Impaled
Main > Conditions |
An impaled creature is battered for as long as it remains impaled. If the impaling weapon is controlled by another creature, the impaled creature cannot move, otherwise they are able to move, but all movement speeds they possess are reduced by 1/2 (minimum 5 ft.). An impaled creature who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + your CMB + spell level), or lose the spell.
When the impaled creature loses the impaled condition, they take bleed damage equal to the damage dice of the weapon used to impale the creature.
The impaled creature can make a combat maneuver check as a standard action with a DC equal to the controlling creature's CMD to remove the weapon (and lose the impaled condition). It may also remove the weapon as a move action, if the weapon become uncontrolled (such as by being disarmed).
A creature can only be impaled by a single weapon; attempting to impale an already impaled creature automatically fails.
Control of Weapon
Controlling an impaling weapon requires the same amount of hands as wielding the weapon does.
If you control the weapon being used to impale a creature, you may choose to automatically remove the weapon as a move action.
You can also choose to release the weapon as a free action without dealing damage (although you cannot release natural weapons).
If the weapon is uncontrolled, a creature may attempt a grapple check against an impaled creature’s CMD to assume control of the weapon impaling that creature. If so, the creature making the attempt receives a +4 bonus on the grapple check.
Attacking an Impaled creature
Weapons used to impale a creature cannot be used for attacks except for those against the impaled creature (you cannot impale more than a single creature with your unarmed strikes). Attacking an impaled creature with the impaling weapon ignores armor, natural armor, and shield bonuses to AC.
Moving an Impaled creature
You must make an opposed Strength check against the impaled creature to move as a part of the move action (this Strength check is made by your mount if you are mounted), moving up to half of your base speed while the impaled creature is dragged along with you (this movement does not make the creature compromised).
If you are impaling two or more creatures, you must make an opposed Strength check against all currently impaled creatures in order to move, and if you are subjected to forced movement, you must make an opposed Strength check against all impaled creature; failing this check against any impaled creature forces you to release any weapons you’re using to impale a creature (or to end impaling a creature with your unarmed strikes or natural attacks) immediately, while success drags any impaled creatures with you during this forced movement.
15. COPYRIGHT NOTICE
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Function: CargoSQLQuery::run Query: SELECT `cargo__OGLEntries__Open_Game_Content`.`_value` AS `Open Game Content` FROM `cargo__OGLEntries` LEFT OUTER JOIN `cargo__OGLEntries__Open_Game_Content` ON ((`cargo__OGLEntries`.`_ID`=`cargo__OGLEntries__Open_Game_Content`.`_rowID`)) WHERE Tag = "SoM" GROUP BY `cargo__OGLEntries__Open_Game_Content`.`_value` ORDER BY `_rowID` LIMIT 100
Open Gaming Content On This Page From:
System Reference Document
Spheres of Might