A pinned creature is held immobile and helpless within a grapple. It is the most severe grapple state — worse than grappled — and the grappler can perform devastating actions while maintaining the pin.

Effects

  • The creature is helpless — effective Dexterity is 0 (–5 to AC); melee attackers gain +4 on attack rolls.
  • The creature cannot move.
  • The creature loses its Dexterity bonus to AC against the grappler (who gets +4 bonus on attacks).
  • The creature can still attempt to escape — see Ending the Condition.
  • The grappler can choose to tie up a pinned creature with rope as a full-round action if the grappler has rope. A tied creature remains bound even if the grapple is released.
  • The grappler may damage the pinned creature, move it, or perform other grapple actions instead of maintaining the pin.
Pinned vs. Grappled actions. A pinned creature cannot cast most spells (those with a somatic component require movement), cannot make attacks of opportunity, and cannot use most movement-based abilities. Spells with only a verbal component may still be possible at GM discretion.

The Grapple Chain

Grappled Pinned
  • The grappler who succeeds at a second consecutive CMB check to maintain the grapple can upgrade it to a pin.
  • The grappler declares the intent to pin when making the maintain check — success pins, failure leaves the target merely grappled.

Ending the Condition

  • Escape Artist check (DC = grappler's CMD) as a standard action.
  • CMB check to break the grapple (DC = grappler's CMD) as a standard action — a successful check moves the pinned creature to merely grappled, not immediately free.
  • The grappler releases the pin voluntarily (a free action).
  • The grappler is rendered unable to maintain the grapple (knocked unconscious, killed, moved out of range).

Related Conditions

  • Grappled — lesser grapple state; the creature can still act but is significantly limited.
  • Helpless — a pinned creature is helpless; all helpless effects apply.
  • Prone — a pinned creature may also be prone depending on the grapple maneuver.

Common Sources

A successful pin attempt during a maintained grapple (CMB check); certain monster abilities that automatically pin (e.g., constrict combined with grab); the black tentacles spell (which pins on an additional CMB check after grappling). Any creature that can grapple can attempt to pin.