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Was on cell before, I can properly type now.
Mancatcher:
This polearm consists of two curved metal bands that close around a target when you attack, allowing you to bind an opponent. A mancatcher is built to capture a creature of a particular size category (such as Small or Medium) and doesn’t work on creatures of the wrong size. Make a touch attack to hit an opponent and a combat maneuver check to grapple him (without the –4 penalty for not having two hands free); success means you and the target are grappled. Once the target is grappled, you can perform a move or damage grapple action against him. The mancatcher has hardness 10 and 5 hit points; breaking it requires a DC 26 Strength check. If you drop the mancatcher, the target can free himself as a standard action.
Lasso:
This thrown weapon is a length of rope with a simple open knot on one end that allows you entangle a foe like you would using a net. The DC to cast a spell while entangled with a lasso is 10 + the spell level being cast. An entangled creature can slip free with a successful DC 15 Escape Artist check as a full-round action. The lasso has 2 hit points and AC 10, and requires a DC 23 Strength check to break it. On a successful hit, the lasso tightens; to use it again you must spend a standard action sliding the knot to enlarge the loop.
Net:
A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.
An entangled creature can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.
Can the break DC or escape DC of these weapons be improved?
There is a named Lasso with improved Break and escape DC, but I've not seen anything beyond named magic items in terms improving the break/escape DC. Suggestions?Does the normal hp and hardness increases for magic enhancement affect the description hp/hardness of these weapons?
Normally, weapons increase by +2 hardness and +10 HP per +1 enhancement bonus. Given these weapons specify hardness/HP in their description, I'm unclear if those are fixed values, or if the intention is that normal bonuses to HP and hardness would modify these values.
For example, normal rope has 0 hardness and 2 HP. A lasso is listed as having 2 hp and has no listed hardness in the description. Seems safe to assume the lasso is made of rope. If I have a +1 lasso, does it now have hardness 2 and 12 HP? Or does the description present a fixed value?
Can these be made using special materials, and, if so which? The mancatcher certainly implies being made of metal, though unclear if it contains enough metal for metal special materials as they require weapons mostly made of metal.
Very unclear with rope based weapons, though, the Named Lasso I'm thinking of (here) is described as being of fine chain, so an argument could be made for metal nets and lassos. Suggestions?