D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project

Kenku do not speak; although they may give out bird-like squawks, these are gibberish. Kenku apparently communicate with each other telepathically. They are adept at symbols, sign language, and pantomime.
Kenku may appear to be friendly, helpful, and even generous. They freely give treasure to humans and demihumans, but it is rarely genuine and crumbles into dust within a day. They may offer nonverbal advice to humanoids, but this is carefully designed to mislead. It may actually lead the party into dangers and difficulties they might otherwise have avoided. As a rule of thumb, kenku have only a 5% chance of actually helping people.
Based on this, I'd say they need Bluff ranks, too.

For the caster level of spell-likes, how about caster level equals HD? Invisibility lasts one minute per level, so that's plenty of time before they use it again "at will" or discharge it. Caster level 5 is the minimum to cast call lightning, so the 5 HD kenku that can use it would already meet this.

I could see no reason to lower the Dex for the top dog, either. I'd make it equal to the others.
 

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OK, working on finishing the deal…

The LA’s you posted above should be nice, but you might want to reevaluate them when we’re done just to make sure we didn’t miss anything.

What I came up with for the spellcasting:

Mimic Spell (Sp): A kenku can use the effects of X 1st-level sorcerer spells, X times per day, as a X-level sorcerer. This mimicked spell is magically imprinted in the kenku’s mind and cannot be changed. X is the most commonly mimicked spell, but kenku are also known to use X, X, X, and virtually any other sorcerer spell. The spell's save DC, if appropriate, is 12. The save DC is Charisma-based.

Also, I noticed that the 5-HD clan leader has one feat too many. Flyby Attack and Multiattack are already in common use for lesser kenku, so we should either nix Power Attack or make it a bonus.

And is this sufficient? Do we want to add anything to that?

KENKU CHARACTERS
The favored class of the kenku is rogue. Kenku leaders are generally rogue/fighters or rogue/sorcerers.
 

BOZ said:
The LA’s you posted above should be nice, but you might want to reevaluate them when we’re done just to make sure we didn’t miss anything.
A wise suggestion. :)

BOZ said:
What I came up with for the spellcasting:

Mimic Spell (Sp): A kenku can use the effects of X 1st-level sorcerer spells, X times per day, as a X-level sorcerer. This mimicked spell is magically imprinted in the kenku’s mind and cannot be changed. X is the most commonly mimicked spell, but kenku are also known to use X, X, X, and virtually any other sorcerer spell. The spell's save DC, if appropriate, is 12. The save DC is Charisma-based.
That should work.

BOZ said:
Also, I noticed that the 5-HD clan leader has one feat too many. Flyby Attack and Multiattack are already in common use for lesser kenku, so we should either nix Power Attack or make it a bonus.
I'd nix it. It doesn't seem to fit with their descriptions as "tricksters" anyway.

BOZ said:
And is this sufficient? Do we want to add anything to that?

KENKU CHARACTERS
The favored class of the kenku is rogue. Kenku leaders are generally rogue/fighters or rogue/sorcerers.
You might want to add the domains that kenku clerics can choose from. Trickery is an obvious one.
 

So, something like:

Mimic Spell (Sp): A kenku clan elder can use the effects of one 1st-level sorcerer spell, once per day, as a X-level sorcerer. This mimicked spell is magically imprinted in the kenku’s mind and cannot be changed. Magic missile is the most commonly mimicked spell, but kenku are also known to use shocking grasp, X, X, and virtually any other sorcerer spell. The spell's save DC, if appropriate, is X. The save DC is Charisma-based.

4-HD:
Mimic Spell (Sp): A kenku clan guard can use the effects of two 1st-level sorcerer spells, 2 times per day, as a X-level sorcerer. These mimicked spells are magically imprinted in the kenku’s mind and cannot be changed. Magic missile and shocking grasp are the most commonly mimicked spells, but kenku are also known to use X, X, X, and virtually any other sorcerer spell. The spell's save DC, if appropriate, is X. The save DC is Charisma-based.

5-HD:
Mimic Spell (Sp): A kenku clan leader can use the effects of two 1st-level sorcerer spells and one 2nd-level sorcerer spell, 3 times per day, as a X-level sorcerer. These mimicked spells are magically imprinted in the kenku’s mind and cannot be changed. Magic missiles, shocking grasp, and web are the most commonly mimicked spells, but kenku are also known to use X, X, mirror image, and virtually any other sorcerer spell. The spell's save DC, if appropriate, is X. The save DC is Charisma-based.
 

For the "kenku characters" part, for cleric domains, you might look in Monstrous Mythology, wherein their deity Quorlinn is detailed.
 

BOZ -- I think that'll work.

Filby -- Interesting. It seems like just about every humanoid and monstrous humanoid has their own deity anymore.
 

filby, already been there. :D but thanks for pointing that out.

KENKU AS CHARACTERS
A kenku’s favored class is rogue, and most kenku leaders are rogue/fighters or rogue/sorcerers. Kenku clerics worship their god Quorlinn. A kenku cleric has access to two of the following domains: X, X, X, or X. (trickery)

Possible domains for kenku: Air, Animal, Knowledge, Luck, Magic, Protection, Travel, Trickery
 

Figured you might've... ;)

For my part, I think that Trickery and Luck are natural choices. Of the others, Knowledge and Magic seem the likeliest candidates to me.
 


ok, posting the kenku in homebrews in all their glory. :)

take your time, look it over, and see what else we need to fix or add before we can call them done. :)
 

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