Horizon Walker Assistance Please


Advice


Race: Dwarf; Alt Racial: Sky Sentinel
Favored Class Bonus: +1 skill point (for the knowlege: geo needed to qualify for HW)

Ranger (Guide) 6/Horizon Walker 10/Ranger 4 OR Ranger (Guide) 10/Horizon Walker 10.
Not sure which of these to go with. Early HW gets me my first terrain dominance faster, staying ranger first gets me +6/+6 focus 4/day and 3rd level spell access. Could go with a crazy Rgr6/HW3/Rgr4/HW7 progression I suppose. And before anyone suggests otherwise, I am set on using Guide.

Combat style: Either Archery or Weapon and Shield.
I really wanna try W&S because of that level 6 no-prereq Shield Master and dual wield the suckers. On the other hand, Archery is always strong and dwarves are slow.

Stats: 20 pt buy
Str 14, Dex 17, Con 12, Int 10, Wis 14, Cha 8 for archery
Str 16, Dex 15, Con 14, Int 10, Wis 13, Cha 8 for W&S
W&S would probably grab a +Dex item to qualify for ImpTWF, otherwise I could theoretically lower Dex to 14 on it since shield master means no TWF penalties. I'd just be stuck with the single offhand attack.

Traits: Don't have the book for Glory of Old, so pretty much limited to the stuff in Ultimate Campaign.

Feats: I really want to squeeze Steel Soul and Iron Will in here since neither ranger or horizon walker have good will save progression. Though with the Wis I might be able to go without Iron will until later. Deadly Aim or Power Attack depending on combat style. Quick Draw would really help the shield build, probably good for the archer too with a backup weapon.

I'm looking to have all the basic feats out of the way around level 10, earlier if possible. I just need to pick a good order to take them in.
Thoughts?


Darigaaz the Igniter wrote:

Race: Dwarf; Alt Racial: Sky Sentinel

Favored Class Bonus: +1 skill point (for the knowlege: geo needed to qualify for HW)

Ranger (Guide) 6/Horizon Walker 10/Ranger 4 OR Ranger (Guide) 10/Horizon Walker 10.
Not sure which of these to go with. Early HW gets me my first terrain dominance faster, staying ranger first gets me +6/+6 focus 4/day and 3rd level spell access. Could go with a crazy Rgr6/HW3/Rgr4/HW7 progression I suppose. And before anyone suggests otherwise, I am set on using Guide.

Combat style: Either Archery or Weapon and Shield.
I really wanna try W&S because of that level 6 no-prereq Shield Master and dual wield the suckers. On the other hand, Archery is always strong and dwarves are slow.

Stats: 20 pt buy
Str 14, Dex 17, Con 12, Int 10, Wis 14, Cha 8 for archery
Str 16, Dex 15, Con 14, Int 10, Wis 13, Cha 8 for W&S
W&S would probably grab a +Dex item to qualify for ImpTWF, otherwise I could theoretically lower Dex to 14 on it since shield master means no TWF penalties. I'd just be stuck with the single offhand attack.

Traits: Don't have the book for Glory of Old, so pretty much limited to the stuff in Ultimate Campaign.

Feats: I really want to squeeze Steel Soul and Iron Will in here since neither ranger or horizon walker have good will save progression. Though with the Wis I might be able to go without Iron will until later. Deadly Aim or Power Attack depending on combat style. Quick Draw would really help the shield build, probably good for the archer too with a backup weapon.

I'm looking to have all the basic feats out of the way around level 10, earlier if possible. I just need to pick a good order to take them in.
Thoughts?

I played a Horizon Walker in the Kingmaker AP, and I really enjoyed it. She dominated, and I wasn't even trying to optimize her.

I did the archery style ranger. With the Speed weapon property, rapid shot, and multi-shot, she was getting I think 6 or 7 arrows out per round.

The trick was trying to keep up with whatever terrain we were in.

Spoiler:
In the Kingmaker AP, I went with Forrest first, which just so happened to be where the final boss was. I dropped her in one round because I had some crazy increase to my initiative, +hit, and +dmg, that I didn't miss and each arrow did a minimum of 40dmg.


Sindalla wrote:
The trick was trying to keep up with whatever terrain we were in.

Fortunately I have until at least 7th level before choosing the first terrain to be at +4. Which again leaves one pondering which order to take the levels in.


Sorry, my last post my not have been exactly as helpful as you were looking for.

I was more or less trying to reinforce your decision to try out the horizon walker ASAP.

I'd go with archer personally, although, if you don't have a front liner, he will make a great one.

If you do have a front line party member, definitely go with archer. You'll just be one less person blocking the fighter's charge.

I also recommend getting this


Ah, I see. Well then do you recommend going straight HW or breaking it up after HW3 to get the other ranger benefits before going back to HW?


Sorry, this thread got eaten up by other threads, never saw the reply.

I'd recommend sticking with HW all the way through 10. Pick a terrain, and you'll have at least a +16 bonus to hit and damage in that terrain, plus all sorts of other bonuses. If you go 3 HW, you'll only get 1 terrain dominance, and if so you'd have to pick one that you'll be using all the time.

You're not missing out on anything exceptionally great from the ranger. The flat bonuses alone from the HW are better than the stuff ranger would give you. (With the exception of Hide In Plain Sight, that's cool, but you have to wait until 20th level if you take 3HW levels.)

Sczarni

I went Guide 6 / HW 10, or at least that's the plan (only at 15th now so G6/HW9).

The reason being is that I'm going for the Terrain Dominance stacking as I know we are spending our time in a specific terrain so it's letting me really stack up the damage...

But it wasn't the first Terrain Dominance I wanted (I went Astral first for the Dimension Door fun).

Then I took Desert for Rage Cycling (plan was to finish with 4 levels of Barbarian).

But now I'm leaning more towards going back to Ranger for the last 4 levels. I'm still not 100%, I flip & flop.

But each time I add the terrain bonus to Mountain, so my damage against creatures from that terrain is insane.

HW is a prestige class that you either want to 3, 6, or 10 levels as far as I'm concerned (if you go to 9 you may as well go 10 to get the capstone). But how you do it depends on what you want.

Dark Archive

I'd REALLY recommend squeezing 2 levels of rogue in there for the extra benefits.
I'd recommend Guide 8/Rogue 2/Horizon Walker 10 as the most optimized version.
You want the rogue levels so you can pick up this one rogue trick Terrain Mastery.
With that every time you spend a feat on it you get an additional Favored Terrain & a free +2 to all your other favored terrains.
Do it right and by end game you'll have a +24 or better on Initiative, Bluff, Knowledge, Perception, Sense Motive, Survival checks, weapon attack and damage rolls against anything you want on top of whatever you get in gear and class skills.

Built properly you could be almost guaranteed to know everything about anything you're fighting and always hit and never get hit in battle.

Sczarni

I haven't done the math for awhile but a Guide 10/HW 10 can get to +24 as well, if I recall correctly.

But I do like the Rogue entry, but I'd probably go all Rogue for the entry levels if I was doing it that way.


I'm still thinking Guide 6/HW 3/Guide 4/HW7 is the most appealing to me. The rogue dip is cute but I don't know how many extra feats I'll have for extra rogue talent.

Dark Archive

The ranger 10/HW 10 actually caps at +16 (18 with the boots) but your other favored terrains are stuck at +2.

The rogue dip gives you +18 (+20 with boots) but for every feat you burn it goes up by an additional 2 AND all your other favored terrains increase to significantly higher levels (3 feats spent this way give you a +26/+24/+22/+8 on all the others).

This is important since the Instant Enemy spell doesn't work on any creature native to ANY of your other favored terrains. It's an overlooked limitation but a significant one.


Guide doesn't have favored enemy anyway, so instant enemy is a moot point

EDIT: I might go Rgr6/HW3/Rgr4/Hw3/Rog4. Depends on how I feel when I get to that level.

Dark Archive

Darigaaz the Igniter wrote:

Guide doesn't have favored enemy anyway, so instant enemy is a moot point

EDIT: I might go Rgr6/HW3/Rgr4/Hw3/Rog4. Depends on how I feel when I get to that level.

Guide doesn't but Horizon walker DOES.

Quote:

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.

This makes that spell not work with anything native to any of your favored terrains. Since the Horizon Walker 10 will have ALL terrains as a favored terrain this could completely remove this spell and it's superior bonus from the character. Technically it will make the character weaker at this point.


Terrain dominance gives me the favored enemy bonus, but it doesn't give me any favored enemy types. So Instant Enemy is still useless.

Dark Archive

Darigaaz the Igniter wrote:
Terrain dominance gives me the favored enemy bonus, but it doesn't give me any favored enemy types. So Instant Enemy is still useless.

Incorrect.

Quote:
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.

This includes the terrain that it's native too so your terrain dominance kicks in and all of this comes together.

All your bonuses turn on and you now can destroy anything that gets in your way.


My math may be a little off, but I just did some poking around on the PRD, and it looks like if you went rogue 10/HW 10, you could potentially have every favored terrain (17 of them) and an additional +2 on top of them from "Master of All Lands."

That comes out to be a +34 to favored terrain bonuses, and depending on your dominate terrains.... wow.


Quote:
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.

I have no favored enemy types. Either find me a rules thread about it or make one, but please stop cluttering up my thread with an argument about a moot point.


Mathwei ap Niall wrote:
Darigaaz the Igniter wrote:
Terrain dominance gives me the favored enemy bonus, but it doesn't give me any favored enemy types. So Instant Enemy is still useless.

Incorrect.

Quote:
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.

This includes the terrain that it's native too so your terrain dominance kicks in and all of this comes together.

All your bonuses turn on and you now can destroy anything that gets in your way.
PFSRD wrote:
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.

It states a distinction between the two.

PFSRD wrote:
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.

Favored Terrain bonus =/= Favored Enemy bonus.

He treats his favored terrain bonus as a Favored Enemy bonus. It does not replace it.


As a fun fact, it is better to go Rogue 6 because you can get 3 favoured terrains by level 6 instead of 1 by going ranger.

Here is a sample:

Spoiler:

Unnamed Hero
Dwarf Horizon Walker 10/Rogue 6
CG Medium humanoid (dwarf)
Init +6; Senses darkvision 120 ft.; Perception +14
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 10 (+6 Dex)
hp 131 (10d10+6d8+38)
Fort +9, Ref +14 (+2 bonus vs. traps), Will +8; +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities evasion, trap sense +2, uncanny dodge; DR 2/adamantine
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 16th; concentration +15)
4/day—charm person (DC 10)
--------------------
Statistics
--------------------
Str 13, Dex 22, Con 12, Int 10, Wis 12, Cha 8
Base Atk +14; CMB +15; CMD 31 (35 vs. bull rush, 35 vs. trip)
Feats Blind-Fight, Endurance, Extra Rogue Talent, Extra Rogue Talent, Extra Rogue Talent, Iron Will, Steel Soul, Toughness, Two-weapon Fighting
Traits glory of old, life of toil
Skills Climb +5, Diplomacy +3, Knowledge (geography) +9, Perception +14 (+17 to locate traps, +16 vs. flying creatures)
Languages Common, Dwarven
SQ favored terrains (cold +4, desert +4, ethereal plane +4, forest +4, jungle +4, mountainous +18, plains +4, plane of earth +6, plane of fire +8, swamp +4, underground +14, urban +16, water +4), master of all lands, rogue talents (terrain mastery, terrain mastery, terrain mastery, terrain mastery, terrain mastery, terrain mastery), sky sentinel, terrain dominances (terrain dominance [mountain], terrain dominance [underground], terrain dominance [urban]), terrain masteries (terrain mastery [mountain], terrain mastery [swamp], terrain mastery [underground], terrain mastery [urban]), trapfinding +3
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Damage Reduction (2/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Terrain (Cold +4) (Ex) +4 to rolls vs Favored Terrain (Cold).
Favored Terrain (Desert +4) (Ex) +4 to rolls vs Favored Terrain (Desert).
Favored Terrain (Ethereal Plane +4) (Ex) +4 to rolls vs Favored Terrain (Ethereal Plane).
Favored Terrain (Forest +4) (Ex) +4 to rolls vs Favored Terrain (Forest).
Favored Terrain (Jungle +4) (Ex) +4 to rolls vs Favored Terrain (Jungle).
Favored Terrain (Mountain +18) (Ex) +18 to rolls vs Favored Terrain (Mountain).
Favored Terrain (Plains +4) (Ex) +4 to rolls vs Favored Terrain (Plains).
Favored Terrain (Plane of Earth +6) (Ex) +6 to rolls vs Favored Terrain (Plane of Earth).
Favored Terrain (Plane of Fire +8) (Ex) +8 to rolls vs Favored Terrain (Plane of Fire).
Favored Terrain (Swamp +4) (Ex) +4 to rolls vs Favored Terrain (Swamp).
Favored Terrain (Underground +14) (Ex) +14 to rolls vs Favored Terrain (Underground).
Favored Terrain (Urban +16) (Ex) +16 to rolls vs Favored Terrain (Urban).
Favored Terrain (Water +4) (Ex) +4 to rolls vs Favored Terrain (Water).
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Master of All Lands (Su) All terrains are favored +2, can grant allies in 30 ft +2 favored bonuses (+4 in mastered terrain).
Sky Sentinel +1 to attack/+2 to AC Gain bonus to att/AC vs flying foes. Foes gain no bonus for high ground, +2 Perception vs flying.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Terrain Dominance (Mountain +18) Use fav. terrain as enemy bonus vs. terrain natives.
Terrain Dominance (Underground +14) Use fav. terrain as enemy bonus vs. terrain natives.
Terrain Dominance (Urban +16) Use fav. terrain as enemy bonus vs. terrain natives.
Terrain Mastery (Mountain) (1 rds) Grant allies bonus in terrain. Retain Dex bonus to AC when climbing.
Terrain Mastery (Swamp) (1 rds) Grant allies bonus in terrain.
Terrain Mastery (Underground) (1 rds) Grant allies bonus in terrain.
Terrain Mastery (Urban) (1 rds) Grant allies bonus in terrain.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.


I agree with CWheezy, except I would take something along the lines of Rogue 2/Ranger 4. Terrain Mastery is a very powerful Rogue Trick when used correctly.


I want to start with Ranger 6 because of the combat style feats and getting the favored class bonus of +1 skill point for those 6 levels happens to perfectly coincide with the 6 ranks of Kn: Geo needed for HW.

Dark Archive

Sindalla wrote:
Mathwei ap Niall wrote:
Darigaaz the Igniter wrote:
Terrain dominance gives me the favored enemy bonus, but it doesn't give me any favored enemy types. So Instant Enemy is still useless.

Incorrect.

Quote:
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.

This includes the terrain that it's native too so your terrain dominance kicks in and all of this comes together.

All your bonuses turn on and you now can destroy anything that gets in your way.
PFSRD wrote:
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.

It states a distinction between the two.

PFSRD wrote:
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.

Favored Terrain bonus =/= Favored Enemy bonus.

He treats his favored terrain bonus as a Favored Enemy bonus. It does not replace it.

Not quite understanding what you are trying to say here.

The accepted way this works is you cast instant enemy on a target and choose to consider it of type humanoid (Gnoll). At this point it's normal terrain is flagged as Desert so your favored terrain (Desert) kicks in and you now use that bonus as a favored enemy bonus against that target.


Mathwei ap Niall wrote:

Not quite understanding what you are trying to say here.

The accepted way this works is you cast instant enemy on a target and choose to consider it of type humanoid (Gnoll). At this point it's normal terrain is flagged as Desert so your favored terrain (Desert) kicks in and you now use that bonus as a favored enemy bonus against that target.

That's not the way it works at all. The desert terrain is a part of the Gnoll creature entry, not an inherent quality of the Humanoid (gnoll) creature type. It'd be like trying to instant enemy some thing as a dragon and say that your terrain dominance (forest) applies because green dragons live in a forest.

Just because you instant enemy one creature type does not mean you pick a specific example of that creature type to count it as, even if there's only one printed example of that type.


1) Terrain Mastery rocks with horizon walker, I agree with the others.

2) Instant Enemy with horizon walker is serious broken. If your gm doesn't allow it with the guide you may want another arcetype. I had an NPC using a wand knocking out like +14 attack and damage vs the PC's with it before bane kicked in.

3) Two handing a shield is pretty powerful instead of sword and board. A fully enchanted shield with an additional +5 in weapon enchantments is only 172,000, compared to a fully enhanced shield (the same price) and a weapon at 200,000 for 372,000 or almost half your wealth by level 20. Shield is the cheapest way to enchant a weapon, and does really good damage two handed when spiked and bashing is on it. Its a little slow until you get shield mastery at level 6, but really starts to shine after that.


For the last time, Instant Enemy doesn't work with Terrain Dominance. See here for a better explanation than I can give.


Darigaaz the Igniter wrote:
For the last time, Instant Enemy doesn't work with Terrain Dominance. See here for a better explanation than I can give.

An Outsider (air) is necessarily native from the plane of Air.


1 person marked this as a favorite.

If you're not going to contribute to the topic at hand please stop posting here.

Sczarni

Well, the only way we (you) can determine which path is best is to compare the pro's and cons, and then pick what aligns best with your concept.

For example, if squeezing in all the feats you want is a top priority in order to make your concept working, going Ranger 10 will net you an additional bonus feat faster... It will also be the quickest route to 3rd level spells.

The dilemma you're facing is the exact struggle I face when ever I want to use a prestige class or multiclass... And it's never easy....


I'm also playing a Horizon Walker/ranger/rogue. Some insight:

Your probably better off getting to ranger 6 for the Imp. Precise shot and qualifying for HW. from there, 3 levels horizon walker to get the Terrain Dominance you want first. From there you have a decision to make. Delay 2 levels of rogue for morem HW, or take them now to boost your terrain, and take HW later.

I'm personally going ranger 6/HW 3/ rogue 2/HW 7/ranger 2

For nice benefits, take the player companion ranger ability instead of the animal companion version.myhis way, as a move action, you give your allies a bonus of your terrain (which is FE for all purposes) 1/2 your terrain bonus to atk/Dmg.

Also, the item, Horn of the Huntmaster, allows you to give your full FE bonus to allies for a short duration. S you can choose what to do.

Instant enemy spell, and terrain Bind spell are amazing. Better one is terrain bond, since it will allow you to not waste your first round casting instant enemy.

Dark Archive

Grizzly the Archer wrote:

I'm also playing a Horizon Walker/ranger/rogue. Some insight:

Your probably better off getting to ranger 6 for the Imp. Precise shot and qualifying for HW. from there, 3 levels horizon walker to get the Terrain Dominance you want first. From there you have a decision to make. Delay 2 levels of rogue for morem HW, or take them now to boost your terrain, and take HW later.

I'm personally going ranger 6/HW 3/ rogue 2/HW 7/ranger 2

For nice benefits, take the player companion ranger ability instead of the animal companion version.myhis way, as a move action, you give your allies a bonus of your terrain (which is FE for all purposes) 1/2 your terrain bonus to atk/Dmg.

Also, the item, Horn of the Huntmaster, allows you to give your full FE bonus to allies for a short duration. S you can choose what to do.

Instant enemy spell, and terrain Bind spell are amazing. Better one is terrain bond, since it will allow you to not waste your first round casting instant enemy.

Instant Enemy is a swift action cast so it doesn't interfere with your first round action.

Terrain Bond is nice but it doesn't trigger the Terrain Dominance ability against your opponents so is less useful in combat.


Terrain bond allows the land your in to be your territory. That allows you to transfer your extremely high (example. Mountains +18) to lets say forest, when in the forest. And since it lasts hours, it works great for terrain dominance. It's very useful for combat, large scale.

Instant enemy is a swift, but you won't have 3rd level spells with only 8 levels ranger.

So, get a wand of instant enemy, but as a wand it's now a standard action.


I'm surprised this thread has gone on this long without anyone mentioning the Dimensional Savant line. A Guide/Horizon Walker/Rogue can clean up in insane fashion. Going for 2 shields and then getting terrain dominance for the astral plane so you can get Dimension Door lets you into the feat chain, which in the mid teens has you teleporting around full attacking, while flanking with yourself. And you can bull rush everyone with Shield Slam from level 2 all while not worrying about favored enemies.

Dark Archive

Grizzly the Archer wrote:

Terrain bond allows the land your in to be your territory. That allows you to transfer your extremely high (example. Mountains +18) to lets say forest, when in the forest. And since it lasts hours, it works great for terrain dominance. It's very useful for combat, large scale.

Instant enemy is a swift, but you won't have 3rd level spells with only 8 levels ranger.

So, get a wand of instant enemy, but as a wand it's now a standard action.

I never said it wasn't nice, I said it doesn't let you use the Terrain Dominance ability against your target.

Dominance only works on targets that are native to that terrain, terrain Bond doesn't change that restriction.

Now if you are in a non-favored terrain and fighting a target native to your best terrain casting terrain bond will give you the init bonus but none of the combat bonuses.


I can see why you think that.

It's either: terrain bond allows the surrounding terrain to act as your terrain (making the mountains turn into your +6 forest), or having your terrain bonus transfer to the terrain (now you have +6 mountains since your in mountain).

If its the first way, then your correct, it wouldn't change the terrain and thus terrain dominance doesn't work for that new terrain for your benefit.

However, if it is the later, than terrain dominance does work with that new terrain, md you get the benefit of terrain dominance.

It's strictly based ff the wording off terrain bond which states:

"You call upon the spirits of nature to help you adapt to your environment. You treat the terrain you are in as your most favored terrain until this spell ends.

If you do not have the favored terrain class feature, you gain no benefit from this spell."

The issue here is, TREAT. Which way? The former or the later of which I wrote above?

Needs an FAQ.

Dark Archive

No, thats not what I'm talking about.
To get your terrain dominance bonus versus the target it has to be native to the terrain you have selected not be in the terrain you choose.

terrain dominance wrote:
When dealing with creatures /native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus.

Terrain bond makes the terrain you are in function as your highest favored terrain, it does not make the creatures in it native to that terrain.

You'll get the favored terrain bonus but you wont get the favored enemy bonus.

Sczarni

Gregory Connolly wrote:
I'm surprised this thread has gone on this long without anyone mentioning the Dimensional Savant line. A Guide/Horizon Walker/Rogue can clean up in insane fashion. Going for 2 shields and then getting terrain dominance for the astral plane so you can get Dimension Door lets you into the feat chain, which in the mid teens has you teleporting around full attacking, while flanking with yourself. And you can bull rush everyone with Shield Slam from level 2 all while not worrying about favored enemies.

I mentioned it. That's what I did with my HW. Took Guide to level 6 and the went Astral Plane dominance by level 9.

But that's not relevant to the matter at hand.

If the Dimensional Agility feat line is what you're after, you pretty much have to switch to HW as soon as possible to get the ability as soon as possible.


I see it now, it didn't abuse Rogue tricks and I glossed over it. My bad.


So... just to kick in another way of doing it...

The Slayer Class from the APG. Gets rogue talents and ranger combat styles all in one nice full BAB d10 HD decent skill set sneak attackable package. 6 of that and then full HW to 10...

Fairly Solid.


I'll have to check that when the ACG gets printed.

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