Armor as bonds


Rules Questions


One of my friends has come up with an interesting (and sleightly power gamey) way of making it near impossible to get out of bonds at low level. Fit the character in armor before they're tied up.

If you've knocked out a boss, go get one of their minions and have them put on the minion's half plate or splint mail on them. THEN tie them up (taking 20 on the combat maneuver). Suddenly they have a +7 bonus to their tying up. Since this is so circumstantial I can't really see it being a problem, but I was wondering if it was part of the RAI or RAW.

Any thoughts?


You can't take 20 on a combat maneuver. It is an attack roll. I also don't know where that +7 is coming from.


wraithstrike wrote:
You can't take 20 on a combat maneuver. It is an attack roll. I also don't know where that +7 is coming from.

They are repeatedly attempting to tie up an unconscious character, since there is no consequence for failure they could simply roll the die until 20 popped up. The +7 is the fact that the character takes a -7 to all escape artist checks due to armor check penalty.


The character can also use CMB to escape which has no armor check penalty, and is likely to be higher than escape artist checks anyway since many NPC's don't have ranks in escape artist.

If they can knock him out which is dangerous since the boss will be trying to kill them, it is rules legal though to put the armor on him.


Okay, just an interesting rules lawyer thought. Thanks for your input!


wraithstrike wrote:

The character can also use CMB to escape which has no armor check penalty, and is likely to be higher than escape artist checks anyway since many NPC's don't have ranks in escape artist.

If they can knock him out which is dangerous since the boss will be trying to kill them, it is rules legal though to put the armor on him.

If they aren't proficient in the armor, the ACP applies to their attacks/CMB. For example, if you tie a rogue up in splint mail, the rogue has a -7 to his attacks/CMB.


Ashiel wrote:
wraithstrike wrote:

The character can also use CMB to escape which has no armor check penalty, and is likely to be higher than escape artist checks anyway since many NPC's don't have ranks in escape artist.

If they can knock him out which is dangerous since the boss will be trying to kill them, it is rules legal though to put the armor on him.

If they aren't proficient in the armor, the ACP applies to their attacks/CMB. For example, if you tie a rogue up in splint mail, the rogue has a -7 to his attacks/CMB.

I forgot ACP applied to attack rolls.


wraithstrike wrote:
Ashiel wrote:
wraithstrike wrote:

The character can also use CMB to escape which has no armor check penalty, and is likely to be higher than escape artist checks anyway since many NPC's don't have ranks in escape artist.

If they can knock him out which is dangerous since the boss will be trying to kill them, it is rules legal though to put the armor on him.

If they aren't proficient in the armor, the ACP applies to their attacks/CMB. For example, if you tie a rogue up in splint mail, the rogue has a -7 to his attacks/CMB.
I forgot ACP applied to attack rolls.

It's not hard to remember, but it's pretty much the only drawback to wearing armor without proficiency. If you're not making attack rolls, there's no downside to wearing armor. I had a psion who walked around in full plate and carried a spear to pretend to be a warrior. She couldn't hit the broad side of a barn with her melee attacks though; but the look on the bad guy's faces when they skipped over the "tin can" to get to the real threats, only to get blasted with fire in the butt. "Did that fighter just cast a spell!?"


The other thing you might be missing is the duration to don and shed armor. Shedding plate and half-plate takes a minimum of 2 minutes.


Well spell failure is a downside. But psionics don't have any spell failure for whatever reason.


Also remeber if they are unconscious then the check to tie them up is 20+cmb of the one doing the tieing.

Tie Up
If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

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