Description...
Thanks for the advice everyone. Piratecat, I didn't even think to consider that--thank you. We're interested in all of your insights as to what would go well with this. I like the idea of a +4 dodge either now or on consecutive "rolls".
I did recieve a reply on another board from MongoosePaul (Tucker):
"No, there isn't a concealment/cover modifier though, of course, a GM could add one if he wished. The primary advantage of the ability is the movement next to your opponent, negating their dexterity modifier which, of course, would set up a multi-classed rogue/PW for sneak attacks rather nicely..."
Regardless, here is the description of said Psionic Power in case anybody would like to help me consider how to expand this for
future use in my campaign. I'm quite sure that I'd like to grant the manifester an overt defensive benefit vs. only his attacker in addition to the later flat-footed status. I may even remove the Reflex portion of the spell to keep it from having 3 effects at only a 4th level spell. Any more suggestions would be great.
(from The Quintessential Psychic Warrior, Mongoose Publishing, pg. 56)
Rollover
Psychoportation (Dex)
PsyWar 4
Au, Ol
1 action
personal
you
1rnd/3 PW levels
7 pp
When this power is activate, you move very quickly in response to any attack directed at you. The psychic energy flowing through you is so powerful that it need only be released by a sudden change in your environment to send you acrobatically twirling from one location to another. While this ability is activated, you receive a +2 circumstance bonus to any Reflex saves you must make but, whenever you must make a Reflex save, you sacrifice your next movement action and must immediately move 5 feet. If you cannot move, you lose the circumstance bonus and this ability ends immediately.
In addition to the bonus to Reflex saves, this ability also makes you a very nimble opponent. Whenever a melee attack is made against you, you must immediately move to another position adjacent to the attacker and sacrifice your next movement action. The attacker loses his Dexterity bonus against attacks made by you for the remainder of this round.
Note that both the bonus to Reflex saves and the sudden movement abilities above are only effective against the first combiniation of saves and attacks equal to your Dexterity modifier. Thus, if you have an 18 Dexterity (providing a +4) you move in response to the first four attacks, the first four saves, or the first comination of attacks and saves which wqual four, in a given round. You receive no bonus or movement for any saves or attacks made after this point in that round but begin receiving movement and bonuses normally at the start of the next round.
Movement is required by this ability, if it is possible. If the only choice is to leap off a cliff or dive into a pit when attacked, theyn your must do so.