
Bjørn Røyrvik |
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It depends on a couple of things.
First off, how did the monk cast DDoor? If they used the Abundant Step class feature, it won't work because AS only works on the monk and no one else. if the monk had some other way of casting DDoor, such as from a class ability, it might. I'm not sure if casting DDoor from a scroll would work by RAW but I'd allow it, and casting it from a Ring of Spell Storing should work. By RAW it won't work with a wand, but I would probably allow it anyway.
Secondly, what do you mean by 'transport players to strategic spots on the map'? It sounds like he's dropping them off at different spots. I don't know if this is possible by RAW, but let's look at Dimensional Dervish.
D.Dervish allows you to make multiple small teleports, in 5' increments, up to twice your movement speed, not the normal range of Dimension Door. Since Dimension Door requires the caster to touch other travelers, I don't think it unreasonable that someone using DDervish and DDoor could take a bunch of people with them and drop them off at various points along the way since letting go of something is a free action. However, since you are limited to an amount of distance equal to your movement it won't be possible to spread people around to any great degree.
Assuming you can drop off other characters at different points, you should be able to DDoor someone a couple of squares away from an opponent, drop one melee in front of the opponent and another on the opposite side, as long as you have enough movement to handle this.
You could not DDoor someone 200 feet away then drop someone else 100' away and then head 300 feet to an opponent.

avr |
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As a monk?
He cannot take other creatures with him when he uses this ability.
You can take a full-attack action, activating abundant step or casting dimension door as a swift action.
Not legit, no. Well, not unless they have dimension door from a different ability.
Edit: doubly ninja'd. I shall return to ninja basic training.

Azothath |
sometimes excitement and passion overcome sensibility
whenever a player seems to take to many actions just ask them to explain it on the spot. Hopefully that can happen in a minute or less. Explain that as a GM it seems to be outside your idea of the rules and if it is still implausible ask the player to agree not to do it and you can discuss it after the game. A tricky corner case takes some time to review, it's not always clear at the onset if it is 'legal' or not.
For PFS I always advised GMs to ask if the PCs did any oddball or powerful feat combos/actions/etc BEFORE the game started (during character review). That way when this crops up in the game later it is about disclosure when asked rather than creating a rule fight at the table in the middle of a game. It also gives the player a chance to leave the table or switch characters if they are highly invested in said trick.