Teleport creature count.


Skills, Feats, Equipment & Spells


So, this has been a long-term irritation at our tables. Relocation spells like dimension door or teleport have had creature counts that basically assume a party of 4, at least early on.

It would be awesome to take this opportunity to introduce wording that expressly allows some wiggle room here. Familiars. Animal companions. Riding dogs. Leadership cohorts. These should all be exempt from creature-count, in my opinion, by default. "Sorry, you'll have to leave your class feature behind." That just sucks.

As well, it'd be nice if the base number of creatures was adjusted based on actual party size. Got a party of 3? Fine, lower it. Got a party of 6? Fine, raise it.

Just a thought.


Paizo is not in the business of making transportation magic convenient in this edition. Dimension Door only moves the caster, no allies (or familiar) at all, and Teleport will require more than 5 creatures to have two separate casters who then have to try to find each other at the other end.

Personally I think climbing into bags of holding is the solution...


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Xenocrat wrote:

Paizo is not in the business of making transportation magic convenient in this edition. Dimension Door only moves the caster, no allies (or familiar) at all, and Teleport will require more than 5 creatures to have two separate casters who then have to try to find each other at the other end.

Personally I think climbing into bags of holding is the solution...

Dimension Door specifically rules that out.

page 215, Dimension Door wrote:
If this would bring another creature with you—even if you’re carrying it in an extradimensional container—the spell is lost.

And Tree Stride, FTR, won't allow you to carry extradimensional spaces with you at all, making it very important to remember that your Gloves of Storing qualify.

Dark Archive

I feel as though a lot of quality of life spells have been reduced in power. This might be fine if there were heightening possibilities to improve them: unseen servant should still have a permanent version that high-level spellcasters can access; teleport can be heightened to increase distance but it should also increase the number of possible travellers; fly's maximum duration is an hour when Golarion's wizards are used to being able to extend overland flight for over 24 hours.


Sigh.

I get that the crowd of folks who want to play a character whose job is to hit things with a stick get overshadowed by classes with abilities beyond hit-things-with-a-stick. I really, really do.

I also get the crowd of GMs who want to run a campaign where high-level characters ride horses across the continent for a very realistic two months of in-campaign time so they can run dozens of flavorful encounters along the way. I really, really do.

I also also get the balance issues with classic rocket-tag tactics such as scry-buff-teleport. I really, really do.

But sigh.

Some of us would like to enable stories that don't involve tedium (defined as repeated mundane experiences.) Access to quality-of-life abilities such as flight, swimming, travel, load-bearing, food-finding, with reasonable duration can be done without ruining anyone's game.

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