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Community
General Tabletop Discussion
*Pathfinder & Starfinder
20th level Gauntlet run.. tournament.. which class?
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<blockquote data-quote="Victim" data-source="post: 525683" data-attributes="member: 78"><p>You can't scry a location. </p><p></p><p>But here's a quick hint: </p><p></p><p>Find the Path</p><p></p><p>Divination</p><p>Level: Clr 6, Drd 6, Knowledge 6, Travel 6</p><p>Components: V, S, F</p><p>Casting Time: 3 rounds</p><p>Range: Personal or touch</p><p>Target: The character or creature touched</p><p>Duration: 10 minutes/level</p><p>Saving Throw: None or Will negates (harmless)</p><p>Spell Resistance: No or Yes (harmless)</p><p></p><p>The recipient of this spell can find the shortest, most direct physical route to a specified destination. Note that the spell works with respect to locales, not objects or creatures within a locale. The location must be on the same plane as the character at the time of casting.</p><p></p><p>The spell enables the subject to sense the correct direction that will eventually lead him to his destination, indicating at the appropriate times the exact path to follow or physical actions to take. The spell frees the subject, and those with him, from a maze spell in a single round.</p><p></p><p>This divination is keyed to the recipient, not his companions, and does not predict or allow for the actions of creatures (including guardians).</p><p></p><p>The text in the PHB specifically mentions entrances and exits as valid locations.</p><p></p><p>A rogue with all kinds of magical ways to get sneak attacks (blinking, Imp invis/dust of disappearence, multiple horns of blasting, etc) could UMD a scroll to Find the Path, start sneaking out with mad rolls, and have enough ways of getting sneak attacks to fight when stealth fails.</p><p></p><p>A cleric could also work. Find the Path, Etherealness, crazy self buffing, etc.</p></blockquote><p></p>
[QUOTE="Victim, post: 525683, member: 78"] You can't scry a location. But here's a quick hint: Find the Path Divination Level: Clr 6, Drd 6, Knowledge 6, Travel 6 Components: V, S, F Casting Time: 3 rounds Range: Personal or touch Target: The character or creature touched Duration: 10 minutes/level Saving Throw: None or Will negates (harmless) Spell Resistance: No or Yes (harmless) The recipient of this spell can find the shortest, most direct physical route to a specified destination. Note that the spell works with respect to locales, not objects or creatures within a locale. The location must be on the same plane as the character at the time of casting. The spell enables the subject to sense the correct direction that will eventually lead him to his destination, indicating at the appropriate times the exact path to follow or physical actions to take. The spell frees the subject, and those with him, from a maze spell in a single round. This divination is keyed to the recipient, not his companions, and does not predict or allow for the actions of creatures (including guardians). The text in the PHB specifically mentions entrances and exits as valid locations. A rogue with all kinds of magical ways to get sneak attacks (blinking, Imp invis/dust of disappearence, multiple horns of blasting, etc) could UMD a scroll to Find the Path, start sneaking out with mad rolls, and have enough ways of getting sneak attacks to fight when stealth fails. A cleric could also work. Find the Path, Etherealness, crazy self buffing, etc. [/QUOTE]
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20th level Gauntlet run.. tournament.. which class?
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