Pin Down and Tripping


Rules Questions


So the Pin Down feat lets you stop opponents from effectively moving at the cost of taking no damage but, what if you use a combat maneuver like trip in its place, are they still tripped?


Unclear.

Since the attack of opportunity granted is "special" in that the effect is restricted, I'd expect the AoO to not be swappable for a maneuver in the way a "normal" attack of opportunity is, and that's how I'd run it.


I don't see any exceptions in the feat, so I would say you are free to perform a combat maneuver. Otherwise the feat would say something like "may perform a single melee attack" instead of blanked provokes an attack of opportunity.

The way I see it you can use any ability that you could use as an attack of opportunity, but that ability will deal no damage (so effects that depend on damage will also not take effect, but combat maneuvers don't depend on damage)


I agree that it's unclear.

My interpretation is that you could exchange the AoO for a combat maneuver. However, you just perform the combat maneuver as normal and it loses the normal effect of pin down as it's tied to the thing you replaced.

So, for example. You could make a sunder attempt as the AoO granted by pin down. The sunder attempt would do damage to the weapon and wouldn't stop the opponent from moving away.


Another question regarding Pin Down. So they lose their ability to take the 5ft step or withdraw that they attempted. Could they then immediately try to take the other? Attempted to 5ft step as a non-action, got stopped, then attempts to withdraw as a full-round? Or could they even take a default move action to move after being stopped?

And to tack on to this, if a creatures takes the withdraw action as a full round action, and I immediately stop them, do they only have swift action/free actions left, or are they refunded their full-round? I assume it’s used up, since that’s how AoOs work in every other circumstance. But that seems like a really strong cancellation of a creatures turn


The feat is pretty clear. It literally tells you the effect, " If the attack hits, you deal no damage, but the targeted creature is prevented from making the move action that granted a 5-foot step or the withdraw action and does not move."


RAWmonger wrote:

Another question regarding Pin Down. So they lose their ability to take the 5ft step or withdraw that they attempted. Could they then immediately try to take the other? Attempted to 5ft step as a non-action, got stopped, then attempts to withdraw as a full-round? Or could they even take a default move action to move after being stopped?

And to tack on to this, if a creatures takes the withdraw action as a full round action, and I immediately stop them, do they only have swift action/free actions left, or are they refunded their full-round? I assume it’s used up, since that’s how AoOs work in every other circumstance. But that seems like a really strong cancellation of a creatures turn

They lose the action. If they try to move 5ft, and are stopped, then they cannot do any other movement.

If they fail to withdraw, they are only left with swift and free actions


By RAW, it would appear that you can still substitute a combat maneuver for the AoO from Pin Down. However, by RAI, I do not believe this to be the case. The feat seem pretty clear in its intention that you can perform a specific AoO that deals no damage but instead stops them from moving. Normally a 5 foot step never provokes an attack of opportunity. It is meant to be a safe movement option. However this feat makes it provoke. It certainly seems very clear that it is not intended to be used with any attack options besides the one outlined in the feat description. Basically look at it as the feat granting you a new type of combat maneuver that can only be performed as a special AoO.

RAWmonger wrote:

Another question regarding Pin Down. So they lose their ability to take the 5ft step or withdraw that they attempted. Could they then immediately try to take the other? Attempted to 5ft step as a non-action, got stopped, then attempts to withdraw as a full-round? Or could they even take a default move action to move after being stopped?

And to tack on to this, if a creatures takes the withdraw action as a full round action, and I immediately stop them, do they only have swift action/free actions left, or are they refunded their full-round? I assume it’s used up, since that’s how AoOs work in every other circumstance. But that seems like a really strong cancellation of a creatures turn

Given the rules for taking a 5 foot step, no, both actions cannot be attempted one after the other in any order. You may only take a five foot step if you have taken no other actions to move in a round. In effect you forfeit any form I’ve movement other than the 5 foot step for the round when you declare you are taking one. If your 5 foot step is disrupted, then we’ll, you lost your movement for the round. Under normal circumstances you have zero risk when taking a 5 foot step which is why it has such a hefty cost to it as an action, however feats like Pin Down or Step Up muck things up for those who utilize 5 foot steps, adding a risk they didn’t have before. Similarly if you attempted your withdraw action first, by declaring an action that involves movement you have forfeited your ability to take a 5 foot step for the round unless you have an ability or feat that allows you to still take a 5 foot step. Additionally the rules for withdraw explicitly state that you cannot take a 5 foot step in the same round in which you withdraw. It doesn’t matter that your action was interrupted, the action was still taken and resolved, it may not have had the intended resolution but it was still the same action regardless of the result. You can’t just take an action, suffer a consequence you weren’t expecting, then say well ok that didn’t work so now I’ll take this other action, when the two actions can’t be taken together.

To clarify:

5 foot step attempted, triggers pin down, movement is prevented, you may not perform any other movement this round, you may still use your move action and standard for any other purpose though just not movement.

Withdraw is attempted, triggers pin down, movement is prevented, you may not take a 5 foot step this round, you may still perform any free or swift action you have including those that grant extra movement.


It seems pretty clear to me that you should be able to make a Trip Combat Maneuver Check in lieu of a regular Attack Roll when using Pin Down. The question is can you make your opponent fall Prone AND prevent his moving?

I'm thinking no. It seems to me that Pin Down is meant to meant use an AoO to prevent movement instead of inflicting damage, and in the case of Tripping "Damage" = making your opponent fall Prone. But per RAW, imposing the Prone Condition upon your target is not Damage, so imposing both Prone and prevented movement is not explicitly prohibited per RAW.

That being said, this might be an academic point: you can Move while Prone, but only at 1/2 speed. Depending on the build, you then get 1-2 Attacks of Opportunity when they do fall Prone.

Silver Crusade

Scott Wilhelm wrote:
you can Move while Prone, but only at 1/2 speed. Depending on the build, you then get 1-2 Attacks of Opportunity when they do fall Prone.

Incorrect! One can move 5' with a Move Action. Not half speed.

Here's the Fast Crawl feat which lists the Normal rules with this feat.

"Normal: You can crawl 5 feet as a move action. You cannot take a 5-foot step while crawling."


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Magda Luckbender wrote:
Scott Wilhelm wrote:
you can Move while Prone, but only at 1/2 speed. Depending on the build, you then get 1-2 Attacks of Opportunity when they do fall Prone.

Incorrect! One can move 5' with a Move Action. Not half speed.

Here's the Fast Crawl feat which lists the Normal rules with this feat.

"Normal: You can crawl 5 feet as a move action. You cannot take a 5-foot step while crawling."

So that means it's REALLY academic. You can barely move at all while Prone.

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