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AtlasSniperman
2016-09-13, 12:02 AM
PEACH; Please Enjoy And Critique Helpfully :)
NIW; New Ideas Welcome

I love kenku
I make stuff for kenku
You get stuff for kenku
Hyah!

Kenku Bard
The predisposition of birds to music and the kenku skill at teamwork pair beautifully in the not uncommon Kenku bards. In exchange for being able to aid his allies more definitly in battle, the Kenku bard sacrifices some of the more heroic abilities of the bard.
Hit Die: d6.
Requirements
To take a kenku bard substitution level, a character must be a kenku about to take his 1st, 6th, or 15th level of bard.
Class skills
Kenku bard substitution levels have the clss skills of the standard bard class.
Skill points at Each Level: 6 + Int modifier(or four times this number as a beginning character).
Class features
All of the following are features of the kenku bard's racial substitution levels.



Level
Bab
Fort
Refl
Will
Special
0
1
2
3
4
5
6


1st
+0
+0
+2
+2
Bardic music, bardic knowledge, Birdsong, Fascinate, Drive Flock +1
2
-
-
-
-
-
-


6th
+4
+2
+5
+5
Suggestion, Twisted Hypnotist
3
3
1
-
-
-
-


15th
+11/+6/+1
+5
+9
+9
Inspire Teamwork
4
4
2
3
3
2
-



Birdsong: A kenku bard with 3 or more ranks in a Perform skill can replace the verbal components of their spells(and only their spells) with the sounds of nature; birds, wind, water, etc. Anyone hearing these sounds must succeed on a Sense Motive check as if attempting to see through the Kenku's "Mimicry" ability. Success means they recognise these sounds as verbal components for a spell, failure indicates that they do not. A listener without reason to suspect these sounds is not entitled to the Sense motive check.
This substitution benefit replaces the standard bard's countersong ability.

Drive Flock: A kenku bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies(including himself), bolstering them against feat and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +2 morale bonus on attack and damage rolls and may deal lethal damage with unarmed attacks without a -4 penalty. At 8th level, and every six bard levels thereafter, the morale bonus increases by 2(+4 at 8th, +6 at 14th, and +8 at 20th). Drive Flock is a mind-affecting ability.
This substitution benefit replaces the standard bard's ability to Inspire Courage.

Twisted Hypnotist: A kenku bard of 6th level with 9 or more ranks in Speak Language may sacrifice daily uses of his bardic music ability to increase the DC of his Suggestion ability. Each use sacrificed in this way increases the DC by +1. A maximum of half the kenku bard's level can be added to the DC in this manner. This ability can also be used on the Mass suggestion ability gained at level 18.
This benefit replaces the 2nd-level spell slot gained by a standard bard at 6th level. From now on, the bard can prepare one fewer 2nd-level bard spell than indicated on Table 3-4, page 27 of the Player's Handbook)

Inspire Teamwork: A kenku bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire excellent insight and teamwork in all his allies within 30 feet. All creatures so inspired gain the benefits of the Kenku "Great Ally" Race ability. Effects that already improve flanking or aid-another bonus' stack with this effect. For every three bard levels the character attains beyond 15th, the allies affected by this benefit gain an additional +1 to AC(+1 at 18th, +2 at 21st and so on). To Inspire Teamwork, a kenku bard must sing and the allies must hear the bard sing for a full round. The effect lasts for as long as the allies hear the kenku sing, and for up to 5 rounds thereafter. Inspire Teamwork is a mind-affecting ability.
This substitution benefit replaces the standard bard's ability to Inspire Heroics.

AtlasSniperman
2016-09-15, 03:52 AM
Kenku Rogue
Hit Die: d6.
Requirements
To take a kenku rogue substitution level, a character must be a kenku about to take his 1st, 3rd, or 8th level of rogue.
Class skills
Kenku rogue substitution levels have the class skills of the standard rogue class plus speak language.
Skill points at Each Level: 8 + Int modifier(or four times this number as a beginning character).
Class Features
All the following are features of the kenku rogue's racial substitution levels.


Level
Bab
Fort
Refl
Will
Special


1st
+0
+0
+2
+0
Sneak Attack +1d6, Swiftest


3rd
+2
+1
+3
+1
Sneak Attack +2d6, Fast Movement


8th
+6/+1
+2
+6
+2
Precise Flanker


Swiftest: A first level kenku rogue gains Run as a bonus feat. In addition, she may charge around corners as long as there is a solid object to grab on the inside of the corner. E.g. the rogue may charge a target around the corner of a brick wall, as she grabs the brick wall to help spin her around.

Fast Movement: At 3rd level, a Kenku rogue gains an improved understanding of the act of running and their own momentum. This understanding grants them a +10ft enhancement bonus to their base land speed. This bonus increases by +10ft every 2 levels. This acts as the Monk Fast Movement ability and replaces the standard rogue's Trap sense and all future improvements to that ability.

Precise Flanker: Starting at 8th level, a rogue of 8th level or higher can grant its allies better insight into where to attack their opponents. When flanking, a Kenku rogue's allies can add half of the rogue's sneak attack dice to their own damage rolls. This ability replaces the standard rogue's Improved Uncanny Dodge.

AtlasSniperman
2016-09-16, 03:23 AM
In the spirit of Zaydos' Fighter Fixes(Racial Substitutions):


Kenku Fighter

Available at Levels: 3, 5, and 7

Requirements: Be a Kenku with a higher Dex than Str

Class Skills: Kenku Fighters treat Hide and Move Silently as class skills for the substitution levels.

3rd - Incomparable Finesse (Ex): A Kenku Fighter gains Weapon Finesse as a bonus feat. In addition he may choose a number of non-finessable weapons equal to his Intelligence Modifier. These bonus weapons are counted as Finesse weapons in the hands of the Kenku Fighter. Composite Bows chosen in this manner require and apply a high Dexterity modifier rather than a high Strength modifier.

5th - Spreadeagle Flanker (Ex): A Kenku Fighter can choose a number of squares he threatens, up to half his fighter level, to count from for the purposes of determining flanking bonus' for his allies. This includes squares threatened with ranged weapons if the Fighter is using a ranged rather than melee weapon.

7th - Commander's mimic (Ex): As a standard action, a Kenku fighter may issue a command to an enemy combatant to move to another location. The opponent must succeed on a Will save, DC 10 + Kenku's Charisma modifier + half Kenku Fighter level, or move at their next opportunity to the designated location by the most direct means available. They will not however attempt to walk over a pit trap they know exists, or similar hazard, but will not necessarily avoid provoking attacks of opportunities. This is a language dependent mind-affecting ability. A creature that successfully saves against this ability, gains a +2 bonus on saves against any further attempt for 24 hours.

AtlasSniperman
2016-09-21, 08:00 AM
Does anyone like this stuff? Do people want more? :/ Are they balanced, do they suit the game?