Player > Weapon > Melee > Pike, elite
Damage: 7d8 P
Critical: Bleed 3d8
Special: Analog, reach
A pike is composed of a sharpened-aluminum, stainless-steel, or carbon-steel spike atop a light metal or polycarbonate staff.
|Pike, tactical||Advanced||2||475||1d8 P||—||2||Analog, reach||CRB p.189|
|Pike, advanced||Advanced||9||12200||2d8 P||Bleed 1d8||2||Analog, reach||CRB p.189|
|Pike, elite||Advanced||15||95700||7d8 P||Bleed 3d8||2||Analog, reach||CRB p.189|
The target gains the bleeding condition.
You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC 15 Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.
This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.
Only melee weapons can have the reach special property. Wielding a weapon with reach gives you 10 feet of reach for attacks with that weapon. See Reach and Threatened Squares on page 255 for more information.