Targeted at a creature, they have save, and then take some damage. The saving throws are also a holdover from 3. Off Target: You appear safely a random distance away from the destination in a random direction. Retrieving a specific item from a bag of holding is a move action—unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. Languages Abyssal, Celestial, Common, Draconic, Infernal, Ignan, Elven, Dwarven; tongues, telepathy 100 ft You could probably take out Infernal they're demons, not devils and Ignan, and I'm guessing Elven and Dwarven are mostly there for usefulness.
Once you designate the destination for the circle, you can't change it. I think this makes teleportation more evocative… more interesting. Or he can simply use a high Bluff skill and lie about where he's teleporting them. But on the downside, wouldn't the character's get a Reflex save to avoid this? Racial Modifiers +8 Bluff, +8 Perception Did you consider any racial bonus to Diplomacy? It's not necessary that you do so; it's just that that's an awfully long language list. With a step, you can move from one circle to the other.
The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane. When they're finished, the same guy leads them through another portal. Presumably there's a method of egress, such as portal, on the plane somewhere. Studied carefully is a place you know well, either because you can currently physically see it, or because you have been there often. Then you wouldn't have to deal with either bangs or puddles.
Languages: I didn't know what extra languages to give her for her increased intelligence so I gave those that seemed to fit most. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. Then, when they're done, he teleports them to the basement by lying to them. If I were to teleport an object into a space which is already occupied by another object, what happens to them assuming I'm following the rule that I must teleport with it and the object can't exceed my maximum load? Familiarity On Target Off Target Similar Area Mishap Very familiar 01-97 98-99 100 — Studied carefully 01-94 95-97 98-99 100 Seen casually 01-88 89-94 95-98 99-100 Viewed once 01-76 77-88 89-96 97-100 False destination — — 81-92 93-100 Teleport, Greater Source School conjuration teleportation ; Level arcanist 7, psychic 7, sorcerer 7, summoner 5, summoner unchained 6, witch 7, wizard 7 Casting Casting Time 1 standard action Components V Effect Range personal and touch Target you and touched objects or other touched willing creatures Duration instantaneous Saving Throw none and Will negates object ; Spell Resistance no and yes object DescriptionThis spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. As long as you have hitpoints, you're basically immune to direct effects that aren't written, balanced parts of the rules. 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. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance and may use her charm monster spell-like ability through it.
Or he can simply use a high Bluff skill and lie about where he's teleporting them. Overall this is a pretty nice creature, though perhaps not entirely original in concept. 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. You must have line of sight to your destination in order to use dimension door. It's an extra step, but Teleport to a very nearby location, followed by Dimension Door on-schedule to the exact point, gets the basic effect that you're after if not the exact thing.
Maybe in order for them to have the meeting they have to be teleported into a chamber to meet with the Archmage and the only way for them to leave is by teleport. But I can't find greater version. How can I send them to the dungeon, then, if they're unwilling? That puts its range right between the two spells whose ranges are clear. Similar Area: You arrive in an area that is visually or thematically similar to the target area. For these rerolls, roll 1d20+80. This is part of the.
If you use greater teleport to reach a destination that is not a permanent teleportation portal, the you must have some clear idea of the location and lay-out of your destination. A permanent teleportation circle that is disabled becomes inactive for 10 minutes, then can be triggered again as normal. An unwilling victim must be grappled before the greater succubus can use this ability. On the bonus damage, that's the amount of damage her strength and enhancement bonus give. For more information about Paizo Inc. Ta-da, you have an instant teleport, straight down, with added falling damage! Profane Gift Su As a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. I'd almost be tempted, since that ability earth glide obviously destroys the physical concept of displacement, to allow all of the above, with no replacement -- the character is overlaid on whatever media he is immersed in, and so he does not displace a volume.
On the dice size, succubus claws already do nonstandard damage medium claws should be doing 1d4 so I kept it as it. Note that Dimension Door has the solid object clauses because you are allowed to specify directions that may or may not lead to valid target spaces. Magic traps such as teleportation circle are hard to detect and disable. Could you, or is this too much better in some ways while not enough in others ability scores higher, not enough added class-like features. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. Teleport Spell School Descriptor teleportation Level 5, 5, 5, 5, 5, 5, 5, 4, Sum 5, 5, 5 Source: , pg s. As does teleporting a table into a support pillar and causing a building to collapse.
Normal succubus claws only crit on a 20. Divine casters who know this spell usually only know the sigil sequence to travel to a particular location on the home plane of their god although there is nothing stopping them learning other addresses in time. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. To see how well the spell functions, then roll 1d100 and consult the following table. The published rules do that very well without my help! This reduces the casting time down from 1 hour to 1 minute.