Entangled


The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.


Marius, Scholai Armsmaster Says: The entangled condition can be created by anyone through the dirty trick combat maneuver. The concentration DC for the entangled condition is rather high, making this a great way to control low- to mid-level spellcasters.