Greenfield
Adventurer
I'm curious how you good folk handle Teleport effects with regard to escaping chains, bindings, grapples etc.
One DM I know of used to rule that if a bunch of people piled on a caster, so they exceeded his Teleport capacity, hey could keep him from escaping via Teleport or D-Door.
We had a situation come up in game when a PC was being engulfed by a Ochre Jelly: A caster reached in and grabbed the PC, then used D-Door to take them both clear. The DM wanted to rule that the Jelly came as well. The question was settled via a Spellcraft check, but that was a spur of the moment solution. I'm hoping for something better.
There are clear rules for casting a spell while grappled. If someone is chained or otherwise bound, somatic components become impossible. But Teleport and D-Door have only verbal components, so presuming the caster can make the concentration check (20 plus spell level plus any ongoing damage being taken), both spells should allow an escape.
My own thought regarding situations like a Grapple or the jelly is that the caster can decide who or what he wishes to take along for the ride.
You can't take an unwilling creature, of course, nor can you use this to remove an attended item from someone else, but other than that the caster should decide.
What are your thoughts?
One DM I know of used to rule that if a bunch of people piled on a caster, so they exceeded his Teleport capacity, hey could keep him from escaping via Teleport or D-Door.
We had a situation come up in game when a PC was being engulfed by a Ochre Jelly: A caster reached in and grabbed the PC, then used D-Door to take them both clear. The DM wanted to rule that the Jelly came as well. The question was settled via a Spellcraft check, but that was a spur of the moment solution. I'm hoping for something better.
There are clear rules for casting a spell while grappled. If someone is chained or otherwise bound, somatic components become impossible. But Teleport and D-Door have only verbal components, so presuming the caster can make the concentration check (20 plus spell level plus any ongoing damage being taken), both spells should allow an escape.
My own thought regarding situations like a Grapple or the jelly is that the caster can decide who or what he wishes to take along for the ride.
You can't take an unwilling creature, of course, nor can you use this to remove an attended item from someone else, but other than that the caster should decide.
What are your thoughts?