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Help! - Kenku Rogue/Cleric/Bard


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"HELP!"

Kenku Jackdaw of All Trades

 

A Good Kenku Boy by kinofnoodle on DeviantArt

 

"Knowledge of our world is to be nurtured like a precious flower, for it is the most precious thing we have"

- so sayeth the wise Alaundo

 

ROGUE 1 CLERIC 1 (Knowledge) BARD 1

Small humanoid male Kenku, neutral good


Armor Class 13

Hit Points  21 (3d8 + 3)
Speed 30 ft. / 20 ft. wearing rucksack


Senses  passive perception 15

Languages common, elvish, dwarvish, draconian, Thieves' Cant

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 8 (-1)
Save -1 
Athletics +1


Dexterity 14 (+2) 
Save +4 
Acrobatics +4 | Sleight of Hand +4Stealth +4


Constitution 13 (+1)
Save +1 
No skills associated.


Intelligence 10 (+0)
Save +2 
Arcana +4(E) | History +4(E)Investigation +4(E) | Nature +0 | Religion +0


Wisdom 13 (+1)
Save +1 
Animal Handling +1 | Insight +3 | Medicine +1 | Perception +5(E) | Survival +1


Charisma 17 (+3) 
Save +3 
Deception +3 | Intimidation +3 | Performance +5 Persuasion +5

* Includes +1 from Jack of all Trades / (E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools thieves' tools, forgery kit, herbalism kit
  • Instruments lutes
  • Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Armors Light, medium, shields

ROGUE CLASS ABILITIES
ExpertiseAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Perception, Investigation) | Sneak Attack (1d6)Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
 | Thieves' CantThieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
 


CLERIC CLASS ABILITIES

Spellcasting FocusYou can use a holy symbol as a spellcasting focus for your cleric spells. | Ritual CastingYou can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. | Divine Domain (Blessings of Knowledge)At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
(Arcana and Religion)

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.


BARD CLASS ABILITIES
Bardic Inspiration (d6)You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
 | Spellcasting FocusYou can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.Ritual CastingYou can cast any bard spell you know as a ritual if that spell has the ritual tag.   


RACIAL TRAITS
Expert DuplicationWhen you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. | Kenku RecallThanks to your supernaturally good memory, you have proficiency in two skills of your choice.

Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
 | MimicryYou can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. 


FEATS
NoneN/a

 

WEAPONS

WEAPONS

  • Dagger +4 to hit for (1d4+2) piercing damage. | Finesse, light, thrown (20/60)
  • sling +4 to hit for (1d4+2) bludgeoning damage. | Ammunition, range (30/120)

 

SPELLS

SPELL SLOTS 3/3 (1st)

  • Bard - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Known: 4
  • Cleric - Spell Save DC: 11 | Spell Attack Mod: +3 | Spells Prepared: 4

CANTRIPS (Bard)

Mage HandCasting Time: 1 action
Range: 30 feet
Target: A point you choose within range
Components: V S
Duration: 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry more than 10 pounds.
Vicious MockeryCasting Time: 1 action
Range: 60 feet
Target: A creature you can see and that can hear you within range
Components: V
Duration: Instantaneous
Classes: Bard
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
 


CANTRIPS (Cleric)

Guidance (C)Casting Time: 1 action
Range: Touch
Target: One willing creature
Components: V S
Duration: Up to 1 minute
Classes: Cleric, Druid
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
|  Toll the DeadCasting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Spell Lists. Cleric, Warlock, Wizard
 | Word of RadianceCasting Time: 1 action
Range: 5 feet
Components: V, M (a holy symbol)
Duration: Instantaneous

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Spell Lists. Cleric


FIRST LEVEL (Bard)

Healing Word (B)Casting Time: 1 bonus action
Range: 60 feet
Target: A creature of your choice that you can see within range
Components: V
Duration: Instantaneous
Classes: Bard, Cleric, Druid
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
 | Dissonant WhispersDissonant Whispers
1st-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
 | Comprehend Languages (Rit)Casting Time: 1 action
Range: Self
Target: Self
Components: V S M (A pinch of soot and salt)
Duration: 1 hour
Classes: Bard, Sorcerer, Warlock, Wizard
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
Faerie Fire (C)Faerie Fire
1 evocation

Casting Time: 1 action
Range: 60 feet
Target: Each object in a 20-foot cube within range
Components: V
Duration: Up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.


FIRST LEVEL (Cleric)

Bless (C)Casting Time: 1 action
Range: 30 feet
Target: Up to three creatures of your choice within range
Components: V S M (A sprinkling of holy water)
Duration: Up to 1 minute
Classes: Cleric, Paladin
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
 | Detect Magic (C)(Rit)Casting Time: 1 action
Range: Self
Target: Self
Components: V S
Duration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
 |  Command*Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Spell Lists. Bard (Optional), Cleric, Paladin
 |  Identify* (Rit)Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Spell Lists. Artificer, Bard, Wizard
 


SECOND LEVEL (Bard)


THIRD LEVEL (Bard)

(Rit) Denotes a Ritual spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. / *Denotes Domain spell

 

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (78.82 lbs.)

  • Weight: 79.80 lbs. / 120 lbs. max. (15 x STR Score)
  • Status: Encumbered with backpack / Unencumbered without backpack
  • Penalty: -10 feet to speed

MONEY POUCH (0.30 lbs.)

Copper: 4 | Silver: 2 | Gold: 10 | Obsidian: 0 | Platinum: 0

(16 Coins x  .02 lbs. = 0.32 lbs. Total Weight)


EQUIPEMENT READIED (22.5 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (13 lbs.) Common Clothes - 3 lbs. | leather armor - 10lbs
  • Weapons (2 lbs.) Moon touched dagger - 1lb. |  Dagger - 1 lbs. | sling - 0 lbs. | 
  • Readied Items (7.5 lbs.) Holy symbol - 1 lb. | flute - 1lb. | bag of sling bullets 1.5lbs. | thieves tools - 1lb. | 2 x healing potion - 1lb.bag of 1,000 ball bearings - 2lbs.

EQUIPMENT STORED (56 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (35 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | book - 5 lbs | Forgery Kit - 5 lbs. | herbalism kit - 3lbs. | tinderbox - 1lb. | 5 days rations - 10lbs  | 10 feet of string - 0lbs.bell- 0lbs. | 5 candles- 0lbs. | crowbar- 5lbs. |
  • Strapped to Backpack (21 lbs.) Waterskin - 5 lbs. | Rope & Grappling Hook - 14 lbs. | Bedroll - 2 lbs. |

EQUIPMENT NOT CARRIED (--)

  • At Home nothing

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

Moon touched daggerIn darkness, the unsheathed blade of this dagger sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

 2 Potions of HealingYou regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated. 


ATTUNED (3/3)

NoneSource: Tasha's Cauldron of Everything (Arcane Grimoire)

Wondrous item, uncommon (requires attunement by a wizard)

While you are holding this spell cube, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the cube's rarity.

You can use this cube as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

 

APPEARANCE

Age 13 | Height 3' 11" | Weight 70 lbs. | Feathers Raven Black| Eyes Pale Blue | Complexion Dark


At just 4 feet tall, Help would be described in most cultures as the runt of the litter (or flock in his case). He's certainly smaller than most of the bird folk, but then he's unlike them in so many ways. Help's dark plumage is well groomed and clean and, although his gear is old and worn, he is fastidious about the cleanliness of his clothing too - he tries to keep his shirt and cloak spotless. His cheerfully optimistic face always seems ready to ask something and there's often one unruly feather sticking out that seems to form a question mark atop his head.

Help has acquired quite a collection of nik-naks and trinkets, but his most treasured possessions are his flute and "The Wonders of Toril", a long forgotten travel guide written by Alaundo the Wise. He carries this well-thumbed book with him everywhere and can often be found reading, or dreaming of the wonders he might see in his travels.

Help loves music and will often sit silently in awe of performers, sometimes waving his hand like a conductor or joining in on his flute with a tune he's heard before...his ability to mimic other instruments and singers at the same time can create quite a strange and wonderful duet. Each morning he sits quietly reading about the wonders of Faerun in Alaundo's travel guide and uses this as a way to find inspiration from his god. At the end of each day, he can be heard quietly playing and singing, sharing works of wisdom, song, and new knowledge with Oghma.

Whilst some folk are selfish and obsessed with wealth and power, Help wants to do just what his name tells you! Your first view of Help is likely to be a close up as he barges into your personal space to get a good look at you, his head bobbing around before cocking quizzically to one side. Or perhaps you'll find him poking through your belongings...he'll give back whatever trinkets he's picked out if you only ask him! Once you get over this invasion of privacy you'll find him a charming and kind (if overbearingly nice) comrade.

 

BACKGROUND

Wandering Urchin
Source - Custom

Skill Proficiencies: Sleight of Hand, Stealth
Tool Proficiencies: Forgery kit, Herbalism kit
Languages: None
Equipment: A small knife, a map of the city you grew up in, a token to remember your past by (Alaundo's travel book with the last chapter missing), a set of common clothes, and a pouch containing 10gp

 


  • Personality Traits: I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence. I begin and end my day by honouring my god with music and reading from my favourite book.
  • Ideals: I have much to learn from the kindly folk I meet along my way.
  • Bonds: So long as I have my music and the words of the Wise Alaundo, I can face any adversity in this strange land.
  • Flaws: I can't help but pocket loose coins and trinkets I come across. Blame it on my upbringing! Still, you never know who might need them!

Background Feature: All Eyes on You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.


BACKSTORY

Help doesn't remember his parents or the rest of his flock. However he remembers the words of the Mistress very well. From the day that he hatched, the little Kenku was taught to be helpful and to do his best to please others...particularly the Mistress herself. It was she that fed him, clothed him, taught him his letters and numbers and, well...told him what to do!

In return for her "love" Help was always at the Mistress' beck and call. "I need a little Help!" she would call and he would trot to her side, head cocked, hanging on her every word. She would show him "fun" tasks like washing, cleaning, dusting and polishing and he would quickly pick up new skills. As he grew older many of her tasks involved "collecting" things that she needed, often from other people's homes and pockets. Gradually it became more and more apparent, even to the naive young fledgling,  that the Mistress had plans for him long before he'd even hatched. She wanted his own personal Kenku slave, capable of burglary, deception, forgery and numerous other larcenous feats...she'd probably even stolen his egg from some poor travelling flock!

But little Help was too weak and too fearful to do anything much about the situation. And when he got older, every time he plucked up the courage to say enough is enough, the Mistress would always manage to persuade, deceive or intimidate the youngster into carrying out "one last job".

However, it was her greed that was to finally free Help from that unhealthy relationship. The Mistress wanted Help to "borrow" a book from the great library-fortress of Candlekeep. Unsurprisingly, the library was incredibly well warded, the young Kenku found himself caught in a magical snare and the Mistress was nowhere to be seen, leaving Help to his fate. However, it was the High Cleric of the House of the Binder who discovered Help the next morning, and the fledgling was most surprised at their reaction. Instead of handing Help over to the Gatekeeper, he gave out some valuable advice about how people should be treated, released him and gave Help the blessings of his god. Help was amazed to meet someone like himself who could be so kind and giving and expect nothing in return...it was a turning point for the young Kenku, and he dedicated his life to trying to make amends.

Help's lineage and years of training with the Mistress made him incredibly useful around the temple and library and he became a Keeper, a willing follower of Oghma. For several years he happily assisted wit the work of the monks, scribing, cleaning and singing along with the Endless Chant. He even enjoyed chatting to the Sentinel Wyrm, Miirym - a job normally given as a punishment to those monks who broke the library's strict rules.

He helped the Seekers who arrived looking for knowledge and in doing so he also learned for himself more about the world from them. During his time in Candlekeep, Help also chanced upon a long forgotten copy of Alaundo the Wise's traveller's guide, in which encouraged would-be adventurers to explore Toril, outlined the rise and fall of Netheril, mentioned his love for Faerûn, and described many of the wondrous things and the highs and lows of life that he'd seen.

It was the final push that Help needed. Saying a grateful goodbye to the friends he had made he headed off to learn more about the adventuring life and to prepare himself to follow his "mentor" Alaundo in a journey of exploration. Vance's Academy of Adventure seemed like the perfect place to start...and whilst he enjoyed himself at the academy, made friends and learned how to use his musical skills to create wondrous magical effects, graduation couldn't come soon enough!

Now he was free to explore the world!!!!

 

 

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@bwatford I'm still not feeling the "Help"fulness of this build. Would you be okay with me going one level of rogue, one cleric and one bard, then sticking to bard for the rest of the build?

I know it'll put me slightly behind in terms of spellcasting, but as a skill monkey he'd be great...an all round helpful little guy!

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11 minutes ago, MysteriousMiller said:

@bwatford I'm still not feeling the "Help"fulness of this build. Would you be okay with me going one level of rogue, one cleric and one bard, then sticking to bard for the rest of the build?

I know it'll put me slightly behind in terms of spellcasting, but as a skill monkey he'd be great...an all round helpful little guy!

If you meet all the qualifications to do it, I have no problem with it.

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Stats from point buy: STR: 8 (0) DEX:13(5) CON:13(5) INT:11(3) WIS:13(5) CHA:15(9)
Kenku: +2 to CHA, +1 to DEX

Starting Attributes: STR: 8 DEX:14 CON:13 INT:11 WIS:13 CHA:17

Background - Wandering Urchin (Customised)
I wanted the feel of an "Fagin's gang" style character...manipulated by a "helpful" parent figure and finally rescued from a life of crime - think Oliver Twist!
I started with the Urchin background and made the following changes to mesh in with his backstory.
- I swapped Disguise kit for Forgery kit and took Herbalism kit since Thieves tools come with rogue class.
- I ditched the pet mouse and took a trinket instead - A book that tells the story of a legendary hero's rise and fall, with the last chapter missing
- I took "All Eyes on You" feature from Far Traveler background as I feel he's a bit of a wandering soul.

Spending:
Starting Money - 10gp
Sold - 2 daggers 1gp, rapier 12gp 5sp, shortbow 12gp 5sp, arrows 5sp, quiver 5sp, hooded lantern 2gp 5 sp, 2 flasks of oil 1sp, 10 pitons 2sp 5cp = 29gp 8sp 5cp
Bought - herbalism kit 5gp, forgery kit 15gp, bedroll 1gp, 2 pouches 1gp, flute 2gp, holy symbol 5gp, sling 1sp, bullets 4cp, 10 chalk 10cp, 2 sacks 2cp, whistle 5cp = 29gp. 3sp, 1cp
Cash Remaining = 10gp, 2sp, 4cp

Edited by MysteriousMiller (see edit history)
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Pardon my intruding here, but I just wanted to say, "Help!"as a kenku name is delightfully silly. There are so many funny situations that can come from just using the name in conversation. 😆

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53 minutes ago, Aavarius said:

Pardon my intruding here, but I just wanted to say, "Help!"as a kenku name is delightfully silly. There are so many funny situations that can come from just using the name in conversation. 😆

Many thanks. This is a character I've played before in a game that sadly ran out of steam. I think he's my favourite ever...such good fun to play 🤪

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