| Full Name |
Ekee |
| Race |
N Female 1/2 Elf |
| Classes/Levels |
Gladiator (Jazst) Lvl 4 | HP 38/38| AC 4/3/2|DA -4 |MDA +1|SV 13,15,14,16,16|+1 RA| Infravision |
About Ekee
Name: Ekee
Race: ½ elf
Sex: Female
Align: N
Age: 20
Class: Gladiator (Jazst)
Level: 4
Exp: 4500 +10%
HP: 4d10+4 (38)
AC: 4 (leather 8, dex -4 ) | 3 (studded leather 7, dex -4) |2 (*leather 7, buckler -1, dex -4)
Appearance: At 6’ 3” and weighing only 113 lbs. she is rail thin. Her shimmering sun yellow hair sets off her sky-blue eyes.
Stats
Str :18/10% {+1 hut,+3 damage) Weight 110, Press 255, Doors 12, BB/LG 20%
Dex: 18 / React +1, Missile Atk. +1, Def -2
Con: 15 /+1 HP, SS 90%, RS 94%, PS 0,
Wis: 11
IQ: 13 / 3 Slots
Cha: 14
THAC0: 17
Languages: Trade (common), Elf
Senses: Infravison 60’
Saves:
PPDM-13/RSW-15/PP-14/BW-16/SP-16
Gladiator benefits:
A gladiator is automatically proficient in all weapons. He never receives a nonproficiency
penalty for using a weapon, not even one he has never used before.
• A gladiator can specialize in multiple weapons. As a reward for years of training and discipline,
a gladiator becomes the ultimate master of weapons. He may specialize in any
number of weapons, provided he has the number of proficiency slots required. He must
pay the initial slot to become proficient with the weapon, as well as the additional slots
required to specialize in it.
• A gladiator is an expert in unarmed combat. He receives a 4-point bonus to modify all
punching and wrestling attack rolls; these can be used as pluses or minuses to the roll.
The gladiator’s player may consult the Punching and Wrestling Results Table
• 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 around 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. With each pass, the lithe dancer swirls, cutting the victim with her
razor weapons. The whirling attack of the dancer makes mounting a defense 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.
Weapon Proficiencies:
• Specialized Wrist razor: [1d6+2/1d4+2]
• Specialized Impaler: 1d8+1/1d8+1
• Proficient Long Bow: 1d8/1d6
• Proficient Singing Sticks: 1d6+1/1d4+1
NWP:
• Survival Stony Barrens
• Artistic ability = 11
• Tumbling= 18
• Jumping=16
• Dancing=18
• Arena Acting= 13
• Juggling= 17 (catch thrown missile THACO 18)
• Etiquette
Wild Psionic talent:
Soften
PSP 14+3d4
Power Score: Int (13)
Initial Cost: 4
Maintenance Cost: 3/round
Range: 30 yards
Preparation Time: 0
Area of Effect: 1 object, 10 Ibs.
Prerequisites: none
Equipment:
• 2 Wrist Razors / 20 CP
• Impaler / 4 CP
• Singing Sticks / 50 CP
• Long Bow / 75 CP
• 12 Flight arrows / 6 CP
• leather Armor / 5CP
• 12 Sheaf arrows / 12 CP
• Backpack / 2 CP
• Small belt pouch / 7 BP
• Quiver / 8 BP
• Fine fur Cloak / 50 CP
• Cloth Cloak / 8 BP
• Gloves / 1 CP
• Gown / 1 CP 2 BP
• Belt / 3 BP
• Boots Soft / 1 CP
• Embroidered Robe / 20 CP
• Sash / 2 BP
• Tunic / 8 BP
• Hose / 2 CP
• Studded leather (Arena Armor) 20 CP
• Fire Kit / 2 BP
• Wineskin / 2 BP
• Sewing needle / 5 BP
• Sandals / 1 BP
• Shoes / 1 CP
• Breeches / 2 CP
• Whetstone / 1 BP
• Cap / 1 BP
• Vest / 6 BP
• Perfume / 5 CP
• Silk Rope / 10 CP
• Soap / 5 BP
• Blanket / 5 BP
• 11 CP
Background: Ekee was born to a human camp follower of a Jazst troupe while on the road between cities. Her “Father” several of the company’s Elves could have been the one but the Troupe leader Dukkoti claimed her as his own. Something not done in elf tribes but being the Leader, his decision was final. He saw to her training. There was of course “Talk” most agree that Dukkoti did this because his mate had died in childbirth not long before. Her mother and several others were killed when Ekee was 9 by a Defiler the Troupe encountered on the road. She was an apt student and learned to fight, dance, and entertain well. Often described as determined and focused, she does have a sharp wit. That she only shows to close friends or enemies. 3 weeks ago, Dukkoti fell ill on the Journey to Urik it was a general fatigue and loss of balance. He took herbal medicines and insisted he was better. The next day he was severely injured in the Black Pit when he slipped and his opponent knocked him into one of the “Staves of Hamanu”. The obsidian blades cut him deeply only years of training and iron will allowed him to dispatch his foe. He blead out and died before healers could be brought into the burning hot arena. Ekee was devastated at his loss. Dukkoti’s death left the Troupe in the hands of Lorl, who was always contemptuous of Ekee. He told her half-breeds were no longer welcome in HIS troupe. She of course told him that she would not be a member of his Troupe for it no longer had any honor. They almost came to blows. That was 1 week ago. Hearing of the caravan and being nearly out of money she headed for the gate.