Slayer horizon walker advice


Advice


In other threads I have read how the horizon walker is a strong combatant because how he treats creatures from favored terrains as favored enemies with terrain dominance.

The builds mentioned were either ranger/rogue/HW or slayer/HW.
As I did not understand everything about how this is supposed to work I ask you to help me with a potential build.

Assume half-orc with the alternate racial for endurance.

What I am looking for is no complete build but the main things he needs to make it work. As level 9 was mentioned as the starting point for those builds (the level you get terrain dominance) let's use this level.

So what we have is half-orc slayer 6/ HW 3.
When I get another favored terrain after the first all my favored terrain bonuses increase. So I guess I'll use some of my slayer talents for favored terrain, right?

If I take the 1st and 6th level slayer talent for ranger combat style weapon and shield style: TWF and shield mastery I have the 4th level talent for favored terrain. Or do I need more favored terrains?


You are only gonna be super in the terrain where you have dominance. Where do you plan to shine?


with my usual slayer/HW build my aim was more the early access to dimensional agilty (9th)/assault (11th)/dervish(13th, and savant for rogues via the 'feat' advanced talent).

I usually go slayer 6/HW 3/slayer +11, with the horizon walker levels to grab the astral terrain dominance (for the dimension door SLA).


The goal is to use the Slayer talents for terrain mastery, since those apply a +2 to ALL other favored terrains.

So far as I can tell you should be able to take the Extra Rogue Talent feat, but YMMV based on how pedantic your GM is until the book comes out.

Favored Terrain from Ranger levels and Horizon Walker levels adds a new terrain, and +2 to a SINGLE other terrain.

Take Shield Slam/Master with 2 and 4, then grab things like Slow Reactions, Fast Stealth, Fast Getaway, Camoflage, Trap Spotter for trap heavy GM/campaigns, as your 4th level.

Power Attack, Imp Shield Bash, Imp/Gr Bullrush, Spiked Destroyer, Merciless Rush for feats.

At 7th/9th level you will have a couple feats, if your GM counts slayers getting rogue talents as the class feature to work, use those to increase the FT bonus to stupid levels.


If you have space for a 2 level dip, Nature Warden has a nice defensive buff for people optimizing favored terrains.

"Mystic Harmony (Su): At 2nd level, a nature warden in her favored terrain gains an insight bonus to AC equal to half her favored terrain bonus. She loses this bonus when she is immobilized or helpless."


Nature Warden requires an AC and 2nd level casting. Looks like a nice idea, but you need a pure ranger chassis


Cap. Darling wrote:
You are only gonna be super in the terrain where you have dominance. Where do you plan to shine?

I'm looking into this as a backup plan should my pc in our runelords game die.

I only recently joined and we only had one game since then so I do not know a lot about the campaign. The last game was the finish of one book and we are now level 8. Not sure which book it is we start now.

Please be careful with spoilers.


Another question to ask in this context is: What terrain are the core player races supposed to be native in?
Because, as I understand it the relevant thing is not in which terrain you currently are but which terrain the creature you are fighting is native to.

And would creatures native to any terrain always suffer the bonus damage from terrain dominance?


the player races? usually urban (everyone), forest (elves), mountains (dwarves), or plains (orc warbands)

for the usual enemy races, im not so sure.


So with Terrain Dominance (Urban) I'd get my bonuses on all core player races? That sounds nice for a start.

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