So far we are starting out as militia members in the town of Comeau.
Ok, now that I know I cannot edit the comments, I will stop spamming revised mechanics. GM I’ll email you the full Feat: Tether, description, CMD/CMB rules and an in depth description on how they interact with current 3.5 we are using.
Instead, here we should post questions to the GM and other players, idle planning and potential character downtime chat.
To the GM I ask this…
Q1Ty: Dialect? North & South. What (if any) accent or language could I draw inspiration from? Comeau for example. What was the local dialect/accent?
Q2Ty: How accessible is magic? Specifically hired magic and sage advice. Knowledge of the supernatural and magic (spells/rituals/items/ local fey)? We know that local peasant knowledge is low, mostly due to distance and a vast class separation.
We also know that bigger city folk are more familiar with the mystic nature of their overlords, undead dump city included.
Q3aTy: Religion? What (if any) is the prevailing religion(s)?
Q3bTy: How does religion affect the world? Ex: What are paladins like and how are they viewed?
First Draft: Feel free to comment.
TETHER: The tether maneuver may only be attempted using a flexible weapon with reach similar to a whip, tentacle, prehensile tail or weighted rope (a knotted, or wet rope will suffice, a dry silk rope will not, dry hemp=yes).
You can attempt to tether in place of a standard attack. You use your CMB in place of a normal attack. Record your initial TETHER roll.
You can only attempt to tether an opponent one size larger than the weapon you are using. HUGE opponent can only be tethered using a weapon two sizes larger. To tether a creature HUGE or larger you require a flexible weapon with 5’ of extra reach that is used up during the tether action. COLOSSAL creatures require 10’ of extra reach.
An example is a rope 10’ long requires 5’ of that rope to tether a creature of HUGE size. A 10’ rope would need the wielder to be adjacent to the opponent being tethered. A COLOSSAL creature could not be tethered by a 10’ rope.
If you do not have the IMPROVED TETHER feat this action provokes an attack of opportunity from the target of this maneuver. Attempting to perform a tether with an improvised weapon the initiator is not proficient with results in a -4 to the roll. If the attack fails by 10 or more you drop the weapon used in the attack and the target is not tethered. If the attack succeded by 10 or more the target suffers an additional [WP] damage and suffers a -2 to any further rolls to negate the tethered condition.
If your attack is successful, you tether a limb, item or object of your choice and deal damage if applicable. The opponent may move and act within the reach confines of the weapon but not beyond without initiating an escape. The weapon is now tethered and may not be used against other creatures. Until this maneuver is broken the victim is considered grappled.
If the the target is an unassigned object it requires a STRENGTH check modified by the objects size modifier to bring it to hand. The initiator is now considered to be wielding the object in question if a free hand is available. Otherwise the object drops to the initiator’s feet in his square.
If the opponent wishes they may perform a counter subject to the DISARM or TRIP rules on their turn. The opponent may choose to spend a move action to remove the tether with no damage, or a swift action to remove the weapon with 1[WP]damage if applicable.
Also the tethered subject may choose to move and force a break of the tethering material. This requires a double move that carries them beyond the tether’s reach and the breaker to have a CMD greater than the initiators initial strike. Record your intial TETHER roll. This action deals damage to the weapon used in the TETHER equal to 2* the victims STR modifier.
If the initiator does not have the strength to restrain the opponent the tether fails (with appropriate [WP]damage) and the weapon is dropped. If the initiator is able to hold then [WP]damage takes place with each move action. A STR score modifier of double the hardness is needed to sunder the weapon used in this manner.
In the case of unattended terrain the initiator may swing off any target able to support their weight. An attack roll is required, the object in question able to support the initiator.
Success indicates that the initiator moves within the confines of the reach
weapon with no penalty to movement if appropriate climb/tumble checks are made. In some cases this maneuver will be used to offer bonuses to mundane movement options. DM’s discretion. This option is a standard action.
Terrain does not apply unless it is an atmospheric effect or DM rules it so. The initiator automatically detaches the weapon used after
every movement. Movement up requires requires appropriate skills checks.
Combat Maneuver Defense: Each character and creature has a Combat Maneuver Defense
(or CMD) that represents its ability to resist combat maneuvers. A creature’s CMD
is determined using the following formula:
CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + size modifier
Combat Maneuver Bonus: Each character and creature has a Combat Maneuver Bonus (or CMB) that represents its skill at performing combat maneuvers. A creature’s CMB is determined using the following formula:
CMB = Base attack bonus + Strength modifier + special size modifier
Creatures that are size Tiny or smaller use their
Dexterity modifier in place of their Strength modifier
to determine their CMB.