A net is used to entangle enemies.

Benefit: 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 on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on 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 make 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 DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a 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 non-proficient one to do so.

Range increment

Range increment is how far this weapon can be fired at the penalty shown is to hit without far shot feat and with far shot feat

Range Without far shot feat with far shot feat
10 ft. 0 0
20 ft. -2 -1
30 ft. -4 -2
40 ft. -6 -3
50 ft. -8 -4


These are the prices for this item when made with specific materials or enhancements.
Net Material Enhancements

Material Cost Hardness Hit Points Special
Rope $320 0 5 -

1: The given costs include the masterwork component. The armor check penalties for masterwork armor and shields are lessened by 1.

Weapon Enhancements
Bonus Value Additional Cost Hardness Increase Additional HP
+1 $+200 +2 +10
+2 $+8,00 +4 +20
+3 $+1,800 +6 +30
+4 $+3,200 +8 +40
+5 $+5,000 +10 +50
+6* $+7,200 +12 +60
+7* $+9,800 +14 +70
+8* $+12,800 +16 +80
+9* $+16,200 +18 +90
+10* $+20,000 +20 +100

Increase total cost for magical enhancement by 40 gp per unit for cold iron ammunition.

1 For ammunition, this price is for 50 arrows, bolts, bullets, or firearm ammunition.

A weapon can't have an enhancement bonus higher than +5. Use these lines to determine price when special ability are added in.

Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.

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