I've never posted here, but I just played my first session as a Kenku Rogue last night, and it was an absolute blast for me and went very smoothly for the party, which seems kind of the opposite from what I've seen come up in a lot of discussion about playing Kenku. I've read quite a few articles/posts discussing this race being really difficult to play or presenting challenges that people dislike or feel limited by/conflict with the lore. I've also seen a lot of reports that games with Kenku players end up lacking fun or have an obnoxious edge due to mimicry. I really think most of the critiqued features are easy to deal with and offer a ton of fun if you approach them the right way. So here are my tips and suggestions based on my experience so far.
Create a Very Thorough Backstory: In my opinion the first point that connects to every racial trait with Kenku, is taking the time to create a very thorough backstory. Since everything the Kenku excel in is based on their sensory experiences and replicating that, the more detail you add to everything they've ever seen, heard, and lived through the more you have to draw on as you play them. I haven't played a ton of different races and classes, but in the case of my Kenku character I wound up writing a pretty enormous backstory compared to any other I've done and it's made him quite easy to play so far.
Playing Mimicry: This is probably the most obvious point I've seen discussed as a difficulty. First, I think it's good to remember you aren't limited only to the voices and sounds you're hearing once gameplay starts. I've seen a lot of discussion around the web where it looks like players get in game and try to talk only with what they're hearing people say around the table, or hearing from NPC's. That definitely is worth doing at times; however, I also took the time in my backstory to create specific characters and phrases they used. I also then imagined some general phrases that could be useful/related to my character and made note of that. There's also been instances in which I will off-the-cuff say something that ends up being a "he's definitely heard this phrase" moment because I've built enough backstory to draw from. Consider too, if your Kenku has ever been in the periphery of a flock you likely have heard everything or at least a ton, they have experience hearing as well. You're ultimately only as limited as you imagine you are. When you add the fact that you can mimic sounds to "speak" as well, you potentially have the biggest vocabulary at the table. I think from some of what I read there can be a tendency of Kenku players to fall into the mindset of "I have to constantly act like a parrot." However you approach it, not going over-board t is what will make the game run smoothly and people enjoy your character take. Avoiding Confusion in Communication: For me personally, doing voices and accents is something I can do and am comfortable doing in front of other people, so I did that. When I chose to mimic what the party was saying I opted to mimic their tone, rather than trying to mimic the exact sound of their voice. In my opinion, the key to doing this if you want to play this way are the specific words you choose rather than worrying about sounding specifically like a particular someone. This is also why I think taking time to create some characters and phrases in your backstory is a really good idea. If you don't want to do different voices or feel like you'd detract by trying it, then narrate "in the voice of a mercenary he once knew the Kenku says..." I'm using the narrative approach for sounds rather than trying to imitate things like rockslides, coins jingling etc; however, I am not usually saying what the sounds are supposed to indicate, but pairing them with phrases or using them at the right time gets the point across. Overall, my suggestion is that a varied approach to role playing the trait seems to be smoothest and offer the most fun for everyone. I will note that I'm also playing with the expectation of not being understood all of the time, and given that my Kenku is a relentless thief and con, when I don't want my party to know what I'm really up to I am intentionally saying things that seem silly or disconnected from the action in a self deprecating way BUT still drawing those phrases from backstory. It's also not hard to use a specific phrase with an action that people may not immediately understand, but then do after they see what you've done and continue to use that phrase in that context. Using Mimicry in Game: Almost all the discussion I've seen on this is related only to how it works with the player. In actuality, I think mimicry is an incredibly powerful trait in the right circumstances that can dramatically change what's happening in the game, even in more traditional adventuring or dungeon crawls. Don't forget to try using it when the time is right. In my case, I picked specific monsters that my character has heard in the context of the backstory I wrote, whether it was roaring, shrieking, feasting, etc. My DM preapproved my list. I don't know if he would have limited what I chose had he realized what I was intending to do, but even had he banned this altogether, I would have been up to 3 unique monsters and sounds by the end of our first session just from his narration. In our first session we had a period in which there was a horde (of what he later told me was 40 creatures) coming at us. They could hear something we had done, but not see us. I mimicked the cry of a Shrieker. Lo and behold, the horde fled to the point we never encountered them. I did roll really well on these checks, and the horde did not, but that was helped by the fact that I stacked my deception and stealth skills. We're going to end up with a lot of urban play in the campaign we're doing, so I have lots of other plans to take advantage of what this trait can do in moments that are more narrative driven in the context of being a thief.
The Cursed Spark of Creativity: I've seen this discussed negatively a lot, to a point I've even seen comments that this makes Kenku unplayable. Some might even say the above example I gave goes against this trait. I think the key is remembering you as the player are creative even if the character isn't. While the lore is clear that Kenku can't create new ideas or new things if they've heard it, seen it, or lived it, it's usable. Again, in my opinon building out specific experiences in backstory is the key to playing this trait true to lore. It might be more flimsy but I think it's also important to consider as the player "what is a new idea or something new?" Even if there's a locked door that ends up requiring some really novel approach to open, to use an overly simple example, it's still a locked door. Insight and Perception checks might very well give you information about the situation that you can use to make progress without playing outside the lore. Lacking creativity doesn't mean dumb and unable to function.
Chaotic Neutral: This is something I've seen discussed as a hindrance as well, that isn't necessarily specific to Kenku. Personally I think playing chaotic neutral is a ton of fun. I enjoy the freedom to be unpredictable and have final allegiance only to myself. That doesn't mean you need to act in opposition to your party or create conflict to be playing that alignment. Most of the time acting in the interest of the party is still acting in your own interest. For instance in this first session we just did, there were a few times I hid when the action was going down to save my own skin. I ALMOST let a couple party members fall over a cliff exhausting their saving throws before I tossed some rope since doing so exposed me to danger. At one point I got audible groans and protests when I ducked out of a fight and hid, which very quickly turned to cheers when everyone realized I did it to take advantage of sneak attack, not abandon them to do all the fighting themsleves. Specifically regarding Kenku if you're making use of some of the things Kenku are great at and your objective is to enjoy playing a game not derailing one no one's going to be too unhappy with you for too long.
Build Them and Play Them for What They Do Well: Outside just having a desire to make something you think is conceptually fun, I think this is true of all DND playable races. Kenku really are made to excel as rogues but specifically as cowards, thieves, and liars. In my case I stacked Deception and Stealth and that has worked out amazingly so far. If you stay true to the lore and are skulky, observant, and even cowardly and deceptive, you'll likely find that some of the traits that are most discussed can take care of themselves fairly naturally.
I really like this! I had always wondered how anyone could ever stand playing a Kenku, but now it looks like a really fun challenge! Too bad I’m the only DM on our group. Nonetheless, I’m bookmarking this! Thank you!
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I think that one of the best shortcuts for Kenku mimicry is basically to have a few specific NPC voices that you can rely on. When I played as a Kenku for a bit I had two primary voices I relied on for different situations... he had a "partner in crime" who spoke in a sort of gruff cockney accent, and stuffy old professor that he worked with by transcribing books (which was the explanation for his proficiency in arcana and history). Any time he had to discuss combat or tactics he would go to criminal voice, but if he was recalling information or trying to get into more polite society he'd go for Professor Voice.
Although a lot of the time I just used the mimicry as an excuse to make cheesy one-liners and movie quotes in combat, which is fun in its own way.
@HazelSage: Thanks! Haha yeah I'm really enjoying it. It'll be fun to see how the game progresses.
@TransmorpherDDS: That is definitely useful as well. That's similar to what I'm doing with the backstory characters I came up with so I'm pulling from basically two sources instead of trying piecemeal speech together. I'm also opting for full phrases instead of the method I've seen a few people mention in which they're using individual words and putting them together in novel ways -I think that's outside the curse placed on creativity. Haha there's something to be said for having the ability to make everyone laugh or kind of play the part of a clown. If that's not overplayed and a player is good at the timing and delivery I think people are amused. What's further fun in my opinion is that it opens to the door to play your character somewhat deceptively if there's any reason you want or need to throw off anyone's expectations or assessment of what your in-game agenda is.
I am currently about 10 months into a campaign where I play as a Kenku Monk and it has been a lot of fun all the way around. My session notes tend to take the form of memorable or repeatable quotes from other party members which I think has added to the Role Play element.
For someone who is considering this race, the only thing I can really add to the excellent observations and insights provided, is that if you are concerned about how your group will react, talk to them about it before hand. I think Kenku are often seen as annoying, because some players deliberately play them that way. If you are courteous and respectful to the other players, there is no reason for so called limitations of this race to be an issue. Instead, they can become an opportunity.
@Eriniel: Thanks! I've read monks are another great class for them! How did you end up starting your stats and what was your plan for the way you wanted your Kenku Monk to function in game? That's funny, I've seen other players say the same. Haha there was definitely even one in mine the other players thought was funny that kind of became that catchphrase of the session.
That's also great advice, and in fact I did tell the other players in my party before we started what I was planning to do with mimicry, and particularly the bit about narrating sounds. I think you're right as well that when they get flagged as annoying they're probably being played that way intentionally.
this is how I play kenku. Mostly. My current character is a Max charisma low int artificer kenku. I use my mimicry to piss off godly beings, intimidating people, and when I'm nervous (chicken noises whenever there's an overly long dramatic paus or uncomfortable silence)
kenku are among the best races (warforged fighter/artificer is better but only because of the invinceability of at Max +3 plate +3 shield ring of protection. +1 From warfored. As well as other magic items (cloak/bracers or protection)
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This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic byVitaly S Alexius
@willow_ivyleaf: Yeah I think if you run them in the right class they have some pretty amazing potential. What I like about Kenku on their stats (granted I got a few good rolls on my stat generation), is that my stealth modifier at level 1 is +8. My deception modifier is +7, Perception/insight/acrobatics/sleight of hand all +6. It's going to be a while before I hit anything very hard in combat, but in virtually every other scenario with my in class skills I almost can't roll poorly.
@willow_ivyleaf: Yeah I think if you run them in the right class they have some pretty amazing potential. What I like about Kenku on their stats (granted I got a few good rolls on my stat generation), is that my stealth modifier at level 1 is +8. My deception modifier is +7, Perception/insight/acrobatics/sleight of hand all +6. It's going to be a while before I hit anything very hard in combat, but in virtually every other scenario with my in class skills I almost can't roll poorly.
How the heck did you manage that??
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I live with several severe autoimmune conditions. If I don’t get back to you right away, it’s probably because I’m not feeling well.
@willow_ivyleaf: Yeah I think if you run them in the right class they have some pretty amazing potential. What I like about Kenku on their stats (granted I got a few good rolls on my stat generation), is that my stealth modifier at level 1 is +8. My deception modifier is +7, Perception/insight/acrobatics/sleight of hand all +6. It's going to be a while before I hit anything very hard in combat, but in virtually every other scenario with my in class skills I almost can't roll poorly.
How the heck did you manage that??
expertise.
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This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic byVitaly S Alexius
So I did get lucky on my basic stat gen rolls, but this is what I meant in my original post about building these guys out to do what they're good at. If you're using an assigned point system to generate stats, this is where I'd recommend going heavy on dexterity and charisma. You do get the +2 for dexterity as a Kenku. I picked stealth and deception as my expertise choices for the Rogue class. I got the additional extra boost to those skills by assigning them as my Kenku training slots. That's how I stacked those two particular skills. My strength, constitution, and intelligence are pretty awful. I'm favoring ranged weapons so I can use my dexterity to hit, or melee weapons in which I have proficiency for the bette hit modifier. However I'm also trying to avoid straight on fights since I don't have a ton of damage potential and would get wrecked pretty easily pretty quickly. So far with my stealth as high as it is I've managed to totally avoid being detected in combat and lobbed enough arrows to make a difference over a couple rounds. I'm totally prepared to use deception and "play dead" when the moment comes. When we're not in dungeon crawls I'm pretty much counting on being able to do most of what I want by being a sneak, a cheat, and a liar haha.
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic byVitaly S Alexius
So I did get lucky on my basic stat gen rolls, but this is what I meant in my original post about building these guys out to do what they're good at. If you're using an assigned point system to generate stats, this is where I'd recommend going heavy on dexterity and charisma. You do get the +2 for dexterity as a Kenku. I picked stealth and deception as my expertise choices for the Rogue class. I got the additional extra boost to those skills by assigning them as my Kenku training slots. That's how I stacked those two particular skills. My strength, constitution, and intelligence are pretty awful. I'm favoring ranged weapons so I can use my dexterity to hit, or melee weapons in which I have proficiency for the bette hit modifier. However I'm also trying to avoid straight on fights since I don't have a ton of damage potential and would get wrecked pretty easily pretty quickly. So far with my stealth as high as it is I've managed to totally avoid being detected in combat and lobbed enough arrows to make a difference over a couple rounds. I'm totally prepared to use deception and "play dead" when the moment comes. When we're not in dungeon crawls I'm pretty much counting on being able to do most of what I want by being a sneak, a cheat, and a liar haha.
Aah, I see. I’ve never played a rogue, so I’m not super familiar with their skill set. I do know about expertise, though; I’ve played a bard through TOA before. She wasn’t great at combat, but she could do almost anything else!
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I live with several severe autoimmune conditions. If I don’t get back to you right away, it’s probably because I’m not feeling well.
So I did get lucky on my basic stat gen rolls, but this is what I meant in my original post about building these guys out to do what they're good at. If you're using an assigned point system to generate stats, this is where I'd recommend going heavy on dexterity and charisma. You do get the +2 for dexterity as a Kenku. I picked stealth and deception as my expertise choices for the Rogue class. I got the additional extra boost to those skills by assigning them as my Kenku training slots. That's how I stacked those two particular skills. My strength, constitution, and intelligence are pretty awful. I'm favoring ranged weapons so I can use my dexterity to hit, or melee weapons in which I have proficiency for the bette hit modifier. However I'm also trying to avoid straight on fights since I don't have a ton of damage potential and would get wrecked pretty easily pretty quickly. So far with my stealth as high as it is I've managed to totally avoid being detected in combat and lobbed enough arrows to make a difference over a couple rounds. I'm totally prepared to use deception and "play dead" when the moment comes. When we're not in dungeon crawls I'm pretty much counting on being able to do most of what I want by being a sneak, a cheat, and a liar haha.
Aah, I see. I’ve never played a rogue, so I’m not super familiar with their skill set. I do know about expertise, though; I’ve played a bard through TOA before. She wasn’t great at combat, but she could do almost anything else!
I've done an assassin a long time ago, but this is my first run as a thief and the first time I've done a rogue in 5e. One attack characteristic that works really well and boosts damage especially for how I'm playing is sneak attack. With the really high stealth, as long as I'm making sure to use that it's almost guaranteed I'll get sneak attack any time I'm firing a bow.
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I've never posted here, but I just played my first session as a Kenku Rogue last night, and it was an absolute blast for me and went very smoothly for the party, which seems kind of the opposite from what I've seen come up in a lot of discussion about playing Kenku. I've read quite a few articles/posts discussing this race being really difficult to play or presenting challenges that people dislike or feel limited by/conflict with the lore. I've also seen a lot of reports that games with Kenku players end up lacking fun or have an obnoxious edge due to mimicry. I really think most of the critiqued features are easy to deal with and offer a ton of fun if you approach them the right way. So here are my tips and suggestions based on my experience so far.
Create a Very Thorough Backstory: In my opinion the first point that connects to every racial trait with Kenku, is taking the time to create a very thorough backstory. Since everything the Kenku excel in is based on their sensory experiences and replicating that, the more detail you add to everything they've ever seen, heard, and lived through the more you have to draw on as you play them. I haven't played a ton of different races and classes, but in the case of my Kenku character I wound up writing a pretty enormous backstory compared to any other I've done and it's made him quite easy to play so far.
Playing Mimicry: This is probably the most obvious point I've seen discussed as a difficulty. First, I think it's good to remember you aren't limited only to the voices and sounds you're hearing once gameplay starts. I've seen a lot of discussion around the web where it looks like players get in game and try to talk only with what they're hearing people say around the table, or hearing from NPC's. That definitely is worth doing at times; however, I also took the time in my backstory to create specific characters and phrases they used. I also then imagined some general phrases that could be useful/related to my character and made note of that. There's also been instances in which I will off-the-cuff say something that ends up being a "he's definitely heard this phrase" moment because I've built enough backstory to draw from. Consider too, if your Kenku has ever been in the periphery of a flock you likely have heard everything or at least a ton, they have experience hearing as well. You're ultimately only as limited as you imagine you are. When you add the fact that you can mimic sounds to "speak" as well, you potentially have the biggest vocabulary at the table. I think from some of what I read there can be a tendency of Kenku players to fall into the mindset of "I have to constantly act like a parrot." However you approach it, not going over-board t is what will make the game run smoothly and people enjoy your character take.
Avoiding Confusion in Communication: For me personally, doing voices and accents is something I can do and am comfortable doing in front of other people, so I did that. When I chose to mimic what the party was saying I opted to mimic their tone, rather than trying to mimic the exact sound of their voice. In my opinion, the key to doing this if you want to play this way are the specific words you choose rather than worrying about sounding specifically like a particular someone. This is also why I think taking time to create some characters and phrases in your backstory is a really good idea. If you don't want to do different voices or feel like you'd detract by trying it, then narrate "in the voice of a mercenary he once knew the Kenku says..." I'm using the narrative approach for sounds rather than trying to imitate things like rockslides, coins jingling etc; however, I am not usually saying what the sounds are supposed to indicate, but pairing them with phrases or using them at the right time gets the point across. Overall, my suggestion is that a varied approach to role playing the trait seems to be smoothest and offer the most fun for everyone. I will note that I'm also playing with the expectation of not being understood all of the time, and given that my Kenku is a relentless thief and con, when I don't want my party to know what I'm really up to I am intentionally saying things that seem silly or disconnected from the action in a self deprecating way BUT still drawing those phrases from backstory. It's also not hard to use a specific phrase with an action that people may not immediately understand, but then do after they see what you've done and continue to use that phrase in that context.
Using Mimicry in Game: Almost all the discussion I've seen on this is related only to how it works with the player. In actuality, I think mimicry is an incredibly powerful trait in the right circumstances that can dramatically change what's happening in the game, even in more traditional adventuring or dungeon crawls. Don't forget to try using it when the time is right. In my case, I picked specific monsters that my character has heard in the context of the backstory I wrote, whether it was roaring, shrieking, feasting, etc. My DM preapproved my list. I don't know if he would have limited what I chose had he realized what I was intending to do, but even had he banned this altogether, I would have been up to 3 unique monsters and sounds by the end of our first session just from his narration. In our first session we had a period in which there was a horde (of what he later told me was 40 creatures) coming at us. They could hear something we had done, but not see us. I mimicked the cry of a Shrieker. Lo and behold, the horde fled to the point we never encountered them. I did roll really well on these checks, and the horde did not, but that was helped by the fact that I stacked my deception and stealth skills. We're going to end up with a lot of urban play in the campaign we're doing, so I have lots of other plans to take advantage of what this trait can do in moments that are more narrative driven in the context of being a thief.
The Cursed Spark of Creativity: I've seen this discussed negatively a lot, to a point I've even seen comments that this makes Kenku unplayable. Some might even say the above example I gave goes against this trait. I think the key is remembering you as the player are creative even if the character isn't. While the lore is clear that Kenku can't create new ideas or new things if they've heard it, seen it, or lived it, it's usable. Again, in my opinon building out specific experiences in backstory is the key to playing this trait true to lore. It might be more flimsy but I think it's also important to consider as the player "what is a new idea or something new?" Even if there's a locked door that ends up requiring some really novel approach to open, to use an overly simple example, it's still a locked door. Insight and Perception checks might very well give you information about the situation that you can use to make progress without playing outside the lore. Lacking creativity doesn't mean dumb and unable to function.
Chaotic Neutral: This is something I've seen discussed as a hindrance as well, that isn't necessarily specific to Kenku. Personally I think playing chaotic neutral is a ton of fun. I enjoy the freedom to be unpredictable and have final allegiance only to myself. That doesn't mean you need to act in opposition to your party or create conflict to be playing that alignment. Most of the time acting in the interest of the party is still acting in your own interest. For instance in this first session we just did, there were a few times I hid when the action was going down to save my own skin. I ALMOST let a couple party members fall over a cliff exhausting their saving throws before I tossed some rope since doing so exposed me to danger. At one point I got audible groans and protests when I ducked out of a fight and hid, which very quickly turned to cheers when everyone realized I did it to take advantage of sneak attack, not abandon them to do all the fighting themsleves. Specifically regarding Kenku if you're making use of some of the things Kenku are great at and your objective is to enjoy playing a game not derailing one no one's going to be too unhappy with you for too long.
Build Them and Play Them for What They Do Well: Outside just having a desire to make something you think is conceptually fun, I think this is true of all DND playable races. Kenku really are made to excel as rogues but specifically as cowards, thieves, and liars. In my case I stacked Deception and Stealth and that has worked out amazingly so far. If you stay true to the lore and are skulky, observant, and even cowardly and deceptive, you'll likely find that some of the traits that are most discussed can take care of themselves fairly naturally.
I really like this! I had always wondered how anyone could ever stand playing a Kenku, but now it looks like a really fun challenge! Too bad I’m the only DM on our group. Nonetheless, I’m bookmarking this! Thank you!
I live with several severe autoimmune conditions. If I don’t get back to you right away, it’s probably because I’m not feeling well.
I think that one of the best shortcuts for Kenku mimicry is basically to have a few specific NPC voices that you can rely on. When I played as a Kenku for a bit I had two primary voices I relied on for different situations... he had a "partner in crime" who spoke in a sort of gruff cockney accent, and stuffy old professor that he worked with by transcribing books (which was the explanation for his proficiency in arcana and history). Any time he had to discuss combat or tactics he would go to criminal voice, but if he was recalling information or trying to get into more polite society he'd go for Professor Voice.
Although a lot of the time I just used the mimicry as an excuse to make cheesy one-liners and movie quotes in combat, which is fun in its own way.
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@HazelSage: Thanks! Haha yeah I'm really enjoying it. It'll be fun to see how the game progresses.
@TransmorpherDDS: That is definitely useful as well. That's similar to what I'm doing with the backstory characters I came up with so I'm pulling from basically two sources instead of trying piecemeal speech together. I'm also opting for full phrases instead of the method I've seen a few people mention in which they're using individual words and putting them together in novel ways -I think that's outside the curse placed on creativity. Haha there's something to be said for having the ability to make everyone laugh or kind of play the part of a clown. If that's not overplayed and a player is good at the timing and delivery I think people are amused. What's further fun in my opinion is that it opens to the door to play your character somewhat deceptively if there's any reason you want or need to throw off anyone's expectations or assessment of what your in-game agenda is.
Well done, Frazveragan.
I am currently about 10 months into a campaign where I play as a Kenku Monk and it has been a lot of fun all the way around. My session notes tend to take the form of memorable or repeatable quotes from other party members which I think has added to the Role Play element.
For someone who is considering this race, the only thing I can really add to the excellent observations and insights provided, is that if you are concerned about how your group will react, talk to them about it before hand. I think Kenku are often seen as annoying, because some players deliberately play them that way. If you are courteous and respectful to the other players, there is no reason for so called limitations of this race to be an issue. Instead, they can become an opportunity.
@Eriniel: Thanks! I've read monks are another great class for them! How did you end up starting your stats and what was your plan for the way you wanted your Kenku Monk to function in game? That's funny, I've seen other players say the same. Haha there was definitely even one in mine the other players thought was funny that kind of became that catchphrase of the session.
That's also great advice, and in fact I did tell the other players in my party before we started what I was planning to do with mimicry, and particularly the bit about narrating sounds. I think you're right as well that when they get flagged as annoying they're probably being played that way intentionally.
this is how I play kenku. Mostly. My current character is a Max charisma low int artificer kenku. I use my mimicry to piss off godly beings, intimidating people, and when I'm nervous (chicken noises whenever there's an overly long dramatic paus or uncomfortable silence)
kenku are among the best races (warforged fighter/artificer is better but only because of the invinceability of at Max +3 plate +3 shield ring of protection. +1 From warfored. As well as other magic items (cloak/bracers or protection)
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
@willow_ivyleaf: Yeah I think if you run them in the right class they have some pretty amazing potential. What I like about Kenku on their stats (granted I got a few good rolls on my stat generation), is that my stealth modifier at level 1 is +8. My deception modifier is +7, Perception/insight/acrobatics/sleight of hand all +6. It's going to be a while before I hit anything very hard in combat, but in virtually every other scenario with my in class skills I almost can't roll poorly.
How the heck did you manage that??
I live with several severe autoimmune conditions. If I don’t get back to you right away, it’s probably because I’m not feeling well.
expertise.
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
@HazelSage: Yep, willow_ivyleaf is right....
So I did get lucky on my basic stat gen rolls, but this is what I meant in my original post about building these guys out to do what they're good at. If you're using an assigned point system to generate stats, this is where I'd recommend going heavy on dexterity and charisma. You do get the +2 for dexterity as a Kenku. I picked stealth and deception as my expertise choices for the Rogue class. I got the additional extra boost to those skills by assigning them as my Kenku training slots. That's how I stacked those two particular skills. My strength, constitution, and intelligence are pretty awful. I'm favoring ranged weapons so I can use my dexterity to hit, or melee weapons in which I have proficiency for the bette hit modifier. However I'm also trying to avoid straight on fights since I don't have a ton of damage potential and would get wrecked pretty easily pretty quickly. So far with my stealth as high as it is I've managed to totally avoid being detected in combat and lobbed enough arrows to make a difference over a couple rounds. I'm totally prepared to use deception and "play dead" when the moment comes. When we're not in dungeon crawls I'm pretty much counting on being able to do most of what I want by being a sneak, a cheat, and a liar haha.
sneaks, cheats and liars are the best
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
Aah, I see. I’ve never played a rogue, so I’m not super familiar with their skill set. I do know about expertise, though; I’ve played a bard through TOA before. She wasn’t great at combat, but she could do almost anything else!
I live with several severe autoimmune conditions. If I don’t get back to you right away, it’s probably because I’m not feeling well.
I've done an assassin a long time ago, but this is my first run as a thief and the first time I've done a rogue in 5e. One attack characteristic that works really well and boosts damage especially for how I'm playing is sneak attack. With the really high stealth, as long as I'm making sure to use that it's almost guaranteed I'll get sneak attack any time I'm firing a bow.