Combat where one creature is tethered to another is a surprisingly common staple of fantasy combat - from hanging off a flying dragon, to playing tug of war with strong foes. This ruleset attempts to add some structure to tethered combat, keeping it simple where possible. In the event that an interaction occurs that is not covered by these rules, the GM should make a reasonable determination at that time to maintain the flow of the game; Pathfinder is not a physics simulator.
Using Tethers: In addition to the Tinker sphere Grappling Hook talent, regular grappling hooks, hooked arrows, and other reasonable means (see below) may be used to tether or attach to other creatures, objects, or surfaces.
A tether can be attached to creatures, unattended objects, and surfaces. When attaching a tether to a target (or object or surface), the user makes a melee or ranged touch attack, and if successful, attaches the tether to the target. A tether can be attached to a target within the user’s reach as a standard action without making an attack roll (provided the target is a willing or helpless creature, unattended object, or surface). Attaching the tether to a target beyond the user’s reach is treated as using a thrown weapon with a range increment of 10 feet, to a maximum range of the tether’s total length. If throwing the tether at a willing target, the target’s AC is 10 (or 5 for an unattended object or surface).
Successfully attaching a tether causes the target to become a “tethered target”. If throwing the tether independently (and not firing it as part of another weapon, etc.), a tether does not damage a target it attaches to.
Tethered Creatures: A tethered target is prevented from moving further away from another source controlling the tether; a tether target may move anywhere within the tether’s length, limited by the tether’s length. At GM discretion, tethers can collide with the environment (wrapping around objects, being blocked by corners, etc.). A creature dragging an object follows normal carrying capacity and encumbrance rules, but must perform a drag or reposition combat maneuver to move another tethered creature.
Controlling a Tether: A creature “in control” of a tether is either a tethered creature (a creature the tether is directly attached to) or a creature that has grabbed one part of the tether, such as the center of a rope connecting two points. Any creature in control of a tether is treated as a tethered creature, provided they are unable to let go, be disarmed of the tether, etc. Grabbing a tether is a standard action (and may be done as part of a drag or reposition combat maneuver check against one of the tethered targets); a controlling creature that is not tethered may let go of a tether at any time.
An object or surface may be in control of a tether, but primarily acts as an anchoring point for the tether.
Pulling on a Tether; “Choking Up” Slack: A creature in control of a tether can attempt a drag or reposition combat maneuver against a tethered creature by pulling on the tether (at any point on the tether’s length). For the purposes of these rules, unattended objects are treated as having a CMD of 10 + twice their size modifier. A tether may be pulled free of a surface with a Strength check (usually to yank or pull the tether free from the object) against the object’s Break DC; this may break an object free of a greater object (such as a gem embedded in a statue’s eye) at GM’s discretion.
When throwing or attaching a tether as part of an attack action, the user may attempt a drag or reposition check against a successfully tethered target as part of that action (treating this combat maneuver attempt as being part of the same standard action).
If a creature attempts to move further than the tether’s length, they must either succeed at a drag combat maneuver check against the other tethered target or a contested Strength check against the target; success allows the creature to pull the other anchors of the tether as part of their movement. If the tether is anchored to an immovable target (such as a wall), this may break the tether instead.
A creature controlling a tether may “choke up” slack on the tether by coiling the tether as part of moving closer to the other end of the tether, performing a drag maneuver against the other tethered creature (choking up slack equal to the distance moved), etc. A creature usually requires a free hand to hold the tether (and additional slack) if not directly tethered or able to retract the tether’s slack into a winch (or similar object) as part of moving.
Removing Tethers: Unless otherwise stated a creature can remove any number of tethers (excluding binding tethers such as those that pin) from themselves as a move action with either a Strength or Escape Artist check against the tether’s removal DC, but take a -2 penalty to their check for each tether they are attempting to remove past the first. If the tethered creature attempts to escape as a full-round action, the tethered creature halves this penalty (suffering only -1 per tether past the first). The “removal DC” of a tether is either stated on the tether, or is equal to 5 + 1.5 times the tether’s hardness.
Tethers can also be sundered, as though sundering a normal object of that kind.
Multiple Tethers: If a creature is subject to multiple tethers (or in control of multiple tethers), treat each tether as an independent instance. If a creature would interact with a tether in a way that affects other tethers (i.e. creature A pulls on tether A attached to creature B, that is also holding onto tether B attached to creature C in a “daisy chain”, a check for creature A to drag creature B past tether B’s maximum length must also be able to drag or move creature C). Apply any rolls that succeed against a controlling creature to the next set of tethered targets as appropriate.
Climbing a Tether: A physical tether can be climbed similarly to a rope (either to the object or creature supporting the weight). Both the suspending object (the tethered target anchoring the tether, such as the top of a wall for a grappling hook or a creature holding the rope at the top of a cliff; the “suspending creature”) and the tether must be able to sustain the “dangling” creature’s weight. Climbing a tether attached to an unwilling creature is more difficult; the Climb DC is increased by 1/2 the suspending creature’s combat maneuver defense.
Vertical Drag: Flying creatures can drag a grounded creature into the air by succeeding at their drag maneuver check at a -2 penalty, -2 per size category the grounded creature is larger than the flying creature. When a grounded creature is lifted into the air, if the creature has no means of flight or aerial movement (such as gliding wings, or a parachute), the controlling creature no longer needs to attempt drag checks to move the lifted creature so long as they do not move more than half their fly speed. Vertical drag can only be performed on a tethered creature.
Note and Advice - Exotic Tethers and Other Interactions: Many other effects may exist that should function as a tether (such as the Destruction sphere Energy Tether talent). GMs should apply reasonable restrictions on how such tethers can be interacted with (i.e. an immaterial tether could not be choked up on except by the caster, but a creature could attempt a magical skill check to break free or treat the removal DC as the effect’s spell DC. Other checks may be reasonably included, where appropriate, to allow characters of different skill sets not feel excluded or “hedged out”, i.e., a character heavily invested in Disable Device with correct tools may be able to roll Disable Device against the tether’s hook itself to unlatch it from the rope and free themselves (rather than rolling Escape Artist).