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.