ITEMS OF LEGACY
CHAPTER 3
sunder attempt provokes an attack of opportunity. A successful blow deals lance damage (doubled because both riders are charging), but it’s nonlethal. A character with the Ride-By Attack feat gains a +4 bonus on attack rolls during a joust. The following simple rules can add verisimilitude to the contest. A joust is run in a series of contact passes (usually three or four), and a contestant scores points according to the quality of the strike. After the prescribed number of passes, the high scorer is the winner; one or more additional passes might be run to break ties. The full rules for jousting can be quite detailed, involving exact locations of strikes, but these are not necessary to simulate the contest. See the Complete Warrior supplement, page 130, for more details on jousting.
Points Awarded
1 Point: A hit that merely glances off the opponent’s shield. In game terms, this would be an attack that misses only because of the shield’s armor bonus (including enhancements, if any). 2 Points: A hit that lands solidly but is not followed by a successful trip or sunder attempt. 3 Points: A hit that lands solidly and results in a dismount or a broken weapon or shield.
Spectator Stands These are plain wooden benches for the common Points Deducted spectators, rising like bleachers at a ballpark. 1 Point: Failing to present the shield. In game terms, this is represented by using Dodge, Combat Viewing Boxes These are sheltered viewing boxes and rich pavilions Expertise, or similar tactical maneuvers to increase for the pleasure of the noble and wealthy spectators. Armor Class. 1 Point: Dropping the lance during the pass except HOW TO HANDLE A JOUST for safety reasons (in other words, not making an attack roll). In a traditional joust, two knights on horseback (or in this case, a paladin and a mounted, armored PC) 1 Point: Misconduct (such as abusing the oppocharge each other with blunted lances, separated by a nent or foul language) or dangerous or reckless rail that divides two parallel tracks. When they meet behavior (sweeping the lance, removing the helmet, in the middle, they clash with great momentum and and so forth). force, then continue down the track on their side of the rail. They repeat the process until one rider yields Disqualification or is knocked from the saddle. Serious breaches of the rules mean an immediate end Initiative isn’t necessary; during each pass, each to the contest. Three instances of misconduct or reckcharacter makes an attack with the blunted lance, and lessness result in ejection. Deliberate attacks against an unarmed or unprepared opponent, or against the the results of both attacks are resolved simultaneously. Make the attack roll normally; if it hits, the attacker opponent’s mount, are also cause for disqualification can also attempt to unhorse the opposing rider (treat and perhaps criminal or civil charges, depending on as a trip attack) or make a sunder attempt against the the severity of the offense. enemy’s weapon or shield. Neither the trip nor the
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