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close quarters vs teleport

unan oranis

First Post
When using close quarters, does a rogue go along for the ride if the victim teleports?

"When the
creature moves, you move along with it, staying in the
same portion of the creature’s space."


from the phb, teleportation definition:

"No Opportunity Attacks: Your movement doesn’t
provoke opportunity attacks."

"If you were immobilized
because of a physical effect, such as a creature grabbing
you, you can teleport away and are no longer
immobilized or restrained, if applicable."


so is the teleport a move, and the rogue gets to hitch his wagon, or is the power grab-like, and the teleport dismisses it?
 
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I rule yes, the rogue is teleported with the creature it is using close quarters on. The creature is moving, and the rogue is moving with it.
 

This oddly never came up in all our games where the rogue used close quarters.

I'm with Mesh Hong on this one, if only because it is a daily power and specifies means of escape within the power. If something like this were an encounter or at-will, I'd be more inclined to lean towards the teleport escaping.
 


It seems that Close Quarters does not specify the method of movement. So, I say by RAW a rogue can move with the target regardless of how it moves. Flying, swimming, teleporting, etc.
 

I would say that the Rogue only teleports with the opponent if he is also capable of teleport.

I think I am going to have to disagree here:


Move into the space of an adjacent creature larger
than you and at least Large in size. (It gets its usual opportunity
attack against you as you leave an adjacent square.)
You gain combat advantage against the creature, and it

takes a –4 penalty to attack rolls against you.

When the
creature moves, you move along with it, staying in the
same portion of the creature’s space. The creature can
make a Strength or Dexterity vs. Reflex attack (as a standard
action with no penalty) to slide you into an adjacent
square and end this effect.


To me the power is pretty clear. You move into the creatures square and stay there until either you voluntarily leave the square yourself, or the creature makes the specified attack to slide you out.​

Now I would also rule that if you are subject to a push, pull or slide effect from any attack that would also knock you free.​

The rogue in my game has this power and it is very good, once attached it is actually very difficult to shake him loose. Solo's especially have a hard time justifying the standard action it takes to make an attack that will probably fail and would do no damage even if it didn't.​

Even so I like the power as it is cinematic. One of the first times the rogue used this power it was to climb on the back of a Drider whose only defence was to retreat about 100ft up the wall of the chamber into its deep bank of webs that stretched across the ceiling, once there it could concentrate on its passanger alone.​

If you really have a problem with the power (as a DM) remember that the creature can always try to disengage from the fight, forcing the rogue to make the hard decision of continuing to attack and being separated from his party, or jumping off and regrouping.​

 


This oddly never came up in all our games where the rogue used close quarters.

Our rogue is level 19, and this weekend this situation popped up for the first time... I'm also surprised.

I'm with Mesh Hong on this one, if only because it is a daily power and specifies means of escape within the power. If something like this were an encounter or at-will, I'd be more inclined to lean towards the teleport escaping.

I thought close quarters was grab-like, someone holding onto you, and so dismissed when the victim teleports.

But my player thought it was more a case of becoming an item that the creature is wearing... I decided to say "yes" and then check here for next time.

My mind is coming around to the way my player and you all see it - thanks!

The one weird thing was that the badguy had a power that allowed him to teleport as an interrupt for being attacked, so when the rogue attacked him he went along for the ride and still got to make an attack.

Eventually the badguy (with 3 hp) teleported off a cliff... ha! (rogue got out of that too - boo hoo hoo my poor monsters)
 

My rationale is that if teleport can get you out of a situation in which a creature has actually physically grabbed you, then it should get you out of this also. Teleport is the one form of movement that breaks the rules.
 

Seems both cooler and more 'as written' to let the rogue teleport along. Probably worth warning him if the teleport seems to be going very far away, though...
 

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