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General Tabletop Discussion
*Pathfinder & Starfinder
Teleportation as forced movement: off a cliff?
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<blockquote data-quote="CableRouter" data-source="post: 4909207" data-attributes="member: 85023"><p>The reason they didn't bother was it wasn't an issue at first. There are very few teleport opponent powers in PHB1 and the main offenders don't really kick in until Epic. Warlock Star pact at lv 9 and Feytouched PP at 11 only affect a single target. Wizard Spellstorm Mage ED at 20, Wizard 25 are the ones that hit multiple foes. Given what I've seen of Epic Destinies and top level powers, it appears to me that Epic Level play wasn't sufficiently playtested. </p><p></p><p>Maelstrom of Chaos is awesome if vertical teleports are allowed; Burst 10, Enemies Only, 3d8 + 5d10 + Knock Prone.</p><p></p><p>Elemental Maw; Burst 2 damage becomes 9d6 + 10d10 + Knock Prone + Int Mod (again). And the teleport square stays active until the end of your next turn, giving everyone in your party chances to push, pull and slide opponents right back into it. Even better if the Wizard goes first in one round and delays until the end of the next round so the whole party has two rounds to shove monsters into it. For extra fun, have a tactical Warlord fire off Own the Battlefield and slide every enemy within the Warlord's Int Mod squares of the Maw into it for 3d6 + 10d10 + Knock Prone + Wizard's Int Mod damage with no attack roll or saving throw.</p></blockquote><p></p>
[QUOTE="CableRouter, post: 4909207, member: 85023"] The reason they didn't bother was it wasn't an issue at first. There are very few teleport opponent powers in PHB1 and the main offenders don't really kick in until Epic. Warlock Star pact at lv 9 and Feytouched PP at 11 only affect a single target. Wizard Spellstorm Mage ED at 20, Wizard 25 are the ones that hit multiple foes. Given what I've seen of Epic Destinies and top level powers, it appears to me that Epic Level play wasn't sufficiently playtested. Maelstrom of Chaos is awesome if vertical teleports are allowed; Burst 10, Enemies Only, 3d8 + 5d10 + Knock Prone. Elemental Maw; Burst 2 damage becomes 9d6 + 10d10 + Knock Prone + Int Mod (again). And the teleport square stays active until the end of your next turn, giving everyone in your party chances to push, pull and slide opponents right back into it. Even better if the Wizard goes first in one round and delays until the end of the next round so the whole party has two rounds to shove monsters into it. For extra fun, have a tactical Warlord fire off Own the Battlefield and slide every enemy within the Warlord's Int Mod squares of the Maw into it for 3d6 + 10d10 + Knock Prone + Wizard's Int Mod damage with no attack roll or saving throw. [/QUOTE]
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Teleportation as forced movement: off a cliff?
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