Pinned: Difference between revisions

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::* 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.
::* 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 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.
::* You may spend a standard action to make a new Grapple check (rolling 1d20 + your CMB), with a DC equal to the Resilience 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 [[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.
:::* 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.
::* 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.
| Ended-By = You can spend a move action to attempt an [[Escape Artist]] check, with a DC equal to the Resilience 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 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.
:* You can spend a standard action to attempt a Grapple check (rolling 1d20 + your CMB), with a DC equal to the Resilience 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 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.
::* 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.

Revision as of 23:42, 12 March 2017


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 Resilience 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

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 Resilience 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 Resilience 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