<strong>CC APPROVED: No<br/>SHEET APPROVED: No<br/>PLEASE CHECK: Yes<br/></strong><br/><div class="floatleft">(https://cdn.discordapp.com/attachments/666696026798948405/858252476649046026/image0.jpg)</div><span class="bbc_font" style="font-family: impact;"><span class="bbc_size" style="font-size: 18pt;">Jassa the Onyx-eyed<br/></span></span><hr/>Race: Oread<br/>Class: Brawler/Alchemist<br/>Brief History: Jass was always a bit strange growing up. A curious girl, sharp, alert and perhaps a bit wicked in a minor sense, she was a spirited child given to flights of fancy and curiosity, such as when she whisked away a wizard’s pouch when she was six and wound up infused with the essence of an earth spirit that left her skin grey and eyes a solid black. Always sticking her hands into things that she shouldn’t be was Jass. Cost her a bit, losing an arm to a magical trap by the time she was fifteen after she started working for a local guild in her hometown of Absalonn though she was quickly given a metal replacement by those she worked for as a ‘brewer’.<br/><br/>Brief Personality: Curious and energetic to a fault, Jass is constantly looking into things that are not hers. She has a mischievous sense of humor and is known to put things into other folks money pouches (and drinks) without warning, just to see what might happen.<br/><br/>O/O: Ons: as per my own (https://elliquiy.com/forums/index.php?topic=41792.0)<br/><br/>Adventuring Party: None yet (interested in Gasca Nebuna)<br/><br/>Connections:  Is your CC seeking connections with other characters?  If so, please check off the following:<br/><br/>[ ] parent<br/>[ ] sibling<br/>[ ] child<br/><ul class="bbc_list"><li type="square"> love interest</li><li type="square"> former love interest</li><li type="square"> friend</li><li type="square"> enemy</li></ul><br/>[ ] other<br/><br/><hr/><br/>Jassa the Onyx eyed<br/>Female oread alchemist 4/brawler (constructed pugilist) 1 (Pathfinder Player Companion: People of the Wastes 8, Pathfinder RPG Advanced Class Guide 23, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 2 205)<br/>CG Medium outsider (native)<br/>Init +2; Senses darkvision 60 ft.; Perception +9 (+11 to notice unusual stonework)<br/>--------------------<br/>Defense<br/>--------------------<br/>AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 shield)<br/>hp 52 (5 HD; 4d8+1d10+10)<br/>Fort +8, Ref +8, Will +2; +2 bonus vs. poison<br/>Resist acid 5<br/>--------------------<br/>Offense<br/>--------------------<br/>Speed 20 ft.<br/>Melee mwk silver constructed limb +6 (1d6+1/19-20) or<br/>unarmed strike +5 (1d6+1)<br/>Ranged bomb +7 (2d6+3 fire) or<br/>mwk light crossbow +7 (1d8/19-20)<br/>Special Attacks bomb 7/day (2d6+3 fire, DC 15)<br/>Spell-Like Abilities (CL 5th; concentration +5)<br/>1/day—magic stone<br/>Alchemist Extracts Prepared (CL 4th; concentration +7)<br/>2nd—infused alter self, infused aram zey’s focus<br/>1st—infused cure light wounds (<del>2</del>), infused enlarge person (DC 14), infused shield<br/>--------------------<br/>Statistics<br/>--------------------<br/>Str 12, Dex 15, Con 14, Int 17, Wis 12, Cha 11<br/>Base Atk +4; CMB +5; CMD 17<br/>Feats Brew Potion, Dwarf Blooded[ARG], Extra Discovery[APG], Improved Unarmed Strike, Infuse Poison, Throw Anything<br/>Traits accelerated drinker, child of the streets<br/>Skills Acrobatics +8 (+4 to jump), Craft (alchemy) +11 (+15 to create alchemical items), Craft (clockwork) +11, Disable Device +10, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (local) +7, Linguistics +4, Perception +9 (+11 to notice unusual stonework), Sleight of Hand +11, Spellcraft +8, Stealth +6; Racial Modifiers +2 Perception to notice unusual stonework<br/>Languages Aquan, Common, Ignan, Literacy, Terran<br/>SQ alchemy (alchemy crafting +4), brawler's cunning, constructed limb, discoveries (infusion, vestigial arm[UM], vestigial arm[UM]), limb modification (vicious blades), martial training, mostly human, mutagen (+4/-2, +2 natural armor, 40 minutes), poison use, swift alchemy<br/>Combat Gear boro bead (1st level)[UE], boro bead (1st level)[UE], chelish deathapple (3), fire bolt (2), fire bolt (3), oil of taggit (3); Other Gear mwk leather armor, mithral buckler, crossbow bolts (20), mwk light crossbow, handy haversack, hybridization funnel[UE], preserving flask (1st level)[UE], traveler's any-tool[UE], alchemy crafting kit[APG], bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 1,830 gp, 2 cp<br/>--------------------<br/>Special Abilities<br/>--------------------<br/>Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.<br/>Bomb 2d6+3 (7/day, DC 15) (Su) Thrown Splash Weapon deals 2d6+3 fire damage.<br/>Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.<br/>Constructed Limb (Ex) Special prosthetic limb gains all the benfits of unarmed strikes and can be upgraded as a magic weapon.<br/>Darkvision (60 feet) You can see in the dark (black and white only).<br/>Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.<br/>Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.<br/>Infuse Poison Can create a combination ingested poison and spell.<br/>Infusion Create an extract can be used by anyone but takes up a slot until used.<br/>Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.<br/>Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).<br/>Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes.<br/>Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.<br/>Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.<br/>Swift Alchemy (Ex) Construct alchemical items in half the normal time.<br/>Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.<br/>Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can<br/>Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can<br/>Vicious Blades Constructed limb deals B and S damage and threat range increases to 19-20<br/>