Pin Down (Feat): Difference between revisions

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m (Text replacement - "Maneuver Check" to "Maneuver Offense")
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| 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. Instead of a normal attack, roll a combat Maneuver Offense as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. This does no damage and does not inflict any conditions aside from stopping their movement. An enemy can still take the rest of his action, but cannot move from their square.
| 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. Instead of a normal attack, roll a [[Maneuver Offense]] check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. This does no damage and does not inflict any conditions aside from stopping their movement. An enemy can still take the rest of his action, but cannot move from their square.
 
You must have an available attack of opportunity to use ''Pin Down''.




| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Opponents that take 5-foot step or withdraw provoke a Maneuver Offense, and if you hit, they do not move.
| ShortDesc|Halt an opponent's movement if they attempt to take 5-foot step or withdraw action within your reach.
}}</onlyinclude>
}}</onlyinclude>


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Revision as of 20:07, 24 May 2017


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)

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. Instead of a normal attack, roll a Maneuver Offense check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. This does no damage and does not inflict any conditions aside from stopping their movement. An enemy can still take the rest of his action, but cannot move from their square.

You must have an available attack of opportunity to use Pin Down.