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* Uncanny dodge can be extremely helpful for dexterity-based builds in avoiding attacks from hidden creatures, as it allows retention of what could be a significant portion of their AC.
 
* Uncanny dodge can be extremely helpful for dexterity-based builds in avoiding attacks from hidden creatures, as it allows retention of what could be a significant portion of their AC.
 
* The bonus to reflex saves versus traps is subject to the +20 [[saving throw]] cap.
 
* The bonus to reflex saves versus traps is subject to the +20 [[saving throw]] cap.
* As of Enhanced Edition patch 1.74, Uncanny Dodge II grants immunity to sneak attacks from a flanking attacker if you have more than 4 combined class levels of rogue, assassin, and barbarian than they do. Blackguard class levels are not counted. You do not have sneak attack immunity against an attacker if you are [[flat-foot]]. This change is undocumented in the feat description.
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* As of [[Enhanced Edition]] patch 1.74, ''uncanny dodge II'' grants immunity to sneak attacks from a [[flank]]ing attacker unless the attacker has at least four more combined [[class level]]s of rogue, assassin, and barbarian than the defender. (Shadowdancer and [[blackguard]] levels are not counted.) For example, a level 10 rogue would have this immunity when attacked by a level 13 rogue, but not when attacked by a level 14 rogue. This immunity does not apply when the defender is [[flat-foot]]ed. This change is undocumented in the feat description.
   
 
'''See also:'''
 
'''See also:'''

Revision as of 00:52, 5 March 2020

Uncanny dodge

Type of feat: class (given based on class levels)
Prerequisite: barbarian 2 (5, 10, 13, 16, 19); rogue 3 (6, 11, 14, 17, 20); shadowdancer 2 (5, 10); assassin 2 (5, 10)

Specifics: There are six versions of this feat, with cumulative (but not stacking) benefits. (Assassins and shadowdancers only qualify for the first three versions.) The sixth version includes benefits extending into epic class levels.

I: The character retains his dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.

II: This feat grants a +1 bonus on reflex saving throws made to avoid traps.

III: This feat grants a +2 bonus on reflex saving throws made to avoid traps.

IV: This feat grants a +3 bonus on reflex saving throws made to avoid traps.

V: This feat grants a +4 bonus on reflex saving throws made to avoid traps.

VI+: This feat grants a +5 bonus on reflex saving throws made to avoid traps.
Epic progression: The uncanny dodge bonus improves by +1 every three levels.

Use: automatic

Notes

  • Contrary to its name, uncanny dodge does not allow a character to retain dodge bonuses to AC when flat-footed, only the dexterity bonus.
  • Uncanny dodge can be extremely helpful for dexterity-based builds in avoiding attacks from hidden creatures, as it allows retention of what could be a significant portion of their AC.
  • The bonus to reflex saves versus traps is subject to the +20 saving throw cap.
  • As of Enhanced Edition patch 1.74, uncanny dodge II grants immunity to sneak attacks from a flanking attacker unless the attacker has at least four more combined class levels of rogue, assassin, and barbarian than the defender. (Shadowdancer and blackguard levels are not counted.) For example, a level 10 rogue would have this immunity when attacked by a level 13 rogue, but not when attacked by a level 14 rogue. This immunity does not apply when the defender is flat-footed. This change is undocumented in the feat description.

See also: Defensive awareness

Builder notes

Item feat: No, but it can be added with custom content.

Custom content notes

Removable: yes

Reusable: yes

Script: hardcoded

  • These feats can be added to iprp_feats.2da to make them available as item feats.
  • Uncanny dodge I is required to preserve dexterity AC when flat-footed.
  • Each version of uncanny dodge will grant its reflex bonus without the need for lower feat(s).