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If a weapon were enchanted as per animate rope... (old thread)

Storyteller01

First Post
One of our players random rolled a rope of climbing for christmas. We rules that is was more like fine chain than hemp. Now he's looking to have blades linkes added to it, converting it to a sword whip ala Soul Caliber (see En World Publishing's Whips). How could he use this in combat?
 

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Well, I think you should base it on the spiked chain, maybe have it work (rulewise, not flavor-wise) like a magic/enchanted chain. So, maybe +2 to show its ability to enhance the accuracy and power of a movement, and with Seeking and Speed. So basically, a +2 seeking speed spiked-chain, as far as the rules go, but you could describe it differently in game. But perhaps that's too overpowered; it depends on the average party level.
 


KrazyHades said:
Well, I think you should base it on the spiked chain, maybe have it work (rulewise, not flavor-wise) like a magic/enchanted chain. So, maybe +2 to show its ability to enhance the accuracy and power of a movement, and with Seeking and Speed. So basically, a +2 seeking speed spiked-chain, as far as the rules go, but you could describe it differently in game. But perhaps that's too overpowered; it depends on the average party level.

Might have to tone this down, but definitely usable. DOn't want everyone buying a chaper animated chain to turn into funky weapons. :)
 

Quoting the SRD, "Rope of Climbing - A 60-foot-long rope of climbing is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner.

A rope of climbing can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied but lowers the DC of Climb checks while using it by 10. A creature must hold one end of the rope when its magic is invoked.
Faint transmutation; CL 3rd; Craft Wondrous Item, animate rope; Price 3,000 gp;Weight 3 lb. "

off the top my head, seems the obvious uses would be
1) ranged garrot sneak attacks
2) select-and-drag individual opponents into killing range for the other PC's
3) tripping, poking, etc to pester enemies, esp spell-casters
4) if some ceiling anchor/beams are present, hangman noose or pendelum(sp?) attacks
5) if DM allows embedding/attaching blades to the rope....sneak it into enemy ranks and cut ankle tendons to reduce movement rate if not force 'em prone.
 

Given that the item was a random roll christmas deal (and he hasn't used it yet), there's a bit of leyway as to how it can be applied. Folding the chain over 4 times gives a roughly 15 foot reach, for example (makes for a wide bladed longsword, but the weapons did vary).

I'm wondering if, instead of entangling he could use the anchoring ability (with a save) to increase trip or grapple checks. Perhaps the using the knotting ability on someone 'anchored' could do additional damage and pulls them closer at the cost of a full attack and a strength check? Maybe say that having such a weapon automatically gives you a lesser version of the Third Hand feat (En World pdf)?

maybe the 'knotting' effect is what holds the blade in place while in sword mode?

The player is willing to look into additional feats, even ones we have to make, to make this work. He like the idea.

Thanks again. The brainstorming really helps.
 
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I've been working on this exact problem for a while. There are some very good threads you can read on the problems with whips vs. spiked chains. A lot of people think the spiked chain is overpowered in 3.5 and I tend to agree. The chain does incredible damage at range, and you can trip with it. It's like a polearm. The whip is useless except that its cheap. It does non-lethal damage. It costs an exotic weapon feat to use these weapons, and the whip just isn't worth it. Alternately, the whip-dagger does lethal damage, as does the scourge (1d8!).

There's a Whip of Constricting in Forgotten Realms Shining South. It uses animate rope (and Bigby's crushing too, I think). I was using this as a basis for an adamantine scourge. There are also some other whips/lashes/ scourges in Unapproachable East, etc.

The problem is that I can't find anything that let's you animate a chain. The animate rope spell indicates rope or 'cable'. That doesn't say chain to me. Here's how I tried to get around it:

The plan was to have a five-tailed barbed scourge made of tiny adamantite chain wrapped in various exotic leathers. The leather would have the animate rope spell. It could release an opponent who resisted a trip, and I could pull off Indiana Jones tricks.

It does not do damage as a spiked chain (2d4), because it isn't as big and heavy. I am using the adamantine bonus to attack since the thing is a chain covered in barbs and ending in harpoons. I think that qualifies it as being made primarily of the material. I am also making it intelligent and giving it the Elemental Aura ability. It's abyssimally expensive, but that's the best I can do.

The obvious choice would be a brilliant energy weapon. It bypasses armor. Sky's the limit with those things. Unless you find yourself in a dead magic zone.

Keep in mind Greater Weapon ability benefits from high Str. Or Weapon Finesse to benefit from Dex.
 
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I would normally say that the enchantment on a Rope of Climbing is insufficient for use in combat - A move of 10' per round is sloooooow - your typical character is moving more like 30' per round. The spell it is based on specifically states that the item under the rope cannot do damage. The magic is a faint transmutation, with a CL3.

Compare this, for example with a "Dancing" weapon - a strong transmutation with a Caster Level of 15.
 

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