
Tem |

Do there exist any rules for what penalties are associated with wearing manacles? I suppose in an extreme case, you could compare it to being "tied up" and/or "pinned", but I want to have a character in manacles and able to work (think chain gang). If said character decided to put up a fight, it wouldn't be reasonable to assume they're completely helpless.

Gobo Horde |

Hahahah I just answered this on another post just 5 minutes ago.
Here is the link.
You might want to look at fetters. They are in the same area as manacles but affect the feet only.

Tem |

So basically, by the rules, once you put on a pair of handcuffs, you're completely unable to move in any way. I'm a little disappointed that there's nothing in between.
Perhaps entangled is a better model for the effect I'm going for, though perhaps with or without the movement restrictions if you want to use fetters in conjunction.

Tem |

A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
They're actually very similar (-4 Dex, -2 attack rolls, concentration check for casting spells, impeded movement)
I prefer entangled because I don't need to know the "grappler's CMB" for the concentration check. Also, I want the subject to be able to move but grappled prevents that (though, in both cases that portion could be waived if fetters are not included). The other penalties for grappled (no AoOs and can't perform actions requiring two hands) don't seem to fit for me either. In fact, with handcuffs on, it would actually be much easier to use a greatsword than it would a sword and shield!

phantom1592 |

They're actually very similar (-4 Dex, -2 attack rolls, concentration check for casting spells, impeded movement)
I prefer entangled because I don't need to know the "grappler's CMB" for the concentration check. Also, I want the subject to be able to move but grappled prevents that (though, in both cases that portion could be waived if fetters are not included). The other penalties for grappled (no AoOs and can't perform actions requiring two hands) don't seem to fit for me either. In fact, with handcuffs on, it would actually be much easier to use a greatsword than it would a sword and shield!
Depends where your hands are bound ;) I think the manacles give you the DC to escape them...
but either way, eitehr is better and more realistic than 'Helpless' O.o

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Now to throw more fun in this, take a look at the Monks "Vow of Chains"
Vow of Chains: Either out of penitence or to bring attention to the suffering of the enslaved, the monk wears shackles on his wrists and legs. This gives the monk a –1 penalty on attack rolls and to AC, and reduces his movement by 10 feet. If temporarily unable to wear his chains, he may carry rocks or some other heavy burden (including medium or heavy armor) to simulate this suffering. A monk with this vow increasing his ki pool by 1 ki point for every 3 monk levels (minimum +1).
So the monk wears shackles on his wrists and legs, and takes a -1 on Attack, AC and reduces movement by 10'
Either the penalty is lessened for the monk, or greater for everyone else.