Slip from restraints, holds, or tight spaces through dexterity and calm under pressure.
Roll 1d100 + Escape Artist skill vs.– DR 100
Opposed roll vs. target's Strength or relevant skill (e.g., Bear Hug, Grapple) if escaping a hold
You break free from physical restraints or grapples. In the case of an opposed roll (e.g., against a Bear Hug or Grapple), a successful check immediately ends the effect and allows full movement on your next action.
–10 to –40 DR for poorly tied ropes or unsecured restraints
+20 DR for advanced or high-tech restraints
+10 to +30 DR if panicked, with little time, or unable to see
-20 to DR if you have plenty of time
+10 to +40 DR if ropes are tied by a professional (jailer, hunter etc.)
Slipping free from loosely tied rope while hidden behind crates: DR = 100 – 20 (poor knots) – 10 (time) = DR 70 Roll = 89 → Success Rate = 19 → Freed and ready to move.
Escape Artist is the quintessential skill for slipping out of tight situations — whether it’s wriggling from a guard’s ropes, slipping shackles in the dark, or bursting free from a crushing hold in combat. It measures a character’s ability to remain calm, flexible, and controlled under pressure, using breath control, subtle contortions, and practiced techniques.
The skill works both in and out of combat, often in response to being physically restrained or trapped. In grappling situations, it acts as a direct counter — allowing the character to break free from abilities like Bear Hug or Choke Hold with an opposed roll. In narrative situations, it determines whether the character can overcome physical constraints without outside help, relying instead on finesse and preparation.
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