Find The Path Fix.


Combat & Magic


I just DL'ed the latest Pathfinder, and one idea I had for potentially fixing find the path would be to write it so that it shows you the most direct path, but not necessarily the most expedient path. In other words, if you were in a labyrinth, or trying to climb a mountain pass, it'd show you the direction to the other side, but it wouldn't show you a trail or the way of solving the labyrinth to reach the exit.

Dark Archive

Fraz 'Urb Luu wrote:
I just DL'ed the latest Pathfinder, and one idea I had for potentially fixing find the path would be to write it so that it shows you the most direct path, but not necessarily the most expedient path. In other words, if you were in a labyrinth, or trying to climb a mountain pass, it'd show you the direction to the other side, but it wouldn't show you a trail or the way of solving the labyrinth to reach the exit.

I thought the whole point of find the path was to show the way out of labyrinths and counter maze spells.

Grand Lodge

Surely the easiest way to fix this spell from being abused would be to create a spell which masks an item from find the path? or perhaps include some clause that states it cannot find a destination that is protected by spells like desecrate or protection from evil when cast by someone of the opposing alignment? I couldn't imagine a good character succeeding in finding the path to the temple of elemental evil for example, places like that would however attract evil creatures while remaining hidden from Good characters.


Interestingly, I think that Saberhagen had the best "find the path" approach in the Books of Swords/Lost Swords series' in the way the Sword of Wisdom "Wayfinder" worked: It doesn't take into consideration the risk of the route at all.

Spoiler:

Who holds Wayfinder finds good roads
Its master's step is brisk.
The Sword of Wisdom lightens loads
But adds unto their risk.

Dark Archive

What if the caster of Find The Path couldn't take other actions while constantly maintaining a grip on the spell?

So once cast, you have a party member who is relatively vulnerable while guiding you to the spell's target. They instinctively feel the way there, but not much else on the way.


All you'd have to do is make the duration "Concentration + 1 rd/level or something", that could work very well.

Scarab Sages

I'd rewrite it such that it's a spell that's cast on an item, and then for the duration of the spell the caster has an implicit sense of the proper path to the item. That way the spell could still be used as a precautionary measure against mazes (by, say, leaving an enchanted pebble back in town) without ruining plot uses of hidden cities, etc.

Dark Archive

Actually, after re-reading the spell, I think the better possibility would be engineering the spell to be harmful if casted repetitively. Con damage perhaps?


Blue_eyed_paladin wrote:
All you'd have to do is make the duration "Concentration + 1 rd/level or something", that could work very well.

I think this might be a very workable solution.

Dark Archive

Fraz 'Urb Luu wrote:
Blue_eyed_paladin wrote:
All you'd have to do is make the duration "Concentration + 1 rd/level or something", that could work very well.

I think this might be a very workable solution.

I don't know that the problem is the duration. I'm under the impression that the problem lies in repetitive casting of the spell. It should be capable of getting a party out of a maze spell or a labyrinth, but it shouldn't be capable of finding very secret places. Limiting one's ability to successively cast the spell within a specified amount of time would prevent plot abuse.

"Planar Mask" Anyone? - Yet another option might also exist in the creation of a new spell (of the same level) which causes a location to be treated as if it were actually on another plane for purposes of divination spells targeting it. The new spell could have a variable area - so your level 20 caster can mask an island, while your lower level caster can only mask a logging camp. =)


I don't see why they can't do the same thing as with Identify, change the effect to a +X to Survival skill. Or the teleport limitation, take you only to places you can envision. And a paragraph of what it does if there IS no physical path (Like Tomb of Horrors).

RPG Superstar 2009 Top 16, 2012 Top 32

Find the path is a 6th level spell; as in: a cleric chooses to prepare this spell instead of heal. It had better do more than give a bonus on skill checks, and it had better last more than a few rounds of concentration.

Liberty's Edge

I'd recommend any of the fixes suggested here.

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