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RUMBLETiGER Again, that would most likely result in his death anyway.
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Greenfield Doesn't an immediate action happen immediately prior to an event? For example, a Contingency - Stabbed in the Back would fire immediately before the stabbing took place, thereby ignoring the stab altogether?
I see the issue.
-Immediate Actions can interrupt an opponent's action.
-Speaking can be done as a free action, but not needed to be done on your turn.
-however, as you have stated, a free action cannot interrupt an event the way an Immediate action can.
...and now I understand your OP.
This still returns me to my question about what sort of Contingency you are using. Is the Contingency method itself indicative of being used as an immediate action? If not, it's likely going to be a reaction and not an action-interruption.
And so... I'm not sure how to rule your OP. If the Contingency can be triggered as an Immediate action, and you can set that trigger to be a free action speech, then it's possible that a DM could rule that speaking the words, as the knife arcs towards your back, could trigger the
Teleport as an immediate action.
I would like to offer a few alternative suggestions that may serve your scenario, if not address your Contingency
Teleport idea.
1. A Contingent
Heal or the like spell that automatically restored a ton of Hitpoints after taking massive damage would work after the damage was dealt, and so you'd not need to worry about the order of the Contingent trigger.
2. I checked the
Find Spells index and looked up what spells DID work as immediate actions. None of these would require being made into contingent spells, only to be spells you have prepared and ready to cast when you need to. Some options include:
2a.
Celerity- Take a standard action as an immediate action, end up dazed for 1 round. Use that standard action to
Teleport. The lesser form of this spell grants you a move action which may allow you to move out of the attack's range, the greater version grants you a full action to do whatever.
2b.
Deflect- Increase your DC so that the attack never lands.
2c.
Delay Death- Even if the attack should kill you, it won't. Use the remaining time to receive whatever healing is necessary.
2d.
Hesitate- cause the enemy who is about to kill you to stop, preventing the attack from happening.
2e.
Permeable Form- become incorporeal for 1 round, the attack misses.
2f.
Stay The Hand- much like
Hesitate, the attack never happens.
2g.
Warp Destiny- Yeah, just as it sounds, alter reality. That attack that hit you? Now it didn't.
2h.
Wings of Cover- If you don't already know about this spell, now's the time to learn it. Yeah, it's ridiculous as a level 2 spell. But there it is.
3. Establish a Contingent
Raise Dead or stronger spell that will restore you even if you do die. See that it's delayed a bit, for example set the Contingent trigger to be "one day after my death" or something. I did this back in my 2nd edition days, and it pissed of one of my players when he tried (and succeeded) in killing me in our teen angst, PVP days.