While inside of the *Rope Trick* space, can plane-bound abilities access the plane from which it was entered?

My character, as of the end of our last session, is located inside the “extradimensional space” created by Rope Trick. He has previously cast Soul Cage and would like to exploit the trapped soul using Eyes of the Dead, which “which creates an invisible sensor somewhere in [a] place if it is on the plane of existence you’re currently on” to see what is happening in the large room* in which Rope Trick was cast.

Is this possible? Or is the Prime Material Plane (where we were located previous to entering the Rope Trick space) considered to be a separate plane from the extradimensional space we currently inhabit?

*: the opening for Rope Trick was placed just 5′ off the ground so we are not able to see very much through the window in the bottom of the space.

How to deal with rope trick in particular circumstance


Foreword:

As it’s my first post here, I can’t insert more than a couple of links, so you’ll have to find information on some of these feats and spells yourself on d20srd.

The Question:

Let’s say in D&D 3.5E a party wants to get a number of artifacts1 from a cabal of wizards2.

Wizards in this cabal have the Improved Familiar feat and air elementals working restlessly as the alarm. They have other means of getting information of the moment when the party is approaching.

When the cabal knows that the danger is near, they get a fly speed from a spell (such as fly) or otherwise, get high in the sky and cast Rope Trick, hiding there and eventually winning against the siege.

How do I prevent the rope trick abuse of hiding characters and valuable items indefinitely long? Sadly, this problem can be reversed — how does a NPC group get the characters from a rope trick (linked above) of theirs?

Please note that I’m not asking about killing a party in a rope trick, I know how to do that, I’m asking about something more delicate — getting them alive/getting their items.

Footnotes

  1. i.e. the powerful magical items that are capable to impact the game dramatically
  2. a group of wizards, working together

Please don’t post answers that copy the spell description and/or describe the same things but with different words, I can read. Also, please don’t tell me that I have to appeal to the Golden Rule™, this is a last resort.

I need a hard counter to Rope Trick. If there is none, please answer “The closest counter to Fly Speed + Extended Rope Trick I know about is «X». But I don’t think that it can be hard-countered”. If there will be significant amount of answers of latter form I’ll just ban Rope Trick.

Example

1200ft above the ground there is a rope trick interface behind which there is a young, yet powerful wizard Sauron, wearing the Ring of Awesomeness and a medium load worth of ropes and a wooden door. At a random moment of the duration of extended rope trick spell Sauron flies out from the interface under haste, (head first) creates another Rope Trick (within his surprise round) and climbs it. The round he gets in, he brings up the rope and closes the interface from the inside using
Your task is to get the Ring of Awesomeness from him. You haven’t seen the moment of creation of the interface.

How does the Skill Trick Extreme Leap work?

The skill trick “Extreme Leap” reads:

Extreme Leap [Movement] Your extraordinary leaping ability carries you over great distances. Prerequisite: Jump 5 ranks. Benefit: If you make a horizontal jump of at least 10 feet during your turn, you can spend a swift action to move an additional 10 feet on that turn. Complete Scoundrel, p. 86

So, if a character with a total move of 30 feet takes a move action to ty to leap over a chasm of 20 feet taking a 20 feet running start, does he…

a) …have to make a Jump check DC 10 and use the skill trick “Extreme Leap” to cover the distance over the chasm and has 10 feet of movement left on the other side.

b) …have to make a Jump check DC 20 to cover the distance and get a bonus move of 10 feet once he lands on the other side.

From the Name of the trick and the phrase “your extraodinary leaping abiltiy carries you over great distances” I always assumed the trick adds another 10 feet jumping distance, but rereading the skill I am not sure now.

Can you hide your OS from programs? Can you trick a program into thinking you are on a different OS?

I’ve been surfing through the internet for the past hour now, and I haven’t seen any answer to my question. I couldn’t even find my question on the web. Is there a way or program to make another program think I am using a different system? For example, let’s say currently I am on Windows 7 32-bit and I want the program to detect Windows 10 64-bit or perhaps Windows XP. Can I do something similar with hardware? Can I tell a program that I’m running on a pc from the early 2003 even tho it’s from last year (2019)?

What is the logic or fallacy behind the Perpetual Power Point trick?

The Perpetual Power Point trick uses two feats.

The first is Azure Talent (which grants 1:2 ratio of incarnum in for double the power points out) per point of incarnum invested. When essentia is invested, the feat locks for the day, as usual for an incarnum receptacle.

The second is Psycarnum Infusion (which allows one to expend psionic focus in exchange for treating one incarnum receptacle as if it had maximum incarnum until the beginning of your next turn.

The idea is to then refocus and repeat, probably with the Mediation feat to reduce the time.

In theory, this means a small but almost perpetual supply of power points.

Thus, what is the logic (it works) or fallacy (it doesn’t) behind this Perpetual Power Point trick?

Can you trick Astral Projection if you change from an Incorporeal creature to a corporeal creature?

Base assumptions: Character is a 21st level Spell to Power Erudite with the Epic Manifesting feat (allows the use of 9th level spells/powers outside of the Erudite spell list) and this character exists in a campaign with 3.5 material converted to Pathfinder.

Convert Spell to Power Erudite Benefit: You add Spellcraft to your class skill list, which allows you to attempt to convert an arcane spell into a power you can add to your repertoire. You treat the spell as a discipline power for the basis of learning it, and you must first succeed on a Spellcraft check (DC 15 + the spell’s level) and then a Psicraft check as per the normal rules of learning a discipline power (see page 154 of Complete Psionic).

Character has undergone the transformation into a Mindborn and has Astral Projection and Form of the Dragon in their repertoire.

Per the answer to this question Incorporeal creatures can’t use Astral Projection. However, if we use Form of the Dragon or any other spell that changes the character into something with a physical body then presumably we can use it.

This raises several questions that add up to answer the big one:

  • When we project does that body remain as is until AP is dispelled?

  • Does the duration expire or can it be dismissed normally for the protection, returning them to an Incorporeal state?

  • If the duration is the same for both bodies/the spell is linked to both in some way, when the original body returns to the Mindborn state does Astral Projection snap you back into that body because it’s not a physical body anymore?

And finally, is there a better way to do this? Astral Projection is one of the best save-your-life-while-adventuring spells out there and if I can find a way to cheat around the physical body problem I’d really like to.

What’s the orientation of the Rope Trick hole?

The Rope Trick spell specifies

Holding one end of a 60-foot or shorter rope causes the other end to rise up until the rope is fully perpendicular to the ground. At the high end, a portal opens to an extradimensional space into which eight medium or smaller creatures can fit by climbing up the rope. The rope can also be dragged up into the space to hide the entrance and the portal itself is invisible.

Spells and attacks are unable to enter or exit the extradimensional space, but those within can see out of it as through a 3 by 5 foot window centered over the high end of the rope.

If everything inside the extradimensional space has not exited beforehand, it will fall out when the spell ends.

Our group has been playing under the assumption that the window is positioned vertical relative to the ground plane, because that’s the way most windows we see are positioned. This would mean that you climb into the hole as if on top of a cliff edge at the end of the rope and you then have a view of the world as if you’d be looking out of any normal building window.

However, this seems to be in contradiction with popular depictions on the internet.

The difference would be surprisingly relevant to some standard strategies we have been employing.

How is the Rope Trick portal positioned relative to the ground plane/gravity/the rope?

If the length of rope used in Rope Trick is the same as the height of the room, is the entrance at ceiling level?

In Rope Trick, you can use a length of rope up to 60 feet long to create “an extradimensional space that lasts until the spell ends”, but does the extradimension space have to fit in the material plane, or does it create an entrance to its space, similar to a portable hole? Specifically, would the entrance to the space be at the level of the ceiling, or would it stop a few feet under it?

In 5e, can a Rope Trick Spell Scroll and a Bag of Holding open up the gate to the astral plane?

I am aware that the rope trick spell alone cannot open a gate to the astral plane when combined with a bag of holding, as per this Q&A: Does a bag of holding burst if brought into the space created by Rope Trick?

But according to the bag of holding description:

Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane

Considering the extradimensional space would have been created by an item, would a Rope Trick spell scroll count in this scenario?