Escape Artist: Difference between revisions
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| width="250" style="font-weight:bold" | Ability Score Used: || Dexterity | | width="250" style="font-weight:bold" | Ability Score Used: || Dexterity | ||
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| width="250" style="font-weight:bold" | Armor Check Penalty Applies? || Yes | | width="250" style="font-weight:bold" | Armor Check Penalty Applies? || Yes | ||
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You have trained yourself to move in ways most people simply cannot, or would never imagine to even be possible. Dislocating your joints and twisting your body parts is normal for you, but stomach-churning to anyone watching you do this to yourself. Your training allows you to slip bonds and escape from grapples, wriggle through places that seem far, far too small to survive, and writhe away from or slip free from negative effects that others must simply endure. | You have trained yourself to move in ways most people simply cannot, or would never imagine to even be possible. Dislocating your joints and twisting your body parts is normal for you, but stomach-churning to anyone watching you do this to yourself. Your training allows you to slip bonds and escape from grapples, wriggle through places that seem far, far too small to survive, and writhe away from or slip free from negative effects that others must simply endure. | ||
As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill. | |||
== Escape Bindings == | == Escape Bindings == | ||
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}} | }} | ||
* If you have been bound with a spell, | * If you have been bound with a spell, snare, or some other form of restraint, the DC to escape it is usually described in the effect of the spell, snare, or device. If no escape DC is listed, use the binder's maneuver defense. If there is no creature involved, use a [[Skill DC|Challenging]] DC for the CR (challenge rating) of the effect. | ||
| Modifiers = * '''Hurry:''' If you wish to get out more quickly, you can take a -10 penalty on your roll to escape in a full round action, or a -20 penalty on your roll to escape in a move action. | | Modifiers = * '''Hurry:''' If you wish to get out more quickly, you can take a -10 penalty on your roll to escape in a full round action, or a -20 penalty on your roll to escape in a move action. | ||
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| Core-Skill = Escape Artist | | Core-Skill = Escape Artist | ||
| Benefit = You can make an Escape Artist check in place of a Maneuver Offense roll to escape a grapple, or to downgrade a pinned condition to | | Benefit = You can make an Escape Artist check in place of a Maneuver Offense roll to escape a [[grappled|grapple]], or to downgrade a [[pinned]] condition to [[grappled]]. | ||
| Action = | | Action = Move action | ||
| | While you can also attempt to break a [[grappled|grapple]] with a Maneuver Offense roll, that requires a standard action. A character may attempt both an ''escape artist'' check and a Maneuver Offense roll to escape a grapple in the same round (either because the first check failed, or to use the first check to change a [[pinned|pin]] to a grapple and the second check to escape the grapple entirely). | ||
| | | DC = the grappler's maneuver defense | ||
| | | Modifiers = - | ||
| | | Take10-Take20 = No | ||
| | | Assist = No | ||
| | | Success = You break free of the [[grappled|grapple]], or you reduce a [[pinned]] condition to the [[grappled]] condition. | ||
| | | Failure = You remained [[grappled]] or [[pinned]]. | ||
| Provokes = | | Retry = Yes, but no more than one ''escape artist'' check to ''escape a grapple'' can be attempted per round, even if you have more move actions available. | ||
| Provokes = No | |||
}} | }} | ||
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| Core-Skill = Escape Artist | | Core-Skill = Escape Artist | ||
| Benefit = | | Benefit = Each of the status conditions listed below can be mitigated or ended with an ''escape artist'' check. Refer to the individual status condition pages for more details about the condition, its effects, and how it can be ended. | ||
* | <div class="section-content"> | ||
* | <div class="columns" style="margin-left:15%"> | ||
* | <ul> | ||
* | * [[Asleep]] | ||
* | * [[Asphyxiating]] | ||
* | * [[Benumbed]] | ||
* | * [[Blind]] | ||
* | * [[Choking]] | ||
* | * [[Cloistered]] | ||
* | * [[Dazed]] | ||
* | * [[Dazzled]] | ||
* | * [[Disoriented]] | ||
* | * [[Displaced]] | ||
* | * [[Drowsy]] | ||
* | * [[Exiled]] | ||
* | * [[Flat-Footed]] | ||
* | * [[Fogged]] | ||
* Impaired | * [[Gagging]] | ||
* | * [[Helpless]] | ||
* | * [[Immobilized]] | ||
* | * [[Impaired]] | ||
* | * [[Jostled]] | ||
* | * [[Paralyzed]] | ||
* | * [[Petrified]] | ||
* | * [[Prone]] | ||
* Sluggish | * [[Quelled]] | ||
* | * [[Rattled]] | ||
* | * [[Slowed]] | ||
* | * [[Sluggish]] | ||
* | * [[Splayed]] | ||
* | * [[Stunned]] | ||
* [[Torpid]] | |||
* [[Unsteady]] | |||
* [[Wobbly]] | |||
</ul> | |||
</div> | |||
</div> | |||
| Action = | | Action = Varies, based on the status condition in question. In general, using escape artist is more efficient than other methods of ending the condition. See the individual status condition entries for details. | ||
| DC = | | DC = the Maneuver Defense of the creature which inflicted the status condition. If no creature was involved, the target is a [[Skill DC|Challenging DC]] based on the CR (challenge rating) of the effect. | ||
| Modifiers = | | Modifiers = - | ||
| Take10-Take20 = | | Take10-Take20 = No | ||
| Assist = | | Assist = No | ||
| Success = | | Success = Varies, based on the status condition in question. In most cases, success means the condition is ended. | ||
| Failure = | | Failure = Varies, based on the status condition in question. In most cases, failure means the condition persists and the action used to attempt the ''escape artist'' check is wasted. | ||
| Retry = | | Retry = Varies, based on the status condition in question. | ||
| Provokes = | | Provokes = No | ||
}} | }} | ||
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| Core-Skill = Escape Artist | | Core-Skill = Escape Artist | ||
| Benefit = | | Benefit = You can use ''escape artist'' to move through a space that would normally be too small for a creature your size, i.e., you can [[squeezing|squeeze]] through an area that would be considered [[squeezing|squeeze]] for a creature one size smaller than you. Any time you are moving through a space too small for you, even if you succeed on this check, you take the penalties for [[squeezing]] (-4 to attack rolls and AC). | ||
| Action = | | Action = Full round action, during which you can move one fourth your normal [[walk]] speed. | ||
| DC = | | DC = 30 | ||
| Modifiers = | | Modifiers = * '''Squeeze Further:''' You can attempt to move faster or take less time when ''moving through a tight space''. To move at half your normal [[walk]] speed (instead of one fourth), increase the target DC by +10. To move at your full [[walk]] speed, increase the target DC by +20. | ||
* '''Squeeze Faster:''' To perform ''move through a tight space'' as a standard action (instead of a full round action), increase the DC by +10. To perform it as a move action, increase the DC by +20. | |||
| Take10-Take20 = | | Take10-Take20 = Yes | ||
| Assist = | | Assist = Yes (up to 1 ally), but only if they can reach you. | ||
| Success = | | Success = You are able to move up to 1/4 your [[walk]] speed through the constricted space. | ||
| Failure = | | Failure = You are unable to move this round. In addition to the [[squeezing]] penalties, you are [[Flat-Footed]] until you leave the constricted space, or succeed on another ''move through a tight space'' check. | ||
| Retry = Yes | | Retry = Yes | ||
| Provokes = | | Provokes = Yes, as with any voluntary movement. | ||
}} | }} | ||
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| Core-Skill = Escape Artist | | Core-Skill = Escape Artist | ||
| Benefit = | | Benefit = You can squeeze through truly small spaces, and perhaps even through the spaces between space itself. | ||
''This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.'' | |||
| Action = Full round action | |||
Aphasic | | DC = * '''Dislocated:''' DC 45 - Squeeze through a space as though you were 2 size categories smaller than you really are. | ||
* '''Boneless:''' DC 60 - Squeeze through a space as though you were 3 size categories smaller than you really are. | |||
* '''Aphasic:''' DC 75 - Squeeze through solid objects or even a wall of force. You are basically so skilled you're squeezing bits of yourself out of phase with reality. | |||
| | | Modifiers = * '''Squeeze Further:''' You can attempt to move faster or take less time when ''moving through a tight space''. To move at half your normal [[walk]] speed (instead of one fourth), increase the target DC by +10. To move at your full [[walk]] speed, increase the target DC by +20. | ||
* '''Squeeze Faster:''' To perform ''move through a tight space'' as a standard action (instead of a full round action), increase the DC by +10. To perform it as a move action, increase the DC by +20. | |||
| | | Take10-Take20 = Yes | ||
| | | Assist = Yes (up to 1 ally), but only if they can reach you. Any ally which assists you must also have at least 21 ranks in ''escape artist''. | ||
| | | Success = You are able to move up to 1/4 your [[walk]] speed through the constricted space. | ||
| | | Failure = You are unable to move this round. In addition to the [[squeezing]] penalties, you are [[Flat-Footed]] until you leave the constricted space, or succeed on another ''move through a tight space'' check. | ||
| Retry = Yes | |||
| Retry = Yes | |||
| Provokes = | | Provokes = Yes, as with any voluntary movement. | ||
}} | }} |
Latest revision as of 20:53, 19 February 2022
Description
Ability Score Used: Dexterity Armor Check Penalty Applies? Yes
You have trained yourself to move in ways most people simply cannot, or would never imagine to even be possible. Dislocating your joints and twisting your body parts is normal for you, but stomach-churning to anyone watching you do this to yourself. Your training allows you to slip bonds and escape from grapples, wriggle through places that seem far, far too small to survive, and writhe away from or slip free from negative effects that others must simply endure.
As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill.
Escape Bindings
You can attempt an Escape Artist check to break free of bindings that have been used to restrain you. This can include anything from being tied up with rope to being secured in manacles, to being bound head-to-foot against a post about to be set on fire ("She's a witch!"). | |||||||||||||
Action Required: |
1 Minute | ||||||||||||
DC of Check: |
| ||||||||||||
Modifiers to Check |
| ||||||||||||
Take 10? / Take 20? |
Yes | ||||||||||||
Allows Assists? |
Yes (up to 5 allies). | ||||||||||||
Results of Success |
You free yourself from the bindings. | ||||||||||||
Consequences of Failure |
You are still restrained. | ||||||||||||
Retry Allowed? |
Yes | ||||||||||||
Provokes AOO? |
Yes, since you probably can't defend yourself properly. |
Escape A Grapple
You can make an Escape Artist check in place of a Maneuver Offense roll to escape a grapple, or to downgrade a pinned condition to grappled. | |
Action Required: |
Move action While you can also attempt to break a grapple with a Maneuver Offense roll, that requires a standard action. A character may attempt both an escape artist check and a Maneuver Offense roll to escape a grapple in the same round (either because the first check failed, or to use the first check to change a pin to a grapple and the second check to escape the grapple entirely). |
DC of Check: |
the grappler's maneuver defense |
Modifiers to Check |
- |
Take 10? / Take 20? |
No |
Allows Assists? |
No |
Results of Success |
You break free of the grapple, or you reduce a pinned condition to the grappled condition. |
Consequences of Failure | |
Retry Allowed? |
Yes, but no more than one escape artist check to escape a grapple can be attempted per round, even if you have more move actions available. |
Provokes AOO? |
No |
Shrug Off A Condition
Each of the status conditions listed below can be mitigated or ended with an escape artist check. Refer to the individual status condition pages for more details about the condition, its effects, and how it can be ended. | |
Action Required: |
Varies, based on the status condition in question. In general, using escape artist is more efficient than other methods of ending the condition. See the individual status condition entries for details. |
DC of Check: |
the Maneuver Defense of the creature which inflicted the status condition. If no creature was involved, the target is a Challenging DC based on the CR (challenge rating) of the effect. |
Modifiers to Check |
- |
Take 10? / Take 20? |
No |
Allows Assists? |
No |
Results of Success |
Varies, based on the status condition in question. In most cases, success means the condition is ended. |
Consequences of Failure |
Varies, based on the status condition in question. In most cases, failure means the condition persists and the action used to attempt the escape artist check is wasted. |
Retry Allowed? |
Varies, based on the status condition in question. |
Provokes AOO? |
No |
Move Through A Tight Space
You can use escape artist to move through a space that would normally be too small for a creature your size, i.e., you can squeeze through an area that would be considered squeeze for a creature one size smaller than you. Any time you are moving through a space too small for you, even if you succeed on this check, you take the penalties for squeezing (-4 to attack rolls and AC). | |
Action Required: |
Full round action, during which you can move one fourth your normal walk speed. |
DC of Check: |
30 |
Modifiers to Check |
|
Take 10? / Take 20? |
Yes |
Allows Assists? |
Yes (up to 1 ally), but only if they can reach you. |
Results of Success |
You are able to move up to 1/4 your walk speed through the constricted space. |
Consequences of Failure |
You are unable to move this round. In addition to the squeezing penalties, you are Flat-Footed until you leave the constricted space, or succeed on another move through a tight space check. |
Retry Allowed? |
Yes |
Provokes AOO? |
Yes, as with any voluntary movement. |
Dislocated Squeeze (Epic)
You can squeeze through truly small spaces, and perhaps even through the spaces between space itself.
This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted. | |
Action Required: |
Full round action |
DC of Check: |
|
Modifiers to Check |
|
Take 10? / Take 20? |
Yes |
Allows Assists? |
Yes (up to 1 ally), but only if they can reach you. Any ally which assists you must also have at least 21 ranks in escape artist. |
Results of Success |
You are able to move up to 1/4 your walk speed through the constricted space. |
Consequences of Failure |
You are unable to move this round. In addition to the squeezing penalties, you are Flat-Footed until you leave the constricted space, or succeed on another move through a tight space check. |
Retry Allowed? |
Yes |
Provokes AOO? |
Yes, as with any voluntary movement. |