Greater Teleport: Difference between revisions
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* '''Difficult Terrain:''' Creatures with ''greater teleport'' can usually teleport past ground-based [[difficult terrain]], and never suffer a movement penalty from it, even if their origin and/or destination squares are difficult terrain. | * '''Difficult Terrain:''' Creatures with ''greater teleport'' can usually teleport past ground-based [[difficult terrain]], and never suffer a movement penalty from it, even if their origin and/or destination squares are difficult terrain. | ||
* '''Permitted Movement:''' A creature with a ''greater teleport'' speed is able to [[charge]], but cannot [[run]], take [[5-foot step]]s or use the [[withdraw]] action. In order to charge, the teleporting creature must be able to target its opponent before the charge begins. In addition, creatures with a ''greater teleport'' speed may take feats as though they were able to cast [[Dimension Door (Spell)]], some of which allow them to perform charge actions and other fun things. | * '''Permitted Movement:''' A creature with a ''greater teleport'' speed is able to [[charge]], but cannot [[run]], take [[5-foot step]]s or use the [[withdraw]] action. In order to charge, the teleporting creature must be able to target its opponent before the charge begins. In addition, creatures with a ''greater teleport'' speed may take feats as though they were able to cast [[Dimension Door (Sorcerer/Wizard Spell)]], some of which allow them to perform charge actions and other fun things. | ||
* '''Overland Travel:''' ''Greater teleport'' cannot be used for [[Overland Travel|overland travel]] outside of combat. | * '''Overland Travel:''' ''Greater teleport'' cannot be used for [[Overland Travel|overland travel]] outside of combat. |
Latest revision as of 15:25, 29 March 2019
The primary difference between greater teleport and lesser teleport is the need for line of sight. Greater teleport does not require line of sight or line of effect to its destination. As a result, the risk of teleporting into solid objects is higher with greater teleport, but as with lesser teleport, such attempts are simply shunted back to the first open space along the direct line traveled, with no harm to the traveler. If all spaces between their starting space and their destination space are solid, the teleport fails and the move action is wasted.
Greater teleportation does not provoke attacks of opportunity from nearby enemies, either from leaving the starting square or from appearing in the destination square.
A creature with a greater teleport speed that attempts to teleport into open air will fall to the ground, but not until the end of their turn. Because the falling only occurs when their turn ends, a creature with a greater teleport speed could choose a mid-way point in mid-air for one teleport, then take a second move action to make another teleport to a spot on safe ground. Similarly, a teleporting creature could teleport up to a flying creature and attack it, assuming they are willing to suffer the falling damage afterwards.
- Prone: A greater teleport speed does not provide the creature with any protection against the Prone condition.
- Difficult Terrain: Creatures with greater teleport can usually teleport past ground-based difficult terrain, and never suffer a movement penalty from it, even if their origin and/or destination squares are difficult terrain.
- Permitted Movement: A creature with a greater teleport speed is able to charge, but cannot run, take 5-foot steps or use the withdraw action. In order to charge, the teleporting creature must be able to target its opponent before the charge begins. In addition, creatures with a greater teleport speed may take feats as though they were able to cast Dimension Door (Sorcerer/Wizard Spell), some of which allow them to perform charge actions and other fun things.
- Overland Travel: Greater teleport cannot be used for overland travel outside of combat.