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daremetoidareyo
2018-04-11, 10:32 AM
Tying Down Escapology - An Escape Artist Reference Guide
Escape Artist

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(http://www.d20srd.org/srd/skills/escapeArtist.htm)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 (https://1d4chan.org/wiki/Arseplomancer) or maybe you read about gar hogchoker (http://www.giantitp.com/forums/showsinglepost.php?p=22893388&postcount=66) in Iron Chef. Now you can make your own squeeze-doll of doom!


Escape Artist (Dex; Armor Check Penalty) (http://www.d20srd.org/srd/skills/escapeArtist.htm)
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 (http://www.d20srd.org/srd/skills/useRope.htm) 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 (http://www.d20srd.org/srd/combat/specialAttacks.htm#grappleChecks) to get out of a grapple or out of a pinned (http://www.d20srd.org/srd/conditionSummary.htm#pinned) condition (so that you’re only grappling (http://www.d20srd.org/srd/conditionSummary.htm#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 (http://www.d20srd.org/srd/spells/wallOfForce.htm)
This allows a character to find a gap of weakness in a wall of force (http://www.d20srd.org/srd/spells/wallOfForce.htm) (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 (http://www.d20srd.org/srd/skills/useRope.htm) check at +10
Core


Net (http://www.d20srd.org/srd/equipment/weapons.htm#net), animate rope (http://www.d20srd.org/srd/spells/animateRope.htm) spell, command plants (http://www.d20srd.org/srd/spells/commandPlants.htm) spell,
control plants (http://www.d20srd.org/srd/spells/controlPlants.htm) spell, or entangle (http://www.d20srd.org/srd/spells/entangle.htm) spell
20
Core


Snare (http://www.d20srd.org/srd/spells/snare.htm) 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 (http://www.d20srd.org/srd/epic/skills.htm#escapeArtist)


Pass through wall of force (http://www.d20srd.org/srd/spells/wallOfForce.htm)
120
Epic Level Handbook (http://www.d20srd.org/srd/epic/skills.htm#escapeArtist)


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 (http://www.d20srd.org/srd/equipment/weapons.htm#net) or an animate rope (http://www.d20srd.org/srd/spells/animateRope.htm), command plants (http://www.d20srd.org/srd/spells/commandPlants.htm), control plants (http://www.d20srd.org/srd/spells/controlPlants.htm), or entangle (http://www.d20srd.org/srd/spells/entangle.htm) spell is a full-round action (http://www.d20srd.org/srd/combat/actionsInCombat.htm#fullRoundActions). Escaping from a grapple or pin is a standard action (http://www.d20srd.org/srd/combat/actionsInCombat.htm#standardActions). 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 (http://www.d20srd.org/srd/skills/usingSkills.htm#taking20), 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 (http://www.d20srd.org/srd/feats.htm#agile) feat, you get a +2 bonus on Escape Artist checks.

Synergy (http://www.d20srd.org/srd/skills/usingSkills.htm#skillSynergy)



If you have 5 or more ranks in Escape Artist, you get a +2 bonus on Use Rope (http://www.d20srd.org/srd/skills/useRope.htm) checks to bind someone.
If you have 5 or more ranks in Use Rope (http://www.d20srd.org/srd/skills/useRope.htm), 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 (http://www.giantitp.com/forums/showthread.php?491181-Alternative-ways-to-get-new-Class-skills)

Got more skill points to blow? Check out my other skill references
Disable Device (http://www.giantitp.com/forums/showthread.php?520223-Saboteur-s-Cookbook-Masterwork-Disable-Device-tools&p=21901660#post21901660)
Knowledge (http://www.giantitp.com/forums/showthread.php?514547-The-Library-of-Knowledge-Getting-the-most-out-of-your-studies&p=21809006#post21809006)
Bluff (http://www.giantitp.com/forums/showthread.php?504559-Stop-Flubbing-Your-Bluffs-The-reference-guide-to-successful-truthtelling&p=21372480#post21372480)
Survival (http://www.giantitp.com/forums/showthread.php?500214-Survival-Skill-Survival-Guide&p=21901674)
Listen (http://www.giantitp.com/forums/showthread.php?522931-Hear-Ye-Hear-Ye-A-Listen-Skill-Reference&p=21949037)

daremetoidareyo
2018-04-11, 10:35 AM
Boosting Escape Artist

https://i2.wp.com/2.bp.blogspot.com/-9O035ekVujw/T55zymCtzhI/AAAAAAAAD-w/eYdDrPk_mak/s320/gm10.jpg



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 (http://archive.wizards.com/default.asp?x=dnd/fw/20040612a)

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 (http://archive.wizards.com/default.asp?x=dnd/fw/20040320a)

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

daremetoidareyo
2018-04-11, 10:36 AM
Saved for other things like builds and such that i find later