Escape Artist

Key Attribute: Dexterity

Escape Artist is an active skill that you can use to remove yourself from tight situations. With it you can escape bindings or grapples and slip through tight spaces.

**The notes in this section will reference sizes for a typical, humanoid medium creature. For larger creatures, simply double these numbers once for each size increase. For smaller creatures, simply halve for each size decrease. Unfortunately, your Games Master will have to guess at gaps for non-humanoid creatures if it ever comes up, there are just too many forms to consider. **

Untrained Use

Slip Grapple
Instead of trying to overpower a grappler or burst an entangling effect, you can just try to wriggle free. You also use this ability to escape entangling effects of all kinds. This check is made as a move action. The DC for this check is the opposed grapple check of your opponent(s), and it can be used at any of the times indicated in the grapple rules. Spells or conditions that allow or require use of this skill will note it in their descriptions, and often provide an explicit DC. The results of your check are determined with the table below.

Base DC: Determined by grappler

Success: If you were pinned, you are merely grappled now. If you were grappled, you are now free. If you exceed the DC by 5, and you were pinned, you immediately escape both the pin and the grapple. Otherwise, you just escape the grapple, but may stand as a free action.

Failure:You fail to make any change in your circumstance, remaining as grappled or entangled as you previously were.

Rank 1 Ability

Pass Tight Space
Any space that you can fit both your head and shoulders into is a space that anyone can crawl or wiggle through. You've practiced with these spaces a bit, and are comfortable navigating them. For medium creatures, these spaces are generally sized 2’ x 2’ down to 1’ x 1 ½’. They can generally fit their head and shoulders through this size gap, but can not walk or crawl through it. To move through such a space, you must make an escape artist check each round. The DC for this check is only 10, and your progress is determined by your check result as indicated in the table below. You may not run or charge while wriggling on your belly like a worm.

Base DC: 10

Success: You may move one square as a move action, or two as a full round action. If you exceed the DC by 5, you may move up to half your base speed as a move action, or your base speed as a full round action. If you exceed the DC by 10, you may move up to your base speed as a move action, or twice your base speed as a full-round action.

Failure: You may move one square as a full round action. If you fail the check by more than 5, you fail to make any progress this round.

Rank 4 Ability

Pass Compressed Space
While anyone can move through a space that you can fit both your head and shoulders into, you can actually move through spaces where your head fits and your shoulders don’t. For medium creatures, these spaces are generally sized 1’ x 1 ½’ down to 6” x 6”. To move through such a space, you must make an escape artist check each round. The DC for this check is 20, and your progress is determined by your check result as indicated in the Pass Tight Space table.

Base DC: 20

Success and Failure: As Pass Tight Space ability.

Rank 5 Ability

Slip Bindings
With an Escape Artist check you can escape manacles (DC 20), masterwork manacles (DC 25), being wrapped in chains (DC 30), being triple wrapped and extra locked in chains (DC 35), exotic knotted rope bindings (DC set by binder, see the Survival skill), or whatever else someone can think of to tie you up with. In each case, you ignore the lock or other binding knot and just shift enough that you are free of containment. The amount of time required depends on your check result, according to the check results below.

Once you have escaped a set of bindings, it is not actually apparent to a cursory examination unless you do something that makes it very obvious. You can drop your bindings as a free action at any time after you successfully escape. Detecting that you have slipped your bonds when you have not yet dropped them requires a notice check against a DC equal to 10+ your escape artistry bonus.

Base DC: Set by bindings

Success: It takes you 10 full rounds to finally get out of the bindings, but at least you got them off. If you exceed the DC by 5, you escape the binding in 4 rounds. If you exceed the DC by 10, you You escape the binding in just 1 round.

Failure: You spend 10 full rounds trying to get free, but fail to succeed. If you fail the check by more than 5 points, you struggle for 10 full rounds only to pull something, throw your shoulder out, or otherwise suffer a related injury. This deals 1d6 points of subdual damage as well as a -2 penalty to checks to escape these bindings within the next 24 hours. Every time you attempt to slip this set of binding again and get a result this poor the damage is doubled, so your second failure deals 2d6 subdual damage, your third failure deals 4d6, and so on. Your penalty does not increase from repeated failures.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License