Entangler
Item · Weapon · Tier 1Tier 1 TierTier 1 is a Tier that represents novice power baselines. · CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.
Part of Weapon
- NonlethalNonlethal FeatureNonlethal is a Feature of Weapons built to subdue rather than kill.
- ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
Entanglers are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built for restraint and battlefield control. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is EnsnareEnsnare Feat · Tier 1Ensnare is a Feat built for fighting with Entanglers..
Kinds of Entanglers
| Features | ||||||||
|---|---|---|---|---|---|---|---|---|
| Bolas | 1 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 1 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).) | 1 | MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively. | 50 GoldCoin RuleCoins are the currency you use to buy items. | 1 | NonlethalNonlethal FeatureNonlethal is a Feature of Weapons built to subdue rather than kill., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets. (Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.) |
| Chain Net | 1 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).) | 2 | SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training. | 100 GoldCoin RuleCoins are the currency you use to buy items. | 2 | Body 1Body 1 FeatureBody 1 is a Feature that sets a Body requirement of 1 for using an item., NonlethalNonlethal FeatureNonlethal is a Feature of Weapons built to subdue rather than kill., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets. (Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.) |
| Chain Whip | 1 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 1d6 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).) | 2 | SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training. | 100 GoldCoin RuleCoins are the currency you use to buy items. | 2 | Body 1Body 1 FeatureBody 1 is a Feature that sets a Body requirement of 1 for using an item., MeleeMelee FeatureMelee is a Feature of items built for close combat., NonlethalNonlethal FeatureNonlethal is a Feature of Weapons built to subdue rather than kill., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. |
| Lasso | 1 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 1 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).) | 2 | MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively. | 25 GoldCoin RuleCoins are the currency you use to buy items. | 2 | HookHook FeatureHook is a Feature of items built to snag Targets and drag them off balance., NonlethalNonlethal FeatureNonlethal is a Feature of Weapons built to subdue rather than kill., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., TetheredTethered FeatureTethered is a Feature of items tied to a rope or chain so you can recover them., ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets. (Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.) |
| Net | 1 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 1 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).) | 2 | SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training. | 10 GoldCoin RuleCoins are the currency you use to buy items. | 1 | NonlethalNonlethal FeatureNonlethal is a Feature of Weapons built to subdue rather than kill., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets. (Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.) |
| Whip | 1 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).) | 1 | MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively. | 50 GoldCoin RuleCoins are the currency you use to buy items. | 1 | AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes., FinesseFinesse FeatureFinesse is a Feature of items that reward precision as much as strength., MeleeMelee FeatureMelee is a Feature of items built for close combat., NonlethalNonlethal FeatureNonlethal is a Feature of Weapons built to subdue rather than kill., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. |
Source Player Codex