Dimensional Steps (Sp) Bring Allies Question


Rules Questions


I am playing a Wizard with the Conjuration school specialization. I have just reached Level 8 and am looking for some clarity on the specialist ability Dimensional Steps (Sp). It states that "You can bring other willing creatures with you", but does not say how close they need to be to you. I could see at least line of sight, but as well I could see a GM arguing for adjacent. Thoughts?


It's not specified, but I think you have to be touching the other person being that they are brought WITH the caster. It also does not specify how far the willing target can be, which I think implies that they have to be with you (next to you) when you use the ability. The wording is similar to teleport and dimension door, if you want to compare the ability with those spells.


just wondering if this maneuver would cost the allies an action?
and where would everybody end up after the steps?

how would something like this play out?

example:

3 people are battling a necromancer, a fighter, thief and you (the wizard)
The necromancer attempts to slip away, and the party cant get passed his skeletons quick anough.

The fighter and thief stand next to each other hacking away at the skeletons, and decide to delay their action till the mext turn of the wizard.

The wizards turn has arrived and leaves his position of safety, walks up to the fighter and thief from the rear. Grabs each of his friends by the shoulder and says "here we go!"

His destination is located right next to the necromancer on a square to the North East. The fighter chooses a square connected to the wizards.. and picks North. The thief ends up East.

The thief declares he'll act first and takes a 5 foot step to the square south of the necromancer, flanking him with the fighter's aid. Next the thief makes his full attack leaving the necromancer bleeding hard.

The fighter takes his turn next and decapitates the distracted necromancer.

-choosing squares?
-thief & fighter dont loose an action?


minstrel01 wrote:

just wondering if this maneuver would cost the allies an action?

and where would everybody end up after the steps?

how would something like this play out?

example:

3 people are battling a necromancer, a fighter, thief and you (the wizard)
The necromancer attempts to slip away, and the party cant get passed his skeletons quick anough.

The fighter and thief stand next to each other hacking away at the skeletons, and decide to delay their action till the mext turn of the wizard.

The wizards turn has arrived and leaves his position of safety, walks up to the fighter and thief from the rear. Grabs each of his friends by the shoulder and says "here we go!"

His destination is located right next to the necromancer on a square to the North East. The fighter chooses a square connected to the wizards.. and picks North. The thief ends up East.

The thief declares he'll act first and takes a 5 foot step to the square south of the necromancer, flanking him with the fighter's aid. Next the thief makes his full attack leaving the necromancer bleeding hard.

The fighter takes his turn next and decapitates the distracted necromancer.

-choosing squares?
-thief & fighter dont loose an action?

I'll use the FAQ from dimension door:

Dimension Door FAQ wrote:

FAQ

Dimension door says, "After using this spell, you can't take any other actions until your next turn." If the caster brings other creatures with them when they cast the spell, are the passengers unable to take any other actions until their next turn, or is that just for the caster?

That restriction only applies to the caster.

The restriction of no more actions only applies to the caster (no restriction on actions from dimensional steps, btw). By extension, the restriction of having used up a standard action only applies to the caster. The other two will still have all their actions.


aah k , and what about choosing squares for the lugage?


minstrel01 wrote:
aah k , and what about choosing squares for the lugage?

I think everything is in the same arrangement before and after the teleport. So, if the fighter is in front of the wizard and the rogue is on the wizard's left when the wizard teleports, I think that's how they finish the teleport. I have no rules for that, though, I'd have to see if I can find anything.


Aah think when it happened in one of my games people could just choose connected squares..

since there's no "facing" in pathfinder anyway. so front.. could be back etc etc....but that would give a ruling that if your start with 2 friends on opposite sides.. they'd have to end on opposite sides as well i gues.

edit:
Reason why im so interested in this setting is because ive encountered it before, as player and GM.

First this was only used as a getaway, resulting in hilarious effort of players exclaiming to join the wizard in his travel and then scrambling over each other to find the invisible wizard. All good fun.

Then it changed from a defensive role to the offense. And became absolute murder. Distance was no longer a defense against full round attacks. The instant positioning and flank was just too much for most NPC's.

The GM ruled after a time that; the taxi would cost a movement action for the passengers. Resulting in a stream of objections from players that soon disappeared after the GM explained it could also be used against them.


minstrel01 wrote:

Aah think when it happened in one of my games people could just choose connected squares..

since there's no "facing" in pathfinder anyway. so front.. could be back etc etc....but that would give a ruling that if your start with 2 friends on opposite sides.. they'd have to end on opposite sides as well i gues.

edit:
Reason why im so interested in this setting is because ive encountered it before, as player and GM.

First this was only used as a getaway, resulting in hilarious effort of players exclaiming to join the wizard in his travel and then scrambling over each other to find the invisible wizard. All good fun.

Then it changed from a defensive role to the offense. And became absolute murder. Distance was no longer a defense against full round attacks. The instant positioning and flank was just too much for most NPC's.

The GM ruled after a time that; the taxi would cost a movement action for the passengers. Resulting in a stream of objections from players that soon disappeared after the GM explained it could also be used against them.

I love how the whole thing where the GM can use it is supposed to be the ultimate argument winner for things that seem powerful... My GM actually HAS used that against us... It was quite a pain to try to handle the 4 or 5 rogues that were suddenly full-attacking (with sneak attack damage) the spellcasters.


Tar-Tar wrote:
It's not specified, but I think you have to be touching the other person being that they are brought WITH the caster. It also does not specify how far the willing target can be, which I think implies that they have to be with you (next to you) when you use the ability. The wording is similar to teleport and dimension door, if you want to compare the ability with those spells.

Thanks. That helps.

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