Bonds and Teleport effects


Rules Questions


1 person marked this as FAQ candidate.

Assuming you can teleport and do so successfully (for whatever reason), can you teleport out of bonds such as ropes, shackles or manacles, etc. that have you tied up/bound/pinned? Or would they telport with you much like clothing and worn gear would?

What if those bonds are connected to a wall or foundation of some kind, like if you were shackled to a dungeon wall or anvil or some sort of building? Would the shackles and what they are attached to then become 'weight' for the purposes of gear and worn equipment and make the teleport fail?


Teleport says you "can" bring the items along, but does not say you have-to. Teleport has only a Verbal component, so you should be able to cast it just fine as long as you make your Concentration check.


Brf wrote:
Teleport says you "can" bring the items along, but does not say you have-to. Teleport has only a Verbal component, so you should be able to cast it just fine as long as you make your Concentration check.

So if you wanted to you could literally teleport out of your clothes and appear somewhere naked?


Sure.


The spell description isn't terribly specific. I agree you could teleport yourself without any gear and would avoid issue with any bonds.

But if you teleport yourself with gear I would say the bonds are probably teleported with you. In the case of being attached to a wall...I think I'd say the bond teleports everything up to the anchor point on the wall/floor etc.


You don't think you can cherry-pick which gear to come along?
I agree, the wording in the spell is ambiguous.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

May not work when you're tied up since you are treated as pinned--makes for one hell of a concentration check.


You aren't actually grappled or pinned. There's nothing to interrupt your breathing patterns -- no weight or force against you. So I don't think you need a concentration check.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

A fine house rule if you like unstoppable spellcasters, but the rules in the Core Rulebook combat chapter are pretty clear that being tied up "works like a pin effect..."

Pin rules excerpt: A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell.

I'm not sure how else you could interpret that.


This is why you bag and gag everyone...never know who's a caster


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Drakkiel wrote:
This is why you bag and gag everyone...never know who's a caster

Bag, gag, beat into unconciousness with non-lethal damage every hour. Place them in half plate with barbed manacles, but take away all their other gear. Bind them up as best you can.

You know, the usual.


Claxon wrote:

The spell description isn't terribly specific. I agree you could teleport yourself without any gear and would avoid issue with any bonds.

But if you teleport yourself with gear I would say the bonds are probably teleported with you. In the case of being attached to a wall...I think I'd say the bond teleports everything up to the anchor point on the wall/floor etc.

So is the consensus that you cannot cherry pick what gear teleports with you?


I would allow cherry picking. You consider what is part of "you" (IE, your body, your items) and what is "not-you" (the bonds, whoever is grappling you, etc.).


Personally I dont like to have caster get off that easy so definitely not. If the caster happens to have a silent stilled teleport then there would be no confining him ever. Youd have to kill him, capture wouldnt be a very good option.


Claxon wrote:
silent stilled teleport

Teleport has only a verbal component. There is no need for the "stilled".


Brf wrote:
Claxon wrote:
silent stilled teleport
Teleport has only a verbal component. There is no need for the "stilled".

GREAT! Even better.

Silver Crusade

Brf wrote:
Teleport says you "can" bring the items along, but does not say you have-to. Teleport has only a Verbal component, so you should be able to cast it just fine as long as you make your Concentration check.

Whatever we would like it to be, the answer is that the caster can choose which gear to take (per the limits of the spell), but since he is not forced to, can choose which stuff not to take.

I think most people would not choose to bring the 'cuffs.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

*A manacled wizard and sorcerer teleport out of prison*

Wizard: Why didn't you choose to leave your manacles behind when you teleported?
Sorcerer: You can choose!?

:D


3 people marked this as a favorite.
Ravingdork wrote:

*A manacled wizard and sorcerer teleport out of prison*

Wizard: Why didn't you choose to leave your manacles behind when you teleported?
Sorcerer: You can choose!? Wait then why are you naked?
Wizard: Don't judge me.

:D

Changes in Bold

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Brf wrote:
Teleport says you "can" bring the items along, but does not say you have-to. Teleport has only a Verbal component, so you should be able to cast it just fine as long as you make your Concentration check.

And you're not gagged. Keep in mind that if the situation is that a monster has you in a grapple, or in it's mouth, that the Concentration check is going to be against it's CMB + 2x spell level.


Ravingdork wrote:

A fine house rule if you like unstoppable spellcasters, but the rules in the Core Rulebook combat chapter are pretty clear that being tied up "works like a pin effect..."

Pin rules excerpt: A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell.

I'm not sure how else you could interpret that.

What is the CMB of a set of manacles?


andreww wrote:
Ravingdork wrote:

A fine house rule if you like unstoppable spellcasters, but the rules in the Core Rulebook combat chapter are pretty clear that being tied up "works like a pin effect..."

Pin rules excerpt: A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell.

I'm not sure how else you could interpret that.

What is the CMB of a set of manacles?

They don't have one. But...manacles


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
andreww wrote:
Ravingdork wrote:

A fine house rule if you like unstoppable spellcasters, but the rules in the Core Rulebook combat chapter are pretty clear that being tied up "works like a pin effect..."

Pin rules excerpt: A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell.

I'm not sure how else you could interpret that.

What is the CMB of a set of manacles?

Manacles do not tie you up in the same sense that ropes and chains do, and thus follow a different set of rules. I think it's probably save to say that you are not considered pinned, but don't have active use of your hands for the purposes of spellcasting.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Ravingdork wrote:
andreww wrote:
Ravingdork wrote:

A fine house rule if you like unstoppable spellcasters, but the rules in the Core Rulebook combat chapter are pretty clear that being tied up "works like a pin effect..."

Pin rules excerpt: A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell.

I'm not sure how else you could interpret that.

What is the CMB of a set of manacles?
Manacles do not tie you up in the same sense that ropes and chains do, and thus follow a different set of rules. I think it's probably save to say that you are not considered pinned, but don't have active use of your hands for the purposes of spellcasting.

If I'm going to manacle a spellcaster, I'm going to take the trouble to gag him as well.


LazarX wrote:
If I'm going to manacle a spellcaster, I'm going to take the trouble to cut out his tounge and cut off his fingers.

FTFY

If he needs them back we will get someone to cast regenerate.


Seriously....just knock him out until the end of the day, then prevent him from getting 8 hours of rest after that...BAM! No more spells....


Also, a very obnoxious bard in the cell next to him would make for a rough concentration check as well...

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Shimesen wrote:
Seriously....just knock him out until the end of the day, then prevent him from getting 8 hours of rest after that...BAM! No more spells....

That only prevents him from gaining new ones, it doesn't get rid of the ones still in his head.


Gilfalas wrote:
Brf wrote:
Teleport says you "can" bring the items along, but does not say you have-to. Teleport has only a Verbal component, so you should be able to cast it just fine as long as you make your Concentration check.
So if you wanted to you could literally teleport out of your clothes and appear somewhere naked?

There's a thread around here somewhere that covers this. Essentially the word "can" seems to indicate that you have options. Essentially it's a conscious decision to bring things (sometimes creatures) with you when you teleport. Anything you don't choose to bring doesn't come. It seems fairly straight forward to me. It's not game breaking, but it is kind of flavorful. This is most beneficial for a teleport school wizard. Good luck keeping him/her grappled.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Sexy Sorcerer: We're being driven back! You need to get us out of here!
*runs over to wizard*
Old Wizard: Never fear my dear!
*teleports them both to safety*
Naked Sexy Sorcerer: Again!?

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