What is the fastest and lowest level way to reach Aucturn from Golarion?


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"Interplanetary Teleport" (a level 9 spell) is the obvious choice but won't be reachable in most campaigns.

It might be possible to travel at a lower level using the Shadow plane or the Ethereal plane. "Shadow Walk" (a level 5 to 6 spell) is the obvious choice for going to another place but it should also be possible to "Plane Shift" (a level 5 to 7 spell) to the Ethereal plane or Shadow plane for faster travel (although one might still need flight in the plane of Shadow.) However, for proper navigation one might need suitable Knowledge (Planes) and Knowledge (Geography) checks or the use of "Find the Path" (a level 6 spell.)

"Planetary Adaptation" (a level 4 to 5 spell, People of the Stars pg. 29 (Amazon), Distant Worlds pg. 55 (Amazon)) is the obvious choice for letting one survive the conditions on Aucturn but there may be lower level ways. "Air Bubble" (a level 1 spell) could let one breathe in outer space but there is also the matter of explosive decompression, radiation and a host of other issues. Those issues could be completely avoided if one was Undead or a Construct such as Wyrwoods though.

Presumably, once the base spells are figured out a suitable custom magic ship could be bought from a magic item market within wealth by level guidelines by even lower level characters. Magic item pricing is a black-art though.

I think the lowest level way to reach Aucturn from Golarion would to be a Wyrwood and simply "Fly" (a level 3 spell) to Aucturn from Golarion. There are no rules that state one can't simply keep on flying past the atmosphere into space when using the Fly spell. This might be a bit slow though.


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...Pay a high-level caster in a big city to get you there?

Are you the GM or a player for the game in question?


GM Rednal that relies upon being able to find a high-level caster. "Interplanetary Teleport" is only 1,530 gp to have casted but as a 9th level spell isn't guaranteed to be available. See http://paizo.com/pathfinderRPG/prd/equipment.html#spellcasting-and-services . Also, "Interplanetary Teleport" brings the caster with you so that would require additional negotiation.

I am just doing this as a thought exercise but would be much more likely to do this as a player than as a GM.

Now that I think about it, buying scrolls might be the easiest way. A scroll of "Interplanetary Teleport" is only 3,825 gp and fits well underneath the base value for magic items in a metropolis (16,000 gp.) See http://paizo.com/pathfinderRPG/prd/coreRulebook/magic.html . Buying 9th level scrolls seems sketchy to me though.


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The easiest and lowest level way is for the DM to have a portal appear in the first game.


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Greater teleport has no range limit. Interplanetary teleport is not needed.

Scarab Sages

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remorselesslysulkiest wrote:

I think the lowest level way to reach Aucturn from Golarion would to be a Wyrwood and simply "Fly" (a level 3 spell) to Aucturn from Golarion. There are no rules that state one can't simply keep on flying past the atmosphere into space when using the Fly spell. This might be a bit slow though.

A bit. Aucturn is the Neptune/Pluto-equivalent of the Golarion system, and it took the New Horizons probe just shy of 10 years to reach Pluto - and I guarantee you it was going a great deal faster than one goes with the fly spell (60 ft/round AKA 10 feet/second).

The most likely way a low-level party gets to Aucturn is to be abducted by some cultists/monsters/monster cultists with access to portals and/or high-level spells. Just be sure to have your weapons ready as soon as any of them say anything about "loving."


Knight Magenta, you're right. See http://paizo.com/pathfinderRPG/prd/spells/teleport.html . A 7th level scroll of Greater Teleport for 2,275 gp is also much more reasonable.


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remorselesslysulkiest wrote:
I think the lowest level way to reach Aucturn from Golarion would to be a Wyrwood and simply "Fly" (a level 3 spell) to Aucturn from Golarion. There are no rules that state one can't simply keep on flying past the atmosphere into space when using the Fly spell. This might be a bit slow though.

Let's assume that the Golarion/Aucturn distance is something along the lines of that between Earth and Pluto. Even if you had constant flight, this would take tens of thousands of years. At the number of castings per day a low-level character can achieve, we're talking millions.

remorselesslysulkiest wrote:
Shadow Walk (a level 5 to 6 spell) is the obvious choice for going to another place

Shadow Walk makes you go about four times as fast as flight would allow, which isn't really a meaningful improvement.

The most effective option is simply casting Plane Shift twice in succession, to hop to Aucturn via another plane. The error radius on Plane Shift is only a few hundred miles, which is nothing on the scale of interplanetary teleportation. A character of any level can pay a spellcaster to help with his this for only a couple thousand gp.

The most thematic option is Starfaring Robes, a Desna-themed magic item specifically designed for such a purpose that will get you there in a couple of years without too much trouble. Quite pricy, though.

Surviving when once you get there is fairly easy. If you're a spellcaster, you can get by with spells like Air Bubble, Life Bubble, and Planetary Adaptation. If not, you can use some interesting magic items like a Pressure Suit, Necklace of Adaptation, or Bottle of Air.

And remorselesslysulkiest, greater teleport works fine if you've seen a destination on the planet or have a reliable description of it, which is far from a given. But plane shift is lower level anyway, and the caster only has to travel with you partway.


Avoron you are mistaken: See here "moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane." Shadow Walk does NOT make you go about four times faster. The time it takes is not defined.

You are right about casting Plane Shift twice though.


Yeah, the easiest way is going to be to cast Plane Shift twice. You wont get to a specific destination on Acturn, but you'll make it to the planet quite easily.

Surviving once you reach the planet...well that's a different question entirely.


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Given a large enough catapult, a long enough rope, and a gullible enough halfing...


Weird.

Is there any errata on Greater Teleport suggesting it only functions within the same world and cannot travel the vast distances of space? Why would they put a 9th circle Interplanetary Teleport spell in if Greater Teleport would work?

My interpretation of the two spells suggests that Greater Teleport's "no range limit" does have a range limit because Interplanetary Teleport says except there is truly no range limit and you do not need to have seen your destination.

Though without errata on G. Teleport and assuming the range truly isn't the issue with either spell, then the only distinction is that if you want to go to Aucturn with Greater Teleport you need a clear picture of the destination (or at least a reliable description of the destination) ... i.e. the actual destination on Aucturn. That alone would make Greater Teleport to Aucturn difficult. However, with interplanetary teleport you can just say "Aucturn".

I also would agree that Plane Shift twice would work just as nicely.

These travel spells aren't really flushed out that well ... especially Plane Shift.


quibblemuch If you have someone on the other side who can cast Resurrection you're golden.


Teleport lists a range limit. It also specifies that interplanetary travel isn't possible.

Greater functions as teleport except where listed. Greater Teleport lifts the range limit, but it doesn't say anything about lifting the "no interplanetary travel" restriction.

Interplanetary Teleport is not pointless.

Paizo Employee Developer

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You could always find a shantak.


remorselesslysulkiest wrote:
quibblemuch If you have someone on the other side who can cast Resurrection you're golden.

I fail to see the necessity...


Sell your soul to a sympathetic devil. No level or cost (gold) restrictions.


Ring_of_Gyges wrote:
Teleport lists a range limit. It also specifies that interplanetary travel isn't possible.

Not so. Please quote the line of text since I can't see it.

It does say that

PRD Teleport wrote:
Interplanar travel is not possible.

Are you misreading? or is this text somewhere else, like FAQ or errata?

Scarab Sages

Adam Daigle wrote:
You could always find a shantak.

DAMMIT, I should've thought of that!

DonDuckie wrote:
Sell your soul to a sympathetic devil. No level or cost (gold) restrictions.

Nope. You're better off with the shantak - they come with an in-flight brew, you know!


@Adam, since you are already looking at the thread, can you clarify the Greater Teleport vs. Interplanetary Travel aspect?

(which of course is a completely moot distinction since you can easily Plane Shift twice, which means that Cleric 9 is likely the quickest route to Aucturn)


Actually, at Cleric 7 you can use Lesser Planar Ally to *hopefully* get an ally that can planeshift, like a Djinni.

So, while not the most reliable, it is lower level than using Plane Shift itself. Now you just need to know a Djinni's name that is willing to Plane Shift to Aucturn.


justaworm, Djinni are actually 7HD.

Janni, Mercane and Nightmares are all 6HD and can Plane Shift though.

Mercane seem especially useful because as part of their fluff they really like to trade for magical items.


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Greater teleport (rules line) does say range: unlimited (or similar, I didn't look it up).

'Distant Worlds' clarifies that this is not true for interplanetary travel (page 53).

Page 3 of that same (and amazingly awesome) book also explains that simply plane shifting twice isn't a viable method for interplanetary travel.

These are in the campaign setting line, so they are mostly flavor for golarion.

But there are giant space whales that can carry passengers (by swallowing them) to other planets in 3d20 days.

That devil is looking pretty tempting I would say. ;)


DonDuckie wrote:
Page 3 of that same (and amazingly awesome) book also explains that simply plane shifting twice isn't a viable method for interplanetary travel.

Can you go into more detail about this?

RPG Superstar Season 9 Top 16

I think the core rules assume you're operating on the same planet, especially since (if I remember correctly) the multiverse in D&D 3.5e isolated each world as its own plane of existance


Yeah, I was looking at the CR like a homer. So distant worlds isn't in the PRD, correct?


justaworm wrote:
Yeah, I was looking at the CR like a homer. So distant worlds isn't in the PRD, correct?

Setting-specific books would not be.


remorselesslysulkiest wrote:
DonDuckie wrote:
Page 3 of that same (and amazingly awesome) book also explains that simply plane shifting twice isn't a viable method for interplanetary travel.
Can you go into more detail about this?

In short; you need a special focus for the spell to arive on a different planet, otherwise planeshift takes you to the planet you're 'most familiar with'.

Every location on the material plane is equidistant from other planes, if you didn't have rules guiding where you end up you'll most likely end up in an empty part of space as there is a lot of that.

Outsiders with (sp) planeshift might be less restricted as they don't see the planets as all that different from one another.

The book only covers these things in less than half a page, so a lot is up to the GM.

-- my way --
The way I play it is the focus needed for planeshift is specific to one location on one plane.
Lesser foci are just tied to a plane and very dangerous to use.
(And these are NOT in a component pouch).


Quote:

'Distant Worlds' clarifies that this is not true for interplanetary travel (page 53).

Page 3 of that same (and amazingly awesome) book also explains that simply plane shifting twice isn't a viable method for interplanetary travel.

Thank god that's golarion only.


Milo v3 wrote:
Quote:

'Distant Worlds' clarifies that this is not true for interplanetary travel (page 53).

Page 3 of that same (and amazingly awesome) book also explains that simply plane shifting twice isn't a viable method for interplanetary travel.

Thank god that's golarion only.

Huh? If it's not Golarion, then there are the planes and planets you decide as well as the methods of transport you decide. Even if you do use Golarion if your table doesn't like it then don't use it.

I'm not a fan of players solving everything with a standard spell, it defeats the purpose of having an interplanetary adventure.


I for one think the Distant Worlds ruling is far more pleasing, flavor-wise. The last thing PF needs is having any more modes of impossible-distances-instant-teleporting even more readily available. The only thing that's wrong is that plane shift isn't also a 9th-level spell...


DonDuckie wrote:
In short; you need a special focus for the spell to arive on a different planet, otherwise planeshift takes you to the planet you're 'most familiar with'.

That's pretty reasonable and sensible. Does that mean that there might be strange or non-standard forked rods that would let one plane-shift to secret and hidden regions in the the planes? For example, special rods to plane-shift to border regions between planes.


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remorselesslysulkiest wrote:
DonDuckie wrote:
In short; you need a special focus for the spell to arive on a different planet, otherwise planeshift takes you to the planet you're 'most familiar with'.
That's pretty reasonable and sensible. Does that mean that there might be strange or non-standard forked rods that would let one plane-shift to secret and hidden regions in the the planes? For example, special rods to plane-shift to border regions between planes.

Unspecified. So - yes! Absolutely.


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DonDuckie wrote:
Huh? If it's not Golarion, then there are the planes and planets you decide as well as the methods of transport you decide. Even if you do use Golarion if your table doesn't like it then don't use it.

I prefer to not homebrew when I can. It's abit weird a spell says "You can teleport anywhere at any distance... unless it's another planet... then you can't go there... but you could go to a space station just outside the atmosphere" meaning your changing nothing, and the fact that it's completely arbitary since there is real reason why these spells don't function for interseller travel beyond "we didn't want players to do that".

Quote:
I'm not a fan of players solving everything with a standard spell, it defeats the purpose of having an interplanetary adventure.

It only "solves" it with planets where you have a reliable description of a location to that planet.

Quote:
The last thing PF needs is having any more modes of impossible-distances-instant-teleporting even more readily available.

I'm not sure I understand how it makes them more readily available. Could you expand on this so I can better understand?


Well, my point was basically that, yes, as written, greater teleport should allow you to get to another planet. However, until other planets are introduced as a major part of a setting, that's probably not something that will come up often. Therefore, when a book like Distant Worlds comes out, it makes sense that you would re-evaluate spells like greater teleport (not explicitly designed with interplanetary travel in mind, arguably, as this doesn't tend to be a feature of fantasy) and think about whether they should allow interplanetary travel (as per the original RAW) or if it would make sense to rewrite them to prohibit it. In that case I am all for the latter. This all just to my personal taste though. I think teleport, greater teleport and plane shift all come online too early.

Sorry, I think I worded myself rather clumsily originally with that whole "more readily available" line. Didn't quite express my actual sentiment.


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DonDuckie wrote:
you need a special focus for the spell to arive on a different planet
Spell-Like Abilities wrote:
A spell-like ability has no verbal, somatic, or material component, nor does it require a focus.


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Ethereal Gears wrote:
not explicitly designed with interplanetary travel in mind, arguably, as this doesn't tend to be a feature of fantasy

Actually, the gamesmastery guide specifically acknowledges that as written, you can do interplanetary travel with greater teleport.

GMG wrote:
Spells: Teleportation spells are important to considerwhen establishing extraplanetary locations. Can a wizard simply cast greater teleport or wish, or is more required to reach the stars? Be warned that easy access to the galaxy brings a host of concerns—such as why, if interplanetary travel is easy, aliens aren’t thronging your base world.

Personally I prefer this take, where it is allowed by RAW. But left to the GM to decide whether it works on a setting by setting basis.


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Avoron wrote:
DonDuckie wrote:
you need a special focus for the spell to arive on a different planet
Spell-Like Abilities wrote:
A spell-like ability has no verbal, somatic, or material component, nor does it require a focus.

That is from PCS: Distant Worlds.

So? By 'you' I meant 'you as a player'. And if a player somehow gets (sp) planeshift - I would still require a focus... because I'm a jerk GM who says you lack the inherent understanding of planar travel that allows some creatures with that ability inherent to their kind to travel without foci.

Also

DonDuckie wrote:
Outsiders with (sp) planeshift might be less restricted as they don't see the planets as all that different from one another

Or am I completely missing you point?


Yeah, I would agree that some good house rules are
- greater teleport works only on your current planet or plane
- plane shift works only to the planet you are most familiar with without a check, but there could be a check or focus otherwise
- interplanetary travel (or wish, miracle) will get you across space in the material plane


@Milo: Right. I can't seem to express myself clearly, and never having so much as leafed through the game mastery guide doesn't seem to be helping me make sense. :P

From a personal standpoint, I don't care whether it's RAW or not. I only play home games and we houserule everything to kingdom come. I just meant I prefer to have interplanar and interplanetary travel be super-difficult, and I applaud steps in that direction wherever I find them. That being said, I definitely agree it's better left up to individual GMs, as per that passage you just quoted, of whose existence I was unaware.


Ethereal Gears wrote:

@Milo: Right. I can't seem to express myself clearly, and never having so much as leafed through the game mastery guide doesn't seem to be helping me make sense. :P

From a personal standpoint, I don't care whether it's RAW or not. I only play home games and we houserule everything to kingdom come. I just meant I prefer to have interplanar and interplanetary travel be super-difficult, and I applaud steps in that direction wherever I find them. That being said, I definitely agree it's better left up to individual GMs, as per that passage you just quoted, of whose existence I was unaware.

Oh I know you were saying your preference not discussing rules minutiae. I was more attempting to say that it actually was taken into consideration with Pathfinder (i doubt it was for 3.5e though) so it's not an oversight, just an open door that you can choose to close if you wish.


Yeah. I'm kinda stuck in this thinking about PF as a strict fantasy game (probably since I don't play in Golarion), but that doesn't really comport with the breadth of material that's currently available for the system.


Ethereal Gears wrote:
Yeah. I'm kinda stuck in this thinking about PF as a strict fantasy game (probably since I don't play in Golarion), but that doesn't really comport with the breadth of material that's currently available for the system.

Heh, I dislike golarion because of it's mixed themes, but my settings are things like manapunk (not just steampunk with magic paint -.-), stone age, modern with minor magic, plane-opera (like space opera but with demons rather than little green men), etc. :P

One of the great things about PF... If you want it to be something non-standard fantasy you can, but you don't have to.


DonDuckie wrote:
Or am I completely missing you point?

I wasn't disagreeing with you, so much as drawing attention to a workaround for the issue you raised. Justaworm and remorselesslysulkiest referred to the benefits of calling outsiders to do your plane shifting for you, and I was just pointing out that this eliminates the need for a focus component no matter what destination you're aiming for.


justaworm wrote:
Ring_of_Gyges wrote:
Teleport lists a range limit. It also specifies that interplanetary travel isn't possible.

Not so. Please quote the line of text since I can't see it.

It does say that

PRD Teleport wrote:
Interplanar travel is not possible.
Are you misreading? or is this text somewhere else, like FAQ or errata?

Doh. Plain misreading. My bad.


So, repeated Greater Teleportion of 1000 miles at a time is very fast (7 days to traverse one Astronomical Unit.) I have no idea how fast repeatedly teleporting while using Shadow Walk would be though. I think it's supposed to be ambiguous so that it can be hand-waved by the DM though.

I think according to the magic item guidelines (at here ) a spaceship would cost 520,000 gp.

Greater Teleport = 7 x 13 x 2000 gp = 182,000 gp
Shadow Walk = 6 x 11 x 2000 gp = 132,000 gp
Fly = 3 x 5 x 2000 gp = 24,000 gp
Mass, Planetary Adaptation = 7 x 13 x 2000 gp = 182,000 gp
Total = 520,000 gp

Maybe the cost could be a bit smaller because some of the abilities are similar though.


Why use greater teleport in that ship? It either does the whole job on it's own or nothing, depending on the setting.

Quote:
I have no idea how fast repeatedly teleporting while using Shadow Walk would be though. I think it's supposed to be ambiguous so that it can be hand-waved by the DM though.

How fast teleporting is never changes, since it's instantaneous.


Milo v3, yes you can definitely make up a custom magical item or spell to travel fast for your setting but I was having fun coming up with ideas for how to do it within the bounds of the existing rules.

What is left ambiguous is how long the Shadow Walk spell takes and not Teleportation.


remorselesslysulkiest wrote:
Milo v3, yes you can definitely make up a custom magical item or spell to travel fast for your setting but I was having fun coming up with ideas for how to do it within the bounds of the existing rules.

Yes... I know. I wasn't talking about a custom anything. I was talking rules, since by the rules greater teleport either Automatically gets you to your destination without needing all those other spells, or you cannot use it for installer travel at all if the setting says you can't (like golarion). I think you may have misinterpreted my post.

Quote:
What is left ambiguous is how long the Shadow Walk spell takes and not Teleportation.

Shadow Walk says "In the region of shadow, you move at a rate of 50 miles per hour", so I'm not sure how it is ambiguous...


DonDuckie wrote:


So? By 'you' I meant 'you as a player'. And if a player somehow gets (sp) planeshift - I would still require a focus...

Players don't somehow get unstandard abilities. You as a GM are the one responsible for whatever players get, for good or ill.

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