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THE WARRIOR'S PATH

Skills, and abilities for Warriors in LARP Adventures

This category is melee focused. Choose to follow this path if you are a warrior at heart. Melee and weapons are the focus and you will natively improve by;

  • Taking part in battles

  • Seeking out Masters in game

  • Practicing with your fellows
     

If you want to be a greater warrior, you simply need to practice to improve. This is one of the few paths where "out of game" practice can strengthen your character, and learn new skills as you progress at monthly events!

Warrior Battle Advantages

  • Armor Proficiency - Warriors know about armor and how to wear and use it. Warriors start with a 3 armor point max, but with armor optimization skills, can maximize armor worn and gain more AP.

  • Shield Proficiency - Warriors can use any type and size shield

  • Weapon Proficiency - Warriors can learn any weapon without restriction from daggers to the largest polearms


Limitations and Restrictions

  • It may be difficult or impossible to use Arcanum or Healing Skills in full armor

  • Clandestine Skills may fail or be impossible fully armed and armored

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Tier 0 Abilities

Basic Weapon Proficiency: Players learn the basic combat and safety rules and the use of single handed weapons.

 

Armor Proficiency: Players learn about the armor that they wear and about it’s effective and safe use in play.

 

Kindle Flame/Torch:  Player gains proficiency at creating normal fire, may make a torch or lantern to create light.

Phys Rep: Optional (larp safe electronically lighted torch, or lantern, fake flame candle, etc) 

Limitations: 10’ radius 

 

Shield Control: Players learn the art of Shield Control and may use shields in combat.

Tier 1 Abilities

Advanced Weapon Training: Study and become proficient in the use of two-handed weapons, polearms, and dual wielding.

 

Archery: Players are taught the safety rules of archery at LARP Adventures and earn the use of bow and arrow in play.

 

Armor Repair Non-metal: Repairs a single hit location of non-metal armors.

Phys Rep: Repair Kit and rp of repair (30 Seconds)

 

Shield Repair: Repairs normal shield for use.

Phys Rep: Repair Kit and rp of repair (30 Seconds)

Prerequisite: Non Metal Armor Repair

 

Tier 2 Abilities

Armor Training: The Player has gained experience and is learning how to best wear and fight in their armor. They can now add 1 to maximum AP4 for Warriors by layering armor.

Prerequisite: Armor Proficiency

 

Metal Armor Repair: Repairs AP to target hit location. 

Phys Rep: Repair Kit and rp of repair (30 Seconds)

Prerequisite: Non Metal Armor Repair

 

Weapon Repair: Repairs normal weapon for use.

Phys Rep: Repair Kit and rp of repair (30 Seconds)

Prerequisite: Metal Armor Repair

 

At Tier 2 you may train in one of the other Skill Paths.

Healer Training 1: The Player dedicates time to learning the craft of healers. They can choose one tier 1 or lower ability from the Healer skill path.

Arcane Study 1: The Player studies the craft of the magi of the realm. They can choose one tier 1 or lower ability from the Wizard skill path.

Rogue Training 1: The Player studies and watches the rogues around them. They can choose one tier 1 or lower ability from the Rogue skill path.

 

Tier 3 Abilities

Hardiness 1: Character has built up endurance to pain and abuse and is hard to stop. Player gets one additional hit per hit location.

Phys Rep: Brown Belt Favor with a single stroke

Limitations: Only effective for warriors wearing up to two Armor Points of physical armor per hit location, to a maximum of 3 Armor Points 

 

Speedy Recovery: The Player has learned from experience the best ways to be healed and how to heal them. Any healing item or spell now heals for twice its normal amount.

 

Iron Will: The player possesses unending bravery and becomes resistant to fear. If a creature or player causes fear, the player with Iron Will can ignore the effect.

 

Jury Rig: May repair any item with only the things at hand, think of this as the fantasy adventure equivalent of the McGuyver ability. May be used on armor, weapons, and any non magical items or mechanisms.

Prerequisite: Metal Armor Repair and Shield Repair

 

Tier 4 Abilities

Renown: The player has gained notoriety for good or ill, a player with Renown should announce to the realm what it is they wish to be renowned for, so that their name is known far and wide. In negotiations a player with renown should be given special considerations, if a Renowned player is included in a land search, you may deduct 25% from the normal cost. (non-cumulative)

 

Mighty Blow: The character has developed the ability to gather and focus their strength into a powerful attack, a player with Mighty Blow does double damage with a single attack, a player using this ability with a two-handed strike, also gains the ability to destroy shields with this attack. 

Phys Rep: Role play and must include a declaration by the player that the strike is a Mighty Blow.

Limitations: May only be used once per combat, up to a maximum of 3 times per adventure day.

 

Last Strike: Immense toughness allows the warrior a final blow after they have been mortally wounded or killed in combat. A player with Last Strike may swing their weapon one final time at an opponent before succumbing to their injuries and falling in battle.

Phys Rep: Role play and must include a declaration by the player that the strike is their Last Strike.

Limitations: May only be used once per combat, up to a maximum of 3 times per adventure day.

 

At Tier 4 you may train in one of the other Skill Paths.

Healer Training 2: The Player dedicates time to learning the craft of healers. They can choose one tier 2 or lower ability from the Healer skill path.

Arcane Study 2: The Player studies the craft of the magi of the realm. They can choose one tier 2 or lower ability from the Wizard skill path.

Rogue Training 2: The Player studies and watches the rogues around them. They can choose one tier 2 or lower ability from the Rogue skill path.


 

Tier 5 Abilities

Hardiness 2: Character has continued to build up endurance to pain and abuse and is even harder to stop. Player gets two additional hits per hit location.

Phys Rep: Brown Belt Favor with two strokes

Limitations: Only effective for warriors wearing up to two Armor Points of physical armor per hit location, to a maximum of 4 Armor Points 

Prerequisite: Hardiness 1

 

Rallying Cry: The player possesses the unrelenting bravery of Iron Will and is able to share their resistance to fear. If the creature or player causes fear, all of the players that can hear the Rallying Cry are also immune to fear based effects.

Prerequisite: Iron Will

 

Brutal Rage: Through sheer will or years of training the warrior has trained their mind to briefly ignore its physical limitations. The player becomes rage incarnate and may take 5 hits for up to 3 minutes, regardless of their current Armor Points or injuries, and may continue to fight as normal until the three minutes is up, at which point they die, regardless of damage incurred. Phys Rep: Role play, and must include a declaration by the player that they are entering their Brutal Rage.

Limitations: May only be used once per combat, up to a maximum of 3 times per adventure day.

 

Blood Oath: The character has been wronged in the past and holds enmity against a certain creature, and swears a Blood Oath against them, usually one that marauds their homeland or done them some great injustice. Typical enemies include giants, orcs, lizard men, trolls, ect. The player gains double damage versus their declared mortal enemies.

Phys Rep: A scroll of the Blood Oath created by the player that declares their mortal enemy.

Limitations: Role play, a character that has declared a Blood Oath will actively seek out their enemy in combat in preference to all other foes, unless someone else presents a much greater danger. It is difficult for them to hide their hatred and it is only with great difficulty that they can encounter creatures that they have sworn a Blood Oath against without attacking them.

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