Canacha Bais's page

448 posts. Alias of TheNine.

Full Name

Canacha Bais




Gunslinger/alchemist (Mysterious Stranger) hp 25 /25 AC17 T16 FF13 F:+ 5:R+9: W+1







Special Abilities





common, elven

Strength 8
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 10
Charisma 17

About Canacha Bais

Female Dhampir Gunslinger(mysterious stranger) 1 Alchemist(Trapbreaker) 3
CG Medium humanoid (dhampir)
Init +5; Perception +9 favored class: Alchemist
AC 17, touch 16, flat-footed 13 (armor+3 ,+ Shield ,Dex +4)
hp 21 (10,4, 7,4)
Fort +5, Ref +9, Will +1

Speed 30 ft. (30 feet with armor)
Melee:club +2 to hit 1d6-1 damage (20 X2 CRIT) b
Ranged:Pistol +8(+9) to hit, 1d8(+1) dam(20x4crit) rng 20ft BP
Secondary weapons: Dagger +2M/+7R 1d4-1 (19-20x2) PS

Ability Score Racial Traits: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Type: Dhampirs are humanoids with the dhampir subtype.
Size: Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Dhampirs have a base speed of 30 feet.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Feat and Skill Racial Traits

Manipulative Dhampire gain a +2 racial bonus on Bluff and Perception checks.
Magical Racial Traits

Spell-Like Abilities (Su): A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.
Dayborn A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.

Senses Racial Traits

Darkvision: Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Weakness Racial Traits

Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Str 8, Dex 18, Con 10, Int14, Wis 10, Cha 16

Base Atk +3; CMB +2 ; CMD 16


Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Point blank Precise Shot - +1 to hit and +1 to damage on all ranged attacks within 30 feet.

Brew Potion EX:
Brew Potion (Ex)

At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell and spells with a range of personal cannot be made into potions.

Throw Anything:
ll alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Deadly Aim:
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Skills (trained) Acrobatics +8,Knowledge local +8, knowledge Engineering +8,knowledge arcana +6, Knowledge Noble +4, Slight of Hand +10, Perception +9, Appraise +6,disable device +10,spellcraft +8,Survival +4 Use magic Device+7, Diplomacy +6

Background Skills:
Craft weaponmaking +9
Craft Alchemy +11
Languages: Common, elven, dwarven

Traits - Campaign - Pattern Seeker: There are patterns in the world, both natural and artificial, that if only one can interpret them correctly, great secrets could be divined. You have long been fascinated by the idea of these hidden patterns, perhaps because a sibling or parent went to the grave obsessed with seeking a pattern, or maybe because you feel that you’ve uncovered a previously unknown pattern. Kintargo has a particularly unique pattern of its own; the belfry atop the Temple of Asmodeus rings at what seem to be random intervals. None know who or what rings the bells, and no true pattern by which the so-called Devil’s Bells has yet accurately predicted the tolling. Many have tried, and extensive but always incomplete documents exist that track the dates and times of recorded ringings back to the end of the Chelish Civil War, when the church of Asmodeus first claimed the abandoned temple of Aroden as their own. Maybe you will be the one to solve the pattern of the Devil’s Bells? You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects.
Alchemical Adept - You are skilled in creating alchemical items.

Benefits: You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.

Reasons to ProtestTagging Along - You gain a +2 bonus on all Perception and initiative checks made during the protest itself.
Combat Gear:Pistol(Masterwork), Club, Dagger, Leather Armor+1, 20 doses black powder, 15 bullets

Other Gear: Abbacus, gunslinger's kit (backpack, beltpouch,flint + steel, gunsmith's kit, iron pot, mess kit, poweder horn, rope,torches (10), trail rations (5) waterskin), powder horn (extra)

Alchemy crafting kit, Artisan's outfit.
Assets:4 gp

- Grit (Ex) (Mysterious strangers use Charisma instead of Wisdom.)

A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Charisma modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Focused Aim (Ex) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack.

This deed replaces the quick clear deed.

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Alchemy SU:
Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Bomb SU 3/day:
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Mutagen SU:
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Extracts known/Extracts a day 6/4 1st level extracts per day:

Disguise Self
Long shot
inflict light wounds
Cure Light wounds
Crafter's fortune

Trapfinding (Ex)
Starting at 2nd level, a trap breaker adds 1/2 his alchemist level on Perception checks made to locate traps and on Disable Device checks. A trap breaker can use Disable Device to disarm magic traps.

This ability replaces poison use and poison resistance +2.

Alchemist's Discoveries known:
Infusion - When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.


Canacha was born into a crazy but loving family of long standing in Ustalav. Her Forebears were great knights who battled against the dark forces of Tar-Baphon. Those Forbearers fled to Taldor when the undead host took the lands and their ancestors were among the first to land back on home shores in the bay of Avalon. The light of hope that began there the battle against the forces of evil took hold there.
For over a thousand years knights and heros of her family line battle evil in Ustalav, fought against raiding orcs through lastwall, battling undead evil that sprang up everywhere in the lands. For a thousand years her families line slowly slowly lost twigs, then sticks of the family line. When the dark general Kazavon took parts of the land many in her line were among the first to volunteer for the gathered army led by the clueless count Andechi against the general… pity those poor brave fools and the entire branch of the line of her forebears were lost.
Those of her branch in Lastwall however were amongst those who defeated the General with the hero Mandravius. They were not there thankfully when the orc horde overwhelmed them again. After those dark days her family’s line slowly weakened and watered down, scattered from the new capital at Caliphas, to the town of Leipstadt with its famed university. They fought evil and hunted it down… and many died in the process. It was said to “be a Bais was to be the walking dead, but not undead of course.”
Canacha came to be in the darkest of fashions. Her mother at home pregnant and studying lore was set upon in their study but a monstrosity of evil … a vampire. The tragedy wasn’t just the sudden vampire attack on the hunter… it was the fact that the vampire was her own fallen husband Gerald. Bitten but not turned, the strong willed hunter slew the monster in her husbands form and barely survived.
She was weak, practically on Death’bed herself when Canacha was born, the young dhampir girl had just a few minutes with her mother before she died heartbreak over the taint in her daughter the final straw. Canacha was given to a distant cousin of the family’s branch to raise, and the young woman slowly grew up not fully aware of exactly how different she was. At least not until her thirties when it became apparent she aged not the same as the cousins she was raised with.
Distraught over her oddities, she requested and was granted the chance to study in Leipidstadt, there at the academy. During her studies into so many different subjects it could make ones head spin the young woman thought she discovered her true purpose. A lifetime of study. It was often remarked that she herself would be giving classes there in the university…that was until she discovered black powder and became completely enamored with it.
An accident which wasn’t her fault though she took the blame for had her expelled from the school, (explosions in libraries are somewhat frowned upon) The young woman was once more at a loss, So she returned home to her nephews home (her cousin was now almost infirm with age) didn’t help her, so at her cousin’s suggestion and behest, she traveled to a wise distant branch of the family that no longer lived in Ustalav… She came to Kintargo and took up work with a nephew whom thought he was an uncle… and she has been there ever since.
While not exactly built physically for smithing, she has the drive to succeed at it, and has skilled fingers able to work in many fine details in things. She also has the space to try so many different ideas and things, even if they end in small explosions. Indeed Kintargo is old enough and has its own set of mysteries to discover the answer to, to explore and her gifted mind has plenty of time to do so.

link Canacha is a beautiful young looking woman, though it is clear from her wildly frazzelled hair to her usually half soot covered face that her looks are not that important to her at all
Alter Ego Blonde

Canacha's boomstick Progress:
need 15000 and then 3000 dc 20
Week 1 = 420
Week 2 = 390
Week 3 = 240
Total = 1050