[SOLVED]
Looks as though I had solved this myself many hours ago, only I failed to recognize the trivial issue I was having.
The way I worked this out was by using iTween Move To. Here's my setup:
State 1: I set up a Trigger Event that sent an event 'enteredTrigger.' In State 1, I also had a Get Position for the position of the pad and set a Vector3 Add XYZ to set an offset (since the pads are cubes and position grabs the centre).
State 2: I set up a Set Is Kinematic, to set my Player's rigid body to kinematic.
State 3: iTween Move To. Game Object set to the Player and the Vector Position as the position I gathered and added to in State 1. I added the pad position as the Look At Vector for good measure. I set an event called 'disableTrigger' in Event Finish. In State 3, I also put a Set Is Kinematic and unchecked 'is kinematic' for my Player's Rigidbody.
State 4: This is my Exit and Loop, I named it 'Exit Trigger' and gave it a FINISHED transition. Looped it back into State 1.
NOTE: I set my RigidBody to Kinematic because iTween Move To does not interact with Rigidbodies that are not kinematic. Setting Kinematic makes the Rigidbody like any game object that doesn't have a Rigidbody.
Viola.
j