Doctor Despair
2021-05-13, 07:11 PM
Freedom of movement is an annoying ability that largely obviates an entire design space (e.g., grapplers). While Pathfinder has the Tetori monk archetype or Fool's Errand maneuver to bypass Freedom of Movement, 3.5 has, to my knowledge, no means for a grappler to bypass this broadly worded ability. With that said, I'm interested in compiling a list of ways to remove Freedom of Movement to be a resource for future grapple builds, as all grapplers should include some means to function through the traditional "nope" effect.
Anti-Freedom of Movement Resources
Name
Obtained Via...
Range
Notes
Dispel Magic
Trapsmith 1, Bard 3, Death Master 3, Sha'ir 3, Wu Jen 3, Blighter 3, Beguiler 3, Vigilante 3, Knight of the Chalice 3, Knight of the Weave 3, Cleric 3, Paladin 3, Sorcerer 3, Wizard 3, Hoardstealer 3, Court Herald 3, Duskblade 4, Druid 4, Urban Druid 4, Dread Necromancer 4, Magic 3, or Pixie 3, Doomlord 7, or Consecrated Harrier 3 as an SLA
Medium (100 ft. + 10 ft./level)
Must be targeted on the person if the FoM source is a spell, or the item if it's an item; allows a modified dispel check against all ongoing magical or psionic effects active on the creature or object.
Greater Dispel Magic
Trapsmith 3, Bard 5, Dread Necromancer 5, Sorcerer 6, Urban Druid 6, Death Master 6, Sha'ir 6, Wu Jen 6, Nar Demonbinder 6, Blighter 6, Cleric 6, Knight of the Weave 6, Druid 6, Wizard 6, Beguiler 6, Liberation 6,
Medium (100 ft. + 10 ft./level)
As of Dispel Magic, but at a higher modifier.
Dispel Psionics
Psion 3, Wilder 3
Medium (100 ft. + 10 ft./level)
As of Dispel Magic, but allowing for augmentation.
Dispelling Orb (Su)
Witchborn Binder 2
30ft
Standard-action ranged touch attack to targeted dispel magic.
Kaleidoscope Doom (Sp)
Initiate of the Sevenfold Veil 7
60 ft
Greater dispel magic with prismatic wall effects as a rider
Dispelling Strike (Su)
Suel Arcanamach 2
Melee attack
Melee targeted greater dispel magic 1/day or more with more levels
Spellshatter (Su)
Mystic Fire Knight (Paladin) 6
Melee attack
Greater dispel magic on a successful strike 1/day, or more with more levels
Transform Magic (Sp)
Enlightened Spirit 9
Touch
Greater dispel magic at will on a successful touch with a healing rider
Hymn of Spelldeath, Refrain (Su)
Seeker of the Song 6
20ft radius centered on you
Use bardic music to area dispel
Steal Spell Effect (Su)
Spellthief 2
Requires sneak attack
Allows you to steal a spell effect from an opponent if the caster level of the spell is equal to or less than his class level + cha modifier; therefore, it will require a sum of at least 7 (2 levels + 5 modifier isn't crazy) to deal with a wand of the cleric version, or up to a 14 if dealing with the ranger version, or higher if the source is direct spellcasting.
Antimagic Field
Runescarred Berserker 5, Sorcerer 6, Wizard 6, Sha'ir 6, Court Herald 6, Cleric 8, Death Master 8, Magic 6, Protection 6, Spell 8, or Halruaan Magehound 10 as an SLA
10-ft.-radius emanation, centered on you
Suppressed any non-Ex sources of FoM
Mage's (Mordenkainen's) Disjunction
Sorcerer 9, Wizard 9, Sha'ir 9, Magic 9, Mechanus 9, Spell 9,
Close (25 ft. + 5 ft./2 levels)
Spells in range automatically end; items make a will save to avoid becoming normal items.
Suppression
+2 weapon enhancement
Melee or ranged attack
On a hit, subjects the opponent to a targeted dispel psionics; only functions 3x/day for ammunition-consuming weapons.
Dispelling
6,000gp weapon enhancement
Melee or ranged attack
Allows a free-action targeted dispel on a struck creature 1x/day
Dispelling, Greater
79,200gp weapon enhancement
Melee or ranged attack
Allows a free-action targeted greater dispel on a struck creature 3x/day
Sunder
-
Melee range, or ranged attack with Ranged Sunder
Allows an attempt to destroy the item that is the source of FoM
Disarm
-
Melee range, or 30 feet with Ranged Disarm
Allows an attempt to steal the item that is the source of FoM; doesn't work if the item is "well-secured."
Sleight of Hand
-
Melee range usually
Allows an attempt to steal the item that is the source of FoM with just a DC 20 check; RAI might tell us the FoM object needs to be held, as a worn weapon requires a DC 50 check to perform
Addresses...
The Spell Effect
Items Generating the Spell Effect
Both
Kaleidoscope Doom, Spellshatter, Hymn of Spelldeath (Refrain), Steal Spell Effect, Dispelling, Dispelling (Greater)
Sunder, Disarm, Sleight of Hand
Dispel Magic, Greater Dispel Magic, Dispel Psionics, Suppression, Dispelling Orb, Dispelling Strike, Transform Magic, Antimagic Field, Mage's (Mordenkainen's) Disjunction
Takeaways...
It seems that, apart from getting close enough to AMF or Disjunction the person, you will need at least two applications of one of the "both" abilities, or one application of a "creature" ability along with a Sunder or Disarm in order to guarantee a grapple on a well-guarded target. Of course, it is unlikely that a target would have both an item generating FoM (taking up valuable WBL and body slots) and have the spell active and/or persisted. Therefore, for a martial grappler, Dispelling Strike may be sufficient, or one of the "creature" effects combined with the capability to sunder or disarm the target creature as need be. If you are playing at a high enough level that FoM is a problem, you probably have the iterative attacks to sunder/disarm, then use one of the "creature" or "both" options, then make a touch attack to initiate a grapple, or at least two of the three.
So, if you have any suggestions for additional ways to remove or bypass Freedom of Movement, please let me know so I can add it to the chart! :smallsmile:
Scorpion's Grasp is a feat that reads:
"If your attack with an unarmed strike or a light or one-handed melee weapon hits, the strike deals normal damage and you can attempt to start a grapple as a free action; no initial touch attack is required..."
Note that, unlike Improved Grab, it doesn't explicitly say the attack needs to be made on the creature you intend to grapple. A very specific (completely against RAI) reading might allow you to sunder an item to initiate the grapple on its bearer, as that involves hitting a target with your unarmed strike or melee weapon.
Scorpion's Grasp and Improved Grab would both allow you to use one of the "creature" or "both" melee options to initiate the grapple, too, reducing the need for an iterative.
As-is, the aware for "Most Accessible Martial Option" seems to be going to the "Dispelling" weapon enhancement, plus the option to sunder if an opponent has an item generating the FoM effect. You get a +5 to the roll, so worse than 50/50 odds of removing the cleric version, or pretty abysmal odds of removing the bard or ranger version, but it is a chance at least.
An Antimagic Torc is online at level 11, but putting yourself in an AMF has its own problems for a martial.
Suel Arcanamach 2 is a fairly low investment; you get +8 to your check, so you have a 50/50 chance of removing the effect from a cleric/druid wand.
Spellthief 2 and +5 to charisma is a fairly low investment if the character was going to have a high charisma anyway, although that makes the grappler pretty MAD. Leaves the option open to Steal Spell Effect the FoM or Sunder an item, then engage in a grapple. Auto-succeeds against the cleric and druid versions of the spell (out of a wand), which is pretty nice.
There's a conversation to be had about the feat Ranged Pin. The feat reads:
Benefit: You can perform a ranged grapple attempt against an opponent by pinning a bit of it's clothing to a nearby surface. The target must be within 5 feet of a wall, tree, or other surface in which a thrown weapon or projectile can be stuck and must be wearing some sort of clothing, armor or other accoutrement. You must succeed on a ranged attack (not a ranged touch attack) and then win an opposed grapple check (your size modifier, and the target's size modifiers still apply). To break free, the victim must make a DC 15 Strength check or a DC 15 Escape artist check as a standard action.
Special: A fighter may select Ranged Pin as one of his fighter bonus feats. When using this feat, a character gains no benefit from the Improved Grapple feat.
If Ranged Pin does not count as actually grappling/pinning, then Freedom of Movement should not help a character resist it, as it is neither a magic that impedes movement or a grapple attempt, and the strength or escape artist check they make to break free would not trigger as they would not be to escape a pin. It is not exceptionally powerful if this is the case, as it's only a DC15 strength check they can take 20 on over 20 rounds, but if they aren't mechanically pinned as of the "pinned" condition, then it raises the question of what exactly does the feat even do. RAI might suggest that the character can't move from that spot, but the feat never explicitly says that; it only says that they must "break free." This would not be a common-sense reading, I feel, but it is one someone might make.
If Ranged Pin does count as actually pinning them, then Justicar's "hog-tie" has a hilarious interaction wherein a character can ranged pin someone from 1000+ feet away, then sling their manacles across that same distance like a bola to bind them. While Justicar does need to grapple the target to initiate a hogtie, the Justicar's use-rope check isn't a grapple or a grapple attempt, and the target's grapple check or Escape Artist check wouldn't be made to escape a grapple or pin, so it should actually bypass Freedom of Movement. Unfortunately, under this reading, Freedom of Movement would block Ranged Pin, but the concept is hilarious enough to stat out as an NPC watchman for a city standing atop a tower.
Anti-Freedom of Movement Resources
Name
Obtained Via...
Range
Notes
Dispel Magic
Trapsmith 1, Bard 3, Death Master 3, Sha'ir 3, Wu Jen 3, Blighter 3, Beguiler 3, Vigilante 3, Knight of the Chalice 3, Knight of the Weave 3, Cleric 3, Paladin 3, Sorcerer 3, Wizard 3, Hoardstealer 3, Court Herald 3, Duskblade 4, Druid 4, Urban Druid 4, Dread Necromancer 4, Magic 3, or Pixie 3, Doomlord 7, or Consecrated Harrier 3 as an SLA
Medium (100 ft. + 10 ft./level)
Must be targeted on the person if the FoM source is a spell, or the item if it's an item; allows a modified dispel check against all ongoing magical or psionic effects active on the creature or object.
Greater Dispel Magic
Trapsmith 3, Bard 5, Dread Necromancer 5, Sorcerer 6, Urban Druid 6, Death Master 6, Sha'ir 6, Wu Jen 6, Nar Demonbinder 6, Blighter 6, Cleric 6, Knight of the Weave 6, Druid 6, Wizard 6, Beguiler 6, Liberation 6,
Medium (100 ft. + 10 ft./level)
As of Dispel Magic, but at a higher modifier.
Dispel Psionics
Psion 3, Wilder 3
Medium (100 ft. + 10 ft./level)
As of Dispel Magic, but allowing for augmentation.
Dispelling Orb (Su)
Witchborn Binder 2
30ft
Standard-action ranged touch attack to targeted dispel magic.
Kaleidoscope Doom (Sp)
Initiate of the Sevenfold Veil 7
60 ft
Greater dispel magic with prismatic wall effects as a rider
Dispelling Strike (Su)
Suel Arcanamach 2
Melee attack
Melee targeted greater dispel magic 1/day or more with more levels
Spellshatter (Su)
Mystic Fire Knight (Paladin) 6
Melee attack
Greater dispel magic on a successful strike 1/day, or more with more levels
Transform Magic (Sp)
Enlightened Spirit 9
Touch
Greater dispel magic at will on a successful touch with a healing rider
Hymn of Spelldeath, Refrain (Su)
Seeker of the Song 6
20ft radius centered on you
Use bardic music to area dispel
Steal Spell Effect (Su)
Spellthief 2
Requires sneak attack
Allows you to steal a spell effect from an opponent if the caster level of the spell is equal to or less than his class level + cha modifier; therefore, it will require a sum of at least 7 (2 levels + 5 modifier isn't crazy) to deal with a wand of the cleric version, or up to a 14 if dealing with the ranger version, or higher if the source is direct spellcasting.
Antimagic Field
Runescarred Berserker 5, Sorcerer 6, Wizard 6, Sha'ir 6, Court Herald 6, Cleric 8, Death Master 8, Magic 6, Protection 6, Spell 8, or Halruaan Magehound 10 as an SLA
10-ft.-radius emanation, centered on you
Suppressed any non-Ex sources of FoM
Mage's (Mordenkainen's) Disjunction
Sorcerer 9, Wizard 9, Sha'ir 9, Magic 9, Mechanus 9, Spell 9,
Close (25 ft. + 5 ft./2 levels)
Spells in range automatically end; items make a will save to avoid becoming normal items.
Suppression
+2 weapon enhancement
Melee or ranged attack
On a hit, subjects the opponent to a targeted dispel psionics; only functions 3x/day for ammunition-consuming weapons.
Dispelling
6,000gp weapon enhancement
Melee or ranged attack
Allows a free-action targeted dispel on a struck creature 1x/day
Dispelling, Greater
79,200gp weapon enhancement
Melee or ranged attack
Allows a free-action targeted greater dispel on a struck creature 3x/day
Sunder
-
Melee range, or ranged attack with Ranged Sunder
Allows an attempt to destroy the item that is the source of FoM
Disarm
-
Melee range, or 30 feet with Ranged Disarm
Allows an attempt to steal the item that is the source of FoM; doesn't work if the item is "well-secured."
Sleight of Hand
-
Melee range usually
Allows an attempt to steal the item that is the source of FoM with just a DC 20 check; RAI might tell us the FoM object needs to be held, as a worn weapon requires a DC 50 check to perform
Addresses...
The Spell Effect
Items Generating the Spell Effect
Both
Kaleidoscope Doom, Spellshatter, Hymn of Spelldeath (Refrain), Steal Spell Effect, Dispelling, Dispelling (Greater)
Sunder, Disarm, Sleight of Hand
Dispel Magic, Greater Dispel Magic, Dispel Psionics, Suppression, Dispelling Orb, Dispelling Strike, Transform Magic, Antimagic Field, Mage's (Mordenkainen's) Disjunction
Takeaways...
It seems that, apart from getting close enough to AMF or Disjunction the person, you will need at least two applications of one of the "both" abilities, or one application of a "creature" ability along with a Sunder or Disarm in order to guarantee a grapple on a well-guarded target. Of course, it is unlikely that a target would have both an item generating FoM (taking up valuable WBL and body slots) and have the spell active and/or persisted. Therefore, for a martial grappler, Dispelling Strike may be sufficient, or one of the "creature" effects combined with the capability to sunder or disarm the target creature as need be. If you are playing at a high enough level that FoM is a problem, you probably have the iterative attacks to sunder/disarm, then use one of the "creature" or "both" options, then make a touch attack to initiate a grapple, or at least two of the three.
So, if you have any suggestions for additional ways to remove or bypass Freedom of Movement, please let me know so I can add it to the chart! :smallsmile:
Scorpion's Grasp is a feat that reads:
"If your attack with an unarmed strike or a light or one-handed melee weapon hits, the strike deals normal damage and you can attempt to start a grapple as a free action; no initial touch attack is required..."
Note that, unlike Improved Grab, it doesn't explicitly say the attack needs to be made on the creature you intend to grapple. A very specific (completely against RAI) reading might allow you to sunder an item to initiate the grapple on its bearer, as that involves hitting a target with your unarmed strike or melee weapon.
Scorpion's Grasp and Improved Grab would both allow you to use one of the "creature" or "both" melee options to initiate the grapple, too, reducing the need for an iterative.
As-is, the aware for "Most Accessible Martial Option" seems to be going to the "Dispelling" weapon enhancement, plus the option to sunder if an opponent has an item generating the FoM effect. You get a +5 to the roll, so worse than 50/50 odds of removing the cleric version, or pretty abysmal odds of removing the bard or ranger version, but it is a chance at least.
An Antimagic Torc is online at level 11, but putting yourself in an AMF has its own problems for a martial.
Suel Arcanamach 2 is a fairly low investment; you get +8 to your check, so you have a 50/50 chance of removing the effect from a cleric/druid wand.
Spellthief 2 and +5 to charisma is a fairly low investment if the character was going to have a high charisma anyway, although that makes the grappler pretty MAD. Leaves the option open to Steal Spell Effect the FoM or Sunder an item, then engage in a grapple. Auto-succeeds against the cleric and druid versions of the spell (out of a wand), which is pretty nice.
There's a conversation to be had about the feat Ranged Pin. The feat reads:
Benefit: You can perform a ranged grapple attempt against an opponent by pinning a bit of it's clothing to a nearby surface. The target must be within 5 feet of a wall, tree, or other surface in which a thrown weapon or projectile can be stuck and must be wearing some sort of clothing, armor or other accoutrement. You must succeed on a ranged attack (not a ranged touch attack) and then win an opposed grapple check (your size modifier, and the target's size modifiers still apply). To break free, the victim must make a DC 15 Strength check or a DC 15 Escape artist check as a standard action.
Special: A fighter may select Ranged Pin as one of his fighter bonus feats. When using this feat, a character gains no benefit from the Improved Grapple feat.
If Ranged Pin does not count as actually grappling/pinning, then Freedom of Movement should not help a character resist it, as it is neither a magic that impedes movement or a grapple attempt, and the strength or escape artist check they make to break free would not trigger as they would not be to escape a pin. It is not exceptionally powerful if this is the case, as it's only a DC15 strength check they can take 20 on over 20 rounds, but if they aren't mechanically pinned as of the "pinned" condition, then it raises the question of what exactly does the feat even do. RAI might suggest that the character can't move from that spot, but the feat never explicitly says that; it only says that they must "break free." This would not be a common-sense reading, I feel, but it is one someone might make.
If Ranged Pin does count as actually pinning them, then Justicar's "hog-tie" has a hilarious interaction wherein a character can ranged pin someone from 1000+ feet away, then sling their manacles across that same distance like a bola to bind them. While Justicar does need to grapple the target to initiate a hogtie, the Justicar's use-rope check isn't a grapple or a grapple attempt, and the target's grapple check or Escape Artist check wouldn't be made to escape a grapple or pin, so it should actually bypass Freedom of Movement. Unfortunately, under this reading, Freedom of Movement would block Ranged Pin, but the concept is hilarious enough to stat out as an NPC watchman for a city standing atop a tower.