Escape Artist (Dex) Armor Penalty
|Ropes||Opponentís Dex check +20|
|Grappler||Opponentís grapple check|
For ropes, a characterís Escape Artist check is opposed by the Dexterity check result of the opponent who tied the bonds. Since itís easier to tie someone up than to escape from being tied up, the opponent gets a +20 bonus on his or her Dexterity check.
For a tight space, a check is only called for if the characterís head fits but his or her shoulders donít. If the space is long, such as in an airshaft, the GM may call for multiple checks. A character canít fit through a space that his or her head doesnít fit through.
A character can make an Escape Artist check opposed by his or her opponentís grapple check to get out of a grapple or out of a pinned condition (so that the character is just being grappled). Doing so is an attack action, so if the character escapes the grapple he or she can move in the same round.
Try Again?: A character can make another check after a failed check if the character is squeezing through a tight space, making multiple checks. If the situation permits, the character can make additional checks as long as he or she is not being actively opposed.
Special: A character can take 10 on an Escape Artist check. A character can take 20 if he or she is not being actively opposed (a character can take 20 if he or she is tied up, even though itís an opposed check, because the opponent isnít actively opposing the character).
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 1 minute, maybe longer, depending on the distance that must be crossed.