
Rao |

I'm working on my BBEG for a campaign I'm running. The PCs have met the BBEG before and know that he can cast teleport, so they plan on Dimensionally Anchoring him at the start of the fight.
I'm trying to make the BBEG still be able to teleport around the battlefield after being dimensionally anchored to keep the party on their toes. So far the only things I have come up with is Shadowdancer's Shadow Jump and maybe Abundant Step.
I wanted to make sure that Supernatural Abilities like Shadow Jump are not stopped by Dimensional Anchor. Also, I was wondering if someone using those abilities could use them such that only they go along (in case he gets grappled) like a level 20 wizard choosing to only shoot one magic missile.

Blake Duffey |
From the SRD:
Dimensional Anchor:
Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities.
Shadowdancer:
At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell.
IMV, dimensional anchor WOULD stop the shadow jump, as it is essentially a dimension door with a shadow prereq.

Blake Duffey |
After reading the spell description, I do not see how freedom of movement would have any effect on the dimensional achor spell.
Per the SRD: "This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing."
They are both level 4 spells, so I don't see how this is applicable
If I put my GM hat on, the easiest way of looking at this siutation (without trying to convolute existing rules) is give the BBEG some SR, as dimensional anchor does require an SR check. Or, dispel magic always works (how many dimensional anchor spells will the party prepare?)

Abraham spalding |

I might actually say no, because it's a Supernatural ability. Dimensional Anchor stops those listed spells and 'similar spell-like abilities'. Shadow Jump is not a spell or SLA, it's a supernatural ability that functions *like* the spell.
Not 100% either way, but it is an interesting thing to note.
Got to agree with Russ -- it states it prevents extradimensional travel -- not spells or spell like abilities but the travel itself. Method doesn't matter it's the activity that's prevented.

Greg Wasson |

I like the idea of invisibility and some carefully crafted illusions (and/or disguised cohorts) to make it *look* like he's teleporting around the battlefield.
OoooH! Nice! I like this! And my players, would immeadiately assume I cheated somehow and let dim anchor not work. NEVER thinking outside of the box. Easier to believe that I "broke" rules than try to think of other work arounds. And it would be so much fun to see the looks of chagrin when they ever learned the truth. My goodness, I gotta figure out how to make these circumstances happen!
wasgreg