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General Tabletop Discussion
*Pathfinder & Starfinder
2 Teleportation Circles Trap
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<blockquote data-quote="RingXero" data-source="post: 245592" data-attributes="member: 109"><p>--Whatever you want to happen.</p><p></p><p></p><p>In the above situation, one TC teleports to the location where another TC exists. I see absolutely no problem with this implementation as per the rules. I have always ruled that Teleport Circles teleport an individual whose mass is mostly/wholey positioned on the surface on which it is placed. No matter what part of the body is in contact. I see this as simple common sense.</p><p></p><p>I personally would rule that any supernatural or spell-like abilities would function normally, casting a spell should work, but I might make it have a concentration DC to get it off. As for how it looks, again whatever you want. Personally I would let it take at most a half second before the person is wisked away. enough for a single word, a possible jump attempt (but they would have to time it very carefully). Also, you will have to come up with a momentum ruling, most DMs that I know say that a TC resets someones momentum to 0, but its up to you.</p><p></p><p>As for it being a prison? up to you. My personal DM call, is that it depends on who is making this thing, my above comments are for what a PC in a standard 'current' campaign could do with current spells. You want an older society to make the prison? the current societies? then it becomes closely tied to your campaign world and how you see it being implemented.</p><p></p><p><em>Imprisonment</em> spell works well, especially followed up by a wish or two to conceal the name and location of the entity imprisoned. Are the PCs to stumble upon someone imprisoned long ago within a dual TC trap? or is it a current capital punishment thingy?</p><p></p><p></p><p>RX</p></blockquote><p></p>
[QUOTE="RingXero, post: 245592, member: 109"] --Whatever you want to happen. In the above situation, one TC teleports to the location where another TC exists. I see absolutely no problem with this implementation as per the rules. I have always ruled that Teleport Circles teleport an individual whose mass is mostly/wholey positioned on the surface on which it is placed. No matter what part of the body is in contact. I see this as simple common sense. I personally would rule that any supernatural or spell-like abilities would function normally, casting a spell should work, but I might make it have a concentration DC to get it off. As for how it looks, again whatever you want. Personally I would let it take at most a half second before the person is wisked away. enough for a single word, a possible jump attempt (but they would have to time it very carefully). Also, you will have to come up with a momentum ruling, most DMs that I know say that a TC resets someones momentum to 0, but its up to you. As for it being a prison? up to you. My personal DM call, is that it depends on who is making this thing, my above comments are for what a PC in a standard 'current' campaign could do with current spells. You want an older society to make the prison? the current societies? then it becomes closely tied to your campaign world and how you see it being implemented. [I]Imprisonment[/I] spell works well, especially followed up by a wish or two to conceal the name and location of the entity imprisoned. Are the PCs to stumble upon someone imprisoned long ago within a dual TC trap? or is it a current capital punishment thingy? RX [/QUOTE]
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2 Teleportation Circles Trap
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