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Usually only those warriors part of a standing army use the spear. While effective when used en masse, or in combination with other soldiers using shorter weapons, by itself the spear is awkward and unwieldy. But with all that wood and the pure simplicity of a pointy bit at the end one must be able to do something impressive with the weapon. The master of impaling has devoted himself to discovering the intricacies of the device. Ultimately this boils down to skewering things. Skewer a guy then toss him, skewer a critter then lift him, skewer a guy then flip over him, and so on.
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Masters of Impaling add 2% per rank on to their base chance. They add +1 damage at ranks 3, 6 and 9. Masters of Impaling must be full rank in a class A polearm before they may choose this skill. They may choose one of the following abilities at rank 1, 3, 5, 7, 9 and 10.
Bleeder: -20% to your base chance but you cause bleeding damage at -1 per pulse for D+2 pulses.
Blow through: You force your weapon through one person to strike someone behind them. Your base chance to hit someone immediately behind your opponent is -15% -3 damage.
Full set: Those trained in the use of pole weapons can set their pole weapon against a charging opponent. This will inflict double damage against the opponent or the mount. The defender must still roll to hit the charger.
Hold at bay: One thing polearm users don’t want is people getting next to them. You may opt to do to no damage in order to prevent someone from entering your melee zone by pushing them back with the tip of your weapon. If you miss they may enter the hex adjacent to you.
Set and skewer: Much like the Set and Toss this allows you to receive a charge, then lift the target on the point of the spear using his own weight to force him down the length of it. Once score the first hit you must roll under 2 X PS to lift your opponent in the air and sliding him down the shaft of your spear. They will begin bleeding at the rate of 1 FT per pulse and 1 EN when that is gone unless they remove themselves from the spear. They may remove themselves by rolling under their PS and stepping back one hex. While your opponent is skewered you automatically hit them, but will not score a grievous.
Set and toss: By using your opponent’s momentum from a charge you may flip them over you. Once score the first hit you must roll under 3 X PS to lift your opponent in the air and flip them over your back to land in the space 10 feet behind you. They are autromatically prone and suffer an additional D10 +5 damage.
Shorten the grip: You are able to use you polearm defensively to give you +2% to defense per rank as a glaive master. While using a shortened grip you suffer -10% to hit and -3 damage.
Skewer and flip: You thrust at the target with your full body weight; if you hit you then plant the tip of your longspear in the ground behind him and flip over. This requires a full attack action at -15% to hit. If the attack is successful you then make a Jump check (3 X AG) If the Jump also succeeds you cause an additional D+2 damage to the victim and flip over them, landing on their opposite side.
Skewer and pin: This requires a standard action and will lose you the use of your longspear for a while. To succeed make a normal attack check with a -10% to hit and if this succeeds you cause damage as normal. You then also check your damage against the surface behind the target; if you cause at least 3 points of damage to the rear surface (after hardness) then you’ve pinned the target. A skewered and pinned target cannot move from their square and suffers -10% to defense. They may break loose as a move equivalent action but take D+8 damage when doing so.
Extra Attack: You may make an additional attack with your weapon.
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