Use Rope


Use Rope

(Dex)


Use this skill to secure your ship on a quayside or tie up a troublesome bandit


  • Check:
    Most tasks with a rope are relatively simple. The DCs for various tasks utilizing this skill are summarized on the table 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 four or less indicates that the hook fails to catch and falls, allowing you to try again. Failure by five 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 do not 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 gain a +10 bonus on this check because it is easier to bind someone than to escape from bonds. You do not even make your Use Rope check until someone tries to escape.

  • Action:
    Varies. Throwing a grappling hook is a standard action that provokes an attack of opportunity. Tying a knot, tying a special knot or tying a rope around yourself one-handed is a full-round action that provokes an attack of opportunity. Splicing two ropes together takes five minutes. Binding a character takes one minute.

  • Special:
    A silk rope gives you a +2 circumstance bonus on Use Rope checks. If you have the Deft Hands feat, you gain a +2 bonus on Use Rope checks.

  • Synergy:
    If you have five or more ranks in Use Rope, you gain a +2 bonus on Climb checks made to climb a rope, a knotted rope or a rope-and-wall combination. If you have five or more ranks in Use Rope, you gain a +2 bonus on Escape Artist checks when escaping from rope bonds. If you have five or more ranks in Escape Artist, you gain a +2 bonus on checks made to bind someone.








Use Rope

Age of Heroes TolsimirWolfblood