Use Rope Skill

Check
Most tasks with a rope are relatively simple. The DCs for various tasks utilizing this skill are summarized on the table below.

Secure a Grappling Hook
Securing a grappling hook requires a Use Rope check (DC 10, +2 for every 10 feet of distance the grappling hook is thrown, to a maximum DC of 20 at 50 feet).

Bind a Character
When you bind another character with a rope, any Escape Artist check that the bound character makes is opposed by your Use Rope check.

You get a +10 bonus on this check because it is easier to bind someone than to escape from bonds. You don’t even make your Use Rope check until someone tries to escape.

Epic Check
You can splice ropes together quickly, tie unique knots, and even animate a rope you hold.

Quick Splicing
You can splice two ropes together as an action.

Tie Unique Knot
You can tie a knot that only you know how to untie. This doesn’t affect any Escape Artist checks made to escape these bindings.

Animate Held Rope
You can command any rope you hold. Each command requires a separate Use Rope check. Because the effect isn’t magical, it can’t be dispelled.

Action
Managing a rope is an action.

Special
A silk rope gives you a +2 circumstance bonus on Use Rope checks.

Synergy
If you have 5 or more ranks in Use Rope, you get a +2 bonus on Climb checks made to climb a rope, a knotted rope, or a rope-and-wall combination.

If you have 5 or more ranks in Use Rope, you get a +2 bonus on Escape Artist checks when escaping from rope bonds.

If you have 5 or more ranks in Escape Artist, you get a +2 bonus on checks made to bind someone.