Planar travel as a rogue - how to follow a person?


Advice

1 to 50 of 75 << first < prev | 1 | 2 | next > last >>

So, many moons ago, my current GM said it was impossible to kill a properly built level 20 wizard as a rogue. I took this as a challenge. I'm at the point where I've one detail left: getting to the wizard's personal domain to kill the 'real' him and his clone(s).

I need a way to travel across the planes to a given person, rather than going to a specific plane. Any suggestions? (In the spirit of the challenge, I'm not using Eldritch Scoundrel, and premade items are required. Third party items are ok, but I'd prefer PFS compliant.)

Also, if anyone has a sample l20 wizard they could direct me to, that would be fantastic.


A ring of planar focus will let you go to a known location on another plane when you cast plane shift. Any of several extremely expensive items will let you use plane shift. The trick then is how to know the location you're going to on the wizard's demiplane; as of Ultimate Intrigue scrying isn't good enough. If you can somehow read the wizard's mind when you find their astral projected body I think that'd do it, but it'd probably take a specialist, not just a rogue.


You need a Wish.


I mean... I CAN do that, Xenocrat, but I was hoping to avoid the cheese of "Oh, I spend 120,000 of my 880,000 gold on a ring of three wishes." Or, you know, a Luck Blade. Or a scroll of Wish. Though, I know all about Mind Blank, so Discern Location and mind reading are out, since a properly built wizard will have it running constantly. Are there, perhaps, and means of divine intervention or knowledge that are accessible by non-artifact items and would bypass Mindblank?

*notes down the Ring of Planar Focus*


You'd have to dispel the mind blank, which would probably take greater dispel magic and at least one feat (probably also conceal spell or similar) to do reliably. Hence, a specialist spellcaster rather than a rogue.


Vision of Lamashtu can remotely deliver Greater Dispel Magic, but I don’t think it would work via scrolls, and the odds of success would be poor even if you could scroll it.

You need a Wish.


I'm not super familiar with Astral Projection, but would the DISPELLING ATTACK advanced rogue talent be able to dispel the Mind Blank?

I'm asking because I don't know if the Mind Blank would be cast on the projection or the body in suspended animation.

This seems like a good talent to take vs a wizard anyway.

Another thing to consider is spell resistance, Dwarves and Half-Elves can get a scaling SR based on their character level from an alternate trait.

EDIT: I just re-read the question, and most of this might not help. I'll leave it here because the dispelling strike might help you get rid of the mind-blank, so it covers that part of the problem.


Yes and no Mr Charisma. It might well work - mind blank would need to be in effect where the mind is to be useful - but a dispel magic (not greater) is at least 10 points behind on the caster level check. edit: misremembered how it worked, probably only a couple points behind. And it wouldn't exactly be subtle.


Yeah I really wasn't sure if it'd work. I don't normally play full-casters or rogues, so I'm probably not the best at this kind of thing.

You're right, it wouldn't be subtle at all =P


I'm building a mage killer. Subtle is not a thing. :D


Subtle better be on the list if you want to have an advantage against a mage. Brute force is something a Wizard 20 has in spades.

Reading their mind then getting to their base and knifing the original body before the astral projected one realises there's a problem, that's how to win IMO.


Ah, but there are plenty of ways to levy brute force maintaining impunity. With very few exceptions, aoes are reflex saves, which are stupid to use against rogues. Slippery mind almost negates the few aoe Will saves. I can't for the life of me remember the name, but i distinctly recall a feat that lets you make a reflex save to avoid a fortitude save. And there are plenty of ways to hide in plain sight. Targeted spells are useless of you can't see what you're shooting.


Twist away is the feat you're thinking of. It takes an immediate action and leaves you staggered on the next round. There used to be a way around that last but it got nerfed.

Slippery mind only helps much vs. will saves when your rogue can get in the vicinity of the save DC. That's...hard at 20th level. A wizard can easily be rocking a DC 30, 35 is possible and your rogue will strain to get +18 I think.

Remember to get ways of defeating exotic senses if you want to be untargetable due to hiding.


So lets see it.

The wizard can have pretty much double your wealth by level. Since it costs very little for one to have crafting feats.

The wizard is likely to have contigency ready to go.

You should expect the wizard to pretty easily just teleport away in case you do get past its emegerncy force sphere and cause it damage. Which means if you expect the wizard to die, you need to be able to account for this.

Wonder what other points people can think up, but anyway, if you go head to head with the wizard, you better have an entire bag of tricks up your sleeve.


https://paizo.com/threads/rzs2tu7a?Mage-killer-rogue#1

I've got a lot to go on. This has been an on-and-off project for a while. Avr, twist away! That's what it was, thank you!


I think my important question on this particular topic is how my rogue would use telepathy to pull the information out of the target's mind, if I COULD bypass the mind blank.


The information won’t do you any good without a gate or wish, because you won’t have an attuned focus to plane shift there. So bite the bullet and use a Wish to take you to his body.


https://www.d20pfsrd.com/magic-items/staves/staff-of-the-planes/

Plane shift is an option for traveling, if i can get the info. I see nothing that says i need an attuned focus.


Xenocrat wrote:
The information won’t do you any good without a gate or wish, because you won’t have an attuned focus to plane shift there. So bite the bullet and use a Wish to take you to his body.

A wizard's infinite spell component pouch has any attuned tuning fork for any plane they want to visit at any moment in time, right? I mean, I've certainly seen people argue that on this board (since it is a costless focus). So all our Rogue has to do is buy a spell component pouch and he will have a tuning fork attuned to his target's personal demiplane. That's how RAW works, right? \sarcasm

As an aside, the odds of success of this project strongly depend on the skill of the wizard's "player."


1 person marked this as a favorite.

Haven't looked into it further but curiously Plane Shift only list F as a component and not DF meaning the divine version does not require the attuned fork. And checking my old 3.5 book appears the same was true for Plane Shift in 3.5 no DF component. Our Rogue merely has to be sure to use a divine version to avoid any GM 'complication' of whether it is in a component pouch or not.

PS: The creator of the Staff of the Planes would, in any case, be the one supplying any needed focus or other components. The staffs wielder does not need to supply any components for using the Staves powers.


Kayerloth wrote:
Haven't looked into it further but curiously Plane Shift only list F as a component and not DF meaning the divine version does not require the attuned fork.

This means the divine version DOES require the fork, it just doesn't also require a divine focus (holy/unholy symbol, whatever shrubbery druids use, etc.).

Kayerloth wrote:


PS: The creator of the Staff of the Planes would, in any case, be the one supplying any needed focus or other components. The staffs wielder does not need to supply any components for using the Staves powers.

After the Planar Adventures section on tuning forks it's fair to assume that plane shift SLAs and magic items are capable of common fork targets (major planes, top level of multilayers like Abyss/Hell), but not others. Even attuning a fork to a custom demiplane is a challenging and very time consuming process once you've arrived via other means.


Yeah, if you read some of the splat books about planar travel it's difficult to reach someone's personal demi-plane. The major planes are the only ones that you have "easy" access to through commonly sold tuning forks.

I can't recall what the process is for gaining an attuned tuning fork for personal demi-planes.


Rare Tuning Fork wrote:

A rare tuning fork is one attuned to an obscure demiplane, a demiplane that is simply difficult to travel to due to its nature, or a demiplane that is particularly small and insignificant.

Planes mentioned in this book that require rare tuning forks include the Dead Vault, the Harrowed Realm, and Jandelay.
Attuning a rare tuning fork is done using the same method as an uncommon fork, but the fork must be struck against an artifact created on that plane, a creature of CR 21 or higher native to the plane, or a unique or specific feature of the plane that you determine—such features are generally well guarded and difficult to reach, and thus they should require relatively high-level play (15th level or above) to use. Once so struck, the fork must be allowed to absorb the plane’s energies for 1 week. After this time has passed, the untuned fork is attuned to that plane.

"Major Demiplanes" can be attuned more easily as an Uncommon tuning fork, but those are big named places like Leng and Xibalba, not fly by night places created by mortal wizards.


So based on Xenocrats quote there, you basically can't reach a wizard's demiplane without Wish.

Although, I'm not even sure how the wizard reaches their demiplane after they leave (assuming permanent demiplane).


Claxon wrote:

So based on Xenocrats quote there, you basically can't reach a wizard's demiplane without Wish.

Although, I'm not even sure how the wizard reaches their demiplane after they leave (assuming permanent demiplane).

One of the greater demiplane options is leaving a permanent travel gate somewhere. Figure most use that.


Well... I have to assume that doesn't ex2 for this purpose. Since i could pull the location of the gate from the fake body/astral projection. And THAT makes it too easy.


Claxon wrote:

So based on Xenocrats quote there, you basically can't reach a wizard's demiplane without Wish.

Although, I'm not even sure how the wizard reaches their demiplane after they leave (assuming permanent demiplane).

I assume they instinctively know (or deliberately create) the "unique or specific feature" needed for attunement and wait a week. But maybe you can also enter an existing demiplane you created via additional castings of create demiplane.


1 person marked this as a favorite.
Tarik Blackhands wrote:
Claxon wrote:

So based on Xenocrats quote there, you basically can't reach a wizard's demiplane without Wish.

Although, I'm not even sure how the wizard reaches their demiplane after they leave (assuming permanent demiplane).

One of the greater demiplane options is leaving a permanent travel gate somewhere. Figure most use that.

No offense, but I think any wizard that leaves a permanent gate to their private demi-plane is just asking to be murdered.

It's honestly one of the least intelligent things you can do.

At least without the gate you have to have some sort of planar travel magic, which raises the bar for what kind of idiot will come in and attempt to kill you. And really based on the quoe from Xenocrat it means short of extremely high level magic, people just can't get to you.

The only trouble is that it's not explicitly stated how you return there, unless you do as Xenocrat suggested and make the plane permanent and then spend a week there to attune to the specific point of the plane. Which I guess is pretty viable, assuming you don't have urgent world saving to do.


Claxon wrote:
Tarik Blackhands wrote:
Claxon wrote:

So based on Xenocrats quote there, you basically can't reach a wizard's demiplane without Wish.

Although, I'm not even sure how the wizard reaches their demiplane after they leave (assuming permanent demiplane).

One of the greater demiplane options is leaving a permanent travel gate somewhere. Figure most use that.

No offense, but I think any wizard that leaves a permanent gate to their private demi-plane is just asking to be murdered.

It's honestly one of the least intelligent things you can do.

At least without the gate you have to have some sort of planar travel magic, which raises the bar for what kind of idiot will come in and attempt to kill you. And really based on the quoe from Xenocrat it means short of extremely high level magic, people just can't get to you.

The only trouble is that it's not explicitly stated how you return there, unless you do as Xenocrat suggested and make the plane permanent and then spend a week there to attune to the specific point of the plane. Which I guess is pretty viable, assuming you don't have urgent world saving to do.

On the other hand most wizards also aren't expecting to contend with a bunch of yahoos controlled by otherworldly entities that literally have access to the book that governs reality at their beck and call to exploit. It's for the same reasons lichs all happen to hide their phylacteries in thematically obvious locations rather than a random lead lined safety deposit box in the middle of nowhere.

PCs man, not even once.


Claxon wrote:
Tarik Blackhands wrote:
Claxon wrote:

So based on Xenocrats quote there, you basically can't reach a wizard's demiplane without Wish.

Although, I'm not even sure how the wizard reaches their demiplane after they leave (assuming permanent demiplane).

One of the greater demiplane options is leaving a permanent travel gate somewhere. Figure most use that.

No offense, but I think any wizard that leaves a permanent gate to their private demi-plane is just asking to be murdered.

It's honestly one of the least intelligent things you can do.

It's a great thing to do once you have 9th level spells! Your real demiplane connects via gate to your threshold/guardian demiplane, which connects via gate to the real world. Your threshold demiplane has the timeless trait and is full of prismatic walls/spheres, summon monster IX creatures with orders to attack anyone who survives stepping through that prismatic wall, symbol spells (expensive, but they never stop once they're activated), etc.

You probably also hide your second portal to the real demiplance behind a Phase Door (disguised with permanent Greater Magic Aura) and link a third trap demiplane with an obvious gateway to the threshold demiplane. The trap plane can be antimagic with golems, another trap plane with the negative trait, whatever. They expend resources and lives smashing that one up and running around in a maze before realizing it's a dead end.

The only smart play is to just blow up all demiplanes with a Disjunction or Wish.


Oops, going to claim sleep deprivation on that one (equating DF with tuning fork not symbol). Think the fact that it is the Arcane Focus threw me off.

And yes spell component pouches should not have an infinite number of tuning forks within so pulling a wizard created demiplane tuning fork out that just happens to work should be a no go despite being RAW by the CRB alone.

Note a wizard created demiplane must be created within the Astral or Ethereal plane or a plane with access to one of these meaning a Gate is not the only way to access it potentially. Astral Projection or Etherealness/Ethereal Jaunt could access the demiplane if one came across it while moving around the infinite space of those planes. Fortunately those planes are a whole lot of nothing between areas of something. You'd probably have better luck finding the needle in the haystack than a given wizards hidey hole but still ...


Thinking outside the box here...the spell Dream Travel lets you enter the dreams of a known creature. It offers no save for the dreamer, and it's not a Scrying spell, but the Wizard would likely only be considered "Not Well Known" to you, so you'd have a 24% chance of the spell not working. Provided it does, though, you could glean information through the Wizard's dreams, such as the demiplane they reside in, as well as the location within that demiplane. Also/alternatively, if you can convince them that you're a friend within their dream, then when they wake up, you pop up on in their plane, within 1d10 miles of them.


Cuup wrote:
Thinking outside the box here...the spell Dream Travel lets you enter the dreams of a known creature. It offers no save for the dreamer, and it's not a Scrying spell, but the Wizard would likely only be considered "Not Well Known" to you, so you'd have a 24% chance of the spell not working. Provided it does, though, you could glean information through the Wizard's dreams, such as the demiplane they reside in, as well as the location within that demiplane. Also/alternatively, if you can convince them that you're a friend within their dream, then when they wake up, you pop up on in their plane, within 1d10 miles of them.

Interesting, but unless I missed it there's nothing in the text that specifies you can learn anything about the creature who's dreams you have entered. It appears to be merely an unusual means of teleportation magic to travel. You'd better also hope he is able to dream and he either is or will be sleeping 'soonish' or the DC for a successful arrival will be based off an increasingly high Will save (or you are capable of casting (or paying for) the spell multiple times. Better have someone standing by to help you should you fail the Will save.


Honestly, the spell isn't written to cover the possibility of inter-planar travel.

That's not to say it can, but it doesn't say it can either. It just says it's a teleportation effect.

As a GM, I would probably rule that it only affects creatures on the same plane as when it is cast.

It's also weird that it doesn't offer the dreamer any chance to save.

The save is only for creatures that the casters wants to bring along with them. Which is weird.

Also it merely puts you into a Dreamscape. Which has it's own rules. Including basically what appears to say that the dreamer has a lucid body which doesn't actually affect their real body.

And as far as I can tell you wouldn't necessarily be able to figure out how to get to the demiplane where the real body is, just from invading their dreams. If they we're dreaming about being on their demiplane, then it could work, but I don't see it working otherwise.


It's all very unclear. The spell, I think is (outside what little hard numbers are present) almost entirely a "GM decides what happens" spell. I guess in retrospect, that's not gonna help you too much with this project, since it seems like the GM would be the one playing the Wizard, if this Rogue vs. Wizard scenario ever did go farther than being on paper. I guess you could always bring it up in the absence of anything better, and take it to a semantics war to convince the GM that the vague consequences of the spell could work in your favor.


Dream Voyage is the 9th level improved version of Dream Travel. Safely takes you to the dreamscape of the target, interplanar travel poses no risk, but the dreamer does get a will save to avoid letting you exit within 1 mile (no wizard built demiplanes are even going to be that big) of his body.


2 people marked this as a favorite.

Just take the rumormonger advanced rogue talent and make it seem like he is disrespecting every powerful being across the planes. Eventually one of them will take care of him for you.


It looks like Dream Voyage would straight up work, assuming the Wizard fails the will save. Then you exit at the body of the dreamer.

If the wizard saves, then you're just in a dreamscape with them...which is probably worthless.

Of course, getting access to a 9th level spell is...challenging without being a spell caster. Items and spell casting services of that level aren't guaranteed. And basically at this point you're employing high level magic to even have a chance at getting to them...which basically is admitting you need to be wizard (or at least emulate one) to have a shot of beating one.

If the answer requires you to use the highest level magic available to mortals to beat the wizard...you're not beating the wizard with a rogue. You're beating the wizard's magic with other magic.


And all that said, if the wizard has another demiplane with clones...good luck getting there before you kill him (per the already noted problems of planar travel and having to use a spell that lets you get to creatures without any caveat besides a failed will save).

Then you have a wizard who is warned, and will be prepared to fight you.

But honestly, the wizard could just have bound outsiders ready and waiting to fight anyone who shows up on his plane uninvited. As well as many other magical defenses. Including contingency.

If the wizard has decided to make his demiplane have the timeless quality he can just have a (virtually) infinite number of summons that don't have a time duration to expire. The wizard can have an infinite number of magical spells who's duration doesn't expire.

And, the wizard could have teleport trap on his domain.

There are so many things the wizard can do, that a rogue simply cannot beat without using magic to counter his magic.

That in essence is a loss no matter what, IMO.

At that point the only thing you're proving is whether you or your GM know Pathfinder's spells better.


Dave Justus wrote:
Just take the rumormonger advanced rogue talent and make it seem like he is disrespecting every powerful being across the planes. Eventually one of them will take care of him for you.

Beings that powerful have a dangerously high chance of figuring out what you are doing, and taking care of you. If you wake up after doing this, you might find that you have been turned into a troll . . . .


What level 20 Wizard ever gets caught asleep in his own personal plane of existence? Really?

You use your Wish to be where he is the next time his actual self leaves his stupid Wizard hole.

You turn him into Sneak Attack jelly the moment he steps on to your territory.

Attempting to wade through the infinite planes available to a level 20 Wizard is ludicrous.

Take hostages from his personal company, be more clever than the Wizard, make him come to YOUR territory...

Just like the Lich example, it literally is not possible if done correctly.


Guys, this thread isn't about HOW to beat a Wizard, or discussing how fruitless it may or may not be to lay siege to a Wizard's demiplane - it's how would a Rogue find and follow a Wizard to his personal demiplane. If a Rogue uses his maxed out UMD skill to emulate an 18th-level spell caster to use a 9th-level scroll, that's a perfectly acceptable tactic - hacking into magic items is something often times expected of Rogues.


1 person marked this as a favorite.
UnArcaneElection wrote:
Dave Justus wrote:
Just take the rumormonger advanced rogue talent and make it seem like he is disrespecting every powerful being across the planes. Eventually one of them will take care of him for you.

Beings that powerful have a dangerously high chance of figuring out what you are doing, and taking care of you. If you wake up after doing this, you might find that you have been turned into a troll . . . .

Other than actual deities, which of course don't have any rule based limitations on what they can do, I don't think this is true.

Rumormonger doesn't seem to indicate any obvious means of tracking down the rumor, after a successful check everyone in that community just believes that it is true. No magic to check, no way to indicate what started it.

So everyone in Absalom believes that Enemy Wizard has been telling people that Ragathiel's mother wore combat boots and that Cthullu would make a great sushi dish.

Everyone just believes this. No one knows why.


I don't know, sieging the demiplane might be another important step to consider. There's just so many configurations that could stop or stall the Rogue long enough to be a problem. Especially with clones, especially because the first failed attempt will likely be the last. A Wizard who is aware someone is hunting them is a very different beast.

But that being said, I'll address the first post. So there's two possibilities. Either the plane is on the Ethereal or the Astral. The potential spells used to access it are Astral Projection, Plane Shift, and the one we care about, Etherealness. Etherealness literally just brings you to the Ethereal Plane. So if Etherealness can access a demiplane, that demiplane must just exist as part of the Ethereal plane, not a seperate plane of existence. Ditto if it was on the Astral. That means Find the Path would find it, provided it was prominent enough. Now we get into other problems (the Astral is uncountably infinite) but for just finding it Find the Path should work. Eventually. If it's "prominent" enough.

Now I suppose is the time for the obligatory "if you need a favorable reading from the GM to make something work it's probably not going to work against the GM".


First problem is the Wizard's demiplane isn't on any other plane Ethereal or otherwise. It's its own very limited but separate plane of existence. That said the Ethereal is a transitive plane and especially if the Wizard created the demiplane "within" the Ethereal, the Ethereal does in fact border the demiplane. So now we have the Rogue on the Ethereal gazing across the planar boundary and seeing and hearing roughly 60ft into the Wizard's demiplane (barring any other major magic going on like a Screen spell etc.) and potentially able to exit the Ethereal and enter the Wizard's demiplane. But, and it's a big one, how did he get to the point on the Ethereal where he is just across the boundary looking at the Wizards demiplane? For that matter how did he find out that the Wizard cast it "within" the Ethereal and not within the Astral or within a plane that connects to the Ethereal or Astral? That's the real issue here. The Rogue needs to figure out where the Wizard cast his Create Demiplane spell because unless the DM is being very ... uncooperative that point should remain the same over time. And to my way of thinking only if the spell is cast within one of the transitive planes can you end up 'standing outside looking across a planar boundary and seeing the Wizard's demiplane/fortress'. Otherwise its no more visible than what one could see standing on the Material looking at a Mage's Magnificent Manor i.e. the only thing that might be visible would be the entry portal/Gate. A lot of this strongly depends on how the DM in question views how his cosmology works. There are also a lot of planes of existence that can 'access the Ethereal or Astral Plane' that's why they are transitive planes you can use to move between them. Depending on the DM there could be a dozen or several dozens of such planes all likely of infinite size.

Find the Path might work but ideally you need to be in the near vicinity and most of the likely candidate planes are infinite in size. Otherwise you may end up casting Find the Path over and over and over and ... . Legend Lore might help or some of the other more potent divination spells. You just have to be careful and mindful of the fact that said Wizard is likely under the effects of Mind Blank 24-7 and ask around the issue. Perhaps look for one of his cohorts, etc.. Finding out just what the DM will allow and won't allow to be found despite Mind Blank will be one of the challenges.


Kayerloth, not saying you're incorrect but I've never heard that you can look from the Ethereal plane into demiplanes, and cross between them just by finding the boundary on the Ethereal. It's a separate plane, wouldn't you still need planar teleportation magic? Do you have a source for this information?

Edit: Admittedly almost all my time playing Pathfinder is spent adventuring on the material plane, so planar stuff doesn't come up as much. I feel like how it's handled also might depend heavily on GMs and might vary depending on their past experiences with other games systems which might have slightly tweaked cosmology.


Hmmm you might be right ... says you can in the description of Astral Projection and I was thinking it was a sort of parallel process. Same for Shadow Walk, you can use both to travel to other planes (and hence the name transitive) but the language isn't present in the text of Etherealness or Ethereal Jaunt though given the language in both and the fact it is the third listed transitive plane I don't think it's too big a jump in logic to treat Etherealness the same way but ... . As for the see and hear part it specifically mentions looking into the Material in such a manner in the text of Ethereal Jaunt but makes no mention of other planes per se. It also makes mention of how some spell effects extend from the Material into the Ethereal (abjurations and force effects). So RAW maybe no but I think there's fair amount of evidence that RAI might point to what I posted earlier.

And it is planar travel magic, you do go from the Material to the Ethereal with either Ethereal Jaunt or Etherealness. And when the spell ends you return to material existence (little m). The spell also uses both the capital M and small m when spelling Material vs material so there's whatever interpretation can be made from that with the capital M seemingly referring specifically to the plane of existence.

I do thoroughly agree much of how planar stuff interacts depends a great deal on the individual DM and the cosmology they envision.

I'd love to link the spells in the topic but I'm not having much luck doing it.


Formatting at the bottom should show you how to do a link. It's basically the url tag with the url, the text, and the closing tag.
As an example: Astral Projection, Plane Shift, Etherealness, and Ethereal Jaunt.

Basically the reason I say that the demiplane has to exist on the same plane as it's created within is because Etherealness doesn't give you unrestricted planar travel. It only takes you to the Ethereal plane. It doesn't have any special clause allowing you to jump to further planes. No subplanes, no adjacent planes, just the Ethereal plane. And yet Lesser Create Demiplane clearly says you can use Etherealness to reach the demiplane. So any demiplane created within the Ethereal plane must exist as a subset of the Ethereal plane not something separate or distinct from the plane itself. Otherwise you can't reach it with Etherealness.

It's entirely possible that this was a mistake and demiplanes are meant to be separate from the planes they're created within but as written the only way Etherealness would be able to reach a demiplane is if that demiplane was part of the Ethereal plane. Honestly, I suspect Paizo just wasn't careful with what they wrote.


I suspect that most of those spells weren't significantly changed from D&D 3.0, but I agree with your general analysis Bob.

So if a demiplane is created from say...Axis (or any of the outer planes) then others would not be able to use the Ethereal or Astral planes to reach a demiplane.

If such a thing is true, Wizards would almost certainly know that before building a demiplane, and create their permanent demiplane from someplace that was harder to access.

1 to 50 of 75 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Planar travel as a rogue - how to follow a person? All Messageboards

Want to post a reply? Sign in.