Pin Down (Feat): Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
m (Text replacement - "Category:Warlord" to "Category:Warlord Feats")
 
(14 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{Template:Feats
{{Template:Feats
| Category=[[Category:Fighter]][[Category:Monk]][[Category:Paladin]][[Category:Warlord]]
 
| Category=[[Category:Fighter Feats]][[Category:Monk Feats]][[Category:Paladin Feats]][[Category:Warlord Feats]][[Category:Skill Feats]][[Category:Movement Skill]][[Category:Heroic Tier (11-15)]]


| Flavor=You easily block enemy escapes.
| Flavor=You easily block enemy escapes.


| Prerequisites=Level 11, [[Combat Reflexes]], one of the following: Fighter's Challenge class feature, [[Goading Ki (Feat)]], [[Censuring Smite (Feat)]] or [[Heedful Jeer (Feat)]]
| Prerequisites=<onlyinclude>{{#ifeq:{{{transcludesection|Prerequisites}}}
| Prerequisites|Level 11, [[Combat Reflexes]], <Fighter's Challenge class feature, -OR- [[Goading Ki (Feat)]], -OR- [[Censuring Smite (Feat)]], -OR- [[Heedful Jeer (Feat)]]>
}}</onlyinclude>
 
| Unlocks=<onlyinclude>{{#ifeq:{{{transcludesection|Unlocks}}}
| Unlocks|
}}</onlyinclude>
 
| 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 [[threat]]s and [[heavy|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.
 


| Benefit=Whenever an opponent you threaten takes a 5-foot step or uses the withdraw action, that opponent provokes an attack of opportunity from you. If the attack hits, you deal no damage, but the targeted creature is prevented from making the move action that granted a 5-foot step or the withdraw action and does not move.
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Halt an opponent's movement if they attempt to take 5-foot step or withdraw action within your reach.
}}</onlyinclude>


}}
}}

Latest revision as of 01:19, 11 April 2020


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.