
bbangerter |
3 people marked this as FAQ candidate. |

Here is a nice set of rules that seem to be completely inconsistent and could use some errata to make things simpler and easier to remember. Feel free to discuss, but mostly just looking to get a FAQ/errata to clean this up.
In an effort to make for more consistent rules what kind of action is it to get out of a web spell, entangle spell, animate rope spell (and various other abilities and spells that apply an entangled condition)? The escape artist skill, web spell, and entangle spell all list different actions required giving a prolific set of rules to remember for each case.
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.
Emphasis and added emphasis mine.
Simple enough so far. Per RAW this gives us a general base line rule for escaping - until we get to spells/abilities that actually apply the entangled condition.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action).
Nicely matches with escape artist, full round action to escape.
If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell.
Okay, specific trumps general, RAW no problem, though inconsistent rules are harder to remember.
Creatures entangled by the web can escape with an Escape Artist check or a Strength check (at a –4 penalty). The DC of these checks is equal to 10 + 1/2 the eidolon's HD + the eidolon's Con modifier.
No mention of time to get out of the web, so use the baseline rule. Irritating it doesn't match the web spell (or that web spell is unique from the baseline rule).
An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 the creature's HD + the creature's Con modifier.
Back to a standard action, specific trumps general. You'd think an eidolon would follow universal monster rules - but no the UMR are more like the web spell. Yay for more superfluous inconsistencies.
Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check.
One more new rule to remember, in this case its neither a full round or standard action. Now its just a move action.
Animate rope spell mentions strength and escape artist, but no duration, so use the full round general rule action to escape.
Command plants and control plants spells make no mention of being able to use the plants to entangle or snare things, no mention of DC's to break free of them, and no mention of how long it would take to do so if they do entangle you.
There are probably other spells/effects as well I haven't listed.

Drakkiel |

I will point out that the web spell meshes with the rules of escape artist fine...EA says grappled takes a standard action...web(the spell) gives creatures the grappled condition not entangled...so it's a standard action to escape
Yes the others are exception but I personally don't think they are any worse than the hundreds of other exceptions the game has

Cerberus Seven |

Web grapples you, so it should be a standard action, as per Escape Artist's normal use. The Eidolon ability should just be the same as the Universal Monster Rule, I imagine. Probably just an accidental omission on the Dev's part. The move/full-round contradiction with Entangle is just flat-out wrong and needs to be changed. I imagine the intent was that a first level spell shouldn't require a full-round action to get out of...but then why wasn't Animate Rope given the same leeway on the check? Doesn't make much sense.