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Abrupt Jaunt change;
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<blockquote data-quote="aboyd" data-source="post: 5570767" data-attributes="member: 44797"><p>I've used Abrupt Jaunt in 3 ways. Note that when it comes to negating attacks, it's about as useful as a Mirror Image spell. So I'm not particularly bothered by its ability to make the enemy waste a few attacks. Other low-level spells will do that too, and better.</p><p></p><p>What bothered me about it was different -- I ran a campaign where <em>every</em> PC, from the cleric to the fighter, took a level of wizard just to load up on the free teleportation. So I made a one-level dip less desirable, like this:</p><p></p><p>1. You can use this ability as many times per day as your wizard level or intelligence bonus, whichever is <em>lower.</em></p><p></p><p>Next problem I had was that they were using it to get beyond doors or walls that were clearly intended to block low-level characters. You know, the door with the DC 35 Open Locks check, and they were just teleporting to the other side and unlocking it. So I implemented the "Magic Item Compendium rule," like this:</p><p></p><p>2. Must follow the limitations that all the teleport items in the MIC had: that is, "The new space must be unoccupied and within line of sight and line of effect."</p><p></p><p>The third and final way I've used it is for my own PC, as his AC. He is a wizard with no Dexterity bonus, and only Amulet of Protection +2 for AC. So he has a total AC of 12. In order to keep him alive, whenever the enemy gets near, he uses it to force a few misses. Yes, this is exactly the thing that others here are complaining about. However, my wizard rolled poorly for stats -- about a 24 point buy -- and this allows him to be viable in a game where everyone else rolled 40+ point buy stats.</p><p></p><p>Nobody has complained yet. Not even the DM. I guess this third use looks like this:</p><p></p><p>3. Use 100% as written, fully unimpeded, fully unrestricted. However, in play it's only used as AC.</p></blockquote><p></p>
[QUOTE="aboyd, post: 5570767, member: 44797"] I've used Abrupt Jaunt in 3 ways. Note that when it comes to negating attacks, it's about as useful as a Mirror Image spell. So I'm not particularly bothered by its ability to make the enemy waste a few attacks. Other low-level spells will do that too, and better. What bothered me about it was different -- I ran a campaign where [i]every[/i] PC, from the cleric to the fighter, took a level of wizard just to load up on the free teleportation. So I made a one-level dip less desirable, like this: 1. You can use this ability as many times per day as your wizard level or intelligence bonus, whichever is [I]lower.[/I] Next problem I had was that they were using it to get beyond doors or walls that were clearly intended to block low-level characters. You know, the door with the DC 35 Open Locks check, and they were just teleporting to the other side and unlocking it. So I implemented the "Magic Item Compendium rule," like this: 2. Must follow the limitations that all the teleport items in the MIC had: that is, "The new space must be unoccupied and within line of sight and line of effect." The third and final way I've used it is for my own PC, as his AC. He is a wizard with no Dexterity bonus, and only Amulet of Protection +2 for AC. So he has a total AC of 12. In order to keep him alive, whenever the enemy gets near, he uses it to force a few misses. Yes, this is exactly the thing that others here are complaining about. However, my wizard rolled poorly for stats -- about a 24 point buy -- and this allows him to be viable in a game where everyone else rolled 40+ point buy stats. Nobody has complained yet. Not even the DM. I guess this third use looks like this: 3. Use 100% as written, fully unimpeded, fully unrestricted. However, in play it's only used as AC. [/QUOTE]
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