Pinned

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Condition 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.

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:

  • -

Array

HinderedGrappledPinned