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: |
| ||||||||||||
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, using a new move action. |
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 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)
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? |