Ai Kane's page

33 posts. Alias of BretI.

Full Name

Aikane Redvane




Rogue 6 [HP 45/45; AC 20 / FF 16 / T 15; F: +4/ R: +8/ W: +4; Init +3; PerC: +13]






Neutral Good

Strength 10
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 14
Charisma 12

About Ai Kane

Menehune rogue (unchained) 6 (Pathfinder Unchained 20)
NG Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +13
AC 20, touch 15, flat-footed 16 (+5 armor, +3 Dex, +1 dodge, +1 size), +2 Jungle
hp 46 (6d8+12)
Fort +4, Ref +8, Will +4; +2 vs. illusions
Defensive Abilities danger sense +1, evasion, uncanny dodge
Energy Resistance Fire 5
Vulnerability Cold.
Speed 20 ft.
Melee adamantine rapier +9 (1d4+3/18-20) or
. . mithral dagger +9 (1d3/19-20) or
. . adamantine rapier +7 (1d4 +3/18-20) and mithral dagger +7 (1d3)
Ranged mwk light crossbow +9 (1d6/19-20)
Special Attacks sneak attack (unchained) +3d6
Spell-Like Abilities (CL 6th; concentration +7)
. . 1/day—dancing lights, flare (DC 12), prestidigitation, produce flame
Str 10, Dex 16, Con 13, Int 14, Wis 14, Cha 12
Base Atk +3; CMB +2; CMD 16
Feats Athletic, Dodge, Two-weapon Fighting, Weapon Finesse
Traits fast-talker, resilient
Skills Acrobatics +12 (+8 to jump), Appraise +6, Bluff +10, Climb +7, Diplomacy +6, Disable Device +16, Disguise +11, Escape Artist +9, Heal +7, Intimidate +5, Knowledge (dungeoneering) +6, Knowledge (local) +7, Perception +13, Perform (string instruments) +7, Profession (engineer) +6, Sense Motive +11, Sleight of Hand +7, Stealth +16, Survival +10, Swim +7, Use Magic Device +5; Racial Modifiers +2 Perception, +2 Craft or Profession to create objects from metal or stone.
Languages Common, Menehune, Tulita, Gnome, Sylvan
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, gnome magic, rogue talents (survivalist[APG], trap spotter, fast stealth), trapfinding +3
Combat Gear healer's kit; Other Gear +1 mithral chain shirt, adamantine rapier, mithral dagger, mwk light crossbow, burglar's bracers[UE], hat of disguise, backpack, belt pouch, folding pole[UE], masterwork Fiddle, masterwork thieves' tools, torch (2), trail rations (7), 936 gp, 2 sp, 8 cp
Special Abilities
Bond to the Land - Jungle (Ex) Menehune gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger’s list of favored terrains. This choice is made at character creation, and cannot be changed.
Craftsman Menehune receive a +2 racial bonus on all craft or profession checks to create objects from metal or stone.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) Can move at full speed using Stealth skill without penalty.
Fire Assault Once per day as a swift action, Menehune can draw upon the elemental power lurking in their veins to shroud their arms in fire. Unarmed strikes with their elbows or hands (or attacks with weapons held in those hands) deal an additional 1d4 points of fire damage per every four character levels. This lasts for a number of rounds equal to the Menehune's Charisma modifier plus half his character level. The Menehune may end the fire assault as a free action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pyromaniac A Menehune with a Charisma score of 11 or higher gains the following spell-like abilities: 1/day -- dancing lights, flare, prestidigitation, and [/i]produce flame.[/i] The caster level of these effects is equal to the Menehune's level; the save DC is Charisma based.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Trap Spotter (Ex) Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.