Jazst (Character Kit)

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==Jazst==
Jazst are widely traveled theatrical performers in the Athasian arenas. Jazst are always free, and the only gladiatorial combatants that travel freely between the arenas of major cities. Jazst are usually early warm-up acts that amuse the eager crowds.
As highly skilled arena performers, jazst depend on their theatrical ability, coordination, muscle tone, and balance, rather than brute force, to win in the arena. Jazst are allowed to choose their specialization at a very early age, and spend years perfecting their skill. In the early years of practice, areas of study may include dancing, juggling, acrobatics, tumbling, and other skills. A Strength of 14 and a Dexterity of 16 or better is required for this character kit
Role: Jazst perform individually, in pairs, or in a troupe. Next to reigning local arena champions, jazst are the chief crowd pleasers in any arena. As the jazst move their graceful bodies about the arena, they call to the crowd for support and verbally attempt to excite them. Once a fever pitch is reached, they begin the more serious business of dispatching their victims with as much flair as possible. The more theatrical the kill, the better the performance.
Secondary Skills: None of the traditional secondary skills directly apply to this kit, so one may be selected by any agreed method.
Weapon Proficiencies: To jazst, arena combat is an art form and they revel in the beauty of movement Jazst prefer long, slim, razor like weapons, and they carry a lot of them, mounted on their legs and arms.
Jazst prefer steel but will settle for the brightly colored, flexible feather/scales of the Z'tal lizard. The individual scales deliver 1 point of razor damage per scale. Up to 10 can be safely mounted on each appendage of the Jazst's performing outfit. If a successful hit is made against a gladiatorial opponent, the PC rolls ldlO to see how many razor feather scales came in contact with the intended victim. If a Jazst is forced to grapple with an opponent, she may be able to bring more than one set of razors to bear. Jazst may otherwise choose and specialize in other weapons as the gladiatorial class.
Nonweapon Proficiencies: Bonus Proficiencies: (General) Artistic Ability, (Rogue) Tumbling. Recommended: (Bard) Acting, (General) Dancing, Etiquette, Heat Protection, Running, Sign Language, Singing, (Warrior) Weapon Improvisation, Weaponsmithing.
Even though they are gladiators (Warrior Class), these performers may also choose the following rogue proficiencies: Blind Fighting, Disguise, Juggling, Jumping, Musical Instrument, Tightrope Walking, and Ventriloquism.
Equipment: Jazst must spend 50% of their starting funds on costumes and weapons. Most jazst are vain about their appearance and stop at nothing to acquire all the accessories for their arena costumes.
Special Benefits: When a jazst reaches full proficiency in an art form (dancing, tumbling, juggling, etc.), he is taught the Principle of the Razor. The small, slim blade of the razor cuts long and deep. Wounds made by the razor are difficult to heal and very painful. This attack can be used over and over again, causing opponent to lose muscle coordination, without killing him outright. This enables the Jazst to continue his performance for a longer period of time, building the crowd to a frenzy before striking the death blow.
At 3rd level, jazst learn The Dance of Whirling Blades. This deadly dance is a special attack used only by jazst. The attack is executed with great skill, requiring a round of preparation, as the jazst runs as fast as she can move toward her target. The Jazst then leaps into the air spinning toward her intended victim. The maneuver doubles the jazst's normal attacks in that round. Wth each pass, the lithe dancer swirls, cutting the victim with her razor weapons. The whirling attack of the dancer makes mounting a defence almost impossible.
This devastating attack has its disadvantages, however. The dance lowers a jazst's AC by 2 points, during the round of the attack. The jazst must make successful Dexterity and Constitution checks immediately following The Dance of Whirling Blades. Failure of the Dexterity check means that he has become dizzy or off balance and falls (damaging nothing but his pride). He recovers at the end of the round, but may take no other action. A failed Constitution check means that the jazst is exhausted and may take no other actions while spending the remainder of the round recovering. A jazst must spend a full turn resting (not walking, or doing any other activity) before they can again attempt this tricky maneuver. The Dance of Whirling Blades is always a great crowd pleaser.
Special Hindrances: Jazst are hated by other gladiators, not only because their craft is so different from the traditional styles, but because most evil-aligned jazst are sinister and bloodthirsty. These evil jesters display the viciousness of the arena at its worst. Good jazst gladiators exist, but they are few.
Because they are entertainers more than fighters, the jazst gladiator may have a difficult time against a seasonedprofessional. Master jazst have been known to fight arena champions. These rare events are always on the main bill. Some of these battles have become legends.
Wealth Options: Jazst, unlike most performers, are paid by the arena crowd, as well as the arena master. Following a bout, the jazst circle the arena holding a small net or a circle of cloth. Members of the jazst troupe come together in the arena, singing, chanting rhymes, and dancing in celebration of the victory. The crowd throws coins, which are caught by the jazst with deft sweepings and snaps of the small net or cloth. The jazst also perform daring feats of acrobatics to keep the coins from touching the ground. Any coins that land on the arena floor are thrown back into the stands. This sets the crowd into a frenzy. Vv hen the coins stop falling, the jazst quickly exit the arena. Jazst also receive the standard wages of the warrior class.
Races: These harlequins are usually elf, half-elf, halfling, or, in rare instances, human.
Special Notes: Jazst accentuate their appearances with party-colored clothing and artistic body paints. Some jazst wear breech cloths and halters in combination with colorful flowing strands of silk and satin. These are attached to their sinewy forearms and muscular legs. The material is attached loosely, to break away in the grasp of an opponent. Other, barely clothed jazst prefer brightly pigmented body paints to entice or distract an opponent. This unorthodox approach can fragment an opponent's attention. Lulled into a false sense of security, the gladiator often attacks her seemingly vulnerable opponent— just the opening the jazst waits for!
Famous and Infamous:
* Sandsinger: Female elf jazst. Renowned dancer in and out of the arena. Leader of the Sandsinger Traveling Troupe.
* Mornigstar: Male dwarf tumbler. Wears spiked studded armor, hence his name. Limits travel between Draj and Raam.
* Tangler: One of the few that uses small nets and rope tricks in the arena. Travels with The Last Kalidnay Performers.
Category:Character Kit
Category:Character Kit CGH