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View Full Version : Rules Q&A [3.5] escape artist for wizard, or how to get out of grapple



Raezeman
2015-07-14, 08:30 AM
Greetings all,

is there an (easy) way to get escape artist as a class skill for a wizard (necromancy specialist).
If you must know, it's in case of being grappled, and i know there are other ways, but i will only prepare so many dimension hops, and items may or may not be excessable. Also, i'd like to have a check with at least a chance to get out of certain grapples (thinking evard's black tentacles in particular here) without having to use limited resources per day.

Feel free to give me more or better anti-grapple ideas, but preferably the escape artist thingy please.


friendly regards,
Raezeman

Flickerdart
2015-07-14, 09:21 AM
If you are an elf and Eberron is available, Aereni Focus will give you any new skill as a class skill (along with a +3 bonus!)

If Dragon Magazine is allowed, Flexible Mind from Dragon 326 will help you.

If you are human, there are worse fates than taking three levels of Human Paragon.

Extra Anchovies
2015-07-14, 09:26 AM
Abrupt Jaunt (PHB2) gives you 10-foot-range immediate-action teleports Int times per day. It's also spell-like, so it has no verbal or somatic components to deal with. You can even use it in response to the attempt to start a grapple. It replaces your familiar (easily regained with a feat) and is conjurer-only, but every conjurer should take it.

Elkad
2015-07-14, 09:30 AM
My favorite anti-grapple method is stay the heck out of range of the bad guys.

If my wizards are within 100' of an enemy (or charge range at least), I got surprised. And my first action has a good chance of being a range opener. Fly, run, D-Door straight up, etc.

Raezeman
2015-07-14, 10:03 AM
If you are an elf and Eberron is available, Aereni Focus will give you any new skill as a class skill (along with a +3 bonus!)

If Dragon Magazine is allowed, Flexible Mind from Dragon 326 will help you.

If you are human, there are worse fates than taking three levels of Human Paragon.

Flexible Mind seems to fit my needs to most, thanks.



Abrupt Jaunt (PHB2) gives you 10-foot-range immediate-action teleports Int times per day. It's also spell-like, so it has no verbal or somatic components to deal with. You can even use it in response to the attempt to start a grapple. It replaces your familiar (easily regained with a feat) and is conjurer-only, but every conjurer should take it.

Abrupt Jaunt seems to be rather overpowered in my book. I will probably never take, neither as a DM nor as a player, unless i join a group where a high amount of optimization is required to survive.


My favorite anti-grapple method is stay the heck out of range of the bad guys.

If my wizards are within 100' of an enemy (or charge range at least), I got surprised. And my first action has a good chance of being a range opener. Fly, run, D-Door straight up, etc.

preferably, yes indeed, but what about spells the cause grapple (like evard's black tentacles) or when you are in an underground complex of tunnels, where you can never see farther than let's say 50 ft in any direction?

Extra Anchovies
2015-07-14, 10:06 AM
Abrupt Jaunt seems to be rather overpowered in my book. I will probably never take, neither as a DM nor as a player, unless i join a group where a high amount of optimization is required to survive.

Oh, yeah, it's definitely OP. Abrupt Jaunt conjurers are unkillable for the first few levels of the game.

Doesn't make it not strong, though :smalltongue:

eggynack
2015-07-14, 10:11 AM
Best option for fighting grapples as a wizard is definitely heart of water from complete mage. It stays up for hours/level, and can be discharged as a swift action for a freedom of movement effect that lasts rounds/level. That means that you basically always have access to freedom of movement, providing protection from grapples and arbitrary movement stoppers of other varieties alike. Moreover, while the spell is active, you get a +5 enhancement bonus to escape artist checks, which goes a long way towards protecting from grapples in that manner, and you get both a swim speed and water breathing, because life is good sometimes. Add in a second level spell for heart of air, and you also get light fortification, along with dischargable access to feather fall, and a +10 to jump checks and flight speeds. Really great stuff overall.

Raezeman
2015-07-14, 10:11 AM
Oh, yeah, it's definitely OP. Abrupt Jaunt conjurers are unkillable for the first few levels of the game.

Doesn't make it not strong, though :smalltongue:

well, we could discuss the power of abrupt jaunt for a while, but it wouldn't matter anyway, as the character is a necromancy specialist :smalltongue:

Brookshw
2015-07-14, 10:13 AM
Freedom of Movement and Heart of Water are fairly popular.

Edit: grappled!

Raezeman
2015-07-14, 10:14 AM
Best option for fighting grapples as a wizard is definitely heart of water from complete mage. It stays up for hours/level, and can be discharged as a swift action for a freedom of movement effect that lasts rounds/level. That means that you basically always have access to freedom of movement, providing protection from grapples and arbitrary movement stoppers of other varieties alike. Moreover, while the spell is active, you get a +5 enhancement bonus to escape artist checks, which goes a long way towards protecting from grapples in that manner, and you get both a swim speed and water breathing, because life is good sometimes. Add in a second level spell for heart of air, and you also get light fortification, along with dischargable access to feather fall, and a +10 to jump checks and flight speeds. Really great stuff overall.

now THESE are some very interesting options. Thanks mate.

Raezeman
2015-07-14, 10:15 AM
Freedom of Movement and Heart of Water are fairly popular.

Freedom of movement is not on the wizard list though, if i'm not mistaken.

Biffoniacus_Furiou
2015-07-14, 11:11 AM
Freedom of movement is not on the wizard list though, if i'm not mistaken.

Anyone can get a Periapt of the Sullen Sea from the Raiment of the Four set in MIC and be able to spend a 4th level spell to cast Freedom of Movement 2/day. There's also a Ring of Freedom of Movement in the DMG.

An Anklet of Translocation in MIC allows you to teleport 10 ft. as a swift action 2/day, which can teleport you out of a grapple without even spending your action. You can also use (Wand of) Benign Transposition to switch spots with another friendly creature, such as an undead minion.

Check out the list of necessary magic item effects (http://www.giantitp.com/forums/showthread.php?187851-3-5-Lists-of-Necessary-Magic-Items), though your spells can cover many of those.

Psyren
2015-07-14, 11:14 AM
Anyone can get a Periapt of the Sullen Sea from the Raiment of the Four set in MIC and be able to spend a 4th level spell to cast Freedom of Movement 2/day.

"Anyone" is a bit strong for such a specific magic item set. Not all games start off by handing you your complimentary Magic-Mart coupon.

LoyalPaladin
2015-07-14, 12:19 PM
I'm not sure about Escape Artist, but the Fearsome Grapple spell is what our Wizard uses to give himself an edge against nasty grapplers.

Troacctid
2015-07-14, 02:00 PM
The Dimensional Jaunt feat allows you to teleport at will as a supernatural ability, so no components and no concentration check. Great for escaping grapples. Only catch is you need access to 4th level teleportation spells.