Escape Artist (Dexterity; Armour Check Penalty)
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
Check -The table below gives the DCs to escape various forms of restraints.
Ropes – Your Escape Artist check is opposed by the binder’s Rope Use check. Since it’s easier to tie someone up than to escape from being tied up, the binder gets a +10 bonus on his or her check. manacles and masterwork manacles: The DC for manacles is set by their construction.
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 opposed by your enemy’s grapple check to get out of a grapple or out of a pinned condition (so that you’re only grappling).
|Restraint Escape||Artist DC|
|Ropes Binder’s||Rope Use check at +10|
|Net, animate rope spell, command plants spell, control plants spell, or entangle spell||20|
|Grappler||Grappler’s grapple check result|
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 – If you have the Agile feat, you get a +2 bonus on Escape Artist checks.