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General Tabletop Discussion
*Pathfinder & Starfinder
Pikemen and Cavalry
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<blockquote data-quote="gpetruc" data-source="post: 251518" data-attributes="member: 2255"><p>The "hedgeog" seems cool; I'll maybe use it for very well trained militias.</p><p></p><p>About the tactics: If I decide that the pikemen hide their pikes in the tall grass and raise them immediatly before the charge (like in Bravehart or in the MtG card "Pikemen") how could I handle this in the D&D rules ?</p><p>I'll say: </p><p>- The pikemen ready the action "When the horse is at reach I raise the pike". </p><p>- The rider and the horse must make a spot DC 15 to notice the pikes (DC 20 if only wooden, they don't shine, but in that case they deal only 1d6 damage, crit x2 and have a 30% chance of breaking on a successful hit)</p><p>- If you fail your mount needs a reflex save (DC 15) or you a Ride check (DC 20) to stop the mount.</p><p>- otherwise you get the AoO from the pikemen (but not the readied attack unless the pikemen have QuickDraw and so they can ready "Quickdraw the pike and hit the charging guy")</p></blockquote><p></p>
[QUOTE="gpetruc, post: 251518, member: 2255"] The "hedgeog" seems cool; I'll maybe use it for very well trained militias. About the tactics: If I decide that the pikemen hide their pikes in the tall grass and raise them immediatly before the charge (like in Bravehart or in the MtG card "Pikemen") how could I handle this in the D&D rules ? I'll say: - The pikemen ready the action "When the horse is at reach I raise the pike". - The rider and the horse must make a spot DC 15 to notice the pikes (DC 20 if only wooden, they don't shine, but in that case they deal only 1d6 damage, crit x2 and have a 30% chance of breaking on a successful hit) - If you fail your mount needs a reflex save (DC 15) or you a Ride check (DC 20) to stop the mount. - otherwise you get the AoO from the pikemen (but not the readied attack unless the pikemen have QuickDraw and so they can ready "Quickdraw the pike and hit the charging guy") [/QUOTE]
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