I need an escape button

The issue is that, as far as we can tell, you have to make a grapple check to get out a weapon to cut yourself free from the inside of a creature, and then another to actually attack it from the inside ... where it still gets grapple modifiers ... so you can't even do that with these things.

The Froghemoth had some insane +20 or better grapple modifier. Most creatures large enough for Swallow Whole do. The reason Freedom of Movement is so important is that it is pretty much impossible to win grapple checks against big grappling monsters because of size and strength bonuses.

Really need FoM for those things. (At one point I was the only character with FoM and several potions of Gaseous Form ... the GM allowed me to jump in, purposefully fail my Grapple check to get swallowed, and use a readied action with the potion in-hand to dump it into the other guy in there so he could get out, then get out the next round. I took alot of damage screaming: "EAT ME! EAAAAT MEEEEEE!" and going down the gullet.)

--fje
 

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HeapThaumaturgist said:
The issue is that, as far as we can tell, you have to make a grapple check to get out a weapon to cut yourself free from the inside of a creature, and then another to actually attack it from the inside
Spiked armor, spiked gauntlet, or a dagger strapped to your arm (improvised spiked gauntlet) can ensure that you always have a suitable weapon ready.

Then "A swallowed creature is considered to be grappled" means that you can attack without making a grapple check using the below option:
"Attack Your Opponent
You can make an attack with an unarmed strike, natural weapon, or light weapon against another character you are grappling. You take a -4 penalty on such attacks."


i.e. you are not using this option:
"Damage Your Opponent
While grappling, you can deal damage to your opponent equivalent to an unarmed strike. Make an opposed grapple check in place of an attack. If you win, you deal nonlethal damage as normal for your unarmed strike"



It's been determined that being swallowed is actually one of the best positions for a rogue (since he can do sneak damage every round, according to the 3.5 FAQ).
 

mvincent said:
Also note: a cleric with the travel domain effectively has this for free. Oddly, I haven't had an occasion to use this ability yet (but the travel domain spells are excellent just by themselves).

The Travel domain's granted power only works against magical effects, not against grapple attacks.

As a means of getting out of a scrape, consider a raven familiar wearing a Cape of the Mountebank. One of the many advantages of at least one level of an arcane spellcasting class.
 

kjenks said:
The Travel domain's granted power only works against magical effects, not against grapple attacks.
I thought about before, however there seems room for interpretation of the writer's intent in the following text:
"For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement."

The simplest interpretation seemed that it worked just like the freedom of movement spell. Also, the part about magic doesn't seem to be phrased as a restriction, but I'm curious to hear other input.

An example: Shaundakul, from a Faith and Pantheons excerpt on the Wotc site, lists his domain power simply as:
"10 rounds/day freedom of movement."
 
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Also, one level of Wizard (Conjuration Specialist) with the Immediate Magic option should work well...

One thing you should do is get a ruling on what happens if you Shapeshift while grappling. Will you get a circumstance bonus? Is this something you can build a grappling strategy off?

-Stuart
 

Put me among those singing the praises of armor spikes. Always armed, always ready for a grapple = good.

So next monster you kill, strip its teeth and claws and poke 'em through your leather armor. Should take, oh, 50gp worth of materiels. Now you have spiked armor.
 

You are at a level that impossible to resist grapples can be expected to make regular appearances.

Compare the price of that Cape of the Mountebank and a Ressurection spell, and then tell me if you still think it is expensive. ;)

The Potion of Gaseous Form is a reasonable stopgap measure.
 

The Close-Quarters fighting feat is pretty nice if you're going for a combat-oriented druid. You can always take an AoO on someone when they try and grapple you, even if they have Improved Grab or something else. If you hit and deal damage, you add that damage to your grapple roll to resist being grappled. Very handy solution for warrior-types, though combaty druids don't have too many spare feat slots.
 

Ridley's Cohort said:
Compare the price of that Cape of the Mountebank and a Ressurection spell, and then tell me if you still think it is expensive. ;)
LOL! That's a way to put it into perspective! And put me down as a fan of spiked gauntlets - can't be disarmed and always ready to go.
 

Two spiked gauntlets, each with spell storing and scorching ray cast by an 11th level wizard in each one. Good for those times when you need to take something down right now. There's also a weapon enhancement somewhere that gives bonuses when grappled.

There's also the "slick" armor enhancements.
 

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