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Kender [edit] Personality They're courageous...or naive. They love all that shines...

[edit] Innocence Kender are completely and entirely innocent, and remain so throughout their live s. Due to this they are fearless. Allthough a Kender is immune to all types of f ear, it should be noted that on more than one occassion, Kender have felt fear f or individuals that they care for. So, while Kender are immune to fear for thems elves, they may still fear the peril of others. [edit] Wanderlust Kender are afflicted with Wanderlust in their teens, this lust makes it difficul t, even stifling to be in one place for a very long time. They become overly cur ious, and find that they seek adventure more and more throughout their adolescen ce. This can be problematic, as they are immune to fear, many young Kender may f ind themselves in dangerous positions. One such example would be Teik Glittergol d, a young rogue that found himself face to face with a red dragon, because the Kender wondered how large the dragon s cave could be. As a note, Wanderlust does not make Kender unintelligent, it just helps to remov e inhibitions about completing dangerous, or otherwise unhealthy tasks, if it me ans that the Kender can explore, unearth, or find something new and different. Kender usually grow out of the Wanderlust later in their lives, provided that th ey live that long. [edit] Kleptomania Anyone who has holes in their pockets should be wary of the Kender. More often t han not, if a Kender has a fond appreciation for something you own that is not s trapped down, tied up, or locked away, they will find it . It is not uncommon at al l for a Kender to have many pockets filled with the nick-nacks, and shiny bauble s, that his party has dropped. If one were to realize that their key has come up m issing, and is now in the Kender s possession, the Kender will (usually) have no p roblem giving it back, and will exclaim something along the lines of, I found tha t a couple miles back, I bet you are really glad that I saw it and picked it up for you. Kender are very curios and tend to "borrow" objects. The Kender possess a habit of finding things that have dropped into their pouches by accident, picking thin gs up in the streets, finding "junk", and generally getting things that belong t o other people. The Kender have enormous natural curiosity, a character trait wh ich is also employed to provision the characters with both lock picking skills a nd a tendency to "listen in on other's conversations". In terms of moral conside rations, Kender are described as not believing that there is anything wrong with handling, although this habit may be employed to get Kender in to deep trouble with the owner of an item. In addition, they do not tend to "find" things like m oney, gems, and the like, as they are depicted as having little concept of monet ary value. Kender oppose actual thieving vehemently, and thus consider being cal led a thief a great insult to their dignity.

[edit] Physical Description

Kender are often mistaken for Children or Halflings, most don't care either way if they are. They have small statures, like halflings, but their eyes are bright and just slightly larger than their halfling cousins. They carry an air of inno cence about them, and are often caught off guard as many are just as naive as th ey are energetic. Any that have been in range of young children who have had mor e than their fair share of sweets would find it hard to distinguish between them and a young Kender. [edit] Relations Kender are almost always overexcited and hyper, and are always on the verge of l aughter. Although this makes way for excellent first impressions, a Kender's com panions may find him irritating after a time. [edit] Alignment Kender are usually chaotic good or neutral (though keep in mind that kenders vie w the world differently for instance a locked door isn't to keep out the kender him/her self but to keep away thieves so picking a storekeepers lock to have a l ook inside his store isn't illegal). The vast bulk of Kender are immune to even the mention of the word 'law', much less the aspect of being lawful, though it s hould be noted that, save for the extremely rare evil members of this race, Kend er are too innocent to intentionally lie, and thus though obscenely rarely Lawfu l, most Kender are absolutely honest, save when in the thrall of a full blown ta unt. [edit] Lands Kender travel constantly, and are thus rare as it is hard to find a mate when co nstantly on the move. [edit] Religion Kender prefer to pray to those gods who would bring them joy and laughter. [edit] Language Kender speak gnomish and common, and may pick a number of bonus languages equal to their intelligence modifier. [edit] Names As Halflings or gnomes [edit] Racial Traits The Kender Pouch: This is a simple concept: Kender are kleptomaniacs, curious ab out EVERYTHING, and have no attention span. They are liable to pick up EVERYTHIN G in a city. This means that veritably anything could be found in a Kender's poc kets. A kender may, once per gaming session with out penalty, name an item, ANY item (they steal from wizards, too, and you never know what you'll find in THEIR pockets or labs), from any time period, along with the intended purpose he or s he intends to use it for. The player then rolls 1d100. On a natural 100, the Ken der pulls the exact item they were going for. Upon a failure to roll a 100, the closer to 100 the player rolls to 100, the closer to his intended purpose he com es. Anything beyond a 100 is COMPLETELY up to the DM, and if the DM feels that t he item is too over powered, they can still make the item worthless. EX: Kender wants a glock, which which to shoot people. The Kender rolls a 100. The DM decid es that a glock is too potent, so the glock is unloaded. Alternately, the glock was from a museum exhibit, and has a solid barrel. EX Kender wants a glock, to s

hoot the enemy with. Kender rolls a 1. Kender receives a fully loaded water pist ol. More uses beyond the initial one per gaming session are allowed, but no matt er the results a second attempt or further has two possible problems: 1) after t he first, even a natural 100 is no longer guarenteed to give the item desired an d 2) the DM may pick a moment in time to switch the item the Kender is reaching for with any item of the DM's choice. Upto and including a rubber chicken, fake dog poop, dirty mags, or a random skull (real or fake). +2 Dexterity,+2 Charisma, -2 Wisdom, and 2 Strength; Kender are agile and beauti ful, but are small and alittle senseless thus lacking in strength and good judge ment. Humanoid (Gnome/Halfling). Small: As a Small creature, a Kender gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smal ler weapons than humans use, and his lifting and carrying limits are three-quart ers of those of a Medium character. Kender base land speed is 30 feet, as they are used to keeping up with their -o ften annoyed- companions. Darkvision: A Kender can see in complete darkness, an excellent trait for those who enjoy slipping in and out of dark places and do not wish to bump into things or otherwise leave traces of their presence. Kender retains the ability to dist inguish color and detail under these conditions. Kender are innocent, and are thus immune to Fear and lust, both Magical and mun dane ** It is left in to let people know that it is wrong. The +4 dodge bonus to AC applies to dwarves and gnomes making this a DM ruling on if it applies because i t is a Racial bonus.#** +4 dodge bonus to Armor Class against monsters of the gi ant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it s caught flat-footed, it loses its dodge bonus, too. +4 racial bonus on Pickpockets or Sleight of Hand (Same skill, different 3.x ve rsions), Open lock, Hide, Move Silently checks due to be 'thieving little gits' by dint of nature. They aren't really, just curious with absolutely no concept o f personal property, but it comes down to the same thing in the end. They still know better than to get caught. As these skills are inborn talents of the Kender , they are also considered class skills, no matter what class the Kender actuall y is. +4 racial bonus on Diplomacy if, and only if, the party has yet to discover the Kender's racial origins. Many Kender can easily claim to be a Gnome or a scrawn y Halfling with almost no squabble by the general masses, making anything the sa y more believable. A Kender who has been outed, however receives a -4 to same sa id diplomacy checks, as 'everyone knows Kender would steal your house if it were n't to big to fit in their pouches'. Most Kender, however, have never had the pr esence of mind to deny that they are Kender. Kender also gain a +2 racial bonus to Listen and Gather Information Checks, as they are constantly evesdropping for interesting information. Spell-Like Abilities: A Kender with a Charisma score of at least 10 has the foll owing spell-like abilities: 1/day/Cha modifier dancing lights, darkness, ghost sou nd, prestidigitation. Caster level 1st; save DC 10 + Kender'sCha modifier + spel l level. Taunt: Taunting is one of the kender's basic skills. Their curiosity gives them interesting if shallow understanding of their enemies, and they can effectively use invective and sarcasm to enrage an opponent into recklessness. As a standard action the Kender can taunt an intelligent creature which shares a common langu age with him/her, The saving throw is 10+ Kenders Cha + 1/2 Kenders HD if the sa ve fails the taunted must attack wildly for 1d10 rounds, taking -2 to hit and -2 on AC during that time. These penalties may be increased if the creature or cha racter is adjudged by the GM to be particularly susceptible to such insults. On the other hand, the kender's long-term friends quickly develop an immunity to hi s barbed humor. Racial equipment: Kender always start off with a backpack and a Hoopak Staff, a length of stick the rough length of a bo staff with a forked end which can func

tion as either a staff weapon or as a staff sling, and when rotated end over end about in a rapid fashion makes an ear-splitting sound that is terrifying and, t o anythign with sensitive ears, painful enough to either drive away (DC 5 + Kend er's Cha + 1/2 the Kender's HD) or drive mad (on a failed attempt) the unsuspect ing listener, similar to the effects of a dog whistle for those with normal hear ing ranges. Kender, due to their wanderlust and nature, also use standard Medium sized pouches (not backpacks) rather than the small ones normally acquired by t he Small races. Automatic Languages: Common and Gnome. Bonus Languages: Any. Kender pick up new languages extremely fast, and can gain bonus languages equal to their Intelligen ce modifier. It takes roughly four weeks for a Kender to pick up a new language, and their new languages can include secret or forbidden languages: this allows them to learn to communicate with all manor of life, be it plant or animal or ev en rock or metal. Favored Class: Rogue. A multiclass Kender's Rogue class does not count when dete rmining whether he takes an experience point penalty. Level Adjustment: +0. Kleptomania: Kender "borrow". It's just what they do. There's always a chance, no matter where they are, that something will go missing. This item is usually a small, shiny bauble, or something neat looking. But, occasionally, the "small, shiny bauble" turns out to be a jeweler's most expensive diamond ring, and that "neat looking stick" just happens to be a wizard's staff... currently gripped in the aforementioned wizard's hand. In any given town, assuming the Kender isn't turned away at the gate, there's a 1% chance the Kender will "borrow" something valuable. If the Kender spends more than 30 minutes in a given shop, there's a 5 % chance he will "find" some piece of merchandise (unless the Kender is in manac les, in which case the chance is 1% across the board). If the Kender happens to "find" some "lost" item, roll a Spot check against the Kender's Slight of Hand ( standard pick pockets attempt) to see if the person notices the missing item bei ng taken, with a -4 on that spot check if the Kender is manacled (similar to a R ogue using a fake cast to throw off suspicion). The miraculously "found" item co uld be worth less than a copper (dirty handkerchief), or as much as a few hundre d gold (spell scroll, solid platinum broach, diamond ring, ect). 1d4 to determin e whether the value is a multiple of Copper (1), Silver (2), Gold (3), or Platin um (4), followed by 1d100 to determine the numeric value of item would be the si mplest way to determine it's worth, and random GM guess to determine the actual item. Also note, this does not necessarily apply to only NPCs. Kender will "borr ow", with absolutely no limit on the definition, anything they can fit in their pouches, backpack, or walk away with. The barbarian's great axe is not safe, nor are the royal Crown Jewels. RP note: If anything in the town worth more than a few silver has gone missing in the last month, no matter how long the Kender has been in town, feel free to have the town constabulary stop and search any Kender in the party. It's not unc ommon for a town to have the guards at the gates stop Kender and empty their pou ches, keeping anything the Kender doesn't recall picking up, "found" or "gifts" from any source but family. It is common for Kender to leave town without items they have had for years. Common exceptions to the items kept are cloths being ac tively worn by the Kender (no matter what size), any Small size clothes in the K ender's possession, the Kender Hoopak staff (nobody wants one, since only Kender know the secret to the Hoopak Whistle), pouches actually containing something ( it's assumed that, as a Kender, any container legitimately owned by the Kender w ill have stuff in it, even if the stuff in the container is probably not theirs) , anything worth less than a silver piece (even an old, manky boot could hold in terest to a Kender... long enough to end up in on of their pouches, at least), a nd anything special fitted to the Kender (specially made armor, pouch sets, knif e sheaths, and similar for example. A Gnome tool vest would probably be confisca ted, as they are built over a century or more of diligent labor by a Gnome, and would never be sold, bet, or "lost"... mainly because many races suspect that th e Gnome's tool vest is somehow magically glued to the Gnome). An appropriately s et Bluff check can, of course, convince even the most paranoid guard that the Ke

nder is really a Gnome or a scrawny Halfling wearing boots... but this bold face d lie should probably come from a non-Kender. Or written documentation from a lo cal monarch. On a side note, any party not containing a Paladin would do well to search their Kender well outside of the city walls. Any party containing a Pala din would do well to search their Kender just before leaving, as many towns will assume the word of anyone with a huge sword and really shiny armor is good. Thi s will also save having to worry about your Kender loosing his picks and daggers . Also let it be know that, since a Kender will "borrow" anything, a party shoul d expect to, as they are looking for something in their packs, spot the Kender e xamining the item in question curiously not ten feet away. Nor should the DM let the party go unmolested by a Kender with in their party. Daggers, keys, knives, or anything else small enough to fit into a pouch could at, any time, go missin g. A random roll to see if the item someone is looking for is still there should be made at least every few items. An "unattended" weapon that the Kender is phy sically capable of picking up could go missing at night, if the Kender is on gua rd duty, though finding the Half-Orc barbarian's great axe should be a fairly si mple matter... if not, then Thorg deserve no head splitter. [edit] Vital Statistics Stats as Gnome, with the exception that Kender live twice as long, and thus take twice as much time to reach each phase of maturity

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