Regarding the legality of the Robe of Infinite Twine


Pathfinder Society

Silver Crusade 1/5

Hello everyone! Now, I was looking through the wondrous items list today, and I came across the Robe of Infinite Twine, which states:

"This coarse hempen robe seems made from a single strand of
twine. The wearer can draw up to 30 feet of twine or up to 10
feet of hemp rope per round from the robe without harming
it. As an immediate action, the wearer can draw up to 150
feet of twine or 50 feet of rope from the robe, but this gives
the robe the broken condition and suppresses its powers until
it is repaired. Twine or rope drawn from the robe remains
connected until cut or torn, but is treated as common material
rather than part of a magic item. Pieces removed become
normal twine or rope."

To boot, this item only costs 1000 GP! I'm personally enamored by this object, but I did come to wonder, how this is PFS legal? With all of the strict anti-crafting rules in place, it seems odd that such a cheap object that can literally create an infinite amount of twine or rope gets a pass. Nevermind the fact that hempen rope only goes for 1 GP per 50 ft. and you can only sell an item for half its worth, you've already made 5 Silver in a second, and it's easy to extrapolate how crazy it could get from there.

Perhaps with a bag of holding at the ready, one could even just say "Whenever I have my hands free and not in combat, I'm drawing rope from my robe", and by the end of an average five hour scenario they could have around 7200 ft. of rope, which is only two hours straight of pulling rope out, if my math isn't shaky. That much rope comes out to 144 GP, which if sold becomes 72 free GP at the end of each session, more than you'll usually ever get for a day job, and these estimates are on the low side, I think.

Plus, all of those considerations aren't even taking into account all the mundane uses infinite twine or rope can have.

Anyway, perhaps I missed something, and I do love this item, but is there any reason this item is perfectly PFS legal?

Grand Lodge 4/5

While you can keep the rope, remember that PFS includes a special rule:

"Items that you get for free have a value of 0 gp."
Mainly targeted at those 1 and 2 PP purchases, but it applies to this kind of thing, as well.
Edit: It also applies to things like selling those initial Wizard spellbooks, too.

5/5 5/55/55/5

When it creates infinite twin you sell the infinite twine at half of what you paid for infinite twine.. which is half of zero . Which is zero. And thats bad.

4/5 ****

Items are sold for half the price paid for them.

The rope sells for 0.

Shadow Lodge 4/5

Instead of discussing potential infinite money cheats, we all know what's the stance about those, I'd like to know what actual use a magic item that makes these things might have. I mean, compared to just paying for a couple of rolls and spools, a fraction of the robe's price. I think I recall maybe 2 scenarios in all of PFS where your basic hempen 50 ft multitool wasn't enough, particularily if every party member took one along.

Maybe useful in a maze situation? Food for thought.

Grand Lodge 5/5

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
Muser wrote:

Instead of discussing potential infinite money cheats, we all know what's the stance about those, I'd like to know what actual use a magic item that makes these things might have. I mean, compared to just paying for a couple of rolls and spools, a fraction of the robe's price. I think I recall maybe 2 scenarios in all of PFS where your basic hempen 50 ft multitool wasn't enough, particularily if every party member took one along.

Maybe useful in a maze situation? Food for thought.

You can never have enough rope available.

Twine requires a bit more creativity to use :)

5/5 5/55/55/5

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Damanta wrote:
Muser wrote:

Instead of discussing potential infinite money cheats, we all know what's the stance about those, I'd like to know what actual use a magic item that makes these things might have. I mean, compared to just paying for a couple of rolls and spools, a fraction of the robe's price. I think I recall maybe 2 scenarios in all of PFS where your basic hempen 50 ft multitool wasn't enough, particularily if every party member took one along.

Maybe useful in a maze situation? Food for thought.

You can never have enough rope available.

Twine requires a bit more creativity to use :)

The dark archives has extensive texts on the subject.

Some of them don't even fold out.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Grapple / pin monster?

First round, grapple
Second round, standard to pin, immediate to draw rope, greater grapple move action to tie up.
Fight is over.

Shadow Lodge 4/5

Okay, that's pretty inventive.

Silver Crusade 1/5

Hmm, thanks guys! I had no idea that free items were worth 0. At least that means my new favourite item won't be going anywhere! In any case, 1000 GP for an infinite amount of something is a steal, even if it's just twine or rope. I'll definitely have to use this in my home campaign though, probably build some twine elementals to guard the twine dimension from all of these adventurers set on unravelling it.

Grand Lodge 4/5

Jared Thaler wrote:

Grapple / pin monster?

First round, grapple
Second round, standard to pin, immediate to draw rope, greater grapple move action to tie up.
Fight is over.

Spend money and time (10 minutes per casting) to get Mending cast to repair your now-broken Robe. So, probably, once per scenario, unless you have time to run around looking for a spellcaster who can do it for CL7 items...

As it probably doesn't have much in the way of HP, 2/inch of thickness for rope or cloth, one cast is probably all that is needed, but it a CL7 item, so the caster of Mending needs to be at least CL7 to do it...


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
kinevon wrote:
Jared Thaler wrote:

Grapple / pin monster?

First round, grapple
Second round, standard to pin, immediate to draw rope, greater grapple move action to tie up.
Fight is over.

Spend money and time (10 minutes per casting) to get Mending cast to repair your now-broken Robe. So, probably, once per scenario, unless you have time to run around looking for a spellcaster who can do it for CL7 items...

As it probably doesn't have much in the way of HP, 2/inch of thickness for rope or cloth, one cast is probably all that is needed, but it a CL7 item, so the caster of Mending needs to be at least CL7 to do it...

That is a little bit how my monk does it but, he never used the immediate action option.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Well, by the time this is kicking in, you are probably around 7th level. So if you are traveling with a caster, it is probably pretty easy to get that. If you built a bloodrager, you can mend it any time you get some rest.

More niche and depends on the GM not metagaming:

Catch off-guard rogue build with rope trick and some whip feats so you threaten

Move up to the enemy spell caster "unarmed"

Enemy 5-foot steps away from you to cast without needing to cast defensively.

Immediate action, pull 10 feet of rope, Rope trick lash, you can now make a whip Attack of Opportunity. If you are lucky he is unarmed, which means he is now flat footed and you get your sneak attack.

It is almost never going to happen, but it is going to be awesome when it does.

1/5

With infinite twine, there may be more fun things to do than just make free money.

Have you ever buried a major city in billions of tons of twine, by flying over it in circles, and - over time - just letting that twine flow down, 30 feet every six seconds?

I haven't either; let's try it.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

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I've dealt with a player would pile it up to make difficult terrain, or even block passages entirely.

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