Why do outsiders get at-will teleports?


Pathfinder First Edition General Discussion

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On the one hand, this is a pretty iconic ability. On the other, it really seems to cause the game world to break down.

First, lots of outsiders are described as carrying equipment that would put them over the 50 lb limit even without picking up anything else, meaning that their stat blocks don't really make much sense.

Second, and more problematic, the ability to teleport at will makes outsiders almost impossible to attack, as they can't be located without powerful magic, and further powerful magic is required to act on that information quickly enough to catch up with them and prevent their escape. With no real concerns of being subject to a preemptive strike, outsiders can focus all their efforts on reconnaissance and offense. There are really only a few ways to manage threats from teleporting outsiders, and these approaches all have flaws.

Problems with those approaches:
Teleport trap only works if the outsider tries to teleport directly to the location, which only exceptionally stupid outsiders would do. If they teleport near to but outside the trap, either detect magic or a DC 27 Knowledge (arcana) check will reveal its presence, and they can simply use mundane means to enter the warded area. All you've bought is at most a round or two.

Dimensional lock is in many ways even worse, since the failed teleport immediately alerts the outsider that the area is warded and doesn't even have the potential to trap them.

Forbiddance hedges out teleportation and can also physically block outsiders with the threat of 6d6 or 12d6 points of damage upon entry.

However, every single one of these spells is of 8th level or below, and allows spell resistance. A single casting of greater spell immunity provides two and a half hours of protection from these spells. Teleport trap and dimensional lock become useless, and forbiddance only gives a round or so of warning, as the outsider can teleport to the edge of the effect and enter from there.

So, why do outsiders get at-will teleports? Is it because they are only partially on the Material Plane even if called rather than summoned? The existence of a mutable Extraplanar subtype and spells specifically designed to banish creatures with that subtype lends some credence to this interpretation, but if they weren't fully present on the Material Plane, wouldn't dimensional lock hedge them out completely?

Is there some legacy reason from the old days of the boxed sets that would shed light on this?


Pathfinder Rulebook Subscriber

Because in AD&D, one of the distinctive things demons and devils got was a lot of at-will abilities.

If I were re-writing the Bestiary, I would change it.

Sovereign Court RPG Superstar 2011 Top 32

I'm not sure about OD&D, but in 1e RJGrady has it right - demons/devils got tons of spell-like abilities, as well as psionics. Part of what made fighting them so bad was the teleportation combined with unrestricted summoning (summoned creatures in 1e could use their own summon abilities so you could chain up quite a mess).

In BECMI demons were immortal level foes and were quite the different beast - even the weakest was effectively a demigod.


Outsiders got at-will teleport because they are supposed to be a big deal when PC's fight them. They have kept it because of summoning spells. In games where summoning is less important (like 4e and 5e), most outsiders don't have at-will teleport.

Honestly, it isn't that big a deal for most encounters. The PC's are trying to steal the +7 sword of overcompensating from the temple of evil, and it is being guarded by a bone devil. If it teleports away, good, it is easier to steal the sword (as long as you are quick enough to get away before the devil brings back some friends). If a demon is tearing up the town the PC's are in, the best advantage teleport can give it is to get close to the wizard, and, if a melee character is also close to the wizard, that isn't much of an advantage.

The only problem is when you are playing "scry and fry", and even then, if the outsider is spending all the time teleporting, it doesn't have any time to eat widows and orphans or working 20 hour rituals to summon its dark master.


It was way more useful in 2nd edition. In 2E, outsiders got teleport without error, which could actually teleport across planar boundaries. So basically, it explained how outsiders got around and between the infinite outer planes.


Even though teleport at will is a great ability, I've never seen its use create an unbalanced encounter. The majority of the time, demons just use it to teleport away and end the encounter when severely wounded.

Sure they can use the ability to re-position themselves in combat, but that consumes their action for the turn, which is more often than not, better spent doing something offensive.

Of course they can use the teleport ability to create ambushes as well. But as a GM, technically, you can engineer an ambush out of anything. And if you are constantly ambushing the PCs, regardless of whether it is tactically sound for the demons to do so, the PCs are going to get sick of it real quick.


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Pathfinder Rulebook Subscriber

However, that didn't explain why outsiders weren't just covertly assassinating other people all the time.

A battle between two armies of teleporters would be amazing to see.


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It's not that great. However, weaponized conjuration(teleportation) is the dimensional dervish line of feats. Teleport is really a long distance travel spell. Using to to zip 60 feet is really overkill. Plus, the other feats with dimension door still let you act. It's just not a combat spell.


RJGrady wrote:

However, that didn't explain why outsiders weren't just covertly assassinating other people all the time.

A battle between two armies of teleporters would be amazing to see.

Either they are too smart, or they aren't smart enough.

With the big dumb bruisers, it is obvious why they don't- they are more likely to just charge in and wreck main street than assassinate someone.

With the more subtle manipulators and assassins- overuse of teleporting can give them away, or at least clue people into the fact that something magical is happening. That gets the wrong sorts interested- expert wizards, inquisitors, and paladins. They might not know that a demon is causing this yet, but they will start snooping around when there are magical assassins running about. And you definitely want to avoid that.

Plus, you have to be careful since who knows what kind of hidden items, spells, or guards might be at the location.


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RJGrady wrote:
A battle between two armies of teleporters would be amazing to see.

That's basically what the Blood War from the D&D universe is about.


Interestingly enough, for some reason, Qlippoth do not share the mobility of their demonic cousins; some of them have dimension door abilities (which are limited, not at will), but no teleport. Another example is the Ceustodaemon, which unlike the rest of his Daemonic brethren gets D-Door but not teleport. I wonder why these specific ones are limited in their mobility more so than all the other outsiders?
I might be missing some, but these are the ones that come to mind.
Agree about the teleporting not being useful in combat; eating up your entire turn just to reposition is rarely a combat effective move, especially when you're competing with four other PCs actions to stay alive. Now, giving outsiders the Dimensional Agility chain... that seems like a way more interesting fight.


Pathfinder Rulebook Subscriber

If they used this ability intelligently, they wouldn't teleport around the battlefield. They'd teleport a mile away, wait 4 hours and 17 minutes, then reappear suddenly. They would stalk you until you were sleepless and out of spells.


RJGrady wrote:
If they used this ability intelligently, they wouldn't teleport around the battlefield. They'd teleport a mile away, wait 4 hours and 17 minutes, then reappear suddenly. They would stalk you until you were sleepless and out of spells.

I agree this makes sense. But it falls into the category of killing the party in their sleep in not fun for anybody.

If you want to do it against NPCs and harry an army, that's another story.

Sovereign Court

Well I do use these abilities like that...sometime. As a DM, I really get into the persona and tactics of my monsters. If a Monster is dumb as nail..I will play him like that but if they are fighting something like assassin fiends (Babau for example), hit and run tactics are quite possible.

But anyway it's legacy, just like how polymorph any objects and freedom of movement are basically still the same.


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Peachbottom wrote:
RJGrady wrote:
If they used this ability intelligently, they wouldn't teleport around the battlefield. They'd teleport a mile away, wait 4 hours and 17 minutes, then reappear suddenly. They would stalk you until you were sleepless and out of spells.

I agree this makes sense. But it falls into the category of killing the party in their sleep in not fun for anybody.

If you want to do it against NPCs and harry an army, that's another story.

A few iterations of that and the demon would meet a fed-up party sitting in readied-action mode with outsider-appropriate slaying arrows, bane weapons, and save-or-die spells. Better to do this once or twice, then take a break for a week and hit them when they finally lower their guard.

Every tactic I've read so far in this thread is legitimate, and I'd expect no less from most evil but cunning outsider. They all have countermeasures, too.


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My fed up state would come after the first hit and run. ;)


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Pathfinder Rulebook Subscriber

Oh, there are countermeasures. I just strive to make sure my players understand that a vendetta with a fiend is not a vendetta that can be set aside.


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Because they don't like you.


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I'll comment that a group of demons has to be significantly stronger than the people they're harrassing to be able to pull off "teleport in, attack, teleport out" without taking significant damage.

(True scry-and-fry involves a caster warping in a posse of people who then all take separate actions. The demon pack all has to teleport themselves, though, so they all just warp in and do nothing further except for the rare critters with quickened SLAs)

And if they outclass their victims enough to be able to warp in, attack, and warp out without getting seriously hurt, they don't need to bother with the harassment; they just hunker down and kill.

The teleport at will is definitely nice, but in actual play it's not as great a tactical advantage as one would expect.

Now, the rare demon that just has teleport instead of greater teleport, and thus can botch their teleport - those guys can be comedy gold.


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It's a little annoying, honestly, from the narrative standpoint. Doesn't this mean a demon can warp into the king's bedroom at 3:00 AM, perform a Mortal Kombat fatality on him, and then warp out?


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It's easiest to pretend that the Angels and Devils are in such a high level game of cat-and-also-cat that they can't make moves like that solo. Until the party is higher level so they can handle that stuff, at least.

It also helps to never ask the DM questions, lest his brittle fairy tale explodes.


Axial wrote:
It's a little annoying, honestly, from the narrative standpoint. Doesn't this mean a demon can warp into the king's bedroom at 3:00 AM, perform a Mortal Kombat fatality on him, and then warp out?

Yeah assuming he knows where to teleport to. From a story/narrative(such as a book) point of view many of the games mechanics would cause a lot of problems, but the rules were made for PC based stories more than anything else, and these types of things are not likely to happen due to the nature of the game.


Why yes, a demon can just warp in and kill the king! In fact, I believe that this is the exact reason that Babau's exist in the first place. However, there are certain risks things that somewhat limit the usefulness of such actions.

1). You are never going to be the first being in the world to think of trying this. Millennia of demons/devil/daemons before you have probably taught lessons to monarchs the world over about outsider-driven assassination.

2). Those few seconds you'll have to spend doing nothing after finishing your teleport give your target the time to run away, as well as give the almost certainly present guards the chance to catch you.

3). Not all monarchs are created equal. One might be an aging fop who couldn't fight his way out of a paper bag, and another might be a paladin. And even in the best case scenario, there will be guards. After all, a king without guards probably deserves to be assassinated in the first place.

4). While you may not be able to get the Red Mantis to off a monarch, there's plenty of other assassination organizations out there. And they're probably far more trustworthy than anything you can summon into the job. After all, Demons and Daemons both will probably be quite happy with the idea of causing as many people to die as possible in addition to their target, including the person who summoned them. Remember: Assassins want you to live so they can get payed. Demons and Daemons just want to see things dead. If you're one of them, then that's just more fun for them!


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Isnt that what Dimensional Anchor is for?
There are plenty of ways to block teleportation, my players defeated a certain module's last boss because they learned their mistakes on previous encounters and prepared a dimensional anchor spell just in case the boss also could teleport like the other demons encountered before.

Its the same issue with monsters with Invisibility, which can be countered by See Invisibility, Glitterdust, etc. They are near impossible to fight without the proper means.

As to why most of them can teleport? Teleportation is a quick step into the Astral Plane. The Astral is the medium through which the souls of the departed travel to the afterlife, so you can say they are more connected to the astral than the material plane, as their realms are closer to the astral.


Peachbottom wrote:
RJGrady wrote:
If they used this ability intelligently, they wouldn't teleport around the battlefield. They'd teleport a mile away, wait 4 hours and 17 minutes, then reappear suddenly. They would stalk you until you were sleepless and out of spells.

I agree this makes sense. But it falls into the category of killing the party in their sleep in not fun for anybody.

If you want to do it against NPCs and harry an army, that's another story.

What should be considered is that if they give an NPC an ability that, when used intelligently, would rightly make the players feel cheated, that maybe that ability should be limited.

Like, maybe they could be able to teleport back to a location on their home plane at will, but teleport to a location off their home plane only once per day, perhaps.


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Wait, are we assuming the party doesn't bother to keep a watch?

A party that's strong enough to merit demonic harassment should be perfectly capable of defending itself by various means, such keeping watches, rope trick, etc.

Scarab Sages

The real reason? In planescape (2nd ed dnd) the devils and demons worked together (the one and only time they ever did) and managed to capture a colossal, extremely powerful angelic creature. Then they corrupted it, and basically kept it bathed in the river Skyx so that it couldn't remember what it was or it's own good nature. Then they managed to tie themselves to it and it was what gave demons/devils their teleport abilities. I'm not kidding, there's a published adventure where you mercy kill it, and if you do, for the rest of the campaign, demons/devils can't teleport.


Demons and devils need

1) Motivation. Killing a king might amuse a demon but what if it turns out the king has 10 levels of fighter and wakes up when you teleport in. They're cowardly so that's a deterrent.

2) Opportunity. The target must Be weaker than them and not have an entire nation which would hunt down the assassin and kill him right after raising the original target.

3) The area can be warded against teleportation, I'm thinking castles.

The overwhelming majority of devils lack 2. They MIGHT kill the king (Who knows) but after doing so they have an entire nation after them and unless it's a pit fiend it's extremely unlikely they survive the counter scry and die and even less likely they have a trap the soul for the king which means their efforts effectively just destroy 7000g and really anger the target.


Oly wrote:

What should be considered is that if they give an NPC an ability that, when used intelligently, would rightly make the players feel cheated, that maybe that ability should be limited.

Like, maybe they could be able to teleport back to a location on their home plane at will, but teleport to a location off their home plane only once per day, perhaps.

Well, there is that whole 50 lbs thing. Which, if they honestly can't teleport all their gear then the spell should fail or the gear over the limit simply doesn't go with them.


Pathfinder Rulebook Subscriber
Axial wrote:
It's a little annoying, honestly, from the narrative standpoint. Doesn't this mean a demon can warp into the king's bedroom at 3:00 AM, perform a Mortal Kombat fatality on him, and then warp out?

Yes. Unlimited teleport abilities were handed out a little too generously, in my opinion.

As for the 10th level fighter king... Honestly, most kings, even rulers of powerful states, are going to be 2nd through 6th level aristocrats. They might be lucky to have a 10th level paladin bodyguard, but honestly, if you had a 10th level paladin on staff, wouldn't it be tempting to send him on missions to do other stuff?


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RJGrady wrote:
Axial wrote:
It's a little annoying, honestly, from the narrative standpoint. Doesn't this mean a demon can warp into the king's bedroom at 3:00 AM, perform a Mortal Kombat fatality on him, and then warp out?

Yes. Unlimited teleport abilities were handed out a little too generously, in my opinion.

As for the 10th level fighter king... Honestly, most kings, even rulers of powerful states, are going to be 2nd through 6th level aristocrats. They might be lucky to have a 10th level paladin bodyguard, but honestly, if you had a 10th level paladin on staff, wouldn't it be tempting to send him on missions to do other stuff?

Depends. How often do monarchs get ganked by teleporting demons?

Sovereign Court RPG Superstar 2011 Top 32

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Step 1: Teleport into sleeping monarch's bedchamber.
Step 2: Polymorph any object to turn monarch into vial of alchemist's fire.
Step 3: Throw vial at orphanage.
Step 4: Dance in the ashes.


Actually, per the ISWG, most rulership folks average to be around level 13. Whether that's NPC levels or heroic are up to the GM/story.


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ryric wrote:

Step 1: Teleport into sleeping monarch's bedchamber.

Step 2: Polymorph any object to turn monarch into vial of alchemist's fire.
Step 3: Throw vial at orphanage.
Step 4: Dance in the ashes.

Step 5: Monarch is Resurrected.

Step 6: Hunt down the outsider.

Death is temporary and little more than a window if you're important to the world. Assassination requires trap the soul or similar otherwise all you're doing is spitting in the face of the king.


Undone wrote:
ryric wrote:

Step 1: Teleport into sleeping monarch's bedchamber.

Step 2: Polymorph any object to turn monarch into vial of alchemist's fire.
Step 3: Throw vial at orphanage.
Step 4: Dance in the ashes.

Step 5: Monarch is Resurrected.

Step 6: Hunt down the outsider.

Death is temporary and little more than a window if you're important to the world. Assassination requires trap the soul or similar otherwise all you're doing is spitting in the face of the king.

you don't need to trap the soul, all you need to do is burn the body and bam, no raise dead, no reincarnate, no ressurection short of a true ressurection


VampByDay wrote:
The real reason? In planescape (2nd ed dnd) the devils and demons worked together (the one and only time they ever did) and managed to capture a colossal, extremely powerful angelic creature. Then they corrupted it, and basically kept it bathed in the river Skyx so that it couldn't remember what it was or it's own good nature. Then they managed to tie themselves to it and it was what gave demons/devils their teleport abilities. I'm not kidding, there's a published adventure where you mercy kill it, and if you do, for the rest of the campaign, demons/devils can't teleport.

Yes indeed. It's called The Blood War. I have it on my shelf. It's a cool adventure.


Pathfinder Rulebook Subscriber
Uwotm8 wrote:
Actually, per the ISWG, most rulership folks average to be around level 13. Whether that's NPC levels or heroic are up to the GM/story.

That's ... surprising. That implies there are a bunch of 10th level crown princes and princesses running around.


Auren "Rin" Cloudstrider wrote:
Undone wrote:
ryric wrote:

Step 1: Teleport into sleeping monarch's bedchamber.

Step 2: Polymorph any object to turn monarch into vial of alchemist's fire.
Step 3: Throw vial at orphanage.
Step 4: Dance in the ashes.

Step 5: Monarch is Resurrected.

Step 6: Hunt down the outsider.

Death is temporary and little more than a window if you're important to the world. Assassination requires trap the soul or similar otherwise all you're doing is spitting in the face of the king.

you don't need to trap the soul, all you need to do is burn the body and bam, no raise dead, no reincarnate, no ressurection short of a true ressurection

The ashes are enough to res

Quote:
The remains of a creature hit by a disintegrate spell count as a small portion of its body.)

It needs to be complete annihilation, imprisonment, or trap the soul or similar, ashes can be ressed. The bodies remains can be scryed on and recovered then we're right back to where we were.


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Pathfinder Rulebook Subscriber

how many high level clerics can there be? Kill them. :)


RJGrady wrote:
how many high level clerics can there be? Kill them. :)

If .0001% of the population are high level clerics with a population of billions on the material plane and billions in heaven and the positive energy plane (Which the evil outsider don't DARE go to) eliminating everyone who can cast true res/reg res is nigh impossible. If the target you kill is rich (And popular enough to warrant a raise) they're not going down. You'll just anger them. In pathfinder death is cheap and the powerful are rich.


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but the Ashes deny raise dead and reincarnate, meaning you need a minimum of a willing 13th level cleric, how many of those things exist?


Auren "Rin" Cloudstrider wrote:
but the Ashes deny raise dead and reincarnate, meaning you need a minimum of a willing 13th level cleric, how many of those things exist?

Assuming half make it from one level to the next 0.01220703125% of all clerics will reach level 13. Which given the Law of Large Numbers is a huge amount of them.


RJGrady wrote:
That's ... surprising. That implies there are a bunch of 10th level crown princes and princesses running around.

I think it's because of Cheliax more singularly than anything. Abigail Thrune II (III ???) is described as a very capable sorcerer under the tutelage of some of Hell's finest instructors. Then, the Kyonian queen is a 16th level caster. Apart from that I'd imagine it's to provide a quick summary-style reason to prevent a lot of the 'why does x not happen' from this thread (and the many, many others) having an actual impact. It's a lot harder to imagine errant assassinations from outsiders and otherwise when you make the standard assumption of country rulerships to be fairly high level characters surrounded by other fairly high level characters. Also, at least in Golarion, many royal courts have bound outsiders in their membership or other outsiders that are friends to the crown because they have interest in Golarion's dealings for one reason or another. It also solves a lot of continuity issues around 'why has class x not just done y to take over.' Well, in one way or another, they can readily be put down in the vast majority of cases. The weird cases seem to be where APs come in and heroic parties roam the land.


Pathfinder Rulebook Subscriber
Undone wrote:
RJGrady wrote:
how many high level clerics can there be? Kill them. :)
If .0001% of the population are high level clerics with a population of billions on the material plane and billions in heaven and the positive energy plane (Which the evil outsider don't DARE go to) eliminating everyone who can cast true res/reg res is nigh impossible. If the target you kill is rich (And popular enough to warrant a raise) they're not going down. You'll just anger them. In pathfinder death is cheap and the powerful are rich.

I was thinking more in terms of 13th level clerics who were willing and able to make a house call.


RJGrady wrote:
Undone wrote:
RJGrady wrote:
how many high level clerics can there be? Kill them. :)
If .0001% of the population are high level clerics with a population of billions on the material plane and billions in heaven and the positive energy plane (Which the evil outsider don't DARE go to) eliminating everyone who can cast true res/reg res is nigh impossible. If the target you kill is rich (And popular enough to warrant a raise) they're not going down. You'll just anger them. In pathfinder death is cheap and the powerful are rich.
I was thinking more in terms of 13th level clerics who were willing and able to make a house call.

You need a 9th level wizard to teleport to the associated caster. House call not required you call them.


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RJGrady wrote:
Undone wrote:
RJGrady wrote:
how many high level clerics can there be? Kill them. :)
If .0001% of the population are high level clerics with a population of billions on the material plane and billions in heaven and the positive energy plane (Which the evil outsider don't DARE go to) eliminating everyone who can cast true res/reg res is nigh impossible. If the target you kill is rich (And popular enough to warrant a raise) they're not going down. You'll just anger them. In pathfinder death is cheap and the powerful are rich.
I was thinking more in terms of 13th level clerics who were willing and able to make a house call.

For the King? Quite a few. Of course, it may depend on the internal politics and what the heir says about it.

If the crown princess sent the devil....


Axial wrote:
It's a little annoying, honestly, from the narrative standpoint. Doesn't this mean a demon can warp into the king's bedroom at 3:00 AM, perform a Mortal Kombat fatality on him, and then warp out?

IMHO, the problem here is how useless castles are. If they were to stop teleporters then sundenly castles and dungeons have a resons to exist in a world of mid to high level casters.


Some castles and dungeons do have teleportation traps. Others are warded against dimensional travel altogether.


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Retaliation against the outsider is likely to be irrelevant, as is the outsider's motive. In many cases the demon will have been summoned, bound or otherwise constrained into doing the dirty deed, and the guilty party is a caster who's kept his trail clean and cares little for the disposable assassin.

As for castles and so on, kings and princes do have to go outdoors a bit. RL medieval monarchs were on the road most of the time because that was the only way to see what was going on in the kingdom. Comms in Golarion is rather better, but even so they do have to emerge into daylight periodically.

And it's not just kings. There are dukes, counts, barons, merchants, temples, banks, ships and other vulnerable targets aplenty, most of whom will have no way of dealing with this kind of threat.

There are demons running around loose in Kyonin and numerous devils in Cheliax, but for some unexplained reason they don't TP anywhere else to wreak havoc.

Inasmuch as the narrative solution is generally to brush it under the carpet, and the tactical implications of the current rule are unsatisfying, it would seem sensible to change it.

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