Enchanting rope as a weapon?


Rules Questions


Society Field guide lists an interesting feat called Equpiment trick rope.
Being proficient with a whip or spiked chain opens up many interesting possibilities with this feat. You can effectively substitute a lenght of rope as named weapons.

We all know from a certain point on characters rely on enhanced weapons.
#Is it legal to enchant a lenght of rope as a weapon?

#How long can this lenght of rope be? Standard weapon lenght? Standard listed rope lenght?

But then, rope lists a price per 50', you can buy 1000'.

Can i enchant 10000' rope as one weapon?
Then just cut it in pieces and for example use it as a whip,choose greater whip mastery, then grapple and hogtie someone with it, just draw the next piece of rope and go on?

Dark Archive

There is a knot called a Monkey ball. Where the rope is literally tied in a round ball the size of a Softball to larger 10" round ball. this allows you to throw leader line 10 times the distance you could throw a mooring line by its self.

they could also be used as a make shift flail.


They are not weapons.

Are you trying to get a reach weapon that threatens adjacent?


I think the question comes down to this:

If you can use something as an improvised weapon, can you enhance it as an actual weapon?

Another way to think of this would be to ask: Can the spell Magic Weapon could be used to enhance that improvised club (or whip/staff/whatever)?

My vote is yes, as the spell Magic Weapon just specifies that it has to be a weapon which isn't a natural weapon. There is no clause against using it on an improvised weapon.

Thoughts?

Dark Archive

Cheapy wrote:

They are not weapons.

Are you trying to get a reach weapon that threatens adjacent?

Dark Archive

YES, a monkey ball is a very effective weapon. the reason I mentioned it is I've seen one in action!


And a club in PF can be anything from a manufactured steel rod to an improvised broken chair leg. So I see no difference in this and other improvised weapons.

I figure, if you can enchant the improvised club, even temporarily with Magic Weapon, you should reasonably be able to make it into a permanent enhancement as well, you'd just have to find a masterwork chair leg first, and the likelyhood of that is relatively small.


The rules on clubs are not what you think they are.

A rope is not a weapon, even though with certain options people can use them as weapons. You may be able to find a GM who would allow this, but if it's for the guide, it really shouldn't be anything more than a passing reference.

Liberty's Edge

technically per the rules.
Improvised Weapons
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

Anything can be used improvised even your shoe the DM needs to find an approperate damage chart and size using exsisting weapons but its agreed that a knoted rope would not do as much damage as a morning star or flail made of steel. I would suggest looking into some of the alternate weapon materials and adjusting or treating something one damage dice less or so.

Personally i dont see the reason you would want to do this. Also just to mention from an above post.

"Can i enchant 10000' rope as one weapon?
Then just cut it in pieces and for example use it as a whip,choose greater whip mastery, then grapple and hogtie someone with it, just draw the next piece of rope and go on?"

if you enchant a 1000 ' peice of rope then cut it you would be applying the broken condition and destroy the enchantment

Damaging Magic Items
A magic item doesn't need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that might deal damage to them—even against attacks from which a nonmagical item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). a magic item's saving throw bonus equals 2 1/2 its caster level (rounded down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.

Magic items, unless otherwise noted, take damage as nonmagical items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost. Magic items that take damage in excess of half their total hit points, but not more than their total hit points, gain the Broken condition, and might not function properly (see the Appendix


To clarify i post the entry:
Equipment trick rope
"Lash (Weapon Proficiency [whip]): You can use a length
of rope as a whip at no penalty. The piece of rope that is
used as a whip must be 10 feet long—length in excess of
this must remain coiled or otherwise unused at your feet
or side."

And maybe i reformulate the question:
How can i get reliable magical enhancements that add to attack and maneuvers with this rope used as a whip.

Also, how can i get several of them, since if you use the rope whip to tie someone up, the enchanted piece is not free for further attacks.

It´s only half for the guide, since im trying to find out how viable and good this feat is.


First off, you would need to find a masterwork rope to work with. This is within reason, as the Masterwork quality just requires a DC 20 craft check for that item, an increase in price of 300gp, and has other benefits concerning the durability and function of the item, depending on what it is (check out masterwork manicles).

That said, I would treat this similar to an extended (elongated) double weapon. You can enchant one end of it as a magic weapon, similar to a quarterstaff or double bladed sword. In this case only one end of the double bladed sword (for simplicity here) gets the enchantment. The other end is just masterwork.

Unfortunately, the rules are unclear as to what happens if the double bladed sword or staff gets cut in half along the handle. (Obviously if the enchanted blade at one end is broken, that end is broken.)

I would personally rule that each end acts as the short sword or club it is treated as (with the enhancement bonus for that end still applying) for the purposes of TWF anyway, but that is technically housrule area.

Using this interpretation, in the case of the rope, I would say that each end could be enchanted separately, and if cut off that end (but not that section if it is still at least 10 ft long) would lose that enchantment. You could separately enchant each 10 ft (whip-equivalent) section, but this quickly becomes prohibitively expensive.

The alternative I would use is to get a Troll Gut Rope (Magic Item Compendium) and enhance the end with the knot. There is no statement that you cannot cut off the extensions of the rope, just that they disintigrate 12 hours after being used. (For this purpose, I would ask if you can split the uses into smaller lengths instead of just getting one use of this ability per day.)

This way it is always the end with the knot that gets the enhancement bonus and you can gain an extra length to tie people up with whenever you need it.

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