
FUBARC |

Hello all!
So I'm currently in the giantslayer AP and we are running into some difficulty.
We have about 4k gold as a party and have access to buy some stuff. The part consists of a Magus Archer, Druid, Ranged Fighter, Ranged Ranger, Cavalier and an intimidate build slayer w/ a greatsword.... Other than some potions of grease to trip them up, is there any items like rope to trip or something to give us some tactical advantage over ogres and giants? Thank!

MrCharisma |

Enlarge Person and a reach weapon gives you 20 foot reach.
Large Giants (eg. Ogres, Hill Giants, etc) have 10 foot reach. Huge Giants (Spoilers) have 15 foot reach.
If you have greater reach than them then they provoke AoOs when approaching you, which gives you free attacks. Also a Large PC with 20 foot reach covers an area 50 feet wide, which is enough for the rest of the party to hide behind.
Obviousoy if they start using reach tactics as well it'll negate your advantage, but your reach will still negate theirs.

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If I read you correctly, you have about 650 gp each; there aren't really any useful permanent magical items in that price range, so I would spend this on potions, scrolls, and a healing wand.
Giants often have crappy will and reflex saves, so any spell that targets those should help. Also, a number of cloud-like spells can be targeted off the floor, so that the party can duck under it and the giants are affected unless they drop prone. Practicing this kind of spell aim can be a clear tactical advantage against anything bigger than you.

Ryze Kuja |

Your Druid should have a couple of Burning Disarm spells prepared, and if you're level 5 or higher, the Druid should be able to fly over them and use Natural Spell feat to cast while wild shaped. Even if the druid doesn't have Natural Spell yet, Burning Disarm is a Close 25ft+5ft/2lvl spell, so you can cast it from the ground out of their range, but you risk getting charged by the giants.
Landing one or two of these spells should be feasible because it's reflex save (giants typically have horrible reflex saves), and can force them to drop their weapons just long enough for your party to close the distance without getting AoO'ed to smithereens.
Also, since you have a Ranged Magus, Fighter, and Ranger, I would have the druid drop an Entanglement or Sickening Entanglement on the Giants while they are far from you, and soften them up with arrows. That way you can minimize the amount of time your melee are in harm's way. Meanwhile, your Cav can do a Readied Action to "charge the first giant that crosses <insert imaginary line here> or exits the Entanglement spell" as a poor man's "counter charge".
Speaking of which, what level is your party?

MrCharisma |

Landing one or two of these spells should be feasible because it's reflex save (giants typically have horrible reflex saves), and can force them to drop their weapons just long enough for your party to close the distance without getting AoO'ed to smithereens.
Just one nofe here: Giants generally have Natural Attacks (Slams), so this won't actually prevent AoOs. However those Slam attacks are likely to deal less damage than the weapon attacks would, so it's still a decent idea.
One major thing about Giants: As a general rule Giants don't have as many fancy special abilities as other enemies with a similar CR. The average giant can't fly or teleport, has no special attacks and no special defences (aside from obvious thematic things like Fire Giants resisting Fire). So how do Giants justify their effective level? They have a huge pile of hitpoints and they hit like trucks.
You basically never want to just stand there and trade full-attack actions with Giants. If you can keep your team mobile or hamper the giants' mobility you'll fare much better. Haste is an amazing spell, but hitting a room full of Giants with Slow is even better - giving yourself more actions is great, but reducing theirs is life-saving.
(Obviously in an AP about Giants some of them WILL have special attacks and/or defences, but the general point is still worth knowing: Giants have better numbers to make up for their lack of special abilities)

TxSam88 |

Your Druid should have a couple of Burning Disarm spells prepared, and if you're level 5 or higher, the Druid should be able to fly over them and use Natural Spell feat to cast while wild shaped. Even if the druid doesn't have Natural Spell yet, Burning Disarm is a Close 25ft+5ft/2lvl spell, so you can cast it from the ground out of their range, but you risk getting charged by the giants.
Landing one or two of these spells should be feasible because it's reflex save (giants typically have horrible reflex saves), and can force them to drop their weapons just long enough for your party to close the distance without getting AoO'ed to smithereens.
Also, since you have a Ranged Magus, Fighter, and Ranger, I would have the druid drop an Entanglement or Sickening Entanglement on the Giants while they are far from you, and soften them up with arrows. That way you can minimize the amount of time your melee are in harm's way. Meanwhile, your Cav can do a Readied Action to "charge the first giant that crosses <insert imaginary line here> or exits the Entanglement spell" as a poor man's "counter charge".
Speaking of which, what level is your party?
Agreed, this is the solution. With 3 archers in the party, you should be able to kill them long before they can get to you. What level is everyone?