Net

Critical:?
Range Increment:10 ft.
Type:?
Hardness:0
SizeCost1DamageWeight1hpTemplate:ifexpr: 1 and 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0
Fine*?*1
Diminuative*?*1
Tiny*?*1
Small20 gp?3 lb.2
Medium20 gp?6 lb.5
Large40 gp?12 lb.10
Huge*?*20
Gargantuan*?*40
Collossal*?*80Template:ifexpr: 1 or 1 or 1 and 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0
[/LIST]

[top]Description

A net is used to entangle enemies. 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 DC 15 Concentration check 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 nonproficient one to do so.

[top]Enhancements

Net Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Rope20 gp320 gp05?
Adamantine?n/an/an/a?
Crystal, Deep?1,020 gp1015Psionic
Crystal, Mundane?{{{mccost|320 gp}}}812No rusting, not metal
Darkwood?n/an/an/a?
Iron, Coldn/an/an/an/a?
Mithral?n/an/an/a?
Silver, Alchemicaln/an/an/an/a?

  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
  2. The SRD gives neither this value nor a means to accurately determine it.
Magical/Psionic Weapon Enhancements
Bonus ValueAdditional Cost1Hardness Increase2Additional hp2
+1+Template:formatnum: -- template expr: 40 50 gp+2+10
+2+Template:formatnum: -- template expr: 160 50 gp+4+20
+3+Template:formatnum: -- template expr: 360 50 gp+6+30
+4+Template:formatnum: -- template expr: 640 50 gp+8+40
+5+Template:formatnum: -- template expr: 1000 50 gp+10+50
+6+Template:formatnum: -- template expr: 1440 50 gp3+12+60
+7+Template:formatnum: -- template expr: 1960 50 gp3+14+70
+8+Template:formatnum: -- template expr: 2560 50 gp3+16+80
+9+Template:formatnum: -- template expr: 3240 50 gp3+18+90
+10+Template:formatnum: -- template expr: 4000 50 gp3+20+100
+11 or more+ bonus × bonus
× Template:formatnum: -- template expr: 400 50 gp
+ enhancement bonus × 2+ enhancement bonus × 10

  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
  2. Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
  3. If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.

[top]See Also



System Reference Document -> Equipment (SRD) -> Weapon Descriptions
 
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
 

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