
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: Level 2
Weapons Allowed: crossbow (of any kind), short sword, dagger, knife, stick, club, one handed mace
Abilities:
-
Crossbow use: 8 per day, can be refilled by the Smith).
-
Skilled Targeting: Player gains +1 damage to crossbows.
-
Volley: for each crossbowman in a party past the 1st each crossbowman gets a +1 to damage.
-
Level 2: Improved Vigor - gain +1 HP
-
Level 3: Cultural Ability
-
Level 4: Pavise Shield Use - the Pavise Shield can be carried into combat and set up in an area for protection.
-
Level 5: Improved Skilled Targeting - grants an additional +1 damage to crossbows (up to a total of +2).
-
Level 6: Cultural Ability
-
Level 7: Marshal - Gain the rank and title of Marshal. At the start of each event gain 10 GP for your services to the crown.
-
Crippling shot: You must call this out before you make the shot. If you hit a target's leg or arm they cannot use it until they are healed by a Cleric or Healer. 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 with 4 shots a day. If the shot misses it is not used up. Can be renewed by the Entertainer.
-
Level 8: Weapon Destruction - Must be called out before the shot is made. Must be called out and lasts until the target opponent’s weapon is struck. Once struck the target weapon is unusable. The struck weapon may be repaired by the Smith. If the shot or strike misses then the ability is not used up. Can be used 3 times per day and can be renewed by the entertainer.
-
Level 9: Cultural Ability
-
Level 10: Master Crossbowman - Gain the rank and title of Master Crossbowman. At the start of each event gain 15 GP for your services to the crown.
-
Advanced Skilled Targeting - grants an additional +1 damage to crossbows (up to a total of +3).