Mancatcher

A mancatcher is a polearm with a special function: to capture an opponent without killing him. The weapon consists of a long pole with a set of spring-loaded, sharpened jaws at one end. The victim is caught between the jaws, which then snap shut.

The target, regardless of armor and other defensive devices (magical or otherwise), is treated as AC 10, though appropriate Dexterity bonuses are allowed. If a hit is scored, the opponent is caught, losing shield and Dexterity bonuses. In addition, the victim can be pushed and pulled around at the whim of the mancatcher's wielder.

While caught in the mancatcher, the victim suffers 1d2 hit points of damage per round. There is a 25% chance that the trapped character will fall to the ground.

The victim may attempt to escape the grip of a mancatcher by making a successful bend bars/lift gates roll, but he suffers an extra 1d2 points of damage while breaking away.

"Mancatchers are good for pulling horsemen off their mounts and pinning them to the ground, but the weapon is only good on man-sized opponents. Smaller creatures like goblins and kobolds can just slip on through, and the larger creatures don't have the right frame, though why anyone would want to capture any of these disgusting things alive is beyond me.

"Mancatchers are used often by that foul, subterranean race of fish-men, the kuo-toa. Some adventurers who may have suffered the depredations of the kuo-toa and who see a character wielding a mancatcher may get a bit upset. Often, it's best to steer clear of weapons that remind certain people of certain races, unless of course, someone is really good with the weapon in question!''

-- Troxel the Unpredictable

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