Use Rope Skill
General Skills Rules:
• Taking 10: If you are not threatened or distracted you can take 10 on a roll.
• Taking 20: when you have plenty of time, 2 minutes or more and faced with no threats or distractions, you can take 20. This does not count as a ‘natural 20’ and indicate automatic success. Generally this takes 20 times longer than normal. You can’t take 20 on any check that has consequences for failure.
• “1” Rolls: When you roll a natural 1 on a skill check, roll D20 again. SUBTRACT this number from your check.
• “20” Rolls: When you roll a natural 20 on a skill check, roll D20 again. Add this number plus the 20 to your check.
Use Rope (DEX)
Retry: Yes
- Securing a Grappling Hook: DC 10 + 2 for every 10’ the grappling hook is thrown to a max DC of 20 at 50’. Failure by 4 or less the hook fails to catches and falls. Failure by 5 or more indicates the hook inidital holds bt comes loose after 1d4 rounds of supporting Weight. A standard action that provokes.
- Tie a Special Knot: you can tie a special knot as a full round action that provokes. The Knot can be made to slip, slide slowly or loosen with a tug.
- Bind A character: is an opposed roll when they try to escape, use rope at +10 vs escape artist. Binding a medium character takes 1 minute.
- Synergy: +2 on climb checks if you have 5 or more ranks in use rope, +2 on escape artist checks when escaping ropes if you have 5 or more ranks of use rope, +2 to bind someone using use rope if you have 5 or more ranks in escape artist.
- Tie a firm Knot, as standard action DC:10
- Tie a firm knot, as a move action DC:20
- Secure a Grappling Hook DC:10
- Tie a special knot (Full Round) DC:15
- Tie a Rope around yourself one handed (Full) DC:15
- Tie a special knot (Move action) DC:25
- Tie a Rope around yourself one handed (move) DC:25
- Splice two ropes together (5 minutes) DC:15
- Bind a creature Varies Silk Rope is used DC:-2
- Animate Rope spell used DC:-2.
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