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Check: Most tasks with a rope are relatively simple. The DCs for various tasks utilizing this skill are summarized on the table below.
| Use Rope DC | Task |
|---|---|
| 10 | Tie a firm knot |
| 10§ | 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 |
§ Add 2 to the DC for every 10 feet the hook is thrown; see below.
Action: Varies. 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 5 minutes.
Binding a character takes 1 minute.
Special: A silk rope gives you a +2 circumstance bonus on Use Rope checks. If you cast an animate rope spell on a rope, you get a +2 circumstance bonus on any Use Rope checks you make when using that rope.
These bonuses stack.
If you have the Deft Hands feat, you get a +2 bonus on Use Rope checks.
Synergy: If you have 5 or more ranks in Use Rope, you get a +2 bonus on Climb checks made to climb a rope, a knotted rope, or a rope-and-wall combination.
If you have 5 or more ranks in Use Rope, you get a +2 bonus on Escape Artist checks when escaping from rope bonds.
If you have 5 or more ranks in Escape Artist, you get a +2 bonus on checks made to bind someone.