Magical collar


Rules Questions


So my PC is imprisoned wearing a magical collar. It is described as a 'seamless piece of magical metal without any mechanism'. As such, my rogue is given no ability to make a skill check to remove it.

Does this seem right? Should I not be entitled to a disable device or escape artist check regardless of fluff? Or is #becausemagic a sufficient denier of skill usage?


It's likely that the DM's intention was that the check is so high that it's impossible for you to pass.

IIRC natural 20 does not give an auto-success for skill checks, so if you couldn't beat it on 20, it would be impossible for you character to accomplish.


If it is a magical device a rogue with Trapfinding can disarm it.

How? - Its magic.

Perhaps draw the correct take-it-off-runes on it, disrupt the flux-combumbulator-thaumaturm-flow or make it think you just spoke the correct command word etc.

Indedendend of that, if you have no thief tools, no roll if your DM sais you cant improvise this with spit and fingernails.

-

What also might be is that this is a cursed item, for which you'd need Remove Curse or some substitutes thereof.

But if it is a variant of Magical Menacles working correctly, then you should get a DD or EA roll.


Guru-Meditation wrote:

If it is magical a rogue with Trapfinding can disarm it.

How? - Its magic.

Perhaps draw the correct take-it-off-runes on it, disrupt the flux-combumbulator-thaumaturm-flow or make it think you just spoke the correct command word etc.

That was my feeling.

Guru-Meditation wrote:
Indedendend of that, if you have no thief tools, no roll if your DM sais you cant improvise this with spit and fingernails.

Lack of tools should only apply a penalty, not disallow the check, based on the rules as I understand them.

Guru-Meditation wrote:

What also might be is that this is a cursed item, for which you'd need Remove Curse or some substitutes thereof.

But if it is a variant of Magical Menacles working correctly, then you should get a DD or EA roll.

It's my understanding you can't intentionally create a cursed item - and in this case, each prisoner (over 50) was wearing an identical collar.


A magical collar is not a trap and trapfinding only allows the disabling of magical traps not all magical devices of any kind. If the GM creates a door that is magically sealed and can't be opened without magic that is his call.

Also while PCs cannot create cursed items there is no rule against NPCs doing so.

Spoiler:
In fact there is a fey creature in the Reign of Winter that is baking cursed cookies.
So if the GM wants to create a society that has cursed collars for its prisoners again that is a reasonable GM call.


GM fiat is a thing, GM can just declare something unachievable.

Not a good thing and sometimes it is a sign of an inexperienced GM.


Quote:

It is described as a 'seamless piece of magical metal without any mechanism'. As such, my rogue is given no ability to make a skill check to remove it.

Does this seem right? Should I not be entitled to a disable device or escape artist check regardless of fluff? Or is #becausemagic a sufficient denier of skill usage?

If there is no mechanism or disable believably, then you can't just Disable Device. #becausemagic is sufficient in this case.

If you have a ring on your finger and that ring cannot be removed, short of remove curse, 10 jumping jacks, or cutting off your finger, you can't just say 'I have Disable Device, it simulates the magical runes that emulate 10 jumping jacks", or "I pretend to cut off my finger."

If you have a seamless magical collar on, and it is not made to come apart under normal circumstances, it's not going to come apart. If it cannot believably fit over your head, then Escape Artist is also not an option, unless you can alter your skull shape (not just unhinge your jaw, but narrow or reshape it.)

It's no different than if it was a nonmagical collar that someone took the time to meld and forge into a solid ring around your neck. There's no clasp or lock or opening to pick or disable.

Can it be bent? Can it be reshaped or stretched? Can it be broken with a Strength check (even if it's higher than you could conceivably make)? Can it be sundered or damaged? Can it be melted? We don't know, but there's nothing unfair or even unbelievable about its existence.

Scarab Sages

If the GM says you can't remove the collar with a DD check, then you can't. You're just going to have to be really devious and come up with some other way of removing the collar.

You might be able to have it cut off if you agree that the process will damage your PC's neck, possibly with massive scars, and damage to the vocal chords reducing the character's voice to a harsh whisper, and taking a permanent 1d4 CHA damage/drain in the process. As a GM, trust me: we love that kind of thing. :)

Or you could come up with something less drastic that still satisfies the "Rule of Cool".

Think of the collar as a challenge not for your character, but for you as a player.


Wolfsnap wrote:

If the GM says you can't remove the collar with a DD check, then you can't. You're just going to have to be really devious and come up with some other way of removing the collar.

You might be able to have it cut off if you agree that the process will damage your PC's neck, possibly with massive scars, and damage to the vocal chords reducing the character's voice to a harsh whisper, and taking 1d4 CHA damage in the process. As a GM, trust me: we love that kind of thing. :)

Or you could come up with something less drastic that still satisfies the "Rule of Cool".

Think of the collar as a challenge not for your character, but for you as a player.

Are the collars enchanted to magically resize? If not a reduce person might allow an escape.


I realize this won't help your current predicament (unless you somehow level up and gain a feat while wearing the collar), but for future reference I believe Disable Dweomer is what you want.


Fuzzy-Wuzzy wrote:
I realize this won't help your current predicament (unless you somehow level up and gain a feat while wearing the collar), but for future reference I believe Disable Dweomer is what you want.

Except then it might just become a normal seamless solid metal collar. There is no way to really slip out of that. So you are still stuck with the collar. If they are something like a shock collar that won't let you leave the area that only gives you 2d4 rounds to escape before they reactivate. If they are just trackers well 2d4 rounds won't get you very far ahead.

Silver Crusade

OldSkoolRPG wrote:
Fuzzy-Wuzzy wrote:
I realize this won't help your current predicament (unless you somehow level up and gain a feat while wearing the collar), but for future reference I believe Disable Dweomer is what you want.
Except then it might just become a normal seamless solid metal collar. There is no way to really slip out of that. So you are still stuck with the collar. If they are something like a shock collar that won't let you leave the area that only gives you 2d4 rounds to escape before they reactivate. If they are just trackers well 2d4 rounds won't get you very far ahead.

Exactly, a normal seamless solid metal collar. Break it. Masterwork Manacles (the closest example) have Hardness 10, 10 HP, and a Break DC of 28. Difficult but not impossible.


zanbato13 wrote:
OldSkoolRPG wrote:
Fuzzy-Wuzzy wrote:
I realize this won't help your current predicament (unless you somehow level up and gain a feat while wearing the collar), but for future reference I believe Disable Dweomer is what you want.
Except then it might just become a normal seamless solid metal collar. There is no way to really slip out of that. So you are still stuck with the collar. If they are something like a shock collar that won't let you leave the area that only gives you 2d4 rounds to escape before they reactivate. If they are just trackers well 2d4 rounds won't get you very far ahead.
Exactly, a normal seamless solid metal collar. Break it. Masterwork Manacles (the closest example) have Hardness 10, 10 HP, and a Break DC of 28. Difficult but not impossible.

That would still require having a tool to break it. As a GM I would not let a character just grab a steel collar and tear it in two with their bare hands. If they are being forced to do some kind of labor, like mining, such tools, like picks and hammers, might be readily available so that might not be an issue.

I wouldn't let them work on their own collar either, or at least would give a major penalty to do so because they can't see it adequately.


According to the rules of Pathfinder, anything is possible.

But a seamless metal collar? That sounds like the DC to break would be high 20's at the bare minimum, and the DC to slip out of it would be...hell it would be at least 50. You'd have to either partially crush your head, or dislocate all four of your limbs.

As the GM I would say "Yes, you can try to break it/slip out. Roll the check...ok you failed".

"It was a nat 20!"

"Yup, so now you know that you aren't skilled enough to do it."

"I'm level 15 with max ranks!"

"Yup."

Scarab Sages

The Sabotage Sunder feat from Ultimate Intrigue would allow you to break it, but that's not going to be immediately useful to you unless you are a brawler.


Thanks to everyone who replied. I appreciate your time. And while I disagree with nearly all of you, I appreciate the feedback. :)

All kinds of things in Pathfinder are 'hand-wavey'. *How* the rogue finds a gas trap or a pit trap, how she disables a magical rune trap, how he activates a magical device isn't always revealed. There isn't always a correlation between real-world logic and how it works in-game.

Just because the cell bars are only 6 inches apart doesn't mean the rogue can't make an escape artist check. We don't get out the medical dictionary to determine how much crushing force a human can actually survive - he's a character in a fantasy setting, he makes the check, and know he's stealthing to safety. That's why it's fun.

If not a DD check, maybe an escape artist check. If not an EA check, maybe a use magic device check. I find the 'completely impossible due to real world logic' response inconsistent with how most gaming works. If we fall back on that, then nothing is really possible.


Blake Duffey wrote:
Thanks to everyone who replied. I appreciate your time. And while I disagree with nearly all of you, I appreciate the feedback. :)

That is a really good attitude to have on the forums, especially the rules forums. I appreciate your openness to opposing ideas.

I would only allow a DD check if you had appropriate tools. In this case, appropriate tools may include some kind of splicer. An escape artist check I would certainly allow, but the DC would be something talked about in the epic level handbooks.

Not impossible. Just so incredibly hard it's not possible to make the check in your current situation.


Blake Duffey wrote:

Thanks to everyone who replied. I appreciate your time. And while I disagree with nearly all of you, I appreciate the feedback. :)

All kinds of things in Pathfinder are 'hand-wavey'. *How* the rogue finds a gas trap or a pit trap, how she disables a magical rune trap, how he activates a magical device isn't always revealed. There isn't always a correlation between real-world logic and how it works in-game.

Just because the cell bars are only 6 inches apart doesn't mean the rogue can't make an escape artist check. We don't get out the medical dictionary to determine how much crushing force a human can actually survive - he's a character in a fantasy setting, he makes the check, and know he's stealthing to safety. That's why it's fun.

If not a DD check, maybe an escape artist check. If not an EA check, maybe a use magic device check. I find the 'completely impossible due to real world logic' response inconsistent with how most gaming works. If we fall back on that, then nothing is really possible.

Everything in PF works as it does in the real world unless the rules specify or the GM decides otherwise. Sorry but the, "Yes I can squeeze through the keyhole of my cell with an escape artist check because this isn't the real world" answer is absurd.

You came here asking if your GM was justified in his ruling and just about everyone has given you the same answer, yes he is being reasonable. I know you are not satisfied with that answer because it does not get you what you want which you have now made obvious was your agenda for asking the question in the first place. You didn't accept your GMs reasoning and despite the fact that nearly everyone here has given you the same response you still refuse to accept that your position may be the wrong one.


OldSkoolRPG wrote:
Everything in PF works as it does in the real world unless the rules specify or the GM decides otherwise. Sorry but the, "Yes I can squeeze through the keyhole of my cell with an escape artist check because this isn't the real world" answer is absurd.

Actually, according to the 3.5 epic level handbook, you can squeeze through a wall of force with an escape artist check of 100.

Heh.

OldSkoolRPG wrote:
You came here asking if your GM was justified in his ruling and just about everyone has given you the same answer, yes he is being reasonable. I know you are not satisfied with that answer because it does not get you what you want which you have now made obvious was your agenda for asking the question in the first place. You didn't accept your GMs reasoning and despite the fact that nearly everyone here has given you the same response you still refuse to accept that your position may be the wrong one.

Now come on, that's a little uncalled for. He's still disagreeing with us but that doesn't mean he's being unreasonable or a dick. He actually just posted how he's appreciating our responses. No need for the hostilities.


CampinCarl9127 wrote:
OldSkoolRPG wrote:
Everything in PF works as it does in the real world unless the rules specify or the GM decides otherwise. Sorry but the, "Yes I can squeeze through the keyhole of my cell with an escape artist check because this isn't the real world" answer is absurd.

Actually, according to the 3.5 epic level handbook, you can squeeze through a wall of force with an escape artist check of 100.

Heh.

OldSkoolRPG wrote:
You came here asking if your GM was justified in his ruling and just about everyone has given you the same answer, yes he is being reasonable. I know you are not satisfied with that answer because it does not get you what you want which you have now made obvious was your agenda for asking the question in the first place. You didn't accept your GMs reasoning and despite the fact that nearly everyone here has given you the same response you still refuse to accept that your position may be the wrong one.
Now come on, that's a little uncalled for. He's still disagreeing with us but that doesn't mean he's being unreasonable or a dick. He actually just posted how he's appreciating our responses. No need for the hostilities.

I did not say he was being a dick at all, or call him any names at all for that matter. I do believe he is being unreasonable and simply stated my opinion to that fact.

I believe that not because he simply disagrees but because his argument for his disagreement contains such an obvious logical absurdity that it cannot have been presented in good faith. Pointing that out isn't "being hostile".

So I stand by my position that he is coming here not looking for honest answers but to validate his position to try and force his GM to rule in his favor.


OldSkoolRPG wrote:
So I stand by my position that he is coming here not looking for honest answers but to validate his position to try and force his GM to rule in his favor.

You misunderstand the situation. The session was played, the character blown to bits. I have no plans to try to 'force my GM' to do anything.

I presented what I feel is a straightforward scenario - if i put this contrived 'magical bondage device' on a PC, is there no option for removing it? Said device apparently prevents spellcasting and reflects all physical damage at the wearer.

Apparently there is a consensus about the scenario. That's fine, I simply don't agree with that consensus. I would think some use of disable device, escape artist, use magic device, or some skill I'm not not considering might be useful. (primarily because the rogue's skill monkey abilities are written/interpreted broadly as a non-magical foil to the spell caster)

That's all.


Blake Duffey wrote:
OldSkoolRPG wrote:
So I stand by my position that he is coming here not looking for honest answers but to validate his position to try and force his GM to rule in his favor.

You misunderstand the situation. The session was played, the character blown to bits. I have no plans to try to 'force my GM' to do anything.

I presented what I feel is a straightforward scenario - if i put this contrived 'magical bondage device' on a PC, is there no option for removing it? Said device apparently prevents spellcasting and reflects all physical damage at the wearer.

Apparently there is a consensus about the scenario. That's fine, I simply don't agree with that consensus. I would think some use of disable device, escape artist, use magic device, or some skill I'm not not considering might be useful.

That's all.

Well then the straightforward answer is that. Yeah a GM can make such a plot device and it is reasonable to do so depending on the scenario.

The new information that said plot device somehow resulted in at least one character being blown to bits while unable to use magic having all physical damage being redirected sounds like it may not have been so reasonable but that would require further information.

Also tell your GM to stop ripping off his ideas from old Star Trek episodes! LoL

http://www.imdb.com/title/tt0708466/

Edit: Actually it sounds more like the A'dam from the Wheel of Time series by Robert Jordan.

Scarab Sages

Blake Duffey wrote:

I would think some use of disable device, escape artist, use magic device, or some skill I'm not not considering might be useful. (primarily because the rogue's skill monkey abilities are written/interpreted broadly as a non-magical foil to the spell caster)

That's all.

I can see where you're coming from. Based on my experience, when these kinds of situations arise, it's usually because the GM wants to encourage you to do something with you PC that goes beyond his stats, skills, and abilities. When that happens, you need to use out-of-the-box thinking and I find that it's best to try applying the Rule of Cool, usually in a way that sacrifices something.


Wolfsnap wrote:
I can see where you're coming from. Based on my experience, when these kinds of situations arise, it's usually because the GM wants to encourage you to do something with you PC that goes beyond his stats, skills, and abilities. When that happens, you need to use out-of-the-box thinking and I find that it's best to try applying the Rule of Cool, usually in a way that sacrifices something.

Generally I would agree with this sentiment. My PC was a sneaky halfling rogue, so I immediately tried to 'hide within the crowd' of the other prisoners - but was ratted out by another inmate within seconds (apparently random inmates can beat my 25+ stealth check). I tried to form an alliance with one of the inmate 'gang leaders', going the 'we can all escape if we work together' route (since I'm also the party face) - but the response I got was 'I'll help you only if you kill this other party member'. I wasn't sure what else could be sacrificed (we had already lost all money/gear) except our lives (which is what I ended up sacrificing to try to help the rest of the group take a step towards *possible* escape).


Blake Duffey wrote:

So my PC is imprisoned wearing a magical collar. It is described as a 'seamless piece of magical metal without any mechanism'. As such, my rogue is given no ability to make a skill check to remove it.

Does this seem right? Should I not be entitled to a disable device or escape artist check regardless of fluff? Or is #becausemagic a sufficient denier of skill usage?

There is no rule that says you must be able to remove something. The GM is not breaking any rules, and he is not objectively wrong, at least not according to the comment I am replying too.


Blake Duffey wrote:
Wolfsnap wrote:
I can see where you're coming from. Based on my experience, when these kinds of situations arise, it's usually because the GM wants to encourage you to do something with you PC that goes beyond his stats, skills, and abilities. When that happens, you need to use out-of-the-box thinking and I find that it's best to try applying the Rule of Cool, usually in a way that sacrifices something.
Generally I would agree with this sentiment. My PC was a sneaky halfling rogue, so I immediately tried to 'hide within the crowd' of the other prisoners - but was ratted out by another inmate within seconds (apparently random inmates can beat my 25+ stealth check). I tried to form an alliance with one of the inmate 'gang leaders', going the 'we can all escape if we work together' route (since I'm also the party face) - but the response I got was 'I'll help you only if you kill this other party member'. I wasn't sure what else could be sacrificed (we had already lost all money/gear) except our lives (which is what I ended up sacrificing to try to help the rest of the group take a step towards *possible* escape).

You may have been getting heavily railroaded then, which I don't like. I don't know the GM's intentions so I can't say for sure.

If that was the case he still did not break any rules, even though many players hate being forced down a certain path with no other options.

PS: I am curious now as to what he really wanted you to do.


wraithstrike wrote:

You may have been getting heavily railroaded then, which I don't like. I don't know the GM's intentions so I can't say for sure.

If that was the case he still did not break any rules, even though many players hate being forced down a certain path with no other options.
PS: I am curious now as to what he really wanted you to do.

I agree that, *objectively*, there may not have been any 'broken rules'. I just disagree with the concept that XYZ *magic* 'lock' can only be opened with ABC *magic* 'key'. It completely defeats the purpose of the skills I have mentioned, penalizes player creativity and removes a great deal of functionality of the rogue class (IMV, anyway).

There are numerous class abilities that may not be truly *magical* but defy logic. And maybe the examples from the 3.0/3.5 Epic Handbook were silly (escape artist through a wall of force, bluff skill to portray a different alignment, sleight of hand skill to literally make a medium sized creature disappear, swim up a waterfall). (fun examples here: http://www.d20srd.org/srd/epic/skills.htm)

That said, the skill uses have always defied 'real world' logic and allowed psuedo-magical actions.

Thanks again all.


Blake Duffey wrote:
Just because the cell bars are only 6 inches apart doesn't mean the rogue can't make an escape artist check. We don't get out the medical dictionary to determine how much crushing force a human can actually survive - he's a character in a fantasy setting, he makes the check, and know he's stealthing to safety

If the cell bars are only 6 inches apart, that indeed does NOT mean the rogue can't make an Escape Artist check, what matters if they can fit their head through the bars. So, yes, actually size of the space you have to fit through does matter. Can your halfling do it while a human can't? Possibly, but those rules are not only real world, but game world. Same thing with a Stealth check, you don't know whether you're 'Stealthing to safety'. The check is secretly made (or should be) though not all DMs enforce that (sometimes easier to have players roll the Stealth check while they handle the Perceptions). Either way you don't whether you are successful unless something happens to alert you, like a guard crying out. They may have seen you passing and feigned inattentiveness for their own reason.

You failed to hide in the crowd? Depends on who you were hiding from. If there are people in the crowd and they can see you, trying to hide won't stop them from seeing you (without some other ability or action). Maybe they did make their Perception check, maybe that collar you wear acts as a locator beacon as well. Who knows?

Sorry the adventure didn't work out for you. It doesn't sound like the DM did anything wrong from the examples you've given us. Collars that restrict spell-casting are a perfectly logical thing to have for holding prisoners in a world where everyone and their brother basically has some form of magic power. Assuming the bad guy/organization can afford it (I mean, it wasn't some street urchin buying/crafting magic collars and clamping them on you).

I'd probably make collars that suppressed hunger and thirst so I didn't worry about having to feed them too. That doesn't mean the item was made to expressly screw over characters with the ability to create food or forage or who spent RP points for a race that doesn't have to eat or drink as much as other people.

You asked whether you are entitled to anything rules-wise like being able to just open a solid object or slide it through your neck with a skill check. The answer is no. Everything sounds legit as far as we can tell. Maybe every single idea or thing you might have tried would have failed or he would have blocked you. We can't tell, and it would just be poor taste (on our part) to make an assumption that a DM is stupid, inexperienced, or out to get you because of some incomplete picture.

Quote:
I just disagree with the concept that XYZ *magic* 'lock' can only be opened with ABC *magic* 'key'. It completely defeats the purpose of the skills I have mentioned, penalizes player creativity and removes a great deal of functionality of the rogue class (IMV, anyway).

We have no evidence that that's the only way to 'succeed' at what was going on. All we know is you had a magic collar on your character. We don't know what you were doing, what you were trying to do, what you were supposed to do. Maybe you were supposed to take out a guard with non-lethal damage, or take turns attacking to split the damage among a group pool of hit points instead of one person massive DPS-ing with a sneak attack. Then disguise yourself as the guard, or get a key from the guard, or bribe a guard. Maybe you were supposed to make blankets into makeshift nets or traps and catch a guard undamaged and then hide them someplace and make Intimidate checks for information.

"Sure, we're not gonna hurt you, we're just gonna leave you bound and gagged in this hidden corner until you starve to death, slowly and painfully as the cramps set in.

Maybe you could have succeeded without removing the collars but it might have been tougher. Remember that IMV you added. All you can go on is Your View, you can't know everything behind the scenes and that's all there is to it. Take a deep breath, ask to play the adventure again and try something else.

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