21) Twine of Escaping: A ball of about 200 feet of rough hemp twine, barely able to support the weight of the user. If a loop of it is thrown towards a hook, ledge, crag, or other such small point around which it could be tied, it will tie itself to that point, making for a temporary climbing rope, tight-rope, or swinging rope; it will not untie itself under any circumstance, and expended lengths will have to be cut away if any of the rope is to be retrieved. When used in a climbing, jumping, or similar activity during a retreat or escape, it confers a +2 enhancement bonus to the user's Climb, Jump, or Balance skill as appropriate, and Use Rope checks gain a +5 enhancement bonus. Under any other circumstance it functions as basic rope with a maximum weight capacity of 160 Lbs; should any more weight be put upon it, the twine will break. While not being used in an effort to escape or retreat, it gives only a +2 bonus to Use Rope and no bonus to any other skill.
(CL 3rd; Craft Wondrous Item, Animate Rope and one of Jump, Feather Fall, Levitate, or Spider Climb; 800 GP (50 GP of which is material components))
((Calculations: ~50 charges, if 4 feet are cut away with each use, LESS if the entire twine has to be abandoned as the case likely will be. For Animate Rope (1st level)xCaster Level (3)x750 GP that puts us at 2250 GP; but we'll fudge it to be half-way between the 50 charge and single use prices (so average 750 and 50, for 400). That puts us at 1200 GP. Add the price of the +2 bonus to Climb, Jump, Balance... +400 GP, fudge it to say it's similar to the previous effect to reduce the price of this second ability to 75%, so +300, for 1500 GP. Reduce by 10% because it requires Use Rope, and 10% again because it requires Climb, Jump, or Balance. And let's cut the price by 30% because it only works when retreating or escaping. Stack those together, it's a 50% reduction. 750 GP. Tack on a bit extra to pay for the twine it's made out of, 800 GP))