Escape Skill
General Skills Rules:
Taking 10: If you are not threatened or distracted you can take 10 on a roll.
Taking 20: when you have plenty of time, 2 minutes or more and faced with no threats or distractions, you can take 20. This does not count as a ‘natural 20’ and indicate automatic success. Generally this takes 20 times longer than normal. You can’t take 20 on any check that has consequences for failure.
“1” Rolls: When you roll a natural 1 on a skill check, roll D20 again. SUBTRACT this number from your check.
“20” Rolls: When you roll a natural 20 on a skill check, roll D20 again. Add this number plus the 20 to your check.
Escape Artist (DEX)(Armor Check Penalty
Requires: either full round or a standard action usually, Retry: yes.
Escape: Use escape artist to get free of certain situations.
Synergy: 5 ranks in escape artist gives you +2 to use rope to bind, 5 ranks in use rope gives +2 escape artist to escape bonds.
Action DC Time
- Escape Grapple Vs. grapple check as full round action
- Tied up Binder’s Use rope +10, requires 1 minute
- entangle Spell DC 20, full round
- Snare Spell DC 23
- Manacles DC 20 1 minute
- Master work Manacles DC 35 1 minute
- Tight Space DC 20 1 minute
- Quick Escape ropes/manacles +10 DC 5 Rounds
- Quick Escape net, entangling plants +10 DC Standard
- Quick Escape grapple, pin, DC +10 Move Action
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