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Giant-Killer CR 10

Source NPC Codex pg. 134
XP 9,600
Gnome ranger 11
NE Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +18


AC 24, touch 15, flat-footed 21 (+6 armor, +1 deflection, +2 Dex, +1 dodge, +3 natural, +1 size)
hp 116 (11d10+51)
Fort +12, Ref +10, Will +6; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion; Immune poison; Resist fire 20


Speed 20 ft.
Melee +1 gnome hooked hammer +13/+8/+3 (1d6+3/19–20/×3), mwk gnome hooked hammer +13 (1d4+2/19–20/×4) or mwk longspear +15/+10/+5 (1d6+3/×3)
Ranged mwk composite longbow +15/+10/+5 (1d6+2/×3)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, favored enemy (earth outsiders +2, giants +6, oozes +2)
Ranger Spells Prepared (CL 8th; concentration +10)
3rd—cure moderate wounds
2nd—barkskin, bear’s endurance
1st—delay poison, entangle, resist energy


Before Combat The ranger casts barkskin, bear’s endurance, delay poison, and resist energy (fire).
During Combat If facing multiple opponents with reach, the ranger uses Lunge.
Base Statistics Without barkskin, bear’s endurance, delay poison, and resist energy, the ranger’s statistics are hp 94; Fort +10; AC 21, touch 15, flat-footed 18; Immune none; Resist none; Con 14.


Str 14, Dex 14, Con 18, Int 10, Wis 14, Cha 10
Base Atk +11; CMB +12; CMD 26
Feats Dodge, Double Slice, Endurance, Improved Critical (gnome hooked hammer), Lunge, Mobility, Power Attack, Two-Weapon Fighting, Two-Weapon Rend, Vital Strike
Skills Acrobatics +17 (+13 when jumping), Climb +8, Knowledge (dungeoneering, local) +5, Knowledge (geography, nature) +8, Linguistics +1, Perception +18, Stealth +19, Survival +16, Swim +8
Languages Common, Giant, Gnome
SQ favored terrain (mountain +2, underground +4), hunter’s bond (companions), quarry, swift tracker, track +5, wild empathy +11, woodland stride
Combat Gear potion of invisibility, scroll of cure serious wounds; Other Gear +2 chain shirt, +1/masterwork gnome hooked hammer, masterwork composite longbow (+3 Str) with 20 arrows, boots of elvenkind, cloak of resistance +1, ring of protection +1, 630 gp

The giant-killer is trained to kill monsters many times her size, using speed, specialized weapons, and time honored techniques to bring down even the most daunting foes.

Mirshi Knee-Splitter

Feisty and fearless, Mirshi is good at slaying giants—and she makes sure that everyone else knows it. If a town is menaced by her favored prey, she swaggers in and demands an outrageous price for her services. Once the townsfolk agree, she murders the giants, claims her wages, and leaves the town impoverished. She’s been fighting giants since she came of age, and she wants to collect at least one head from each type of giant to display in her trophy room.

Combat Encounters: Mirshi might attack the PCs to prevent them from stealing her glory or depriving her of a bounty from a nearby village. If giants are involved in a fight, she fights them no matter how much she might despise the other combatants involved. When she misses in combat against a Medium or Small creature, she claims it’s because she’s so used to fighting much larger opponents (mostly just to protect her pride).

Roleplaying Suggestions: Mirshi loves it when others laud her achievements. She quickly becomes friendly toward a bard PC if she thinks the bard might write ballads, songs, epic poems, or plays about her giant-slaying adventures. The tales Mirshiri tells about herself are highly exaggerated, but she never lies when counting up the number of giants that she’s killed.