A tether may only be attempted using a whip, chain, tentacle, weighted rope or similar flexible reach weapon.
You can only attempt to tether an opponent one size larger than the weapon you are using. Huge opponents 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.
You can attempt to tether your opponent in place of a melee attack. If you do not have the feat, Improved Tether or a similar ability, attempting to tether a foe provokes an attack of opportunity from the target of your maneuver. Attempting to perform a tether with an improvised weapon the user 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 your attack is successful, you tether an opponent, item or object of your choice and deal damage if applicable. A tethered opponent may move and act within the reach confines of the weapon used, but not beyond, without initiating an escape. The tethered opponent has the Entangled condition.
The weapon is now tethered and may not be used against other creatures and may not be used for AoO.
If the attack succeeds by 10 or more the target suffers an additional [WP] damage and suffers a -2 to any further rolls to negate or influence the tethered condition.
The opponent may counter a tether using the Disarm, Trip or Sunder rules on their turn. Weapon proficiencies and other feats apply as normal. The opponent is counted as weilding the weapon used in the tether.
The opponent may 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 force a break of the tethering weapon or move the initiator as a full attack action. A CMB is required to beat the initiator’s CMD and movement to leave the tehering weapon’s reach.
Improved Bull Rush and Improved Grapple bonuses apply.
If the tethered creature’s CMB beats the initiator’s CMD the weapon is dropped and the tethered creature is no longer tethered, takes 1[WP] mod and may move their speed with minimum movement being out of initiator’s reach.
If the CMB fails the tethering weapon takes the defender’s (Str Mod)*2 damage, unless the initiator drops the tethering weapon. Damage that exceeds the object’s Hardness is subtracted from its hit points.
If an object has equal to or less than half its total hit points remaining, it gains the Broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the Broken condition.