Tethering

Tethered (Condition)

Tethered creatures are physically linked to another creature or object. A tethered creature cannot freely move away from what it is tethered to. But it can freely move closer or remain within the same distance.

While tethered together, creatures can affect each other with drag maneuvers. While dragging with an tethering implement, the dragger can shorten the distance of the tether instead of moving away. Whenever a drag maneuver fails, the attempting creature can make a strength check to break the tethering implement.

Additionally, once per move action, a tethered creature can make drag maneuver checks against all other creatures or objects it is tethered to with a -10 penalty. If successful, the creature may move away from tethering creatures or objects, pulling those creatures or objects toward it as it moves. It can move the tethering creature or object as many feet as the drag checks allow, and end its movement the same distance away or closer to tethering creaturers and objects.

Anchored objects and objects above the creature’s maximum carry weight automatically resist drag maneuvers but allow a free action strength check against their break DC to be broken instead. If unbroken, the strength check to break is passed on to the implement (same roll, different DC).

Other methods of ending a tethered condition depend on the method of tethering. But most tethering implements can be attacked and destroyed.

If the tethering implement wraps around objects or corners, use the direction of tension to determine distance and direction.

Note: Tethered creatures are not automatically grappled unless specified.

Tethering Weapon: While proficient, you may choose to tether yourself and the target on a hit. On a critical confirmation, you may take a free action to roll a drag maneuver against the target by forgoing the critical damage. A tethered creature may dislodge a tethering weapon using an escape artist check or drag check againsts your CMD. They may also attempt to destroy the tethering cable.

Tethering weapon and equipment changes:

  • Proficiency in a grappling hook makes it a tethering weapon (instead of grappling).
  • Barbed arrows are now tethering weapons (instead of grappling).
  • Attaching/detaching a rope from a weapon/ammunition is a move action. Reduction in reload speeds hasten this.
  • You may fasten/unfasten a rope to your person as a move action. But fastening it to a different object or willing/helpless creature is a full-round action, or a move action from both the fastener and a cooperative target. Greater Grapple and Rapid Grappler feats reduce this cost by 1 step each.

Extra Feats & Items

New Feat: Get Over Here
Prerequisites: Str 15, Improved Drag, base attack bonus +4 or monk level 4th.
Benefit: You drag for 5 ft. for every 4 points by which you beat your target’s CMD (instead of every 5). Whenever you use a standard action to drag a creature tethered to you while forgoing the drag movement, you can then spend a swift action to make a second drag forgoing movement at a -5 penalty.

New Feat: Tethered Charge
Prerequisites: Str 15 or Dex 15, Improved Drag, base attack bonus +8 or monk level 8th.
Benefit: Before charging a tethered target, you may take a swift action to drag it, forgoing the movement for the drag maneuver. On a success, your attack roll bonus from charging is increased by +2, and you need not move at least 10 ft. for your charge.

New Item: Coiling Belt
Aura faint transmutation; CL 5th
Slot belt; Price 2000 gp; Weight 5 lb.
Description: A coiling belt can independently retrieve ropes, chains, or similar cables that are at least partially in your space. Operating the belt is a free action, it can retrieve 100 ft. of rope per round, and it can transmute 300 ft. of rope into itself. It can only retrieve rope that is unattached and attended by no other creature but yourself.
Construction Requirements: Craft Wondrous Item, animate rope; Cost 1000 gp

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