Are there any further specifics on nets? Since the Auran Empire is similar to the Roman Empire, I was making a few gladiator classes and got to the retiarius, the guys that fight with nets and tridents.
Net
Range: ?
Entangle duration: ?
+2 on wrestle maneuver attempts.
-My assumption is that a character can accurately toss a net at least 10’, and subject to penalties for tossing it further. Possibly replicating the weapon range progression of throwing axes and daggers.
-For the entangle duration my guess would be until the creature makes a Paralysis save.
This, or since entanglement is mentioned in the Web spell, the same rulings would be used. The equipment description for nets also mentions entanglement. Though a net shouldn’t be a problem for a creature larger than a humanoid.
-I get the +2 on wrestling throws, but the way a retiarius fought is by entangling his foes in the net, and then proceeding to stab at them with their tridents. Also using the net to disarm his opponents.
-Also, for attack throws when using the net.
Will we get an attack bonus for using it since it is a weapon?
I figure that if you are tossing the net you would use the characters missile weapon attack bonus, and when trying to wrestle an opponent use the character’s melee attack bonus.
Also, should a character attempting to toss a net simply use missile attack bonus, or also apply any penalties and bonuses for a wrestle maneuver, or even be able to toss the net at all?
Net:
“This is a round, weighted cast net designed to entangle and entrap opponents.” (Equipment Description of net in Chapter 3: Equipment of ACKS)
Web Spell
“Entangled creatures can’t move, but can break loose depending on their strength. Creatures of normal human strength or less will take 2d4 turns to break through the web. Strong humans (with ability scores 13-17) can break through the web in 1 turn. Creatures as strong as or stronger than ogres (18 Strength) can break free of a web in 4 rounds. Giants or creatures of similar great strength can break through the web in 2 rounds.” (Web spell rulings in Chapter 5: Spells of ACKS)
Wrestle Maneuver
“To wrestle an opponent, a combatant must succeed on a melee attack throw with a -4 penalty. The opponent must then make a saving throw versus Paralysis… …Other combatants are at +4 on attack throws against the held opponent, and thieves may backstab him. The held opponent may make another saving throw versus Paralysis each round to attempt to escape the hold.” (Wrestle Maneuver rulings in Chapter 6: Adventures of ACKS)