Returning from the Ethereal Plane


Pathfinder First Edition General Discussion

The Exchange

Does anyone know where to find the rules on returning from the ethereal plane? We had a character that got abducted to the ethereal, but his captor was killed while still on the ethereal (and since neither the character nor the captor were summoned creatures or have the outsider subtype, they don't automatically return, unless they were taken by means of the Etherealness spell, which they weren't). I have the 3rd Edition Manual of the Planes, and it talks about gates existing to move back into the material plane, but doesn't mention where they are or the percentage likelihood of happening upon them. Does anyone know where the methodology and chance of returning from the ethereal are described in detail? Or is this something that is purely left up to DM's discretion?


This is clearly matter for GM to decide. And a material for a session, unless the rest of party is capable of reaching ethereal plane somehow and rescue the trapped member.

Some Knowledge [planes] checks with high DC could posibly determine if there are any gates/rifts to ethereal plane around (if GM decides that there are any). It might be simpler (but not simple) but more expensive trying to get help of someone capable of casting planeshift or someone capable of going ethereal and then dismissing/banishing victim back to home plane.


What level and classes are the character group?

What level and class is the person on the ethereal plane?

The Exchange

Oliver McShade wrote:

What level and classes are the character group?

What level and class is the person on the ethereal plane?

I believe they're all 13th level. But except for a 13th level druid and an 11th level Oracle cohort, there are no other spellcasters of note. A rogue, a soulknife/illumined soul with one level of oracle, and a ranger/paladin make up the rest of the party. The person on the ethereal plane is a dragon disciple with two levels of sorceror. They're in the final book of Legacy of Fire, so they do have a couple wishes at their disposal, but they're wanting to be as conservative with those as possible, since they're in an area where making wishes can lead to bad things happening (i.e wish warps). Obviously, it's not an insurmountable problem, we're just trying to determine how long he'll have to remain separated, for purposes of determining if he'll have to fight something on the ethereal plane by himself, and if the party will have him back at their side when they reach their next encounter (if you're familiar with Legacy of Fire, the last book is sort of a race against the clock).


It looks like the party will have to go get him. I would suggest using divination spells.


So what spells does your oracle have ?

Any location spells ?
Any Travel Spells?
Any Create food and water spell?

The Hard way

Your Oracle can buy a Scroll of Plane Shift for 1,125 gold. (Your going home card).
Then your group can pay a cleric (spell level x caster level x 10 gp) aka 450 gold to cast plane shift on your group, and get you to the either plane ((mean DM will charge you double, if the cleric has to cast the spell twice to get back home)).

Then your group use travel and location spells (or magic items/wands) to travel the 5-500 miles needed to reach your friend. Once you find him, everyone links hands, and the Oracle uses the scroll to Plane shift you back to your normal plane (5-500 miles off course).

A great Adventure away you and your group, plan ahead, stock up.

The Easy Way

Have a cleric 17th level cleric cast Scrying ( 850 gold ) to locate your Friend on the Ethereal Plane. Once found, you then pay the cleric ( 1530 gold ) to cast a Gate spell, right to your friend. The cleric can hold the Gate spell open for 17 rounds, during which time, you cross over, grab your frined, and cross back home......

.... Now the fun part. The Cleric is perfitly within his right to ask you to go on a quest, and let the adventures continue from there :D

The Exchange

That is a pretty good idea, Oliver. It would be a good opportunity to create a story arc that will keep the adventure going past the conclusion of the AP.

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