CGR2 - The Complete Gladiator's Handbook
CGR2 - The Complete Gladiator's Handbook
CGR2 - The Complete Gladiator's Handbook
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Nonweapon Proficiencies: Bonus Proficiencies: (General)<br />
Animal Handling, Riding-Land Based, or (Warrior)<br />
Charioteering. Recommended: (General) Animal Training,<br />
Leatherworking, (Warrior) Animal Lore.<br />
Equipment: Montare begin the game with any harness<br />
and tack necessary. If the montare is a charioteer, he does<br />
not begin the game with a chariot, rather, he only owns the<br />
tack and harness. Chariots are very expensive and must be<br />
purchased, rented, borrowed, or stolen, if the PC wishes to<br />
use one.<br />
Mounts may be purchased before the start of the first<br />
gaming session, providing the PCs have the funds to do<br />
so. <strong>The</strong> beasts are considered to have been trained by the<br />
rider over the previous few months. No roll for animal<br />
training is required. If the mounts are killed, new mounts<br />
must be trained in the normal fashion.<br />
Special Benefits: Montare receive a bonus +1 to hit and<br />
damage when attacking from a mount.<br />
Special Hindrances: <strong>The</strong> cost of feeding and watering a<br />
mount can be expensive. Montare may find that they have<br />
to spend almost as much on their mount’s expenses as for<br />
their own. Carrying sufficient water for the beast during<br />
long trips is especially important.<br />
Wealth Options: Since the sport is relatively new, there<br />
are not many opportunities for montare. However, some<br />
forward thinking stable owners and transport tycoons have<br />
taken to sponsoring montare in return for advertisements<br />
placed on the chariots and war vehicles used in the arena.<br />
Sponsorship includes fresh mounts if necessary, and the<br />
repair and supply of chariots and war vehicles. New<br />
designs and weapons are often tested in these exciting<br />
matches.<br />
mounted travel, preferring siege and war engines. Elves<br />
prefer to run rather than ride. Half-giants are too large to<br />
ride most mounts or chariots. Thri-kreen society was<br />
developed without the concept of riding another beast for<br />
travel. However, the possibility of specialized vehicles for<br />
these races may entice new participants to the sport of<br />
montare.<br />
Special Notes: Montare use three basic fighting styles:<br />
impale, catch and drag, and move-by.<br />
Impale: Any long polearm, spear, lance, or gouge can<br />
be used for impaling attacks. Single montare or charmontare<br />
require a special harness to use two-handed<br />
weapons. <strong>The</strong> harness is slung over one shoulder to carry<br />
and aim the weapon. <strong>The</strong> second part of the harness is an<br />
impact plate, mounted on the beast, attached either to the<br />
riding saddle or to the outside of the chariot. <strong>The</strong> butt of<br />
the weapon rests on the plate during the charge. <strong>The</strong> plate<br />
and momentum of the chariot/mount enable the montare<br />
to make an impaling attack.<br />
To make an impaling attack, the montare and mount<br />
must successfully charge their opponent. If a successful<br />
attack roll is made, the victim suffers double damage from<br />
the attack. Strength bonuses do not apply in this attack.<br />
Following a successful attack, the montare rolls 1d6, consulting<br />
the table below. Unsuccessful attacks have no<br />
repercussions.<br />
Impaling Weapon Save Table<br />
1d6 Roll<br />
1<br />
2 or 3<br />
4, 5, or 6<br />
Result<br />
Weapon breaks.<br />
Weapon is stuck in victim. One round<br />
required to remove and recover.<br />
Weapon comes free and can be used<br />
next round.<br />
Races: Half-elves, halflings, humans, and muls may Catch and Drag: In this type of attack the montare<br />
become montare. In general, dwarves are not fond of attempts to avoid a direct confrontation with his oppo-<br />
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