Pinned: Difference between revisions

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| 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.
| Flavor = A creature has grappled you into a position where your continued struggles only bring you pain.
:* ''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.


| Ended-By =  
| Effects = The Pinned condition is the final outcome of the Grapple combat maneuver.
:* '''If you are the creature who has been Pinned:'''
::* You cannot take any actions except those described in the "Ended-By" section below.
::* You take a -4 penalty to your AC.
 
:* '''If you are the creature who initiated the Pinned condition:'''
::* You may spend a free action during your turn to immediately end a Pinned condition that you initiated.
::* 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.
::* 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.
::* You may spend a standard action to make a new Grapple check (rolling 1d20 + your CMB), with a DC equal to the CMD 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 [[Asphyxiated]] 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 CMD 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.
:* You can spend a standard action to attempt a Grapple check (rolling 1d20 + your CMB), with a DC equal to the CMD of the creature that Pinned you. If you are successful, the Pinned condition immediately degrades to the [[Grappled]] condition.
::* If you succeed by 5 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.
:* If not cleared, the Pinned condition automatically ends at the end of the encounter.


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

Revision as of 19:31, 11 October 2016


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 final outcome of the Grapple combat maneuver.
  • If you are the creature who has been Pinned:
  • You cannot take any actions except those described in the "Ended-By" section below.
  • You take a -4 penalty to your AC.
  • If you are the creature who initiated the Pinned condition:
  • You may spend a free action during your turn to immediately end a Pinned condition that you initiated.
  • 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.
  • 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.
  • You may spend a standard action to make a new Grapple check (rolling 1d20 + your CMB), with a DC equal to the CMD 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 Asphyxiated condition.
  • You take a -2 penalty to your AC.

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:

  • You can spend a move action to attempt an Escape Artist check, with a DC equal to the CMD 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.
  • You can spend a standard action to attempt a Grapple check (rolling 1d20 + your CMB), with a DC equal to the CMD of the creature that Pinned you. If you are successful, the Pinned condition immediately degrades to the Grappled condition.
  • If you succeed by 5 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.
  • If not cleared, the Pinned condition automatically ends at the end of the encounter.

Array

GrabbedGrappledPinned