| Post/Author/DateTime | Post |
|---|---|
| Dryder10-25-04, 11:09 AM | The Erinyes is able to use teleport at will. If it teleports away (either 100 miles, or only within a big room) on her turn can it as well attack in the same round and will it be disoriented after the teleport? I had a last final fight last session. The Erinyes had Rapid shot feat and was able to fire 4 arrows a round. I let her teleport during the fight and after reappearing a few feet away allowed her to take a single shot in the same round (for dramatic reasons). One of the players was so upset that I am not sure if this was possible (not that I would have a problem if not - the master is always right :D ) but just to know it! Any comments?! |
| Board_Rider10-25-04, 11:20 AM | I don't see anything wrong here. If you fired all four arrows that may have been a bit much though. Sounds as though your Teleport was a modified way of Blinking. |
| DrMorganes10-25-04, 11:25 AM | Spell-like abilities, like teleport, still function as spells, and "at will" does not equal "instant use". In this instance, you erred. The Erinyes can teleport as often as she wishes, but still subject to certain rules. Specifically: Using a spell-like ability is a standard action that provokes an attack of opportunity. Sometimes using a spell-like ability can be a free action or a full-round action, or it can have an even longer activation time. However, it's a standard action unless the ability description specifically says otherwise. A creature using a spell-like ability can use all the tricks that a spellcaster can use to avoid that nasty attack of opportunity. The creature can take a 5-foot step before using the ability (so as to get out of a threatened area). The creature also can make a Concentration check to use the ability defensively. A spell-like ability can be disrupted. Anything that could disrupt a spellcaster's concentration and ruin a spell can do the same thing to a spell-like ability. (See the section on disrupting spell-like abilities, below.) A spell-like ability is subject to the effects of antimagic. An antimagic field or a beholder's antimagic ray suppresses a spell-like ability so that it has no effect. This suppression does not dispel the ability, however, so if the spell-like ability's duration outlasts the antimagic effect, the spell-like ability resumes functioning when the antimagic effect goes away. An antimagic effect also blocks line of effect (see Chapter 10 in the Player's Handbook) for any magical ability, though a creature always has line of effect to itself. So a creature with a spell-like ability could use the ability on itself, even in an antimagic field. The magic still would be suppressed while the creature remains inside the antimagic effect, and the creature would gain no benefit from the ability until it left the area of antimagic. Time spent inside the antimagic effect still counts against the magic's duration, however. A spell-like ability can be dispelled. All the usual limitations of dispel effects apply to dispels used against spell-like abilities. For example, a spell-like ability with an instantaneous duration cannot be dispelled, and the dispel user must make a successful caster level check to dispel any spell-like ability with a longer duration. A spell-like ability has a caster level. The description of the creature will give its caster level for its spell-like abilities (which, among other things, determines the DC for the caster level check to dispel the ability). If no caster level is given, its caster level is equal to its Hit Dice. In many cases, however, a creature's caster level for spell-like abilities is not the same as its Hit Dice, and it might not be the same for all its spell-like abilities. Likewise, if the creature actually can cast spells, its caster level for its spells might be different than its caster level for spell-like abilities; check the creature's description to be sure. Some spell-like abilities duplicate spells that are not subject to dispelling; if so, the spell-like ability also is not subject to dispelling. A spell-like ability is subject to spell resistance. The creature using the spell-like ability must make a caster level check to overcome the subject's spell resistance, using its caster level for the spell-like ability in question. Some spell-like abilities duplicate spells that are not subject to spell resistance. If so, the spell-like ability also is not subject to spell resistance. A save DC for a spell-like ability is calculated the same way a save DC for a spell is calculated. The save DC for a spell-like ability (unless its description specifically says otherwise) is: 10 + the level of the spell the ability duplicates + the user's Charisma modifier. The user's Charisma modifier affects the ability's save DC no matter what spell the ability duplicates. The above information was taken from the Rules of the Game article All About Spell-like Abilities, Part 1 (http://www.wizards.com/default.asp?x=dnd/rg/20040413a). Since the use of this ability is a standard action, the Erinyes cannot attack then teleport (or vice versa). Additionally, using Rapid Shot is only possible when using the full attack option. Obviously you may house rule this as you see fit. I would caution you, however, to remember that what works for the DM must also work for the players. Don't be surprised if they try to whip this one out at some point in the future... |
| Dryder10-25-04, 11:31 AM | DrMorganes, that was preety much info! Thanx for it and I am presently downloading the articles to read them. As it looks, I made a mistake, but hey... Its never too late to say "Sorry players, I was wrong!" |