Gilfalas |
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?
Gilfalas |
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?
Claxon |
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.
Ravingdork |
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.
Gilfalas |
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?
Malachi Silverclaw |
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.
LazarX |
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.
andreww |
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?
Claxon |
Ravingdork wrote:What is the CMB of a set of manacles?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.
They don't have one. But...manacles
Ravingdork |
Ravingdork wrote:What is the CMB of a set of manacles?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.
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.
LazarX |
andreww wrote: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.Ravingdork wrote:What is the CMB of a set of manacles?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.
If I'm going to manacle a spellcaster, I'm going to take the trouble to gag him as well.
LazarX |
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.
Tiny Coffee Golem |
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.