(Dexterity; Armor Check Penalty)
Use this skill to slip out of bonds or manacles, wriggle through tight spaces, or escape the grip of a monster that grapples you.
Check
Ropes: Your Escape Artist check DC is equal to the binder's
CMB + 20.
Manacles and Masterwork Manacles: The DC for manacles is set by their construction. A normal set of manacles has a DC of 30, and a masterwork set has a DC of 35.
Nets and Certain Spells: The DC to escape a Net, an
Animated Rope, and
Controlled or
Commanded Plants is 20. The DC to escape an
Entangle spell is equal to the save DC of the spell.
Tight Space: The DC noted on the table is for getting through a space where your head fits but your shoulders don't. If the space is long you may need to make multiple checks. You can't get through a space that your head does not fit through.
Grappler: You can make an Escape Artist check instead of a
Combat Maneuver Check to get out of a
Grapple or out of a
Pinned condition (so that you're only
Grappled).
Extremely Tight Space: This is the DC for getting through a space when one's head shouldn't even be able to fit; this can be as small as 2 inches square for Medium-size creatures. Halve this limit for each size category less than Medium-size; double it for each size category greater than Medium-size. If the space is long, such as in a chimney or inside a creature's intestines, multiple checks may be called for.
Pass through Wall of Force: This allows you to find a gap of weakness in a
Wall Of Force (or similar force effect) and squeeze through it.
Quick Escape: Making a quick Escape Artist check increases the required DC by 10. Escaping from rope bindings, manacles, or other restraints (except a grappler) takes only 5 rounds of work. Escaping from a net or an
Animate Rope,
Command Plants,
Control Plants, or
Entangle spell with the quick escape option is a
Standard Action. Escaping from a
Grapple or pin with the quick escape option is a
Move Action. Squeezing through a tight space takes half the time that it normally would (DM's discretion, at least 5 rounds).
Action
Making an Escape Artist check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net or an
Animate Rope,
Command Plants,
Control Plants, or
Entangle spell is a
Full-Round Action. Escaping from a
Grapple or pin is a
Standard Action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.
Try Again
Varies. You can make another check after a failed check if you're squeezing your way through a tight space, making multiple checks. If the situation permits, you can make additional checks, or even take 20, as long as you're not being actively opposed.
Special
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Skill Unlock
A character who selects this skill for the Signature Skill feat or a
Rogue who selects it for their Rogue's Edge class ability gains the following abilities when they reach the designated number of ranks in this skill:
- 5 Ranks: If you take a –10 penalty, the time required to use this skill is halved; escaping a Grapple or pin is a Move Action or attack action, and escaping a net, Animate Rope, Command Plants, or Control Plants spell is a Standard Action.
- 10 Ranks: You can attempt to escape from any entangling effect as a Standard Action with an Escape Artist check (DC = the effect’s save DC + 10). You can attempt an Escape Artist check as a Move Action to set the DC for a creature to escape from ropes or bindings; you gain a +10 bonus on the check if you instead attempt it as a Full-Round Action.
- 15 Ranks: You can escape any entangling effect (as above) as a Move Action or attack action. As a Standard Action, you can attempt an Escape Artist check (DC = the effect’s save DC + 20) to suppress a Slow or Paralysis effect for 1 round, plus 1 round for every 5 by which you exceed the DC. This action counts as purely mental for the purpose of being able to take it while Paralyzed.
- 20 Ranks: You can escape being Entangled, Grappled, or Pinned as an Immediate Action with an Escape Artist check (DC = the effect’s DC + 10 or the attacker’s CMB + 10). You can attempt to suppress a Slow or Paralysis effect as a Standard Action (increasing the DC by 10), a Move Action (increasing the DC by 15), or an Immediate Action (increasing the DC by 20).
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