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View Full Version : Optimization What Ways Exist to Remove FoM From a Target?



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.

AvatarVecna
2021-05-13, 07:49 PM
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.


Inspector Zenigata has entered the chat.

Anthrowhale
2021-05-13, 09:49 PM
With enough optimization, the AMF approach seems potentially fairly effective.

On the sufficiently-capable side, you can create a zero magic large character via a Half-Ogre Anthropomorphic Baleen Whale that maximizes strength and BAB with Improved Grapple to get a grapple check of +40.

And on the action economy side AMF is hard to beat.

Crake
2021-05-13, 11:13 PM
FoM is a 4th level spell, so invoke magic can get around the AMF solution.

Particle_Man
2021-05-13, 11:54 PM
If the freedom of movement has a known duration, transporting oneself forward in time until the duration runs out may work (either through some psionic or other means, or the more mundane “run away and come back later” method).

Anthrowhale
2021-05-14, 12:25 AM
FoM is a 4th level spell, so invoke magic can get around the AMF solution.

I agree that grappling is not foolproof, but perhaps this approach is enough to be relevant against most monsters.

Doctor Despair
2021-05-14, 02:16 AM
Inspector Zenigata has entered the chat.

Alright, you got me. Let's go with reading #2.

We can use Arcane Archer 2 to apply AMF via our arrow-shot, but that requires that we be able to cast AMF natively. That means 11 levels of wizard (or another full-casting arcane class), 8 levels of Apostle of Peace, or 3 levels of Sublime Chord. As Justicar and Arcane Archer both require BAB +6, we only have 4 levels to play with after ECL7, and that rules out... all of them.

The more I think about it, I think it's literally impossible to fit 10 levels of anything in with 5 levels of Justicar, 2 levels of Arcane Archer, and access to Antimagic Field. Apostle of Peace flat-out just doesn't have room. Sublime Chord is... disappointingly messy, but here's what one stub might look like.

1 Bard (Point Blank Shot)
2 Fighter (Precise Shot)
3 Fighter (EWP: Greatbow, Quick Draw)
4 Bard
5 Fighter
6 Fighter (Ranged Pin, Skill Focus: Gather Information)
7 Ranger (Track)
8 Justicar
9 Justicar (Versatile Spellcaster, Improved Grapple)
10 Justicar (EWP: Manacles)
11 Justicar
12 Justicar (Heighten Spell)
13 Justicar
14 Justicar
15 Justicar (Sanctum Spell)
16 Sublime Chord
17 Sublime Chord
18 Sublime Chord (Weapon Focus: Shortbow)
19 Arcane Archer
20 Arcane Archer

There's a lot to hate about it. We lose a size category by being shoe-horned into half-elf as our race, we take a multiclass XP penalty, we have to take levels in bard when the build wants nothing to do with it, we need a million feat taxes (skill focus, track, versatile, heighten, sanctum, and weapon focus are all relatively dead), and it doesn't let us shoot AMFs until level 20. Shooting AMFs might be a pipe-dream here, especially considering it's limited by the Sublime Chord's 2 AMFs per day.

On the other hand, those two shots are pretty ridiculous. With all the long-range buffs available to us (Helm of the Hunter, Eternal Wands of Hawk's Eye, Raptor's Sight, and Accuracy to name a few), and a Dragonbone Greatbow, we can peg enemies with AMF-charged arrows from thousands of feet away. That same arrow can now pin them, as their FoM should be down, and allow us to follow up with a pair of antimagic manacles in what may be the world's longest shot put. Granted, by this level they should probably have contingent magic to stop this, but it's still a funny thought.


Let's toss out the Arcane Archer We need 8 levels of Justicar to hogtie while wielding a greatbow, so to have epic progression we're probably going to end up with 10 levels of Justicar. That leaves 4 levels for Cragtop Archer, and six levels pre-Justicar. As we can't apply Improved Grapple here, we'll want to be as big as possible...


https://iv1.lisimg.com/image/6008406/320full-inspector-koichi-zenigata.jpg



The Long Arm of the Law: Inspector Zenigata


Half-Ogre (LA +2)




HD
Class
Feat
Class Feature
Notes


1
Ranger (Throwing Style; Skilled City Dweller)
Human Heritage, Track
1st favored enemy, wild empathy
-


2
Fighter (Hit and Run)
Point Blank Shot
-
-


3
Fighter (Hit and Run)
Endurance, Precise Shot
-
-


4
Ranger (Throwing Style; Skilled City Dweller)
Quick Draw
-
-


5
Bloodhound
-
Mark (1), swift tracker
We can now pay for a permanent Enlarge Person, which we are eligible for via our Human Heritage (WBL 3,040/9000)


6
Consecrated Harrier
Skill Focus: Gather Information
Blessing of scripture +2, detect chaos
We get access to Guided Shot here providing we have at least 12 wisdom, which shouldn't be a hard task.


7
Justicar
-
Bring 'em back alive, nonlethal strike +1d6
Helm of the Hunter can be purchased here, granting Far Shot. If this is unavailable, Horizon Goggles will also suffice. (WBL 12,040/19,000)


8
Justicar
Improved Grapple
Crippling strike
-


9
Justicar
Ranged Pin, EWP: Manacles
Street savvy +2
-


10
Justicar
-
Nonlethal strike +2d6
-


11
Justicar
-
Hog-tie
-


12
Justicar
Mountain Warrior
Street savvy +4
-


13
Cragtop Archer
-
Adept climber, farsight
-


14
Cragtop Archer
-
Strike from above
-


15
Cragtop Archer
Far Shot
Arcing shot
-


16
Cragtop Archer
-
Horizon shot
-


17
Justicar
-
Nonlethal strike +3d6
-


18
Justicar
Exotic Weapon Proficiency: Greatbow
Improved hog-tie
-


19
Justicar
-
Street savvy +6
-


20
Justicar
-
Intuition, nonlethal strike +4d6
-



Here we have no XP penalty, and we manage to set things up to start hogtying on time at level 11 with a one-handed bow, and then with a two-handed greatbow at level 18. Much like we've already discussed, this character (we'll call him Gough, after the Dark Souls giant) can shoot basically anything it can see, causing a pin (if they aren't under the effects of FoM), and then slap them with manacles. If the DM for this character's game objects to using items to meet prerequisites, we can move Cragtop Archer back until level 16 fairly easily, too.

One thing I really like about the way this build turned out relative to the other one, apart from the lack of xp penalties and epic progression, is that Bloodhound and Consecrated Harrier both feel very on-theme for this champion of justice. I definitely prefer this to the former, although the former is probably stronger at level 20 when the AMFs finally turn on. With that said, this build can use Dispel Magic in Spell Storing Arrows to at least have a chance of knocking FoM off of a character using a wand.

The latter was fairly satisfying; now let's try ruling #1.

So here we'll be using Scorpion's Grasp to trigger grapples on unarmed strikes, and using the Throwing enhancement to make our unarmed strikes ranged attacks. Once again, we'll want 10 levels of Justicar, which leaves us with 4 levels to spare later in the build, but our feat requirements get a lot more intensive to get any sort of impressive range on these strikes...


https://iv1.lisimg.com/image/6008406/320full-inspector-koichi-zenigata.jpg



The Long Arm of the Law: Inspector Zenigata


Half-Ogre (LA +2)




HD
Class
Feat
Class Feature
Notes


1
Ranger (Beast-Wrestling Style; Skilled City Dweller)
Human Heritage, Track
1st favored enemy, wild empathy
-


2
Ranger (Beast-Wrestling Style; Skilled City Dweller)
Improved Unarmed Strike
-
-


3
Fighter (Hit and Run)
Improved Grapple, Skill Focus: Gather Information
-
-


4
Fighter (Hit and Run)
Weapon Focus: Unarmed Strike
-
We can now afford a Necklace of Natural Attacks +1 (4,600/5,400)


5
Fighter (Hit and Run)
-
-
We can now pay for a permanent Enlarge Person, which we are eligible for via our Human Heritage (WBL 7,640/9,000)


6
Fighter (Hit and Run)
Scorpion's Grasp, Weapon Specialization
-
-


7
Justicar
Bring 'em back alive, nonlethal strike +1d6
-
Helm of the Hunter can be purchased here, granting Far Shot. If this is unavailable, Horizon Goggles will also suffice. (WBL 12,040/19,000)


8
Justicar
Improved grapple, crippling strike
-
We can now afford Gauntlets of Extended Range, and to add +2 to our Necklace for the Throwing/Returning enhancements (25,640/27,000)


9
Justicar
Ranged Weapon Mastery, EWP: Manacles
Street savvy +2
We can now afford a Helm of the Hunter (34,640/36,000)


10
Justicar
-
Nonlethal strike +2d6
We can now afford to add the +1 Distance enhancement to our necklace (48,640/49,000)


11
Justicar
Iron Will
Hog-tie
Hog-Tie is online! We can also afford to visit the Otyugh Hole (51,640/66,000)


12
Justicar
Combat Casting
Street savvy +4
-


13
Justicar
-
Nonlethal strike +3d6
-


14
Justicar
-
Improved hog-tie
-


15
Suel Arcanamach
Quick Draw
Ignore spell failure chance 5%, tenacious spells
We can now operate Eternal Wands of Accuracy, Hawkeye, Raptor's Sight, and other helpful range-increasers. This brings us up to nearly 800 feet of distance for our thrown unarmed strike.


16
Suel Arcanamach
-
Dispelling strike 1/day
Dispelling Strike lets us try to suppress our target's items or dispel their FoM while we activate our Scorpion's Grasp.


17
Ranger (Beast-Wrestling Style; Skilled City Dweller)
-
Endurance
-


18
Ranger (Beast-Wrestling Style; Skilled City Dweller)
Sunder
Animal companion
Guided Shot comes online at long last.


19
Justicar
-
Street savvy +6
-


20
Justicar
-
Intuition, nonlethal strike +4d6
-



We're back to having an XP penalty, but now we are explicitly starting a grapple, so there's no more room for debate as there may have been with Ranged Pin. We use unarmed strike to trigger Scorpion's Grasp (which specifies that light weapon attacks must be melee attacks, but never specifies for unarmed strikes), and abuse the wording of the feat to let us start a grapple while we dispel or sunder worn sources of FoM using tools like the dispelling enhancement, greater dispelling enhancement, or SA's dispelling strike. Meanwhile, we manage to qualify for epic progression, and we get access to eternal wands to apply valuable buffs with.

Overall, this build could be fallen back on if the DM makes the (in my opinion) nonsensical ruling that Ranged Pin's ranged grapple check doesn't count as establishing a grapple, but I think the second build is probably the cleanest and most satisfying. The extent to which we become item dependent here is really quite disappointing here, but we just don't have the feats to qualify for Ranged Weapon Mastery, Scorpion's Grasp, AND Justicar at reasonable levels while trying to ALSO enter something like Hulking Hurler or Bloodstorm Blade. As a result, we're one dispelled, sundered, or stolen necklace away from heartbreak at all times. Additionally, while 800 feet is an impressive range to make melee attacks from, it still falls a lot short of the range at which Gough to activate hogtie using a bow.

Maat Mons
2021-05-14, 04:12 AM
Interestingly, the mechanism by which Freedom of Movement prevents a grapple is to cause the check to resist it to auto-succeed. So anything that completely skips the check thwarts Freedom of Movement.

Well, the grappled person can still move and attack freely. But they're technically grappled, even if they don't suffer most of the normal effects.

Mimics can grapple with no checks required. And a Druid with the Aberration Wild Shape feat can cast the Enhance Wild Shape spell, then turn into one, to get its abilities.

I think I had a build once that involved those boots that let you charge as a standard action, the mimic's auto-grapple, the pounce ability, Justiciar's Improved Hogtie feature, and that PrC that lets you coup de grace as a move action, to do one-round insta-kills.

If you don't have an Antimagic Field, do a one-round insta-kill, or put some sort of Dimensional Anchor effect in place, people can just teleport out of your grapple. Anklets of Translocation are pretty affordable.

Ironically, a Ring of Freedom of Movement is probably a nice item for someone who intends to grapple others. It lets him attack freely while grappling.

I personally am not sad that Freedom of Movement mostly screws over grapplers. I don't like having to remember how grapple works. So taking it off the table lets me forget those rules exist.

PraxisVetli
2021-05-14, 05:13 AM
I'm away from my books, but I believe Dreamscarred Press' Fool's Errand has a way of *dispel*ing FoM.

Lapak
2021-05-14, 07:10 AM
Loving the ranged-hogtie builds. :smallbiggrin:

Wanted to throw in another (very limited) countermeasure to item-based FoM: a skilled pickpocket-grappler could potentially Sleight of Hand the item off their target before initiating the grapple. Or for spellcast/wand version, use stealth to get the grapple going before the target can get it up and running (for all but casters high enough in level to have it running 24/7.) I don't know if I've ever seen a rogue/stealth-heavy grappler build, probably for good reasons, but maybe this is a reason to try to put one together?

Doctor Despair
2021-05-15, 11:15 AM
Loving the ranged-hogtie builds. :smallbiggrin:

Wanted to throw in another (very limited) countermeasure to item-based FoM: a skilled pickpocket-grappler could potentially Sleight of Hand the item off their target before initiating the grapple. Or for spellcast/wand version, use stealth to get the grapple going before the target can get it up and running (for all but casters high enough in level to have it running 24/7.) I don't know if I've ever seen a rogue/stealth-heavy grappler build, probably for good reasons, but maybe this is a reason to try to put one together?

Added! I think the biggest reason it's not an immediate go-to is that Sleight of Hand is poorly written. It's a DC 20 check to lift a small object from a person, or "try to take something from another creature." That's very broad and could very well include a worn ring. With that said, it's a DC 50 check to lift a sheathed (read: worn) weapon from another creature and hide it on the character's person (note: whether the character its being hidden with is the Sleight of Hander or the mark is unclear), so that might imply it's a DC 50 check to take other worn items. Alternatively, the fact that it's a DC 50 check to lift a sheathed weapon might suggest you can't take other worn items at all, as a small worn weapon would arguably be included in the DC 20 check to begin with. DM discretion here, but definitely notable!


I'm away from my books, but I believe Dreamscarred Press' Fool's Errand has a way of *dispel*ing FoM.

That's PF, right? Added it to the preamble. :) Wish 3.5 had something that clear-cut...


Interestingly, the mechanism by which Freedom of Movement prevents a grapple is to cause the check to resist it to auto-succeed. So anything that completely skips the check thwarts Freedom of Movement.

Well, the grappled person can still move and attack freely. But they're technically grappled, even if they don't suffer most of the normal effects.

Mimics can grapple with no checks required. And a Druid with the Aberration Wild Shape feat can cast the Enhance Wild Shape spell, then turn into one, to get its abilities.

I'd looked at Scorpion's Grasp and Improved Grab, but I never thought about Mimics' Adhesive. Nice find! You don't need Enhance Wild Shape to get the Adhesive, of course, unless you don't like being an amorphous blob. :smalltongue:


I think I had a build once that involved those boots that let you charge as a standard action, the mimic's auto-grapple, the pounce ability, Justiciar's Improved Hogtie feature, and that PrC that lets you coup de grace as a move action, to do one-round insta-kills.

If you don't have an Antimagic Field, do a one-round insta-kill, or put some sort of Dimensional Anchor effect in place, people can just teleport out of your grapple. Anklets of Translocation are pretty affordable.

Absolutely. For a Justicar-like build, antimagic shackles, dimensional shackles, or a one-shot build as you suggested are definitely the optimal ways to go with high-op strats.

With those considerations, maybe we could see something like this...


https://www.tribality.com/wp-content/uploads/2019/02/Grey-ooze.jpg



The Long Arm of the Law: Mimicking Justice


Human




HD
Class
Feat
Class Feature
Notes


1
Wildshape Ranger (Skilled City Dweller, Urban Companion, Spiritual Connection, Arcane Hunter)
Track, Aberration Blood, Skill Focus: Gather Information
Favored enemy (arcanists), speak with animals or plants 3x/day, fast movement
-


2
Wildshape Ranger (Skilled City Dweller, Urban Companion, Spiritual Connection, Arcane Hunter)
-
-
-


3
Wildshape Ranger (Skilled City Dweller, Urban Companion, Spiritual Connection, Arcane Hunter)
Endurance, Point Blank Shot
-
-


4
Wildshape Ranger (Skilled City Dweller, Urban Companion, Spiritual Connection, Arcane Hunter)
Alertness
Octopus Familiar (+3 to grapple!)
Guided Shot is now online! We now have the option to attack at our maximum range increment at no penalty, ignoring soft cover.

We can also afford a +1 Necklace of Natural Attacks (4.6/5.4 wbl spent)


5
Wildshape Ranger (Skilled City Dweller, Urban Companion, Spiritual Connection, Arcane Hunter)
-
Wildshape 1/day for small and medium animals!
-


6
Master of Many Forms
Aberration Wild Shape
Shifter's speech, improved wild shape (humanoid)
-


7
Master of Many Forms
-
Improved wild shape (giant; Large)
We can now wild shape into a mimic, granting us Adhesive to auto-grapple our opponents. This is our first step towards effective grappling in 3.5. At this time, we are only effective at grappling in melee, but that will change.


8
Justicar
-
Bring 'em back alive, nonlethal strike +1d6
We can now afford to add throwing and returning on the Necklace, and the Gauntlets of Extended Range (22.6/27 wbl spent). This allows us to attack with our thrown slam attacks out to 100 feet (with no penalty if we use Guided Shot), or 125 if we also use Hawkeye.


9
Justicar
Improved Grapple, Martial Study: Steely Strike
Crippling Strike
We can now afford the Helm of the Hunter, granting Far Shot. If this is unavailable, Horizon Goggles will also suffice (31.6/36 wbl spent). This brings our maximum thrown natural weapon range up to 175 feet!


10
Justicar
EWP: Manacles
Street savvy +2
We can now afford to add the distance enhancement on the necklace (45.6/49 wbl spent), bringing our maximum range up to 225 feet!


11
Justicar
-
Nonlethal strike +2d6
-


12
Justicar
Martial Stance: Absolute Steel
Hog-tie
With the addition of hogtie, we get a powerful mode for melee-range grapple attempts. Depending on a DM's ruling (see notes after build stub), we may also be able to leap the 225 foot gap between us and our target to enter their square, allowing us to proceed to attempt to pin with our first attack and, as our second iterative, attempt to hog-tie the target. Under this reading, the build comes online here against folks that do not have freedom of movement active.


13
Justicar
-
Street savvy +4
-


14
Justicar
-
Nonlethal strike +3d6
-


15
Justicar
Quickdraw
Improved hog-tie
Here we get a powerful freedom-of-movement-proof grapple routine. We can attack a target that's over 200 feet away, automatically grapple them, dealing damage as if with an unarmed strike, then immediately attempt to hogtie them, all of which avoid FoM. At that point, if the DM rules we cannot move into their square (see notes under build stub), the grapple ends automatically. At this level, Dimensional Shackles and Antimagic Shackles are required to prevent the target from just using a teleportation effect to hop out of the restraints (see Anklet of Translocation). At that time, we can run towards the target to try to apprehend them.


16
Barbarian (Spiritual Totem)
-
Improved Grab
-


17
Bloodstorm Blade
-
Returning attacks, Throw anything, weapon aptitude
-


18
Bloodstorm Blade
Far Shot
Martial throw, thunderous throw
This is really the peak of the build if the DM applies the restrictive (read: common sense) reading regarding entering the opponents square in a ranged grapple. We have our full attack routine unlocked at this point. Using our full attack action, we can make a slam against a target from over 200 feet away, automatically grapple them, make an improved grab attempt (that presumably fails due to their freedom of movement), then use our first iterative attack to make an Improved Hog-tie attempt. Having successfully slapped on anti-magic shackles to disable their Freedom of Movement, the grapple proceeds to the next step.

Under the restrictive reading, the grapple would end, as we cannot enter their square. Then, we'd use our second slam attack to initiate an Improved Grab again, as before, but this time without the protection of their FoM, we presumably succeed (especially considering they are now helpless). On a successful Improved Grab, we drag the target 225 feet to enter our square, much like Mortal Kombat's Scorpion might do, and then move to pin.

Under the more generous (and, I believe, true RAW) reading, we would then, at our option, be able to either leap to their square, or follow the above routine to drag them into our square.


19
Justicar
-
Street savvy +6
-


20
Justicar
-
Intuition, nonlethal strike +4d6
We take the last two levels primarily for eligibility for epic progression. We took Far Shot to be eligible for Distant Shot at level 21, giving this build a significant escalation the second epic play begins.





Starting a Grapple
To start a grapple, you need to grab and hold your target. Starting a grapple requires a successful melee attack roll. If you get multiple attacks, you can attempt to start a grapple multiple times (at successively lower base attack bonuses).

Step 1
Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to grapple. If the attack of opportunity deals damage, the grapple attempt fails. (Certain monsters do not provoke attacks of opportunity when they attempt to grapple, nor do characters with the Improved Grapple feat.) If the attack of opportunity misses or fails to deal damage, proceed to Step 2.

Step 2
Grab. You make a melee touch attack to grab the target. If you fail to hit the target, the grapple attempt fails. If you succeed, proceed to Step 3.

Step 3
Hold. Make an opposed grapple check as a free action.

If you succeed, you and your target are now grappling, and you deal damage to the target as if with an unarmed strike.

If you lose, you fail to start the grapple. You automatically lose an attempt to hold if the target is two or more size categories larger than you are.

In case of a tie, the combatant with the higher grapple check modifier wins. If this is a tie, roll again to break the tie.

Step 4
Maintain Grapple. To maintain the grapple for later rounds, you must move into the target’s space. (This movement is free and doesn’t count as part of your movement in the round.)

Moving, as normal, provokes attacks of opportunity from threatening opponents, but not from your target.

If you can’t move into your target’s space, you can’t maintain the grapple and must immediately let go of the target. To grapple again, you must begin at Step 1.


Grappling Consequences
While you’re grappling, your ability to attack others and defend yourself is limited.

...


No Movement
You can’t move normally while grappling. You may, however, make an opposed grapple check (see below) to move while grappling.

...


If You’re Grappling
When you are grappling (regardless of who started the grapple), you can perform any of the following actions. Some of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses.

...

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.

You can’t attack with two weapons while grappling, even if both are light weapons.

...

Move
You can move half your speed (bringing all others engaged in the grapple with you) by winning an opposed grapple check. This requires a standard action, and you must beat all the other individual check results to move the grapple.

Note: You get a +4 bonus on your grapple check to move a pinned opponent, but only if no one else is involved in the grapple.

...


If You’re Pinning an Opponent

...

You may voluntarily release a pinned character as a free action; if you do so, you are no longer considered to be grappling that character (and vice versa).

I've snipped the relevant rules here for discussion. Now...

Superman Leaps

When we deal damage with a slam attack as a mimic, we automatically grapple the subject, moving to step 3. Having moved to step 3, we now attempt step 4. Step 4 tells us that in order to maintain the grapple, we must move into the target's space. This would normally be an issue, but that same line also says that this movement is free and doesn't count as part of our movement. As such, we should be able to sprint 225 feet as a free action. Remember that while this doesn't count against our movement, we still need to be able to move, so we need to at least have a speed of 5 to use this.

Now, two lines down it proceeds to explain that if you can't move into your target's space, you can't maintain the grapple and must immediately let go. While this seems like it might suggest you would be prevented from leaping 225 feet to the target, remember that 999 times out of 1000, grapple happens at melee. This line could also be referring to other conditions that prevent you from moving or reduce your speed to 0. Combined with the earlier clause regarding movement being free, I think the RAW interpretation here is that we can leap to our target if we choose to maintain the grapple.

With that said, a reasonable DM might nix this for being ridiculous. Then again, grappling at range and heaving your manacles like an Olympic shot putter is also ridiculous, so if the main part of the build works, the DM will probably follow RAW for this, too.

Consequences of Leaping Ruling

This means that for every slam attack we have, and providing we have a target at the appropriate range, we can leap 225 feet (or more, with more optimization, presumably). It's no peasant railgun, but it is extraordinarily fast.

It also has implications for the Ranged Pin feat.

If Ranged Pin's ranged grapple attempt works like a regular grapple attempt, we should be able to leap to the target's square, even if it's ~6,000 feet away.

If Ranged Pin's ranged grapple attempt works like a pin, as the name would suggest, then technically we bypass step 4 all together. The target takes a -4 to AC, at our option is prevented from speaking, and on their turn can make their escape artist or strength check to try to break free. If they were to break free, the grapple rules state they would still be grappling, but that was written with the expectation that we would confer the "grappling" condition before the "pinned" condition, so I think that's negligible. With that said, if they are subsequently hog-tied, they would have a dex of 0, so should be unable to make those checks. However, even with all that, we would not be able to leap to them.

If Ranged Pin's ranged grapple attempt works as neither a grapple or a pin, then it does not allow superman leaps or hog-ties, but completely ignores freedom of movement, and seems to be very dysfunctional with regard to what it actually does. If it doesn't confer the pinned condition, why would someone ever spend an action to break free? They could just act as they normally would, ignoring it.


Maybe I'll put together a cleaner post on this and the middle archer build sometime; these turned out better than I expected. :)