Crossbowman

Crossbowman (1.2) Adventurer Class

Crossbowmen are expensive, but effective. Not used as much by some cultures, but the cultures that did not have them in their traditional history have adapted them wholeheartedly, such as the Remans and the Jade Culture.  

Playing the Crossbowman

Crossbowmen have good defensive abilities and very good long range abilities. They are not great in hand to hand but have some options. They have the long range abilities of archers but trade their higher number of arrows for more damage. You may want to play this if you want to be a long range combat player that can also wear armor. You will need to bring your own Dawn Lands compliant LARP crossbow. Coming up with your own Dawn Lands LARP safe crossbow and arrows are the biggest challenge to playing this class, but the benefits are worth it.  

Abilities

Armor Allowed: Medium (Level 2)   Weapons Allowed: Crossbow (of any kind), Shortsword, Dagger, Knife, Stick, Club, One-Handed Mace
Level 1
Crossbow use: Eight bolts per day (8x/day), and they can be refilled by smith, forge, or a high enough level druid.   Skilled Targeting: You gain +1 damage to crossbows.   Volley: Each crossbowman in your party past the first each crossbowman gets a +1 to damage. So, two crossbowmen in a party would give each other a +1 damage bonus, three would give each other a +2 damage bonus.  
Level 2
Pavise Shield Use: A pavise shield can be carried into combat and set up in an area for protection.  
Level 3
Cultural Ability  
Level 4
Disarming Shot: You fire a bolt equipped with a special tip that causes a stunning or disorienting effect on the target, temporarily impairing their combat abilities. This must be called out before the shot is made. If the target is hit then they must drop whatever is held in their hands. No damage is done with this shot. This ability can be used three times per day (3x/day) and can be renewed.  
Level 5
Improved Skilled Targeting: This ability grants an additional +1 damage to crossbows (up to a total of +2).  
Level 6
Cultural Ability  
Level 7
Marshal: You gain the rank and title of Marshal. At the start of each event you gain 10 GP for your services to the crown.   Crippling Shot: You must call out “Crippling Shot” before you make the shot. If you hit a target's leg or arm they cannot use it until they are healed. If a leg is hit, then they must hop on the other leg, go to both knees, or have another player in the party assist them in moving. If it is an arm, then they cannot use a weapon or shield in that arm. If they were holding a weapon or shield in that arm, then they either must switch it to the other arm or drop it. This ability can be used three times per day (3x/day) and can be renewed.  
Level 8
Explosive Bolts: You fire a bolt exploding on impact. It deals area-of-effect damage to the main target and two nearby enemies. Both of the nearby enemies must be within arms length of the primary target. You choose these targets. Damage applies to all three targets as though they were hit by the bolt. Shields in use can block the damage, but unshielded targets nearby are still affected. This ability can be used three times per day (3x/day) and can be renewed.  
Level 9
Cultural Ability  
Level 10
Master Crossbowman: You gain the rank and title of Master Crossbowman. At the start of each event you gain 15 GP for your services to the crown.   Sundering Shot: You must call out “Armor Destruction” before the shot is made. It lasts until the target opponent’s armor is struck. Once struck the target armor is unusable and its APR drops to 0. This ability does not reduce the APR of abilities not related to armor, and does no damage on a hit. The struck armor may be repaired by smith, forge, or a high enough level druid. If the shot or strike misses then the ability is not used up. This ability can be used three times per day (3x/day) and can be renewed.

Comments

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Jan 16, 2024 10:07

CROSSBOW TRAINING. PAVISE SHIELD TRAINING. ARMOR DESTROYING SHOT RENAMED AS SUNDERING SHOT?