Armor Penalty
Use this skill to slip binders or manacles, to wriggle through tight spaces, or to escape the grip of an angry wrestler.
Check: Make a check to escape from restraints or to squeeze through a tight space.
| Restraint | DC |
|---|---|
| Ropes | Opponent’s Dex check +20 |
| Net | 20 |
| Handcuffs | 35 |
| Tight space | 30 |
| Grappler | Opponent’s grapple check |
For ropes, your Escape Artist check is opposed by the Dexterity check result of the opponent who tied the bonds. Since it’s easier to tie someone up than to escape from being tied up, the opponent gets a +10 bonus on his or her
Dexterity check.
For a tight space, a check is only called for if your head fits but your shoulders don’t. If the space is long, such as in an airshaft, the GM may call for multiple checks. You can’t fit through a space that your head doesn’t fit through.
You can make an Escape Artist check opposed by your opponent’s grapple check to get out of a grapple or out of a pinned condition (so that you’re just being grappled). Doing so is an attack action, so if you escape the grapple you can move in the same round.
See Grapple.
Try Again?: 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 as long as you’re not being actively opposed.
Special: You can take 10 on an Escape Artist check. You can take 20 if you’re not being actively opposed (you can take 20 if you’re tied up, even though it’s an opposed check, because the opponent isn’t actively opposing you).
A character with the Nimble feat gets a +2 bonus on all Escape Artist checks.
Time: 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 l minute, maybe longer, depending on the distance that must be crossed.