Advanced Dungeons and Dragons Second Edition, AD&D 2nd edition Character creation: Kits and Classes
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Jazst

Description: Jazst are widely traveled theatrical performers in the Fälgornian arenas. Jazst are always free and the only gladiatorial combatnats 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 hteatrical ability, coordination, muscle tone and balance, rather than brute force to win in the arena. Jazst are allowed to choose their specilization at a very early age and spen years perfecting their skill. In the early years of prcatice, areas of study may include dancing, juggling, acrobatics, tumbling and other skills
Special Requirments: Jazst must have a Strength of 14 or better and a Dexterity of 16 or better and a Charisma of 14 or better in addition to the Constitution of 15 required of all gladiators.
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 ore theatrical the kill, the better the performance.
Weapon Proficiencies: To jazst, arena combat is an art form. They revel in the beauty of movement. Jazst prefer long, slim, razor-like weapons, and they carry a lot of them mounted on theri legs and arms.
Jazst prefer bizarre weapons. The more unique, the better to please the crowd. However, they are allowed to use any weapons.
Nonweapon Skills: Bonus skills: Acting, Endurance, Tumbling. Recommended skills: Artistic Ability, Armorer, Dancing, Etiquette, Heat Protection, Running, Sign Language, Singing, Weapon Improvisation, Weaponsmithing, Blind Fighting, Disguise, Juggling, Jumping, Musical Instrument, Tightrope Walking, Ventriliquism.
Equipment: Jazst msut spend half 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.
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 opponents. Other, barely clothed jazst prefer brightly pigmented body paints to entice or distract an opponents. This unorthodox approach can fragment an opponent's attention. Lulled into a false sense of security, the gladiator often attacks his seemingly vulnerable opponent -- just the opening the jazst waiths for!
Jazst prefer steel armor, but often decorate it with brightly colored feathers and scales. A jazst with the Armorer skill can produce a special set of armor for combat. By honing the edges of this armor to razor-like sharpness it can be used as a weapon to cause 1d10 hit points of damage on a successful attack. A jazst who wears this type of armor and is forced to grapple will cause his opponent 1d10 hit points of damage automatically each round.
Special Benefits: When a jazst reaches full proficiency (50% or better) in an art form such as Dancing, Tumbling or Juggling, 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 opponents to lose muscle coordination without killing him outright. This enables the Jazst to continue his performance for a long period of time, building the crowd to a frenzy before striking the death blow. In game terms, this skill allows the jazst to make a called shot with only a -2 penalty to hit instead of the normal -4. The penalty for a called shot to the head is also halved, -4 to hit instead of -8.
At thrid 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 he can toward his target. The jazst then leaps into the air spinning toward his intended victim. The maneuver doubles the jazst's normal attacks in that round. With each pass, the lithe dancer swirls, cutting the victim with his razor weapons. The whirling attack of the dancer makes mounting a defense almost impossible.
However, this devastating attack has its disadvantages. The dance lowers a jazst's AC by two points during the round of attack. The jazst must make a successful Tumbling and Endurance skill check immediately following the attack. A failed Tumbling check indicates that the jazst has become dizzy and off balance, falling to the ground (damaging nothing but his pride). He recovers at the end of the round, but may take no othe action. A failed Endurance check means that the jazst is exhausted by the attack and may take no other actions that round or the next. A jazst must spend a full round resting before he can attempt this maneuver again. In any case, the jazst cannot perform this maneuver more than one time per day per level. The Dance of Whirling Blades is always a great crowd pleaser.
Special Hinderances: 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. They receive a -6 reaction adjustment when dealing with gladiators who are not jazst
Because they are entertainers more than fighters, the jazst gladiator may have a difficult time against a seasoned professional. 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. Jazst penalize their initiative by +1 when fighting gladiators who are not jazst.
Wealth Options: A jazst is never a slave. A jazst that rolls Slave for his initial Social Class is considered a Commoner.
Races: A character of any race can become a jazst, but elves, half-elves, halflings, and kobolds usually make the best jazst.
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