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CGR2 - The Complete Gladiator's Handbook

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Ties in such a contest re-roll after all others have performed<br />

their first actions in that round. <strong>The</strong> Grab counts<br />

as only one attack; after the contest is over, the character<br />

may still make his second and third attacks if applicable.<br />

If Grabbing a person one-handed to restrain the individual<br />

against his will, the usual penalties apply. Also, the<br />

attacker’s Strength is considered to be -3 for purposes of<br />

the Strength contest. For 18 percentile Strengths (18/00,<br />

18/72, etc.), subtract 3 percentile places; that is, 18/00<br />

becomes 18/70, while 18/73 becomes 18/43. An 18/01<br />

becomes 16. If the character wishes to Grab with 2 hands,<br />

he or she may elect to perform a Wrestling maneuver<br />

rather than taking the initiative and THAC0 penalty. If<br />

the person being grabbed has any attacks left in the<br />

round, he may use them against the person grabbing by<br />

Punching, Wrestling, or stabbing them with a short<br />

weapon. He can also use his attack to try breaking the<br />

Grab by forcing another Strength contest.<br />

Parry #2: To perform this maneuver, the character<br />

announces two things: his intention to Parry in the round,<br />

and how many attacks the character is devoting to Parries<br />

in the round. <strong>The</strong> character can announce which attack(s)<br />

he wishes to Parry. When the attacker swings, even if it is<br />

before the character’s initiative, the character has a chance<br />

to block it. He rolls to hit his attacker (including all modifiers<br />

for AC) with either his weapon (at its normal chance<br />

to hit) or his shield (at a +2 bonus, as well as any magical<br />

bonuses). If the character hits, that one attack from his<br />

opponent is parried, whether or not it was successful.<br />

Thrown weapons can be parried; missile weapons cannot.<br />

A character with a polearm can defend himself or<br />

other characters against the attacks of other polearms, as<br />

long as the polearm is within range of either the target or<br />

the attacker.<br />

<strong>The</strong>re may come a time when the character has to<br />

defend against melee attacks by using a solid missile<br />

weapon (such as a bow or staff sling, but not a regular<br />

sling). If successful, the missile weapon is ruined, but the<br />

character has at least saved himself from damage. Option-<br />

43<br />

ally, the DM might wish to allow the missile weapon a save<br />

vs. crushing blow.<br />

Characters can use Parry #1 or #2 interchangeably.<br />

<strong>The</strong> difference is that #1 parries all attacks, while #2<br />

focuses on one particular attack. Characters may use<br />

either as they see fit, although not in the same round.<br />

Pin: <strong>The</strong> Pin maneuver, if performed correctly, traps<br />

the enemy’s weapon against his body, a wall, or some other<br />

sort of obstruction, making it impossible for him to attack.<br />

If the Pin is successfully applied, the victim gets a chance<br />

to break free with a contest of Strength. If he fails, he<br />

remains pinned for the rest of the round. If he succeeds,<br />

he pulls his weapon free, and can use any attacks he has<br />

left in the round against the character attempting to pin<br />

him. In the next rounds, the victim can attempt to break<br />

free once per round, and these attempts do not count as<br />

attacks. If the victim wishes to try again, the attempt does<br />

count against his remaining attacks in the round.<br />

Pull/Trip: As the name suggests, the Pull/Trip knocks<br />

the enemy sprawling if correctly executed. <strong>The</strong> attacker<br />

calls the attempt just prior to his attack roll, rather than<br />

before initiative, describing the maneuver so that the DM<br />

may rule on its feasibility. <strong>The</strong> attacker then rolls to hit. If<br />

successful, the target makes a Dex check. Failure indicates<br />

a fall. If the target was not moving, he gains a +6 on his<br />

roll. If he was moving and unaware of the attack, there is a<br />

-3 penalty to the Dex check. If target was moving and<br />

aware of attack, there is no modifier.<br />

Polearms can extend the range of the Trip to the maximum<br />

length of the weapon. Pull/Trip attacks on animals<br />

are possible, but are at -6 to hit for creatures size L or<br />

larger.<br />

Sap: When a PC wants to capture an enemy alive, he<br />

may try a Sap (knocking the enemy over the head) to<br />

knock the enemy unconscious. <strong>The</strong> attacker must<br />

announce intentions before initiative, taking a +1 initiative<br />

penalty, and suffering an additional -4 attack penalty,<br />

making the total -8. If the attack hits, the character rolls<br />

ordinary damage. Each point of damage is worth 5%

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