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Greenish
2011-02-05, 10:39 PM
The Handbook for making enemies flat-footed or causing them to lose Dexterity to AC.
Yes, I'm aware that the title is less than inspiring.

Why would you want that? Well, aside from the obvious (reducing high-dex opponent's armour), there are several class features and the like that require either Flat-footed (http://www.d20srd.org/srd/conditionSummary.htm#flatFooted) specifically (Iaijutsu Focus - OA) or target being denied dex to AC (Sudden Strike, Sneak Attack*).
*Sneak Attack also works on flanked targets.

This compendium aims to list all the official means of rendering an opponent flat-footed, so that the lazy bastards such as me can just give a link for anyone asking for it.

All additions and help appreciated. My knowledge of 3.5 is nowhere near complete enough to undertake this alone, so I'm recruiting you all to help me. Type up a way to render an enemy flat-footed, and I'll include it here for all to see.

Conditions.
Balancing (http://www.d20srd.org/srd/skills/balance.htm). Anyone without 5 ranks in balance (http://www.d20srd.org/srd/skills/balance.htm) counts as flat-footed while making said checks. Most monsters do not have those ranks, so force balance checks.

Blinded (http://www.d20srd.org/srd/conditionSummary.htm#blinded). Blinded (http://www.d20srd.org/srd/conditionSummary.htm#blinded) characters lose their Dex to AC. See Darrin's post (http://www.giantitp.com/forums/showpost.php?p=10324615&postcount=34) on page 2.

Stunned (http://www.d20srd.org/srd/conditionSummary.htm#stunned). A stunned (http://www.d20srd.org/srd/conditionSummary.htm#stunned) creature loses its Dex to AC.

Invisibility (http://www.d20srd.org/srd/conditionSummary.htm#invisible). Invisibility (http://www.d20srd.org/srd/conditionSummary.htm#invisible) denies Dex to AC from the enemies who can't see you.

Helpless (http://www.d20srd.org/srd/conditionSummary.htm#helpless). Helpless creatures are denied Dex to AC as per Rules Compendium.

Class Features.
Uncanny Feint (C.Warrior). When armed with a dagger, punching dagger or a kurki, a 3rd level Invisible Blade can feint (http://www.d20srd.org/srd/combat/specialAttacks.htm#feint) as a move action, and a 5th level one as a free action. Errata makes this ability usable 1/round.

Dread Blade (C.Scoundrel). A 4th level class feature of the Avenging Executioner, allows treating shaken, frightened or panicked targets as flat-footed for the purposes of Sudden Strike.

Corsair's Feint (Stormwrack). Scarlet Corsair: Feint as a free action every 2d4 rounds at level 3, every 1d4 rounds at level 7.

Surprise Casting (PHBII). When a beguiler successfully uses feint (http://www.d20srd.org/srd/combat/specialAttacks.htm#feint), the target is denied Dex to AC for the next attack or spell. At 6th level, feint in combat as a move action, or swift with Improved Feint (http://www.d20srd.org/srd/feats.htm#improvedFeint).

Unseen Weapon [Unexpected Strike] (ToM). 1/day/Shadowblade level a 3rd level Shadowblade can deny the target Dex to AC against one attack as a swift action. 10th level Shadowblade can do this a free action.

Invisible Fist (EoE). Monk ACF trades Evasion for invisibility 1/three rounds.

Maneuvers (ToB) Sapphire Nightmare Blade. A Diamond Mind strike that allows treating the target as flat-footed for the strike on succesfull concentration check.

Death from Above. A Tiger Claw strike that treats the target as flat-footed on successful DC 20 Jump check.

Cloak of Deception. A Shadow Hand boost that grants invisibility (http://www.d20srd.org/srd/conditionSummary.htm#invisible) during your turn. Invisibility (http://www.d20srd.org/srd/conditionSummary.htm#invisible) denies Dex to AC from the enemies who can't see you. Doesn't break on attack.

Shadow Garrote. A Shadow Hand maneuver that forces fort save or flat-footed until target's next turn.

Ghost Blade. The target is flat-footed against the Shadow Hand Strike strike.

Strike of the Broken Shield. Setting Sun strike, ref save or flat-footed until target's next turn.

White Raven Hammer. If the strike hits, target is stunned (http://www.d20srd.org/srd/conditionSummary.htm#stunned) (and thus loses its Dex to AC). No save.

Feats.
Confound the Big Folk (RotW). Move into the square of an enemy two sizes larger than you, then treat that target as flat-footed.

Improved Feint (http://www.d20srd.org/srd/feats.htm#improvedFeint). Successful feint (http://www.d20srd.org/srd/combat/specialAttacks.htm#feint) makes the target lose its Dex to AC against your next attack.

Surprising Riposte (DotU). If you deal damage to a target in the same round that you successfully feinted against it, it becomes flat-footed until its next turn or the end of the round.

Stunning Fist (http://www.d20srd.org/srd/feats.htm#stunningFist). Fort save or stunned. A stunned (http://www.d20srd.org/srd/conditionSummary.htm#stunned) creature loses its Dex to AC.

Neraph Charge (PlH). Deny one target Dex to AC against a charge 1/target/encounter.

Neraph Throw (PlH). Deny one target Dex to AC against a thrown weapon 1/target/encounter.

Flick of the Wrist (C.Warrior). When you draw a light weapon and attack with it on the same round, the target is considered flat-footed against the attack. 1/round and 1/target/encounter.

Spells.
Grease (http://www.d20srd.org/srd/spells/grease.htm) (PHB). Anyone without 5 ranks in balance (http://www.d20srd.org/srd/skills/balance.htm) counts as flat-footed while making said checks.

Armor Lock (C.Scoundrel). Denies an armoured opponent Dex to AC.

Invisibility (http://www.d20srd.org/srd/spells/invisibility.htm). Invisibility (http://www.d20srd.org/srd/conditionSummary.htm#invisible) denies Dex to AC from the enemies who can't see you. Invisiblity breaks after an attack.

Greater Invisibility (http://www.d20srd.org/srd/spells/invisibilityGreater.htm). invisibility (http://www.d20srd.org/srd/conditionSummary.htm#invisible) denies Dex to AC from the enemies who can't see you. Called "greater" because attacking doesn't cancel the effect.

Glitterdust (http://www.d20srd.org/srd/spells/glitterdust.htm). Will save or Blinded. Blinded (http://www.d20srd.org/srd/conditionSummary.htm#blinded) creatures lose their Dex to AC.

Sleet Storm (http://www.d20srd.org/srd/spells/sleetstorm.htm). Forces DC 10 balance (http://www.d20srd.org/srd/skills/balance.htm) checks on 20' radius. Anyone without 5 ranks in balance (http://www.d20srd.org/srd/skills/balance.htm) counts as flat-footed while making said checks.

Shock and Awe (SC). Applies -10 penalty to enemies' initiative (http://www.d20srd.org/srd/combat/initiative.htm) checks. Can only be cast on surprise round.

Distract Assailant (SC). Will save or flat-footed until your next turn. Cast as swift action.

Blink (http://www.d20srd.org/srd/spells/blink.htm). You strike as invisible. Invisibility (http://www.d20srd.org/srd/conditionSummary.htm#invisible) denies Dex to AC from the enemies who can't see you.

Greater Blink (SC). You strike as invisible. Invisibility (http://www.d20srd.org/srd/conditionSummary.htm#invisible) denies Dex to AC from the enemies who can't see you. Called greater because your attacks don't get miss chance.

Blindness/Deafness (http://www.d20srd.org/srd/spells/blindnessDeafness.htm). Blinded (http://www.d20srd.org/srd/conditionSummary.htm#blinded) creatures are denied Dex to AC.

Skill tricks (C.Scoundrel, thanks Elric VIII).
Acrobatic Strike. Tumble into an opponent's square to make him flat-footed for one attack.

Escape Attack. When escaping from a grapple you can make an attack with a light weapon that you were already holding, opponent is flat-footed against the attack.

Hidden Blade. If you use Sleight of Hand to conceal a weapon you may draw it as a move action and treat an opponent that was unaware of it as flat-footed.

Miscellaneous.
Initiative (http://www.d20srd.org/srd/combat/initiative.htm). Win it.

Blurstrike weapon enhancement (MIC). Treat the target as flat-footed for the first attack of the round. 10/day uses, swift action.

Grapple (http://www.d20srd.org/srd/combat/specialAttacks.htm#grapple). Anyone grappling has no Dex to AC against people (other than the one[s] he's grappling with).

Marbles (item, A&EG). Anyone without 5 ranks in balance (http://www.d20srd.org/srd/skills/balance.htm) counts as flat-footed while making said checks.

Bluff (http://www.d20srd.org/srd/skills/bluff.htm). Successful feint (http://www.d20srd.org/srd/combat/specialAttacks.htm#feint) makes the target lose its Dex to AC against your next attack.

Neraph Camouflage (racial ability, PlH). Deny one target Dex to AC against a charge or a thrown weapon 1/target/encounter.

Sleight of Hand [Dagger Surprise] (skill, RC). Fight a target at least two rounds while having nothing in your other hand, then draw the dagger. The target will be flat-footed against your next attack with said dagger.

Greenish
2011-02-05, 10:40 PM
Contributors.
jguy
yldenfrei
JaronK
Elric VIII
Runestar
Pechvarry
Fitz10019
drakir_nosslin
Stallion
Iuliano05
lesser_minion
Optimator
Waker
Beelzebub1111
UserClone
Antonok
AtomicKitKat
dextercorvia
Darrin

Thanks a lot!

jguy
2011-02-05, 10:43 PM
Sapphire Nightmare Blade is from Diamond Mind, not Tiger Claw. Just a quick edit for you.

Feinting uses bluff to attempt to flatfoot a target. Improved Feint allows it as a move action. Invisible Blade has class abilities to make that easier I believe.

Greenish
2011-02-05, 11:00 PM
Sapphire Nightmare Blade is from Diamond Mind, not Tiger Claw. Just a quick edit for you.

Feinting uses bluff to attempt to flatfoot a target. Improved Feint allows it as a move action. Invisible Blade has class abilities to make that easier I believe.Added, thanks. I don't know how I fumbled the Sapphire Nightmare Blade, must've been a nat 1 for me. :smallredface:

jguy
2011-02-05, 11:48 PM
the Shock-and-awe spell causes the people it is used on to take a -10 on initiative and thus easier to go first and attack someone.

I know there is also a very low level spell, level 1 or 2, that is a swift action and makes target opponent flatfooted until the next round. I know it's in the spell compendium but I cannot for the life of me remember the name.

You might want to put in a mention that the simple act of balancing makes you Flat footed and not just spells or items that force you to balance. Oh! Sleet storm spell is like a massive grease.

Greenish
2011-02-05, 11:54 PM
the Shock-and-awe spell causes the people it is used on to take a -10 on initiative and thus easier to go first and attack someone.Will add a mention.

I know there is also a very low level spell, level 1 or 2, that is a swift action and makes target opponent flatfooted until the next round. I know it's in the spell compendium but I cannot for the life of me remember the name.Anyone remember this one?

You might want to put in a mention that the simple act of balancing makes you Flat footed and not just spells or items that force you to balance. Oh! Sleet storm spell is like a massive grease.Balancing is already mentioned in a few sections, but will add it's own entry.. Will add Sleet Storm.

yldenfrei
2011-02-05, 11:59 PM
Darn it! I just posted a suggestion on another thread before I saw this one. At the risk of repeating myself:
Blurstrike (Magic Item Compendium p29, +2 enhancement cost, swift command activation) - your opponent is considered to be flat-footed against your first attack with the imbued weapon for that round. Functions 10/day.

Greenish
2011-02-06, 12:11 AM
Darn it! I just posted a suggestion on another thread before I saw this one. At the risk of repeating myself:
Blurstrike (Magic Item Compendium p29, +2 enhancement cost, swift command activation) - your opponent is considered to be flat-footed against your first attack with the imbued weapon for that round. Functions 10/day.Added (how did I forget that in the first place?). I may yet to be proven wrong, but I think we've found over half of the methods available.

JaronK
2011-02-06, 12:24 AM
If you're mentioning Improved Feint, then Surprising Riposte needs a mention too. It makes the effect last the whole turn, which is great with Invisible Blades.

Also, Scarlet Corsair and Beguiler both help with Feint.

JaronK

Elric VIII
2011-02-06, 12:26 AM
I'm not sure if these make someone flat-footed by RAW, but my group allows them to; I thought I would share:

Hold Person (http://www.d20srd.org/srd/spells/holdperson.htm): Paralyzes foe for 1 round/level, Will negates.

BoVD pg 97: Heartache - Opponent is rendered helpless for 1 round, Will negates.

EDIT:
Also, some skill tricks from Comp Scoundrel make an opponent flat-footed.

Acrobatic Strike: Tumble into an opponent's square to make him flat-footed for one attack.

Escape Attack: When escaping from a grapple you can make an attack with a light weapon that you were already holding, opponent is flat-footed against the attack.

Hidden Blade: If you use Sleight of Hand to conceal a weapon you may draw it as a move action and treat an opponent that was unaware of it as flat-footed.


This deserves a mention:
Mosquito's Bite: This does not actually make the opponent flat-footed, but it allows you to attack a flat-footed opponent with a light weaponand have them not realize that they were hit. I think it allows you to attack from hiding and have them not notice you, thus setting them up to be flat-footed against your next attack. However, I'm not sure if that's how it works.

JaronK
2011-02-06, 12:36 AM
Another thing: one of the primary ways of flat footing people is attacking before they have responded. As such, initiative boosters should probably be mentioned. This includes Factotum 3 (Int to initiative), Rokugan Ninja 8 (Int to Initiative), Improved Initiative, and the Warning and Eager weapon enchantments.

JaronK

Runestar
2011-02-06, 12:39 AM
No one mentioned glitterdust? :smallmad:

Greenish
2011-02-06, 12:52 AM
I'm not sure if these make someone flat-footed by RAW, but my group allows them to; I thought I would share:

Hold Person (http://www.d20srd.org/srd/spells/holdperson.htm): Paralyzes foe for 1 round/level, Will negates.

BoVD pg 97: Heartache - Opponent is rendered helpless for 1 round, Will negates.Not flat-footed or denied Dex to AC by RAW. Both are basically save-or-lose, but outside the scope of this guide.

Also, some skill tricks from Comp Scoundrel make an opponent flat-footed.Acrobatic Strike: Tumble into an opponent's square to make him flat-footed for one attack.

Escape Attack: When escaping from a grapple you can make an attack with a light weapon that you were already holding, opponent is flat-footed against the attack.

Hidden Blade: If you use Sleight of Hand to conceal a weapon you may draw it as a move action and treat an opponent that was unaware of it as flat-footed.Added.
This deserves a mention:
Mosquito's Bite: This does not actually make the opponent flat-footed, but it allows you to attack a flat-footed opponent with a light weaponand have them not realize that they were hit. I think it allows you to attack from hiding and have them not notice you, thus setting them up to be flat-footed against your next attack. However, I'm not sure if that's how it works.I'm not sure it's quite relevant enough, but hopefully people reading the comments will notice it.
Another thing: one of the primary ways of flat footing people is attacking before they have responded. As such, initiative boosters should probably be mentioned. This includes Factotum 3 (Int to initiative), Rokugan Ninja 8 (Int to Initiative), Improved Initiative, and the Warning and Eager weapon enchantments.It is obviously one of the most important methods, but it may be outside the scope of this guide. Discuss, if it's deemed vital enough I will devote a sub-section to it! : What I mean is that the ways to boost initiative deserve their own handbook.

No one mentioned glitterdust? :smallmad:Will add the Blinded condition and Glitterdust.

Pechvarry
2011-02-06, 01:14 AM
Add Stunned while you're at it (loses dex to AC). As with Init boosters, Stunning effects could be their own handbook. You may have to handle invisibles the same way. For misc, you might want to discuss etherealness if you can affect the material plane (or is that because ethereal creatures are naturally invisible?).

Setting Sun maneuver: Strike of the Broken Shield (adds damage +Flat-footed condition)

Shadow Hand maneuver: Ghost Blade

Honorable Mention: White Raven Hammer maneuver for guaranteed one round stun (assuming you hit them).

Greenish
2011-02-06, 01:34 AM
Add Stunned while you're at it (loses dex to AC). As with Init boosters, Stunning effects could be their own handbook. You may have to handle invisibles the same way. For misc, you might want to discuss etherealness if you can affect the material plane (or is that because ethereal creatures are naturally invisible?).

Setting Sun maneuver: Strike of the Broken Shield (adds damage +Flat-footed condition)

Shadow Hand maneuver: Ghost Blade

Honorable Mention: White Raven Hammer maneuver for guaranteed one round stun (assuming you hit them).Added stunned as a condition and the maneuvers. Luckily, for the purposes of this handbook, etherealness work just like invisibility.

[Edit]: Added Invisibility and Etherealness as conditions.

Fitz10019
2011-02-06, 02:42 PM
It's funny that you include the stunned condition, and maneuvers that leave the opponent stunned... long before the good old PHB feat Stunning Fist. Monks are the Rodney Dangerfield of D&D.

drakir_nosslin
2011-02-06, 03:32 PM
I know there is also a very low level spell, level 1 or 2, that is a swift action and makes target opponent flatfooted until the next round. I know it's in the spell compendium but I cannot for the life of me remember the name.

That would be Distract Assailant, an Assassin 1, Sorc/Wiz 1 spell. Swift action to cast. Target is flat-footed until the beginning of its next turn.

Stallion
2011-02-06, 03:49 PM
Neraph Camoflage out of Planar Handbook is a racial trait that allows a neraph to make one charge and one thrown attack per target per encounter look like it isn't moving closer when it actually is, denying the target their dex bonus to AC.

Neraph Charge is a feat that does the same thing but only for charges.

Neraph Throw is a feat that does the same thing but only for thrown attacks.

Iuliano05
2011-02-06, 04:40 PM
PHB2 has a ranger class ability distracting attack. Makes the target lose dex or flat footed not sure what one. Its great though much easier to set up if you have a ranger in the party and a rogue. Ranger is much better at hitting targets then a rogue.

lesser_minion
2011-02-06, 04:47 PM
I wouldn't list etherealness, since you're only invisible to creatures on the material plane -- which you cannot normally affect in any way while ethereal. Unless you have a way around it, that makes it pretty much useless to rogues and the like.

If you can become incorporeal (http://www.d20srd.org/srd/specialAbilities.htm#incorporeality), that does allow you to attack creatures who aren't incorporeal, and even if your attacks end up being weird (most incorporeal creatures do ability damage or energy drain with their normal attacks), they should still be valid for sneak attacks.

Optimator
2011-02-06, 04:53 PM
Cool guide. For what it's worth, Sleet Storm also blinds, does it not? Dexterity double-denied!

Also, maybe a brief (http://www.d20srd.org/srd/conditionSummary.htm#flatFooted)description in the intro about the difference between being flat-footed and merely being denied one's dexterity to armor class would be appropriate.

2nd edit: Looks like you did just that as I was typing.

Greenish
2011-02-06, 04:55 PM
It's funny that you include the stunned condition, and maneuvers that leave the opponent stunned... long before the good old PHB feat Stunning Fist. Monks are the Rodney Dangerfield of D&D.The what now? :smalltongue: Added. : Note that monks were already represented by the ethereal body.

That would be Distract Assailant, an Assassin 1, Sorc/Wiz 1 spell. Swift action to cast. Target is flat-footed until the beginning of its next turn.Please source these things.

Neraph Camoflage out of Planar Handbook is a racial trait that allows a neraph to make one charge and one thrown attack per target per encounter look like it isn't moving closer when it actually is, denying the target their dex bonus to AC.

Neraph Charge is a feat that does the same thing but only for charges.

Neraph Throw is a feat that does the same thing but only for thrown attacks.Added.

Optimator
2011-02-06, 05:09 PM
Blink and Greater Blink.

Waker
2011-02-06, 05:13 PM
Distract Assailant is on pg 69 of the Spell Compendium.

lesser_minion
2011-02-06, 05:18 PM
Not flat-footed or denied Dex to AC by RAW. Both are basically save-or-lose, but outside the scope of this guide.

Actually, RC seems to be pretty explicit that they are:


A helpless defender is subject to attacks, such as sneak attacks, that rely on a defender being denied its dexterity bonus to AC


Of course, it would be a lot easier to just stick 'helpless' in the misc section than it would be to list everything that can actually make someone helpless.

Beelzebub1111
2011-02-06, 05:54 PM
Shadow Blade, from tome of magic, Gets Unseen Weapon which at third level denies dex bonus against the next melee attack once per level per day.

UserClone
2011-02-06, 07:45 PM
Armor lock, a 1st-level spell from Complete Scoundrel, has an amazing, if highly situational, effect on low level combat against anything wearing armor.

Greenish
2011-02-07, 09:07 AM
PHB2 has a ranger class ability distracting attack. Makes the target lose dex or flat footed not sure what one. Its great though much easier to set up if you have a ranger in the party and a rogue. Ranger is much better at hitting targets then a rogue.That only makes the target flanked.

I wouldn't list etherealness, since you're only invisible to creatures on the material plane -- which you cannot normally affect in any way while ethereal. Unless you have a way around it, that makes it pretty much useless to rogues and the like.Hmm, I could've sworn ethereal creatures can attack to material plane with force effects, but no, it's only vice versa. Removed references to etherealness.

If you can become incorporeal (http://www.d20srd.org/srd/specialAbilities.htm#incorporeality), that does allow you to attack creatures who aren't incorporeal, and even if your attacks end up being weird (most incorporeal creatures do ability damage or energy drain with their normal attacks), they should still be valid for sneak attacks.Incorporeality in itself doesn't render the targets flat-footed or deny their Dex to AC, though, unless I'm missing something.

Blink and Greater Blink.Added.

Distract Assailant is on pg 69 of the Spell Compendium.Thanks, added.

Actually, RC seems to be pretty explicit that they are:

Of course, it would be a lot easier to just stick 'helpless' in the misc section than it would be to list everything that can actually make someone helpless.Hmm, will add.

Shadow Blade, from tome of magic, Gets Unseen Weapon which at third level denies dex bonus against the next melee attack once per level per day.Will look it up and add.

Armor lock, a 1st-level spell from Complete Scoundrel, has an amazing, if highly situational, effect on low level combat against anything wearing armor.That's been there since the post first went up. :smallwink:

Antonok
2011-02-07, 10:46 AM
Flick of the Wrist feat out of Complete Warrior. The Hidden Blade skill trick is better, but it you don't have the skill points for some reason its a good substitute.

AtomicKitKat
2011-02-07, 10:59 AM
If you're going to be adding spells, the obvious ones are Hold X and Cause Blindness. I guess Cause Deafness works if your target is naturally un-sighted but has blindsense via hearing.:smallbiggrin:

Greenish
2011-02-07, 11:11 AM
Flick of the Wrist feat out of Complete Warrior. The Hidden Blade skill trick is better, but it you don't have the skill points for some reason its a good substitute.Will add.

If you're going to be adding spells, the obvious ones are Hold X and Cause Blindness. I guess Cause Deafness works if your target is naturally un-sighted but has blindsense via hearing.:smallbiggrin:Well, I'm bit on a fence with that one. Listing all the spells that render the target helpless (or even blind) would stretch the topic quite a bit. I'll have to draw the line somewhere, but where?

At the moment, I'm thinking of adding the blinding effects, but leaving out the ones that lead to helplessness.

dextercorvia
2011-02-07, 11:39 AM
Invisible Fist, Monk 2 ACF from EoE, replaces evasion, Turn Invisible for one round as an immediate action every three rounds. Invisible not invisibility so it doesn't go away when you attack.

Pechvarry
2011-02-07, 12:00 PM
Will add.
Well, I'm bit on a fence with that one. Listing all the spells that render the target helpless (or even blind) would stretch the topic quite a bit. I'll have to draw the line somewhere, but where?

At the moment, I'm thinking of adding the blinding effects, but leaving out the ones that lead to helplessness.

Helplessness, blindness, stunned, invisibility -- I think all of these things should be handled by the condition saying "if you can find these, that's the ticket" instead of also making it a helplessifying, blinding, stunning, and disappearing compendium. At least for now. Of those, invisibility is the one that should be the easiest to find every way to obtain.

Darrin
2011-02-07, 12:26 PM
Blinding/Invisibility equipment:

Eggshell Grenade, Dust (10 GP, Oriental Adventures p. 78). Ranged touch attack, target is blinded for 1d4 rounds, anyone else within 5' must make Fort save DC 10 or blinded for 1 round.

Powder of the Black Veil (750 GP, Magic Item Compendium p. 169). Blinds everything in a 10' radius burst (no save) of the user (who is immune).

Sand Pipe + Blinding Sand (15 GP + 50 GP, Secrets of Xen'drik p. 137). Exotic weapon but an area effect (no attack roll). Can't quite recall the save DC, but it was abysmally low.

Flash Pellet (50 GP, Complete Adventurer p. 118). Ref save DC 15, 5' radius burst.

Flashstone (50 GP, Dragon Compendium p. 117). Ref save DC 16, 15' diameter burst.

Flash Tube (30 GP, Savage Species p. 47). 60' radius burst (including user/allies), Fort save DC 13 or blinded 1d3 rounds.

Red Tidewater (25 GP, Planar Handbook p. 78). Ref save DC 15 or blinded for 2d4 rounds, anyone within 5' burst Ref save DC 10 or blinded for 1 round. Failed save also exposes target to blinding sickness.

Liquid Ice (30 GP, Dragon Compendium p. 118). Combine with a waterskin to create a 10' x 10' square of slippery ice (difficult terrain + grease effect).

Freeze Powder (100 GP, Frostburn p. 79). Same effect as Liquid Ice, but costs more.

Ring of Invisibility (20000 GP, DMG). Invisibility at will.

Dust of Disappearance (3500 GP, DMG). Greater invisibility for 2d6 rounds.

Bane Blind (+15000 GP, MIC p. 7). Only works for rangers vs. favored enemy, 2/day for invisibility effect.

Vanishing (+3 armor/shield enhancement, MIC p. 15). 2/day invisibility effect.

Everbright (+2000 GP, MIC p. 34). 20' burst, 2/day Ref save DC 14 or blind for 1 round.

Heavenly Burst (+1 weapon enhancement, MIC p. 36). On crit vs. evil creature, 3d6 damage and Ref save DC 14 or blind for 1 round.

Boots of Tracklessness (11000 GP, MIC p. 79). 1/day greater invisibility for 7 rounds.

Gauntlet of Gruumsh (8302 GP, MIC p. 101). 3/day, melee touch attack to blind for 1 hour, Fort save DC 14 negates.

Ring of Vanishing (30000 GP, MIC p. 128). 3/day, greater invisibility for 2 rounds.

Vanisher Cloak (2500 GP, MIC p. 145). 3 charges, up to 12 rounds of invisibility.

Orb of Blinding (5000 GP, MIC p. 167). 3/day, 15' cone, Fort save DC 16 or blinded for 1 round.

Helm of Wounding Sight (6500 GP, MIC p. 193). 3/day, 60' cone, 2d6 fire damage and blinded for 1 round, Ref save DC 20 for half damage and dazzled instead of blinded.

Garb of the Hunting Cat (17604 GP, MIC p. 199). All three items, 1/day invisibility for 3 minutes.

Ring of the White Worm (64000 GP, Frostburn p. 111). 2/day freezing fog, which is essentially solid fog + grease.

Vial of Icy Sheets (2000 GP, Frostburn p. 112). 1/day creates 10' radius spread of slippery ice. Specifies targets must make Ref save DC 11 to move or avoid falling, but Balance rules on slippery surfaces should also still apply.

Resonance Stone of Delirium (45000 GP, Lords of Madness p. 70). All creatures within 30', Will save DC 14 or nauseated + blinded.

Spells:

Anger of the Noonday Sun (Spell Compendium, Dru 6). 20' radius burst, blinded 1 minute/CL, Ref save negates.

Blinding Breath (Spell Compendium, Sor/Wiz 4). Targets permanently blinded if they fail save vs. your breath weapon.

Blinding Color Surge (PHBII, Beg/Sor/Wiz 2). Target blinded 1 round, Will save negates. Also, invisibility effect on caster.

Blinding Spittle (Spell Compendium, Dru 2). Ranged touch attack with a -4 penalty, target blind *no save* until he can wash out his eyes with liquid.

Caustic Smoke (Complete Mage, Sor/Wiz 3).

Cone of Dimness (Spell Compendium, Sor/Wiz 3). Will save vs. blindness (mind affect).

Corporeal Instability (Spell Compendium, Sor/Wiz 4). Fort save negates, although blindness is one of the least things the target has to worry about.

Flashburst (Spell Compendium, Sor/Wiz 3). 20' radius burst, but can blind targets out to 120' with LOS, Will save partial/negates.

Ice Slick (Frostburn, Clr 1). Grease for healbots.

Lucent Lance (Spell Compendium, Clr 6, Sor/Wiz 5). Ranged touch attack, target blinded for 1 round + other damage/effects.

Murderous Mist (Spell Compendium, Dru 4). 30' radius cloud, 2d6 damage + permanent blindness, Ref save for half/negates blindness.

Orb of Cold (Spell Compendium, Sor/Wiz 4). Damage + blindness, Fort save negates blindness.

Path of Frost (Dragon Magic, Dru/Sor/Wiz 1). Grease for treehuggers.

Power Word Distract (Races of the Dragon, Sor/Wiz 4). Target creature with 150 HP or less is flat-footed until their next turn.

Prismatic Deluge (Complete Mage, Sor/Wiz 9). 8HD or less, blinded 2d4 rounds + prismatic spray effect.

Prismatic Ray (Spell Compendium, Sor/Wiz 5). If target 6HD or less, blindness 2d4 rounds (no save) + random prismatic effect.

Ray of Light (Spell Compendium, Brd/Sor/Wiz 6). Ranged touch attack, target blinded 1d4 rounds (no save).

Sensory Deprivation (Spell Compendium, Sor/Wiz 4). Will save or target loses all senses.

Shadow Radiance (Spell Compendium, Sor/Wiz 2). Illusion of blinding light, Will save negates.

Torrent of Tears (Complete Mage, Sor/Wiz/WuJ 2). Target blinded and sickened, Will save negates.

Touch of Years (Complete Mage, Sor/Wiz 4). Cast twice for permanent blindness/deafness, Fort save negates.

Wall of Sand (Spell Compendium, Dru 5, Clr/Sor/Wiz 4). Targets within wall are blinded/deafened, but also have total concealment.

Wrack (Spell Compendium, Sor/Wiz 4). Target prone + blinded + helpless, Fort negates.

Pechvarry
2011-02-07, 12:49 PM
Do you make these lists whenever you see posts that need cohesive answers or do you just have spreadsheets of EVERYTHING 3.5 lying around? I need a glossary of Darrin posts at the ready.

Greenish
2011-02-09, 11:53 AM
Ooookay, I'll not be including everything that blinds into the main post. How'd you link to a single post? :smallamused:

I'll let the ones already there stay, since I'm too lazy to edit them out. I'm still on the lookout for new ways.

dextercorvia
2011-02-09, 01:24 PM
Ooookay, I'll not be including everything that blinds into the main post. How'd you link to a single post? :smallamused:

I'll let the ones already there stay, since I'm too lazy to edit them out. I'm still on the lookout for new ways.

Click on the post number in the top right hand corner of his post.

UserClone
2011-02-09, 04:31 PM
Wall of sand isn't really pertinent to this list, i'd think, since it removes the ability to get in a sneak attack due to the target gaining concealment.

UserClone
2011-02-09, 08:24 PM
Wall of sand isn't really pertinent to this list, i'd think, since it removes the ability to get in a sneak attack due to the target gaining concealment.

EmperorSarda
2013-05-04, 12:15 PM
Here is a feat to add to the list:

Deadeye Shot(PH2 78) - You ready a shot for when an ally strikes an opponent, and if that ally succeeds then for your attack the target is denied their dexterity bonus for an attack.

Roland St. Jude
2013-05-05, 12:11 AM
Sheriff: Thread necromancy. Thread locked.