Escape Artist (Dex, Armor Check Penalty)
Use this skill to slip out of bonds or manacles, wriggle through tight spaces, or escape the grip of a monster that grapples you.
The table below gives the DCs to escape various forms of restraints.
Ropes: Your Escape Artist check is opposed by the binder's Sleight of Hand check. Since it's easier to tie someone up than to escape from being tied up, the binder gets a +10 bonus on his or her check.
Manacles and Masterwork Manacles: The DC for manacles is set by their construction.
Tight Space: The DC noted on the table is for getting through a space where your head fits but your shoulders don't. If the space is long, such as a chimney, the DM may call for multiple checks. You can't get through a space that your head does not fit through.
Grappler: You can make an Escape Artist check opposed by your enemy's grapple check to get out of a grapple or out of a pinned condition (so that you're only grappling). See Escape from Grapple under If You're Grappling, page 156.
|Restraint||Escape Artist DC|
|Ropes||20 + Binder's Sleight of Hand|
|Net, animate rope spell, command plants spell, control plants spell, or entangle spell||20|
|Grappler||Grappler's grapple check result|
Making an Escape Artist check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net or an animate rope, command plants, control plants, or entangle spell is a full-round action. Escaping from a grapple or pin is a standard action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.
Varies. 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.