Man At Arms

Man At Arms (1.2) Adventurer Class

Also known as Centurion, Huscarl, Dwarven Defender, Body Guard, and Guardsman. This class is seen in most every culture around the world.  

Playing the Man At Arms

Even though the Man At Arms starts off with Level 2 (medium) armor it can grow to be one of the most defensive classes in the Dawn Lands LARP game. The special ability to protect others makes you a valuable member of any party or unit. If you do not wear armor then you will lose some of the effectiveness of your class but wearing armor is still not required. The Man At Arms also has a very wide range of weapon skills.  

Abilities

Armor Allowed: Medium (Level 2)   Weapons Allowed: Sword and Shield, Mace and Shield, One-Handed Mace, Longsword, Shortsword, Dagger, Knife, Stick, Club, One-Handed Hammer, Poleaxe, One-Handed Hammer and Shield  
Level 1
Vigilant Protection: You may give one other party member +1 APR while they remain in your party or unit (brief excursions permitted) by calling this ability out and applying an armor mark appropriately. This protection lasts until you choose another target, or the target is slain. You may choose another target for this ability as long as you are not in combat. This ability has no daily usage limit.   Shield Use: You may use all shields except for body/tower shields (if you are Reman you can use body/tower shield).   Improved Vigor: You gain +1 Maximum HP   Fearless: You are now immune to all fear effects.  
Level 2
Stand In the Way: This ability allows you to intercept damage (but not effects) aimed at the player you're protecting with Vigilant Protection. To activate this, you call out "stand in the way," touch or stand within arm’s reach of your target, and take the damage from the last attack they received. This occurs regardless of the damage type or amount, and APR doesn't mitigate it. Think of it as leaping in front of a lightning bolt or shielding a party member from an arrow. This ability can be used once per day (1x/day).  
Level 3
Cultural Ability   Advanced Improved Vigor: You gain an additional +1 Maximum HP (this is combined with Improved Vigor for a total of +2)  
Level 4
Improved Vigilant Protection: You can now give your +1 APR bonus to two other members of your party simultaneously. Your Stand In The Way ability still only works on one target.  
Level 5
Unbreakable Shield: Your shield cannot be broken by any ability.  
Level 6
Cultural Ability  
Level 7
Guardian: You now gain the rank and title of Guardian. At the start of each event gain 5 GP as payment from the crown or some other organization.   Stalwart Endurance: You can shrug off disabling effects or conditions that would hinder movement or actions, allowing continued engagement in combat. This includes spells like Frost Bolt, Force Bolt, Entangle, and Paralyze, and similar abilities. This ability can be used once per day (1x/day), but only when your Vigilant Protection ability is active. This ability can be renewed.  
Level 8
Expert Vigilant Protection: You can now give your +1 APR bonus to every other member of your party. Your Stand In The Way still only works on one target.  
Level 9
Cultural Ability  
Level 10
Master Guardian: Gain the rank and title of Master Guardian. At the start of each event gain 10 GP as payment from the crown or some other organization.   Improved Stand in the Way: Works as normal but now your Stand In The Way ability can apply to anyone who is receiving your Vigilant Protection bonus. This can include multiple party members. This now also applies to non-damage effects from spells and abilities.

Comments

Please Login in order to comment!
Jan 16, 2024 10:25

SHIELD TRAINING. FOLLOW SUGGESTION FOR BARBARIAN VIGOR. EXPERT VIGILANT PROTECTION