[alteration]
Caster Level 12
Range See description
Area of Effect See description
Duration See description
Save None
Aura Strong/Strong
Class Requirement none
Encumbrance 7 lbs.
Charges See description
XP Value/GP Value See description
This 60-ft. rope can be commanded to wrap itself around one's enemies.
When the possessor uses the correct command word, the rope will lash out and entangle creatures within range.
Entangle. [invocation] (major, 3 segments) Range/Area of Effect: The rope will snake out to entangle one or more creatures within 20-ft. of the possessor horizontally and creatures within 10-ft. vertically. The possessor must hold on to the rope with at least one limb. If more than one creature is in the range of the rope, the order they will be targeted will be random. For each creature targeted, the rope must make an attack roll against the creature's standard armor class as if the rope were a 4 HD creature (Attack AC 0: 15). The limit to the number of creatures able to be entangled is listed below. The rope can only attack a number of creatures up to the limit (and if an attack misses, the rope cannot select another target). Creatures struck are entangled and bound (no save) until the possessor releases them. Once creatures are entangled, the possessor can let go of the rope and it will continue to bind them. If the rope misses all targets, the possessor can recall the rope (as a major action) and attack with it again. Each command to Entangle consumes one charge (if the rope has charges) or is counted as one daily use of the rope (if applicable).
Escaping the Rope. Creatures entangled and bound cannot burst the rope using a Strength check. The rope can be destroyed as per a magical item (making saving throws) or it can be cut/severed. The rope is considered AC -2 and can take 22 hit points of slashing damage before it is severed. Chopping weapons can also damage the rope if there is a hard surface to use. If entangling only one creature, the rope will entwine itself such that attacks have a 50% chance of striking at the creature (whether the rope is successfully struck or not). If not severed, all damage will be repaired in 1 hour (a severed rope becomes mundane).
Movement. Creatures bound can move up to half speed per round. However, if multiple creatures are bound, there is a 75% chance (d%; 01-75) each round that they work against each other (or fall) and the group cannot move (unless one is big and stong enough to drag the others, per the GM).
Release/Recall. [innate] (major if the possessor is not already holding the rope) Anyone that grabs one end of the rope and uses the proper release/recall command word can cause the rope to release any entangled creatures and become a coil held by the wielder.
Limitations
The rope cannot entangle creatures with damage resistance of DR/+1 or better.
The rope can only attempt to entwine around a number of creatures based on their size (as per the table). The rope cannot entangle creatures larger than 29-ft. long/tall or less than around 3-ft. tall. (per the GM, some creatures under 30-ft. long maybe be deemed to big/wide to be entangled). The capacity of the rope is around 8 human-sized creatures. For mixed types, the GM will use the listed ratios to achieve a maximum capacity of 8.
Charges. Some ropes can be used but once. Some have a limited number of charges (typically 2d4). Most ropes of entanglement without charges can only be used once per day. Some legendary ropes have no charges or limitations on use.
GP/XP. The gold piece and experience point value of the item is based on the charge limitations:
Single use. 100 XP/600 gp
Limited charges. 100 XP/600 gp per charge remaining
Usable 1/day. 800 XP/4,000 gp
Unlimited use. 1,250 XP/12,000 gp