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Pathfinder Campaign Setting: Giants Revisited, by Jason Nelson, Brian R. James, Ryan Costello, Ray Vallese, Jesse Benner, Russ Taylor
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- This Pathfinder sourcebook explores the societies, ecologies, mythologies, and secrets of ten of the most memorable races of giant-kind, including hill giants, stone giants, frost giants, fire giants, cloud giants, storm giants, rune giants, marsh giants, taiga giants, and cyclopes. Each chapter includes full statistics for a sample leader or jarl, as well as new rules like feats, spells, and magical items crafted not just by these towering monsters, but by those who seek to fight against them.
- Sales Rank: #1094012 in Books
- Brand: Paizo Publishing
- Published on: 2012-04-25
- Original language: English
- Number of items: 1
- Dimensions: 10.70" h x .20" w x 8.20" l, .47 pounds
- Binding: Paperback
- 64 pages
Most helpful customer reviews
1 of 1 people found the following review helpful.
Really It's 3 1/2 Stars
By dogsoldier
I was somewhat disappointed with "Giants Revisited" (though, considering my love of giants going back to the original game and the first time I played through those notorious giant adventures in the 1980s, Pathfinder & Co did have a lot to live up to). The product focuses on 10 "base" giant races and fleshes them out with sections on ecology, habitat and society, treasure, and campaign roles, spending about 4-5 pages on each giant race; in some cases, deities, mythology, and history, even campaign hooks, are also laid out. Overall, it's a decent book, especially for GMs who are looking to provide a little depth to giant-themed adventures.
Crunch: 2 new magic items and 5 new feats (of course, giant-specific feats). Not much there, for crunch. There are also randomized charts for giant's bags (if you don't like picking out every single item, like I do) and good stat blocks for "sample" giants--all of whom are more powerful, chieftan-type giants. I was disappointed in that I hoped for more magic, more feats, and perhaps even more items, all of which might have been leveled towards fighting the "littler races"--but this is not found in "Giants Revisited."
1 of 1 people found the following review helpful.
Nice fluff, but not much crunch.
By Shawn P. Miller
If you like the "fluff" of the Pathfinder setting, this is a decent little background book. Gives you some excellent insight into how the various giant races operate, go about their daily doings, how they'd interact with a party in a campaign, that sort of thing. The best bits of course being the "Giant race X on Golarion" sections. Lots of nifty campaign/adventure ideas in there.
If you're looking for crunch, not much of that though. Other than examples of "boss" types for each giant race and some unique giant feats, you're pretty much just getting lots of background "fluff." Well written "fluff," but for those looking for more "crunch" I'd say you'll need to look elsewhere.
1 of 1 people found the following review helpful.
Wonderful Gaming Ideas on Every Page
By Charlie Brooks
If you ask me why I play Pathfinder, I will point to the Revisited series. I picked up Classic Monsters Revisited years ago and became enamored with the new take on monsters. Whereas a lot of book that tied into 3.5 D&D were heavy on the rules, this book was all about generating ideas and fleshing out a campaign setting. Even though the system has changed, Giants Revisited continues that tradition, focusing on the history, culture, and behaviors of the different giants out there and leaving most of the rules material for other books.
While recent Revisited books have had a lot of creatures with only animal level intelligence (such as Dungeon Denizens Revisited and Misfit Monsters Redeemed), this one is notable in that every species of giant is reasonably intelligent and has its own culture. You'll learn about frost giant jarls, about the magical creation of run giants, and much more. Every page has a lot of fascinating information on it, and I doubt you can get through a section without wanting to run a campaign that uses these giants.
There is some rules information here, such as a new feat here and there or a sample giant at the end of each chapter, but overall it's about generating story and ideas. I think this is hugely important to modern RPGs, as many people focus more on the rules than the cool and fascinated stuff that gets new people into the hobby. In that regard, this book hits it out of the park yet again, delivering another great addition to the Pathfinder line.
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