
Lu_Bu |
I am sort of new to the pathfinder scene but, one Big Game Boss our DM has in mind is a sorcerer/wizard that likes to hide in their pocket dimension and take pot shots at you from there. Going into that dimension means obeying the laws the sorcerer creates for it. How can one override a pocket dimension?

Tarik Blackhands |
Kinda gonna need more detail on what exactly the GM is doing. Generally speaking, when it comes to pocket dimensions with their own rules, that's the Create Demiplane line of spells but you can't exactly pot shot people out of it (barring some weird and esoteric use of ring gates) so this is sounding like homebrew material especially if it has "rules" beyond what's listed in said spells.
That said, the advice I can offer is ready actions to attack the wizard when he pops out of his hidey hole (doable by all) or alternatively get a Cyclops Helm and a scroll of Limited Wish (if you/someone else can't cast it yourself) and use it (with the helm to take 20 on the dispel check) to obliterate his dimension.
Or roll knowledge to see if there's any macguffins to counter this fell sorcery.

Sundakan |

I'm assuming the Sorcerer is Plane Shifting out of his demiplane and attacking them.
BTW, make sure your GM is following the rules there. If he keeps popping out of the air next to you, remind your GM that whenever you use Plane Shift you end up 5d100 miles away from where you want to be.
If you're traveling, he then has to either walk or fly this distance, as Teleport can't be used if you don't know the area the target is in, and if he's trying to Scry and Fry you from there, it's still an area he has only "seen once" and he has a 26% chance of landing off course anyway.
Basically if he's popping in directly on top of you every single time, the GM is either fudging his dice (that is, cheating) or he's using Greater Teleport (in which case you're f@$@ed anyway, because if you're a new player I'm guessing you're not playing a 13th+ level caster yourself).
Still, give Dimensional Anchor a shot.

Tarik Blackhands |
Dimensional Anchor has a saving throw.
Anti-Magic Shell however does not. Next time he pops in, cast anti-magic shell and kick back while your fighters beat him into paste.
That's when it's revealed the BBEG is actually a dragon.
That or he just walks 15 feet back and blinks out again. Presuming he actually is an old bearded guy and not a giant lizard breathing death, be sure to grapple/immobilize before his turn if you're going the AMF route.

Claxon |

I am sort of new to the pathfinder scene but, one Big Game Boss our DM has in mind is a sorcerer/wizard that likes to hide in their pocket dimension and take pot shots at you from there. Going into that dimension means obeying the laws the sorcerer creates for it. How can one override a pocket dimension?
I need detail on this pocket dimension.
Because there isn't really a way to do what you're describing.
If by pocket dimension you mean demiplane, then this isn't at all possible. The caster would need to leave the demiplane (via plane shift or another spell) which is almost certainly a standard action. This would have him end up in a large area around his desired location (5d100 miles). Then he would have to travel to your location (via teleport? which would be another standard action). Then he would have to attack you, and then escape using plane shift again.
Except he can't remotely do all that in 1 turn. He doesn't have enough actions. So you should have plenty of time to attack him while he's there.
Also, you don't get to set "laws" for pocket dimensions. Take a look at the create demiplane line of spells and you can see what the caster can actually set and control. The caster can stack thing in their favor, but it's not like he can say "Oh, your magic doesn't work here".

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I am sort of new to the pathfinder scene but, one Big Game Boss our DM has in mind is a sorcerer/wizard that likes to hide in their pocket dimension and take pot shots at you from there. Going into that dimension means obeying the laws the sorcerer creates for it. How can one override a pocket dimension?
You do what you can to counter the "pot shots" as you adventure. Take lots of Alertness-type abilities and always have someone keeping watch. Grow in power and gradually discover the rules of the pocket dimension. Research some new spells (ones you make up with your GM) and find forgotten relics specifically designed to minimize the advantages he has on his plane. Once you believe your group is powerful enough, confront the sorcerer in his home dimension and bring the story to a satisfying conclusion!
If you do want to throw things for a loop once you get to his dimension, try creating a mindscape and pulling him into it. Bet he wasn't expecting psychic attacks!