"Ultimate" Move-First, Stealth, & Detecting Rogue


Rules Questions


I was looking at the rogue talents and found something a little confusing. According to the Terrain Mastery talent:

Benefit: A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.
Special: A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.

According to the special rulings of the talent, that would mean if you selected Terrain Mastery 10 times (10 talents for a lvl 20 rogue), you would receive a +20 initiative, Knowledge Geography, Perception, Stealth, and Survival.

Continuing off this logic (for a lvl 20 rogue), that would mean you can get feats that increase your damage, accuracy, perception, and stealth and thus make you the "ultimate" rogue.
(and for those who say if you spot the rogue before they stealth, they could have the feat Hellcat Stealth)

Please comment to compliment or argue my logic.


Adventure Path Charter Subscriber; Starfinder Charter Superscriber

Taking just this talent and using all your feats you can acquire all 11 Terrain Masteries at 12th level.


Would you mind explaining yourself? I am unaware of any feats that let you take a rogue talent.

Grand Lodge

Pathfinder Companion Subscriber

Extra Rogue Talent feat.

In the APG.


Wow I am really stupid, thank you both.
Im now gonna draw a giant hand in the street and jump off a building and hit it.

Grand Lodge

Pathfinder Companion Subscriber

How does this increase damage?


Vedar666 wrote:
Im now gonna draw a giant hand in the street and jump off a building and hit it.
blackbloodtroll wrote:
How does this increase damage?

1d6 points per 10' that the building is high.

Grand Lodge

Pathfinder Companion Subscriber

No. How does Favored Terrain increase damage?


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

It doesn't.

Liberty's Edge

Rogue -> Horizon Walker, take Terrain Dominance (Urban). Congratulations, at about 9th level you could have a +16 to attack and damage against anything that might live in a city (such as all humanoid types).

(For reference: Terrain Dominance allows you to use your favored terrain bonus as a favored enemy bonus against anything native to the terrain.)

EDIT: I suppose I should note that yes the above is obviously stupidly overpowered. Most favored terrains aren't a problem for that ability, but Urban covers so much because basically anything civilized would count as native to Urban. Heck, most people think Favored Enemy (human) is overpowered, much less something that covers that and so much more.

The magnitude of the bonus is mostly a problem with the rogue talent, not the terrain dominance ability. The most extreme Ranger + Horizon Walker combo would top out at about +14 and require sacrificing the idea of having much of a bonus in other terrains, but the Rogue way allows you to hit a higher bonus at less than half the level and without sacrificing the bonus you get for other terrains.

Grand Lodge

Pathfinder Companion Subscriber

Ah.

Horizon Walker does eventually treat all terrain, as a Favored Terrain.

Liberty's Edge

blackbloodtroll wrote:

Ah.

Horizon Walker does eventually treat all terrain, as a Favored Terrain.

Yup. Combine this with 10 levels of rogue and you could end up with a +8 bonus in all terrains (much higher in most) and hide in plain sight.. everywhere. Good luck finding that guy without magic!

Do note, however, that Horizon Walker only gets to use their favored terrain bonus as a favored enemy bonus in 3 terrains. Forest and Urban would cover most things, though. Maybe select Underground or one of the evil outsider planes as the third.

Grand Lodge

Pathfinder Companion Subscriber

Also, items like Boots of Friendly Terrain help.

Kind of a long wait to be effective though.

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