How useful is this prestige class ability as a main build focus?
While some (necrotizing) threads are already dedicated the PF horizon walker prestige class (
like here) I am left wondering if a HW would be very viable if you aren't sure in what terrain you'll be liable to be travelling (or are travelling through a lot of different terrains).
From a combat perspective, most of the 'power' of the HW lies within his Terrain Dominance ability. However, the more you wish to benefit from TD the more you have to invest in it. In the end (lvls 3, 6 and 9) you can have a total of 3 terrains you can actually dominate.
What does this mean?
The way I'm getting it:
Creatures with an environment entry of "Any" you get for free, which is awesome (250+).
Forest and Underground terrains seem to have the most natives (200+).
Mountains, Swamps and Plains do alright (100+).
Water, Desert, Urban, Jungle and Cold seem like jokes (54/40/15/5/5)
Does this mean you should go with TD Forest, Underground and Mountains? If you do so, how much benefit would you gain and how much benefits would you lose when outside those terrains if one would compare Rogue6/HW10 vs. Rogue 16?
Wow, someone actually read my thread! I never even updated with the complete lack of interest.
As I said there, you may be a Master of All Lands, but you only kick ass in those 1-3. HW is a hyper-specialized class, possibly as specialized as noncasters can get. When dominance applies, even without trying to optimize your bonus at all, it just utterly dwarfs
things like favored enemy or weapon training. When it doesn't apply...there go all your class features! Whoosh! I'd dare say a HW build intending to go to level 10 and make it their main thing, in a game with a lot of terrain variance, is weaker than a rogue in a game with mostly SA-immune monsters.
That said, check with your DM. Maybe the camapgin won't be that varied. I mean, it's the same deal as favored enemy in a game where you don't encounter your favored enemy much. Except in the HW's case, he's traded out ranger spell casting, some skill points, and even a bunch of high level class features just to have a stronger favored enemy, so it pinches him harder when it doesn't apply.
Also, HW requires BAB +6 to enter, so Rogue 8.

I still think Ranger 3 / Rogue 4 is the best entry, with whatever archetypes you prefer.
Well, I was thinking a low-magic, if not mundane, youngster with the gift of curiosity. His eyes filled with wonder and his head with dreams of places just over the horizon. He suspects he's looking for something, some
where, but doesn't know what or where or why.
In the party he's servile, awed by those he's lucky enough to call companions, and more skilled than he (and maybe even they) would give him credit for.
In short, a
Weak But Skilled Badass Normal out to see the world.
This requires a high number of skill points and the ability to be effective through training and insight, rather than magic and powers. I remain unsure of how to accomplish this. I really like the idea of a HW that has learned to master entire aspects of the world, and fighting creatures within those aspects, but am unsure if this wouldn't just hamper his ability to be useful enough to be actually taken along for the adventure.
EDIT:
Does anyone have any suggestions for a build that could reflect the above character well, yet also allowed him to contribute to combat?
Preferably by use of the horizon walker prestige class but if you know of anything else, I'm all ears.
It's tough in D&D. The "skillled" in weak and skilled is usually magic, and if you're weaker than the other non-casters, then you're just sort of inferior, combat-wise. All of the primary spellcasting classes are right out, including Bard. Paladin is too "strong" in vibe, what with all the armor, Ranger has some casting but it's very small. Fighter, Monk, and Rogue are the other options for base class. Barbarian would be, but raging doesn't seem like it jives with what you want, it's just too brash.
HW could work, it's just that the difference in combat effectiveness between when you get your TD bonuses and don't will be pretty impossible to ignore. And you have no real control over when you use them. You're not applying your skill when needed, you're using your specialized knowledge when the opportunity presents itself, not quite the same thing.
The fluff parts you mentioned could be added to just about any character, I think. Doesn't have to be a HW to want to explore the world.
What books can you use? If you have access to Ultimate Combat... My first instinct is to recommend some combo of Master of Many Styles (and possibly Sohei as well) Monk, Unarmed Fighter, Inquisitor, and prestige class of your choice. I have a half-baked build idea I was kicking around earlier, utilizing Crane and Snake styles in tandem with combat reflexes to basically just punish enemies for missing with their sloppy technique, along with tripping. Not much damage per hit, but very good defense that he can turn into scary offense when the hits start to build up.
[sblock]Unarmed Fighter 1 / MoMS Qinggong Monk 1 / UF +1 / Monk +3 / Inquisitor 3 / Duelist 9 / Shadowdancer 2
Feats:
1 Improved Unarmed Strike [Fighter]
1 Crane Style [Fighter]
1 Weapon Finesse
2 Crane Wing [Monk]
2 Stunning Fist (Fort DC 20 + wis; 9/day) [Monk]
3 Snake Style [Fighter]
3 Dodge
4 Snake Fang [Monk]
5 Mobility
7 Combat Expertise
9 Improved Trip
9 Tandem Trip [Inquisitor]
11 Greater Trip
13 Lookout
13 Combat Reflexes [Duelist]
15 Monastic Legacy
17 Crane Riposte
18 Deflect Arrows [Duelist]
19 Coordinated Charge
Other nice feats I didn't hav room for: Vicious Stomp, Fury’s Fall
Class: Stunning Fist (Stun 1 round or Fatigue), Evasion, AC bonus, Still Mind, Ki Pool (2+Wis points), True Strike (1 ki point), Fast Movement +10 ft, Maneuver Training, Stern Gaze (+1 intimidate/sense motive), Monster Lore (+Wis to ID creatures), Travel Domain (+10 speed; 3+ Wis/day rounds ignore difficult terrain), Judgement 1/day, Orisons, Cunning Initiative (+Wis to init), Detect Alignment, Track +1, Solo Tactics, Canny Defense, Parry, Riposte, Precise Strike (+9 damage), Improved Reaction +4, Enhanced Mobility, Grace (+2 Reflex), Acrobatic Charge, Elaborate Defense, No retreat, Hide in Plain Sight, Uncanny Dodge, Darkvision +30 ft, Improved Evasion?
Key gear:
Amulet of Mighty Fists (Guided)
+X Guided Rope Dart?
Monk’s Robe
Mage armor
Ring of Freedom of Movement
Ring of Deflection +5 and Featherfalling
Cloak of Resistance +5 and Minor Displacement
[/sblock]
You don't have to do it exactly like that, or as optimized, just an idea. He uses just about no magic at all and is outwardly weak, but pretty dang skilled. It's amazing how feat starved he was, even by end level.