@Goldfish Should have Anu and Qyburn's crafting budget allocation directed toward producing some Heavy Warspiiiiideeeerrrrrs.
 
Spot, Jump, and Climb ranks, maybe some points in Profession (Artillery) or Knowledge (Math) for the bigger ones.

Feats that would be helpful and simple without getting complicated would be Lightning Reflexes, Skill Focus, Weapon Focus, Precise Shot, Deadly Aim, Point-Blank Shot, Far Shot, etc.
Climb should be redundant with constant Spiderclimb and jump... eh... *looks at the 100+ ton super-heavy*... maybe not. I think Spot and Knowledge: Siegecraft should be enough. The latter covers ballistics.
 
Thast also means it would gain skills and feats.

Any suggestions on that front?
Spot, Jump, and Climb ranks, maybe some points in Profession (Artillery) or Knowledge (Math) for the bigger ones.

Feats that would be helpful and simple without getting complicated would be Lightning Reflexes, Skill Focus, Weapon Focus, Precise Shot, Deadly Aim, Point-Blank Shot, Far Shot, etc.
Maybe some Stomp feats to ward off pesky melee combatants?
 
I feel that should at least require a Terminus at both ends to not be completely broken. That would mean that you need a large vessel with some skilled mages to get this going.

Also, I'm not sure if Planeshifting too far away from a planetoid should be impossible to preserve some vastness of space.
At minimum it should be possible, to Planeshift to any planet or moon you have been to, which still mean we the distance is only the distance needed to travel to there after the first trip, is only the distance between the nearest planet and the asteroid field, not the distance between Planetos and the asteroid field.

And considering the asteroid field do contain a dwarf planet Ceres (dwarf planet) - Wikipedia which I think is big enough, to be targeted by planeshifting(I would say minimum size of a planet to be a valid target, would be 500 miles, as that's the maximum amount you can arrive from your target, so logic say that to be a valid target, it should be big enough, that even if you roll a nat 1 you arrive on it.)

Even if Ceres is deemed too small for a mere planeshift to hit, planeshift should at minimum be able to target the nearest planet, which still cut the travel time down by a good bit.

Traveling to random points in space should require more than a planeshift, but planets and sufficiently big moons should be just a matter of having been there before(or gotten an object to help you target them like the angel feather we got, when we freed that imprisoned angel) because the planes shouldn't be less connected outside Planetos.
 
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If we start using plane shift to get between planets I'd expect that error margin to start being applied to the vertical as well. The fact that we haven't already shifted to the wrong height entirely is entirely up to an unspoken agreement and assumption that I'd question if we started down this path.
 
At minimum it should be possible, to Planeshift to any planet or moon you have been to, which still mean we the distance is only the distance needed to travel to there after the first trip, is only the distance between the nearest planet and the asteroid field, not the distance between Planetos and the asteroid field.

And considering the asteroid field do contain a dwarf planet Ceres (dwarf planet) - Wikipedia which I think is big enough, to be targeted by planeshifting(I would say minimum size of a planet to be a valid target, would be 500 miles, as that's the maximum amount you can arrive from your target, so logic say that to be a valid target, it should be big enough, that even if you roll a nat 1 you arrive on it.)

Even if Ceres is deemed too small for a mere planeshift to hit, planeshift should at minimum be able to target the nearest planet, which still cut the travel time down by a good bit.

Traveling to random points in space should require more than a planeshift, but planets and sufficiently big moons should be just a matter of having been there before(or gotten an object to help you target them like the angel feather we got, when we freed that imprisoned angel) because the planes shouldn't be less connected outside Planetos.
I don't think Plane Shift should be able to shortcut distance on this sort of scale, no more than Greater Teleport allows one to travel across the galaxy. It should be limited to a planet, perhaps as far as a nearby moon, but no further.

There are more appropriate spells of a higher level, such as Gate and Interplanetary Teleport.
 
If we start using plane shift to get between planets I'd expect that error margin to start being applied to the vertical as well. The fact that we haven't already shifted to the wrong height entirely is entirely up to an unspoken agreement and assumption that I'd question if we started down this path.
Now to be fair, that would happen if we were trying to travel places other than Planes using Planeshift, and we don't do Blind planeshifts, we only use attuned sources to get to locations, or travel to planar points which have a redirection magical item bringing people to a central location.

We never tried to hop around from one plane back to the material to get slightly within range of another location as another example, and we have had teleport mishaps that dropped us into the ocean.

Granted, teleport specifically states the margin of error is still a margin adjusting for similar locales, not that it will deliberately try to telefrag you if it doesn't hit the right location, or drop you into the middle of a volcano, or at the bottom of a lake. It will just drop you at surface level.
 
Maybe some Stomp feats to ward off pesky melee combatants?
They have flamethrowers (breathweapons) for that. Though I think Greater Cleave wouldn't go amiss either.
At minimum it should be possible, to Planeshift to any planet or moon you have been to, which still mean we the distance is only the distance needed to travel to there after the first trip, is only the distance between the nearest planet and the asteroid field, not the distance between Planetos and the asteroid field.

And considering the asteroid field do contain a dwarf planet Ceres (dwarf planet) - Wikipedia which I think is big enough, to be targeted by planeshifting(I would say minimum size of a planet to be a valid target, would be 500 miles, as that's the maximum amount you can arrive from your target, so logic say that to be a valid target, it should be big enough, that even if you roll a nat 1 you arrive on it.)

Even if Ceres is deemed too small for a mere planeshift to hit, planeshift should at minimum be able to target the nearest planet, which still cut the travel time down by a good bit.

Traveling to random points in space should require more than a planeshift, but planets and sufficiently big moons should be just a matter of having been there before(or gotten an object to help you target them like the angel feather we got, when we freed that imprisoned angel) because the planes shouldn't be less connected outside Planetos.
I still feel that this is too easy for the feat achieved here. By that logic, we could Greater Teleport to the Moon too. There has to be something that makes it harder to achieve or everyone would have done it.

My interpretation is that you can't Teleport out of a gravity well and that Planeshift throws you back to the planet you belong to, since that is the place you are metaphysically tied to. Overcoming this requires some arcane mechanisms.
 
Belatedly, if we pushed an asteroid with large adamantine deposits to a closer location from which to mine it... I don't think we'll run out of money ever again.
 
I still feel that this is too easy for the feat achieved here. By that logic, we could Greater Teleport to the Moon too. There has to be something that makes it harder to achieve or everyone would have done it.

My interpretation is that you can't Teleport out of a gravity well and that Planeshift throws you back to the planet you belong to, since that is the place you are metaphysically tied to. Overcoming this requires some arcane mechanisms.
Even if that's the case, it can easily enough be overcome, if planeshift throws you back to the planet you belong to, we just have to have something born on that planet, use an object of planeshifting, which can be done, by having the ship that first visit that planet, bring a Weirwood sapling and a bunch of sacrifices, so the old gods can grow a Weirwood, and make a creature attuned to that planet.
I don't think Plane Shift should be able to shortcut distance on this sort of scale, no more than Greater Teleport allows one to travel across the galaxy. It should be limited to a planet, perhaps as far as a nearby moon, but no further.

There are more appropriate spells of a higher level, such as Gate and Interplanetary Teleport.
If Planeshift don't allow you to reach any planets but Planetos, then I would argue we should look hardcore into space travel, because if say Mars is not connected to the Planes, then that mean all the other planets are effectively safe from extra planar threats.

Personally I feel the best way to treat other planets, is that you can only reach them with Planeshift, if you have visited them, so the initial travel must be done, but returning is simple.
 
Belatedly, if we pushed an asteroid with large adamantine deposits to a closer location from which to mine it... I don't think we'll run out of money ever again.
... we can literally throw money at people to kill them with this :o


By the way, down with the Teleport and Planeshift as interplanetary travel methods, DP himself agreed that the abundance of teleport had hurt the quest's scale.

Space is vast.
Circumventing that by anything less than 9th Circle 10(!) MR-powered spells is cheap as all guck.
 
Still need more votes, y'all. If there is something wrong with my plan, feel free to make suggestions or write your own.
Adhoc vote count started by Goldfish on Aug 5, 2020 at 12:21 PM, finished with 66 posts and 5 votes.

  • [X] Handle it themselves
    -[X] Assuming he has already cast Arcane Spellsurge, Zherys targets the Necromental Dragon with a Maximized Fiery Disintegrate (DC 29 Fortitude save to avoid 228 damage, 30 damage on a success) as a Standard Action.
    -[X] Mereth targets the Necromental with a Full Attack using Rapid Shot and Channel Vigor: Mind (+36/+36/+31/+26 [1d8+2d6+26; 19-20/x2]) and her Wind Tunnel maneuver.
    -[X] Malarys will use Chain Dispel to disrupt any attempt the Necromental makes to use Control Weather or Control Winds.
    -[X] If the Necromental survives Zherys and Mereth's attack, Rina, Nettles, and Vee will each target it with a Fireball spell.
 
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If you guys want to go to other planets/asteroids, the best thing to do would be to research Interplanetary Teleport. I'm not remotely convinced that its worth it.

A capture would be ideal, but the range on those effects is extremely limited, especially for engaging a target during an aerial battle.
Have teleport, will travel? Can I safely assume that Malarys has a fly scroll available, or already has it cast on him?
 
Honestly, I find this too low a spell level for the effect it allows.
We are talking semi-realistic world and distances here, not the regular weirdness of Pathfinder's/3.5 Cosmic Spheres.

I can see a 9th level spell making a... vessel, I suppose, and putting whoever's inside into a stasis state...

But actual point-to-point transfer?
Feels like 10th level, the "Mystra doesn't allow anyone to cast this shit"-grade of magic in 3.5 that doesnt seemingly even apply to our setting.

So, I think it is better left as a... MR10 variant of Greater Teleport?
One needing a long-ass very difficult ritual and super-precise calculations, i think.

Gotta have meaning to each casting, else space is suddenly shrunk to just the planets in it.
 
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If you guys want to go to other planets/asteroids, the best thing to do would be to research Interplanetary Teleport. I'm not remotely convinced that its worth it.

Have teleport, will travel? Can I safely assume that Malarys has a fly scroll available, or already has it cast on him?
He should have Wind Walk active at a minimum, in addition to a Fly spell or Phantom Steed.
 
Honestly, I find this too low a spell level for the effect it allows.
We are talking semi-realistic world and distances here, not the regular weirdness of Pathfinder's/3.5 Cosmic Spheres.

I can see a 9yh level spell making a... vessel, I suppose, and putting whoever's inside into a stasis state...
But actual point-to-point transfer?
Feels like 10th level, the "Mystra doesn't allow anyone to cast this shit"-grade of magic in 3.5 that doesnt seemingly even apply to our setting.

So, I think it is better left as a... MR10 variant of Greater Teleport?
One needing a long-ass very difficult ritual and super-precise calculations, i think.

Gotta have meaning to each casting, else space is suddenly shrunk to just the planets in it.
That's taking it way too far, dude. Interplanetary Teleport as a 9th level spell is just fine as it is. No one but a 17th+ level Arcane Spellcaster capable of 9th level spells can use it, restricting it to a vanishingly small number of people.

That also limits how many people can be transported to a small handful at most.
 
@egoo is just on a kick where he's not happy how powerful post D&D third edition magic made people, and only now realizing how ludicrously strong high level spells in general are.
 
... we can literally throw money at people to kill them with this :o


By the way, down with the Teleport and Planeshift as interplanetary travel methods, DP himself agreed that the abundance of teleport had hurt the quest's scale.

Space is vast.
Circumventing that by anything less than 9th Circle 10(!) MR-powered spells is cheap as all guck.
Problem is, how do space then interact with the Planes? Are the planes just somehow not connected to space? Do things like Decanters of Endless water stop working if taken into space, can you not planeshift in space?

It's a fact that position on one plane has no bearings on positions on another plane, you can planeshift from the Plane of Water, and it's equally easy to reach close to the Opaline Vault, and reach a Xor enclave, a hundred thousand miles from the Opaline Vault.
 
That's taking it way too far, dude. Interplanetary Teleport as a 9th level spell is just fine as it is. No one but a 17th+ level Arcane Spellcaster capable of 9th level spells can use it, restricting it to a vanishingly small number of people.

That also limits how many people can be transported to a small handful at most.
I disagree, because the setting so far had grown to the degree we know of dozens Archmages in the background, simply crafting shit for our orders to Genie Empires.

Elemental Planes are technically endless, and DP had been slowly but steadily showing the consequences to that.

Either the spell, and the "one-cast" magical interplanetary travel is limited, or it runs into the same case of "space is smol" as regular teleportation got us.

@egoo is just on a kick where he's not happy how powerful post D&D third edition magic made people, and only now realizing how ludicrously strong high level spells in general are.
Nawt really, I'm more of a "dp sed teleport bad, gotta nerf teleport or spehhs smol"-kick right now.
:p
I'm not remotely convinced that its worth it.
Depends heavily on what we can expect to find out there.

Does space have higher amount of rare materials than Plane of Earth?
Are those harder to come by, and deliver to Planetos, than delving Plane of Earth/Quasi-elemental planes?
Are we going to risk Eldritch interference at any stage of the space-journey?
Are there Lovecraftian Elder Gods out there, or mostly the regardless, vast emptiness of nothingness that space should be?

We know next to nothing so far, albeit we expect general level of Lovecraftiness to be quite high, Pathfinder and ASoiaF's setting are both severely compromised that-a-way.
 
Thast also means it would gain skills and feats.

Any suggestions on that front?
I think this kind of raises ethical concerns, buuuuuuut...

The jumping spider!

Leap Attack – Feat – D&D Tools

Complete list of all D&D spells, rulebooks, feats, classes and more!

Trap Door Spider!
Signature Skill (General) – d20PFSRD (Stealth)
Item of Expeditious Excavation – d20PFSRD
Nightstalker (Monster) – d20PFSRD (laughs in gargantuan)

Tarantula~
intimidate.
Add great cleave if you want hoards to cry.

Thank you for entertaining my silliness. Now for more silliness.

Dp would have to be MAD to allow this to apply to siege weapons, but Vital Strike (Combat) – d20PFSRD. And its entire chain.

If we can squeeze in an extra three points of dex Deadly Aim (Combat) – d20PFSRD provides still excellent damage while not shredding game balance.

Rapid reload maybe? Toughness, improved natural armor. What do they need?
 
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[X] Handle it themselves
-[X] Malarys will use the boots of wide earth to convert a 5th level spell slot to teleport, targeting just above the Necromental. Then Malarys will use a Miracle to cast Amber Sarcophagus on the Necromental

This should get the necromental captured, barring a crit fail on the attack roll.
 
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