KENKU A race
of greedy hawk-men that trade or wage war on the rest of Athas as the mood
takes them, Kenku are a secretive race that lives among the human and
demihuman races without the bulk of the population ever being aware of
their presence. They are magical creatures with an obsession for treasure
and the arcane. They often use their powers to annoy and inconvenience the
human and demihuman races. Personality:
Kenku are greedy, manipulative, cunning, and extremely rude. Physical Description: Kenku are hawk-like humanoids that stand 5 to 5 1/2 feet in height and weigh 100-120 pounds. They have dark-brown plumage and white speckles on their chests. They posses dexterous hands, as well as wings, and have three-toed taloned-feet. Kenku eyes are a brilliant yellow. Kenku cannot verbally communicate. They instead they uses psionics or specially designed tongue-rings which allow them to speak normally with others. They are adept at symbols, sign language, and pantomime. The typical Kenku adventurer dresses in sun-worn, but expensive finery. Kenku can live up to 60 years. Relations:
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. They may offer nonverbal advice to humanoids, but this
is carefully designed to mislead. They do not usually kill unless their
own lives are threatened by the survival of their foe. All Kenku have
well-developed disguise skills, and can sometimes pass for human, although
their disguises often have telltale large noses. Kenku sometimes kidnap
wealthy nobles as a source of revenue. Domestically raised Kenku are
prized as templars, assassins, and court-defilers. Kenku eggs are commonly
sold for 50 gp, hatchlings for 80 gp. If a Kenku discovers captive Kenku,
it will attempt to secretly rescue the captive and, if possible, kidnap
the slave trader or owner. Alignment:
Any Neutral. Kenku
Lands:
The treacherous peaks of the Ringing Mountains is where most Kenku call
their home, though some inhabit Tyr or Urik, running secret spell-shops
and apocatharies. Religion:
Kenku tend to worship the Air element. Language:
Kenku speak avian, the language of sentient-bird creatures. Names:
Kenku names tend to to consist of chirping and squaking sounds. Male
Names:
Ack-chak, Charbakk, Chiko-chak, Chi-choka, Kelbik. Female
Names:
Chaki, Chi-bi, Falkai, Khadri, Wiki-chi. Clan
& Family Names:
Black-feather, Greytalon, Pickle-feather, Silverwing. Adventurers: Kenku adventurers are individuals that seek the lost mystical artifacts and quick money that can be found while on an adventure. They often hire out their skills to merchant-houses and templar officials acting as spies, scouts, and in-house defilers. KENKU
RACIAL TRAITS ·
Ability Score Bonus:
+2 to Dexterity, -2 Charisma. ·
Size:
Kenku are Medium-sized. ·
Base Speed:
Kenku base speed is 20 feet. ·
Flight Maneuverability: Average. ·
Darkvision:
Kenku can see in the dark up to 60 feet. Darkvision is black and
white only, but it is otherwise like normal sight, and Kenku can function
just fine with no light at all. ·
Racial Bonus--Saving
Throws: +2 Will bonus
against spells and spell-like effects. ·
Racial Bonus--Skills:
+2 racial bonus on Disguise checks. ·
Racial Bonus--Skills:
+2 racial bonus on Appraise checks. ·
Automatic Languages:
Common and Kenku. ·
Miscellaneous
Bonus--Claws: Kenku posses sharp
claws that inflict 1d4 points of damage. ·
Miscellaneous Bonus--Beak:
Kenku posses a sharp beak that inflicts 1d6 points of damage.
·
Miscellaneous
Bonus--Improved Armor Class:
Because of the Kenku’s dexterous frame, they have a
base armor class of 15. ·
Miscellaneous Bonus--Item
Of Sand: The Kenku can create
1d4 small or medium-sized items or weapons per day out of common sand. The items last for 1d4 minutes from time of
creation, after which they crumble into foul-smelling dust. Weapons and
items act as their real counter-parts ( such as a steel sword or a wooden
bucket ) but are not enchanted or can they be
enchanted in any way, shape or form ( a bone longsword +4 would act a s a
bone longsword,
an adamant short sword would act as a steel short sword, and a “magically-enchanted ring “, such as a
Ring of Featherfall would not grant the user
any powers at all ). ·
Miscellaneous
Bonus--Shape-shifting: Once per
day, a Kenku may shape-shift into any creature size tiny to large, and hold that shape for 1d10 minutes. The
Kenku gains no Armor
Class, Hit Points, Breath Weapon, or any other
bonus associated with the shape taken. ·
Miscellaneous Bonus--Psionic
Powers: Kenku Automatically gain
the Contact and Mindlink psionic powers. ·
Miscellaneous
Bonus--Scimitar Proficient: All Kenku
( regardless of class ) are proficient in the scimitar.
·
Miscellaneous
Bonus--Create tongue-ring: The Kenku
can create a Tongue Ring, which allow them to speak
normally with others. The
Kenku must be at least 3rd level and have the Craft Wondrous Item
feat to use this. ·
Special
Attacks/Defenses--Shocking Grasp:
At 4th level, the Kenku may cast Shocking Grasp as an equal-level
wizard once per day. ·
Special
Attacks/Defenses--Magic Missile:
At 3rd level, the Kenku may cast Magic Missile as
an equal-level wizard once per day. ·
Favored Class:
Preserver, Defiler, Trader, or Rogue. Created
by Alex Rodriguez Frayre |