Class based around Use Rope?

I'd also look at some of the whip-based stuff out there. Sounds like their could be some overlap in special attacks/actions that you can do with a whip and what you can do with a rope. I forget off the top of my head, but I do recall seeing some whip-based feats and/or prestige classes in the past.

If you do write something up, I'd be interested in seeing it. I don't see why people have to get their hate on for the concept. ;) If the player likes it, then go with it! I don't see it appearing in PHB3, but if the player has a fun concept they are excited about, then run with.
 

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Kaodi said:
You could make a prestige class that required a certain number of ranks in Use Rope, as well as the ability to cast the Animate Rope spell. Become a master of magically animated ropes, gaining abilities that make the spell exponentially stronger. 3-Level Prestige Class...
I like that. Also, check out the kyton's dancing chains ability as something that could be used.
 

My first thought was that you should create or find a Hangman PrC. They work with rope, and probably could have a lot of special abilities connected to that.

He could be a bit lika Severanius from Gene Wolf's books about The New Sun.

/M
 


interesting

I think the idea is interesting if nothing else
even if it ends up being a single stchick sort of character
if the player wants it, and will enjoy it, then more power to them

lots of great ideas, and I for one look forward to reading what you end up for the player
 

I guess I was asking what are all the things that the SKILL Use Rope will let you do that NOT TAKING Use Rope won't let you do. (assuming you can take 10 alot of the time means you don't have to max it). Would a GM ask for a roll for many of these?
Thunderfoot said:
Useful things a rope can do (an abridged version)
1) Make a tensionable line for a makeshift tent
2) Make a tensionable line to secure a tent
Survival

6) Lash together poles to create a handy ladder
7) Lash together poles to make a handy cage
8) Make a lash/loop trap (w/ craft[trapmaking])
As the last one indicates, you'd have to have craft too.
9) Make a turniquet (w/ Heal)
Needs Heal
13) (Using Twine) Bundle books together for transport (Handy for found spellbooks)
I'd think anyone could do this, without maxing Use Rope
 

heirodule said:
I guess I was asking what are all the things that the SKILL Use Rope will let you do that NOT TAKING Use Rope won't let you do. (assuming you can take 10 alot of the time means you don't have to max it). Would a GM ask for a roll for many of these?

Survival


As the last one indicates, you'd have to have craft too.
Needs Heal
I'd think anyone could do this, without maxing Use Rope
Is that a challenge? I have seen many people try and fail... knots are my thing. As for a DM calling for the roll, unless they know to call for it, probably not. As for the magic reference of the earlier poster, why would you waste magic on mundane things? And if you are thinking Prestidigitation, I would still require the skill check to know how to accomplish the task, the means are pretty much a non-issue. (That is if I take your meaning correctly on some of the more minor things. Personally, I would rather do it the old fashioned way and save the mages for times when it really counts.)
 

Master of the Game said:
There was a race called the Ramen in the Chronicles of Thomas Covenant that used a length of rope as a weapon. I've always thought it was a neat idea. Too bad I haven't read the books in nearly 20 years, I just don't remember enough about them :(

The Ramen used the ropes primarily against wolves I think, but IIRC they would use them to snap necks with sharp jerks from the proper angles. Difficult to replicate in D&D.

Tarzan also uses a coil of rope to great effect in his books, for hunting especially, but from ambush as a noose almost always. Given the accuracy to get the rope around the targets neck, and the strength to lift the target, there's not much the poor target can do.

I can see the Trip feat used with a rope (lasso an extremity and pull the target off balance). I can see a similar process used to disarm blunt weapons, or even to force a foe to drop a shield or be pulled off balance. And both of them at more than melee range. I can't see the rope used as a character's ONLY weapon though (although maybe a rope with heavy somethings at one or both ends could be used). Not unless there's some offensive power in the rest of the group that would benefit from the tripping and disarming.

A hogtie or grapple should allow a coup de gras though.

I think someone playing a class like this would have to have both high STR and high DEX. It doesn't do you any good to lasso a runner if he just pulls you off of your feet, and if you miss him all the STR in the world won't do you much good.
 
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I wish there were core rules for lassos that just use Use Rope. For some reason I thought there were. But now I see that a lasso is an "exotic weapon" in the Book of Exalted Deeds that is less useful than a net (IIRC)
 

Hello?

Exemplar?
I think it's in the complete Adventurer.

It allows you to specialize in skills, and then grant a bonus to allies using those skills. You have to PrC into, so I say do a Bard. And as the DM houserule some variant on it.
 

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