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General Tabletop Discussion
*Pathfinder & Starfinder
close quarters vs teleport
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<blockquote data-quote="eamon" data-source="post: 5099532" data-attributes="member: 51942"><p>I'd say RAW is fairly clear; teleportation is movement and you move along with it. Only - if teleportation allows you to teleport out of manacles (and presumably other held/worn items), it's not clear to me why it's not possible to teleport away from such a hold. Indeed, teleport mentions it can be used to escape physically immobilizing effects, and this does seem be very, very similar...</p><p></p><p>So, I'm not sure what to do. I think I'd say teleport breaks the effect. There are rules for teleport and immobilization, and this power simply doesn't mention all possible interactions with forms of movement.</p><p></p><p>For instance - what if the creature has phasing? Can the rogue then move through walls too? Or, what if it's a swarm (dubious usage in the first place) - and it retreats through a crack? How about if it enters Gaseous Form?</p><p></p><p>Or, lets say the rogue encounters a firelasher. That creature can move through others occasionally, and deals fire damage when doing so (it's essentially made of fire) - should a rogue be able to hold onto that creature when it moves, and/or how about the fire damage?</p><p></p><p>I'm pretty sure RAW just doesn't cover such scenario's - so either you just follow the rules and the rogue "moves along" quite nonsensically - or you take it to be the description of the rules concerning the usual scenario, but exceptions may apply.</p></blockquote><p></p>
[QUOTE="eamon, post: 5099532, member: 51942"] I'd say RAW is fairly clear; teleportation is movement and you move along with it. Only - if teleportation allows you to teleport out of manacles (and presumably other held/worn items), it's not clear to me why it's not possible to teleport away from such a hold. Indeed, teleport mentions it can be used to escape physically immobilizing effects, and this does seem be very, very similar... So, I'm not sure what to do. I think I'd say teleport breaks the effect. There are rules for teleport and immobilization, and this power simply doesn't mention all possible interactions with forms of movement. For instance - what if the creature has phasing? Can the rogue then move through walls too? Or, what if it's a swarm (dubious usage in the first place) - and it retreats through a crack? How about if it enters Gaseous Form? Or, lets say the rogue encounters a firelasher. That creature can move through others occasionally, and deals fire damage when doing so (it's essentially made of fire) - should a rogue be able to hold onto that creature when it moves, and/or how about the fire damage? I'm pretty sure RAW just doesn't cover such scenario's - so either you just follow the rules and the rogue "moves along" quite nonsensically - or you take it to be the description of the rules concerning the usual scenario, but exceptions may apply. [/QUOTE]
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Community
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close quarters vs teleport
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