Pinned: Difference between revisions

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{{Template:StatusCondition
{{Template:StatusCondition
| Severity = Strong
| Severity = Strong
| Effects = A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and takes a -4 penalty to its AC in addition to being denied its Dexterity bonus. A pinned creature cannot make melee or ranged attacks or take any action requiring the use of its arms or legs, except to attempt to escape the pin or to take an action specifically allowed by the ability which inflicted the pin. A pinned creature can always attempt to free itself, usually through a combat maneuver check (CMB) or an [[Escape Artist]] check.
 
:* ''Casting Spells while Pinned:'' A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic component. Spells requiring a material component are also not possible unless the pinned creature has the components in hand when it is pinned. In addition, any spell attempted requires a concentration check versus a DC of (10 + the grappler's CMB + the level of the spell being attempted).  Failing this concentration check means the spell is lost and the action to cast it is wasted.
| Flavor = A creature has grappled you into a position where your continued struggles only bring you pain.
 
| Effects = While pinned, 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 (Sorcerer/Wizard Spell)|Haste]] spell, or the [[Two-Weapon Fighting (Feat)|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, as long as the pinning creature remains adjacent to you.
 
: '''Pinning Monsters:'''
:* A pinned monster may only perform attacks against the creature that is pinning it.  When they do so, they perform two fewer attacks than normal (minimum 1; they lose their weakest attacks, if their attacks are varied).
:* Pinned monsters cannot make use of any Spell-Like ("Sp") abilities they possess while they remain pinned.
:* Pinned monsters cannot move from their space as long as the pinning creature remains adjacent to them, except by using Teleport or Forced Movement to do so.
 
| Ended-By = The pinned condition automatically ends if the pinning creature moves (or is moved) to a space where they are no longer adjacent to the pinned creature.
:* 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}}}
| Strong|Pinned
| Strong|Pinned
}}</onlyinclude>
}}</onlyinclude>
| Moderate=<onlyinclude>{{#ifeq:{{{transcludesection|Moderate}}}
| Moderate=<onlyinclude>{{#ifeq:{{{transcludesection|Moderate}}}
| Moderate|Grappled
| Moderate|Grappled
}}</onlyinclude>
}}</onlyinclude>
| Weak=<onlyinclude>{{#ifeq:{{{transcludesection|Weak}}}
| Weak=<onlyinclude>{{#ifeq:{{{transcludesection|Weak}}}
| Weak|Hindered
| Weak|Grabbed
}}</onlyinclude>
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Target can only make checks to escape the grapple.
}}</onlyinclude>
}}</onlyinclude>
}}
}}

Latest revision as of 19:18, 26 August 2023


Condition Severity: Strong


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

Effects

  • While pinned, 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, as long as the pinning creature remains adjacent to you.
Pinning Monsters:
  • A pinned monster may only perform attacks against the creature that is pinning it. When they do so, they perform two fewer attacks than normal (minimum 1; they lose their weakest attacks, if their attacks are varied).
  • Pinned monsters cannot make use of any Spell-Like ("Sp") abilities they possess while they remain pinned.
  • Pinned monsters cannot move from their space as long as the pinning creature remains adjacent to them, except by using Teleport or Forced Movement to do so.

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 if the pinning creature moves (or is moved) to a space where they are no longer adjacent to the pinned creature.
  • The pinned condition automatically ends at the start of the pinning creature's next turn.

Array

GrabbedGrappledPinned