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(Created page with '''Go back to Reese's Campaign page.'' ''Go back to Status Conditions page.'' ''Go back to Monster Stat Comparison page.'' == Pinned == '''Condition Severit…')
 
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''Go back to [[ Reese's Campaign ]] page.''
{{Template:StatusCondition


''Go back to [[ Status Conditions ]] page.''
| Severity = Strong


''Go back to [[ Monster Stat Comparison ]] page.''
| Flavor = 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 (Sorcerer/Wizard Spell)|Haste]] spell, or the [[Two-Weapon Fighting (Feat)|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.


== Pinned ==
: '''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.


'''Condition Severity:''' Strong
| 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.
:* The pinned condition automatically ends at the start of the pinning creature's next turn.


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


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.
| Moderate=<onlyinclude>{{#ifeq:{{{transcludesection|Moderate}}}
| Moderate|Grappled
}}</onlyinclude>


| Weak=<onlyinclude>{{#ifeq:{{{transcludesection|Weak}}}
| Weak|Grabbed
}}</onlyinclude>


; Array:
}}
 
Pinned ==> [[Grappled]] ==> [[Slowed]]

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