Pinned: Difference between revisions

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'''Condition Severity:''' Strong
'''Condition Severity:''' Strong


A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.
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: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.
* ''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.





Revision as of 17:26, 3 August 2015


Pinned

Condition Severity: Strong

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.


Array

Pinned ==> Grappled ==> Hindered