have a 50/50 shot of not taking the AoO.

Piccolo, do the math. Just because your bonus is higher doesn't mean your chance of success is higher!

I have. In almost every instance in Giantslayer, Acrobatics worked. I watched it happen, time and again. Seriously dude, I ran the entire campaign from start to finish. AGAIN, I couldn't lay a finger on the PC in question. And it wasn't for lack of trying, or ganging up, or flanking, or whatever. Put simply, UMD is not good enough, and is not only overly complicated, it works out to a lot more money spent to do the same damn thing that Acrobatics does.

Try this math out:
Acrobatics as a class skill
A decent Dexterity
Mithril plate armor
Fighter class, standard.

It works. Plain and simple, and you don't have to blow gold on charged items that eventually get used up, and it's reliable.

UMD is not. It also uses up standard actions. Plus, once you get in close with Acrobatics, you can cut loose with iterative attacks.

Liberty's Edge

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Piccolo wrote:
avr wrote:
Piccolo wrote:
avr wrote:
BAB is not relevant to skills (unless you get owl style or versatile training, neither of which gets greater than maxing the skill), and almost none have a dex mod 10 points higher than their cha mod - the difference between the CMD of a stone giant and the DC of activating a wand.

It is to CMB and the like. Dexterity tends to kick in to help with Acrobatics, you know. It also helps with CMD.

Point is, UMD is no solution when your Charisma sucks and you don't have class access naturally, which most classes don't. Warriors tend to have terrible Charisma in the first place, and are far more likely to have a high Strength or Dexterity instead, so wouldn't it make more sense to go with that instead of trying to pull off something that requires you to buy a charged item and blow a standard action when you can just Acrobatics your way in past a monster's reach induced attacks of opportunity and just pound the bejeezus out of said giant?

CMB doesn't help when you're trying to get past a giant's reach. Nor does your CMD unless the giant is trying to trip you or something. What matters is your acrobatics vs. the DC, which is the giants CMD. If your acrobatics skill is 11 points lower than their CMD (30, so +19, in the case of the smallest Huge giant) then you have a 50/50 shot at not taking the AoO. If your UMD skill is 11 points lower than the wand DC (20, so +9) you likewise have a 50/50 shot of not taking the AoO.

Piccolo, do the math. Just because your bonus is higher doesn't mean your chance of success is higher!

I have. In almost every instance in Giantslayer, Acrobatics worked. I watched it happen, time and again. Seriously dude, I ran the entire campaign from start to finish. AGAIN, I couldn't lay a finger on the PC in question. And it wasn't for lack of trying, or ganging up, or flanking, or whatever. Put simply, UMD is not good enough, and is not only overly complicated, it works out to a lot more money spent to do...

First off, Mithral Full Plate is definitely going be more expensive than the suggested UMD uses. But lets do the maths for your acrobatics here - lets say you start as a 14 dex fighter (I can't see you going higher than that if you're using STR for attack and damage), have 0 ACP from mithral full plate and armour training, max ranks in Acrobatics, and have purchased boots of elvenkind for a +5 competence bonus, and have a +2 enhancement bonus to dex. This has now cost you at around 19,500 gp - far more than the UMD suggestion. At level 9, lets say, what is your acrobatics:

9 ranks + 3 dex + 3 class skill + 5 competence = +20 acrobatics

Lets not put this up against someone scary, just an equal CR giant - not a boss. A Frost Giant, only Large sized, has a 29 CMD - so you have to roll a 9 to succeed, giving you only a 60% success chance. Now lets say you go up against a boss - a Taiga Giant, APL+3 CR - so a big boss fight. They have a CMD of 39, so you need a 19 to succeed - a 10% success chance. Or if you take that Frost Giant and give them 3 fighter levels, they'll likely by CMD 29 base + 3 bab + 2 strength + 1 dex (from gaining class levels) = CMD 35 minimum, giving you a 30% chance of success.

The point is, without extreme optimization, you just can't reliably succeed with Acrobatics checks against even standard Bestiary giants of appropriate CR. At that same level, however, with UMD, you can. Lets say you're an 8 CHA fighter at level 9 - you had bought a wand key ring of 3000gp, taken a trait to make it a class skill, and invested the minimum ranks you need. For a grand total cost of 3k gp + 750gp for the wand, you have a UMD of:

6 (ranks) - 1 (charisma) + 1 (trait) + 3 (class skill) + 10 (wand key ring) = +19, and so you cannot fail to activate it. For far under half the price, you can easily full-attack that Taiga giant from before without provoking an AoO - either with a potion of enlarge person or a reach weapon.

The point is, you can complain all you want about how Acrobatics is simpler, but it's going to be more difficult to optimize the Acrobatics, less effective, and more expensive than simply investing in UMD - the maths doesn't lie.


I’m not sure if the OP has selected his character yet, but based on our ludicrous 8 man Giantslayer party, the best builds are:
1. Dwarven warpriest/monk/sky seeker (?) prestige class, with a reach hammer (cheese supreme)
2. Longarm drinking, 2 weapon fighting Investigator
3. Dedicated archery cleric (helped by the huge size of rooms and giants not being very fast)
4. 2 handed weapon Paladin

What really causes the referee to cry is the layering of buffs from different characters, Because the AP doesn’t mix up creature types much, with specialised weapons and spells. (Hunter’s Blessing) plus bard song and a debuffing witch we are rocking an additional +5 - 10 on all attacks against giants.

Silver Crusade

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Piccolo wrote:

Oh, it wasn't extreme AC. The players did have a magic item crafter, but I limited them to crafting pluses that were lower than the normal magic item crafting rules by mistake.

And to be frank, avr, this wasn't anything about how the results should be, it was exactly what happened. Your snide commentary aside, this simple formula worked.

And I quote, "Don't be a dick."

Not to be rude, but you are the same guy that, by your own admission, considers Full plates mechanically as Bleastplates-with-additional-pieces, models crafting times on "realism" rather than using Craft rules, and uses real life examples to trump RAW. Honestly, I don't see how anyone could trust your anecdotal "evidence" based on your own home games.

Math clearly says the opposite of what you have been claiming, so if it doesn't reflect what happened in your game, then there must be something off with how you ran it.


WHILE not totally min/maxed, this character was played through mummies mask. with some slight modifications I've made him an excellent GIANTSLAYER.

Ebeneezer Giant-Scourge 7th:

Male rakshasa-spawn tiefling fighter (trench fighter) 3/gunslinger (mysterious stranger) 1/paladin (holy gun, undead scourge) 2/swashbuckler (mouser)
*(Pathfinder Player Companion: Blood of Fiends 23, Pathfinder RPG Advanced Class Guide 56, 125, Pathfinder RPG Advanced Player's Guide 117, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 9, 51, 63)
LG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+5 armor, +4 Dex, +1 dodge, +1 natural, +1 shield; +2 deflection vs. evil) you can add +4 w/ mobility, +4 w/ Flash & Shock, +2 w/ armor of the pit, +2 w/ gunslingers dodge, +4 w/ Dodging Panache
hp 66 (7d10+14)
Fort +13, Ref +12, Will +8 (+1 vs. fear); +2 trait bonus vs. charm and compulsion, +2 trait bonus against death effects.; +2 resistance vs. evil
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee (L) mwk rapier +12/+7 (1d8/18-20)
Ranged (L) giantsbane d/b pistol +10/+10/+5 (2d6+13/×4 plus 2d6 vs. )
Special Attacks deeds (deadeye, focused aim, gunslinger's dodge), deeds (derring-do, dodging panache, underfoot assault), grit (8), panache (8), powerful build
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 10, Wis 12, Cha 17
Base Atk +7; CMB +7; CMD 22
Feats Deadly Aim, Dodge, Extra Grit[UC], Gunsmithing[UC], Mobility, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Weapon Focus (double-barreled pistol)
Traits birthmark, reactionary, resurrected
Flaws arrogant, tactless
Skills Acrobatics +12, Bluff +1, Craft (firearms) +5, Diplomacy -1, Perception +11, Perform (Shootist) +5, Ride +9, Sleight of Hand +8
Languages Abyssal, Common
SQ divine deed: smiting shot, fiendish sprinter[ARG], gunsmith, lay on hands 4/day (1d6), prehensile tail[ARG], swashbuckler finesse, trench warfare, umbral unmasking
Other Gear mithral kikko armor[UC], mithral buckler, giantsbane d/b pistol[UC], bolas bolts (10), dragon's breath cartridge[UC] (10), mwk rapier, belt of physical might +4 (Dex, Con), handy haversack, 32,807 gp, 8 sp
--------------------
Tracked Resources
--------------------
Alchemical cartridge (dragon's breath) - 0/10
Bolas bolts - 0/10
Grit Pool (8/day) - 0/8
Lay on Hands (1d6 hit points, 4/day) (Su) - 0/4
Panache Pool (8/day) - 0/8
--------------------
Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Deeds
Divine Deed: Smiting Shot Use 1 grit, add Cha to hit & Pal level to dam on 1 firearm att. x2 vs. some foes.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Justice/Law Variant Channeling (±1 Sacred) Perception, Sense Motive, attack & save bonus/zone of truth
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Powerful Build Can function as one size larger where advantageous.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rapid Reload (Double-barreled pistol) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Trench Warfare (Ex) +2 to AC bonuses from cover.
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
USE LARGE WEAPONS YOU CAN USE A LARGE FREAKING DOUBLE BARRELED PISTOL
--------------------

TACTICS: Gets adjacent to targets provoking AoO when shooting them. Build is set up to draw AoO's. As a full round action you can fire both barrels, rapid reload and fire both barrels again (rapid shot), taking a -4 to my attack rolls. Dealing 2d6+13 +2d6 GIANTBANE.
Alternately, you can fire each barrel separately and reload as a swift action with cartridge loads

Movie: Equilibrium? GUN. FU. The martial art where you're dueling hand-to-hand with guns in stunning grace & speed. Eben Scourge can do that. Get Combat Reflexes.
Its been suggested dipping Swashbuckler for a Grit/Panache pool bump. Take either a dip into Swashbuckler/Mysterious Stranger 18 point GRIT/PANACHE POOL, or use a feat to get Amateur Swashbuckler. I went with the class level of swashbuckler (mouser), as it fits neatly in with a giantslayer.

Modifiers: Source ATTACK DAMAGE ARMOR
ATTACK: Rapid Shot -2 hit
ATTACK: Both Barrels -4 hit
PASSIVE: Deadly Aim -3 hit, +6 damage
PASSIVE: Trench Gun +5 DEX damage +2 COVER
FREE: 1g Flash & Shock +4 AC
IMMED: 1g Gunslinger Dodge +2 AC
SWIFT: 1g Focused Aim +3 CHA damage (+4 @ 8th level)
FLANK: Opportunities Appenty +2 hit
MOVE:
STAND: 1g Smiting Shot +6 damage vs.evil,
STAND: 1g Smiting Shot +10 damage vs.undead/ousider
FULL:
SMITE:

REGAIN GRIT BY: Killing Blow, Daring Act, Daring Adjacent Shot
============================================

PERSONALITY :

Ebeneezeer's personality is a bit …complicated. Convinced of his own superiority, and more importantly, of the inferiority of everyone else. He is not necessarily evil or cruel, but tend to be condescending and sardonic when dealing with those he feels are beneath him. Ebeneezer isn’t exactly rude, mean spirited, or even especially unpleasant. It’s just that Ebeneezer has all the subtlety of a brick through a window. He sees himself as being frank and honest, while others generally consider him a conversational blunt instrument.

Ebeneezer's learned self-preservation through observation. His first impulse is to stay in the background, fade into the shadows, especially around humans, whom he has a hard time trusting. Ebeneezer's moral code is still forming ...at this point in his life he only knows he hates being controlled. He is less aware of the differences between evil and good than law and chaos. His belief is less LAW, more JUSTICE.

He is driven to eradicate the undead of Wati’s Necropolis in service to Pharasma. He is serious in demeanor, but creative and resourceful. So committed to Pharasma’s tenets to eradicate undeath that he strove most of his life after leaving the warrens to join the Voices of the Spire. Ebeneezer will be first into battle against the undead and last to leave, insisting on calling them out for singular combat whenever he can.

Good and Evil: There’s not really any such thing as ‘good’ and ‘evil’. These are just a set of moralities that have been imposed on gullible worshippers by extraplanar outsiders. That said, logic dictates that one should treat others as you think they will treat you, and their behavior in the past is a good predictor of their behavior in the future. Put simply, be awful to Evil and nice to Good.

Law and Chaos: Again these are part of moralities put forward, but in this case they actually correspond to fundamental parts of society. It is important not to fall to extremes in this case. Referred to as Order (Law) and Chaos.

The Law: One should try to follow it, but if one has to break it for a good enough reason then do it, but don’t get caught.

considering future feats; armor of the pit, bullseye shot, deadly accuracy, defensive shot, Improved initiative, mortal shield, ranged disarm, ranged trip, reckless aim,
Dodge>Mobility>Delf Shootist

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Silver Crusade

Neriathale wrote:

I’m not sure if the OP has selected his character yet, but based on our ludicrous 8 man Giantslayer party, the best builds are:

1. Dwarven warpriest/monk/sky seeker (?) prestige class, with a reach hammer (cheese supreme)
2. Longarm drinking, 2 weapon fighting Investigator
3. Dedicated archery cleric (helped by the huge size of rooms and giants not being very fast)
4. 2 handed weapon Paladin

What really causes the referee to cry is the layering of buffs from different characters, Because the AP doesn’t mix up creature types much, with specialised weapons and spells. (Hunter’s Blessing) plus bard song and a debuffing witch we are rocking an additional +5 - 10 on all attacks against giants.

Interesting. It sounds like you played this scenario with a powerful party. It sounds like your most effective builds against giants were:

* 3/4 BaB partial-caster reach fighter
* A two-weapon reach fighter
* An archer-caster
* A two handed weapon Paladin

Thanks for that. Future readers take note.


If a 3/4 BAB class is doing great, I have to wonder if I need to reconsider my 2nd element for my Kinetic Knight. I was planning on going Aether into something with a touch attack so I can hit with iteratives, but all of the choices have problems.

If I go Water for Cold (and shimmering mirage), frost giants will be immune.
If I go Air for Lightning (and Wings of Air), storm giants will be immune.
If I go Fire for Fire, Fire Giants will be immune.

Even though void is lacking in utility I guess I could pick a negative energy blast and just hope I don't run into a lot of undead, since I can use that against all the giants. Plus centering "Darkness" on people you hit might be fun since Giants don't have Darkvision usually.

Or if hitting more than once with a bunch of 3/4 BAB attacks isn't a big deal, I might not need a touch attack.


You can take the Draining infusion and at the very least deal 1/4 damage (its a Fort save) to a creature matching the elemetal subtype of your blast. You also get to save on burn for your next blast.


PossibleCabbage wrote:

If a 3/4 BAB class is doing great, I have to wonder if I need to reconsider my 2nd element for my Kinetic Knight. I was planning on going Aether into something with a touch attack so I can hit with iteratives, but all of the choices have problems.

If I go Water for Cold (and shimmering mirage), frost giants will be immune.
If I go Air for Lightning (and Wings of Air), storm giants will be immune.
If I go Fire for Fire, Fire Giants will be immune.

Even though void is lacking in utility I guess I could pick a negative energy blast and just hope I don't run into a lot of undead, since I can use that against all the giants. Plus centering "Darkness" on people you hit might be fun since Giants don't have Darkvision usually.

Or if hitting more than once with a bunch of 3/4 BAB attacks isn't a big deal, I might not need a touch attack.

The adventure path could shake things up but you are a lot more likely to be fighting the normally evil Frost and Fire giants than you are the good Storm Giants.

Air seems like the best choice in element and utility. Flight is likely to be invaluable in a campaign that has you travel through mountains, it also couples well with the sneak element. Airs basic power hinders scent and magical flight means no footsteps.


Well, the last chapter is titled something like "shadow of the storm tyrant" but I suppose by that point I will have a 3rd element.

Edit: in fact the solicit for the AP volume says "an adventure for 15th level characters" so that would be right when I get element #3. So long as I wouldn't be fighting many storm giants before then, I'd be fine.


Gray Warden wrote:


Not to be rude, but you are the same guy that, by your own admission, considers Full plates mechanically as Bleastplates-with-additional-pieces,

They are. Flat out. Would you like to see more than a few videos showing this fact? I can cite chapter and verse, from multiple sources. I already started to a while back. Would you like a different source?


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Piccolo wrote:
Gray Warden wrote:


Not to be rude, but you are the same guy that, by your own admission, considers Full plates mechanically as Bleastplates-with-additional-pieces,
They are. Flat out. Would you like to see more than a few videos showing this fact? I can cite chapter and verse, from multiple sources. I already started to a while back. Would you like a different source?

Which PFRPG rulebook is it in?

Liberty's Edge

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Piccolo wrote:
Gray Warden wrote:


Not to be rude, but you are the same guy that, by your own admission, considers Full plates mechanically as Bleastplates-with-additional-pieces,
They are. Flat out. Would you like to see more than a few videos showing this fact? I can cite chapter and verse, from multiple sources. I already started to a while back. Would you like a different source?

The term mechanically there refers to the mechanics of the game. If you're citing chapter and verse, I think you're looking at the wrong book.

I enjoy how you say 'it's simple maths' as well, yet when the maths blatantly proves you wrong, you ignore it.


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Magda Luckbender wrote:

Interesting. It sounds like you played this scenario with a powerful party. It sounds like your most effective builds against giants were:
* 3/4 BaB partial-caster reach fighter
* A two-weapon reach fighter
* An archer-caster
* A two handed weapon Paladin

Thanks for that. Future readers take note.

Well, we are still in book 5, so potentially it could still go horribly wrong...

The key to our success is buffs, buffs, and yet more buffs. Every party member is at least a partial caster, and everyone is boosting to-hit or damage, either personal or the entire party.

My main, spoiler-free, take-away from Giantslayer is that it isn’t a particularly sophisticated AP in terms of plot - the title pretty much sums up the bulk of the adventure, and anyone wanting to play an investigative / social / scholarly character should look elsewhere.

Silver Crusade

Pathfinder Adventure Path Subscriber
Piccolo wrote:
Gray Warden wrote:


Not to be rude, but you are the same guy that, by your own admission, considers Full plates mechanically as Bleastplates-with-additional-pieces,
They are. Flat out. Would you like to see more than a few videos showing this fact? I can cite chapter and verse, from multiple sources. I already started to a while back. Would you like a different source?

Hey Piccolo, about those references...


I would reccomend a hunter with an ankylosaur pet and compel hostility spell.

Send it in with light armour chain shirt and dex focus on. Should be in mid 30s at 7th level, and that's before barkskin. Then just waltz in and AoO teamwork feat away. If they live, use compel hostility, a dwarf has a wisdom boost so the DC will be decent (hard for a giant to resist) and any other attacks left... well you're a dwarf. Your ac don't suck either.

I'm doing this in rise of the runelords and it's going well.

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