Feystep

Digital M@

Explorer
I assume PC's with Feystep ability can teleport past all locked doors, walls, vaults etc. This seems to eliminate door traps, locks and other lower level challenges for groups as they can just teleport past them. I guess I just need to re-think security and have more area attacks, and larger pressure plates etc for traps.
 

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Yep and you can cast magic missile every six seconds, even tied up and gagged. However Fey Step has to see the destination to work so solid doors and cells stop it, for example.
however capturing PCs is going to be a hard grind, if the DM wants to.
 

mach1.9pants said:
Yep and you can cast magic missile every six seconds, even tied up and gagged. However Fey Step has to see the destination to work so solid doors and cells stop it, for example.
however capturing PCs is going to be a hard grind, if the DM wants to.

I missed the having to see the destination. Capturing PC's is easy, you might kill one but... Since you don't die unless you go under 0 by your bloodied number, it will be easy to overpower PCs. Just hope that they do not roll 3 bad saves. In KotS, I have 2 captured, one dead and one PC running with his tails between his legs. Now I just have to figure out how to rescue the captured players quickly. My players suffer from ADHD and if I don't get them involved fast, they will get bored and interfere in the rest of the game.
 


mach1.9pants said:
Capturing is easy but holding a PC imprisoned (without 24/7 readied action overwatch by a guard) seems to be tricky!
you are a nasty DM:p


Yeah, I have not thought about keeping them imprisoned, but then I want them to escape. It is amazing, how much thought has to go into things you took for granted before. Darn rules changes :)
 


Digital M@ said:
I assume PC's with Feystep ability can teleport past all locked doors, walls, vaults etc. This seems to eliminate door traps, locks and other lower level challenges for groups as they can just teleport past them. I guess I just need to re-think security and have more area attacks, and larger pressure plates etc for traps.
According to the RAW, no. You need Line of Sight.

Of course, that means that doors can't have keyholes or sentry slits - any way to peek lets the Teleporter in. Windows too, etc.

Personally, I'd let them try to Teleport without Line of Sight, but they're taking their chances with what's actually there (as opposed to what they expect to fine there). I'd ask for a Perception check to judge where floor, walls, etc. are, else they might fly right through a star or bounce too close to a supernova and that'd end they're trip real quick ... uh, sorry, wrong genre.

It's also a good way to find yourself on the wrong side of a locked door outnumbered 4 to 1 and with no way to acquire backup. And since it's the Eladrin we're talking about right, no Teleporting back without a short rest.

As for keeping Eladrin prisoner, Line of Sight applies, and since you take your clothes with you when you Teleport I must assume you'd take your blindfold and hand-cuffs too. Personally I wouldn't try to keep an Eladrin hostage (too hard), and just tie them to a stock and beat them with a stick for a while, then let 'em go. It's cheaper, I don't have to feed them and don't have the overhead of a physical jail. Much easier, all around.

As for security, I guess it depends on what you need to protect. You can't Teleport into a space too small to fit a person, so safe deposit boxes and small safes are still just as secure as ever. As for larger areas, like palace grounds or cathedrals, you'll probably just have to rely on loyal sentience to keep a weather eye about, savvy? Walls and portcullises will keep out massed forces, but there's no such thing as a one-size-fits-all security solution.
 



I do not understand where people get this idea from that a bound and gagged wizard can still use his powers? Where is it from?
 

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