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View Full Version : PF: Pin as a Combat Maneuver



Yora
2013-07-30, 04:50 AM
Grapple has always been so different from the rest of the combat rules, that pretty much everyone has great trouble remembering how it works.
Now I've been thinking, that the only reason you really would want to grapple someone is to render him unable to move, attack, and cast spells.


Pinned: 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.

So how about making pinning a Combat Maneuver. You provoke an Attack of Opportunity, make your CMB check, and if you succeed the enemy is pinned until the beginning of your next turn.
At the grappled opponents turn, he can make a CMB check or Escape Artist check as a standard action to free himself.

And that's basically it. Are there any problems with this compared to grappling as the rulebook explains it? And is there any situation from the grapple rules, that still would need to be covered?

Fouredged Sword
2013-07-30, 07:48 AM
I would add that while pinning an opponent, you move into his square, and you loose your dex to AC while maintaining the pin, and cannot make AOO's.