close quarters vs teleport

At first I was against the idea, but when I looked at the rules for Teleport, and the description of Close Quarters again, I changed my mind.

As someone else pointed out, there is no constraint or immobilization at all for the creature to break out of. Also, the idea of tagging along on a larger creature doesn't seem so far-fetched whether it's running, flying, or even teleporting. I can envision this as some cinematic action, even if it's slightly super-hero like. It works for me.

However, what could be really fun is if the monster teleported somewhere the rogue really didn't plan or want to go. ;-)

I could see a DM allowing the creature a Saving Throw to determine if he gets away or not using a teleportation... but I'd rather just allow the power to do it. It sounds more fun that way.
 

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