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CGR2 - The Complete Gladiator's Handbook

CGR2 - The Complete Gladiator's Handbook

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Convict<br />

Whether convicted of a crime, or merely accused by a<br />

templar, the result is always the same-the accused is<br />

branded a criminal. <strong>The</strong> consequences are imprisonment<br />

and slavery. <strong>The</strong> unfortunate convict either spends the<br />

remainder of his life at hard labor, or battles for survival in<br />

the arena. For some, the arena is the better choice. Convicts<br />

have nothing to lose and only time to gain.<br />

<strong>The</strong> convict is a hybrid of fighter and rogue. Convicts<br />

gain certain thieving abilities while in prison. <strong>The</strong>y fight,<br />

earn experience points, and follow levels as a gladiator<br />

(Warrior). Saving throws are made according to the more<br />

favorable class (either Rogue or Warrior). A Strength of<br />

15 and a Dexterity of 15 are required.<br />

Role: Crimes or the whims of their enemies have forced<br />

these gladiators into the arena. Convicts are essentially<br />

slaves, sent to the arena for only one purpose—to provide<br />

as much entertainment as possible before they die. In some<br />

cases, arena combat is used to execute death sentences.<br />

Lenient templars may sentence a criminal to the arena for<br />

a period of years, or to a specific number of games.<br />

Secondary Skills: Convicts may take any secondary skill.<br />

<strong>The</strong>se are the skills they learned before imprisonment.<br />

Weapon Proficiencies: Convicts begin with a specialization<br />

in a one-handed melee weapon of their choice. <strong>The</strong>ir<br />

selection is, however, limited to daggers, blackjacks, and<br />

concealable weapons. This specialization is derived from<br />

skills they learned while trying to stay alive in captivity.<br />

<strong>The</strong> convicts’ weapon proficiencies are those of rogues<br />

and are restricted by the rogue character class. <strong>The</strong>y may<br />

not specialize in any other weapons.<br />

Nonweapon Proficiencies: Bonus Proficiencies: (Rogue)<br />

Jumping (Warrior) Weapon Improvisation. Recommended:<br />

(General) Bargain, Heat Protection.<br />

I3<br />

Equipment: If convicts begin the game while incarcerated,<br />

they may buy armor but not weapons. Convicts may<br />

also purchase any nonmagical items before play begins, at<br />

the discretion of the DUNGEON MASTER<br />

(DM). After play begins, they pay market price (see<br />

Special Notes) for any new item until they are either<br />

placed in the games or they escape. If a convict begins the<br />

game outside of prison, equipment is purchased normally.<br />

Special Benefits: Part warrior, part rogue, the convict<br />

gladiator is the best of both. <strong>The</strong> convict is a multiclass<br />

character. Convicts may learn any three of the Rogue<br />

Thieving Skills (found in the Player’s <strong>Handbook</strong> and<br />

Dragon Kings). Once the three skills are chosen, they may<br />

never be changed. Racial and Dexterity adjustments<br />

apply. New skills may not be learned unless the kit is<br />

abandoned. Following their imprisonment, they go off into<br />

the world, taking the skills they learned. For every level of<br />

experience obtained, the convict gains an additional 10%<br />

in any one thieving skill used since earning the previous<br />

level.<br />

Special Hindrances: Convicts are branded or tattooed<br />

before being placed in the arena; frequently their hair is<br />

dyed as well. Everyone in the stands knows the crime of<br />

the convict gladiator. Some cities even tattoo patterns on<br />

the convict’s face, in bright colors that can been seen from<br />

a distance. Others brand a crime token on the face or<br />

upper body.<br />

Since both are permanent, it is difficult for a released<br />

convict to find employment anywhere in the region.<br />

<strong>The</strong>se marks make any escaped convicts easy to locate in<br />

a crowd. Unfortunately, freed convicts may be wrongfully<br />

rearrested if they chance to be in the same area where a<br />

crime has been committed.<br />

Wealth Options: If the accused is wealthy enough, the<br />

guards or templars may be bribed for special favors. Not<br />

dyeing the hair or not tattooing the accused are possibili-

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