The Steel Hogtie


Advice


This is my attempt at completely stopping somebody from getting away via nonmagical means during a capture mission, knocking out the target first then putting the following on them:

Broken Splint Mail, +3 AC, -14 ACP
Two (or more as needed) locked gauntlets with broken handles in them
Manacles and Fetters, barbed for his displeasure
A gag for those that are into that sort of thing

Anyone got anything to add to this?


Equip two Tower Shields and tie them up.

100% ASFC, -20 ACP, can only try to escape or take mental actions.

So they can try to escape with Escape Artist or through a Grapple check. Unless they're a fighter they'll suffer a -20 penalty on both Skill checks and Combat Maneuvers, making the DC your CMB+40 and they can't make it with a natural 20 as per Grapple rules.


I believe the broken condition on shields also doubles their ACP, correct?


Only for skills, apparently. So the poor sob trying to use Escape Artist is gonna suffer double the ACP.

Anyone with Tower Shield Proficiency would still have a shot at escaping with a Grapple check, though. But then we've reduced our number of potential escapees to just this group.


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If someone is tied up by a grappler, the Escape DC can be stooped high: The Grapple Check as if the Grappler had rolled a 20.

You could just kill your captive and raise them later or just speak with dead...


Scott Wilhelm wrote:


You could just kill your captive and raise them later or just speak with dead...

In another thread his group is starting a Non-Magical campaign.

So, magic usage is not allowed, which explains why he wants non-magical methods of subduing individuals.


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Argh, this is awesome, but I feel like this is a case of the rules dictating the campaign world instead of the other way around. You've basically just made a very expensive gibbet where instead of a lock, the prisoner is contained by weight and a plethora of moving parts.

A reasonable GM would allow a mechanically-inclined PC to come up with a solution involving chains, weights, and cages that induce similar penalties to escape.

Of course, if you don't have a reasonable GM, then the OP's solution is pretty solid.


Opuk0 wrote:

This is my attempt at completely stopping somebody from getting away via nonmagical means during a capture mission, knocking out the target first then putting the following on them:

Broken Splint Mail, +3 AC, -14 ACP
Two (or more as needed) locked gauntlets with broken handles in them
Manacles and Fetters, barbed for his displeasure
A gag for those that are into that sort of thing

Anyone got anything to add to this?

I played a character in D&D 1e who would just break one of their legs to prevent them from going their own way.


1 person marked this as a favorite.
DungeonmasterCal wrote:
Opuk0 wrote:

This is my attempt at completely stopping somebody from getting away via nonmagical means during a capture mission, knocking out the target first then putting the following on them:

Broken Splint Mail, +3 AC, -14 ACP
Two (or more as needed) locked gauntlets with broken handles in them
Manacles and Fetters, barbed for his displeasure
A gag for those that are into that sort of thing

Anyone got anything to add to this?

I played a character in D&D 1e who would just break one of their legs to prevent them from going their own way.

Pretty sure if you sneezed on someone in 1e they'd die, let alone breaking their leg. That'd probably require true resurrection to bring them back.


We had a houserule for things like that, but it's been so long I can't remember it.


I'm kind of sure you can't force someone to equip an item, unless you're going to lock the gauntlets on the item? Hmm...that actually might work.

Hmm...oh, and throw on a blindfold or a bag over the head. Blindfold preferred so its easier to check up on the prisoner's condition. Nothing like finding out your prisoner bleed out or switched places with a guard 2 days ago because you couldn't see his face.


If you can knock someone out, you can probably put the armor or whatever else you want on the person, assuming you're willing to take the time to do so. It might not be easy, but it should be possible.


The armor doesn't bother me. Its the idea of 'equipping' someone with a tower shield. Other than using a functional locking gauntlet I can't think of a way to do that. Even if you tie them up with their hand shoved onto the handle of the tower shield, they can just 'drop' the item as a free action. Nevermind that it doesn't actually go anywhere.

Oh, and one more thing you could do is attach enough weight to take them past heavy encumbrance. This is just getting to the point of ridiculousness, but might as well keep pushing.


Actually the arm is strapped to the tower shield and a hand grasps a handle for a better, more stable, control. There are center grip round shields, and buckles that are only supported by the hand. Most are too unwieldy for just a hand grip.

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