Build help - Dwarven Ranger (trapper) / Horizon Walker


Advice


Hi! I'm looking to make a dwarf character for a high level campaign (we're lvl14-15 now, we'll go epic apparently). This is my inspiration and the idea is to have the dwarf be an intrepid explorer who is always looking for new exotic places to discover and explore. So far we've traveled all over Golarian and right now are exploring Castrovel. Rumor has it that Akiton is coming up next.

The trapper will let me fill the role of trapspotter/disabler and [url]=http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/horizon-w alker]the horizon walker[/url] functions as a boost to said trapspotter/disabler role AND because of flavor. 25 point buy, no negative scores for more points and two traits.

As for the build, I'm completely unsure on whether I want to go melee or ranged. I get two combat style feats from ranger so together with the feats from my levels, that gives me nine feats to play around with. If I go melee, wielding a heavy pick feels like the right thing to do. If ranged, perhaps a heavy crossbow (can take crossbow mastery at 6 without taking rapid reload) could be cool and flavorful. 17-20 crit range with keen/improved crit is also nothing to sneeze at when combined with deadly aim+favored enemy. Plenty of cool choices here.

I'm also undecided on what terrains/planes to focus on. Here's a key feature of the Horizon Walker: At 3rd level, a horizon walker learns total dominance over one terrain he has already selected for terrain mastery. When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures. This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy.

So while the bonus ability matters big time (3+wis dimension door as spell-like ability? yes please!), the favored enemy bonus could possibly be game-changing. It's tempting to pick Hell and the Abyss just for the sick attack/damage versus devils and demons, but the associated power would be pretty meh. The desert ability looks great (immune vs fatigue/exhaustion) and astral is an obvious winner too. Sadly, the favored enemies associated with those will be very .. meh ..

Please, help me fix this puzzle!


You should definitely choose terrain dominance solely based upon the foes you fight for the favored enemy bonus. Especially if giving up your spells access.

On that note...you should rethink Trapper. Having spells means able to use wands, and with a wand of Instant Enemy, you'll be able to not care if the boss monster is from your dominant terrain or not (b/c the spell will treat him as your favored enemy for all purposes, which includes his homeland).

If you really want Trapfinding, do note that the unfortunately named (because it has the same name as the completely different HW class feature) rogue talent "Terrain Mastery" would stack nicely with HW's favored terrain progression and enables you to take feats on Extra Rogue Talent to pump up the bonuses faster. Thus, a Rogue/Ranger multiclass is actually a pretty strong entry into HW anyway. I'd say the strongest, in fact. Ranger 3 / Rogue 3 or Ranger 4 / Rogue 2 --> Horizon Walker 10.


Am I right in the assumption that then, I could have a ridiculous +16 attack/damage against the target of Instant Enemy? I get 7 Favored Terrains from Horizon Walker/Ranger and I could spend the Rogue Talent on yet another one for a total of 8. So that would make a +16 on one, though the rest would be floating at a mere +2 if so.

And after the 10 levels of Horizon Walker, I could take more rogue levels to get a +2 on each terrain I already have with each talent. Or spend a few feats on Extra Talent to do that :-s that sounds utterly ridiculous, haha.


Yup. It's the only good noncaster prestige class, and unfortunately, it has little settings between insane (using Instant Enemy as above; or simply playing a campaign in a single terrain type, like...in the Abyss) and pretty commonly useless (game w/o Instant Enemy trick where the enemies hail from many places).

I would use it to make a cool character that's normally not viable, or very poor, because +16 or so to attack and damage makes anything look amazing.

Spoiler:
For example, I think it's the perfect class to make Miyamoto Musashi, an undefeatable badass who fought with two weapons as well as any improvised weapons he could find at hand (both extremely suboptimal in PF/D&D, and that's on top of the fact that CASTERS are the ones to fear, not martials) to come out on top. HW turns his suboptimal fighting style into a very deadly one. The initiative and other bonuses from terrain also do a good job representing his resourcefulness, how he'd throw off foes by arriving late for duels only to arrive early next time and thwart an ambush they had planned, etc... And since the Instant Enemy trick is too costly to use all the time, it means he'd only be murder against single "worthy" (ie, dangerous enough to warrant using it) opponents, since his specialty was dueling, not mass combat.

Also: APG has very cheap boots to add another +2 to one of your terrains. :D


I was working up a similar character, and I'd suggest focusing on favored terrains to get the most bang for the proverbial buck.

I call this build... feats are for wusses:

lvl 1: Ranger (Warden/Trapper) pick up endurance and then kiss ranger goodbye. @1st lvl.. first favored terrain (underground, cuz that's where most of the traps are)

Lvl 2-3: Rogue (any archetype) at 3rd take 'trap spotter' rogue trick, and for every feat from here to eternity, take "extra rogue trick: favored terrain)
@ 3rd +4/2

Lvl 4-6: still rogue, at 5th, both your feat and trick are favored terrain
@ 5th +8/+6/+4/+2. Now, you've have 6 full levels to cap out knowledge (geography) and the endurance feat... you qualify for HW.

Lvl 7-15 Horizon walker (continue taking rogue talents each odd level) horizon walker terrains and rogue terrains use different mechanics to improve existing terrain bonuses
lvl
7 +12/+8/+6/+4/+4/+2 (adding from both)
8 +14/+8/+6/+4/+4/+2/+2 (from HW)
9 +16/+10/+8/+6/+6/+4/+4/+2 (from feat) +16 attack/dmg for 1st terrain
10 +18/+10/+8/+6/+6/+4/+4/+2/+2 (from HW)
11 +22/+12/+10/+8/+8/+6/+6/+4/+4/+4/+2 (from both)
12 no additional terrains now +22 attack/dmg for 1st and +12 for second terrains
13 +26/+14/+12/+10/+10/+8/+8/+6/+6/+6/+4/+4/+2 (from both)
14 +28/+14/+12/+10/+10/+8/+8/+6/+6/+6/+4/+4/+2/+2 (from HW)
15 +30/+16/+14/+12/+12/+10/+10/+8/+8/+8/+6/+6/+4/+4/+2 +30 in 1st, +16 in 2nd, and +14 in 3rd
16 +34/+18/+16/+14/+14/+12/+12/+10/+10/+10/+8/+8/+6/+6/+4/+4 (+2 all others)

if you don't consider this abusing enough, keep taking that feat until you have "all" the terrains.

You would have insane bonuses to spot traps, an 'okay' chance to disarm them (human/ 1/2elf could grab skill focus, disable device) and some sneak attack output to help a little in combat. Then once 9th level hits... you get disturbingly good in your environment of choice.


MC...

1. No trapper. That means no wand of Instant Enemy use, unless you plan to use magic device it.
2. You forgot the boots I mentioned. ;)
3. I really wouldn't bother with Rogue after 4th level, at least not till after maxing HW levels.
4. If you want Endurance w/o the Ranger levels, just go with Half-Orc.

Grand Lodge

Well, since you are giving up access to Instant Enemy, then I suggest adding the Guide or Freebooter archetype on top of Trapper.


Check the spoiler for my full character.

The crunch.:
Dwarf Ranger 3, Rogue 3, Horizon Walker 8 (Chaotic Good)(Desna)

STR 19>25 BAB 13 Movement 30ft
DEX 14 HD 11D10+3D8+11FavClass+14xCon
CON 16>18 Saves 8/9/5, adjusted F19/R17/W18, +2 vs spells/spell-like/poison.
INT 10 AC 28 (10 base, 11 armor, 2 dex, 2 NA, 2 Deflection, 1 luck)
WIS 16>18 Attack Heavy Pick +23/18, 1D6+13, 19-20 x4.
CHA 8 Power Attack: -4 ATT, +8/12 DMG. Crit +4 ATT. If Crit = Staggered. +1 vs outsider. 2D6 Sneak Attack.
Initiative +2, +x depending on terrain.

Feats
1 Skill Focus Disable Device
3 Extra Talent (Terrain Mastery)
5 Iron Will
7 Lunge (-2 AC, +5ft reach)
9 Improved Critical (Pick)
11 Critical Focus (+4 to confirm)
13 Staggering Critical (when crit, 1d4+1 rnds staggered or 1 rnd, save = 10+BAB)
CS Power Attack
RB Endurance (+4 swim checks to resist nonlethal, con checks to keep on running / avoid nonlethal from forced march / con to hold breath / to avoid nonlethal from starvation or thirst / fort to avoid nonlethal from hot or cold / fort saves to resist damage from suffocation. Can sleep in light/medium armor.
B Blind-Fight

Skills (11x6 + 3x8 = 90, with max of 14)
1 Stealth +19
2 Disable Device +33
3 Perception +27 (+x depending on terrain, +2 vs stone)
4 Survival +21
5 Knowledge Nature 7 / Planes 7 +10
6 Knowledge Geography +17
7 Swim (3) +13
8 Climb (3) +13

Special
-1st favored enemy (EVIL OUTSIDERS) – 2 bluff / knowledge / perception / sense motive / survival / attack / damage and can make knowledge checks untrained.
-Favored Terrain (9, 2x rogue Terrain Mastery for +4 on all terrains)
1 Abyss (+10) 2 Astral (+6) 3 Ethereal (+6) 4 Underground (+10) 5 Mountain (+8) 6 Cold (+6) 7 Swamp (+6) 8 Jungle (+6) 9 Desert (+6).
+initiative, knowledge geography, perception, stealth and survival checks.
-Terrain Mastery (4)
1 Abyss: can detect as CE. 2 Astral: +30 feet on no gravity/subjective gravity. 3 Underground: Blind-Fight 4 Ethereal: ignore 20% concealment from fog/mist, total concealment from fog/mist as concealment.
-Terrain Dominance (2)
1 Abyss: Weapons good aligned + material that abyss are vulnerable to. 2 Astral Plane: 3+wis Dimension Door a day. +1 comp att/dmg vs outsiders.
Favored Enemies: creatures native to Abyss + Astral Plane.
-Track (+1 survival to follow tracks)
-Wild Empathy (1d20+cha mod as diplomacy check to influence animals, -4 on magic beasts)
-Combat Style 1
-Trapfinding (+1 perception/disable device vs traps, can disarm magic traps)
-Evasion
-Sneak Attack: 2D6
-Trap Sense +1
-Talent: Terrain Mastery (1 extra favored terrain, +2 to all others)

DWARF
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Senses Racial Traits
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Traits
1 +1 Fortitude Save
2 +1 Will Save

Gear
Mithral Breastplate +5
Cloak of Resistance +5 / Eagle Cape (feather fall, 1x day transform into eagle with 80f fly speed)
Adamantine Lucky Heavy Pick (+3 Called, swift action summon it 100f, +1 luck saves, 1x reroll a day)
+1 Gauntlets
+1 Adaptable Composite Longbow
+6 STR belt
+2 CON ioun stone (in wayfinder)
+2 WIS headband
+5 Disable Device gloves, +1 saves vs traps
+5 Perception lenses
+2 Ring of Protection
+2 Amulet of Natural Armor
Boots of Striding and Springing (+10ft movement, +5 on jumps)
MW Thieves’ Tools
Traveler’s Any-Tool
Coat of Infinite Twine (10f hemp rope per round or 30f twine.)
Quick Runner’s Shirt (1x day swift action additional move action.)
Jingasa of the Fortunate Soldier (+1 luck AC, 1x day negate critical or SA)
Spring Loaded Wrist Sheath (swift action to grab wand)
Weapon Cord (Heavy Pick when Called, swift action to retrieve weapon if disarmed/dropped)
Bag of Holding: camping and cooking gear, food, water, climber’s kit, extended thieves’ tools.
Wayfinder (can cast light, +2 on survival to avoid getting lost, holds 1 ioun stone.)
Wand of Instant Enemy + Endure Elements + Lead Blades (increase damage die by 1) + CLW.

The Heavy Pick is a one-handed weapon that he'll use with both hands. He has good saves, a solid amount of hitpoints, a below average / mediocre AC and tons of utility. A crit versus a demon or 'instant enemy' will do 1D6+36 x 4 - or 4D6+144, haha! The group has plenty of buffers that toss out haste, good hope, prayer, bless (through heroes feast) and heroisms and what not so even without the Fav Enemy bonus he should pack a punch while being able to spot traps :)


I'd respectfully disagree on wand on instant enemy... I honestly don't think it would work for horizon walker.

instant enemy
With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes

Terrain Dominance
Terrain Dominance: At 3rd level, a horizon walker learns total dominance over one terrain he has already selected for terrain mastery. When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures.This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy.

you get to treat the bonus as a favored enemy bonus, but IMO that doesn't grant you the favored enemy type that the spell is dependent upon.

It's a great idea if it works.... but barring an FAQ I'm not sure that trick will work in all games.

All of your points are good, I wasn't omitting them because I thought they were unwarranted, I wasn't trying to create an 'amalgamated' build that incorporated all the good ideas above.. just adding more options for the OP to review.


I don't think i would get the "some effects happens on crit" -- if your guy crits then that monster is not going to be around to be staggered. (And if it is then it probably has a +40 fort save and is not going to fail the save.) I also don't think critical focus is optimal, but, if you miss a crit because you don't have it you'll kick me in the balls so maybe get it anyway.

You might be able to get away with heavier armor (adamantite breastplate or maybe mithral heavy armor?) if you want.

The rogue talent "trap spotter" is nice if you are interested in that. Plus then with stonecunning you will be spotting all kinds of shit left and right as you're walking along, it would be kind of funny.

Note: if you have rogue levels, then you will have trapfinding from that so you have flexibility with what ranger archetype you want (if any).


I don't mind a broader discussion at all .. and yeah, it's a little vague. A lenient DM will say 'it works', a stickler will say 'no, the words ain't exactly the same' and it will take some time before Paizo gives us a clear answer =P

If my DM says the Instant Enemy doesn't work I'll simply spend the money on something else. 1D6+23, or 24 if they are outsiders, is still decent damage and a crit will make short work of any foe. He certainly packs a bigger punch than ye average trapfinding rogue.

edit - god I can't count: 1D6+10str+12PA+3magic = 1D6+25.


MC Templar wrote:

I'd respectfully disagree on wand on instant enemy... I honestly don't think it would work for horizon walker.

instant enemy
With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes

Terrain Dominance
Terrain Dominance: At 3rd level, a horizon walker learns total dominance over one terrain he has already selected for terrain mastery. When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures.This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy.

you get to treat the bonus as a favored enemy bonus, but IMO that doesn't grant you the favored enemy type that the spell is dependent upon.

It's a great idea if it works.... but barring an FAQ I'm not sure that trick will work in all games.

All of your points are good, I wasn't omitting them because I thought they were unwarranted, I wasn't trying to create an 'amalgamated' build that incorporated all the good ideas above.. just adding more options for the OP to review.

I think you misunderstand...

As a Ranger, you get a favored enemy. You choose one to match the terrain you plan on dominating in. You then use Instant Enemy to count whoever you use it on as that *ranger favored enemy* (not the effective FE of HW's terrain dominance) for all purposes. So he then counts as being from the terrain your ranger FE is, which just happens to be linked to your dominant terrain.

Understand now?

EDIT: Example below

Spoiler:
- You dip Ranger and choose Gnoll as your favored enemy.
- Interesting side note, Gnolls hail from "warm plains or desert".
- You enter HW. You choose Desert as your dominant terrain.
- Anything from the desert now takes massive damage from you.
- You encounter a foe not from the desert; you use wand of Instant Enemy on him.
- He now counts as your FE, the Gnoll, for all purposes.
- As a "gnoll for all purposes," he is from the desert...

This is also why any archetype that gives up ranger's FE is a bad idea, coincidentally.


I think he's saying: A favored enemy type is like: "Animals". "Animals" doesn't have a native terrain. (a specific kind of animal might.)
That spell seems kind of metagamey/cheesy to me. Though I guess that if I pretend that it says something like: "You gain temporary insight into the habits of a favored enemy type of your choosing, gaining a favored enemy bonus for that type equal to half your caster level.", or something, then my objection goes away. So who knows.

Grand Lodge

Oh, I must suggest you nix that Rogue dip.

It will weaken your PC considerably.

If you must dip, I suggest Inquisitor.


I want trapfinding and get the rogue version of Terrain Mastery two times as cherry on top. As for weakening it, I'm not going for a min-max build - just a fun build.

Grand Lodge

Trapper can disable magic traps. Inquisitor has the Find Traps spell.

With the Conversion Inquisition, you can be a face, on top of everything.

That is a fun aspect.

The two sync well.


I suppose so, but I don't want to be a face. The inquisitor would also take away the 'careless' aspect of his personality. He is dedicated to one thing only - going where no man has ever gone before. This campaign also has very little use for a 'face'.

I've thought about the trapper, but I really want the rogue levels there for the Terrain Mastery talent.

The Exchange

You could go Archivist Bard instead of the Ranger levels to gain trapfinding and disable device also....just a thought.

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