Horizon Walkers Ideas / Builds


Advice

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chaoseffect wrote:
I don't see why you would really go more than 2 Rogue. I'm assuming you're only using it for Terrain Rogue Talent, but once you have one talent you can just get that from a feat.

Yeah I really didnt like the 4 levels of rogue, It hurts really bad. I would much rather mix Ranger/Druid.

Edit: I guess the main goal is to be able to Smite anything.

What about...

Ranger 1/ Druid (World Walker) 6/Nature Warden 3/ Horizon Walker 10 (I don't know what order would be best)

Edit: You could even possibly combine Pack Lord with World Walker but you lose your wild shape to gain Improved Empathic Link (Su) This would make for an excellent scout, plus being able to freely talk to animals/companions in favored terrains is awesome ( you will have plenty of places to talk)

That way you gain your favored enemy, you get a favored terrain from world walker, 4th level druid spells. wild shape 2x a day, great synergy with nature warden abilities ( plus with 3 levels you can talk to animals in your favored terrains at will)

Edit: Another option for early entry to Nature Warden could be...
Ranger(Warden)1/Druid(Feral Child) 4 on the bright side you gain two favored terrains by level 4 but you do lose your favored enemy. You could take racial heritage feat for the Samsaran Alternate racial for instant enemy and terrain bond.


Bump


AndIMustMask wrote:

Not the best, but decent:

** spoiler omitted **...

This is a very nice rogue build, you should post this in that Rogue thread if you haven't already. Unfortunately I think I'm trying to stay away from playing a rogue, that's usually my go to. Other than that I like this a lot.


Minimum:
1 ranger
2 rogue
2 nature warden
3 horizon walker

7 more HW
5 xxxx


Grizzly the Archer wrote:

Minimum:

1 ranger
2 rogue
2 nature warden
3 horizon walker

7 more HW
5 xxxx

I really wanted to avoid rogue, do I have other options? Plus I don't think you have enough skill ranks to even get into nature warden, unless I'm missing something. I thought you couldn't have more ranks than number of hit dice, NOT the number on the dice.


So you need to be at least 5th level to go Nature Warden. I think what I want to do is dip 3 levels into Nature Warden and take 10 levels of Horizon Walker. My problem is finding the most optimal choice for the other 7 levels. (Starting Classes)
I was thinking of this

1 Mad Dog Barbarian (Animal Companion at start + fast movement + rage)
4 World Walker Druid (FT + NB: Domain/Sub Domain. + Wildshape 1/day + Spells)
3 Nature Warden (YES)
10 Horizon Walker (YES)
2 World Walker Druid (Wildshape 2/day + 3rd level spells)

You get an Animal Companion and a Domain or Sub Domain, its pretty sweet. Please give me some feed back. The only down side is that it doesn't have favored enemy.


Also their is always

3 Druid World Walker
2 Rogue
3 Nature Warden
10 Horizon Walker

This provides 2 favored terrains by level 5


Hence the 1 level of ranger for favored enemy. It's needed since HW won't give the ability directly. As for the 2 rogue levels, they are required to get the rogue ability for rogue talent: terrain mastery. You only need 2 levels to qualify, but once you do, just take the feat extra rogue talent: (choosing) terrain mastery. Will give you an extra terrain, plus a +2 in all terrains you have favored.

So 7 levels of undecided, -2 levels rogue, -1 ranger level for static favored enemy=4 class levels left.


Grizzly the Archer wrote:

Hence the 1 level of ranger for favored enemy. It's needed since HW won't give the ability directly. As for the 2 rogue levels, they are required to get the rogue ability for rogue talent: terrain mastery. You only need 2 levels to qualify, but once you do, just take the feat extra rogue talent: (choosing) terrain mastery. Will give you an extra terrain, plus a +2 in all terrains you have favored.

So 7 levels of undecided, -2 levels rogue, -1 ranger level for static favored enemy=4 class levels left.

So what should I do for animal companion, this?

1 Ranger (Favored Enemy)
2 Mad Dog Barbarian (Animal Companion + Pack Tactics)
2 Rogue (Favored Terrain)
3 Nature Warden
10 Horizon Walker
2 Nature Warden/ or Mad Dog/ or Rogue


Is their any other way to gain favored enemy without being a ranger? Like an archetype for a different class? I know in D&D they had extra favored enemy as a feat.

4 Ranger (Favored Enemy/Wild Empathy/Endurance/Favored Terrain/Animal Companion)
2 Rogue (Sneak Attack +1d6/Terrain Mastery [Talent]
4 Nature Warden
10 Horizon Walker

or you could reduce Nature Warden to 3 and take 1 more level in Ranger after HW. I don't know... What is my absolute most optimal choice to make this work?


this build just seems to be getting too scattered now. You're losing BAB for underpowered Animal companions which I dont understand, boon companion wont keep them equal with 12-15 non-AC class levels in there. PLus even with 10 levels of horizon walker unless you know what terrains youll be in most of the time, I dont see it as more than a 3 level dip for dim door.


EsperMagic wrote:
this build just seems to be getting too scattered now. You're losing BAB for underpowered Animal companions which I dont understand, boon companion wont keep them equal with 12-15 non-AC class levels in there. PLus even with 10 levels of horizon walker unless you know what terrains youll be in most of the time, I dont see it as more than a 3 level dip for dim door.

Yeah I know... I just really wanted to combine Horizon Walker and Nature Warden, entering Nature Warden as early as possible. But at this point I'm really beginning to question my self. I think I might drop Nature Warden all together. That way I don't have to worry about the stupid animal companion thing.

Samsaran (Instant Enemy + Terrain Bond)

6 Ranger (Spirit Ranger)
3 Horizon Walker
7 Ranger (Spirit Ranger)

4 xxxxxx

Spirit ranger fits Samsaran thematically. Also I get spontaneous casting with a full spell list.


thats the build im doing right there. You dont lose Favored Enemy and you get bonus castings of spells like instant enemy and terrain bond. NAture warden seems nice but I would only go into from a druid(feral child)


The ranger is the only one that gets favored enemy at level 1 so easily that I know of. Also, it is a really great class for a quick 1 level dip, you get a lot more than just favored enemy.

I'm not sure why go mad dog barbarian also. Pathfinder has is way of making it more ideal to stay within a single, or minimal amount of multi-classing to be good. If you stay for ranger 4 you can get the animal companion.

Quick question: will you be going ranged or melee?

If you go ranged, than getting more of nature warden might be better, unless you go for rogue and get a way to do ranged sneak attack, (normally within 30' or use sniper goggles to get it for longer ranges). Otherwise rogue might be better for 1 more level to get the extra sneak attack die for melee since you would then have your animal companion for flanking.

Also, the better option with all of this favored terrain bonus is using the companion bond instead of animal companion. I would get rid of mad dog barbarian and give your allies, half your favored enemy bonus, which from terrain dominance is your favored terrain, and give them a nice sized boost to atk and Dmg.


EsperMagic wrote:
thats the build im doing right there. You dont lose Favored Enemy and you get bonus castings of spells like instant enemy and terrain bond. NAture warden seems nice but I would only go into from a druid(feral child)

I agree with you on that, its definitely the quickest and easiest way to get into it. But yeah, Samsaran Spirit Ranger definitely seems like the most optimal choice. Should I build it as a switch hitter? Or just focus on one or the other?


If you multiclass a lot, switch hitter might be better. If you take 6 ranger at minimum, then archery for combat style, but still switch hitter, or pure archer is nice. Archery gets a whole lot of attacks more over than melee.


Grizzly the Archer wrote:

The ranger is the only one that gets favored enemy at level 1 so easily that I know of. Also, it is a really great class for a quick 1 level dip, you get a lot more than just favored enemy.

I'm not sure why go mad dog barbarian also. Pathfinder has is way of making it more ideal to stay within a single, or minimal amount of multi-classing to be good. If you stay for ranger 4 you can get the animal companion.

Quick question: will you be going ranged or melee?

If you go ranged, than getting more of nature warden might be better, unless you go for rogue and get a way to do ranged sneak attack, (normally within 30' or use sniper goggles to get it for longer ranges). Otherwise rogue might be better for 1 more level to get the extra sneak attack die for melee since you would then have your animal companion for flanking.

Also, the better option with all of this favored terrain bonus is using the companion bond instead of animal companion. I would get rid of mad dog barbarian and give your allies, half your favored enemy bonus, which from terrain dominance is your favored terrain, and give them a nice sized boost to atk and Dmg.

I think I'm dropping Nature Warden altogether, and only dipping into Horizon Walker for 3 levels for dimensional dervish. Also with the last build I posted you get more casting options. Plus you get the most out of Instant Enemy/Terrain bond. Also if you went with the Archery route you could finish the last 4 levels off with Lantern Bearer (requires burning a feat for Racial Heritage: elf). But I think I would personally go with the Switch Hitter Route.


Honestly, if your still going samsaran the insight bonus to AC that's coming from your huge number of a favored terrain is a very nice bonus.

If I were you I'd streamline the build a bit:
With nature warden 6 ranger/ 3 HW/ 2 rogue/ 2 nature warden/ 7 HW Or something similar to this, if your going for the terrain bonuses.

Without nature warden: 6 ranger/3 HW/4 rogue/ 7 HW Or 6 ranger/ 3 HW/ 2 rogue/2 ranger/7 HW

Edit: we'll, for HW there are two ways to go about them. Push the terrain bonus to the sky, or go for the abilities, like D. Door and others for a certain number of uses per day. So depending on which you want, it changes the build considerably.


i would suggest human cavalier for 4 levels so you can take the horse master feat to max out your ac.


Abraham spalding wrote:
i would suggest human cavalier for 4 levels so you can take the horse master feat to max out your ac.

Well I need the Samsaran Alternate Racial Trait but I guess Racial Heritage could take care of qualifying as human or samsaran for traits/archetypes/favored class bonus/etc. That would definitely be a nice boost, that and Cavalier is my favorite martial class. How would you build this Abraham? I always enjoy reading your posts.

Edit: I was originally just gonna finish those last 4 levels off with Ranger, that way I gain more spells, quarry, imp. evasion, and HiPS.


I dont think the samaran is worth it for this build. You moreso want bonuses to str or con or something. Not really INT/WIS. The racial traits aren't worth it.

And I still think You are trying far too much grizzly. Not really a reason to do rogue here at all. If you want that kida build just go with the new slayer class and don't lose BAB.


The rogue is needed for terrain builds. If you want the increased favored terrain from talent and feats, rogue is a huge bonus must actually.

Also, the OP has changed their mind a few times on the kind of build they want, so each time they changed, I altered it.


Grizzly the Archer wrote:

The rogue is needed for terrain builds. If you want the increased favored terrain from talent and feats, rogue is a huge bonus must actually.

Also, the OP has changed their mind a few times on the kind of build they want, so each time they changed, I altered it.

Yeah my bad, but to be fair the title of the thread is ideas/builds (more than one). Most of that scattered around stuff was for the Nature Warden route. I will do my best to stay focused on one thing at a time. I don't feel like the 2 rogue levels are as crucial as you make them out to be. Yeah you get an extra terrain and a +2 to all other favored terrains but this really hurts your BAB. Plus I will already have 5 favored terrains which is decent.


hence slayer...it has talents which include terrain mastery, sneak attack, and favored target


EsperMagic wrote:
hence slayer...it has talents which include terrain mastery, sneak attack, and favored target

When does the Advanced Class Guide release? Because Slayer would probably be the best class for this.


Next summer I believe.


whenever you find a gm to let you use them. the playtest has been out about two weeks now i believe


What exactly are you trying to get out of the horizon walker? Or out of the build period? The terrain bonus? SLA per day? Animal companion build?


I don't think you can actually get the best of everything in this case.

You want 5 levels of nature warden if you really want the AC so you can share the bonuses with it.

However you are also going to need 2nd level divine spells (possible with aasimar if you accept the FAQ on spell-like abilities) and the ability to grab all the favored terrains possible.

feral child druid 3/ cavalier 4/ rogue 2/nature warden 5/ horizon walker 6

That gets you 7 favored terrains without spending feats, a full on animal companion... 16 BAB, 6th level druid casting, 16/8/7 saves, evasion, 1d6 sneak attack, 2 terrain dominance and 3 terrain masteries, eating up 1 feat for horse master, free perception check for traps in favored terrain

Aasimar(agathion-blooded) cavalier 4/rogue 2/ ranger 1/Nature's Warden 5/ 8 Horizon Walker

That gives you 17 BAB 13/11/7 no real spell casting, heavy armor 7 favored terrains without a using feats, 4 terrain masteries 2 terrain dominance, evasion, 1d6 sneak attack, full animal companion at the cost of a feat

It really comes down to what exactly you want from it.

In the end this will get you up to a 7 point insight bonus to AC for you and your AC and a nice initiative bonus for both of you as well.


Abraham spalding wrote:

I don't think you can actually get the best of everything in this case.

You want 5 levels of nature warden if you really want the AC so you can share the bonuses with it.

However you are also going to need 2nd level divine spells (possible with aasimar if you accept the FAQ on spell-like abilities) and the ability to grab all the favored terrains possible.

feral child druid 3/ cavalier 4/ rogue 2/nature warden 5/ horizon walker 6

That gets you 7 favored terrains without spending feats, a full on animal companion... 16 BAB, 6th level druid casting, 16/8/7 saves, evasion, 1d6 sneak attack, 2 terrain dominance and 3 terrain masteries, eating up 1 feat for horse master, free perception check for traps in favored terrain

Aasimar(agathion-blooded) cavalier 4/rogue 2/ ranger 1/Nature's Warden 5/ 8 Horizon Walker

That gives you 17 BAB 13/11/7 no real spell casting, heavy armor 7 favored terrains without a using feats, 4 terrain masteries 2 terrain dominance, evasion, 1d6 sneak attack, full animal companion at the cost of a feat

It really comes down to what exactly you want from it.

In the end this will get you up to a 7 point insight bonus to AC for you and your AC and a nice initiative bonus for both of you as well.

Thank you so much for this. I wish Beast Rider didn't replace the expert trainer class feature, it would fit sooo well. Which Order do you think would be best?


Pathfinder Starfinder Adventure Path Subscriber

My build makes a master forest warden who is quite capable of pulling off advanced combat maneuvers and can choke up the battlefield with choking plants that only he can move through.

Look for "Taur Thelyn" in my Character Emporium for details. Sorry I couldn't provide a direct link, my online services have been wonky as of late.


Ravingdork wrote:

My build makes a master forest warden who is quite capable of pulling off advanced combat maneuvers and can choke up the battlefield with choking plants that only he can move through.

Look for "Taur Thelyn" in my Character Emporium for details. Sorry I couldn't provide a direct link, my online services have been wonky as of late.

Funny you mention it Ravingdork, "Taur Theyln" is what actually influenced me to want to play a Horizon Walker in the first place.


If you are going to be on the AC order of the sword.
If you are going ranged order of land (also thematically appropriate).
If you are a defender type then honor guard archetype and order of the dragon (with the helpful trait).
If you want to be a pain in the but then honor guard archetype (with the helpful trait) and order of the paw while mounted.

Order of the sword is fun, honor guard with order of the dragon and helpful and benevolent armor is pretty awesome too though, especially for pushing your AC's ac through the roof.


Abraham spalding wrote:

If you are going to be on the AC order of the sword.

If you are going ranged order of land (also thematically appropriate).
If you are a defender type then honor guard archetype and order of the dragon (with the helpful trait).
If you want to be a pain in the but then honor guard archetype (with the helpful trait) and order of the paw while mounted.

Order of the sword is fun, honor guard with order of the dragon and helpful and benevolent armor is pretty awesome too though, especially for pushing your AC's ac through the roof.

Could you possibly help me stat out this build? I'm not sure what feats to use for this. I would imagine he would be focused around mounted combat? I'm also having trouble choosing over these two...

Abraham spalding wrote:

Aasimar(agathion-blooded) cavalier 4/rogue 2/ ranger 1/Nature's Warden 5/ 8 Horizon Walker

That gives you 17 BAB 13/11/7 no real spell casting, heavy armor 7 favored terrains without a using feats, 4 terrain masteries 2 terrain dominance, evasion, 1d6 sneak attack, full animal companion at the cost of a feat

Which one would you choose personally?


Druid-Sourced Horizon Walker, Build 1: The Fox Hunter
Assumptions:
--Instant Enemy triggers Horizon Walker’s Terrain Dominance when you Instant Enemy.
--GM will not allow you to benefit from Instant Enemy without actually possessing the Favored Enemy class feature.
--GM will not allow Favored Enemy: Human to consider things like the Astral Sea their home terrain.
--GM disallows racial spell-casting as a Prestige Class entry.

Description: This build focuses on getting its capstone abilities as quickly as possible, with lower effectiveness when they are obtained. This build is also based on assumptions that your GM is rather curmudgeonly over RAW shenanigans. For instance, Humans having a home terrain of “any,” technically meaning planes where humans are definitely not natives count as home terrain, is unlikely to fly in many groups. Therefore, this character is going to pick Favored Terrain: Forest as his primary Favored Terrain, and Favored Enemy: Kitsune as his favored enemy. If your campaign’s setting is primarily a different terrain type, I would suggest adjusting accordingly, and using a Favored Enemy category with a single, clear example of Favored Enemy, to avoid GM grousing. This build DOES assume that the Instant Enemy effect allows Terrain Dominance to function, but that assumption is at the core of ALL of these Horizon Walker builds, so if the GM turns that one down, you lose a significant amount of power and flexibility in any of the proposed set-ups.
Why do we pick up the first level of Nature Warden at 6, and the second at 9? You could just go straight to nature warden 2 at level 7, but it’s rather… underwhelming at that point. At level 7, the likelihood of you being able to afford the staff of Terrain Bond without having a party member crafting it is rather low. Especially since you also want the awkward-to-craft Boots of Friendly Terrain. Even if you manage to obtain both of those items, you’re looking at a +2 Insight Bonus to AC at that juncture, which isn’t exactly fantabulous. By delaying until level 9, you gain a greater loot pool to soak the cost of the staff, and two more Favored Terrains leading into the Insight Bonus. You also pick up your Third-Level Druid Spell-casting by getting the 2nd level of Nature Warden at 9, which means you'll have Instant Enemy as a fully castable spell next level when you get Terrain Dominance. The third level of Nature Warden at level 20 is just a better package of “+1 Spellcaster level” than Druid 5, since you come away with a bonus BAB.
This build has open Feats at the following levels (BAB):
1(0BAB)
3(2BAB)
5(4BAB)
7(5BAB)
9(7BAB)
11(9BAB)
Endurance is the feat-tax for entering Horizon Walker, and as such will have to be obtained on or before your 5th level feat. This makes level 1 likely the best place to pick it up since you’ll be at BAB0. You begin with Druid instead of Ranger in order to use Mystic Past Life on a class with full spell progression. This leaves you 5 slots for Feats with BAB requirements. Due to the gigantic +Hit and +Damage bonuses provided by Terrain Dominance, anything that gives you multiple attacks, or increased crit range, is very nice.
To wit, we have the following example fighting style chains:
RANGED ATTACK STYLE:
You won’t be able to pick up Improved Precise Shot, but that just means you need a Seeking enchant on your Bow to negate concealment. If you go the Ranged Attack route, you can allocate the feats:
3: Point-Blank Shot
5: Rapid Shot
7: Precise Shot
9: Manyshot
11: Clustered Shot

If your GM rarely uses monsters with damage reduction, Deadly Aim is a good substitute for Clustered Shot. I would have to suggest Clustered Shot over it, however, as it is the stone-cold nuts against anything with DR.

DUAL-KUKRI-STYLE
3: Weapon Finesse (If you want to reduce MAD, otherwise you can shift these around and use this as an open feat)
5: Weapon Focus: Kukri
7: Two-Weapon Fighting
9: Improved Two-Weapon Fighting
11: Improved Critical (Kukri)

FALCHION-STYLE:
3: Power Attack
5: Weapon Focus: Falchion
7:
9:
11: Improved Critical (Falchion)

Do note that, when your Instant Enemy is running, or when facing enemies who are naturally part of your Terrain Dominance, you’re going to have such ludicrous attack and damage bonuses that the ranged attack build can sort of switch-hit. Who cares about a -6 penalty to your attacks for dual wielding, when you’re picking up a +14-30 terrain bonus? This also sort of de-values small attack or damage bonuses. Of course, such bonuses are still very handy for when you are not dealing with something you can Instant Enemy.

If you want to push your AC into absurdity, you could also pick up Combat Expertise, and Fight Defensively.

In summary, this build ends with: BAB+17, FORT+13, REF+7, WILL+9, 6th-Level Druid Spellcasting, a level 7 Animal Companion stuffed in a bag of holding with some leaves. It hits its capstone abilities, Insight Bonus to AC from Nature Warden and Favored Terrain Bonus as a Favored Enemy Bonus from Horizon Walker at level 9 and 10. The build has the ability to cast Instant Enemy from level 9 onward, ensuring that Terrain Dominance will be active against Bosses. With Friendly Forest Boots, you end up at a +30 Favored Terrain Bonus at level 20. You end up being Favored Terrain +4 on 12 out of the 23 "core" Terrains of your choice, in addition to the +30 in Forests. With Terrain Bond, this makes your Nature Warden Capstone provide a +15 Insight Bonus to AC, which is nothing to sneeze at.

Main disadvantages to this build lie in its inability to naturally cast Terrain Bond, forcing staff-reliance, and a reduced end-game effectiveness due to putting off the two level of rogue. These are ameliorated, to an extent, by the fact that the free feats from pushing back rogue line up reasonably well with the ranged attack feat chain’s requirements, and that Ranger-based builds are even more stave-dependent than this.

RACE: Samsaran
--Add Instant Enemy and Terrain Bond to your Druid Spell List using Mystic Past Life.
Traits: Any
Ability Scores: Minimum Wisdom of 12 before Racial Modifiers. Minimum of 10 Intelligence to hit Skill Requirements. Minimum Dex determined by desired fighting style.
Key Items: Boots of Friendly Terrain (2,400), Staff of Orison+Terrain Bond (20,800)
L1: Druid [World Walker] 1
Nature Bond (Animal Companion)
Nature Sense
Orisons
Wild Empathy
Feat: Endurance
L2: Druid [World Walker] 2
Woodland Stride
L3: Druid [World Walker] 3
Favored Terrain: Forest +2
Feat:
L4: Druid [World Walker] 4
Wild Shape 1/day
Ability Score Adjustment:
L5: Druid [World Walker] 4/Ranger [Core] 1
Favored Enemy: Humanoid [Kitsune]
Track
Feat:
L6: Druid [World Walker] 4/Ranger [Core] 1/Nature Warden 1
Companion Bond
Natural Empathy
L7: Druid [World Walker] 4/Ranger [Core] 1/Horizon Walker 1/Nature Warden 1
Favored Terrain: Forest +4, Plains +2
Feat:
L8: Druid [World Walker] 4/Ranger [Core] 1/Horizon Walker 2/Nature Warden 1
Favored Terrain: Forest +6, Mountains +2
Terrain Mastery: Forest
Ability Score Adjustment:
L9: Druid [World Walker] 4/Ranger [Core] 1/Horizon Walker 2/Nature Warden 2
Mystic Harmony
Wild Stride
Feat:
L10: Druid [World Walker] 4/Ranger [Core] 1/Horizon Walker 3/Nature Warden 2
Terrain Dominance: Forest
L11: Druid [World Walker] 4/Ranger [Core] 1/Horizon Walker 4/Nature Warden 2
Favored Terrain: Forest +8, Your Choice +2
Terrain Mastery: Your Choice
Feat:
L12: Druid [World Walker] 4/Ranger [Core] 1/Rogue [Core] 1/Horizon Walker 4/Nature Warden 2
Sneak Attack +1d6
Trapfinding
L13: Druid [World Walker] 4/Ranger [Core] 1/Rogue [Core] 2/Horizon Walker 4/Nature Warden 2
Evasion
Rogue Talent: Favored Terrain (Forest +10, Your Choice +2)
Feat: Extra Rogue Talent: Favored Terrain (Forest +12, Your Choice +2)
L14: Druid [World Walker] 4/Ranger [Core] 1/Rogue [Core] 2/Horizon Walker 5/Nature Warden 2
Favored Terrain: Forest +14, Your Choice +2.
L15: Druid [World Walker] 4/Ranger [Core] 1/Rogue [Core] 2/Horizon Walker 6/Nature Warden 2
Terrain Dominance: Your Choice.
Terrain Mastery: Your Choice.
Feat: Extra Rogue Talent: Favored Terrain (Forest +16, Your Choice +2)
L16: Druid [World Walker] 4/Ranger [Core] 1/Rogue [Core] 2/Horizon Walker 7/Nature Warden 2
Favored Terrain: Forest +18, Your Choice +2.
L17: Druid [World Walker] 4/Ranger [Core] 1/Rogue [Core] 2/Horizon Walker 8/Nature Warden 2
Favored Terrain: Forest +20, Your Choice +2
Terrain Mastery: Your Choice.
Feat: Extra Rogue Talent: Favored Terrain (Forest +22, Your Choice +2)
L18: Druid [World Walker] 4/Ranger [Core] 1/Rogue [Core] 2/Horizon Walker 9/Nature Warden 2
Terrain Dominance: Your Choice
L19: Druid [World Walker] 4/Ranger [Core] 1/Rogue [Core] 2/Horizon Walker 10/Nature Warden 2
Favored Terrain: Forest +24, Your Choice +2
Master of All Lands
Feat: Extra Rogue Talent: Favored Terrain (Forest +26, Your Choice +2).
L20: Druid [World Walker] 4/Ranger [Core] 1/Rogue [Core] 2/Horizon Walker 10/Nature Warden 3

I will have other builds to post later on in the week. While this one is not super-impressive, I like that it manages to *work* at level 10, rocking a +8 Favored Terrain Forest at that level. It does make me sad to give up the "OMG 23 FAVORED TERRAINS, ZA POWAAAAAAAAAAH" by delaying Rogue. The little timmy in my heart demands +50 Favored Terrain Bonuses. And he will force me to spend a couple hours figuring out a decent way to reach something approximating that. Unfortunately, I don't think you can use Nature Warden and still "catch em all." Some variation of Ranger 1->Rogue 1->Rogue 2->Ranger 2->Ranger->3->Ranger 4->Horizon Walker is probably the ticket there, although I shudder at its Instant-Enemy-Staff-reliance in-combat.


I feel a little lost because I'm not understanding the stacking from terrain dominance and favored enemy to get +30 to hit etc. Please help? ;)


Pathfinder Starfinder Adventure Path Subscriber

Got a working link for Taur Thelyn.


klevis69 wrote:
I feel a little lost because I'm not understanding the stacking from terrain dominance and favored enemy to get +30 to hit etc. Please help? ;)

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."

The conjecture of this thread is that if you Instant Enemy, since the spell says they are treated as that creature type for all purposes, they also inherit that creature type's native terrains, which are the trigger for Terrain Dominance (the Horizon Walker's ability), which over-rides Favored Enemy.

The +30 is obtained by changing an enemy's type to one that has a home terrain that matches your Terrain Dominance. The +30 above specifically comes from a core of +26 due to having 13 Favored Terrains, increased by 2 for Boots of Friendly Terrain (Forest) and by 2 again for Master of All Lands, the level 10 Horizon Walker ability. It does not stack with the base +2 you have for Favored Enemy, but rather, replaces it.

I must say, "for all purposes" is a terrible, terrible way to write that spell.


Got it nice. Wow.

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