Returning Pike: Difference between revisions

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| price = 65
| price = 65
| uid = MAG_Throwable_Pike
| uid = MAG_Throwable_Pike
| uuid = 1047ac9f-7860-44fd-9154-0f06fe64936c
| passives = Homing Weapon
| weapon actions = Rush Attack, Piercing Strike, Brace (Melee)
| weapon actions = Rush Attack, Piercing Strike, Brace (Melee)
| uuid = 1047ac9f-7860-44fd-9154-0f06fe64936c
| special = <!-- List of special features or abilities granted by the weapon. -->
| special = <!-- List of special features or abilities granted by the weapon. -->
* '''Homing Weapon:''' This weapon will return to its owner when thrown.
| where to find = <!-- Describe where and how to obtain the weapon, if it's a special one. -->
| where to find = <!-- Describe where and how to obtain the weapon, if it's a special one. -->
This weapon can be bought from [[Grat the Trader]] in the [[Goblin Camp]]
* This weapon can be bought from [[Grat the Trader]] in the [[Goblin Camp]]
}}
}}

Revision as of 10:23, 2 December 2023

Template:Up to date

Returning Pike image

Returning Pike is an uncommon, lightly enchanted (+1) variant of the Pikes family of weapons. It is a martial melee weapon that's wielded with both hands. It gives the user extra reach in melee combat. Its design lends itself well to be thrown at enemies as a projectile.

Description Icon.png

A 'Crazy Wilbur' is a technique invented by the dwarvish Ticklebeard Clan. It involves getting your larger enemies to swallow your weapon, then calling it back to you - as messily as possible.

Properties

Damage
D10 Piercing.png 1d10 + 1 (2~11) + Strength modifier Damage TypesPiercing damage
Details
Pikes Pikes
Rarity: Uncommon
Enchantment: + 1
 Two-Handed
Extra Reach Extra Reach
Thrown Thrown
Dippable Dippable
 Range: 2.5 m / 8 ft
 Weight: 8.1 kg / 16.2 lb
Price: 65 gp
UID MAG_Throwable_Pike
UUID 1047ac9f-7860-44fd-9154-0f06fe64936c

Special

The holder of this item gains:

  • Homing Weapon
    This weapon will return to its owner when thrown.

Weapon actions

Proficiency Icon.png If you have proficiency, equip in main hand to gain:

Rush Attack Rush Attack ()

Charge forward and attack the first enemy in your way, possibly pushing them Off Balance Off Balance.

Piercing Strike Piercing Strike ()

Stab an enemy and possibly inflict Gaping Wounds Gaping Wounds.

Brace (Melee) Brace ()

Spend 6 m / 20 ft of your movement. For the rest of your turn, roll melee damage twice and use the highest result.

Where to find