Interplanetary teleport


Pathfinder First Edition General Discussion

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KaeYoss wrote:
Anyway, saying that each planet needs his own tuning fork sounds like a reasonable ruling.

Just as long as everyone acknowledges that it's a house rule, that's fine.

Grand Lodge

KaeYoss wrote:

It started out as Toril, but was later renamed Abeir-Toril so it would show up first in alphabetical lists.

Or that's what they told me.

Exactly!

Toril was the name of Jeff Grub's Campaign World at the time, and was used to name the planet for the original FR boxed set...

The prefix "Abeir" was added so that the world's name was placed at the beginning of the alphabetical encyclopedia...

Grand Lodge

Epic Meepo wrote:


If you can find a reference in a product published prior to 2008 that says otherwise, feel free to cite it and prove me wrong.

The last paper issue of Dragon magazine had a whole article of "D+D" mysteries that were addressed. One of them was the oscillating name of the forgotten realms game world.


Gorbacz wrote:
Jonathon Vining wrote:
Gilfalas wrote:
Most characters do not realise those objects in the sky ARE planets, or other suns or such. Those are the gods or the spirits of past ancestors or hero's etc. Who would think to TRAVEL to such a concept?
Planescape characters.
Actually, Planescape characters wouldn't give much of a flip about celestial bodies when they can visit fascinating places such as Paraelemental Plane of Vacuum...

Not so much celestial bodies, but under the context of gods or spirits of heroes, that's the sort of place they go to buy fruit.

Grand Lodge

LazarX wrote:
Epic Meepo wrote:


If you can find a reference in a product published prior to 2008 that says otherwise, feel free to cite it and prove me wrong.

The last paper issue of Dragon magazine had a whole article of "D+D" mysteries that were addressed. One of them was the oscillating name of the forgotten realms game world.

That article kind of proves that from the start, there was no "long lost sister planet"...

*EDIT*

Candlekeep wrote:

Author: The Hooded One

Replied on: 02 Jan 2007 23:52:26
Message:

Jeff did create and name Waukeen, and did name "the planet" Abeir-Toril.
The name "Faerûn" (which means "home" in a long-ago, forgotten language) refers to the main continent of the published Realms. Ed's thinking was that "everyone" knew about the land they lived in, and its boundary seas, but not every culture "of today," Realmstime, knew it was on a spherical planet. There are various names among the Netherese, modern Halruaans, elves, etc, for the planet, but there was no one commonly-accepted one.
TSR needed an "official" label. Jeff was the handler, traffic cop, and "TSR end" of the Realms, and provided one. As with everything, he checked with Ed, and Ed said: fine. Sure. Go ahead.
love,
THO

Scarab Sages

LazarX wrote:
Abeir was the "Lost World" of the Forgotten Realms setting.
lordzack wrote:
Uh, no. The idea that Abeir was in any way separate from Toril was invented by Wizards of the Coast for Fourth Edition. Toril is a shortening of the one planet's name, Abeir-Toril. Abeir and Toril are the same thing.
KaeYoss wrote:

It started out as Toril, but was later renamed Abeir-Toril so it would show up first in alphabetical lists.

Or that's what they told me.

Who told you?

Aaron A. Aardvark?

Liberty's Edge

James Jacobs wrote:
Kain Darkwind wrote:
For instance, many of the planets seem based off science fiction settings. Akiton is clearly heavily influenced by Edgar Rice Burroghs' Barsoom, but the other planets seem really familiar to me as well. The bug women of Castrovel, and the split cultures of Triaxus....what was the inspiration (if any) for these?
Mostly pulp stories from the sword and planet tradition (many of which we've reprinted in our Planet Stories line of books), but other science fiction writers as well. I know that Dan Simmons' "Hyperion" and "Endymion" books were great sources of inspiration for James Sutter when he invented the majority of the planets.

I would say there is a strong influence by Lovecraft and Clark Ashton Smith in the Glorarion setting with the creatures from the great beyond, Zon-Kuthon being corrupted by one of those and so on.

I would like some planet remembering Jack Vance works, both the Dying Earth and Tschai.

So add another guy to the list of people interested in interplanetary travel.

Interplanetary teleport: I have read it in Pathfinder 14 when it was published and I had no problem with it (and still don't have problem with it).

If you want to reach the other planets before you are capable of casting level 9 spells a easy to implement and control solution for a GM could be a special wayfinder requiring a particular joun stone to power it, maybe even several different joun stones, each one attuned to a different planet.

Getting the wayfinder and searching for the first stone could be the initial adventure in a PA bringing you around several planets.


Epic Meepo wrote:
KaeYoss wrote:
Anyway, saying that each planet needs his own tuning fork sounds like a reasonable ruling.
Just as long as everyone acknowledges that it's a house rule, that's fine.

I refuse to do so, out of general principles.


Ravingdork wrote:
James Jacobs wrote:
If there were a precedent for folks using greater teleport to travel between planets, then there would absolutely have been a problem coming up with interplanetary teleport. But as far as I know in the 30 years or so I've been gaming, there's NOT been a heck of a lot of planet hopping via greater teleport.
And to be perfectly honest, before I saw those cool planetary descriptions in your (awesome) campaign book, the thought never once occurred to me either.

+1

The brief descriptions of the other planets got me thinking about things like a campaign like the Martian books by Borroughs and that made me very happy.


KaeYoss wrote:

"Akiton" is a crappy destination, too. You end up 5-500 miles away from the planet. Depending on what you roll that could still be within the planet's atmosphere and/or gravity well. But what's better? Falling 5 miles towards a strange planet, or being overboard in space? DANGER WILL ROBINSON!

Anyway, saying that each planet needs his own tuning fork sounds like a reasonable ruling.

It seems like such a destination would also be a fair result for 'Greyhawk' or 'My home town'

Appearing 5-500 miles above it.


Kain Darkwind wrote:
KaeYoss wrote:

"Akiton" is a crappy destination, too. You end up 5-500 miles away from the planet. Depending on what you roll that could still be within the planet's atmosphere and/or gravity well. But what's better? Falling 5 miles towards a strange planet, or being overboard in space? DANGER WILL ROBINSON!

Anyway, saying that each planet needs his own tuning fork sounds like a reasonable ruling.

It seems like such a destination would also be a fair result for 'Greyhawk' or 'My home town'

Appearing 5-500 miles above it.

Either way it's only 20d6.


Thomas Gerlick wrote:
Kain Darkwind wrote:
KaeYoss wrote:

"Akiton" is a crappy destination, too. You end up 5-500 miles away from the planet. Depending on what you roll that could still be within the planet's atmosphere and/or gravity well. But what's better? Falling 5 miles towards a strange planet, or being overboard in space? DANGER WILL ROBINSON!

Anyway, saying that each planet needs his own tuning fork sounds like a reasonable ruling.

It seems like such a destination would also be a fair result for 'Greyhawk' or 'My home town'

Appearing 5-500 miles above it.

Either way it's only 20d6.

For hitting. You still need air, not to burn up in reentry, etc.

Liberty's Edge

I see ending up in space by way of teleport should be treated like falling into lava and not being fire resistant. You die, no save.

Fire and Brimstone: A Comprehensive Guide to Lava, Magma, and Superheated Rock (OGL) PDF

No air in space = no verbal components to teleport again to correct mistake.

No to mention the vacuum would cause severe health problems immediately. It cannot be equated into dice amounts


Shar Tahl wrote:

I see ending up in space by way of teleport should be treated like falling into lava and not being fire resistant. You die, no save.

Fire and Brimstone: A Comprehensive Guide to Lava, Magma, and Superheated Rock (OGL) PDF

No air in space = no verbal components to teleport again to correct mistake.

No to mention the vacuum would cause severe health problems immediately. It cannot be equated into dice amounts

Anything can be equated into dice amounts. Even love.


Kain Darkwind wrote:
Anything can be equated into dice amounts. Even love.

Well damn it. If I had a d20 in my pocket, perhaps I'd roll the dice better at the bars when angling in on that barfly for a solo encounter.

;-)

Dark Archive

Look, this Ultimate Teleport spells doesnt imply that it's the ONLY way to reach other worlds.

Methods of travel to other worlds

Gate Networks (there's the elf gates to Not-venus, and a gate in the Mwangi expanse to Not-Mars). making one just requires that someone of 20th level at one point existed and put in the effort. There's also the Druid Circles, which exist on every world, and connect to a common nexus-point, a twilight preserve demi-plane that's populated with creatures extinct on their native worlds [which may not even exist anymore].

ancilliary thought:
I suddenly had a flash of druids being like some sort of green lantern corps, and druids from various worlds are always crossing paths there. Human druids, Grey druids, Giant mantis-people-druids, Geiger-esque nightmare druids, post-singularity robot-druids, floating squid druids, vortiguant druids. "hey bob" "Hey KKs'v'Cthli"

Natural Portals (Between Not-Venus and Golarion, there have been in the past, and maybe still are, numerous natural portals that open intermittently. Thats why they have similar life-forms; there was an early exchange of wildlife)

Vacuum-Dwelling Creatures (there's some creature or other in the Bestiary 2 that's pretty much a Bayakhee, that can travel between worlds and take riders along [if you're not worried about it turning off the magic mid-flight and leaving you spaced in the void])

Magical or Technological Spacecraft (very easy with magic, without creating an actual "spelljammer." It could actually be really simple or all-magical; hull made airtight with Walls of Force, interior portal to the Elemental Plane of Air for your atmo, eldless decanter for water, some bullshit or other for propulsion.

Plus, if you have a lot of patience and a way to survive the cold void of space, you could spam regular old Greater Teleport multiple times. It might take days or months or even years of dicking around in space waiting for your spell slots to come back for another couple of jumps. But it works great if you're a construct or undead.

Finally, the First World impinges on all worlds, in all realspace, and doesnt have to correspond to real-world locations. So entering the First World, walking until things get even weirder than you'd expect, you can go back to the material and be on Vort, Home of the Slaughtering Rat People. Wheeee.

RPG Superstar 2009 Top 16, 2012 Top 32

Urizen wrote:
If I had a d20 in my pocket, perhaps I'd roll the dice better at the bars when angling in on that barfly for a solo encounter.

Barfly: "Is that a d20 in your pocket or are you just happy to see me?"


Epic Meepo wrote:
Urizen wrote:
If I had a d20 in my pocket, perhaps I'd roll the dice better at the bars when angling in on that barfly for a solo encounter.
Barfly: "Is that a d20 in your pocket or are you just happy to see me?"

"Two. I'm at least 6th level. Your CMD will be of no match when 2 am rolls around."


What I'd do is have greater teleport work as advertised, but you'd be contending with gravity, temperature, atmospheric, chemical and/or radiation conditions that would quickly be fatal on arrival. The 9th level interplanetary teleport spell would also acclimatize you so that you treat the gravity as normal (or at least not able to crush you to death), the atmosphere as breathable, etc. For example, the "green planet" might have a stiflingly thick atmosphere, runaway greenhouse effect, and continuous sulfuric acid rain (as the real Venus does), to which the natives are immune. Visitors by means of greater teleport would need some means of breathing and would also need acid immunity and fire resistance in order to survive. Those using interplanetary teleport would breathe normally and experience the acid rain as if it were water (i.e., the spell doesn't grant blanket immunity to all energy types; it just inures you to planetary conditions).

To make the 9th level spell even more valuable, maybe the natives are on a slightly different wavelength or something, so that you can't even perceive them without see invisibility on top of all your protective spells... unless you use interplanetary teleport to begin with. We could then rename the latter spell interplanetary vessel or something to imply that it does more than just move you from place to place.


Ross Byers wrote:
I removed a post that contained a personal attack.

<Attack Ross with a mace.>

Attack 1d20 + 8 ⇒ (17) + 8 = 25
Damage 1d6 + 1 ⇒ (2) + 1 = 3


You teleport to Jupider.
To get more stupider.

Shadow Lodge

cibet44 wrote:
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.

Slavish devotion to "RAW" is a form of masochism. I have no sympathy.


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.

Me too. It means I don't have to feel self conscious about badgering yall about it every three months or so.

Liberty's Edge

Kirth Gersen wrote:
... The 9th level interplanetary teleport spell would also acclimatize you so that you treat the gravity as normal (or at least not able to crush you to death), the atmosphere as breathable, etc. ...

Problematic.

The effect is dispellable?
How long it last?
If I return with a different spell (Plane shift for example) what happen?

Silver Crusade

Pathfinder Adventure Path Subscriber
0gre wrote:
cibet44 wrote:
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.
Slavish devotion to "RAW" is a form of masochism. I have no sympathy.

"Slaves to R.A.W" sounds like a cool metal band name. I can see Ravingdork doing the vocals...


Diego Rossi wrote:


1. The effect is dispellable?
2. How long it last?
3. If I return with a different spell (Plane shift for example) what happen?

1. Lots of spells aren't subject to dispel magic -- and this is a 9th level spell to boot. I see no problem making it exempt. If disjoined or something, maybe you automatically return to your home world, since the transport & acclimatization are a package deal.

2. Until you leave the planet?
3. See #2, above.

Overall, I see it as a LOT less problematic than setting a precedent to allow new spells from non-core sources to arbitrarily retcon core spells.


Gorbacz wrote:
0gre wrote:
Slavish devotion to "RAW" is a form of masochism. I have no sympathy.
"Slaves to R.A.W" sounds like a cool metal band name. I can see Ravingdork doing the vocals...

Where do I send the cleaning bill in Poland? Energy drink shot through both nostrils onto my laptop monitor. Burnnns. Ha!

</threadjack>

RPG Superstar 2009 Top 16, 2012 Top 32

Gorbacz wrote:
"Slaves to R.A.W" sounds like a cool metal band name.

Their first album could be called Nerdrage.

Silver Crusade

Pathfinder Adventure Path Subscriber

I'm on a roll, here's the preliminary tracklist for "Nerdrage":

1. Rule Zero
2. Vital Strike
3. Enter Buhlman
4. Points of Evolution
5. Interplanetary Teleport (Inner Sea Remix)
6. Frank T Was Right
7. FAQ'd Up


You forgot Snoop Drowwy Droww
Tha Drizznit

Liberty's Edge

I would so buy those albums.


I'm not a rogue,
I'm not a thief cos I sample.
Here comes Mammy Graul, your zero level ass was trampled.


I'm like Grazz't,
Hazzit,
Iggwilv on my mizzenmast it's
Up to me to fill the world wit
6 fingered bastidz.


Gorbacz wrote:
Enter Buhlman

Helluva film. See, guys? No one just winds up at the top of the heap. Some must climb from so so low.


The Jade wrote:
Gorbacz wrote:
Enter Buhlman
Helluva film. See, guys? No one just winds up at the top of the heap. Some must climb from so so low.

But damn its a tall mountain. And that is just the laundry.

RPG Superstar 2009 Top 16, 2012 Top 32

Gorbacz wrote:
I'm on a roll, here's the preliminary tracklist for "Nerdrage":

Epic!

Two more possible tracks:

"37 Hit Points" (to the tune of Drowning Pool's "37 Stitches")
"Ride" (to the tune of Chamillionaire's "Ridin'")

Ride Lyrics:
I took Skill Focus
In the Ride skill
Tryin' to get to Ride +30.

Tryin' to get to Ride +30.
Tryin' to get to Ride +30.


Darth Knight wrote:
The Jade wrote:
Gorbacz wrote:
Enter Buhlman
Helluva film. See, guys? No one just winds up at the top of the heap. Some must climb from so so low.
But damn its a tall mountain. And that is just the laundry.

I read this right after seeing a small mountain of laundry in my bedroom. Is this a sign that I should do my laundry? I don't know... I'm going to assume it isn't. ;)

Liberty's Edge

Kirth Gersen wrote:
Diego Rossi wrote:


1. The effect is dispellable?
2. How long it last?
3. If I return with a different spell (Plane shift for example) what happen?

1. Lots of spells aren't subject to dispel magic -- and this is a 9th level spell to boot. I see no problem making it exempt. If disjoined or something, maybe you automatically return to your home world, since the transport & acclimatization are a package deal.

2. Until you leave the planet?
3. See #2, above.

Overall, I see it as a LOT less problematic than setting a precedent to allow new spells from non-core sources to arbitrarily retcon core spells.

Not a bad solution to my questions.

On the other hand it is not a non-core source that arbitrary retcon a core spell but a specific setting spell (Golarion setting) that supersede a generic spell in the generic rulebook.

Using the same reasoning you should be against a modified version of a already existing domain to better adapt it to a Golarion divinity (for example the alternate domain spells for Pharasma Death domain). And I doubt you are against that.

So if you are playing in a non Golarion setting you have no problem. If you are playing in a Golarion setting and you want to follow all the rules of the setting you should use it.
If not you can have some minor problem, like people teleporting to the elves planet as soon as they get a passable description or image.
The demons that tried to seize the Kyonin interplanetary gate had less reasons to be interested in it as they already have greater teleport.
Nothing major, but some little inconsistency in the setting can creep up occasionally.


Kain Darkwind wrote:
Thomas Gerlick wrote:
Kain Darkwind wrote:
KaeYoss wrote:

"Akiton" is a crappy destination, too. You end up 5-500 miles away from the planet. Depending on what you roll that could still be within the planet's atmosphere and/or gravity well. But what's better? Falling 5 miles towards a strange planet, or being overboard in space? DANGER WILL ROBINSON!

Anyway, saying that each planet needs his own tuning fork sounds like a reasonable ruling.

It seems like such a destination would also be a fair result for 'Greyhawk' or 'My home town'

Appearing 5-500 miles above it.

Either way it's only 20d6.
For hitting. You still need air, not to burn up in reentry, etc.

I'll have none of your logic.

Grand Lodge

Diego Rossi wrote:


Using the same reasoning you should be against a modified version of a already existing domain to better adapt it to a Golarion divinity (for example the alternate domain spells for Pharasma Death domain). And I doubt you are against that.

So if you are playing in a non Golarion setting you have no problem. If you are playing in a Golarion setting and you want to follow all the rules of the setting you should use it.
If not you can have some minor problem, like people teleporting to the elves planet as soon as they get a passable description or image.
The demons that tried to seize the Kyonin interplanetary gate had less reasons to be interested in it as they already have greater teleport.
Nothing major, but some little inconsistency in the setting can creep up occasionally.

Wasn't this spell in Golarian 3.5? not Golarian Pathfinder anyway?

Liberty's Edge

LazarX wrote:
Diego Rossi wrote:


Using the same reasoning you should be against a modified version of a already existing domain to better adapt it to a Golarion divinity (for example the alternate domain spells for Pharasma Death domain). And I doubt you are against that.

So if you are playing in a non Golarion setting you have no problem. If you are playing in a Golarion setting and you want to follow all the rules of the setting you should use it.
If not you can have some minor problem, like people teleporting to the elves planet as soon as they get a passable description or image.
The demons that tried to seize the Kyonin interplanetary gate had less reasons to be interested in it as they already have greater teleport.
Nothing major, but some little inconsistency in the setting can creep up occasionally.

Wasn't this spell in Golarian 3.5? not Golarian Pathfinder anyway?

It is in the new Pathfinder Campaign Setting: Inner Sea World Guide too (or so I am told), so Pathfinder.


Epic Meepo wrote:
Urizen wrote:
If I had a d20 in my pocket, perhaps I'd roll the dice better at the bars when angling in on that barfly for a solo encounter.
Barfly: "Is that a d20 in your pocket or are you just happy to see me?"

Neither, it's a D30!


rando1000 wrote:
Epic Meepo wrote:
Urizen wrote:
If I had a d20 in my pocket, perhaps I'd roll the dice better at the bars when angling in on that barfly for a solo encounter.
Barfly: "Is that a d20 in your pocket or are you just happy to see me?"
Neither, it's a D30!

<banana shake shoots out the nostrils>

OMG!

Liberty's Edge

Greater Teleport has no range limit. It's been used in an interplanetary sense in my games sense like 1992?

But one that puts you to a planet by name, without having to do dream visions or find information about it, would of course be helpful too.

If the book tries to retcon Greater Teleport, I'd suggest ignoring that, unless you don't like the ranges on it. It's entirely fair to not like any of the stupendous distance travel available at high levels.

RPG Superstar 2009 Top 16, 2012 Top 32

rando1000 wrote:
Epic Meepo wrote:
Barfly: "Is that a d20 in your pocket or are you just happy to see me?"
Neither, it's a D30!

Well played, rando1000. Well played.


Oliver McShade wrote:
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

Even more extremely interested here, I loved the old Spelljammer settin and I think Paizo would do a great 'fantasy space' book.

Liberty's Edge

Finally read some of the dev responses. I will say that I hope that the nerf to greater teleport is handled in a Golarion specific way, and not in the general Pathfinder rules.

Ultimately it doesn't matter, but the fewer houserules I need, the happier I am with a system :P


Eric Hinkle wrote:
Extremely interested +1

Extremely interested also, +1

Even more extremely interested here, I loved the old Spelljammer settin and I think Paizo would do a great 'fantasy space' book.

I'd love to see Pathjammer, or Spellfinder, or whatever.


Benicio Del Espada wrote:
I'd love to see Pathjammer, or Spellfinder, or whatever.

I would also be interested in a planetary book(s). Especially ones that didn't have a horrific mashup name.

Liberty's Edge

The planetary book got great responses at last year's Gencon when it was brought up. I also look forward to that.

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