Demons, devils and teleport


Pathfinder First Edition General Discussion


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Any demon, devil or whatever worth its brimstone can Greater Teleport at will. This causes a whole bunch of problems, and I''d like to abolish it. I'm just wondering if there's anything I'm missing.

It's a pain tactically and in worldbuilding. Tactically, a devil can strike, pop out, heal, buff, come back, rinse and repeat. And as devils are generally not stupid, it's a very obvious tactic that's no fun. It also means that crowd control doesn't work against them and neither does mundane terrain, doors, walls or the rest.

And as a GM trying to make a world that makes sense, TP should allow fiends to overrun the world. Cheliax and the Tanglebriar (to name but two places) are overrun with the things: why should they stay there? Why don't a bunch of Vrock from the Tanglebriar just TP into the middle of a kid's party in Cassomir? Why isn't Andoran subject to constant hit-and-run devil attacks? Because it's just assumed not to happen for reasons.

So if I just run a red pen through each entry in the Bestiary that says At will—greater teleport (self plus 50 lbs. of objects only) do I lose anything?

I'm not averse to fiends being able to teleport, but it should take a whole lot more than just clicking its hooves together three times and saying "There's no place like Hell."


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I think the fact that it only takes getting caught once is what keeps most of the more intelligent demons/devils from constantly and casually doing hit'n'run raids. It's not too far out of the question to run into someone with Dimensional Anchor, which can p!ss on your parade if you are playing teleport games.

The teleport thing is mainly there as a way od traveling that PC's cannot easily follow. That's it. A get out jail free card. You can do whatever you want tactically with your demons/devils... they have teleport so they can run away without being followed (too easily).


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Mudfoot wrote:
Tactically, a devil can strike, pop out, heal, buff, come back, rinse and repeat. And as devils are generally not stupid, it's a very obvious tactic that's no fun. It also means that crowd control doesn't work against them and neither does mundane terrain, doors, walls or the rest.

Well, they still can be surprised with enough damage to kill them, they can be stunned, paralyzed etc.. They might even fall victim to a simple grapple (greater teleport requires quite a concentration check). But, even more likely, they might fall victim to their arrogance, underestimating their mortal enemies.

Beyond that, there are some dedicated character options to stop teleporting enemies. The Teleport Tactician feat comes to my mind, VoodistMonk already mentioned the Dimensional Anchor spell, and there is a paladin oath's Anchoring Aura at level 8.

Quote:
And as a GM trying to make a world that makes sense, TP should allow fiends to overrun the world. Cheliax and the Tanglebriar (to name but two places) are overrun with the things: why should they stay there? Why don't a bunch of Vrock from the Tanglebriar just TP into the middle of a kid's party in Cassomir? Why isn't Andoran subject to constant hit-and-run devil attacks? Because it's just assumed not to happen for reasons.

The devils in Cheliax usually have missions to do. They are bound to the will of petty mortals - who are probably not that eager to risk an open war with Andoran. There is little point in striking against a few known key locations in Andoran, if Andoran afterwards mobilizes its military, calls down support from the Good-aligned planes, allies with Cheliax's neighbours (who don't like hit'n'run from devils either) and marches into a war Cheliax might actually lose.

The demons in the Tanglebriar bow to Treerazor. They might want to kill innocents all over Golarion, but their master wants these elves dead, so he gets upset if one of his minions acts too independently. Better obey grudgingly, have some fun hunting elves and wait for an opportunity.


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One way to "fix" this perceived problem is to apply the same rule that affects Dimension Door: "After using this spell, you can’t take any other actions until your next turn." So they can pop into the middle of a party, but the party has a chance to react (e.g. readied actions go off) before the baddie can act. That lets them keep their "get out of jail free" card, but makes popping into the middle of an adventuring party a bit more risky.


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Removing the teleport would make Planar Binding etc. significantly easier, as well as general use of Demons for uncontrolled slaughter where desired.

If i thought it was necessary, i would change the ability so that it could only be used to go to a specific plane (its home plane), which happens to be a common limitation of Outsider Teleport abilities. But it really doesn’t appear necessary or useful.


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Greater Teleport at will is a specific and significant challenge that must be overcome by the PC's, and to take that away is removing considerable CR from the encounter as well as the sense of achievement from the PC's for successfully overcoming it. And any creature that has Greater Teleport at will would practice using this in combat just as much as any normal Fighter would practice their Footwork while using a sword in combat. I think you should embrace this rather than get rid of it.


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I think it's the "At-Will" part that really messes with things. 3/day would still let potent fiends pop in and out of places and sow mischief, but it wouldn't be the "let's use this every other round, all day every day" thing it feels like it would be At-Will.

And sure, there are arguments as to why it could make sense...but they're just as ephemeral as their counters. If it feels wrong (it does to me), change it. Maybe--MAYBE--drop their CR down by 1 or so. I dunno.

I was thinking about this with one of those crazy CR20 things. The one that's a giant ball with four wings and has a horrific appearance that permanently blinds and feebleminds anyone who fails a DC30 save. Dude's got at-will Planeshift. I mean. Why doesn't it just spend it's days cruising around various civilizations, destroying whole populations with nothing but the fact that it exists? The whole "ah, but maybe it'll run into some adventurer-types who'll stop it" idea doesn't hold water for me. It's CR20. Who's gonna happen to be on hand to lay the smackdown on this thing? And with its intellect and various other abilities, I'm pretty sure it can make a few plans to just Planeshift back if anyone did happen to get there in time.

In summary, the Bestiary entries do not a cohesive planar ecosystem make. Those numbers and abilities make them good for fightin' PC's. If the video game-y-ness of that doesn't bother you, awesome. If it does, change away!


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The answer to Quixote's question is: The forces of evil are highly competitive and if a powerful being were to saunter off reaping destruction across the prime material plane(s) then they would return to find their powerbase divided amongst their enemies. They do not have the time to manage their powerbase and reap random destruction.


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Sure. That's one interpretation. And it works okay. But...I mean. "The enemy of my enemy is my friend". Evil in the traditional S&S genre is neither foolish nor stupid (I mean, just look at those Int and Wis scores). So it kind of seems like, maybe set your differences aside for a little bit and crush your foes?

And just to be clear, I'm not actually advocating that this other interpretation is superior or more valid. Just that it's as valid. So then it's really just a matter of narrative style and tone.

I like my stories to be more mysterious, less pinned down, sorted and boxed up than...I guess the Gygaxian standard usually is? Even things like creature type make me feel a trifle smothered.
So I definitely get the feeling behind nixing the at-will teleport and everything like it.


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It doesn't have to be going off wreaking random destruction. It can be scouting carefully when it has time and then wreaking destruction while grabbing souls, treasure, victims and the like. If it can GTP at will, this doesn't take any time out of its day. Like five minutes.

And unless the whole of Kyonin outside the Tanglebriar is warded against teleport and/or evil (which it is apparently not), I would fully expect demons to be popping up all over the shop tearing the place apart. They're demons. That's what they do. And when they're not doing that, they could be going to the neighbours to charm, blackmail or bribe them to attack Kyonin as well. It's evident that the elves are well versed in dealing with this, but it's been going on for thousands of years. That's not a stable state.

The only real limitation on GTP is that you need a reliable description of where you're going. That's not very hard if you simply want to travel a few hundred miles in a day to scout around, and then once you've been somewhere you can start again from there. A daily limit would put a reasonable stop to shenanigans like that.


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I don't know if Treerazor is an especially good example of this, given that he can only teleport within the Tanglebriar... it is possible that his minions suffer the same limitation.

And Kyonin is certainly prepared to deal with anything lesser than Treerazor, himself... if they can push Treerazor back away from their Sovyrian Stone, I am sure they can quickly squash any of his minions dumb enough to venture out of the 'briar. Probably just as easily as Treerazor and his minions execute any Elves foolish enough to meander into the Tanglebriar.

As for the Iathavos Qlippoth, yeah, those things are freaking scary... and if it goes on a rampage, some Good deity will send Solars to deal with it. You have to understand, though, only one such Iathavos is allowed to exist at a time... so self preservation probably keeps it from going around all willy-nilly.


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Again, that's a fine interpretation. But it's definitely not the only one. I prefer a little more nuance to my cosmos than a watered-down Cold War scenario, which is just what that feels like to me. But I honestly think that's what you end up with when everything is so clearly defined and categorized. There's not a lot of room for layers and doubt and wonder when you can look up the statblock for Heaven's janitor's cat.

If an ability like this (and there are many, at high levels) messes with the verisimilitude too much for you, cut it out. I think everyone's got a different tolerance level, along with how close to the source material they feel comfortable sticking to/straying from, and just the general tone and mood of the games they run.


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Well, ask yourself this: if you (yes YOU in real life) were born with Greater Teleport at will, how would you feel if your parents casted GM's Disjunction and removed your Greater Teleport at will because your CR rating was getting a little out of hand in your Teen years, and they just wanted to knock you down a peg? Because that's what you're doing to these poor devils right now. Meanies.


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Fiends are tough, deal with it.

Quixote wrote:


I was thinking about this with one of those crazy CR20 things. The one that's a giant ball with four wings and has a horrific appearance that permanently blinds and feebleminds anyone who fails a DC30 save. Dude's got at-will Planeshift. I mean. Why doesn't it just spend it's days cruising around various civilizations, destroying whole populations with nothing but the fact that it exists? The whole "ah, but maybe it'll run into some adventurer-types who'll stop it" idea doesn't hold water for me. It's CR20. Who's gonna happen to be on hand to lay the smackdown on this thing? And with its intellect and various other abilities, I'm pretty sure it can make a few plans to just Planeshift back if anyone did happen to get there in time.

Who is to say they don't? There are a lot of planes out there to choose from (an infinite amount, or as close as makes no difference), so the chances of any given area being affected is negligible. The reason you haven't experienced it is because it hasn't gotten around to you yet.


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Ryze Kuja wrote:
Well, ask yourself this: if you (yes YOU in real life) were born with Greater Teleport at will, how would you feel if your parents casted GM's Disjunction and removed your Greater Teleport at will because your CR rating was getting a little out of hand in your Teen years, and they just wanted to knock you down a peg? Because that's what you're doing to these poor devils right now. Meanies.

Ryze, I like the cut of your cloth.


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I do think At Will is pretty bonkers, especially since a lot (or maybe all) of the creatures that have it ALSO have pretty good SR, making them difficult to anchor. Even at like 6/day, it'd at least be predictable. For that matter, do any GMs out there actually take full advantage of the silliness At Will GT allows? I've gone so far as to have ambushers bip in and dump a whole load of AoE junk on a sleeping party, and that's not anywhere close to what *could* be done. So it really feels like an ability that the GM has to actively hold back on abusing anyway, so I don't see any particular need to drop CR for a nerf that really just brings it more in line with how GMs actually use it anyway.


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Saffron Marvelous wrote:
I do think At Will is pretty bonkers, especially since a lot (or maybe all) of the creatures that have it ALSO have pretty good SR, making them difficult to anchor. Even at like 6/day, it'd at least be predictable. For that matter, do any GMs out there actually take full advantage of the silliness At Will GT allows? I've gone so far as to have ambushers bip in and dump a whole load of AoE junk on a sleeping party, and that's not anywhere close to what *could* be done. So it really feels like an ability that the GM has to actively hold back on abusing anyway, so I don't see any particular need to drop CR for a nerf that really just brings it more in line with how GMs actually use it anyway.

Anything that teleports at will doesn't walk anywhere at my table. *poof* *poof* *poof* everywhere.


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Does it say "native outsider" in the stat block? No? Then they had to be brought here somehow. Either they're so powerful they Planeshifted on their own, or more likely they were summoned and are now controlled by an outside force. That outside force may or may not have them running about off-leash, depending on the GM and campaign.

For powerful enough fiends here on their own day-pass, consider this: Empyrean Angels exist, among other Good aligned, super-powerful outsiders. Said Empyrean Angels can cast Gate, Miracle, and Wish once/day, among other abilities. Angels this powerful usually date back to having been created by a deity, and created with a purpose. If said purpose is to check the machinations of the CR20 fiends that like to Planeshift into children's birthday parties, then so be it.

My point is that the PCs are NOT the only thing that culls the demons and devils that appear in the Prime. Heck, the Prime isn't even the ONLY plane Outsiders like to fight their battles on. If demons and devils, or other Evil outsiders, can just randomly 'port across the face of the earth and murder with impunity, then good or neutral outsiders can run around trying to stop them. Often the forces of good, such as monadic devas like to arm mortals with info or even weapons and have THEM deal with such threats, but said NPCs would ultimately be orchestrating the control of the forces of evil.

If you're interested in running a setting where things make sense, there's rules, monsters do things for a reason, consider a lone, mid-level demon: a Gibrileth or "filth demon." This creature has a 13 Int, more than capable of complex, long-term scheming, though they apparently prefer abject violence and infecting populations with their diseases.

Now this demon has no way to transport itself between planes, so it was likely brought here by some evil force looking to spread pestilence. If, however this demon got the chance to slip its bonds it can greater teleport at will, has the Amorphous quality, and has a decent 40' Fly (Good) so it can move about easily.

So in your setting, why wouldn't such a creature just tour the land infecting every mortal with Demonplague and be done with it? Well, while it IS more powerful than about 90% of the populace, based on the Settlement stat blocks in PF1 if it gets too close to something as urban as a Small City they might encounter an NPC with level 6 spellcasting; that is, a caster capable of casting 6th level spells.

Then there's the heat it's presence draws. There might be an entire sect of healers devoted to Good god, such as Sarenrae, who in turn can combine their efforts to summon up a powerful, scimitar-wielding Agathion, a Leonal, if too many of the flock are under a threat. If the demon just goes about willy nilly and murders the innocent, it'll have a sun-cat on its back.

THEN there's other monsters to deal with. Could be that, in the region the demon was summoned into, an old vampire has been quietly feeding off the populace for centuries. If suddenly it's food supply is threated by demon-spawned disease, the vampire will work to neutralize the threat.

Or how about a dragon? They don't just sleep on piles of treasure all day. Take a blue dragon the revels in desert winds and storms. She crisscrosses the caravan trade routes, dancing in the tempests and raiding for food and plunder. She has ALSO existed for centuries though and has a network of thieves, spies and lackeys that feed her information and tribute for her hoard. When they tell their mistress that a fiendish pestilence has decimated the cattle and camel herds and now the caravans have slowed to a snail's pace, the dragon will not take it lying down.

If you WANT to bring your setting to life, DO it. Give honest motivation to all the forces of good and evil to justify how one doesn't so obviously topple the other. Alarm spells and abjurations to keep teleporters out; networks of NPCs dedicated to the goals of some powerful patron; rare, PC classed NPCs with the knowledge and skill to hold out long enough for the PCs to arrive and save the day. Even planar forces subtly manipulating all of this from behind the scenes ensuring that their endless wars go ever on.


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Ryze Kuja wrote:
Anything that teleports at will doesn't walk anywhere at my table. *poof* *poof* *poof* everywhere.

Same here. But beware of any changes or anti-magic areas, because anyone who is used to such a convenient method of movement over a lengthy period of time will soon forget things like walking.


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Ryze Kuja wrote:
Saffron Marvelous wrote:
I do think At Will is pretty bonkers, especially since a lot (or maybe all) of the creatures that have it ALSO have pretty good SR, making them difficult to anchor. Even at like 6/day, it'd at least be predictable. For that matter, do any GMs out there actually take full advantage of the silliness At Will GT allows? I've gone so far as to have ambushers bip in and dump a whole load of AoE junk on a sleeping party, and that's not anywhere close to what *could* be done. So it really feels like an ability that the GM has to actively hold back on abusing anyway, so I don't see any particular need to drop CR for a nerf that really just brings it more in line with how GMs actually use it anyway.
Anything that teleports at will doesn't walk anywhere at my table. *poof* *poof* *poof* everywhere.

That's more flavour than actually utilizing at-will GT to its fullest extent. You could do the visual part of that with a whole host of weaker abilities too. To be absolutely clear, I'm not saying whether you should have unlimited GT or not, just that nerfing it isn't a reason to reduce CR as was suggested, so exclusively dealing with conflict. I'm suggesting that a GM actually using at-will GT to greater tactical effectiveness than say, 3/day GT is pretty rare because the things you're doing at that point have about 50/50 odds of basically being just you narrating how the players die.

So who cares if you nerf it down to 3/day unless you were seriously planning on doing something like scry-and-frying an entire PC group individually while they're in bed, unarmed, and alone.


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Mark Hoover 330 wrote:

Does it say "native outsider" in the stat block? No? Then they had to be brought here somehow. Either they're so powerful they Planeshifted on their own, or more likely they were summoned and are now controlled by an outside force. That outside force may or may not have them running about off-leash, depending on the GM and campaign.

For powerful enough fiends here on their own day-pass, consider this: Empyrean Angels exist, among other Good aligned, super-powerful outsiders. Said Empyrean Angels can cast Gate, Miracle, and Wish once/day, among other abilities. Angels this powerful usually date back to having been created by a deity, and created with a purpose. If said purpose is to check the machinations of the CR20 fiends that like to Planeshift into children's birthday parties, then so be it.

My point is that the PCs are NOT the only thing that culls the demons and devils that appear in the Prime. Heck, the Prime isn't even the ONLY plane Outsiders like to fight their battles on. If demons and devils, or other Evil outsiders, can just randomly 'port across the face of the earth and murder with impunity, then good or neutral outsiders can run around trying to stop them. Often the forces of good, such as monadic devas like to arm mortals with info or even weapons and have THEM deal with such threats, but said NPCs would ultimately be orchestrating the control of the forces of evil.

If you're interested in running a setting where things make sense, there's rules, monsters do things for a reason, consider a lone, mid-level demon: a Gibrileth or "filth demon." This creature has a 13 Int, more than capable of complex, long-term scheming, though they apparently prefer abject violence and infecting populations with their diseases.

Now this demon has no way to transport itself between planes, so it was likely brought...

That was beautiful, please marry me!


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There's mechanical issues with GT on Demons and Devils, in combat. This is an SLA, which requires Concentration. The Gibrileth I reference upthread has a +16 Concentration check. If currently threatened by anything that has the chance of hurting them, such as a Barbarian with a greataxe, the demon might choose to Cast Defensively at a DC 29; they've got a 40% chance of success with that.

If they choose to risk it and just teleport under duress, this provokes an AoO. The Concentration check from any damage taken that gets through their DR is 17 plus the amount of damage taken. Depending on the foe they're facing and the amount of damage that enemy can sink into a single AoO, the DC here could be significant as well.

Then there is the need for a Standard action to use this SLA. Anything that removes the monster's ability to use a Standard action removes this ability. Period.

Even greater teleport shows no verbiage saying that the user can take any other actions than a Move action the round the spell is cast. Since SLA's work the same as spells in this regard, the demon has nothing more than a Move action the round they 'port out meaning they can't just teleport behind a foe and gain some kind of advantage that SAME round.

In a world of high fantasy there are counters the teleport ability, even GT. Spells, counterspells, anti-magic zones and such can all be employed to either keep the fiend from entering in the first place or getting away if it tries to flee.

While I'm not saying these mechanics make it impossible for fiends to dominate the Prime, running around causing acts of mayhem and violence willy nilly, I DO think they, along with the more fluffy, setting-related comments I made upthread add enough complications that just opening up, say, a Wolrdwound and spitting hoards of demons out is not a guaranteed path of conquest for said fiends.


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Luckily, this is entirely in the hands of the GM, not the players. Give that sort of ability to a PC and you have a broken campaign very, very fast (unless you build the whole thing around it). Even a 1st level commoner can smash the economic assumptions just by carting high-value objects around (remember the 50lbs limit).

So I'll just fudge it. Fiends can TP under some circumstances that may or may not apply at a given moment. Maybe they need a willing link at the target end to receive them. Maybe they need a material component or focus. Maybe they need more time or can do it only when the stars are right or with the aid of a coven.


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So, like, at will, then? I mean, it's at your will, obviously... always has been... demons and devils aren't real. Lol.

Seriously, though. The reason they don't zip zip zip in combat is because they can't... action economy does not support the use of greater teleport in combat... they can't use it like/with Dimensional Savant, so it's largely just for arriving and leaving.

Hubris. They think they are mighty enough to handle almost anything without using it, so they don't. For better or worse.


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Saffron Marvelous wrote:
I do think At Will is pretty bonkers, especially since a lot (or maybe all) of the creatures that have it ALSO have pretty good SR, making them difficult to anchor. Even at like 6/day, it'd at least be predictable. For that matter, do any GMs out there actually take full advantage of the silliness At Will GT allows? I've gone so far as to have ambushers bip in and dump a whole load of AoE junk on a sleeping party, and that's not anywhere close to what *could* be done. So it really feels like an ability that the GM has to actively hold back on abusing anyway, so I don't see any particular need to drop CR for a nerf that really just brings it more in line with how GMs actually use it anyway.

Very few. Much like how there are very few groups out there who actually play the full 4D Hyperchess of 20th level play.

I'd even go so far as to say that the bigger reason is less sense of fair play or even running an enjoyable game, so much as it is the headache of dealing with it.


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Mudfoot wrote:
Any demon, devil or whatever worth its brimstone can Greater Teleport at will. This causes a whole bunch of problems, and I''d like to abolish it. I'm just wondering if there's anything I'm missing

I am with you. I have thought of removing fiendish teleports since the early 1980s. The capability is radically overpowered.

Most of my thoughts regarding this was the use of the power on the outer planes. An adventuring party is spotted on Avernus by a lone Abishai flying a patrol. It teleports away and informs it's Central command. A squad or two of lesser devil's is sent by greater teleport to capture the party. When they arrive, they leave one or two members to observe. If the party appears about to defeat them, the observers teleport away and come back with an entire company of troops, with greater devil support. If that doesn't work, major figures show up. In Avernus, I had conceived of the Sisters of Slaughter (around 2000/2001), nine erinyes each with 20 levels of ranger. In the unlikely event there is an after that, it's companies of pit fiends led by the dukes of Hell. Thanks to greater teleport (teleport without error in the before times), this escalation can occur over the course of a few minutes. You can kiss any party who aren't gods goodbye, unless you perform twenty dance steps to explain these basic capabilies away.

Yes, I was inspired by Ed Greenwoods masterpiece articles in Dragon 75, 76, and 91. These thoughts evolved over the course of the decades since.

----

Dimensional anchor and dimensional lock are not going to be of much use in these scenarios where PCs are being overwhelmed by sheer numbers who leave observers in the distance.


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If it doesn’t suit your campaign for outsiders to teleport at will then just remove it. From memory 5e demons and devils can’t teleport at will and it works just fine.

If you want an in game reason why the have the ability and don’t use it all the time, then perhaps overuse drains their power and turns them into the next weaker demon or devil. If on the other hand you want to increase in power, and of course they all want to, then they have to use teleport sparingly.

As to why demons and devils don’t simply wander around killing innocents, well possibly that just creates more angels. Angels whose first mission is to take down the devil that slew them. Better make sure these mortals are corrupted before they die. Souls are valuable!


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You think outsiders with At-Will Greater Teleport are bad for worldbuilding? Wait until you hear about shadows/wraiths. Unlike the Wraith/Shadowpocalypse, there are very reasonable reasons why.

The simple reason why outsiders don't go gallivanting across the material plane? It's not worth it. Mortals breed like flies and outsiders have plans. It provokes an equal response on the opposite alignment spectrum, grand war of good and evil style. A demon goes rip and tear into the countryside? An angel who gets to be stronger since the demon also removed innocents pops in and swiftly eliminates them. Or worse, you've spawned a little nugget of newly orphaned Hero Brand PC who will go on to foil centuries or millennia of planning.

And you don't always need Dimensional Anchor when a Readied Action to shoot when they try to cast, Step up/Step up and Strike, Counterspells, etc.

A Teleport is still a standard so a Devil trying to hit and run is going to be running into 4-6 readied actions.


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About the scout watchers comment.

Remember one thing about teleport, you need to know the location of where you are going. Even for Greater Teleport.
A "good description" will not work in an infinite plane.
So the watchers going to get reinforcements have an issues of how they are going to impart the knowledge of the location.
They can't bring anyone else with them and unless trained, they cannot scry and show.

There is no way any devil will know every location in an infinite plane without scrying magic or similar.

So reinforcements will arrive probably in the form of going to a "nearby" waypoint or base that the local troops know about.
Then fly or teleport hop following the scout.

Another suggestion for teleport at will is to have a cool down, depending on rank.


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Mark Hoover 330 wrote:
Does it say "native outsider" in the stat block?

A side point: The Native subtype is irrelevant to whether a creature has had to travel the planes to get where it is. That is the function of the Extraplanar subtype.

Doesn't undermine you main point iat all, but better not to spread confusion on that score IMNSHO.

_
glass.


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Scavion wrote:

And you don't always need Dimensional Anchor when a Readied Action to shoot when they try to cast, Step up/Step up and Strike, Counterspells, etc.

A Teleport is still a standard so a Devil trying to hit and run is going to be running into 4-6 readied actions.

^---- Yep, this. There are many counters to GT at will, and it's a significant achievement when the PC's counter it successfully. Readied Actions to "proceed to smash face if/when he teleports" is something any party can do, and is especially potent with Holy weapons. Having Dimensional Anchor is tough to land due to SR/saves, but for any decent caster this isn't a long-shot by any means either, especially once you're lvl 13-14 and have Limited Wish for a -7 to a Save. Counterspelling the GTAW with Dispel Magic is probably your best chance though because their CL for that SLA is usually = their CR +/- 2CL, and by the time you face any Devils you should have Greater Dispel (+4 to your CL to counterspell) and/or CL-increasing items. If you have Paragon Surge and know you're about to face a Devil, you can give yourself Dispel Focus (or Greater Dispel Focus if you already have DF) for even more umph.


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why don't demons/devils abuse it? Because forbiddance is a thing that exists. Only 6th level and not only does it block it, it can harm them as well. Sure if they have SR it might bounce it, or they take a fireball to the face for the attempt. Couple that with the people high enough to cast it and you'll check any teleporting willy nillyness in the bud right quick


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Ryze Kuja wrote:
There are many counters to GT at will, and it's a significant achievement when the PC's counter it successfully. Readied Actions to "proceed to smash face if/when he teleports" is something any party can do, and is especially potent with Holy weapons.

This is certainly true for tactical occasions...but it kicks you in the teeth when everyone readies for GT and the fiend does something else instead.

Ryze Kuja wrote:


Having Dimensional Anchor is tough to land due to SR/saves, but for any decent caster this isn't a long-shot by any means either, especially once you're lvl 13-14 and have Limited Wish for a -7 to a Save. Counterspelling the GTAW with Dispel Magic is probably your best chance though because their CL for that SLA is usually = their CR +/- 2CL, and by the time you face any Devils you should have Greater Dispel (+4 to your CL to counterspell) and/or CL-increasing items. If you have Paragon Surge and know you're about to face a Devil, you can give yourself Dispel Focus (or Greater Dispel Focus if you already have DF) for even more umph.

Unlimited GT comes in at around CR5, not CR13. If it were restricted to high level monsters like Glabrezu and Gelugons and so on there would be less of an issue, but...

These guys get GT at will:
Nixudaemon CR7
Suspiridaemon CR7
Andrazku CR5
Babau CR6
Incubus CR6
Nabasu CR8
Shadow demon CR7
Succubus CR7
Thoxel demon CR5
Yaenit CR6
Accuser Devil CR3
Barbazu CR5
Curse Devil CR5
Gambling Devil CR4
Lesser Host Devil CR3
Mnemor devil CR5 (according to AoN, no 50lbs limit...)
Lesser Possession Devil CR6
Vayuphak Asura CR5

(plus a few more who get 3/day at lower CR. Daemons and Divs aren't quite as hot at GT as demons & devils of the same CR; some get Dim Door instead. And Qlippoths generally get nothing.)


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Mudfoot wrote:
Ryze Kuja wrote:
There are many counters to GT at will, and it's a significant achievement when the PC's counter it successfully. Readied Actions to "proceed to smash face if/when he teleports" is something any party can do, and is especially potent with Holy weapons.

This is certainly true for tactical occasions...but it kicks you in the teeth when everyone readies for GT and the fiend does something else instead.

Ryze Kuja wrote:


Having Dimensional Anchor is tough to land due to SR/saves, but for any decent caster this isn't a long-shot by any means either, especially once you're lvl 13-14 and have Limited Wish for a -7 to a Save. Counterspelling the GTAW with Dispel Magic is probably your best chance though because their CL for that SLA is usually = their CR +/- 2CL, and by the time you face any Devils you should have Greater Dispel (+4 to your CL to counterspell) and/or CL-increasing items. If you have Paragon Surge and know you're about to face a Devil, you can give yourself Dispel Focus (or Greater Dispel Focus if you already have DF) for even more umph.

Unlimited GT comes in at around CR5, not CR13. If it were restricted to high level monsters like Glabrezu and Gelugons and so on there would be less of an issue, but...

These guys get GT at will:
Nixudaemon CR7
Suspiridaemon CR7
Andrazku CR5
Babau CR6
Incubus CR6
Nabasu CR8
Shadow demon CR7
Succubus CR7
Thoxel demon CR5
Yaenit CR6
Accuser Devil CR3
Barbazu CR5
Curse Devil CR5
Gambling Devil CR4
Lesser Host Devil CR3
Mnemor devil CR5 (according to AoN, no 50lbs limit...)
Lesser Possession Devil CR6
Vayuphak Asura CR5

(plus a few more who get 3/day at lower CR. Daemons and Divs aren't quite as hot at GT as demons & devils of the same CR; some get Dim Door instead. And Qlippoths generally get nothing.)

Yeah, I was talking about scary, higher level devils. For low lvl devils, Dispel Magic for Counterspell starts at lvl 5, and GTAW as an SLA is susceptible to Dispel. Readied actions with Holy weapons work just fine too.

Its kinda rare to run into a lower level devil by itself. Usually they're summoned in by a higher level devil.


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Bjørn Røyrvik wrote:

Fiends are tough, deal with it.

Quixote wrote:


I was thinking about this with one of those crazy CR20 things. The one that's a giant ball with four wings and has a horrific appearance that permanently blinds and feebleminds anyone who fails a DC30 save. Dude's got at-will Planeshift. I mean. Why doesn't it just spend it's days cruising around various civilizations, destroying whole populations with nothing but the fact that it exists? The whole "ah, but maybe it'll run into some adventurer-types who'll stop it" idea doesn't hold water for me. It's CR20. Who's gonna happen to be on hand to lay the smackdown on this thing? And with its intellect and various other abilities, I'm pretty sure it can make a few plans to just Planeshift back if anyone did happen to get there in time.
Who is to say they don't? There are a lot of planes out there to choose from (an infinite amount, or as close as makes no difference), so the chances of any given area being affected is negligible. The reason you haven't experienced it is because it hasn't gotten around to you yet.

This. Also, for, the monster he refers to (The Iathavos qlippoth) there's only one in the entire multiverse (if killed, another replaces it, but it's a new individual). It and its predecessors may well have destroyed numerous civilizations.

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