Advice for a Wizard in a grapple


Advice


In this case it's a telekinetic grapple.

The opposed CMB makes spell casting next to impossible.

Tools available:
ring of telekinesis (command word)
Door item (Command Word)

I can't think of anything else that might be relevant. Basically if you're a wizard in a grapple what are the best strategies for getting away?

Thanks in advance.


Ring of Freedom of Movement


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Unfettered Shirt. It's not infinite like the Ring, but ten rounds should be plenty to turn the tables if someone's not expecting you to suddenly become grapple-immune.


I'm a big fan of the unfettered shirt. Would escape artist help? Max ranks is better than Wizard cmb. If you go that route, there are various items that give bonuses to that to make it even better.


Generally you are looking at items or allies. Though a contingency spell in advance could do the trick as well.

I'm guessing you aren't low level if your foe is using telekinesis. But at low levels, keeping grease and/or liberating command memorized is great to help yourself or allies.

Others have already mentioned a couple of the key items to get yourself free at higher levels. Other than that, you have to look at who your allies are and what they can do. An improved familiar with a decent UMD and a scroll of freedom of movement would do the trick. A cleric ally could do a lot of things to help out.


I'm actually a mystic theurge and not low level. This is happening in a PBP at the moment.


Gummy Bear wrote:
I'm a big fan of the unfettered shirt. Would escape artist help? Max ranks is better than Wizard cmb. If you go that route, there are various items that give bonuses to that to make it even better.

The problem is that serious grapplers have really high CMDs, so even max ranks isn't going to cut it.

A CR8 Dire Tiger has a CMD of 31
A CR9 T-Rex has a CMD of 39

If we want to not be wasting our time with this resource investment we really need a >50% chance of getting out of the grapple at the very minimum against typical grappler CMD. Ideally 75%+, so it happens fairly reliably.

Lets say you have a level 8 wizard with 14 dex and a +2 dex belt. He puts a trait into escape artist (giving class skill and +1). The wizard maxes escape artist. The wizard is now sitting at +15, giving them a 25% chance of escaping a grapple against a Dire Tiger. This is not good enough. Throw on a Vest of Escape at 5200gp for another +6. Now we are at 55%, just above the bare minimum to not be wasting our time. If we want to make it somewhat reliable, throw in skill focus for another +3(+6 at level 10). Great, now we have spent a trait, a feat, 5200gp and about 1/8th of the total available skill points to make the effectiveness of most grapplers dicey. Of course, this costs us actions to break free, so it isn't anywhere as good as immunity.

Putting up grease makes the chances of breaking free much better for less investment, but at that stage a far better option is tossing up mirror image, which requires zero investment outside a spell prepared/known and works against normal attacks too.


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Don't be the wizard being grappled.


Dimension Door (silent if needed)
Contingency + Dimension Door

Grease, if the CMB isn't too high


justaworm wrote:

Dimension Door (silent if needed)

Contingency + Dimension Door

Grease, if the CMB isn't too high

Against serious grapplers concentration checks will almost certainly fail. Casting a level 1 spell against a Dire Tiger's grapple requires a DC34 check. This is worse than casting a 9th level spell defensively.

If your GM is reasonably liberal with the +50% for combining items or lets you shift slots, get a cape of the mountebank or similar, so you have an item that lets you D-Door out of a grapple.


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Abraham spalding wrote:
Don't be the wizard being grappled.

While sound advice, this is optional should Succubi be involved.


D-Door or teleportation subschool.

Before d-door comes online and you're not a conjurer, grease will increase your escape artist bonus. Always put points into escape artist if you're not a conjurer with the teleportation subschool. You should have decent dex anyhow.


I have a command word D Door Item. That's what I'm trying Round 2.

I'm not sure if DD alone will get me out of a Telekinetic grapple, though I think it will. However, I'll just have to break line of sight.


VRMH wrote:
Abraham spalding wrote:
Don't be the wizard being grappled.
While sound advice, this is optional should Succubi be involved.

Well I didn't say don't be the wizard grappling for good reason!


Grease from a wand is easy to "cast" and fairly cheap all told.

Liberating Command (level 1 spell) gives a pretty stellar bonus and an immediate action chance to break out of a grapple.

(those bonuses stack, which gives a +26 escape artist check at level 8)

A Potion of Gaseous Form is the cheapest auto-get-out card I know of that is available to anyone. Move Action draw it, Standard Action quaff it, and 5 ft step away from the grapple.


If you have a delayed activation means of potion of gaseous form (or any of the above spells really) such as the sipping shirt those can be good options too.

Contigency scroll isn't horrible either.


Would Gaseous form get you out of a telekinetic grapple?


Tiny Coffee Golem wrote:
Would Gaseous form get you out of a telekinetic grapple?

It would get you out of any grapple or enclosure that isn't sealed. I don't know what you are defining as a telekinetic grapple, as that isn't defined as far as I am aware.

If it is telekinesis that is grappling you (and you are calling that a telekinetic grapple), then inflict damage to the person using telekinesis. They are concentrating on maintaining the grapple. Break that concentration (you or the party) and you are instantly free.


Force effects to armor still applies to gaseous form, so I'm torn. I could see a telekinetic grapple being all encompassing, or I could see it as being a focused attempt.

So count me conflicted on that one.


Abraham spalding wrote:

Force effects to armor still applies to gaseous form, so I'm torn. I could see a telekinetic grapple being all encompassing, or I could see it as being a focused attempt.

So count me conflicted on that one.

Telekinesis isn't a force effect though. It applies a force, but isn't a force effect like mage armor, magic missile, etc.


Will Grease work against a Telekinetic grapple?


Scott Wilhelm wrote:
Will Grease work against a Telekinetic grapple?

What is the definition of "telekinetic grapple"?

If this "telekinetic grapple" uses the grapple rules, then Grease would apply.


Telekinetic Grapple = Grapple initiated via the Telekinesis spell.

Grand Lodge

Rory wrote:
Scott Wilhelm wrote:
Will Grease work against a Telekinetic grapple?

What is the definition of "telekinetic grapple"?

If this "telekinetic grapple" uses the grapple rules, then Grease would apply.

There's still that slight problem with casting while being grappled or Pinned.


Tiny Coffee Golem wrote:
Telekinetic Grapple = Grapple initiated via the Telekinesis spell.

Then you are good to go with any trick that works against grapple.

Your command word dim door item will work to get you out. They may try to re-grapple you, if they can see you, so prepare for that if you can.

A nice Vanish spell... obscuring mist.... a smokestick even...?


LazarX wrote:
There's still that slight problem with casting while being grappled or Pinned.

Agreed. A Wand of Grease spell gets around the grappled condition. The Pinned condition beats it of course.


I would say it's time to bend over and kiss a relatively distant portion of your anatomy goodbye (hint, it's behind your lap).

But if you were that flexible, you probably could get out of the grapple on your own anyway...

Seriously though, this is the kind of thing you have to plan for. You're not low level, you need items, even a potion of gaseous form or some such. The Arcanist or Conjuror with the swift action short range teleport. A Stilled dimension door for emergencies. A high Escape Artist skill AND a Stilled Grease spell. Any of the items mentioned upthread.

Sadly, if you did not already anticipate needing a way out of a powerful grapple, it's time to pucker up...


DM_Blake wrote:

I would say it's time to bend over and kiss a relatively distant portion of your anatomy goodbye (hint, it's behind your lap).

But if you were that flexible, you probably could get out of the grapple on your own anyway...

Seriously though, this is the kind of thing you have to plan for. You're not low level, you need items, even a potion of gaseous form or some such. The Arcanist or Conjuror with the swift action short range teleport. A Stilled dimension door for emergencies. A high Escape Artist skill AND a Stilled Grease spell. Any of the items mentioned upthread.

Sadly, if you did not already anticipate needing a way out of a powerful grapple, it's time to pucker up...

Such as a:

command word Dimension door
Command word telekinesis
Tattoo'd potion of gaseous form

I just wanted advice on other options. Though it appears I have most of my bases covered
:-)


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True Strike isn't bad. A combat maneuver is an attack, perhaps +20 will do the job.


LazarX wrote:
Rory wrote:
Scott Wilhelm wrote:
Will Grease work against a Telekinetic grapple?

What is the definition of "telekinetic grapple"?

If this "telekinetic grapple" uses the grapple rules, then Grease would apply.

There's still that slight problem with casting while being grappled or Pinned.

Ironically, since another wizard is doing the grappling, the concentration check isn't that horrific. From a level 9 caster, it's going to be a DC19+stat mod check. An equivalent level 9 caster has a 9+stat mod bonus to concentration checks. On a first level spell, you are looking at a 50% chance of making the check. A third level spell is a 40% chance.


If you're looking for a way to execute the gaseous form without having to make a concentration check, a sipping jacket will let you prep the potion in advance and mete out the benefit round by round as needed. So if you get grappled again in a later round you could trigger it again for another round.


Rory wrote:
Liberating Command (level 1 spell) gives a pretty stellar bonus and an immediate action chance to break out of a grapple.
markofbane wrote:
But at low levels, keeping grease and/or liberating command memorized is great to help yourself or allies.

Liberating Command has a casting time of 1 immediate action, a duration of instantaneous, and requires an immediate action.

You are not using on yourself, ever.

/cevah


You could if it was on a wand or you otherwise figured out how to get standard action casting instead.

Also, Spell Hex on a Hexcrafter Magus arguably might. Depends on whether Hex=standard action overrides Liberating Command's casting time.

Grand Lodge

Snowblind wrote:
LazarX wrote:
Rory wrote:
Scott Wilhelm wrote:
Will Grease work against a Telekinetic grapple?

What is the definition of "telekinetic grapple"?

If this "telekinetic grapple" uses the grapple rules, then Grease would apply.

There's still that slight problem with casting while being grappled or Pinned.
Ironically, since another wizard is doing the grappling, the concentration check isn't that horrific. From a level 9 caster, it's going to be a DC19+stat mod check. An equivalent level 9 caster has a 9+stat mod bonus to concentration checks. On a first level spell, you are looking at a 50% chance of making the check. A third level spell is a 40% chance.

Every time it's happened to me in PFS it was from a demon or some other monster as large as a house. So there simply wasn't going to be away to cast out of that predicament. After it happened the first time, I bought Boots of Escape and that has saved my bacon EVERY single scenario afterwards.

Grand Lodge

Anonymous Visitor 163 576 wrote:

True Strike isn't bad. A combat maneuver is an attack, perhaps +20 will do the job.

Mind you, given that the thing's CMD is the target number, if you're being grabbed by something large enough to merit a zip code, true strike isn't going to help you beans.


As with most things in pathfinder, the answer is this:

Have a Bard friend.


LazarX wrote:
Anonymous Visitor 163 576 wrote:

True Strike isn't bad. A combat maneuver is an attack, perhaps +20 will do the job.

Mind you, given that the thing's CMD is the target number, if you're being grabbed by something large enough to merit a zip code, true strike isn't going to help you beans.

It is not vs CMD, it is 10+ CMB. There is often a large difference between those numbers as many bonuses that apply to CMD, such as dodge, do not apply to CMB. Also many bonuses that normally apply to your CMB will not be applied in this instance. That competence bonus from the bard only applies to your CMB when you are making the roll, it does not actually modify your CMB.

Liberty's Edge

Wouldn't being a Conjuration Wizard with the Teleportation Subschool also work here? Swift action (supernatural ability) teleport seems pretty solid.

I'm not sure how it would work with telekinesis but I think it is still worth mentioning.

Liberty's Edge

DinosaursOnIce wrote:

Wouldn't being a Conjuration Wizard with the Teleportation Subschool also work here? Swift action (supernatural ability) teleport seems pretty solid.

I'm not sure how it would work with telekinesis but I think it is still worth mentioning.

The "Shift" ability works as if using Dimension Door, so after you use it your turn ends.


Never forget that the duration of the telekinesis spell is concentration. Quite possibly the easiest way out is for someone to smack the offending wizard and have him fail his concentration check.

Grand Lodge

Tiny Coffee Golem wrote:
I'm actually a mystic theurge and not low level. This is happening in a PBP at the moment.

Have powerful friends.

Unfortunately most of your useful tactics are going to be dependent on you having invested several levels earlier.

RPG Superstar Season 9 Top 16

The best way for a wizard to deal with a grapple is ensure it never happens in the first place. Though you're squishy, you're also one of the safest classes in the game. You can often contribute to a fight while being very far from enemies. If you do get grappled, it's up to your party to save you. This is a team game, after all. Since the enemy used a telekinetic grapple, they should be able to free you by disrupting the enemy's concentration.


Also, hate to be that guy, but if you weren't a Mystic Theurge, you'd definitely have Freedom of Movement by now, which makes you immune to grapples.

That said, no reason why you can't just buy a couple scrolls of the thing until you get to a level you can reliable cast it, IMHO.

Grand Lodge

Cyrad wrote:
The best way for a wizard to deal with a grapple is ensure it never happens in the first place. Though you're squishy, you're also one of the safest classes in the game. You can often contribute to a fight while being very far from enemies. If you do get grappled, it's up to your party to save you. This is a team game, after all. Since the enemy used a telekinetic grapple, they should be able to free you by disrupting the enemy's concentration.

It's good advice but you can't count on it. If your group fails it's perception checks against an invisible Hezrou who being the intelligent bastard he is, teleports right behind your squishie and grabs him as his suprise attack.

Grapples are going to happen, and as a wizard/sorcerer or summoner, You're going to be the number one target. Prepare for that certainty.


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If you are going to be grappled as a wizard... make sure it is by a succubus...


I'd use that ring of telekinesis to smack the caster on the head. If it fails it's concentration check, you go free.

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