| 2bz2p |
Effectively the wizard is carrying everyone else, it is just the one teleport effect. So I would go with just one save for the wizard casting the teleport.
I think this is right for teleport. The Teleport Trap says "A teleporting creature that is affected by a teleport trap can resist the effect with a Will save" while Teleport says "You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels", suggesting it is the teleporter who makes the save, not each traveler.
| bbangerter |
dragonhunterq wrote:Effectively the wizard is carrying everyone else, it is just the one teleport effect. So I would go with just one save for the wizard casting the teleport.I think this is right for teleport. The Teleport Trap says "A teleporting creature that is affected by a teleport trap can resist the effect with a Will save" while Teleport says "You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels", suggesting it is the teleporter who makes the save, not each traveler.
Seven year necro aside...
Teleport trap doesn't talk about a caster of teleport (or even a once per teleport effect such as dragonhunterq suggested seven years ago). It targets a teleporting creature. Would you suggest if caster A casts teleport and includes B & C, that B & C, while creatures, are not teleporting creatures? I would very much disagree with that notion. While B & C did not initiate the teleport, they are still creatures that are teleporting. Each gets its own will save.
Diego Rossi
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A teleporting creature that is affected by a teleport trap can resist the effect with a Will save—if the save is successful, the creature simply doesn’t teleport at all (but the use of the teleport effect is still consumed)—either to the intended location or the teleport trap’s actual destination.
Besides the awkwardness of the phrase, it seems that the save is a separate event for each teleporting creature.
If used while playing that can be problematic, as some of the PCs will end in the trap area, and some will say at the starting point. Pathfinder doesn't work well with split parties unless you have multiple GMs.
| zza ni |
as it's a trap that teleport whoever failed the save against it to one place while those who save are not teleported to their desired destination anyway. so unless everyone save or fail there would be some split up anyway.
it's up to the GM to deal with the split party as best as he can.
if he didn't want to deal with a chance of that happening he shouldn't put that specific trap to begin with.
this is a highly technical trap and should be used by people who understand what would lead to and desire the outcome that it brings.
| Azothath |
I'd have to say that the Teleport Trap A7 description lacks detail and glosses over the resolution process leaving considerable GM's gray area.
nothing in FAQs(Inner Sea World Guide ya know), OrgPlay bans the spell in Add'l Resources. Spell names are really just flavor, Trap rules are different than Spell rules and it should be treated as a spell.
After reading Teleport C[TP]5, I'd have to rule that only the caster of Teleport need make the Check and accompanying save vs Teleport Trap. Everyone follows the caster as they willingly allowed the spell to affect them AND they are all touching. The party teleports into the same space(volume) or if they don't fit in the area they suffer a mishap (see False Destination under Teleport)(as in the flavor text's stone cysts example where frankly taking some damage and not being in a stone cyst may be a good thing). I'm ignoring gameplay as the GM has to deal with the difficulties of high level spells in the game, just part of the job.
“False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.
Allowing Teleport Trap to split a group into individual cells or an appropriately sized cell adds to its power and gives the spell more discrimination than RAW. It can be thematic and useful if the GM wants it to do this but I'd advise not to add to the spell. It can already detect Alignment which isn't usually observable.
Overly complicated conditions may cause the spell to fail entirely.
| zza ni |
we weren't saying that the teleport trap split the people it teleports. as in to different teleport destinations.
rather that the spell split the party between those who made the save and thus their own teleportation is negated and they stay where they were before trying to teleport and those that failed and are sent to where the trap is set as destination for them.
Diego Rossi
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Azothath was speaking of the flavor text at the end of the spell:
The Pathfinders of the Grand Lodge make use of permanent teleport traps in several key locations, trapping would-be intruders in a small wing of jail cells. At least one crypt of the Whispering Tyrant makes use of the spell as well, trapping grave robbers in coffin-sized stone cysts, there to die a slow and agonizing death from thirst and starvation.
It implies that each of the teleported guys and in a different cell or cyst, but the spell hasn't that function.
The cysts are "coffin-sized", so there is no space for another person in them and the spell has no way to select a different cyst after one is full. So we have the problem of what will happen to the extra guys. His suggestion is that it counts as teleporting to a False destination, as the cyst has been altered when compared to how it was the moment in which the spell was cast.| bbangerter |
Everyone follows the caster as they willingly allowed the spell to affect them AND they are all touching.
Everyone is a willing participant of the teleport spell. Everyone is not a willing participant of the teleport trap (a different spell).
As Diego notes, the rules about trapping different individuals in different cells is certainly not the RAW of the teleport trap spell.
| Azothath |
more Commentary
while not PF1, review D&D3.5 Sandstorm: Desert Diversion C[TP]4, If the subject of desert diversion casts one of the above {teleportation} spells, he and those traveling with him (or anyone using the gate or teleportation circle) are diverted.{ed} so this was considered in a previous edition but is not part of the OGL.
The Game plays loose with the concept of attended/possession/a single group. This is why I mentioned "touching". They are "sharing the spell effect" but not the caster of the spell. If they are treated as a single group for teleport then the caster is clearly making the save/rolls as it is his spell and the rest of the group are (lol) encumbrance/baggage. It is also a simple interpretation that reduces the complexity of the situation.
I also comment that a GM may need to separate the group for drama/story plot purposes. I think it's easier to just make a 20*20' jail cell as not every teleporter is of medium size.
>> I think it is very clear that IFF the teleporter does NOT FIT in the destination location it becomes a Mishap.
>> Clearly Teleport Trap makes the destination a new location of which (I assume) the caster is not familiar with, thus a "False Destination".
again, Teleportation Trap is a high level spell with considerable GM's gray area.
side note: Crypt Thing Teleporting Burst(Su), ... but must appear on a solid surface capable of supporting its weight. If there is no appropriate destination in that direction, the creature does not teleport at all.
Diego Rossi
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again, Teleportation Trap is a high level spell with considerable GM's gray area.
I agree.
To bbangerter: my post wasn't about Azothath being or wrong, but about him noticing an inconsistency between the mechanics of the spell and the uses described in the lore written within the spell.
A lot of people would disregard it saying it is "fluff". But the "fluff" generally shows us how the creator thinks the spell should work.
If the spell has grey areas but the fluff shows how it is meant to work we should try to find a compromise that works.
Does the spell teleport five PCs into an enclosed area that can accept only a single medium-sized creature?
Yes.
Does that work with the existing rules?
No.
What rules we should consider for that or something similar to happen?
In this instance those about teleportation mishaps.
The question if each creature makes a separate save or all use the save of the original spellcaster is a separate thing.
Personally, I am more favorable to using separate saves, as very rarely Pathfinder has you use a different guy save as you first save without some very explicit, specific, rule.
The other guy save generally is a fallback option in the attempt to retry a save you originally failed, and there are specific rules about if and when you can do that.