Denied DEX = Flat-Footed?


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Mobility only protects against AoOs from movement, as well. Which depending on which non-core books you use, could be an important facet to remember.

Very cool! I have that book, but we haven't implemented much of it into our game, yet.

I'd reccommend pretending Abrupt Jaunt didn't exist or nerfing it tremendously. It's incredibly broken as written, and works just as well if you prstige out of wizard ASAP as if you stayed in the class. Note that as written, it lets the caster int times/day evade a full attack (wasting that creature's entire action), charges, many ranged spells and effects, etc...

To fix it, you'd want to tie the range and uses per day to Wizard level, I'd say. Afterall, it's replacing Familiar, which advances with Wizard level and tends to cease advancing if you leave wizard. Then again, there's the Obtain Familiar "trick"...
 


It's probably good advice to nerf it somehow. I allowed it fully in my campaign, because my point of view was that it wasn't much better than a mirror image spell -- that is, it'll prevent you from getting hit a few times, and then that's it, back to normal. At least, that's how I played an NPC villian that was using the ability.

However, the players were different. They were pissed about the ability being used by a villain, and since you only need a 1 level dip in wizard to get it fully, three characters took it for their next level up, after they encountered the villain who used it. In addition, their first use was not to get out of danger, but instead to get behind a door that they shouldn't have been able to get past at their level.

At first, I nerfed it by saying that it worked like a real Teleport spell, with die rolls for misdirection and botched landings and all that. However, none of the players bothered with the rolls in the heat of battle. That's when I realized that there are 3 items in the Magic Item Compendium that share a teleport mechanism that is easy (no die rolls) and makes sense. The items are: Anklet of Translocation, Boots of Swift Passage, and Dimension Stride Boots. So now it follows the system used by those items (that is, you need line of sight, line of effect, can only take your max load with no riders, and if you try to teleport into an occupied square it fails and the use is expended).

Adding a limitation such as "the number of daily uses is equal to your Intelligence bonus or your class level, whichever is lower," would be another good idea to prevent it from becoming a one-level dip for every single character.
 

Flat footed

Flat-Footed
At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can’t use your Dexterity bonus to AC (if any) while flat-footed. Barbarians and rogues have the uncanny dodge extraordinary ability, which allows them to avoid losing their Dexterity bonus to AC due to being flat-footed.

A flat-footed character can’t make attacks of opportunity.

Also note that a character with combat reflexes can make AoOs while flat footed.

A few other small things trigger off of flat footed I believe. IIRC in Monte Cook's Arcana Evolved there is a first strike feat that gives you +1d6 sneak attack damage against flat footed opponents.
 



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