Pinned
Main > Conditions |
Pinned is a more severe version of grappled, and their effects do not stack.
A pinned creature is tightly held, and gets the immobilized and flat-footed conditions. It is extremely limited in the actions that it can take. It can take verbal and mental actions, but cannot cast any spells that require a somatic or material component.
Breaking Free: A pinned creature can also attempt to free itself, through a Grapple combat maneuver check or Acrobatics(Escape Artist) check. On a success, the creature is merely grappled by its opponent. If the roll exceeds the opponent's CMD by 10 or more, the pinned creature also becomes the grappler.
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.
Tied Up: A pinned creature can be tied up, with a successful Combat Maneuver check against the pinned creature's CMD.
This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). If the DC to escape from these bindings is higher than 20 + the target’s CMB, the target cannot escape from the bonds, even with a natural 20 on the check.
15. COPYRIGHT NOTICE
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.