Difference between revisions of "Pike"

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(Created page with ''''Health''': 6 '''Hardness''': 8 '''Craft DC''': 20 (Forging) and 20 (15-20 ft) or 27 (25-30 ft) (Woodworking) A pike is essentially nothing more than a very long Spear, …')
 
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With a 25 or 30 foot pike, AP costs to turn increase by 1, making it costly even on your turn. Turning may no longer be incorporated into a motion for free, as well.
 
With a 25 or 30 foot pike, AP costs to turn increase by 1, making it costly even on your turn. Turning may no longer be incorporated into a motion for free, as well.
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If a character wielding a pike is facing an enemy who is [[Charge|charging]] him, he may spend 1 AP to make the resulting attack of opportunity deal double damage. Either way, a successful attack halts the charge.
  
 
[[Category: Core Rules]]
 
[[Category: Core Rules]]
 
[[Category: Equipment]]
 
[[Category: Equipment]]
 
[[Category: Weapons]]
 
[[Category: Weapons]]

Revision as of 10:12, 13 June 2010

Health: 6

Hardness: 8

Craft DC: 20 (Forging) and 20 (15-20 ft) or 27 (25-30 ft) (Woodworking)

A pike is essentially nothing more than a very long Spear, a favorite weapon of infantry phalanxes, and a powerhouse on the battlefield. It is between 15 and 30 feet in length, though as noted on the Weapons page, pikes longer than 20 feet weigh more and are exotic weapons. They require both Martial weapon proficiency and exotic proficiency, though exotic proficiency covers both 25 and 30 foot pikes - they do not have to be taken separately.

For game rules sake, pikes come only in 5 foot increment lengths - there are 15 ft, 20 ft, 25 ft, and 30 ft pikes, with the latter two being exotic weapons. All of these are reach weapons, with the reach naturally equal to the length.

You can attempt Trip attacks with a pike. A touch attack that deals no damage is required. If you are tripped following your own trip attempt, you can drop the pike to avoid being tripped. Trip attacks may be made against opponents that are closer than the weapon's reach, often making them the only option if an opponent has become too close.

With a 25 or 30 foot pike, AP costs to turn increase by 1, making it costly even on your turn. Turning may no longer be incorporated into a motion for free, as well.

If a character wielding a pike is facing an enemy who is charging him, he may spend 1 AP to make the resulting attack of opportunity deal double damage. Either way, a successful attack halts the charge.