D&D 3.x Creature Catalog 3.5 Overhaul Project


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Every kenku has thieving abilities at the 4th level of experience

we could give them bonuses to skills such as sleight of hand, hide, move silently, and such. That’s something to figure out.

1E FF said:
Kenku of 3HD or more have certain magical powers. A 3HD creature will have one first-level magic-user spell - often magic missile. They also have the innate ability of shape change once in every 30 days; after 7 days in the changed shape, they must resume normal form. Particularly adventurous kenku have been known to use this power to assume the form of a god and accept offerings from credulous worshippers, and this is but one example of the bizarre uses to which kenku, and particularly the younger of the species, have put this power.
Kenku of 4HD have all the powers of those with 3HD plus an additional first-level magic-user spell - usually shocking grasp. They also have the innate ability of invisibility with no limitations on frequency of use or duration of effects. Again, these powers are sometimes put t o unusual uses, but 4HD kenku tend to be older than the 3HD birds (the innate abilities develop with age and suitable training) and less reckless in their activities.
Kenku with 5HD have all the powers of those with 4HD plus a second-level magic-user spell - usually mirror-image or web. They may also call lightning - an innate ability which has the same effects as the 3rd level druidic spell.

Monstrous Manual said:
A 3-Hit Die kenku has one 1st-level wizard spell, usually magic missile. Once each 30 days a kenku can shape change and retain that shape for up to seven days. A 4-Hit Die kenku has an extra 1st-level spell, often shocking grasp. They gain the innate ability to become invisible with no limitation on duration or frequency of use. A 5-Hit Dice kenku leader gains an additional 2nd-level mage spell, usually mirror image or web, and the innate ability to call lightning (the same as the 3rd-level priest spell).

How should we handle these spell-like abilities? Are they fine as-is, or is there a better way to work them out? Note that the text says nothing about 2-HD kenku being able to change shape.

All kenku have well-developed disguise abilities and can pass for human with only a 50% chance of detection (though the length of the nose usually gives away the deception).

+4 racial good enough?

Kenku do not speak; they appear to communicate with each other on the telepathic level.

give them a weak sort of telepathy? only works with other kenku?
 

BOZ said:
we could give them bonuses to skills such as sleight of hand, hide, move silently, and such. That’s something to figure out.
That would work. We might also want to consider some of the low-level rogue abilities like trapfinding.

BOZ said:
How should we handle these spell-like abilities? Are they fine as-is, or is there a better way to work them out? Note that the text says nothing about 2-HD kenku being able to change shape.
Other than change shape, shouldn't these be listed as spells rather than spell like abilities? Have 'em cast as sorcerers with a typical spells known list that matches those listed in the original descriptions?

BOZ said:
+4 racial good enough?
I think so.

BOZ said:
give them a weak sort of telepathy? only works with other kenku?
I'd just give them regular telepathy, and say that they rarely communicate with non-kenku.
 

Shade said:
That would work. We might also want to consider some of the low-level rogue abilities like trapfinding.

i'll give some input on this later today.

Other than change shape, shouldn't these be listed as spells rather than spell like abilities? Have 'em cast as sorcerers with a typical spells known list that matches those listed in the original descriptions?

ooh, you might be right about that! we could make them all low-level sorcerers. maybe the 3-HD could cast as a 1st-level, 4-HD could cast as 2nd, and 5-HD could cast as 3rd?
 

Ok, if they are supposed to be equivalent to 4th-level rogues… then they’d have a sneak attack +2d6, Trapfinding, evasion, trap sense +1, and uncanny dodge, and of course a whole lotta skills.

If that seems like a bit much, at least keep in mind that a 4th level thief in 2E could at least backstab x2 (next level was x3). Also, a 1st-level thief had the following skills plus 60 points, with an additional 90 points for levels 2-4:
Pick Pockets 15%
Open Locks 10%
Find/Remove Traps 5%
Move Silently 10%
Hide in Shadows 5%
Detect Noise 15%
Climb Walls 60%
Read Languages 0%


Ya like my sorcerer idea? :)
 

BOZ said:
Ok, if they are supposed to be equivalent to 4th-level rogues… then they’d have a sneak attack +2d6, Trapfinding, evasion, trap sense +1, and uncanny dodge, and of course a whole lotta skills.
I'd keep at least sneak attack and trapfinding, since those have always been rogue staples. All of it would be fine, though.

BOZ said:
If that seems like a bit much, at least keep in mind that a 4th level thief in 2E could at least backstab x2 (next level was x3). Also, a 1st-level thief had the following skills plus 60 points, with an additional 90 points for levels 2-4:
Pick Pockets 15%
Open Locks 10%
Find/Remove Traps 5%
Move Silently 10%
Hide in Shadows 5%
Detect Noise 15%
Climb Walls 60%
Read Languages 0%
If nothing else, I think this directs our skill choices.

BOZ said:
Ya like my sorcerer idea? :)
Absolutely! :cool:
 

I’d like to keep sneak attack +2d6, trapfinding, and evasion.

Suggested bonuses: Hide, Disguise, Listen, Move Silently, Search, Sleight of Hand +4. they would also take some ranks in Open Lock, Disable Device, Climb, and Decipher Script.
 

reconsidering... making them effectively equal to sorcerers gives them quite a bit spellcasting ability than they had access to in the past. perhaps we can give them a "lesser" ability, such as: a 3HD kenku knows 4 1st level spells, and can cast 2/day. if we're cutting down their rogue powers, might as well go this way too.

BTW, favored class... can anyone guess? :)
 



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