Personally, they should be feats.Crafty.
I never know how to feel about these sorts of rules end runs. Yes, it is legal by the rules but why such a circuitous route to get to it. By the rationale of balance here shouldn't the variant abilities just be available as feats?
Sounds aweful.I made Abrupt Jaunt work like the Reactive Counterspell feat -- you spend an immediate action AND lose your next standard action. Seems to make it balanced, the only other think that'd be nice is if distance and uses/day improved with class level like a familiar, instead of being fixed and int times / day, respectively.
Haven't gotten to playtest the ruling yet, but the basic idea was to changei t from being just a pure "win" button to a serious choice: "Is it worth gimping my actions next round just to avoid this?" Changed like this, I actually wouldn't mind if it got an extra 5 ft of range every 5 levels or something.
A little hyperbole, yes.You're forgetting it's an immediate action that (far as I know) interrupts an action. It can basically waste a melee attacker's entire turn, as well as completely negate many spells, especially if I do increase the range with level (which I am leaning towards, I'd just like to see it in use first). Beleive it or not, there ARE plenty of enemy attacks I would gladly trade my next standard action to avoid. In a duel, it becomes fairly weak, sure (but as it stands now, it's WAY too good in a duel), but it'd have many more opportunities to see use in a party.
And I hope that was hyperbole. Double caster level hp on its own is the equivalent of Improved Toughness x2, not to mention the actual ability, all for a familiar, worth one feat.
A little hyperbole, yes.
The fighter moves and attacks you (you use power): (since you can't move on your turn) he can 5 foot step and now attack you again (full attack even).