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  1. - Top - End - #1
    Troll in the Playground
     
    RogueGuy

    Join Date
    Aug 2014

    Post Tying Down Escapology - An Escape Artist Reference Guide

    Tying Down Escapology - An Escape Artist Reference Guide
    Escape Artist



    The only way for most rogues to survive the grappleocalypse, escape artist is one of stranger skills in the dnd 3.x multiverse. You may have heard of the arseplomancer or maybe you read about gar hogchoker in Iron Chef. Now you can make your own squeeze-doll of doom!


    Escape Artist (Dex; Armor Check Penalty)

    Rules Compendium p.50: 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 following table gives the DCs to escape various forms of restraints.

    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 entangling spell is a full-round action. Escaping from a grapple or pin is a standard action. Using Escape Artist to get through a narrow space (one less than half as wide as your space) takes 1 minute for each 5 feet.

    Check
    The table below gives the DCs to escape various forms of restraints.

    Ropes

    Your Escape Artist check is opposed by the binder’s Use Rope 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 you may need to make 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).

    Extremely Tight Space
    This is the DC for getting through a space when one’s head shouldn’t even be able to fit; this can be as small as 2 inches square for Medium-size creatures. Halve this limit for each size category less than Medium-size; double it for each size category greater than Medium-size. If the space is long, such as in a chimney, multiple checks may be called for.

    Pass through Wall of Force

    This allows a character to find a gap of weakness in a wall of force (or similar force effect) and squeeze through it.

    Quick Escape
    Rules Compendium p.50 - Supplants Complete Adventurer p. 99-100: Quickly escaping from rope bindings, manacles, or other restraints (except a grappler) takes only 5 rounds of work. Escaping from a net or an entangling spell with the quick escape option is a standard action. Escaping from a grapple or pin with the quick escape option is a move action. Squeezing through a tight space takes half the time that it normally would.

    Restraint/Condition Escape Artist DC/modifier Source
    Ropes Binder’s Use Rope check at +10 Core
    Net, animate rope spell, command plants spell,
    control plants spell, or entangle spell
    20 Core
    Snare spell 23 Core
    Manacles 30 Core
    Tight space/ Narrow Space 30 Core
    Masterwork manacles 35 Core
    Grappler Grappler’s grapple
    check result
    Core
    Extremely Tight Space 80 Epic Level Handbook
    Pass through wall of force 120 Epic Level Handbook
    Quick Escape +10 Rules Comp p.50

    Action

    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.

    Try Again
    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.

    Rules Compendium p.50:

    You can usually try again by taking more time when using Escape Artist in any way.

    Cramped Spaces Drow of the Underdark p.157

    Many areas of the Underdark are a tight fit and hinder both speed and combat. The FORGOTTEN REALMS campaign accessory Underdark covers this topic in detail; abbreviated rules appear below.
    Five main kinds of cramped spaces exist:
    • Spaces that are narrow or low (smaller than a creature’s space or height but by no more than half of that dimension).
    • Spaces that are narrow and low (smaller than both the creature’s space and height but by no more than half of those dimensions).
    • Spaces that are crawl-navigable (less than one-half but at least one-quarter of a creature’s height; it can move by removing backpacks and bulky equipment, falling prone, and crawling at a speed of 5 feet).
    • Spaces that are awkward (narrower than narrow, lower than low, and smaller than crawl-navigable, but not quite a tight squeeze).
    • Spaces that are a tight squeeze (big enough for a creature’s head but too small for its shoulders; see the Escape Artist skill, PH 73). The effects of these various kinds of cramped spaces are summarized on the table below

    Space Move Penalty Attack Penalty (light) Attack Penalty (one handed) Attack Penalty (2 handed) Ranged Weapons
    Narrow or Low 1/2 speed -2 -4 Unusable Any
    Narrow and low 1/4 Speed -4 -8 Unusable Any
    Crawl Navigable 5 ft. only -4 -8 Unusable Crossbow only
    Awkward DC 15 escape artist to move 5 ft -8 Unusable Unusable Crossbow only
    Tight Squeeze DC 30 escape artist to move 5 ft Unusable Unusable Unusable Unusable
    1 A creature moving through a cramped space loses its Dexterity bonus (if any) to Armor Class.
    2 Treat piercing weapons that are jabbed at the target as one size category smaller.

    Special

    If you have the Agile feat, you get a +2 bonus on Escape Artist checks.

    Synergy



    • If you have 5 or more ranks in Escape Artist, you get a +2 bonus on Use Rope checks to bind someone.
    • If you have 5 or more ranks in Use Rope, you get a +2 bonus on Escape Artist checks when escaping from rope bonds.





    Do you want escape artist as a class skill?
    Check out Bullet06320's well curated masterpiece, Alternative ways to get New class skills

    Got more skill points to blow? Check out my other skill references
    Disable Device
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  2. - Top - End - #2
    Troll in the Playground
     
    RogueGuy

    Join Date
    Aug 2014

    Default Re: Tying Down Escapology - An Escape Artist Reference Guide

    Boosting Escape Artist


    Spoiler: Boosting Escape Artist
    Show
    Source Page Boost Type Modifier GP
    Unearthed Arcana 52 Cobra Strike Monk: 1st-Level Skill Bonus: +2 Escape Artist. ACF 2 untyped -
    Drag comp 119 Slippery Oil: This oil provides a +5 bonus on Escape Artist checks for up to 1 hour alchemical item 5 untyped 50gp
    Drow of the Underdark 93 Spelunker’s Oil: As a full-round action, you can apply a flask of it to your body and gain a +2 alchemical bonus on Escape Artist checks. Can be created with a DC 20 Craft (alchemy) check. alchemical item 2 alchemical 15gp
    Complete adventurer 118 Freeglide: Provides a +1 alchemical bonus on Escape Artist checks for 1 hour. One dose of freeglide is enough to coat one Medium creature. Applying free glide is a standard action that provokes attacks of opportunity. alchemical item 1 alchemical 20gp
    Stormwrack 106 Sharkskin Armor: +6 circumstance bonus on Escape Artist checks made when the wearer is bound with rope or similar easily cut bindings. armor 6 circumstance 85
    DMG 219 Slick: +5 competence bonus on its wearer’s Escape Artist checks. armor enhancement 5 comp 3750
    DMG 219 Slick, Greater: As slick, except it grants a +15 competence bonus on Escape Artist checks. armor enhancement 15 comp 33750
    DMG 219 Slick, Improved: As slick, except it grants a +10 competence
    bonus on Escape Artist checks.
    armor enhancement 10 comp 15000
    Races of the Wild 167 Netcutter Spikes: A character proficient with the armor worn gains a +4 circumstance bonus on Strength checks or Escape Artist checks made to escape from a net, a web spell, or a similar entangling effect. Netcutter spikes add 10 pounds to the weight of armor. armor modification 4 circum 200
    Drow of the Underdark 97 Spider Boon Swift action (command) to gain a +4 enhancement bonus on Climb and Escape Artist checks. armor property 4 enhancement 9000gp
    Magic of Incarnum 110 Sample Magic Item Chakra Bind Effects: Waist +2 insight bonus on Escape Artist checks chakra 2 insight -
    Complete Psionics 12 Divine Mind: Mantle: Freedom: You and allies within your aura gain a +2 bonus on Escape Artist checks and grapple checks made to resist or escape a grapple. This bonus increases by 1 for every four class levels you have, to a maximum of +7 at 20th level. Class 2 untyped/+1 evey four divine mind class levels -
    Unearthed Arcana 68 Elemental Water: The druid’s body becomes semi-fluid. While in this form, the druid gains a +10 bonus on Escape Artist checks, resistance to fire 10, and other stuff class feature variant: Druid 16 10 untyped
    Stormwrack 52 Eel Familiar (MM Page 166) Master gains a +3 bonus on Escape Artist checks familiar 3 untyped
    Exemplars of Evil 26 SLIPPERY SKIN: If a creature makes a touch attack against you to initiate a grapple, you can sacrifice one of your attacks of opportunity as an immediate action to make an Escape Artist check. You must use the check result in place of your touch Armor Class, even if the result is lower. feat escape artist as touch AC
    Races of the Dragon 103 Draconic Heritage: ethereal dragon, tarterian, shadow feat add to skill list -
    Dragon Magic 21 INITIATE OF HLAL [INITIATE] Prerequisite: Cleric level 5th, dragonblood subtype, deity Hlal. 3/day, add caster level as a bonus on any Escape Artist check or any grapple check made to avoid or escape a grapple. feat add caster level to check -
    Complete Scoundrel 76 Daredevil Athlete: 3/day, you can use an immediate action to gain a +5 competence bonus on a single Balance, Climb, Escape Artist, Jump, Ride, Swim, or Tumble check feat 5 competence -
    Fiendish Codex 2 81 BRAND OF THE NINE HELLS Baalzebul: You gain a +4 bonus on grapple and EscapeArtist checks. feat 4 untyped -
    Lords of Madness 178 Aberration Blood: Slimy skin: +4 racial bonus on Escape Artist checks. feat 4 racial -
    Ghost walk 30 Ectoplasm [Ghost, Shaper] As a standard action, you can create enough ectoplasm to fill a human's cupped hands (approximately 1 pound, sufficient to coat a 5-foot-square area with a film). You may manifest this ectoplasm from your hands, eyes, mouth, or any other part of your body. A character covered in slippery ectoplasm (10 pounds for a Medium-sized creature, 5 pounds for a Small creature) gains a +4 circumstance bonus on Escape Artist checks. feat 4 circumstance -
    PHB 89 AGILE: +2 bonus on Balance & Escape Artist checks. feat 2 untyped -
    Races of Faerun 162 Disentangler [General] Prerequisite wild dwarf of Chult Region +2 bonus on all Escape Artist checks and a +2 bonus on opposed grapple checks feat 2 untyped -
    Player's Guide to Faerun 35 Lliira's Blessing [Exalted] Prerequisite Escape Artist 1 rank, Nimbus of light +2 sacred bonus on Escape Artist checks and a +2 sacred bonus on saving throws against any effect that would cause you to become paralyzed, held, or entangled. feat 2 sacred -
    BOVD 48 DEFORMITY (GAUNT) [VILE] Prerequisite:Willing Deformity: The character gains a +2 deformity bonus to Dexterity and a –2 deformity penalty to Constitution and a +2 circumstance bonus on Escape Artist checks and Intimidate checks. feat 2 deformity -
    Elder Evils 13 Deformity (Gaunt) [Vile, Deformity]Your weight is now half normal for creatures of your kind. Prerequisite: Willing Deformity: +2 bonus to Dexterity and a –2 penalty to Constitution. Furthermore, you gain a +2 circumstance bonus on Escape Artist checks and Intimidate checks. feat 2 circumstance -
    Lords of Madness 216 Flexible Spine: Silthilar graft: This invasive graft replaces the creature’s spine, including the spinal cord, with a much more flexible and efficient set of nerves and vertebrae. The graft grants a +4 racial bonus on initiative checks, Balance checks, EscapeArtist checks, and Tumble checks. Graft Flesh (silthilar) graft 4 racial 91000
    Fiend Folio 208 Mucus Sheath: Aboleth graft: Being constantly coated in a thin layer of mucus. This sheath adds 10 feet to the creature’s swim speed and gives it a +10 circumstance bonus on Escape Artist checks. Graft 10 circumstance 5000
    DMG 268 Vest of Escape: Hidden within secret pockets of this simple silk vest are lockpicks that provide a +4 competence bonus on Open Lock checks. The vest also grants its wearer a +6 competence bonus on Escape Artist checks. Magic item 6 comp 5,200
    Far corners Ring of Escape: While worn, it grants a +5 competence bonus on Escape Artist checks and grapple checks made to avoid being grappled (but not tograpple checks made to establish a hold). Magic item (Ring) 5 competence 16,000
    Drow of the Underdark 100 RING OF ESCAPING: For as long as you wear the ring, you gain a +5 competence bonus on Escape Artist checks. magic item (Ring) 5 competence 3100gp
    DMG 266 Salve of Slipperiness: This substance provides a +20 competence bonus on all Escape Artist checks. Magic Item 20 comp 1000
    MIC 137 SPARE HAND Whenever your spare hand is not carrying an item, you gain a+2 competence bonus on Climb,Escape Artist, and grapple checks. Magic item 2 competence 12000
    AEG 101 Bolt of Freedom: These +1 bolts are constantly coated with a thin film of oil or grease. Any target hit by a bolt of freedom is covered with a thin layer of grease. This coating grants a +10 bonus on Escape Artist checks and on grapple checks made to escape a grapple. A creature so coated takes a –10 penalty on grapple checks made to hold another creature. The effect lasts for 1d4 rounds. magic item 10 untyped 247
    Far corners Ring of the Octopus: A ring of the octopus allows the wearer's limbs to become surprisingly flexible and grants a +10 bonus on Escape Artist checks. Magic item 10 untyped 87,000
    MIC 136 SILKSLICK BELT You can attempt an Escape Artist check to escape from a grapple or pin as a move action (rather than as a standard action). This is a continuous effect and requires no activation. In addition, once per day, you can activate a silkslick belt to gain a +10 competence bonus on the next Escape Artist check you begin before the end of your next turn. Magic item 10 competence 2000
    Epic Level Handbook 309 Silver Key of Portals(Minor Artifact): The wielder gains a +30 insight bonus on Escape Artist checks. monor artifact 30 insight
    MM3 148 Seryulin +8 racial bonus on Escape Artist checks Monster 8 racial LA+4 (cohort) 10HD
    MM5 20 Adaru +8 racial bonus on Escape Artist checks Monster 8 racial
    Underdark 92 kuo-toa leviathan +8 racial bonus on Escape Artist checks Monster 8 racial
    MM1 268 badger has a +4 racial bonus on Escape Artist checks. Monster 4 racial
    Lords of Madness 163 Psurlons gain a +4 racial bonus on Escape Artist checks due to their soft and flexible bodies. Monster 4 racial LA+4, 7HD
    MM5 26 Gadacros +4 racial bonus on Escape Artist and Spot checks. Monster 4 racial
    Frostburn 150 Rusalka: Skills: *A rusalka gains a +4 circumstance bonus o nEscape Artist and Hide checks when in contact with the body of water in which she lives Monster 4 circumstance
    MM1 276 Octopus: An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks" Monster 10 racial
    MM1 277 giant octopus also can squeeze and contort its body, giving ita +10 racial bonus on Escape Artist checks. Monster 10 racial
    MM2 33 Boggles gain a +10 racial bonus on Escape Artist checks. Monster 10 racial
    MM4 10 cyclonic ravager +10 racial bonus on Escape Artist checks. Monster 10 racial
    Libris Mortis 130 Visage +10 racial bonus on Escape Artist and Move Silently checks Monster 10 racial
    MM2 29 Avolakia +10 competence bonus on Escape Artist checks. Monster 10 competence
    MM2 182 rukarazyll: Profane Alacrity (Su): This energy gives the monster a +3 profane bonus to AC and allows it to take 10 on Balance,Escape Artist, and Tumble checks in any circumstance. Monster take 10
    Du 32 Lard: You can also take 1 minute tocoat yourself in lard, which grants you a +5 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or pin. The bonus lasts for 10 minutes. mundane item 5 circumstance 2sp
    Ghost walk 27 Slippery Ectoplasm: Escape Artist (Dex) A character covered in slippery ectoplasm (10 pounds for a Medium-sized creature, 5 pounds for a Small creature) gains a +4 circumstance bonus on Escape Artist checks. mundane item 4 circumstance 1cp (p.44)
    sandstorm 102 Oleum: A quart of oleum (two flasks) can coat a Medium creature, providing a +4 circumstance bonus on Escape Artist checks and opposed grapple checks made to resist being grappled or to escape a pin. mundane item 4 circumstance 30 gp
    Forgotten Realms campaign setting 98 Blade boots gains a +4- bonus on Escape Artist checks made to escape from rope bonds, Mundane item 4 untyped 15gp
    Underdark 67 Spelunker’s Kit: A spelunking kit grants the user a +2 circumstance bonus on Balance, Climb,Escape Artist, and Survival checks made to navigate tough-to access areas Mundane item 2 circumstance 80gp
    Dragon Magic 75 CHANNEL THE PSYCHIC DRAGON (Psychometabolism); Psion/wilder 1, psychic warrior 1, swift action Personal 1 min/level. If you spend an additional 4 powerpoints, you instead draw upon the abilities of amethyst dragons (MonsterManual II 79). Instead of gaining the abilities noted above, you gain a +5 competence bonus on Balance and Escape Artist checks power 5 competence
    Complete Warrior 76 Reaping Mauler: Counter Grapple (Ex): When grappling or pinned, a reaping mauler of 3rd level or higher wearing light armor or no armor can attempt either a grapple check or an Escape Artist check opposed by his opponent’s grapple check to free himself as normal. If he fails the check he has chosen, he can immediately attempt the other check as a free action prestige class see text
    Complete Warrior 84 Monkey: A character with this tattoo gains a +1 competence bonus per tattoo he possesses on all Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Open Lock, Sleight of Hand, and Tumble checks. prestige class +1 competence bonus per tattoo
    OA 51 Monkey: The tattooed monk gains a +1 competence bonusper tattoo he possesses on all Balance, Climb, Escape Artist,Hide, Jump, Move Silently, Open Lock, Pick Pocket, and Tumble checks. prestige class competence bonus = number of tattoos
    Lords of Madness 186 Darkrunner: Spelunking (Ex): You gain a competence bonus equal to your class level on Climb, Escape Artist, Jump, Survival, and Swim checks as long as you remain underground. In addition, you are treated as one size category smaller than your actual size for the purpose of squeezing into narrow tunnels or confined areas.
    Improved Cavefighting (Ex): At 8th level, your cave fighting techniques improve further. You can take 10 at any time with any of the following skills while underground, even ifyou are threatened or distracted: Balance, Climb, Escape Artist,Jump, and Swim.
    prestige class class level as competence bonus
    Complete Warrior 37 Gnome giant-slayer: Slippery (Ex): 3rd level When grappled by a creature at least two size categories larger than himself, he can add his gnome giant-slayer leve las a bonus on any checks (whether grapple checks or Escape Artist checks) made to escape grappling. prestige class class level as a bonus
    Complete adventurer 23 Snakelord, First Totem: At 2nd level, an animal lord gains a +4 bonus on checks made with a specific skill, determined by his selected group as follows. Snakelord: Escape Artist prestige class 4 untyped
    Complete adventurer 61 Nightsong Enforcer: Skill Teamwork (Ex): At 3rd level and higher, All allies within 30 feet of the nightsong enforcer gain a +2 competence bonus on Balance,Climb, Escape Artist, Hide, Listen, Move Silently,and Spot checks. Allies must be able to see the nightsong enforcer to gain this bonus. At 7th level, this bonus increases to +4. prestige class 2 competence
    Drow of the Underdark 69 Cavestalker: Advanced Spelunker (Ex): gain a +2 circumstance bonus on Balance, Climb, Escape Artist, and Jump checks in natural subterranean surroundings.

    Expert Spelunker (Ex): Upon reaching 5th level, you retain your Dexterity bonus even when climbing or when in a cramped space. Furthermore, you’re better able to negotiate cramped spaces, lowering Escape Artist DCs, move penalties, and attack penalties by one category.
    prestige class 2 circumstance
    drag comp 76 Flux adept: Grace Through Will (Ex): The character adds half her flux adept level to all Balance, Climb, Escape Artist, and Tumble skill checks. prestige class 1/2 flux adept level as untyped bonus
    ToM 63 Tenebrous Apostate: Visage of the Dead (Su): 2nd level, gain a +1 dodge bonus to Armor Class and a +1 circumstance bonus on Escape Artist and Intimidate checks. prestige class 1 circumstance bonus
    Complete adventurer 65 Nightsong Infiltrator: Specialized Tools (Ex): After studying an area (see teamwork infiltration, above), a nightsong infiltrator of 6th level or higher can prepare a special tool for a job. Doing this requires 1 hour, a DC 15 Craft check (the specific type of Craft specialty required is up to the DM; blacksmithing, leatherworking, or woodworking are all likely candidates), and a set of artisan’s tools for the Craft skill in question. The tool prepared by the infiltrator grants a +4 circumstance bonus on all checks made with one of the following skills: Climb, Disable Device, Disguise, Escape Artist, Hide, Move Silently, Open Lock, Search, or Sleight of Hand. pretige class 4 circumstance
    MM4 195 Zern: Boneless Form: It gains a +8 bonuson Escape Artist checks, which increases to +16 on checks made to squeeze through a tight area. race 8 untyped LA 7 8HD
    Fiend Folio 111 Keepers: +8 racial bonuson Jump and Escape Artist checks. * Race 8 racial LA 7, 4HD
    Underdark 16 Kuo-toa has a +8 racial bonus on Escape Artist checks Race 8 racial LA+3
    OA 11 Fox hengeyokai: +2 Dex +4 Escape Artist Race 4 racial(?)
    Underdark 18 Slyth: Racial Bonuses: A slyth has a +4 racial bonus on Disguise, Escape Artist, and Survival checks. Race 4 racial LA+2
    Champions of Ruin 14 Extaminaars can wriggle their way out of sticky situations. 2 racial bonus on Escape Artist checks: race 2 racial LA 0
    drag comp 25 Tibbit: +2 racial bonus on all Jump and Escape Artist checks. Like their feline cousins, tibbits are quick, nimble, and lithe. Race 2 racial
    Frostburn 122 Domovoi: Slippery (Ex): gains a +2 racial bonus on any Escape Artist checks or grapple checks. Race 2 racial LA+2
    MM2 170 Chaond: +2 racial bonus on Escape Artist and Tumble checks. Race 2 racial LA+1
    Races of Destiny 108 Sea kin: +2 racial bonus on Escape Artist checks: race 2 racial
    Complete Scoundrel 86 Easy Escape: If your opponent is larger than Medium, you gain a circumstance bonus on your Escape Artist check to escape a grapple or pin. The size of the bonus depends on your opponent's size, Large: +4, Huge: +8, Gargantuan: +12, Colossal: +16 skill trick see text
    Complete Scoundrel 86 Escape Attack: When you escape a grapple, you can make a single melee attack with a light weapon as a swift action against the opponent that was grappling you. The opponent is considered flat-footed against this attack. You must have the weapon in hand at the beginning of your turn in order to use this trick. skill trick see text
    Complete Scoundrel 88 Quick Escape: This trick has two options, either of which can be used once per encounter. You can make an Escape Artist check to escape from a grapple or pin as a swift action. You can use this trick even if you have already used a standard action on your current turn to attempt the same escape. Alternatively, you can make any Escape Artist check that would normally require a full-round action as a move action. You can't use this option more than once per day against the same kind of restraint. skill trick see text
    Complete Scoundrel 89 Slipping Past: As a swift action, you can ignore the additional movement movement cost and penalty on attack rolls and to AC when squeezing through a narrow space (PH 148). The benefit lasts until the start of your next turn. skill trick see text
    Magic of Incarnum 54 ACROBAT BOOTS Classes: Incarnate
    Chakra: Feet: While wearing acrobat boots, you gain a +2 insight bonus on Balance, Escape Artist, Jump, and Tumble checks. (This soulmeld does not let you attempt Tumble checks untrained.) Essentia: Every point of essentia invested in the acrobat boots increases the bonus by 2.
    soulmeld 2 insight +2 per essentia
    Stormwrack 118 Kuo-toa Skin: Transmutation Level: Druid 1, Ranger 1, Sor/Wiz 2, standard action, Creature Touch, 1 hour/level. The subject gains a +8 bonus on Escape Artist checks and cannot be snared by webs (magical or otherwise). Arcane Material Component: A kuo-toa scale. spell 8 untyped
    Complete Mage 107 Heart of Water (Complete Mage) Transmutation [Water] Level: Druid 3, Sor/Wiz 3, Wu Jen 3 (water), standard action, Personal, 1 hour/level (D) or until expended . You gain a +5 enhancement bonus on Escape Artist checks. Furthermore, while this spell is active, you can activate a freedom of movement effect (as the spell) on yourself as a swift action. This benefit lasts for 1 round per level, at the end of which time the spell's entire effect ends. spell 5 enhancement
    Dragon Magic 73 Soul of Anarchy (Dragon Magic) Transmutation [Chaotic] Level: Bard 2, Sor/Wiz 2, standard action Personal, 1 hour; You gain a +5 competence bonus on Escape Artist checks, as well on grapple checks to resist or escape a grapple. spell 5 competence
    Spell compendium 35 Body Blades (Spell Compendium, p. 35) Transmutation (Counter) Level: Cleric 2, Components: V, S, Casting Time: 1 Standard Action Range: Personal Target: You Duration: 1 minute/level You get a +4 bonus on Escape Artist checks to escape from a net, rope, grappler, or spell that entangles. spell 4 untyped
    Savage species 64 Crawling Darkness (Spell Compendium, p. 55) Conjuration (Creation) Level: Cleric 5, Components: V, S, DF, Casting Time: 1 round Range: Personal Target: You Duration: 1 minute/level (D) You gain a +4 competence bonus on grapple checks, Climb checks, and Escape Artist checks. When you are attacked, the tentacles stricke back at your attacker. They have an attack bonus equal to your base attack bonus + your Wis modifier, and a succesful attack deals 1d12 points of damage. spell 4 competence
    Complete adventurer 156 Shadow Form (Spell Compendium, p. 183) Illusion (Shadow) Level: Assassin 4, Sorcerer 5, Wizard 5, Components: V, S, M, Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level (D) The shadows wrapping your form grant you a +4 competence bonus on Escape Artist, Hide, and Move Silently checks. Your shadowy form also provides you with concealment. In addition, if you have 5 ranks in Escape Artist, you can attempt to slip through a solid object or barrier up to 5 feet thick with a DC 20 Escape Artist check, though doing this ends the spell as soon as the attempt is completed (regardless of success). If you have 10 ranks in Escape Artist, you can attempt to pass through an object or barrier up to 10 feet thick. If you have 15 ranks in Escape Artist, you can attempt to pass through a barrier composed of magical force (or similar magical obstacles). Material Component: A small piece of black cloth taken from a funeral shroud. spell 4 competence awesome
    Secrets of Sarlona 127 Flexform (Secrets of Sarlona, p. 127) Transmutation Level: Bard 2, Sorcerer 3, Wizard 3, Components: V, S, M, Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 minute/level This effect grants a +10 bonus on Escape Artist and Tumble checks, and allows Tumble checks to be made untrained. As well, the subject can squeeze into a space half as wide as its normal space (PH 148) with no penalties to movement, attack rolls, and AC. The subject is able to move freely through squares occupied by creaÂ*tures only one size category larger than it, rather than three size categories larger (PH 148). Material Component: A small glob of gum resin. spell 10 untyped
    PHB 237 Grease (Player's Handbook v.3.5, p. 237) Conjuration (Creation) A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Material Component: A bit of pork rind or butter. spell 10 circumstance
    Heroes of Horror 63 Mild Corruption: Skin Seeps: Your skin seeps greasy, yellow ichor. You add a +2 circumstance bonus on Escape Artist checks and ongrapple checks made to resist or escape a grapple or to escape a pin. Taint 2 circumstance
    Heroes of Battle 119 Joint Grapple Escape: Task Leader Prerequisite: Base attack bonus +4 or Improved Grapple. Benefit: If you successfully use the aid another action to assist an adjacent team member’s next grapple check or Escape Artist check to escape from a grapple, you provide your teammate with a bonus on that check equal to +4 or your Strength modifier whichever is higher. Teamwork benefit 4 untyped grapple only
    MM3 189 Voidmind creatures have a +4 racial bonus onBluff, Escape Artist, and Intimidate checks. Otherwisesame as the base creature Template 4 racial LA +3
    Elder Evils 131 Worm that Walks has a +20 racial bonus on Balance,Escape Artist, Hide, Listen, and Move Silently checks. template 20 racial
    planar handbook 177 The Red Pit: Base Ability: You gain a +1 bonus on Escape Artist checks. Higher-Order Ability: Once per day, for a number of minutes equal to your character level, you gain a +5 bonus on Escape Artist, Hide, Move Silently, Listen, and grapple checks. Higher-Order Uses: 5. touchstone (planar) 1 untyped, 5 untyped
    Unearthed Arcana 90 Skinny: You gain a +1 bonus on Escape Artist checks. You take a –2 penalty on Strength checks to avoid being bull rushed or overrun. trait 1 untyped
    Unearthed Arcana 90 Slippery: You gain a +1 bonus on Escape Artist checks to escape a grapple and on grapple checks to escape a grapple or avoid being grappled. You take a –1 penalty on all other grapple checks. trait 1 untyped
    Weapons of Legacy 34 Bones of Li-Peng. Master’s Grace (Su): At 5th level, you acquire some of Li-Peng’s legendary nimbleness, gaining a +2 enhancement bonus to Dexterity. At 18th level, this bonus rises to +6.
    Oneness of Balance (Su): At 19th level, you gain a +10 competence bonus on Balance, Escape Artist, and Tumble checks.
    Weapon of legacy 10 competence

  3. - Top - End - #3
    Troll in the Playground
     
    RogueGuy

    Join Date
    Aug 2014

    Default Re: Tying Down Escapology - An Escape Artist Reference Guide

    Saved for other things like builds and such that i find later

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