Ropes (Dex)

Escape Bindings

Check: The table below gives the DCs for escaping various forms of restraints.

Ropes: Your Ropes check is opposed by the binder’s Ropes check. As it is easier to tie someone up than to escape, the binder gets a +10 bonus on his check.

Manacles and Masterwork Manacles: The DC for manacles is set by their construction.

Tight Space: The DC noted in the table is for getting through a space through which your head fits but your shoulders do not. If the space is long you may need to make multiple checks. You cannot get through a space through which your head does not fit.

Grappler: You can make an Ropes check opposed by your enemy’s grapple check to get out of a grapple or get unpinned, so that you are only grappling.

Restraint Ropes DC
Ropes Binder’s Ropes check at +10
Net 20
Manacles 30
Tight space 30
Masterwork manacles 35
Grappler Grappler’s grapple check result

Action: Making a Ropes check to escape from rope bindings, manacles or other restraints (except a grappler) requires one minute of work. Escaping from a net is a fullround action. Escaping from a grapple or pin is a standard action. Squeezing through a tight space takes at least one minute depending on how long the space is.

Try Again: You can make another check after a failed check if you are squeezing your way through a tight space, which requires multiple checks. If the situation permits, you can make additional checks, or even take 20, as long as you are not being actively opposed.

Special: If you have the Agile feat, you get a +2 bonus on Ropes checks.

Use Ropes

Check: Most tasks with a rope are relatively simple. The DCs for various tasks utilising this skill are summarised on the table below.

Ropes DC Task
10 Tie a firm knot
10 1 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 two to the DC for every 10 feet the hook is thrown; see below.

Secure a Grappling Hook: Securing a grappling hook requires a Ropes check, with a DC of 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 you do not know whether the rope will hold your weight.

Bind a Character: When you bind another character with a rope, any Ropes check that the bound character makes is opposed by your Ropes check. You get a +10 bonus on this check because it is easier to bind someone than to escape from bonds. You do not even make your Ropes check until someone tries to escape.

Action: 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 Ropes checks.

If you have the Deft Hands feat, you get a +2 bonus on Ropes checks.


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