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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 />

I9

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