Escape Artist
Description
Ability Score Used: Dexterity Usable Untrained? Yes 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.
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: |
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Modifiers to Check |
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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, using a new move action. |
Provokes AOO? |
No |
Shrug Off A Condition
Many Status Conditions can be mitigated or removed entirely with an Escape Artist roll. For details, see the Status Conditions page.
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Action Required: | |
DC of Check: | |
Modifiers to Check | |
Take 10? / Take 20? | |
Allows Assists? | |
Results of Success | |
Consequences of Failure | |
Retry Allowed? | |
Provokes AOO? |
Move Through A Tight Space
The DC noted is for Squeezing 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. Succeeding on this skill check allows you to move through the space, but while doing so, you are subject to Squeezing penalties. | |
Action Required: |
Squeezing through a tight space takes at least 1 minute. During that minute you can traverse a distance equal to one fourth your normal Walk speed (as if you were Climbing). You can attempt to move more quickly. Your Escape Artist check is made at -10 if you wish to move at half speed per minute, or at -20 if you wish to move at full speed per minute. If you fail a check, you get stuck and don't move that round. If you want to do something fun like squeeze down a four inch sewer pipe for a thousand feet to freedom, that will take a while. Hope you aren't claustrophobic. |
DC of Check: | |
Modifiers to Check |
If you are trying to squeeze through an opening less than five feet deep (like through a very small door), this still takes a minute. Taking -10 makes it a full round action, and taking -20 makes it a move action. |
Take 10? / Take 20? | |
Allows Assists? | |
Results of Success | |
Consequences of Failure | |
Retry Allowed? |
Yes. 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. |
Provokes AOO? |
Dislocated Squeeze (Epic)
Dislocated (DC 40) - Squeeze through a space as though you were 1 size category smaller than you really are. Otherwise, this is treated in all ways as a normal squeeze, see above, with all modifiers as above.
Elastic (DC 60) - Squeeze through a space as though you were 2 size categories smaller than you really are. Otherwise, this is treated in all ways as a normal squeeze, see above, with all modifiers as above. Boneless (DC 70) - Squeeze through a space as though you were 3 size categories smaller than you really are. Otherwise, this is treated in all ways as a normal squeeze, see above, with all modifiers as above. Aphasic (DC 80) - 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. Otherwise, this is treated in all ways as a normal squeeze, see above, with all modifiers as above. | |
Action Required: | |
DC of Check: | |
Modifiers to Check | |
Take 10? / Take 20? | |
Allows Assists? | |
Results of Success | |
Consequences of Failure | |
Retry Allowed? |
Yes. 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. |
Provokes AOO? |