Horizon Walker +20 AB / Damage From Terrain Dominance at Level 13?


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"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."

A level 13 character joined a game I'm playing in saying he had +20 AB/damage against creatures native to every single terrain he has favored terrain in due to some combination of wands/multi-classing.

Is this indeed possible? Seems insane.


Would need to know the wands/multiclassing to know for sure.

Would also need to know if thats in addition to str/magic/level mods or total.


Ryan Freire wrote:
Would need to know the wands/multiclassing to know for sure.

Sounds like it's Rogue 6/Horizon Walker 7. Horizon Walker gives 5 Favored Terrains then another 5 from Rogue Talents (including Extra Rogue Talent feats). So +20 to one terrain, which then applies to creatures native to that terrain.

Wand is Terrain Bond so essentially every terrain gives him the maximum bonus.

Ryan Freire wrote:
Would also need to know if thats in addition to str/magic/level mods or total.

Oh, in addition. BAB + weapon bonus + ability score + etc + this bonus.


You have to be rogue 5 to take favored terrain in the first place, is retraining being used in your campaign? Cause otherwise those first 4 levels of rogue cant be used to take favored terrains either by feat or rogue talent.

In addition to that, is his WBL reduced appropriately for retraining costs that far back?


Ryan Freire wrote:
You have to be rogue 5 to take favored terrain in the first place, is retraining being used in your campaign?

Where does it say that?

http://paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/rogue.htm l

"Terrain Mastery (Ex): 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. A rogue can take this ability multiple times, each time applying it to a new terrain."

Ryan Freire wrote:
Cause otherwise those first 4 levels of rogue cant be used to take favored terrains either by feat or rogue talent.

Let's assume you're correct. Level 6 rogue talent, level 7/9/11/13 general feats. That's 5 from rogue plus 5 from Horizon Walker.

Ryan Freire wrote:
In addition to that, is his WBL reduced appropriately for retraining costs that far back?

No retraining involved that I know of.


The very last line of the rogue talent. A rogue must be level 5 to take this talent.

Terrain mastery doesn't have the level based +2 increase either. It specifically says no to that.

I see the confusion though...theres 2 favored terrain talents..one from masters of the wild one from ultimate combat. The one from ultimate combat is the one you can take multiple times but you don't get the +2 increase to a secondary one from terrain mastery. Favored terrain from masters of the wild is only takeable once, requires level 5, and only scales if you have ranger levels

Favored Terrain

Terrain Mastery

So from my count its +12 +2 from the terrain mastery (which must be a new terrain each time and does not have the increase, which is keyed to level and not gaining new favored terrains) and the bonuses from horizon walker.

Edit: The character has also spent WELL above the WBL amount they should have on wands according to the "characters above 1st level chart" a wand of a 4th level ranger spell is 30k and the amount they specify is 15% of the 140k a 13th level character gets. So no more than 21k in disposables.


Characters above 1st level chart wrote:
Table: Character Wealth by Level can also be used to budget gear for characters starting above 1st level, such as a new character created to replace a dead one. Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items.

I submit that its kind of abusive to claim that character as relevant to the italicized section given that it seems intended to not require mages to spend 25% on weaponry and another 25% on armor.


The Rogue talent doesn't give a bonus to Favored Terrain (other than the inherent +2 for the selected). The Ranger one doesn't give a bonus to any Favored Terrain (other than the inherent +2) until you get to 8th level so it is out of consideration.

The one from Horizon Walker does give the +2 bonus to any of the favored terrains you know, and the one you just picked is valid for the increase. Obviously our player here wants to stack them all on one class. He gains 5 Favored Terrain as a 7th level Horizon Walker so that could be stacked on any of his +2 terrains for a total bonus of +12.

So for the sake of argument lets say our Horizon Walker has all of his bonuses stacked into Favored Terrain: Urban +12. He also spends 2,400gp and picks up Boots of Friendly Terrain to pump that Urban bonus by another +2 to +14 total. So all of our Horizon Walker's other Favored Terrains have a bonus of +2, just the default.

He picks up 3 Terrain Masteries. Urban, Underground and lets say Desert. Because why not?

He picks 2 Terrain Dominance. Urban because that is the entire build, and Underground because he's an adventurer, right? Terrain Dominance is the ability that gives him Favored Enemy bonuses against natives to the terrain picked.

So when he's adventuring in the Jungle he casts Terrain Bond which means as far as Favored Terrain is concerned he's in Urban terrain. Great. +12 to do skill stuff. But that is all he gets. He doesn't have Terrain Dominance Jungle. Now if this was a Dungeon or a Ruin or a City inside of a Jungle then either Terrain Dominance Urban or Underground would cover him. But if its just a Jungle, or anything not those 2 types...the spell doesn't change them at all.

That Horrison Walker can be extremely annoying, but its not foolproof. In a dungeon or a city he'd be unstoppable, but outside of there? Not really.

Oh wait. Native to the terrain. Unless the creatures in the Jungle Dungeon are native to Dungeons they don't qualify for the bonus. It doesn't really matter what terrain the encounter happens in, it is where do the creatures come from. Same for Urban. Maybe Urban isn't a good pick after all?

Silver Crusade

Ryan Freire wrote:


I submit that its kind of abusive to claim that character as relevant to the italicized section given that it seems intended to not require mages to spend 25% on weaponry and another 25% on armor.

It's actually called out that wands or staves of offensive spells would be categorized as weapons for the purpose of wealth spending guidelines, defensive spells would similarly be taken from the armor budget.


Meirril wrote:

The Rogue talent doesn't give a bonus to Favored Terrain (other than the inherent +2 for the selected). The Ranger one doesn't give a bonus to any Favored Terrain (other than the inherent +2) until you get to 8th level so it is out of consideration.

The one from Horizon Walker does give the +2 bonus to any of the favored terrains you know, and the one you just picked is valid for the increase. Obviously our player here wants to stack them all on one class. He gains 5 Favored Terrain as a 7th level Horizon Walker so that could be stacked on any of his +2 terrains for a total bonus of +12.

So for the sake of argument lets say our Horizon Walker has all of his bonuses stacked into Favored Terrain: Urban +12. He also spends 2,400gp and picks up Boots of Friendly Terrain to pump that Urban bonus by another +2 to +14 total. So all of our Horizon Walker's other Favored Terrains have a bonus of +2, just the default.

He picks up 3 Terrain Masteries. Urban, Underground and lets say Desert. Because why not?

He picks 2 Terrain Dominance. Urban because that is the entire build, and Underground because he's an adventurer, right? Terrain Dominance is the ability that gives him Favored Enemy bonuses against natives to the terrain picked.

So when he's adventuring in the Jungle he casts Terrain Bond which means as far as Favored Terrain is concerned he's in Urban terrain. Great. +12 to do skill stuff. But that is all he gets. He doesn't have Terrain Dominance Jungle. Now if this was a Dungeon or a Ruin or a City inside of a Jungle then either Terrain Dominance Urban or Underground would cover him. But if its just a Jungle, or anything not those 2 types...the spell doesn't change them at all.

That Horrison Walker can be extremely annoying, but its not foolproof. In a dungeon or a city he'd be unstoppable, but outside of there? Not really.

Oh wait. Native to the terrain. Unless the creatures in the Jungle Dungeon are native to Dungeons they don't qualify for the bonus. It doesn't really matter what...

Seems like faulty logic to me. Once Terrain Bond is cast, whatever terrain the Horizon Walker is in becomes his highest favored terrain, which in turn means all effects, such as terrain dominance FE bonuses to creatures native to that terrain apply, along with terrain mastery bonuses.

The reason this is so is because terrain mastery and dominance are both bonuses to favored terrain.

Magic. Ain't it a magical thing?


Balkoth wrote:

"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."

A level 13 character joined a game I'm playing in saying he had +20 AB/damage against creatures native to every single terrain he has favored terrain in due to some combination of wands/multi-classing.

Is this indeed possible? Seems insane.

The highest bonus he could attain with gear mentioned above and being 13th level is +14.

Any additional bonuses would have to come from BAB, STR/DEX, buffs, and equipment. The ceiling could be quite high, easily mid +30s to hit and high +30s/low +40s to damage/hit.

This could apply to all domains if he can get scroll/wand of 4th level ranger spell: Terrain Bond, which is quite a powerful combo.


The rogue talent used to have no level requirement and stacked like ranger favored terrain, but character builds like that mentioned in the OP were noticed and the talent was fully nerfed.


Val'bryn2 wrote:
Ryan Freire wrote:


I submit that its kind of abusive to claim that character as relevant to the italicized section given that it seems intended to not require mages to spend 25% on weaponry and another 25% on armor.
It's actually called out that wands or staves of offensive spells would be categorized as weapons for the purpose of wealth spending guidelines, defensive spells would similarly be taken from the armor budget.

Either way, a martial spending like 30% more than the recommended amount on a wand doesn't seem in the spirit of that breakdown at all.


Ryan Freire wrote:
Either way, a martial spending like 30% more than the recommended amount on a wand doesn't seem in the spirit of that breakdown at all.

Given how powerful a wand of Terrain Bond is, why wouldn't a character save for a level or two to be able to afford it?

You're supposed to gain 32k WBL going from level 12 to 13 so just save all of that and there you go (this isn't even going into the crafting rules).

-------------------------------

The character has adjusted his build to be...

True Primitive Barbarian 1/Rogue 5/Horizon Walker

Which gives 1 + 1 + 5 = 7 favored terrains for a +14 bonus. He doesn't have the boots but that would bring him up to +16.


Soulgear wrote:

Seems like faulty logic to me. Once Terrain Bond is cast, whatever terrain the Horizon Walker is in becomes his highest favored terrain, which in turn means all effects, such as terrain dominance FE bonuses to creatures native to that terrain apply, along with terrain mastery bonuses.

The reason this is so is because terrain mastery and dominance are both bonuses to favored terrain.

Magic. Ain't it a magical thing?

Ok, the short version of the argument. Lets say the character in question has all of his bonuses and Terrain Dominance pointed at Mountains. You enter a forest, where you are fighting Ents. You cast Terrain Bond, which makes you treat the forest as a Mountain. Which mean you get all of your skill bonuses here. This Forest is a Mountain as far as you are concerned.

But it only changes the Terrain. It doesn't change where the Ents come from. That is still Forest. Just because you treat the forest as a mountain it doesn't apply to CREATURES in it, and it doesn't change their origin to Mountain where all of your bonuses are.

Terrain Bond wrote:

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.


Also forgot to mention, what do you do when the creature isn't native to the terrain you are in? Like an Outsider in a dungeon? Or creatures that aren't native to anything? Like constructs? Or things like undead which are listed as Any Environment? Are undead native or not? They certainly aren't natural.


Meirril wrote:


Ok, the short version of the argument. Lets say the character in question has all of his bonuses and Terrain Dominance pointed at Mountains. You enter a forest, where you are fighting Ents. You cast Terrain Bond, which makes you treat the forest as a Mountain. Which mean you get all of your skill bonuses here. This Forest is a Mountain as far as you are concerned.

But it only changes the Terrain. It doesn't change where the Ents come from. That is still Forest. Just because you treat the forest as a mountain it doesn't apply to CREATURES in it, and it doesn't change their origin to Mountain where all of your bonuses are.

Terrain Bond wrote:

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.

Good point Meirril. After some rest (a little sleep deprived) I agree with you and you are correct. My mistake.

Must have misread/misunderstood what you had written.


Balkoth wrote:
Ryan Freire wrote:
Either way, a martial spending like 30% more than the recommended amount on a wand doesn't seem in the spirit of that breakdown at all.

Given how powerful a wand of Terrain Bond is, why wouldn't a character save for a level or two to be able to afford it?

You're supposed to gain 32k WBL going from level 12 to 13 so just save all of that and there you go (this isn't even going into the crafting rules).

-------------------------------

The character has adjusted his build to be...

True Primitive Barbarian 1/Rogue 5/Horizon Walker

Which gives 1 + 1 + 5 = 7 favored terrains for a +14 bonus. He doesn't have the boots but that would bring him up to +16.

Because a character like this one levelling up would likely die from being undergeared and need to spend wealth to be resurrected before accumulating 30k all at once.


Ryan Freire wrote:


Because a character like this one levelling up would likely die from being undergeared and need to spend wealth to be resurrected before accumulating 30k all at once.

...So your argument is a "what if"? That doesn't make much sense.

Suggesting a player "can't" do something because something else is "likely" to occur is...I'll let you fill in the blank.

That's a strawman argument.


Ryan Freire wrote:

Because a character like this one levelling up would likely die from being undergeared and need to spend wealth to be resurrected before accumulating 30k all at once.

Almost every group I've been in has 1 or 2 characters that get carried by the rest. Just because you're sub optimal it doesn't mean you die faster. Actually, if you are mostly useless a lot of creatures will ignore you until they take care of other more irritating/frightening adventurers.

Like intelligent monsters will target healers, or casters before going after 'hard' targets. The horizon walker isn't either of those. Animals that go after the 'weakest in the herd' will more likely go after the unarmored sorcerer long before they go after the non-descript horizon walker. Now if our HW decides to walk away from the safety of the group who knows what will happen, but that is a player decision not the result of a bad build.


Balkoth wrote:
Ryan Freire wrote:
Either way, a martial spending like 30% more than the recommended amount on a wand doesn't seem in the spirit of that breakdown at all.

Given how powerful a wand of Terrain Bond is, why wouldn't a character save for a level or two to be able to afford it?

You're supposed to gain 32k WBL going from level 12 to 13 so just save all of that and there you go (this isn't even going into the crafting rules).

-------------------------------

The character has adjusted his build to be...

True Primitive Barbarian 1/Rogue 5/Horizon Walker

Which gives 1 + 1 + 5 = 7 favored terrains for a +14 bonus. He doesn't have the boots but that would bring him up to +16.

He didn't go 3 levels of Warden Ranger? He was either being polite, or wanted to keep his dex to damage.


Meirril wrote:
Ryan Freire wrote:

Because a character like this one levelling up would likely die from being undergeared and need to spend wealth to be resurrected before accumulating 30k all at once.

Almost every group I've been in has 1 or 2 characters that get carried by the rest. Just because you're sub optimal it doesn't mean you die faster. Actually, if you are mostly useless a lot of creatures will ignore you until they take care of other more irritating/frightening adventurers.

Like intelligent monsters will target healers, or casters before going after 'hard' targets. The horizon walker isn't either of those. Animals that go after the 'weakest in the herd' will more likely go after the unarmored sorcerer long before they go after the non-descript horizon walker. Now if our HW decides to walk away from the safety of the group who knows what will happen, but that is a player decision not the result of a bad build.

Really, cause every group ive been in where the pc's were undergeared for weapons and protective equipment had at least 1pc drop if not die per session.

Also my gm, when playing intelligent villains (who actually scout out parties) focus on the easiest to drop first rather than scrabbling at hard targets and allowing the pc's to maintain action superiority over their group.


Ryan Freire wrote:
Meirril wrote:
Ryan Freire wrote:

Because a character like this one levelling up would likely die from being undergeared and need to spend wealth to be resurrected before accumulating 30k all at once.

Almost every group I've been in has 1 or 2 characters that get carried by the rest. Just because you're sub optimal it doesn't mean you die faster. Actually, if you are mostly useless a lot of creatures will ignore you until they take care of other more irritating/frightening adventurers.

Like intelligent monsters will target healers, or casters before going after 'hard' targets. The horizon walker isn't either of those. Animals that go after the 'weakest in the herd' will more likely go after the unarmored sorcerer long before they go after the non-descript horizon walker. Now if our HW decides to walk away from the safety of the group who knows what will happen, but that is a player decision not the result of a bad build.

Really, cause every group ive been in where the pc's were undergeared for weapons and protective equipment had at least 1pc drop if not die per session.

Also my gm, when playing intelligent villains (who actually scout out parties) focus on the easiest to drop first rather than scrabbling at hard targets and allowing the pc's to maintain action superiority over their group.

Depends on what kind of villain you're fighting.

Depends on what kind of ressources the villain you are fighting has.

I've been testing using a third party DM to play some of the act villains to avoid conflict of interest. In some ways, it makes the players have a much harder time. In other ways, it exposes the villain a lot.

The one thing that has come out of that experiment though is that Dm's (me included) take a LOT for granted on how a "smart villain" would act.

(Not to mention that we as players often use a con we call "the helpless magician!!!" In which the casters in the party use disguise self as a 10 min buff to look like they have armors, and the fighters put robes over their armor, and Don a pointy hat. It's never fooled anyone due to DM conflict of interest though...)


Its probably never fooled anyone because if your fighter is in armor other than light its not concealable under clothing and disguise self has no audible aspect, meaning your plate doesn't clank around.


Ryan Freire wrote:
Its probably never fooled anyone because if your fighter is in armor other than light its not concealable under clothing and disguise self has no audible aspect, meaning your plate doesn't clank around.

The disguise DC's are often in the 30's and we only use this when the tank is a light armored type.

It's possible there's a justification to be found in your argument, but in a realist scenario, whoever you are, if your goal is to target robed people in the chaos of battle, or even as part of an ambush against a band f highly trained professionals such as pc's, you're not gonna be paying a lot of attention to the details.

Even the 10-20 % of monsters who could and would, that doesn't account for the con not working all of the time.

Hence DM bias.


Ryan Freire wrote:
Because a character like this one levelling up would likely die from being undergeared and need to spend wealth to be resurrected before accumulating 30k all at once.

I literally just explained how the WBL increase from level 12 to 13 alone would be enough to afford the wand.

--------------------------------------------------------------

So let me make sure I have this all straight.

Say you have a Horizon Walker with +8 Favored Terrain in the Plane of Fire, +2 in the Plane of Water, +2 in the Plane of Air, and +2 in the Plane of Earth.

He also has Terrain Dominance for the Plane of Fire and the Plane of Water.

If he's on the Plane of Fire, he gets +8 Initiative/Perception/etc. If he finds a Fire Elemental (or some other creature native to the Plane of Fire), he ALSO gets +8 AB and damage against it.

Say he returns to the Material Plane and enters an Urban terrain to fight an evil wizard. Fate smiles upon him, the wizard loves to summon Fire Elementals. And since the Horizon Walker has Terrain Dominance (Plane of Fire), he gets +8 AB/damage against ALL creatures native to the Plane of Fire, no matter where they are found. So he obliterates the Fire Elementals but gets no bonuses against the Wizard.

The Wizard, in desperation, summons an Water Elemental instead. The Horizon Walker frowns because he only has +2 against creatures native to the Plane of Water...but hey it's better than nothing, right?

The Wizard tries one last gambit and summons an Earth Elemental. The Horizon Walker is annoyed because although he has Favored Terrain (Plane of Earth)...he doesn't have Terrain Dominance (Plane of Earth) and thus gets no combat bonuses. But he manages to win anyway so this story has a happy ending.

Boy, that got rough, though. So the Horizon Walker decides to invest in a Wand of Terrain Bond and go Elemental hunting at the source.

He enters the Plane of Fire and annihilates every Fire Elemental he encounters with his +8 AB/damage bonus against creatures native to the Plane of Fire.

He enters the Plane of Water. Normally he'd only have +2 Init/Percept/etc as well as +2 AB/Damage against Water Elementals...but now he casts Terrain Bond which brings those bonuses up to +8 across the board (including the Terrain Dominance). So he wrecks the poor Water Elementals.

He continues to the Plane of Earth. He has Favored Terrain for this environment but NOT Terrain Dominance. Therefore when he casts Terrain Bond he DOES get +8 Init/Percept/etc but he does NOT get +8 AB/damage. In fact, he has no combat bonuses and struggles.

Frustrated, he returns to the city (Urban terrain) where he gets ambushed by a Water Elemental seeking revenge. Normally he would only get a +2 AB/damage vs this foe, but now he has his wand! So he casts Terrain Bond...and gets +8 Init/Percept/etc while in Urban terrain...and nothing else. Since they're not on the Plane of Water, his Terrain Dominance does NOT increase to +8 from +2. Drat.

--------------------------------

Is any of that incorrect?


All but the last one. He does not lose the benefits of his other favored terrains, he just uses his biggest bonus for the terrain he is in. Under most circumstances only the highest bonus matters. In this case favored terrain plane of water has bonuses beyond normal favored terrain, so those other bonuses (to hit and damage vs water elementals) still apply.


Balkoth wrote:
Ryan Freire wrote:
Because a character like this one levelling up would likely die from being undergeared and need to spend wealth to be resurrected before accumulating 30k all at once.

I literally just explained how the WBL increase from level 12 to 13 alone would be enough to afford the wand.

Except WBL doesn't just magically crap on your character in a big chunk of gold. It shows up as scrolls, potions, OTHER wands, Items that may or may not be an upgrade, things you have to sell. On top of which, a 30k + magic item has to be comissionned (from a 16th+ level ranger, or like 12th level hunter)to access the spell at all. Its never achievable by a raw 75% roll, you have to hope they show up as one of the 2 to 3d4 major magic items a large city or metropolis has available.

Its a build that absolutely requires your gm to hand feed you the magic item that makes it work in any fashion other than prebuilding at that level, and even then you have to bend the WBL rules offered to get it.


Balkoth wrote:

He enters the Plane of Fire and annihilates every Fire Elemental he encounters with his +8 AB/damage bonus against creatures native to the Plane of Fire.

He enters the Plane of Water. Normally he'd only have +2 Init/Percept/etc as well as +2 AB/Damage against Water Elementals...but now he casts Terrain Bond which brings those bonuses up to +8 across the board (including the Terrain Dominance). So he wrecks the poor Water Elementals.

He continues to the Plane of Earth. He has Favored Terrain for this environment but NOT Terrain Dominance. Therefore when he casts Terrain Bond he DOES get +8 Init/Percept/etc but he does NOT get +8 AB/damage. In fact, he has no combat bonuses and struggles.

Frustrated, he returns to the city (Urban terrain) where he gets ambushed by a Water Elemental seeking revenge. Normally he would only get a +2 AB/damage vs this foe, but now he has his wand! So he casts Terrain Bond...and gets +8 Init/Percept/etc while in Urban terrain...and nothing else. Since they're not on the Plane of Water, his Terrain Dominance does NOT increase to +8 from +2. Drat.

--------------------------------

Is any of that incorrect?

Yep, lots of it is incorrect. Lets take it up from the Plane of Water on.

On the Plane of Water AND the Plane of Earth: After you use Terrain Bond you get the skill bonuses as if you were on the favored terrain of your choice. So +8 to a lot of non-combat stuff. You fight your first creature. The spell doesn't change where it came from. It only changes the terrain you are in to the one you want it to be. Terrain Bond has ZERO effect on the creatures in the Terrain and it doesn't change your Favored Terrain to another type. So you get +2 vs creatures native to the Plane of Water, and no benefit vs the Earth elemental.


thorin001 wrote:
All but the last one. He does not lose the benefits of his other favored terrains, he just uses his biggest bonus for the terrain he is in. Under most circumstances only the highest bonus matters. In this case favored terrain plane of water has bonuses beyond normal favored terrain, so those other bonuses (to hit and damage vs water elementals) still apply.

Again, Terrain Bond doesn't change your Favorite Terrain, it lets you treat the terrain you are in as your favorite. And even if it did change the terrain, it has no effect on creatures in the terrain. Especially since those creatures could be 'native' to a different terrain.

Like lets say you enter a dungeon. Inside the dungeon you find Bandits (urban), Ocher Jelly (underground/dungeon), Trolls (swamps/mountains), Gnolls (underground/plains/forest), and a Demon (Abyss). Terrain Bond isn't going to suddenly make the non-dungeon monsters suddenly native to dungeons or whatever terrain you make it. The creatures are still native to where they were before you cast that spell.


Meirril wrote:
thorin001 wrote:
All but the last one. He does not lose the benefits of his other favored terrains, he just uses his biggest bonus for the terrain he is in. Under most circumstances only the highest bonus matters. In this case favored terrain plane of water has bonuses beyond normal favored terrain, so those other bonuses (to hit and damage vs water elementals) still apply.

Again, Terrain Bond doesn't change your Favorite Terrain, it lets you treat the terrain you are in as your favorite. And even if it did change the terrain, it has no effect on creatures in the terrain. Especially since those creatures could be 'native' to a different terrain.

Like lets say you enter a dungeon. Inside the dungeon you find Bandits (urban), Ocher Jelly (underground/dungeon), Trolls (swamps/mountains), Gnolls (underground/plains/forest), and a Demon (Abyss). Terrain Bond isn't going to suddenly make the non-dungeon monsters suddenly native to dungeons or whatever terrain you make it. The creatures are still native to where they were before you cast that spell.

And instant enemy doesn't change the creatures type to what ever favored enemy you choose it just treats them as such for the duration of the spell, this spell is no different.


Ryan Freire wrote:
Balkoth wrote:
Ryan Freire wrote:
Because a character like this one levelling up would likely die from being undergeared and need to spend wealth to be resurrected before accumulating 30k all at once.

I literally just explained how the WBL increase from level 12 to 13 alone would be enough to afford the wand.

Except WBL doesn't just magically crap on your character in a big chunk of gold.

That honestly depends on dm style I have seen plenty of dms only award gold and platinum as loot and expect us to buy our gear in town or craft it ourselves its honestly very liberating.


doomman47 wrote:
And instant enemy doesn't change the creatures type to what ever favored enemy you choose it just treats them as such for the duration of the spell, this spell is no different.

Absolutely correct. Instant Enemy targets a creature and lets you treat them as your Favored Enemy. Very specifically, you get your Favored Enemy bonus vs the target.

And with Terrain Bond it targets the Terrain, not the creatures in it. You gain ZERO BENEFIT against creatures from Terrain Bond. You get what the spell says, not what you want it to say. It doesn't mention creatures at all, it doesn't alter your Favored Terrain at all, it only allows you to treat the Terrain you are in as your selected Favored Terrain. So if you are in a Forest and you use Terrain Bond to treat it as Urban you'll get Urban's Favored Terrain Bonuses, but it won't suddenly make that Bear native to Urban. It is still native to Forrest and your Favored Terrain hasn't been modified at all. Heck, if you teleport to another Forest THAT forest isn't going to get your Urban bonus either.


doomman47 wrote:
Ryan Freire wrote:
Balkoth wrote:
Ryan Freire wrote:
Because a character like this one levelling up would likely die from being undergeared and need to spend wealth to be resurrected before accumulating 30k all at once.

I literally just explained how the WBL increase from level 12 to 13 alone would be enough to afford the wand.

Except WBL doesn't just magically crap on your character in a big chunk of gold.
That honestly depends on dm style I have seen plenty of dms only award gold and platinum as loot and expect us to buy our gear in town or craft it ourselves its honestly very liberating.

Yeah and there are DMS that house rule a lot of things but in discussion with a ton of people and no context as to how it happens in the campaign you kind of have to baseline either the rules paizo put out or things deliberately stated about the campaign.

I've never had a gm only award gold and platinum as loot, nor seen a module or adventure path that handled loot that way.


Ryan Freire wrote:
doomman47 wrote:
Ryan Freire wrote:
Balkoth wrote:
Ryan Freire wrote:
Because a character like this one levelling up would likely die from being undergeared and need to spend wealth to be resurrected before accumulating 30k all at once.

I literally just explained how the WBL increase from level 12 to 13 alone would be enough to afford the wand.

Except WBL doesn't just magically crap on your character in a big chunk of gold.
That honestly depends on dm style I have seen plenty of dms only award gold and platinum as loot and expect us to buy our gear in town or craft it ourselves its honestly very liberating.

Yeah and there are DMS that house rule a lot of things but in discussion with a ton of people and no context as to how it happens in the campaign you kind of have to baseline either the rules paizo put out or things deliberately stated about the campaign.

I've never had a gm only award gold and platinum as loot, nor seen a module or adventure path that handled loot that way.

Nowhere in the rules does it state one can not only put gold, platinum, gems and what not as loot, there's nothing forcing gms to actually put magical gear in treasure troves and the reason adventure paths don't do it is because they feel it adds something to the over arching story, which in all fairness some times does but some times so does just finding a ton of money.


Here's the d20srd loot tables

Here's paizo's

While I'm not arguing people can distribute loot however they want, you generally don't put this much work into treasure tables if its intended to just be raw coinage. It is not unreasonable to say that "I get my treasure all in raw coinage" is an exceedingly rare method of gm's handing out treasure, and frankly one i think people are clinging to because they don't like the idea of their theorycrafted build not being the sort of thing you can reasonably build into from level 1, but instead the sort of thing that comes into existence when prebuilding at a higher level and just assuming 100% magic item availability.


Ryan Freire wrote:

Here's the d20srd loot tables

Here's paizo's

While I'm not arguing people can distribute loot however they want, you generally don't put this much work into treasure tables if its intended to just be raw coinage. It is not unreasonable to say that "I get my treasure all in raw coinage" is an exceedingly rare method of gm's handing out treasure, and frankly one i think people are clinging to because they don't like the idea of their theorycrafted build not being the sort of thing you can reasonably build into from level 1, but instead the sort of thing that comes into existence when prebuilding at a higher level and just assuming 100% magic item availability.

What’s the functional difference between finding straight coins of a certain total value and finding a bunch of items that you take to civilization and trade for a pile of coins of that same value? Or cutting out the the middle man by trading the suboptimal items you found for the optimal items you actually want? Badwrongfun is the only difference that I see.

There are plenty of builds that are more viable if you don’t have to play them from level 1. Are you seriously proposing that GM’s should disallow builds that are more viable if not played from level 1? I loves me a good swashigator but have no interest in playing the swashbuckler level or struggling through the investigator levels without studied target. Playing a character at level 5 that I would never play through 1-4? Such badwrongfun.

I can only imagine the hissy fit you would have in PFS where people often use the same canned level 1 character built for optimal survival that they completely rewrite into the character they actually want to play upon reaching level 2. So much badwrongfun.


born_of_fire wrote:


What’s the functional difference between finding straight coins of a certain total value and finding a bunch of items that you take to civilization and trade for a pile of coins of that same value? Or cutting out the the middle man by trading the suboptimal items you found for the optimal items you actually want? Badwrongfun is the only difference that I see.

Well, first thing that comes to mind is you get 18,000gp you get to spend 18,000gp. You get a +1 flaming burst butterfly knife and you get to sell it for 9,000gp and try to get something someone would actually use. The more long term D&D players are use to making use of whatever magic items the GM throws out because that was the way it was in D&D. Even in Pathfinder where you get half value for sold items its more efficient to use what you get rather than selling off all your treasure for half value and picking what you want.

But then again, the suggested wealth tables are more aimed at NPCs anyways. If you actually played from level 1, you'd have a lot more loot than what the tables show (unless you play PFS, go find an actual group to play with). So really this sort of thing only matters in theorycrafting like we're doing here. I don't think many people would have the patience to try a build that just sucks till they hit 8th level.


Because towns have maximum sale prices, in addition to maximum purchase prices. Also because sometimes you USE the scroll/potion/wand you get in the very same adventure you find it.


Meirril wrote:
born_of_fire wrote:


What’s the functional difference between finding straight coins of a certain total value and finding a bunch of items that you take to civilization and trade for a pile of coins of that same value? Or cutting out the the middle man by trading the suboptimal items you found for the optimal items you actually want? Badwrongfun is the only difference that I see.
Well, first thing that comes to mind is you get 18,000gp you get to spend 18,000gp. You get a +1 flaming burst butterfly knife and you get to sell it for 9,000gp and try to get something someone would actually use. The more long term D&D players are use to making use of whatever magic items the GM throws out because that was the way it was in D&D. Even in Pathfinder where you get half value for sold items its more efficient to use what you get rather than selling off all your treasure for half value and picking what you want.

Well you can do that to a certain extent but if I'm playing a fighter that uses a great sword and I get a +8 to hit and +14 to damage with great swords it doesn't matter if the gm puts a +4 keen flaming vorpal dagger in the loot I'm still better off using a non magical great sword.


If i got a +11 weapon i'd probably retrain

Particularly because the town doesn't exist that could afford to buy it for what it was worth.


Ryan Freire wrote:

If i got a +11 weapon i'd probably retrain

Particularly because the town doesn't exist that could afford to buy it for what it was worth.

That's what rich collectors are for and you don't even need to find them, if you have an item they want they will find you.


Purchase cap at the largest city size is 100k my fine dude. Fine if your GM wants to provide you with someone willing to drop 124k for a dagger buuuuuut there's no rule leverage to make them do so.


Meirril wrote:
born_of_fire wrote:


What’s the functional difference between finding straight coins of a certain total value and finding a bunch of items that you take to civilization and trade for a pile of coins of that same value? Or cutting out the the middle man by trading the suboptimal items you found for the optimal items you actually want? Badwrongfun is the only difference that I see.

Well, first thing that comes to mind is you get 18,000gp you get to spend 18,000gp. You get a +1 flaming burst butterfly knife and you get to sell it for 9,000gp and try to get something someone would actually use. The more long term D&D players are use to making use of whatever magic items the GM throws out because that was the way it was in D&D. Even in Pathfinder where you get half value for sold items its more efficient to use what you get rather than selling off all your treasure for half value and picking what you want.

But then again, the suggested wealth tables are more aimed at NPCs anyways. If you actually played from level 1, you'd have a lot more loot than what the tables show (unless you play PFS, go find an actual group to play with). So really this sort of thing only matters in theorycrafting like we're doing here. I don't think many people would have the patience to try a build that just sucks till they hit 8th level.

I assure you the chances are exceedingly high that I have been playing D&D longer than you have considering that I’ve been playing the game since before a significant portion of the members here were even toddling around in diapers. Spare me the condescending statements on what “long term D&D players are use to.” I specified a pile of gold or a pile of items that you trade for a value equal to that pile of gold so maybe try responding to what was written rather than hopping on your high horse.

There is no functional difference between a pile of 18000gp, a pile of treasure that I sell for a total of 18000gp cash and a pile of treasure that I trade for a total of 18000gp of other treasure. There is no reason to restrict high level characters from spending their allotted WBL within the rules as they see fit and there is no certainly no reason to tell people building higher level characters that those characters must have been viable all the way up to that level. These are Ryan’s preferences and nothing more.

There’s nothing wrong with the character OP presented aside from the math errors resulting in excessively high numbers. Fix those and the character is fine; including the super pricy wand as long as it was created according to the rules. There is nothing to prevent OP’s player from assuming the most favourable conditions for purchasing loot when generating a character. That is the fully sanctioned process in PFS and common practice outside of organized play. I don’t see what the issue is here other than Ryan doesn’t approve based on personal preferences that no codified rules reflect.


born_of_fire wrote:

I assure you the chances are exceedingly high that I have been playing D&D longer than you have considering that I’ve been playing the game since before a significant portion of the members here were even toddling around in diapers. Spare me the condescending statements on what “long term D&D players are use to.” I specified a pile of gold or a pile of items that you trade for a value equal to that pile of gold so maybe try responding to what was written rather than hopping on your high horse.

There is no functional difference between a pile of 18000gp, a pile of treasure that I sell for a total of 18000gp cash and a pile of treasure that I trade for a total of 18000gp of other treasure. There is no reason to restrict high level characters from spending their allotted WBL within the rules as they see fit and there is no certainly no reason to tell people building higher level characters that those characters must have been viable all the way up to that level. These are Ryan’s preferences and nothing more.

There’s nothing wrong with the character OP presented aside from the math errors resulting in excessively high numbers. Fix those and the character is fine; including the super pricy wand as long as it was created according to the rules. There is nothing to prevent OP’s player from assuming the most favourable conditions for purchasing loot when generating a character. That is the fully sanctioned process in PFS and common practice outside of organized play. I don’t see what the issue is here other than Ryan doesn’t approve based on personal preferences that no codified rules reflect

Yeah, you are the only person on this board that is over the age of 20, right? I'll admit I don't have a full set of the first edition books, but I did start with the Red and Blue D&D box sets from TSR and I have a Dragon issue #1 burried somewhere. This should also mean you remember the days of spending XP for making magic items and why it wasn't done. Pathfinder is its own beast, but a lot of the way things are done is because it follows the pattern set up in previous games.

Like how treasure is handed out. You're approaching it from the wrong side. When a GM figures out how much loot to include in an encounter they don't double the amount of magic items to take into account their sale value. They simply subtract the market price from the pool of treasure.

While this sounds like you're getting ripped off, if your group combs the entire adventure area you'll usually rake in more than what those tables say you should have per level. If anyone bothers to get creation feats the party wealth will increase far beyond what a party without such characters would have since you can effectively double your wealth.

So really your explanations are just naive, simplistic and make a lot of assumptions, much like the wealth tables themselves.

But yeah, if the player wants a wand that won't do what he hopes it will that costs a huge amount of his wealth, go for it.


I mean, other than the rules i linked talking about how you spend WBL when creating a character, the rules about how magic items are actually available, spending caps, purchasing caps, the in game realities of finding a 16th level ranger who took craft wand in order to create the wand in the first place...


I'd use a +4 keen flaming vorpal dagger. Take THAT core rule book!


Ryan Freire wrote:
I mean, other than the rules i linked talking about how you spend WBL when creating a character, the rules about how magic items are actually available, spending caps, purchasing caps, the in game realities of finding a 16th level ranger who took craft wand in order to create the wand in the first place...

The ranger doesn't need to take the feat in order for the wand to exist. He only needs to cast the spell required to enchant the wand as a part of the creation process.

Nothing in the rules states the creator of a magic item has to be the caster of the spell required. In fact, it states just the opposite.

Directly from the magic item creation section in chapter 15 of the Core Rulebook:

Note that all items have prerequisites in their descriptions.
These prerequisites must be met for the item to be created.
Most of the time, they take the form of spells that must be
known by the item’s creator (although access through another
magic item or spellcaster is allowed). The DC to create a
magic item increases by +5 for each prerequisite the caster
does not meet. The only exception to this is the requisite item
creation feat, which is mandatory. In addition, you cannot
create potions, spell-trigger, or spell-completion magic items
without meeting their spell prerequisites.


Cavall wrote:
I'd use a +4 keen flaming vorpal dagger. Take THAT core rule book!

I'd slap around anyone that tried to drop said dagger into a game. Name 2 reasons this item is illegal.


Meirril wrote:
Cavall wrote:
I'd use a +4 keen flaming vorpal dagger. Take THAT core rule book!
I'd slap around anyone that tried to drop said dagger into a game. Name 2 reasons this item is illegal.

Its +11 and you can't have keen+ vorpal on the same item

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