The Raids of Rajad  

High Country LARP Experience

Classes

Once you have chosen a race for your character, you need to choose a class. What class you are will depends on how much certain skills will cost you. When you start off, you have 20 build points to spend. 


Fighter:  Fighters primarily focus on strength and power, and will do anything to wipe out their opponent quickly! They typically fight on the front lines of battle!

Ranger: Rangers prefer to fight from afar with ranged attacks, and are known for their tracking skills.

Rogue: Rogues are stealthy and sneaky, attacking their opponents from behind before they hide away!

Templar: Also called "magic knights," they focus on learning the arts of both the sword and magic, as well as weapon enchanting.

Mage: Mages focus upon studying their spellbooks to learn various kinds of spells. Druids are considered mages as well.

Craftsman: Craftsmen spend their lives learning new trades and skills!

Bards: These are people who can use instrumental and vocal talents as a special type of magic. To play as this class, you must be able to play an instrument or be unafraid to sing loud and proud!

Weapons

Skill
 Fighter
 Ranger
 Rogue
 Templar
 Mage
 Craftsman
 Bard
Dagger (1 damage)
 1
 2
 1
 2
 3
 2
 2
 One handed weapon (3 damage)
 3
 4
 4
 5
 7
 7
 5
 Two handed weapon (6 damage)
 6
 8
 8
 9
 15
 12
 10
 Shield
 3
 6
 5
  5
 10
  10
 10
 Staff (3 damage)
 4
 7
 7
 6
  7
 6
 5
 Spear (5 damage)
 5
 7
 7
 7
 15
 10
 15
 Archery (6 damage)
 6
 4
 8
 9
  20
 15
 15
 Throwing knives (2 damage)
 4
 2
 4
 6
  10
 8
 15

Fighter Skills

Skill
 Fighter
 Ranger
 Rogue
 Templar
 Mage
 Craftsman
 Bard
Double Weapon
Allows you to use any 2 weapons at a time.
  3
  5
  3
  5
  7
  7
7
 +1 Strength/Proficiency (unltd)
Allows you to add +1 damage to your weapon.
12
  12
  18
  16
  22
  22
  22
 Critical Attack (Once per Event) (max 3)
Does double damage for 30 seconds.
Call: "Prepare to die, critical attack! # Critical!"
  5
  6
  7
6
  10
  10
 10
 Block (Once per Mod) (max 5)
Blocks a non-magical attack.
Call: "Block!"
4
  5
  7
  5
  10
  9
  7

Ranger Skills

Skill
 Fighter
 Ranger
 Rogue
 Templar
 Mage
Craftsman
 Bard
Ranged critical hit (One per Battle) (max 3)
If you hit someone up to 30 feet away, do triple damage.
Call: "# Critical!"
  8
  6
  9
  11
  14
  14
 14
 Bow Enchantment (Once per Event) (max 3)
Enchants your bow with magic for a mod. 
Call: "# Magic!"
  7
  5
  7
  6
  10
  10
 10
 Healing arrows (Once per Event) (unltd)
If you hit someone with this arrow, it heals them +5.
Call: "5 Life!"
  6
  3
  6
  7
  8
  7
10 
  Tracking
Helps show the oncoming path. Also unlocks the Hunter skill.
  5
  2
  4
  5
  5
  3

Rogue Skills

Skill
 Fighter
 Ranger
 Rogue
 Templar
 Mage
 Craftsman
 Bard
+1 Backstab (unltd)
+1 damage to an enemy if you hit their back.
Call: "Backstab!"
 18
 18
 12
 21
 24
 24
 24
 Waylay (Once per Event) (max 3)
Knocks an opponent unconcious for 60 secs.
Call: "Waylay!"
 7
 8
 5
 8
 10
 10
 10
 Teleport (Once per Event) (max 3)
Allows you to become invisible for 10 secs. 
Action: Cross both arms over chest to signify invisibility.
Call: "Teleport" and when becoming visible: "Coming into
 play 1, coming into play 2..."
 10
 9
 6
 10
 10
 10
10 
 Dodge (Once per Mod) (max 5)
Blocks all types of attack.
Call: "Dodge!"
 9
 9
 7
 9
 9
 9
9
 Poison usage
Allows you to use poisons. If you have poison-making, 
this skill is free!
 3
 2
 2
 3
 3
 2
  3

Templar Skills

Skill
 Fighter
 Ranger
 Rogue
 Templar
 Mage
 Craftsman
 Bard
 Requirements
Magic Weapon (max 3)
Enchants the weapon with magic for one mod.
Call: "# Magic!"
 7
 7
 9
 4
 9
 9
9
-
 Elemental Weapon (Once per Event) (max 3)
Enchants the weapon with an element for one mod.
Call: "# (Your Element)!"
 7
 7
 9
 4
 9
 9
9
-
 Elemental Mixtures
Allows you to mix elements in Elemental Weapons.
Must be taught in-game before use.
 12
 12
 12
 8
 11
 11
11
  Elemental Weapon
 Millenia Weapon (Once per Event) (max 3)
Enchants weapon with every element for one mod.
Call: "I summon all forces of nature! # Millenia!"
 9
 9
 10
 6
 9
 9
  10
  Elemental Mixtures
 Death Weapon (Once per Event) (max 3)
Enchants the weapon with death for one mod.
The weapon will go through all armor and fully kills a creature without a killing strike or bleeding out.
Call: "I cast Death upon this weapon! # Death!"
 9
 9
  11
 6
 10
 10
11
  Elemental Mixtures
 Slay (Once per Event) (max 5)
One hit that deals 50 damage.
Call: "Prepare to die! 50 Slay!"
 13
 15
 13
 10
 18
 18
  18
Elemental Mixtures

Mage Skills

Skills
 Fighter
 Ranger
Rogue 
 Templar
 Mage
 Craftsman
 Bard
 Requirements
Mana (2 mana per build)
 1
 1
 1
 1
 1
 
 Read and Write
Allows you to read and write. If your character does not have this skill, they cannot read or write ANYTHING in game!
  4
4
 4
 3
 2
 2
 2
 
 Read Scrolls
Allows you to read scrolls of any school.
  5
 5
 5
 4
 3
  3
 Read and Write
Level 1-2 Magic (each)
  7
   6
  6
   5
   4
  5
 5
 Read and Write
Level 3-5 Magic (each)
  8
   7
  7
   6
   5
  6
 6
 Level 2 Magic
Level 5-7 Magic (each)
   9
   8
  8  
   7
   6
  7  
 7
 Level 4 Magic

Craftsman Skills

Skills
 Fighter
 Ranger
 Rogue
 Templar
 Mage
 Craftsman
 Bard
 Requirements
Roleplaying Craftsman Skill
 2
 2
  2
 3
 3
1
  2
  -
 Medicine Levels 1-3 (each)
  3
  3
  3
 4
 4
  3  
 Read and Write
 Potion Making
  3
  3
  3
 4
 4
2
  3
 Level 1 Magic, Taught In-Game
  Poison Making
  5
  5
  5
 6
 6
4
  5
 Read and Write
 Armorsmithing
  4
  4  
  4
  5
 5
3
  4
 -
 Weaponsmithing Lvl 1
  4
  4
  4
 5
 5
3  
  4
  -
 Weaponsmithing Lvl 2-3 (each)
  6
  6
  6
 7
 7
 5
  6
  Level 1, Taught In-Game
 Weaponsmithing Lvl 4-5 (each)
  7
  7  
  7
  8
 8
  6
  7
 Level 3,  Taught In-Game

Bard Skills

Skills
 Fighter
 Ranger
 Rogue
 Templar
 Mage
 Bard
 Craftsman
 Requirements
Soothe (Once per battle) (max 3)
While bard plays/sings and makes eye contact with an enemy, the enemy is unresponsive for as long as the song is continued. The action ceases as soon as the target is attacked or the song stops.
Call: "Soothe!"
7  
  6
  6
  5
4
3
  4
  Call "Soothe," and when it lands, the NPC will make eye contact with you and then the move will be completed.
 Lament (Once per event)
While a bard plays/sings at a ressurection ritual, the chances of them fully res-ing is increased by one white stone. 
Call: "I lament for this soul!"
8  
  7
 7
  6
 5
4
  5
Must be a slow song.  
 Amplify Health (Unltd.)
While a bard plays/sings within melee reach of a healer, all healing is increased by five.
Call: "I amplify your health!" 
6
  5
 5
 4
 3
  2
  3
 
 Rejuvinate (Unltd.)
While a bard plays/sings out of combat, all listening to the performance will regenerate +1 HP per minute of the performance.
Call: "Let me rejuvinate you."
9  
  8  
  8
7  
  6
  5
  6
 

Specialty Skills

Skill
Race 
 Cost
Hex (Once per battle) (max 3)
Removes an enemy's weapon tagline for 30 seconds.
Call: "A nomad's hex is cast!"
 Nomad
 3
 Divination (Once per event)
Allows caster to sense an enemy's total HP. After casting and having it land, the caster must "meditate" uninturrupted for 30 seconds.
Call: "I look to the Divine!" 
  Nomad
 5
Berserk (Once per event) (max 3)
Once a Kalani has cast Berserk, they attack with full force, not taking any damage for 30 seconds. 
Call: "Berserk!" and then hit your armor.
 Kalani
 7
 Siren's Song (Once per event) (max 3)
Once a Nymph casts Siren's song, the target is in a stupor for 10 seconds, not attacking anybody.
Call: "I sing a Siren's Song!"
 Sea Nymph
 7
 Stillness (Unltd.)
When an Ent casts Stillness, they become invisible, blending into the forest and trees around them. They become undetectable for as long as they can hold their hands across their chest.
Call: "Stillness."
 Ent
 5