Easy way to escape grapple

Post/Author/DateTimePost
#1

brum80

May 18, 2008 9:17:58
Without access to Escape Artist (class-skill), Grease (arcane spell), or Freedom of movement (divine spell), what would be an easy way to gain the advantage in a grapple situation? I'm playing a low-level Dragonfire Adept with str 10.
#2

Wyvernhand

May 18, 2008 9:25:13
Anklets of Translocation from the MIC are like, 1800 gold and allow you to teleport 10' as a swift action. Get out of jail free for cheap.

Also, no atunement period means you can actually buy several if you can find em, and swap em out in between combat if they get used.
#3

jaronk

May 18, 2008 14:23:49
If you can get the use of the Shadowhand Manuever Shadow Jaunt, you should be good to go.

JaronK
#4

Treantmonklvl20

May 18, 2008 14:45:20
Most of the Dimension Door type spells are Verbal only so should work in a grapple.

Items that dimesion door you also work.

Potions of Enlarge Person will give you a quick +4.

having others join the grapple can also give you the upper hand.
#5

surreal

May 19, 2008 2:20:16
Salve of Slipperiness also works. Kind of expensive for a one-shot, though it does last for 8 hours.
#6

admus

May 19, 2008 6:47:25
abrupt jaunt
#7

lordoftea

May 19, 2008 7:56:35
how about the close-quarter fighting feat (c. warrior)?
#8

robbypants

May 19, 2008 8:48:58
abrupt jaunt

It would require a level dip, but man, that has got to be my favorite alternate class feature.
#9

orenmir

May 19, 2008 11:56:49
I level dip into Cleric -- grab the Travel Domain.

Before you claim that you don't want a level in Cleric, consider the fact that it is the most useful 1 level dip available in general.
#10

Wyvernhand

May 19, 2008 12:42:36
Doesn't work with grapple, unless you are being grappled by a magical force such as Evards or Bigby's Hand.

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).

So, its like a 1/2 strength FoM that only applies to magical stuff. Wouldn't help you underwater, in a jungle, or standing on sharp rocks (unless they were the Spiked Stones spell), nor would it aide you from being slowly crushed to dead by a large, hungry ogre.
#11

orenmir

May 19, 2008 12:54:36
Doesn't work with grapple, unless you are being grappled by a magical force such as Evards or Bigby's Hand.

The text is poorly written -- it needs commas, and/or more clarification. I completely understand your interpretation of it and can see why many people would also consider it RAW.

Consider this interpretation:

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).

#12

Wyvernhand

May 19, 2008 13:12:37
If your interpretation was correct, why would they bother with the discriptive "regardless of magical effects" part. Its clearly a restriction on the ability, limiting the total effect of the freedom of movement. It would be on par with reading only the part of Fireball that talks about CLd6 damage, and ignoring the part about saving for 1/2 because CLEARLY the spell is supposed to deal CLd6 damage.

You can't just ignore restricting clauses because you feel like it. That'll get you in trouble more in more ways than one...
#13

pfooti

May 19, 2008 13:23:38
Anklet of translocation is key, as wyvernhand said. I think they're only 1,400g or so, and you can use them as a swift action to boot. Best choice around.
#14

orenmir

May 19, 2008 13:29:12
If your interpretation was correct, why would they bother with the discriptive "regardless of magical effects" part. Its clearly a restriction on the ability, limiting the total effect of the freedom of movement. It would be on par with reading only the part of Fireball that talks about CLd6 damage, and ignoring the part about saving for 1/2 because CLEARLY the spell is supposed to deal CLd6 damage.

You can't just ignore restricting clauses because you feel like it. That'll get you in trouble more in more ways than one...

Is it a restricting clause, or a reminding clause? Maybe the descriptive text is just to remind the reader that the power also works for magical effects.

IE:

You are allowed to use this credit card regardless if you are shopping at The Gap.

Does that mean you can only use that card at The Gap, or can you use it anywhere?
#15

Wyvernhand

May 19, 2008 14:21:46
Is it a restricting clause, or a reminding clause? Maybe the descriptive text is just to remind the reader that the power also works for magical effects.

IE:

You are allowed to use this credit card regardless if you are shopping at The Gap.

Does that mean you can only use that card at The Gap, or can you use it anywhere?

I'm an engineer, so I'm not gonna debate english with you. I can tell you from an engineering point of view, any descriptive text given in a detail, no matter how minor, should be given full weight as a piece of a contract document. To disregard it as descriptive would be foolish.
#16

almagest

May 19, 2008 15:56:55
I'm an engineer, so I'm not gonna debate english with you. I can tell you from an engineering point of view, any descriptive text given in a detail, no matter how minor, should be given full weight as a piece of a contract document. To disregard it as descriptive would be foolish.

The description for Freedom of Movement has almost the exact same descriptive text relating to magic effects. It just has commas.

As an engineer, you should also know the effects that improper English can have on technical documentation/specifications. As an engineer, I also take offense to the implication that being an engineer somehow allows you to get away with not knowing proper English grammar.
#17

chocolate_jesus

May 19, 2008 16:32:46
As an engineer, I also take offense to the implication that being an engineer somehow allows you to get away with not knowing proper English grammar.

I seriously doubt that's what he was implying

For the record, if the description of the effect had commas, it would work on grappling; but as it doesn't have commas, it doesn't work on non-magical grappling. you could argue that, by the RAI it should work as a full strength FoM, but that argument doesn't have much weight, and doesn't matter all that much.
#18

brum80

May 19, 2008 16:58:08
The Anklets of Translocation are really cool. And its an afordable price. Are there any other feats or level dips that could work as well? How about a strategy to get Escape Artist as a class skill and boost that?
#19

Wyvernhand

May 19, 2008 17:21:09
I'm not saying that I encourage engineers to slack on knowledge of english and whatnot, it is important. I just lack the technical knowhow to debate semantics of the implications of tone and accent with someone of unknown credentials. I know my strengths (solid mechanics!) and I know there are some areas where I ask for 2nd (legal) opinion. I work with a few engineers who are in contract administration (yay construction...they should solve claims with a boxing match, it would be easier and less painful). By a strict ruling of the most restrictive possibility, what I implied is most accurate. The restricting clause exist, and must be abided by.

To the OP, honestly, the Anklet is your best bet. Don't dip DFA. The class is too good and too much fun to lose class abilities by dipping. I'm so jealous of you, I wish I was playing a DFA right now.
#20

pfooti

May 20, 2008 8:54:51
The Anklets of Translocation are really cool. And its an afordable price. Are there any other feats or level dips that could work as well? How about a strategy to get Escape Artist as a class skill and boost that?

The problem with escape artist is that it's a standard action to use. Meaning: if you get pinned, you can never get out, and even if you're not pinned, you get only one chance to escape, whereas a grappler can use iterative attacks to continually try and regrapple you (flurry of grapples!) It's really a losing proposition, very hard to make it work, although possible.
#21

johannixx

May 20, 2008 9:35:31
I've found that Close Quarters Fighting and a +1 Last Resort spiked gauntlet work wonders for my fighter/bard when something tries to grapple him.