Interplanetary teleport


Pathfinder First Edition General Discussion

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Paizo Employee Creative Director

In print materials, by the way, we WILL be going with the limitation that greater teleport is planetary and cannot be used to travel to other planets. Other planets in our setting are effectively "other campaign settings." As such, we do want to limit travel between them to only the highest level spells, the most powerful artifacts, and things like stationary portals between worlds... of which there are plenty on Golarion if you know where to look.


LazarX wrote:
Remember that Second Darkness was not a Pathfinder adventure path for Pathfinder, it was written for the 3.5 rules set.

So? You lost me there, I fear.

Plus, that spell is in the Inner Sea World Guide, so it's PF now.

Paizo Employee Creative Director

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We did a LOT of stuff using the 3.5 rules. And as a general rule, anything we invented in those 3.5 days is assumed to still exist in Pathfinder today.


My former post was collateral damage, so I'll repeat some general notions from it here:

Adding to what James said: While greater teleport doesn't have a written limit to the distance it makes you go, the core rules don't deal with interplanetary matters.

A lot of the time, it is assumed that there is just one world (which might not even be explicitly defined as a planet. Maybe it's flat like old real-world cosmology.), so this will never be a matter.

However, when you acknowledge that the world is a planet and there are other planets (and even speak about its inhabitants), it becomes an issue.

In that case, you'll have to decide: Will the core teleport effects let you reach these planets? This does have some implications and should not be rushed.

Beyond the "greater teleport at will" thing James mentioned, it will mean that characters will be able to go to other planets under their own power just before they enter the high level segment, as opposed to very close to the top.

This also means that the planet-hopping crowd is a lot bigger.

But, in the end, you can easily ignore the interplanetary teleport spell if it doesn't sit well with you.

On the other hand, the ruling that teleport without error will not let you leave the planet does not have to "break the rules".

Some of those settings that acknowledge and incorporate interplanetary travel enclose the planets. Whether it's a literal crystal sphere or some orther sort of field, aura, or what you would like to call it, there could be forces preventing you from using teleport magic to leave a planet. Interplanar teleport gets past those barriers.


LazarX wrote:
Dragonstar a setting produced by Final Fantasy Flight games

Do they use squareenixes on their maps?


I've always found interplanetary teleport to be cosmologically inconsistent. While I understand the design decisions for making it 9th level, it doesn't make sense in-game. Golarion's cosmology is essentially that you can fly, in a spaceship, from the surface of the planet out to the Maelstrom (assuming you have, probably, about 60 billion years to spare). Plane shift, at less than 9th level, lets you cross this unimaginably vast distance. Why is a lesser distance so much more difficult?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I still LOATH this change. Powerful outsiders being able to "planet hop" doesn't really make them any more or less dangerous than before. It wouldn't even change their behavior a great deal. I don't see it as a fix, since, well, it didn't really fix anything. What's wrong with seriously powerful spellcasters from the largest cities having private knowledge of other far away civilizations? It's likely where they got their advanced powers from!

Ever since I read the descriptions of those planets in the Campaign Book I've had my heart set to playing in a Golarion Pathfinder game that would get high enough level for me to travel to those places and enjoy some new, unique experiences from my GMs imagination (and maybe build a base of operations there, or hide a phylactery or something).

NOW THAT WILL NEVER HAPPEN.

You know how often people get to the level where they can cast 9th-level spells? It almost never happens! Our group has only ever done it once! And we didn't even play all the way through to it! We cheated and created them high level!

Even if we do get there to such high levels some day, it's a coin toss as to whether it will even BE the Golarion setting.

So yes, I think this is a horrible change for technical/logical reasons and yes, I am also taking it quite personally.


KaeYoss wrote:
LazarX wrote:
Dragonstar a setting produced by Final Fantasy Flight games
Do they use squareenixes on their maps?

:) Pretty sure he means plain old Fantasy Flight Games. And Dragonstar rocks.

Paizo Employee Creative Director

KaeYoss brings up a great point.

While previous campaign settings have had other planets in them, they handled that differently. In some cases, other planets were totally ignored unless you were playing Spelljammer. In others, they weren't treated as science-based planets in science-based outer space at all (this is my understanding of how Eberron did it, but I could be wrong there).

Which means that effects that interact with other planets on a real-world scale of science and reality just hasn't traditionally been a part of the game, and so greater teleport was never designed with that in mind.

It might be a bit of a ret-con to the rules, but limiting greater teleport to a planetary scale is a good thing. Unless, of course, you want a setting where interplanetary travel is common, in which case there should probably be EASIER methods of moving from planet to planet even than what a 7th level spell like Greater Teleport can accomplish.

Paizo Employee Creative Director

Ravingdork wrote:

I still LOATH this change. Powerful outsiders being able to "planet hop" doesn't really make them any more or less dangerous than before. It wouldn't even change their behavior a great deal. I don't see it as a fix, since, well, it didn't really fix anything. What's wrong with seriously powerful spellcasters from the largest cities having private knowledge of other far away civilizations? It's likely where they got their advanced powers from!

Ever since I read the descriptions of those planets in the Campaign Book I've had my heart set to playing in a Golarion Pathfinder game that would get high enough level for me to travel to those places and enjoy some new, unique experiences from my GMs imagination (and maybe build a base of operations there, or hide a phylactery or something).

NOW THAT WILL NEVER HAPPEN.

You know how often people get to the level where they can cast 9th-level spells? It almost never happens! Our group has only ever done it once! And we didn't even play all the way through to it! We cheated and created them high level!

Even if we do get there to such high levels some day, it's a coin toss as to whether it will even BE the Golarion setting.

So yes, I think this is a horrible change for technical/logical reasons and yes, I am also taking it quite personally.

So don't change it in your game. If, in your game, you already have a lot of planet hopping stuff going on, you're ALREADY playing a drastically different game than most gamers. You're certainly playing a different game than Golarion as presented by us. In this case... you absolutely SHOULD allow greater teleport to allow planet hopping.

This isn't a change, though. As folks have said, this is the way things have worked on Golarion since we first provided details about the other planets, back in Pathfinder #14 several years ago. Just because you didn't know about it and didn't read the most detailed description of outer space we've ever done for our campaign setting doesn't mean we pulled this out of our hats just to trick you. It's been a part of the campaign setting almost as long as planetary travel has been a part of the campaign setting.

If you want to run a game where your players go to another planet... do it. We've ALREADY published a Pathfinder Society scenario where this very thing happens, and that scenario was for 12th level characters. Characters who can't even cast greater teleport! There exists on Golarion a number of portals between planets, and frankly, THAT is the main way that travel between planets takes place.

And even if you don't reach high enough levels to cast 9th level spells... you can buy scrolls of 9th level spells.

Anyway, sorry it's causing you so much distress, but I seriously think you're overreacting.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Ravingdork wrote:
I still LOATH this change. Powerful outsiders being able to "planet hop" doesn't really make them any more or less dangerous than before.

It's not a change... If you've been hopping planets as a regular form of teleportation, then you've been playing a different game than the rest of us all along. There's nothing there to get your britches in such a bother. You want space travel in your game...PUT IT THERE. There's plenty of 3.5 stuff for you to choose from as to means. And that's just the beginning.


Shouldn't the spell be "Teleport, Interplanetary"?

Otherwise, I won't allow it in my game.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
Anyway, sorry it's causing you so much distress, but I seriously think you're overreacting.

If you look at Raving Dork's style of posting on this board, one way to explain his writing style might be to think of this venue as an extension of FOX NEWS, and he's auditioning to take Glenn Beck's job. :)

Overreacting IS his style.


I don't really see the problem with letting 15th level wizards teleport to other planets. Especially since they also have the ability to plane shift at that point. How much since does it make for them to be able to go to completely different planes of existence, but not other planets in the same solar system? Sure even our moon is pretty dang far away, but is it as "far away" as hell is?

Furthermore, just having greater teleport does not mean you'll automatically be able to go to any planet you want whenever you want, because "you must have at least a reliable description of the place to which you are teleporting." So just how much information about other planets would be available? Probably not very much, and certainly very, very little about specific places. So it's pretty much already vanishingly rare, even if you allow it to be done with greater teleport.

Paizo Employee Creative Director

cibet44 wrote:

Shouldn't the spell be "Teleport, Interplanetary"?

Otherwise, I won't allow it in my game.

If it were in the core rules, and therefore would benefit from being alphabetized next to the other teleport spells, probably.

It's not, though. It's all alone. And thus, it gets alphabetized under I.

(I suspect your post was partially or perhaps entirely in jest... but it's got an interesting question hidden in it nonetheless.)

Paizo Employee Creative Director

LazarX wrote:
James Jacobs wrote:
Anyway, sorry it's causing you so much distress, but I seriously think you're overreacting.

If you look at Raving Dork's style of posting on this board, one way to explain his writing style might be to think of this venue as an extension of FOX NEWS, and he's auditioning to take Glenn Beck's job. :)

Overreacting IS his style.

Frankly, I'm less interested in trying to assuage Ravingdork's horror at the change than I am in explaining the history and logic behind our decisions. I fully do NOT expect to change his mind on this matter, nor do I really WANT to change his mind. He's entitled to his own opinions.

But I do want folks to know WHY we did what we did, and approaching that topic in the framework of a reply to his impassioned post seemed as good as any a place to start.

The Exchange

James Jacobs wrote:


So don't change it in your game.

Yeah, our group ignores both Interplanetary Teleport and the elf Transformer thing from 2nd Darkness.

Sovereign Court

James Jacobs wrote:

KaeYoss brings up a great point.

While previous campaign settings have had other planets in them, they handled that differently. In some cases, other planets were totally ignored unless you were playing Spelljammer. In others, they weren't treated as science-based planets in science-based outer space at all (this is my understanding of how Eberron did it, but I could be wrong there).

Which means that effects that interact with other planets on a real-world scale of science and reality just hasn't traditionally been a part of the game, and so greater teleport was never designed with that in mind.

It might be a bit of a ret-con to the rules, but limiting greater teleport to a planetary scale is a good thing. Unless, of course, you want a setting where interplanetary travel is common, in which case there should probably be EASIER methods of moving from planet to planet even than what a 7th level spell like Greater Teleport can accomplish.

I don't understand the uproar over this. If you want teleportation to other planets easier, just make it so and change the spell level. If you don't like interplanetary teleportation, ban the spell.

Paizo Employee Creative Director

Nebelwerfer41 wrote:
James Jacobs wrote:

KaeYoss brings up a great point.

While previous campaign settings have had other planets in them, they handled that differently. In some cases, other planets were totally ignored unless you were playing Spelljammer. In others, they weren't treated as science-based planets in science-based outer space at all (this is my understanding of how Eberron did it, but I could be wrong there).

Which means that effects that interact with other planets on a real-world scale of science and reality just hasn't traditionally been a part of the game, and so greater teleport was never designed with that in mind.

It might be a bit of a ret-con to the rules, but limiting greater teleport to a planetary scale is a good thing. Unless, of course, you want a setting where interplanetary travel is common, in which case there should probably be EASIER methods of moving from planet to planet even than what a 7th level spell like Greater Teleport can accomplish.

I don't understand the uproar over this. If you want teleportation to other planets easier, just make it so and change the spell level. If you don't like interplanetary teleportation, ban the spell.

Either do I... I'm kind of boggled by it.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
James Jacobs wrote:

So don't change it in your game. If, in your game, you already have a lot of planet hopping stuff going on, you're ALREADY playing a drastically different game than most gamers. You're certainly playing a different game than Golarion as presented by us. In this case... you absolutely SHOULD allow greater teleport to allow planet hopping.

This isn't a change, though. As folks have said, this is the way things have worked on Golarion since we first provided details about the other planets, back in Pathfinder #14 several years ago. Just because you didn't know about it and didn't read the most detailed description of outer space we've ever done for our campaign setting doesn't mean we pulled...

Thank you for your kind explanations. You didn't have to jump in and explain anything at all, but you did, and that is why you are much loved in this community.

That being said, was Pathfinder #14 printed before or after the Golarion Campaign Setting book? If it came after, than it WAS a change to the rules. The Campaign Setting book includes rather detailed info on other planets and the civilizations therein (at least a paragraph per planet). There is nothing that changes one's ability to travel to these planets via magic, which is one of the reasons I got very excited about the notion of visiting these strange civilizations. If you wanted to limit one's ability to see such places, shouldn't you have included mention of such limitations the very first time you brought up other civilizations on other worlds? I mean, what did you expect young imaginative and adventuress young roleplayers were going to want do when they read about that? Not be intrigued at all?

I'm sure it was probably just an oversight, but it is a most unfortunate one to be sure.

Sovereign Court

It doesn't matter when Pathfinder #14 was published relative to the old campaign setting. The Inner Sea World Guide was published after both of them, and it's the official campaign setting book now.

Paizo Employee Creative Director

Ravingdork wrote:

That being said, was Pathfinder #14 printed before or after the Golarion Campaign Setting book? If it came after, than it WAS a change to the rules. The Campaign Setting book includes rather detailed info on other planets and the civilizations therein (at least a paragraph per planet). There is nothing that changes one's ability to travel to these planets via magic, which is one of the reasons I got very excited about the notion of visiting these strange civilizations. If you wanted to limit one's ability to see such places, shouldn't you have included mention of such limitations the very first time you brought up other civilizations on other worlds? I mean, what did you expect young imaginative and adventuress young roleplayers were going to want do when they read about that? Not be intrigued at all?

I'm sure it was probably just an oversight, but it is a most unfortunate one to be sure.

We can't POSSIBLY fit everything about a world into a book, no matter HOW BIG that book might be. We can only fit what can physically fit in 256 pages, or 320 pages, or whatever.

That's not enough to completely detail every tiny bit of a campaign setting.

And so we use our Adventure Path line, or Campaign Setting Line, our Module line, and our Player's Companion line to help address that fact.

Just because something's not printed in the core Campaign Setting book and then IS printed in another book doesn't mean that topic is any less valid.

The original Campaign Setting book had very little about the other planets. We didn't have room to go into detail about them there. We did in Pathfinder #14, which had an adventure that touched upon the extraterrestrial, so it made sense to put that information there.

In any event, Pathfinder #14 was in print a year or so before the Pathfinder rules themselves. Should we have included a planetary limit on greater teleport? I think so. We didn't, probably because the team that built the Rulebook wasn't nearly as familiar with the Adventure Paths as they should have been, and in the light of a 600 or so page tome that was on a horrifically tight deadline... we all had a lot more important worries to deal with.

We haven't yet talked in detail about how the technology of Numeria works, or how winter witch magic works, or what the ancient cyclopes of Ghol-Gan were like, or how to use aboleth glyph magic, or what exactly a shadowcaster from Nidal can do. When we DO get to these topics, there'll be "changes" there as well as we adjust the rules in places or add new rules in others to make work what needs to be made to work.

If you're going to play in a published game world, you have to be open to those kind of changes, and you have to accept the fact that sometimes we'll do things differently than you do.

Sovereign Court

Ravingdork wrote:
There is nothing that changes one's ability to travel to these planets via magic, which is one of the reasons I got very excited about the notion of visiting these strange civilizations. If you wanted to limit one's ability to see such places, shouldn't you have included mention of such limitations the very first time you brought up other civilizations on other worlds? I mean, what did you expect young imaginative and adventuress young roleplayers were going to want do when they read about that? Not be intrigued at all?

So, hypothetically, some young and imaginitive minds saw that, and their DM allowed them to go to those worlds by magical means. Fun was had by all, ignorant that this new spell was coming out.

Now that the Inner Sea Guide is here, would you tell them, "Well, you couldn't actually travel there. You were having BadWrongFun and now you must forget it all and play Gammarauders in an act of repentance."

If you broke the rules, it ain't no thing. Go on and keep using greater teleport to play fantasy RPGs in space, no one is going to force Gammarauders on you.


"In-ter-galac-tic
Tel-e-porting,
In-ter-galc-tic
Tel-e-porting.

Another dimension
another dimension
another dimension
another dimension....."


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Thanks again James! You truly are the best!

Nebelwerfer41 wrote:
Ravingdork wrote:
There is nothing that changes one's ability to travel to these planets via magic, which is one of the reasons I got very excited about the notion of visiting these strange civilizations. If you wanted to limit one's ability to see such places, shouldn't you have included mention of such limitations the very first time you brought up other civilizations on other worlds? I mean, what did you expect young imaginative and adventuress young roleplayers were going to want do when they read about that? Not be intrigued at all?

So, hypothetically, some young and imaginitive minds saw that, and their DM allowed them to go to those worlds by magical means. Fun was had by all, ignorant that this new spell was coming out.

Now that the Inner Sea Guide is here, would you tell them, "Well, you couldn't actually travel there. You were having BadWrongFun and now you must forget it all and play Gammarauders in an act of repentance."

If you broke the rules, it ain't no thing. Go on and keep using greater teleport to play fantasy RPGs in space, no one is going to force Gammarauders on you.

That's not the problem. The problem is that I never got that far to begin with. And now I probably never will. We are very strict with rules in our group (despite what people on these forums believe) and the moment one of my GMs hear about this new spell, that's it.

It would have been one thing if, in our ignorance, we had already done those things, but now my hopes for it have evaporated. I'm not one to cheat either (despite what people on these forums will tell you), so I'm not really able to withhold this info from my friends either.

Paizo Employee Creative Director

Ravingdork wrote:

That's not the problem. The problem is that I never got that far to begin with. And now I probably never will. We are very strict with rules in our group (despite what people on these forums believe) and the moment one of my GMs hear about this new spell, that's it.

It would have been one thing if, in our ignorance, we had already done those things, but now my hopes for it have evaporated. I'm not one to cheat either (despite what people on these forums will tell you), so I'm not really able to withhold this info from my friends either.

If you really want to play an adventure set on another planet... suggest to your GM to check out the Pathfinder Society scenario "Red Revolution." That's the ONLY adventure we've set on another planet so far... and it does so for a 12th level party. No need to be able to cast 9th level spells at all.

And if you're that strict with rules anyway... how would you ever get to another planet in the first place, since we haven't given enough rules out for how adventuring works on those other planets? So far, most of what we've done is flavor text for the other planets.

I guess I'm just baffled by the contradictions in the statement, "I really want to have my PC travel to another planet, but we are very strict with the rules." Because there really AREN'T rules yet for adventuring on other planets (again, with the exception of "Red Revolution," and even then the rules presented there are likely to change once we really bear down and start developing rules for planetary adventuring).

Some day, there will be, though.

RPG Superstar 2009 Top 16, 2012 Top 32

Greater teleport at 13th level? Interplanetary teleport at 17th level?

Screw that. My 9th-level cleric hops planets by casting two plane shift spells. (One spell to leave the Material Plane, one spell to return to the Material Plane at a location on another planet.)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Red Revolution? Thanks James! I'll look into it.


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

Even by the rules a one-shot Interplanetary Teleport item should cost around 6750gp. Or if you just want to hire a wizard to send you there it is probably cheaper. You should probably buy a one shot item for the way home though, just in case.

As Epic Meepo pointed out you can use plane shift at 9th level as another way to travel the planes. Not to mention finding a permanent gate somewhere. Like where the elves hang out.

If you really want to do interplanetary adventuring you shouldn't have to wait. Talk to your GM. My group has been traveling the planes since level 3. That's the best thing Planescape taught me is that a good adventure in exotic areas shouldn't have to wait for high level play. I know the City of Doors or the Infinite Staircase aren't officially in Golarion, but any good GM will put some way for low level travel to occur. Go ask your friendly neighborhood wizard. Maybe there's a portal in that dungeon over there.

Paizo Employee Creative Director

Epic Meepo wrote:

Greater teleport at 13th level? Interplanetary teleport at 17th level?

Screw that. My 9th-level cleric hops planets by casting two plane shift spells. (One spell to leave the Material Plane, one spell to return to the Material Plane at a location on another planet.)

As long as you're not into accuracy of where you're landing, that's fine. That said... a GM is perfectly within his rights to demand that you have special forked metal rods to aid in aiming you to the right planet.


Red Revolution sounds like something I need to look into.

I have also been wondering if travel to other planets would help some of the issues of play past 20th level, like if there are things this powerful, where have they been? But of course they have been on this other planet the whole time.


James Jacobs wrote:
cibet44 wrote:

Shouldn't the spell be "Teleport, Interplanetary"?

Otherwise, I won't allow it in my game.

If it were in the core rules, and therefore would benefit from being alphabetized next to the other teleport spells, probably.

It's not, though. It's all alone. And thus, it gets alphabetized under I.

(I suspect your post was partially or perhaps entirely in jest... but it's got an interesting question hidden in it nonetheless.)

Yes, partially in jest.

I do believe it should be listed as "Teleport, Interplanetary" though. Not just for consistency but it makes me wonder what other kind of teleports there could be.


Teleport
Greater Teleport
Gate

..................

Now we need a Interplanetary Teleport spell.

..................

Will we be having a Intergalactic Teleport spell next for traveling from the Milk-way galaxy to the Andromeda galaxy next ??

..................

I think i will just stick with Greater Teleport for unlimited travel within the same plane.... even if that is across galaxies.


cibet44 wrote:
James Jacobs wrote:
cibet44 wrote:

Shouldn't the spell be "Teleport, Interplanetary"?

Otherwise, I won't allow it in my game.

If it were in the core rules, and therefore would benefit from being alphabetized next to the other teleport spells, probably.

It's not, though. It's all alone. And thus, it gets alphabetized under I.

(I suspect your post was partially or perhaps entirely in jest... but it's got an interesting question hidden in it nonetheless.)

Yes, partially in jest.

I do believe it should be listed as "Teleport, Interplanetary" though. Not just for consistency but it makes me wonder what other kind of teleports there could be.

Just to try to clarify what I think Ravingdork is trying to say since a few people seem confused by it:

Ravingdork is saying that since the original CS DID include planets other than Golarian and since the original CS DID NOT include "Teleport, Interplanetary" and since there is no written restriction on distance for "Teleport, Greater" the assumption is a PC CAN Greater Teleport to a planet from Golarian.

Once PF#14 or the new CS are introduced and his GM gets his hands on them his fear is that his GM will now BE FORCED to rule that Greater Teleport no longer works for interplanetary travel since they are a very RAW group. Once their GM reads PF#14 or the new CS he can't unread them and since they are a strict RAW group his Wizard will lose the ability to travel to distant planets until he is eligible for Interplanetary Teleport, which may be never.

Now of course there are RAW ways of working around this (like just using a scroll and a caster level check) but the point is still the same: PF#14 and the new CS have changed the way an existing spell works by introducing a NEW spell. I'm not saying I personally think this is a big deal or, frankly, would have even thought about it but I do understand what Ravingdork is saying.

Imagine if the new CS or a random PF volume introduced a spell called: "Non-blistering Fireball: This spell works identical to Fireball but does not cause the wizards fingers to painfully blister upon casting it and eliminates the 2d4 points of damage they cause." Well who knew the original Fireball caused painful blisters to begin with? It doesn't say that anywhere but the new spell seems to infer it does just just by its existence.


1 person marked this as a favorite.

cibet44 you hit the nail right on the head there, great way to put it.

PS = Cibet44, when i cast fireball (normal), do i get a saving throw vs 2d4 blister damage (for half damage), and what saving throw would it be... Reflex or Fort ??


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

People have to remember that the Core Rules are designed for any setting. For the most part, the Core Rules align with Golarion. Occasionally they do not. So it isn't that the Campaign Setting is universally changing the way greater teleport works for all games, only how it works for Golarion. This is not the first or the last time such a campaign settings specific change has been made. That's kind of the point of a campaign setting, to specify exceptions. Example: Clerics in the Core Rules do not need to follow a god, but Clerics in Golarion do.


deinol wrote:
People have to remember that the Core Rules are designed for any setting. For the most part, the Core Rules align with Golarion. Occasionally they do not. So it isn't that the Campaign Setting is universally changing the way greater teleport works for all games, only how it works for Golarion. This is not the first or the last time such a campaign settings specific change has been made. That's kind of the point of a campaign setting, to specify exceptions. Example: Clerics in the Core Rules do not need to follow a god, but Clerics in Golarion do.

True. But over time, the Golarion campaign setting as the main setting can and will effect the how the rules will change in the future.

Example =

Greater teleport in 2nd ed, allowed one to travel between dimensions. Gate spell did not allow travel between dimensions, unless you named a creature, in which you could then travel to the creature or it to you. Elemenstor World Walk spell was added to Forgotten Realms... allowing one to Gate between worlds without calling a creature.

In 3rd ed... They got rid of Travel between dimensions for greater teleport.

In 3rd ed... They merged Gate and Elemenstor World walk spell into one spell called Gate, with 2 options of how it can be used. They also added that = A gate cannot be opened to another point on the same plane; the spell works only for inter-planar travel.

............

If Golarion Campaign setting has Interplanetary Teleport, then when Pathfinder comes out with Pathfinder 2.0, they might change Greater Teleport range to listed only that of the planet.

If Ultimate Book of Magic, has the Interplanetary Teleport, then a new DM who is trying to follow RAW, would natural rationalize that Greater Teleport does not travel between planets.

............

cibet44 does have a point, i think

RPG Superstar 2012 Top 16

For those of you who are reading this and have no idea what is being talked about,

http://pathfinder.wikia.com/wiki/Solar_system

is a nice compilation of the information about the Pathfinder Solar System. Just click on the links to the individual planets.

==Aelryinth

Scarab Sages

Ravingdork wrote:
What's wrong with seriously powerful spellcasters from the largest cities having private knowledge of other far away civilizations? It's likely where they got their advanced powers from!

The Door to Saturn

Paizo Employee Creative Director

Oliver McShade wrote:


Will we be having a Intergalactic Teleport spell next for traveling from the Milk-way galaxy to the Andromeda galaxy next ??

Nope. Interplanetary teleport works fine for hopping from one galaxy to the next.

It's the spell you'd use, say, to travel from Golarion to Earth.

Paizo Employee Creative Director

And honestly... I'm actually quite pleased that folks are this interested in other planets. Means that us perhaps doing a planetary book some day in the future is more likely to happen, since it seems that there's lots of interest in the topic.


Just as long as i can use one Gate spell to go from Earth to Nirvana, and another Gate spell to go from Nirvana to Golarion, i will be happy.

After all, my Sorcerer can only know a max of 3 = 9th level spells at 20th level. The fewer spell i need, the better.

RPG Superstar 2008 Top 32

I removed a post that contained a personal attack.


plenty of intrest in such a book here on the panets of golarian system...


Aelryinth wrote:

For those of you who are reading this and have no idea what is being talked about,

http://pathfinder.wikia.com/wiki/Solar_system

is a nice compilation of the information about the Pathfinder Solar System. Just click on the links to the individual planets.

==Aelryinth

Never saw that before. Very cool. Consider me interested in this planetary stuff as well. Good work again Paizo.

Owner - House of Books and Games LLC

James Jacobs wrote:
And honestly... I'm actually quite pleased that folks are this interested in other planets. Means that us perhaps doing a planetary book some day in the future is more likely to happen, since it seems that there's lots of interest in the topic.

+1

Almost makes me want to start the endgame for my current campaign so that I can begin the next one...


James Jacobs wrote:
And honestly... I'm actually quite pleased that folks are this interested in other planets. Means that us perhaps doing a planetary book some day in the future is more likely to happen, since it seems that there's lots of interest in the topic.

Extremely interested +1


James Jacobs wrote:
And honestly... I'm actually quite pleased that folks are this interested in other planets. Means that us perhaps doing a planetary book some day in the future is more likely to happen, since it seems that there's lots of interest in the topic.

I'm curious if the Gate spell would be sufficient to link to Prime Material campaign worlds?


Scott Andrews wrote:
James Jacobs wrote:
And honestly... I'm actually quite pleased that folks are this interested in other planets. Means that us perhaps doing a planetary book some day in the future is more likely to happen, since it seems that there's lots of interest in the topic.
Extremely interested +1

Extremely interested also, +1 == But hoping for a SpellJammer type book with new flying ships ... and a better thought out magic propulsion system :)

Space Lanes, Trade Routs, New Planets, Adventure, and ways to Evacuate a plant and start a new campaign on another world.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Yeah I'm interested too. +1

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