Pinned: Difference between revisions

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| Flavor = A creature has grappled you into a position where your continued struggles only bring you pain.
| Flavor = 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.
| Effects = While pinned, you may not attack any creature other than the one pinning you.
:* '''If you are the creature who has been ''pinned'':'''
:* 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.
::* You cannot take any actions except those described in the "Ended-By" section below.
:* 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 take a -4 penalty to your AC.
:* 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.


:* '''If you are the creature who initiated the ''pinned'' condition:'''
: '''Pinning Monsters:'''
::* You may spend a free action during your turn to immediately end a ''pinned'' condition that you initiated.
:* 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).
::* If you wish to move from your space, you must first succeed on an opposed [[Might]] skill check. If you succeed, you may move up to half your speed, dragging your ''pinned'' victim along with you. If you fail the check, you cannot move, and your move action is wasted.
:* Pinned monsters cannot make use of any Spell-Like ("Sp") abilities they possess while they remain pinned.
::* You may spend a move action to deal your maximum weapon damage to the creature you are ''pinning''. There is no to-hit roll, and you cannot critically hit with this attack, but the attack automatically hits. You may do this as many times per round as you have move actions to do so.
:* 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.
::* You may spend a standard action to make a new [[Grapple]] check (rolling 1d20 + your Maneuver Offense), with a DC equal to the Maneuver Defense of the creature you have ''pinned''. If you are successful, in addition to maintaining the ''pinned'' condition, you also inflict the [[Gagging]] condition, and deal your combat maneuver damage to your target.  If you fail this check, your victim is still ''pinned'' by you.
:::* If your victim already has the [[Gagging]] condition, a successful grapple check instead inflicts the [[Choking]] condition.
:::* If your victim already has the [[Choking]] condition, a successful grapple check instead inflicts the [[Asphyxiating]] condition.
::* You take a -2 penalty to your AC.


| Ended-By = You can spend a move action to attempt an [[Escape Artist]] check, with a DC equal to the Maneuver Defense of the creature that ''pinned'' you. If you are successful, the ''pinned'' condition immediately degrades to the [[Grappled]] condition.
| 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.
::* If you succeed by 10 or more, the ''pinned'' condition immediately ends. Success by 5 or more does nothing special.
:* The pinned condition automatically ends at the start of the pinning creature's next turn.
::* No more than one [[Escape Artist]] check to ''escape a grapple'' can be attempted per round, even if you have more move actions available.
:* You can spend a standard action to attempt a [[Grapple]] check (rolling 1d20 + your Maneuver Offense), with a DC equal to the Maneuver Defense of the creature that ''pinned'' you. If you are successful, the ''pinned'' condition immediately degrades to the [[Grappled]] condition.
::* If you succeed by 10 or more, the ''pinned'' condition immediately ends. Success by 5 or more does nothing special.
::* If you wish to inflict the ''pinned'' condition back on the enemy grappling you, you must first completely escape from the enemy grappling you. You cannot initiate a grapple when you are already grappled.
:* The ''pinned'' condition automatically ends if the creature which ''pinned'' you is slain, or at the end of the encounter (whichever occurs first).


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

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