No přiznám se, že to znění pravidel je takové divné. Na jednu stranu musíš mít Pin (nebo Trip) abys ho vůbec mohl použít na druhou stranu je tam slovo
, což by naznačovalo, že buď platí možnost nabízená featem nebo tato nikoliv obojí naráz(což je výklad k němuž bych se asi přikláněl i s přihlédnutí k errata a clarificaiton viz níže).
píše:Grappling (Clarification)
Many people make the mistake of thinking of "grapple" as an action rather than a state. To make everything easy, just reset your brain and think like this instead. There are three states:
The Grabbed State
Effect: You cannot move from your square and have a -2 attack penalty (except with light/natural weapons).
Begins: When attacker makes a successful unarmed melee attack roll.
Terminates: When defender becomes grappled; OR when defender spends a standard action to escape.
The Grappled State
Effect: You cannot move from your square and have a -2 attack penalty (except with light/natural weapons).
Begins: When attacker makes a successful opposed grapple check.
Terminates: When defender spends a standard action AND make a successful Acrobatics check to escape; OR when attacker successfully uses the Trip feat.
The Pinned State (stacks with the "grappled" state)
Effect: You cannot move or take any actions AND lose your Dex bonus to Reflex Defense.
Begins: When attacker makes a successful opposed grapple check AND uses the Pin feat.
Terminates: Automatically, after one round.
Once you see that grappled is a state, rather than an action, you can see that all the grappling-type actions are merely transitions between these three states! For your reference, here they all are:
A "grab attack" (requires melee attack roll)
Starting state: Normal (not grabbed, grappled, or pinned).
Ending state: Grabbed.
Note: -5 attack penalty if attacker doesn't have Pin or Trip.
The Pin feat (requires opposed grapple check)
Starting state: Grabbed, grappled, or pinned.
Ending state: Grappled AND pinned.
Note: Can simultaneously use Crush feat for damage.
The Trip feat (requires opposed grapple check)
Starting state: Grabbed, grappled, or pinned.
Ending state: Prone (but not grabbed, grappled, or pinned).
Note: Can simultaneously use Throw feat for damage.
Hit with a light weapon (requires opposed grapple check)
Starting state: Grabbed, grappled, or pinned.
Ending state: Grappled.
Note: Does weapon damage.
Simple escape (no roll required)
Starting state: Grabbed.
Ending state: Normal (not grabbed, grappled, or pinned).
Note: Standard action.
Acrobatic escape (skill check required)
Starting state: Grappled.
Ending state: Normal (not grabbed, grappled, or pinned).
Note: Standard action.
Example: In round one, the would-be grappler attempts a Pin. He succeeds at his unarmed melee attack roll, but fails the opposed grapple check. The defender is grabbed (because the melee attack roll was successful) but not grappled or pinned (because the opposed grapple check wasn’t). The defender can spend a standard action and automatically escape from the grab, if he wants. For this example, however, let’s say the defender chooses to attack at a -2 penalty rather than escape.
In round two, the defender is still grabbed. The attacker doesn’t need to roll another unarmed melee attack roll; he proceeds straight to the opposed grapple check, and wins it. The defender is now grappled, and also pinned. The defender gets no actions in round two, because he’s pinned.
In round three the Pin will expire, because pins only last for one round. The attacker tries to maintain his Pin by rolling another opposed grapple check, but loses. The defender is no longer pinned. However he’s still grappled, because the grappled state (like the grabbed state) persists until the defender actively escapes.