Polearm
Item · Weapon · Tier 1Tier 1 TierTier 1 is a Tier that represents novice power baselines. · CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.
Part of Weapon
- MeleeMelee FeatureMelee is a Feature of items built for close combat.
- ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
Polearms are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built for area control. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is Extra ReachExtra Reach Feat · Tier 1Extra Reach is a Feat built for fighting with Polearms..
- MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
- Extra ReachExtra Reach Feat · Tier 1Extra Reach is a Feat built for fighting with Polearms.
Kinds of Polearms
| Features | ||||||||
|---|---|---|---|---|---|---|---|---|
| Boar Spear | 1 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 2d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).) | 2 | SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training. | 400 GoldCoin RuleCoins are the currency you use to buy items. | 3 | Body 2Body 2 FeatureBody 2 is a Feature that sets a Body requirement of 2 for using an item., MeleeMelee FeatureMelee is a Feature of items built for close combat., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets. (Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.) |
| Glaive | 1 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 2d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).) | 2 | MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively. | 200 GoldCoin RuleCoins are the currency you use to buy items. | 2 | Body 1Body 1 FeatureBody 1 is a Feature that sets a Body requirement of 1 for using an item., MeleeMelee FeatureMelee is a Feature of items built for close combat., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. |
| Halberd | 1 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 2d10 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).) | 2 | MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively. | 100 PlatinumCoin RuleCoins are the currency you use to buy items. | 2 | Body 2Body 2 FeatureBody 2 is a Feature that sets a Body requirement of 2 for using an item., MeleeMelee FeatureMelee is a Feature of items built for close combat., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., TripTrip FeatureTrip is a Feature of items built to knock Targets off their feet., VersatileVersatile FeatureVersatile is a Feature of items that can deal more than one Energy type. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).) |
| Scythe | 1 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 2d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).) | 2 | SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training. | 200 GoldCoin RuleCoins are the currency you use to buy items. | 2 | Body 1Body 1 FeatureBody 1 is a Feature that sets a Body requirement of 1 for using an item., MeleeMelee FeatureMelee is a Feature of items built for close combat., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate. |
| Spear | 1 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).) | 1 | SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training. | 10 GoldCoin RuleCoins are the currency you use to buy items. | 2 | AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes., MeleeMelee FeatureMelee is a Feature of items built for close combat., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets. (Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.) |
| Trident | 1 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 1d6 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).) | 1 | MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively. | 50 GoldCoin RuleCoins are the currency you use to buy items. | 2 | AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes., DisarmDisarm FeatureDisarm is a Feature of items built to knock a weapon from a Target’s grip., MeleeMelee FeatureMelee is a Feature of items built for close combat., ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets. (Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.) |
Source Player Codex