
Barbarian Class (1.2) Adventurer Class
For the Norse cultures, these players are often known as Berserkers, while the Dwarves call them Maulers. They are mostly seen on the plains of the western continent and in the Northern Mountains. The Emerald Folk often look down on them and normally view them as outcasts, but welcome them in times of war. The Remans have a disdain for them and actively despise them, so are not allowed as class choice for players of the Reman culture.
Playing the Barbarian
Very effective in combat but weak against magic, this adventurer warrior class is the only class in the Dawn Lands LARP game that can destroy armor at beginning levels. This makes them very dangerous. If you want to fight with a wide variety of weapons and not worry about wearing armor this class is for you.
Abilities
Armor Allowed: None*
Weapons Allowed: knife, dagger, stick, club, Great Sword, two handed ax, one handed ax, two handed hammer, two handed mace, hand and a half sword
Abilities:
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Armor Destruction: must be called out. If the hit is successful, the target's armor is reduced to 0. It may still be worn, but it no longer gives any APR. Usable one time per day. Can be renewed by the Entertainer.
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Dexterous Movement: The player is considered to be wearing level 1 armor. This is due to quick movement and dodging ability. Not actual armor.
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Improved Vigor: Gain +1 HP to your starting amount. This HP is permanent and can be healed, for most players this means your beginning undamaged HP will be 6.
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Level 2: Rage The Barbarian may choose to take a -1 to APR and gain a +1 to damage with any hand held weapon attack (does not work with long range weapons). Can only be used three times a day (3/day).
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Level 3: Cultural Ability
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Level 4: Improved Armor Use - The Barbarian can now wear level 1 armor
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Level 5: Improved Rage - The Barbarian may choose to take a -2 to APR and gain a +1 to damage with any hand held weapon attack and can ignore entangle and ice bolt spells (and other other spells that would slow or stop the Barbarian). The damage bonus cannot be applied to long range weapons. Can only be used three times a day (3/day). This replaces Rage.
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Level 6: Cultural Ability
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Level 7: Chieftan - gain the rank and title of Chieftain. Gains 10 GP at the beginning of every event from looting the lands or from lands you “tax”.
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Advanced Improved Vigor: Gain +2 HP to your starting amount. This HP is permanent and can be healed, for most players this means your beginning undamaged HP will be 8. This ability replaces Improved Vigor.
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Level 8: Shield Destruction - Must be called out before strike. Once called, if a strike against a target shield succeeds, that shield is then considered destroyed and useless. Can be used one time a day and can be renewed by the Entertainer. If the strike misses the ability remains until it strikes the shield. Can be used once per day (1/day).
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Level 9: Cultural Ability
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Level 10: Warlord - gain the rank and title of Warlord. Gain +1 damage to any one weapon type you know how to use (choose once and once chosen cannot be changed) and you gain +1 permanent HP.
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Summon Hoard: One time a day you can gain an additional +5 damage for one successful strike. This must be called out and cannot be renewed by the Entertainer during that event. Once called out this effect lasts until the strike is successful. From a role player point of view this is due to the Barbarian calling up their tribe, or clasman, in for a giant single attack. This cannot be used at the same time as your rage ability.