Dwarves of Lost Koldukar
Although the Giantslayer Adventure Path takes characters to a variety of locations within the Mindspin Mountains, it begins in the town of Trunau in the orc-controlled Hold of Belkzen. Player characters created for this campaign should be residents of Trunau or recent arrivals to the town. It would be helpful if at least one player picks the Trunau Native trait for her character, but regardless of which campaign traits the PCs have, all should be interested in battling giants and their allies wherever they may be found. As one of the two traits all PCs are allowed, one of them must be selected from amongst the following Campaign Traits.
Artifact Hunter: The Hold of Belkzen’s history spans thousands of years back into the golden age of Koldukar. Many of its dwarven ruins yet litter the landscape, and the past’s lost magics call to you. You’ve spent years researching the mythic relics of ages past and committed the stories and legends about them to memory, making you something of an expert on the subject. You gain a +1 trait bonus on Spellcraft checks to identify the properties of magic items and a +1 trait bonus on Use Magic Device checks, and one of these skills (your choice) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 50% chance ( +1% per level ) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or dangers. Exactly how much knowledge you possess is left to the GM’s discretion.
Dragonfoe: The heights of the Mindspin mountains are the domain of foul drakes and even the wyrms of legends: dragons. Your family tells stories of their savage predations and you’ve grown up keeping a vigilant eye towards the skies. Perhaps one of your ancestors was a well-known dragonslayer, or a rampaging dragon killed your kin. Maybe the stories you grew up hearing about knights rescuing captive princes and princesses from the clutches of evil dragons inspired you to pick up arms yourself. Whatever the reason for your obsession, it has driven you to study how to fight dragons and defend yourself against their fearsome attacks. You gain a +1 dodge bonus to AC against creatures with the dragon type and a +2 trait bonus on Ref lex saves against breath weapon attacks.
Giant-Blooded: Strange things occur in the remote highlands. Your family has been dogged by rumors that a bit of giant blood got into the family’s veins at some point. Whether this was through partaking of a giant’s magical stewpot, a curse, or an actual intermarriage with giant-kin in your family’s past, it has made you big for your race, and may have given you other minor cosmetic features of giants, such as flaming red hair, a hunched posture, or oversized hands. When you wield a weapon that is larger than your size, the penalty on attack rolls for using inappropriately sized weapons is reduced by half. In addition, you gain a +2 trait bonus to your CMD against awesome blow combat maneuvers. If you’re a dwarf, your stability racial trait applies to awesome blow combat maneuvers as well.
Giant Slayer: Your family’s homestead in the Mindspin mountains was plundered by giants, leaving nothing but a smoldering ruin. After the destruction of your home, you trained for combat against giants to prevent such a tragedy from ever happening again. Rumors of giants being on the move in the highlands has led you to venture into Trunau to warn the townsfolk of a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.
Giantslayer Scion: You grew up listening to tales of a famed ancestor’s mighty battles against giant foes in the Mindspin Mountains. Just the mention of your ancestor’s name is enough to strike fear into the heart of the most stalwart giant warrior, and you’ve resolved to follow in your forebear’s footsteps. You take no penalty on Intimidate checks against creatures with the giant subtype that are larger than you, and you gain a +1 trait bonus to the DC of any fear-based effect you use against a creature with the giant subtype.
Orphaned by Giants: You grew up in a tranquil, happy home near the mountains, but that peace was shattered when giants came down from the mountains to raid your settlement. The giants killed your parents and left you a young orphan, and since that day, you’ve sworn to avenge the deaths of your kin. You gain a +1 trait bonus on attack rolls against creatures with the giant subtype, and a +2 trait bonus on rolls to confirm critical hits against creatures with the giant subtype.
Roll With It: You’ve heard the horror stories told by survivors and carefully committed to memory the tricks they used to evade giant predations; lest you ever need such tactics yourself. Consequently you have learned how to avoid the worst effects of a giant’s powerful attacks. You gain a +1 trait bonus on Reflex 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 it—if you are denied your Dexterity bonus to AC, you can’t use this ability. If you are a dwarf or a gnome, you can use this ability twice per day.
Student of Giantkind: You’ve always been fascinated by the giants rumored to live in remote mountain valleys, and have devoted a considerable amount of time to studying their history and societies, gaining insight into the way they think and act. 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 orc-dominated 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 hopeknife—a small, sheathed dagger, usually worn on a chain under your clothes—and 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 Trunau’s militia, and fought alongside Patrol Captains Karstin and Rórin Rockfall. 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: Giants are bigger and stronger than you, but also clumsier and not nearly as clever; or so you imagine. Putting your notion into practice, you’ve 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 enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.