Ruins of Adventure
- Ability Score Adjustment: +1 Dexterity, +1 Wisdom, -1 Constitution, -1 Charisma
- Class Level Limits: See Racial Level Limits
- Multi-Class Options: Mage + any one non-wizard, Thief + any one non-rogue, or Fighter/Mage/Thief
- Height (M/F): 60 in / 55 in + 2d8
- Weight (M/F): 90 lbs / 70 lbs +3d20
- Starting: 11 + 1d4 years
- Middle/Old/Venerable: 30 / 45 / 60
- Maximum: 60 + 1d20
- Bonus Languages: Kenku (see below)
- Recommended Languages: Common, Regional Dialects
- Movement: 6, Fl 18 (D)
- Thief Skills:
- Pick Pockets: +10%
- Open Locks: —
- Find/Remove Traps: —
- Move Silently: +5%
- Hide in Shadows: —
- Detect Noise: -10%
- Climb Walls: -10%
- Read Languages: +10%
- Special Abilities:
- Kenku gain hit dice by class and receive 2 bonus hit points at 1st level.
- A Kenku’s tough hide grants him +5 to his natural AC. As with all creatures with natural armor, this is superseded by (does not stack with) actual worn armor.
- While they lack claws on their hands, Kenku are able to attack with their powerful beaks and talons. Talons may only be used when flying, allowing two attacks for 1d4 damage each. Beak attacks can be used both on foot or in the air, dealing 1d6 points of damage. Kenku wielding weapons can also make a beak attack, but suffer the normal penalties for fighting with two weapons when doing so.
- Kenku are able to fly but do so clumsily (speed 18, maneuverability class D). They are somewhat slow to reach maximum speed, and they make wide turns. Forward movement equal to at least half the movement rate is required. Turns are limited to 60 degrees in a single round. In aerial combat, a Kenku make only one pass every three rounds.
- All kenku have well-developed disguise skills. They gain the Disguise proficiency for free. They are adept at passing for human, suffering only a -4 penalty on such checks (instead of the typical -7 to pass as another race), although their disguises often have telltale large noses.
- Kenku are able to communicate telepathically with other Kenku within a range of about one-half mile. This telepathic communication is selective, and all Kenku involved in the communication must be aware of each others presence and rough location. It cannot be used to determine the presence or location of other kenku (unless they deliberately announce such).
- Kenku gain several magical abilities as they increase in levels.
- At 3rd level, a Kenku gains the ability to Shape Change (as the spell) once per month into any generally humanoid or avian form, and can retain their new shape for up to seven days. The Kenku can return to his original form whenever he wishes, but may not assume more than a single alternate form per use of this ability.
- At 4th level, the Kenku gains the ability to turn Invisible at will with no limitation on duration or frequency of use. The Kenku can become visible again whenever he or she chooses. The Kenku will also become visible as a result of an offensive action (as per the Invisibility spell).
- At 5th level, the Kenku gains the innate ability to Call Lightning once per day (as the spell). Kenku have such control over this ability, they do not need to concentrate to invoke it. When a storm is nearby, all they simply need to do is let out a bird-like screech to initiate the calling of lightning from the sky.
- Special Restrictions:
- A Kenku’s natural telepathy allows their clans to quite thoroughly indoctrinate them in their societal morals even before they hatch. A Kenku character must be at least partially neutral in alignment. Kenku psionicists must always select Telepathy as their first discipline.
- Kenku have 30% magic resistance, even against magic that is beneficial. They may not voluntarily lower this magic resistance.
- Kenku may never wear armor of any sort (their wings get in the way), but will occasionally uses bracers, shields, and similar defensive aids.
The Kenku are bipedal, humanoid birds. The typical Kenku resembles a humanoid hawk wearing human clothing. Kenku have both arms and wings. When on the ground, their wings are usually folded across their back and at a distance may be mistaken for a large backpack. They range in height from 5 to 6 feet. Their feathers are predominantly brown with white underfeathers and face markings. Their eyes are a brilliant yellow in color.
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. The actual structure of kenku society is elusive. The kenku themselves either refuse to comment or lie. Those kenku lairs that have been encountered tend to be small underground chambers or cave complexes. It is believed that large caverns deep underground may hold sizeable kenku communities.
Kenku have a strange morality, drilled into them telepathically from the day their egg is laid. Put simply, deception is a high art among the Kenku, while speaking the truth is a grave sin. They 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, often leading the receiver into dangers and difficulties they might otherwise have avoided.
Kenku, while capable of humanoid speech, seldom do so. They are able to communicate among themselves via a form of telepathy; and will often give out bird-like squawks to give the impression of speaking among themselves, though these are gibberish.
Younger kenku are reckless and prone to audacious plans. They have been known to pass themselves off as gods and collect the worshipers’s offerings. Older kenku are more reserved and cunning, preferring to kidnap wealthy humans and demihumans as a source of revenue. Kenku do not usually kill unless their own lives are threatened by the survival of their foe, or in retaliation for the death of one of another Kenku.
Kenku reproduction is similar to that of large birds. The female lays a clutch of two to four eggs that hatch after 60 days. New hatchlings are featherless, helpless, and have 1 hit point each. Hatchlings grow swiftly, and within six to eight months they have adult feathers and are able to function independently.