CGR2 - The Complete Gladiator's Handbook
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-