What to do to aviod grappling...

durza120

First Post
I am a clerick an I need a way to avoid grappleing. If I beat my opponent on innitiative I can just cast a storm elemental and fly into the air (storm ride) or just levitate. But what should I can I do if I dont beat my opponent on innitiative, because my strength is 16, which is pretty crappy for the things my group fights, and I am most likely to be grappled. After which I am un able to break free and I am just held there for a few rounds, then my enemy attackes me normally. Usually killing me. (I only have 90 hp) What could I do to aviod this?
 

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Well, per a previous thread, one thing that should work against things that don't have improved grab is to ride a mount. This tends not to work well at higher levels (they die) but...

Other things are of course a ring of free action (or the spell!)

Mark
 

Freedom of movement should be in every cleric's arsenal, and they should be prepared to cast it before going into a potentially bad situation. On the other hand, if you get jumped unexpectedly, you're pretty much screwed unless you happen to have the spell already cast, the improved grab ability, or feats such as Improved Grapple or Close Quarters Fighting. For very high levels, the problem is solved by keeping a quickened freedom of movement in your daily arsenal of spells.
 


Combat Reflexes, if you have a decent dex, and Close Quarters Fighting (Complete Warrior).

If you can afford it, Freedom of Movement on a ring. If not, have it on your spell list. Always. Still spell, if you can. Eschew Materials, if possible.

EyeontheMountain said:
Or get the Travel Domain. Teh freedom plus the nice spelllist makes it one of the all time good domains without being overpowered.

The domain power for the Travel domains only works against spells. It does not work against grappling.

http://www.d20srd.org/srd/spellLists/clericDomains.htm#travelDomain

Travel Domain
Granted Powers
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. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).

This granted power is a supernatural ability.
 


Able Learner will reduce the cost of Cross Class skills (i.e. Escape Artist), but won't make it an in class skill. I believe ther eis a skill that allows you to choose one or two skills to be considered in class.

Agile - +2 to Escape Artist and Balance
Skill Focus (Escape Artist) - +3 to Escape Artist.

Personally, if you have the cash, get the ring, as mentioned above.
 

Have a friendly party member either beat the grappler to death, enlarge you, or cast benign trasposition and swap you out of the grapple in place of the party barbarian.
 

wmasters said:
Have a friendly party member either beat the grappler to death, enlarge you, or cast benign trasposition and swap you out of the grapple in place of the party barbarian.

Yeah, Benign Transposition is a nifty first level spell to get a non-grappler out of a tight spot. Every mage should have a wand of that.

Pinotage
 

At the level where it sounds like you're at, investing in some salve of slipperiness seems pretty practical. Depends on the campaign style how much leverage you can get out of an 8 hour duration.

Or, if your DM allows the Sudden Still metamagic feat, that's just the thing for being able to pop off your freedom of movement after you've already been grabbed. If not, the regular Still Spell is still worth considering if you're having big grappling problems.
 

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