Use this skill to slip out of bonds or manacles, wriggle through tight spaces, or escape the grip of a monster that grapples you.
Check
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
Snare spell
23
Manacles
30
Tight space
30
Masterwork manacles
35
Grappler
Grappler's grapple check result
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.