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The Pikeman



"Oak and iron, guard me well...else I'm dead and doomed to hell."


To me, Pikeman is an unusual word to write in the singular. Why? Because Pikemen (which should probably be Pike-men but oh well) almost always fight in massed formations. Pikemen are commoners, neither landed nor mounted, they serve as the rank and file soldiers in large battles, and are often seen as faceless and disposable (although of course playable Pikemen are a bit more distinguished). In the Graylands, Pikeman and other infantry are referred to as foot, whereas mounted Knights are referred to as horse. A force could be said to be composed of "700 Foot and 300 Horse".

If the purpose of a knight is to act as heavy cavalry, scattering massed foot troops with a charge, then Pikemen act as light infantry, setting their spears against a charge for the sole purpose of repelling (and sometimes impaling) incoming heavy horse. Being low-born, they don't have the training, prestige, or equipment of Knights. But Pikemen fight with a grit and determination all of their own. A saying amongst infantry commanders is..."It may be the horse that they write songs about, but it is the foot that wins the battle."

VITAL STATISTICS
TYPE: Front-Line Combatant.
Pikemen have rather middle of the road stats, but like most Front-Line Combatants they are there to absorb the majority of enemy blows. Their innate defense is respectable if not amazing, and their ability to self-buff in various ways keeps them fighting.
ATTRIBUTES:
Hit Points: Fair (1.25x)
Power Points: Mundane (0x)
Strength: Fair (1.25x)
Constitution: Fair (1.25x)
Intelligence: Normal (1x)
Dexterity : Normal (1x)
EXAMPLE SKILLS
Pikeman abilities do not cost power points. Most of them have cooldowns and limited uses instead, although some are balanced with regular attacks by their own effects (like Trip, an attack which gives up all damage in favor of attempt to inflict two status effects; it has unlimited uses, but the fact that it does no damage keeps the attack command relevant).
Bring It On: Set your feet and chamber a thrust for a massive but highly temporary boost to attack and defense. The boost only lasts a turn or two but provides a 200% increase to attack and defense, the largest buff available in the early game by far. The best strategy to this ability is to use it to "charge up", chambering with "Bring It On" and then attacking "out" of it for massively increased damage; in the interrim you enjoy superior proteciton from physical attacks. <Cost: 400 JP>
Trip: 100% Accuracy, 0 Damage, Use-At-Will physical attack that attempts to knock an enemy prone, with a chance to inflict dazed as well as slowed. <Cost: 150 JP>
Impale: High-powered, once-per battle attack that inflicts increased damage and can cause a target to Bleed, losing HP over time. Following "Bring It On" with Impale should be able to OHKO most normal enemies. <Cost: 600 JP>
Whirling Spear: Once per battle, begin whirling your spear rapidly to deflect attacks. While your spear is whirling, evasion is doubled and you receive additional protection from arrows and quarrels. <Cost: 500 JP>
PROFICIENCIES:
Weapons: Spears. Just spears.
Armor: Light/Medium; Leather and chainmail. Hats and light helms. Bucklers and wooden shields.