Red Flag
Impale your opponent on your polearm like a banner for all to see.
[Polearm Maneuver]
You use a heave of might to impale your opponent on your spear and suspend them helplessly above the ground.
Maneuver Tier | II |
---|---|
Action Type | Attack Action |
Might Cost | 1 |
Range | Melee Range |
Prerequisites | Equipped Polearm; Large or Smaller target Creature |
Sustain | 1 Might |
Target: Large or smaller creature within your equipped spear or polearm’s Melee Range.
Effect: Make a Melee Weapon Attack vs the Target.
Hit:
- Deal your weapon’s normal damage.
- The Target must immediately roll a Strength or Dexterity Saving Throw (their choice), DC equal to your Maneuver Save DC.
Saving Throw Failure: The Target is Immobilized and Impaled.
Saving Throw Success: The Target suffers no further effect.
Impaled Condition: On their Turn, an Impaled creature may use their Action to attempt to break free by rolling an Acrobatics or Athletics Skill Roll (their choice). The DC is equal to your Maneuver Save DC, as per Immobilized Condition rules.
Saving Throw Failure: The target is dealt your weapon’s normal damage again.
Saving Throw Success: The target frees themselves and the Impaled Condition ends.
Sustaining:
- While Sustaining Red Flag, you cannot Move, make Attacks, or use Actions other than ending Red Flag.
- You may end Red Flag at any time as a Motion or Reaction.
- Ending Red Flag causes the Target to immediately lose the Impaled Condition.
- While Sustaining this Maneuver, you may spend 1 additional Might to Move a number of meters equal to half your STR Modifier (rounded down), carrying the Impaled target with you.
Overpower: Spend 1 additional Might to:
- Add +2 to this Maneuver’s Attack Roll, or
- Add +2 to this Maneuver’s Save DC.