Looking for safer camping options e.g. mages magnificant mansion.


Pathfinder First Edition General Discussion

Scarab Sages

I'm trying to track down the various options in pathfinder that allow for safer camping and I figured the easiest place to start was just to ask what ones people know about as that should get hopefully get responses from a range of sources I don't have which I can then look into.

I know DnD used to have a whole bunch of these such as . . .

A tent that when you close the flap floats up into the air and looks like a cloud.
A spell to create a cabin in the woods from local materials.
Mordenkainens magnificent mansion which became Mage's mansion in pathfinder.
Daern's fortress.

And I know there's a 9th level resplendant mansion that creates a real one in pathfinder so there's my question. What spells/items exist in Pathfinder to make camping safer. It can be a floating a tent, a spell to make a cabin or other secure place, a powder added to a fire to create an animal repulsion field or something I've not even thought of. If you know of one could you please give the name, a basic description and most importantly a source i.e. which book its in.


I try to get Tiny Hut as soon as possible. It's a Force effect, so it keeps out Incorporeals as well.

Shadow Lodge

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Once you're level 8+, you can bring up the whole team and sleep in your Rope Trick! It's a Core spell, and a lot lower level than Tiny Hut, Secure Shelter, or Magnificent Mansion. That middle one is the spell that whips up a temporary cottage from whatever's around.

A core rod that could help with that is a Rod of Splendour. It can whip up a tent big enough for a hundred people, capable of serving each one a hot meal, and it lasts up to 12 hours, though the rod can only do that once a week.

The APG has the Campfire Bead, which is basically just a bead that pops into a campfire when you throw it at the ground.

But those two things really make for comfier camping, not safer camping. You could always use an Alarm to wake you up if anyone crosses into your campground. At higher levels, you could even lug around a canvas with a permanent Symbol of Something painted on it, set it up before bedtime, and pack it back away when you wake up. Preferably something like Sleep or Persuasion, and not Insanity.


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Dr Styx wrote:
I try to get Tiny Hut as soon as possible. It's a Force effect, so it keeps out Incorporeals as well.

Looks to me like it just keeps out bad weather, not any creatures (incorporeal or otherwise).


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Here are a few options.
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Magical Shelters

Spells
Arid Refuge: An airtight underwater stone house. (Blood of the Sea)
Campfire Wall: Barrier of light and heat around your campsite. (APG)
Mage's Magnificent Mansion: Extradimensional mansion. (CRB)
Mirror Hideaway: Extradimensional space accessed through mirror. (ACG)
Resplendent Mansion: Creates a mansion. (UI)
Restful Cloak: Turns your cloak into a healing tent. (Adventurer's Armory 2)
Rope Trick: Extradimensional space accessed by climbing a rope. (CRB)
Secure Shelter: Creates a small house. (CRB)
Shadowy Haven: Fetchling spell creates extradimensional space near the Shadow Plane. (ARG)
Tiny Hut: Creates a semi-permeable barrier around you. (CRB)
Web Shelter: Creates a small shelter made of webs. (UM)

Magic Items
Carpet of Comfort: Carpet of Flying that turns into a Secure Shelter in tent form. (People of the Sands)
Commander's Tent: Flag pole that transforms into a magical tent. (Villain Codex)
Expedition Pavilion: Portable tent that is bigger on the inside. (Sargava, the Lost Colony)
Feather Token (campsite): Becomes a full campsite. Single use. (Pathfinder Society Primer)
Fortress Shield: Shield becomes an iron cube. Limited air supply. (APG)
Home Away: Wagon that can sleep six and create a stage or a large meeting tent. (Villain Codex)
Hunter's Tree Fort: Small box that becomes a tree house or hunter's blind. Requires a tree. Nice with Feather Token (tree). (ACG)
Instant Fortress: Small cube turns into an adamantine tower. (CRB)
Portable hole: Cloth opens into extradimensional space. Limited air supply. (CRB)
Rod of Security: Creates an extradimensional paradise once per week. (CRB)
Rod of Splendor: Creates a giant tent once per week. (CRB)


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It's a bit high level, but Fairy Ring Retreat creates an extradimensional meadow that can only be accessed by those you designate before you an is sealed behind you. 7th lvl spell, so probably higher that you are looking for.

Scarab Sages

Oh I don't mind the level anything from 1st to 20th its good to have options.

Speaking of which thanks for the replies so far some interesting ones I didn't know about like the Arid refuge one.


UnArcaneElection wrote:
Dr Styx wrote:
I try to get Tiny Hut as soon as possible. It's a Force effect, so it keeps out Incorporeals as well.

Looks to me like it just keeps out bad weather, not any creatures (incorporeal or otherwise).

Incorporeals can't pass through Force Effects.

Incorporeal (Ex) wrote:
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.


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I was going to mention the Expedition Pavilion, but Gisher beat me to it, so here's the other item that immediately came to mind: Field Scrivener's Desk. Once per day, it creates the effect of the aforementioned Tiny Hut spell, as well as giving you some free writing supplies and a swanky desk to use them at!


Bloodrealm wrote:
I was going to mention the Expedition Pavilion, but Gisher beat me to it, so here's the other item that immediately came to mind: Field Scrivener's Desk. Once per day, it creates the effect of the aforementioned Tiny Hut spell, as well as giving you some free writing supplies and a swanky desk to use them at!

That's a neat item!

Scarab Sages

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Gisher wrote:
Bloodrealm wrote:
I was going to mention the Expedition Pavilion, but Gisher beat me to it, so here's the other item that immediately came to mind: Field Scrivener's Desk. Once per day, it creates the effect of the aforementioned Tiny Hut spell, as well as giving you some free writing supplies and a swanky desk to use them at!
That's a neat item!

I agree I like that one a lot.


Senko wrote:

Oh I don't mind the level anything from 1st to 20th its good to have options.

Speaking of which thanks for the replies so far some interesting ones I didn't know about like the Arid refuge one.

Teleport

Sleep in the comfort of your own bed and resume explorations in the morning.


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Hide Campsite (druid 3 / ranger 2) has duration 2 hours per level.


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It may look funny, but you could use a Folding Boat out of water. The larger size has a cabin.


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Spell
Grove of Respite: Creates trees and a small spring. (APG)

/cevah


A Safecamp Wagon just creates a wagon, but that can be better than nothing. A Lantern of Concealment can use Hide Campsite once per day.

Edit: I did once think about whether Amazing Tools of Manufacture could be used to leave a trail of (real, permanent) cabins behind you. In the right environment the materials should be there waiting for you to use them. & hey, on another thread Cevah posted about making a flying wagon.


Dr Styx wrote:

{. . .}

Incorporeals can't pass through Force Effects.
Incorporeal (Ex) wrote:
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

Isn't that just supposed to mean that they can't pass through force effects that are intended to keep creatures out? Tiny Hut isn't intended to keep out creatures.


UnArcaneElection wrote:

Isn't that just supposed to mean that they can't pass through force effects that are intended to keep creatures out? Tiny Hut isn't intended to keep out creatures.

Nope, it may not have been the creators intent. But it is a fun side affect.

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