D&D General If you’ve been knocked out and wake up without your kit, how do you go about MacGyvering an escape?

Fauchard1520

Adventurer
I started thinking about this question on account of my Pathfinder 1e Occulitst. If you’re not familiar, the class is all about attuning to “implements,” items that allow you to focus your power and produce psychic effects. I enjoyed the adaptability of the class, but I get all manner of paranoid thinking about how screwed I'd be without my stuff.

The problem isn't exclusive to occultists though. I mean, what happens to a greatweapon specialist without a greatweapon? Where is the wizard without his books? The cleric without her focus? Unless you write “sorcerer” or “monk” on your character sheet, you’re more than likely dependent on some kind of prized possession to be effective.

So here's my question to the board: What is your backup plan? If you’ve been knocked out Chrono Trigger style and wake up in prison without your kit, how do you go about MacGyvering an escape?

(Comic for illustrative purposes.)
 

log in or register to remove this ad

Blue

Ravenous Bugblatter Beast of Traal
I've been in this situation a couple of time with spellcasters. Then is the time to pour over spell lists - anything with S and/or M may still be good to go if you aren't gagged and or bound, and lots of other spell components like a pinch of sand or a live spider can often be acquired while imprisoned. 5e is a lot nicer than previous editions because you (a) don't need a spell book to memorize spells, just to change them, and (b) cantrips are your friend.

For martial characters, improvised weapons are your friend. It's tough - a STR based melee character can still have an offense, but without armor likely has no defense, while a DEX based character can still have some defense, but does really poorly on offense until they can get a knife (dagger) or other finessable weapon.
 

payn

He'll flip ya...Flip ya for real...
I kinda prefer that you are not reliant on stuff. PF2 had runes you can move around which doesn't really help. You are even more screwed in that game if you are disarmed or lose your weapon. I prefer to move as much onto the character chassis as possible and let stuff be icing on the cake that you can still manage to eat if its stripped off.
 

R_J_K75

Legend
I can't remember in which editions or if we even made this rule up but I recall specifically in 2E that if a spellcaster was knocked unconscious or dropped below 0 hp their memorized spells were wiped from the mind correct?
 



Dannyalcatraz

Schmoderator
Staff member
Supporter
Depends on the individual PC. AND edition. (Or even RPG.)

A long-standing habit of mine is to build characters that aren’t one trick ponies. I want to be able to contribute to the party’s well-being even if naked, so to speak. It’s not something I do 100% of the time, but it’s definitely the majority.

A lot of the time, that means investing some real thought about how to allocate skill points/non-weapon proficiencies/feats/etc. There was a 3.5Ed campaign in which my multiclassed Specialist Diviner was essentially the second best in the party at almost every skill. I did something similar with a very smart Ranger PC.

That was also why I liked the Reserve and Sorcerous Heritage feats, some of the alternative class features, and templates in 3.5Ed.
 
Last edited:

Umbran

Mod Squad
Staff member
Supporter
The problem with real McGuyvering is that while there are crafting rules, there are no rules for working with crappy, makeshift, or improvised tools.

If we assume that such items impose Disadvantage, eventually your Artificer will make themselves some lockpicking tools....
 


CleverNickName

Limit Break Dancing
I got really creative with hiding my kit. For example, my rogue would braid a set of lockpicks into her hair, and she kept a folded-up scroll in the hollow heel of each boot. (This was back in 3.5E, when a rogue could use scrolls with a Use Magic Device check.)

I haven't built a "jailbreaker" character in 5E yet, but if I were going to do so, I would probably start with:
Race: Eladrin (for the Fey Step ability)​
Background: Criminal (for the Thieves' Tools proficiency)​
Class: Warlock (Hexblade, Pact of the Blade) for the instant weapon​
Options: if the DM allows feats, I'd pick up Dungeon Delver and/or Magic Initiate. And if the DM allows multiclassing, I'd take levels of Sorcerer or Monk.​
 
Last edited:

Remove ads

Top