Pinned: Difference between revisions

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:* You cannot move from your space, except with Teleport-based movement, or Forced Movement.
:* You cannot move from your space, except with Teleport-based movement, or Forced Movement.


| Ended-By = The pinned condition ends automatically at the start of the pinning creature's next turn.
| Ended-By = The pinned condition automatically ends at the start of the pinning creature's next turn.


| Strong=<onlyinclude>{{#ifeq:{{{transcludesection|Strong}}}
| Strong=<onlyinclude>{{#ifeq:{{{transcludesection|Strong}}}

Revision as of 21:16, 14 January 2023


Condition Severity: Strong


   A creature has grappled you into a position where your continued struggles only bring you pain.

Effects

  • The pinned condition is the strongest outcome of the Grapple combat maneuver.
  • You may not attack any creature other than the one pinning you.
  • Attacks against the creature pinning you may only be performed using light, or close weapons. You cannot use ranged weapons, even if they are light or close weapons.
  • Bonus attacks, such as those provided by Haste spell, or the Two-Weapon Fighting feats, may not be used.
  • You may not cast spells unless they have no somatic component, or they have a range of touch (spells with a range of "ranged touch" may not be cast). Even then, you must target the creature pinning you, or include them as a target of the spell.
  • You cannot move from your space, except with Teleport-based movement, or Forced Movement.

Ended By

If the ability, trap, or effect description includes specific directions for how the condition is ended, then that is the primary means of ending this condition. In many cases, it is the only way to end the condition. If nothing is specifically listed for ending the condition, then the following methods can be used to end it, instead:

  • The pinned condition automatically ends at the start of the pinning creature's next turn.

Array

GrabbedGrappledPinned