Dexterity.
A character can use this skill to slip binders or manacles, to wriggle through tight spots, or to escape the grip of an angry wrestler.
Check: Make a check to escape from restraints or to squeeze through a tight space.
For ropes, a character’s Escape Artist check is opposed by the combat manoeuvre bonus +20 of the opponent who tied the bonds.
For a tight space, a check is only called for if the character’s head fits but his or her shoulders don’t. If the space is long, such as in an airshaft, the GM may call for multiple checks. A character can’t fit through a space that his or her head doesn’t fit through.
A character can make an Escape Artist check to get out of a grapple or out of a pinned condition. Doing so is a single act.
Action: Making a check to escape from being bound by ropes, handcuffs, or other restraints (except a grappler) requires 1 minute. Escaping a net is a full-round action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on the distance that must be crossed.
Try Again?: A character can make another check after a failed check if the character is squeezing through a tight space, making multiple checks. If the situation permits, the character can make additional checks as long as he or she is not being actively opposed.
Special: A character can take 10 on an Escape Artist check (but not to escape a grapple). A character can take 20 if he or she is not being actively opposed (a character can take 20 if he or she is tied up, even though it’s an opposed check, because the opponent isn’t actively opposing the character).
A character with the
Nimble feat gets a +2 bonus on all Escape Artist checks.