Check: Most tasks with a rope are relatively simple. The DCs for various tasks utilizing this skill are summarized on the table below.
Use Rope DC
|
Task
|
10
|
Tie a firm knot |
101
|
Secure a grappling hook |
15
|
Tie a special knot, such as one that slips, slides slowly, or loosens with a tug |
15
|
Tie a rope around yourself one-handed |
15
|
Splice two ropes together |
Varies
|
Bind a character |
1 Add 2 to the DC for every 10 feet the hook is thrown; see below. |
Secure a Grappling Hook: Securing a grappling hook requires a Use Rope
check (DC 10, +2 for every 10 feet of distance the grappling hook is thrown, to a maximum DC of 20 at 50 feet). Failure by 4 or less indicates that the hook fails to catch and falls, allowing you to try again. Failure by 5 or more indicates that the grappling hook initially holds, but comes loose after 1d4 rounds of supporting weight. This
check is made secretly, so that you don't know whether the rope will hold your weight.
Bind a Character: When you bind another character with a rope, any
Escape Artist check that the bound character makes is opposed by your Use Rope
check.
You get a +10 bonus on this
check because it is easier to bind someone than to escape from bonds. You don't even make your Use Rope
check until someone tries to escape.
Special: A silk rope gives you a +2 circumstance bonus on Use Rope checks. If you cast an
animate rope spell on a rope, you get a +2 circumstance bonus on any Use Rope checks you make when using that rope.
These bonuses stack.
If you have the
Deft Hands feat, you get a +2 bonus on Use Rope checks.
Synergy: If you have 5 or more ranks in Use Rope, you get a +2 bonus on
Climb checks made to
climb a rope, a knotted rope, or a rope-and-
wall combination.
If you have 5 or more ranks in Use Rope, you get a +2 bonus on
Escape Artist checks when escaping from rope bonds.
If you have 5 or more ranks in
Escape Artist, you get a +2 bonus on checks made to bind someone.
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