How to tie someone


Rules Discussion


I was checking the Core Rulebook and I was trying to find out how you can tie someone up. There are no clear rules to tying someone up, but this is what I can piece together.

Using the Manacle rules, "You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature’s size and how many manacles you apply."

You can spend 10-30 seconds tying someone up as long as they are willing or restrained.

Once the player is tied up, they can roll an Escape action versus the person who tied them up. "You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied
you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait)."

It does not look like there is a roll to tie someone up only a roll to break free. It also looks like it can only be done outside of combat because it seems to be an Exploration Mode only action.

Is this correct, did I miss something?

Thank you


I think the implication is, you can't tie someone up during combat (it takes too long). So if you can't tie the up in combat, you can't escape during combat because you're not tied up in the first place.


Claxon wrote:
I think the implication is, you can't tie someone up during combat (it takes too long). So if you can't tie the up in combat, you can't escape during combat because you're not tied up in the first place.

I agree with the first sentence, but the second doesn't follow. Someone gets manacled out of combat, their captors are walking them back to camp, suddenly their friends jump out and ambush the group, combat begins, naturally the manacled person wants to escape their manacles and help. So they attempt the Escape action, which is not restricted to exploration.


Claxon wrote:
I think the implication is, you can't tie someone up during combat (it takes too long). So if you can't tie the up in combat, you can't escape during combat because you're not tied up in the first place.

Of course you can try to escape during combat because you could be tied up in the first place...before combat. Plus I wouldn't be surprised if some monsters, traps, and/or future feats (like say for a Bounty Hunter archetype) allowed tying people up in combat (though with the need to restrain too, it'll be rough to tie up anything worth fighting).


So naughty~ Ahem.

You don't have to roll to tie them up, as long as they're restrained. It happens automatically. They contest against your Thievery DC.

To get them restrained, you have to critically succeed on a Grapple check (Athletics).

If you've restrained the um last enemy, combat has pritty much ended, right? So you could go to Exploration mode and tie them up there. Also you could use non-lethal damage to knock an enemy out, assuming your DM cooperates.

I'm glad that it has to go that way, or I'd end up tied up two rounds into every battle. We rolled for stats, but I ended up with 6 strength t.t


  • * 10-30 seconds is 2-5 combat rounds btw
  • * Athletics/Grapple p.242 PF2e CRB.
  • * Encounter mode end thingies are on p.468 PF2e CRB.

(wow the list thingy is basically just BRs >.< )

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