Pin Down (Feat)

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You easily block enemy escapes.

Prerequisites: Level 11, Combat Reflexes, <Fighter's Challenge class feature, -OR- Goading Ki (Feat), -OR- Censuring Smite (Feat), -OR- Heedful Jeer (Feat)>

Benefit: Whenever an opponent you threaten takes a 5-foot step or uses the withdraw action, that opponent provokes a special attack of opportunity from you. Instead of a normal melee to-hit roll, roll a Movement skill check versus the target's Maneuver Defense. If successful, the enemy cannot leave the space they were trying to leave for the remainder of their turn. This does not inflict any damage or any conditions aside from stopping their movement (and as a result, it can be used on monsters with roles, such as threats and heavies, who have partial immunity to conditions). The affected enemy can still take the remainder of their action, but they cannot move from their square, and whatever action they were attempting to perform that triggered the Pin Down maneuver is used up, as though they had completed it.

You must have an available attack of opportunity to use Pin Down, and that attack of opportunity is expended when you use Pin Down, regardless of whether it succeeds or fails.