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Dustin Ashe |
![Mathezic](http://cdn.paizo.com/image/avatar/PZO9542-Mathezic_500.jpeg)
This is the scenario I'm playing tonight. An ogre mage will sneak into camp when everyone but the person on watch is asleep. He'll cast deep slumber on the person on watch, then grab one of the PCs and attempt to fly away with her. But how, rules-wise, would I do that?
I thought a grapple might do it, but would it also involve pinning (2 CMD checks)? What about flying; would there be a penalty on the Fly check for flying with a resisting captive?
Thanks!
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BigDTBone |
![Hezzilreen the Cunning](http://cdn.paizo.com/image/avatar/PZO9432-Priest_500.jpeg)
AndGrapple: As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple , grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition (see the Appendices). If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).
Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.
Helpless: A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy.
So, you have to grapple and then maintain every round. The opponent has a CMD of 5 and you get a +5 to maintain, so just don't roll a 1. Flight counts as a movement speed so no problems there, just limited to half speed.
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BigDTBone |
![Hezzilreen the Cunning](http://cdn.paizo.com/image/avatar/PZO9432-Priest_500.jpeg)
BigDTBone wrote:So, you have to grapple and then maintain every round. The opponent has a CMD of 5 and you get a +5 to maintain, so just don't roll a 1. Flight counts as a movement speed so no problems there, just limited to half speed.I suppose if I did roll a 1, the PC would just plummet?
Yeah, that's how I'd rule it.
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Dustin Ashe |
![Mathezic](http://cdn.paizo.com/image/avatar/PZO9542-Mathezic_500.jpeg)
I'm not positive on the fly check in regards to a resisting captive, encumbrance rules could come into effect though.
That's good to keep in mind generally, but an ogre mage (especially the advanced one I'm using) has a high Strength score. I don't think he'll have to worry about encumbrance. :)
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![Tyrannosaurus Rex](http://cdn.paizo.com/image/avatar/PZO1126-TRex_90.jpeg)
DinosaursOnIce wrote:I'm not positive on the fly check in regards to a resisting captive, encumbrance rules could come into effect though.That's good to keep in mind generally, but an ogre mage (especially the advanced one I'm using) has a high Strength score. I don't think he'll have to worry about encumbrance. :)
I do believe I missed the "Ogre" part of that equation, that changes quite a lot. Sounds like a pretty amusing sight to behold.
You should post up on how it all goes. I want to hear about this Ogre Mage and his/her shenanigans.