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I've been considering making a Transmutation Wizard. He's basically going to be a fat lazy dude that will use anything at his disposal to avoid fighting, moving, touching things, etc. As part of this, I want to be using animate rope to get out of combat. So, my questions relate specifically to this paragraph in the spell description:
"The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check." --Core Rulebook
So, from this description, does it mean it would take two standard actions(one to throw the rope and two to cast the spell assuming the rope stays on/near the target), two different rolls(a ranged touch and a reflex save), just to get someone entangled? (If this is the case, its a sad, sad day for the usefulness of this spell.)
Secondly, what is the reflex save DC? Is it based on the player's level 1 spell DC? Would this be modified by the player's spell focus in Transmutation? (I only ask, because the spell itself does not require a save.)
Lastly, (this is based on the first question in a way) if an opponent is in a square adjacent to the player, could the player simply drop a readied rope into that opponent's square, 5-foot adjust back, then cast animate rope to entangle the opponent? Would this work to defeat the need for two standard actions? Would this then be a ranged touch attack or just a reflex save?
P.S. Sorry, for the long first post, but I've been searching the forums and there seems to be many conflicting answers on how the spell operates.

dragonhunterq |

1) It is two standard actions, I'd probably cast first, then throw the rope. You lose a round, but they don't have time to walk away.
2) It would be the normal DC for that spell unless stated otherwise. Spell focus would apply.
3) It is a free action to drop something, but that drops it in your square. To hit a square even 5' from you requires a touch attack. Don't forget hitting a square is ridiculously easy AC5.

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1) It is two standard actions, I'd probably cast first, then throw the rope. You lose a round, but they don't have time to walk away.
2) It would be the normal DC for that spell unless stated otherwise. Spell focus would apply.
3) It is a free action to drop something, but that drops it in your square. To hit a square even 5' from you requires a touch attack. Don't forget hitting a square is ridiculously easy AC5.
Well, shoot. I kinda figured that was the case for all of that. I might be able to pull it off once or twice at level 1 with a GM not privy to my idea. But once they figure out my tactic the chances of doing it more often are slim, at least until I can control the rope for more than one round. Thanks for responding though.

Calybos1 |
Glad I found this. I have a player of a low-level wizard in my group who insists that Animate Rope is his primary (and preferred) attack spell.
He keeps expecting to cast it and have a rope snake out of his pack, wander over to an enemy, and auto-entangle it (with no attack roll, CMB check, OR save, because "it's magic, that's what the spell does").