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*Pathfinder & Starfinder
Teleportation overcomes tripping?
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<blockquote data-quote="Ashtagon" data-source="post: 5694301" data-attributes="member: 72335"><p>I see several scenarios for teleport and related spells...</p><p></p><p>Porting to a moving vehicle: If the vehicle is the target you are visualising as your intended destination for teleport, there is no penalty, although you'd still need to be familiar with it, and it'd still need to be in range. I'd also require the vehicle to be a large one to be counted as a viable destination -- at least large enough to stand inside and having a roofed section -- something that count be counted as a type of moveable building (based on the idea that it must be a destination that has a layout that can be memorised; you can't simply teleport to your favourite steed who you named "Lucy", or to the family station wagon).</p><p></p><p>If using dimension door or a spell where you are aiming at the location where the vehicle happens to be, rather than the vehicle itself specifically, I'd make that a DC 15 caster level check with modifiers based on the vehicle speed. Failure means you arrive immediately after the vehicle. Failure by 5 or more means you arrive immediately before the vehicle.</p><p></p><p>Porting from a moving vehicle: As long as the intended destination is in range both at the start and end of casting the spell (ie consider where the vehicle was on your previous turn and now), there is no penalty. Otherwise, DC 15 caster level check to hit your intended location, GM determines where along the route you arrive if you fail, with arrival point being along the vehicle's path, then shifted according to what direction from the vehicle you intended to arrive (picture this as jumping off a moving train to land on a building alongside the train, and misjudging the moment to jump).</p><p></p><p>Porting to/from the same posture: if you are on a stable surface both immediately before and after the port, you arrive in the same pose. Similarly, porting from one ladder to another requires no special skill.</p><p></p><p>Porting while climbing: Porting to a wall while climbing requires a Climb check to catch the wall immediately on arrival. DC depends on the wall in question.</p><p></p><p>Porting from climbing/swimming/prone/kneeling/standing to standing/kneeling: DC 10 Balance check or fall prone.</p><p></p><p>I also take the attitude that you arrive stationary relative to your destination (so you can dimension door onto a vehicle and not slam into its back wall, or dimension door immediately after a vehicle left that spot and not fly sideways), and that arrival orientation is at the choice of the person being teleported.</p></blockquote><p></p>
[QUOTE="Ashtagon, post: 5694301, member: 72335"] I see several scenarios for teleport and related spells... Porting to a moving vehicle: If the vehicle is the target you are visualising as your intended destination for teleport, there is no penalty, although you'd still need to be familiar with it, and it'd still need to be in range. I'd also require the vehicle to be a large one to be counted as a viable destination -- at least large enough to stand inside and having a roofed section -- something that count be counted as a type of moveable building (based on the idea that it must be a destination that has a layout that can be memorised; you can't simply teleport to your favourite steed who you named "Lucy", or to the family station wagon). If using dimension door or a spell where you are aiming at the location where the vehicle happens to be, rather than the vehicle itself specifically, I'd make that a DC 15 caster level check with modifiers based on the vehicle speed. Failure means you arrive immediately after the vehicle. Failure by 5 or more means you arrive immediately before the vehicle. Porting from a moving vehicle: As long as the intended destination is in range both at the start and end of casting the spell (ie consider where the vehicle was on your previous turn and now), there is no penalty. Otherwise, DC 15 caster level check to hit your intended location, GM determines where along the route you arrive if you fail, with arrival point being along the vehicle's path, then shifted according to what direction from the vehicle you intended to arrive (picture this as jumping off a moving train to land on a building alongside the train, and misjudging the moment to jump). Porting to/from the same posture: if you are on a stable surface both immediately before and after the port, you arrive in the same pose. Similarly, porting from one ladder to another requires no special skill. Porting while climbing: Porting to a wall while climbing requires a Climb check to catch the wall immediately on arrival. DC depends on the wall in question. Porting from climbing/swimming/prone/kneeling/standing to standing/kneeling: DC 10 Balance check or fall prone. I also take the attitude that you arrive stationary relative to your destination (so you can dimension door onto a vehicle and not slam into its back wall, or dimension door immediately after a vehicle left that spot and not fly sideways), and that arrival orientation is at the choice of the person being teleported. [/QUOTE]
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Teleportation overcomes tripping?
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