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Man At Arms (1.2) Adventurer Class

Also known as Centurion, Huscarl, Dwarven Defender, Body Guard, and Guardsman. This class is seen in 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 the most defensive class 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: Level 2

Weapons Allowed: sword and shield, mace and shield, one handed mace, long sword, short sword, dagger, knife, stick, club, one handed hammer, poleaxe, one handed hammer and shield

Abilities

  • Man at Arms Protection: May grant an additional +1 to APR to another character but NOT yourself. Choose this at the beginning of the encounter, quest, or battle and it cannot be changed, unless the one you have chosen to protect has been reduced to 0 HP or otherwise taken out of combat.  You can NOT use it on yourself.

  • Shield Use: may use all shields except for body/tower shields (if you are Reman you can use body/tower shield).

  • Level 2:  Improved Vigor - gain +1 HP

  • Level 3: Cultural Ability, Advanced Improved Vigor - gain +1 HP

  • Level 4: Stand in the Way: You can now “stand in the way” of oncoming damage directed at the player that is the target of your +1 protection bonus.  This works by calling out “stand in the way” or “absorb” and touching or stand next to your target. You then take the damage (but not effects like entangle) from that player under your protection. You must take the damage amount and type of the last attack the target player received regardless of what it is. Armor does not prevent any damage. Thematically this would be something like the player jumping in the way of a lightning bolt or taking the arrow hit for a party member. This ability can be performed one time a day (1/day) but may be renewed by the Entertainer. This ability can only be used on the target player that is currently receiving your +1 protection bonus.

  • Level 5: Improved Man at Arms Protection: You can now give your +1 protection bonus to 2 members of your party, not including yourself.

  • Level 6: Cultural Ability, 

  • Level 7:  Guardian - gain the rank and title of Guardian. Receive 5 GP at the beginning of every event as payment from the crown (or some other organization).   

  • Unbreakable Shield - your shield cannot be broken by any ability.

  • Level 8: Advanced man at arms Protection - You can now give your +1 protection bonus to every member of your party, not including yourself.

  • Level 9: Cultural Ability 

  • Level 10: Master Guardian: Gain the rank and title of Master Guardian  Receive 10 GP at the beginning of every event as payment form the crown (or some other organization).  

  • Improved stand in the Way: You can now “stand in the way” of oncoming damage directed at any member of your party. This works by calling out “stand in the way” or “absorb” and touching or standing next to your target. You then take the damage (but not effects like entangle) from that player under your protection. You must take the damage amount and type of the last attack the target player received regardless of what it is. Armor does not prevent the damage.  Thematically this would be something like the player jumping in the way of a lightning bolt or taking the arrow hit for a party member. This ability can be performed three times a day (3/day) but may be renewed by the Entertainer. This ability can be used on any member of your party.

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