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| Flavor = A creature has grappled you into a position where your continued struggles only bring you pain. | | Flavor = A creature has grappled you into a position where your continued struggles only bring you pain. | ||
| Effects = The | | Effects = The ''pinned'' condition is the strongest outcome of the [[Grapple]] combat maneuver. | ||
:* '''If you are the creature who has been | :* '''If you are the creature who has been ''pinned'':''' | ||
::* You cannot take any actions except those described in the "Ended-By" section below. | ::* You cannot take any actions except those described in the "Ended-By" section below. | ||
::* You take a -4 penalty to your AC. | ::* You take a -4 penalty to your AC. | ||
:* '''If you are the creature who initiated the | :* '''If you are the creature who initiated the ''pinned'' condition:''' | ||
::* You may spend a free action during your turn to immediately end a | ::* 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 | ::* 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 | ::* 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 Maneuver Offense), with a DC equal to the Maneuver Defense of the creature you have | ::* You may spend a standard action to make a new [[Grapple]] check (rolling 1d20 + your Maneuver Offense), with a DC equal to the Maneuver Defense 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 Maneuver Defense of the creature that | | Ended-By = You can spend a move action to attempt an [[Escape Artist]] check, with a DC equal to the Maneuver Defense 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 | ::* 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 Maneuver Offense), with a DC equal to the Maneuver Defense of the creature that | ::* No more than one [[Escape Artist]] check to ''escape a grapple'' can be attempted per round, even if you have more move actions available. | ||
::* If you succeed by | :* You can spend a standard action to attempt a [[Grapple]] check (rolling 1d20 + your Maneuver Offense), with a DC equal to the Maneuver Defense of the creature that ''pinned'' you. If you are successful, the ''pinned'' condition immediately degrades to the [[Grappled]] condition. | ||
::* If you wish to inflict the | ::* If you succeed by 10 or more, the ''pinned'' condition immediately ends. Success by 5 or more does nothing special. | ||
:* The | ::* 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, or at the end of the encounter (whichever occurs first). | |||
| Strong=<onlyinclude>{{#ifeq:{{{transcludesection|Strong}}} | | Strong=<onlyinclude>{{#ifeq:{{{transcludesection|Strong}}} |
Revision as of 13:39, 18 April 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 strongest 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 Maneuver Offense), with a DC equal to the Maneuver Defense 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 Maneuver Defense 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.
- No more than one Escape Artist check to escape a grapple can be attempted per round, even if you have more move actions available.
- You can spend a standard action to attempt a Grapple check (rolling 1d20 + your Maneuver Offense), with a DC equal to the Maneuver Defense 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 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, or at the end of the encounter (whichever occurs first).