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 Kender Racial Information

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PostSubject: Kender Racial Information   Tue Nov 15, 2011 4:25 pm

Kender are unique to Krynn. They are the halflings which many other worlds sport, but they are much more interesting than that. Kender appear to be small Human children—slight of build, beardless, about three and half to four feet tall. Kender generally live for 100 years (or until their curiosity kills them).

Wanderlust is uniquely a kender trait, which is the fever which possesses young kender and causes them to travel the world over. Kender wander for years, settling down after they feel they have wandered down all the roads their heart desires. Wanderlust usually lasts for about 10 years.

In regard to personal belongings, kender have a relatively loose definition of what is "theirs." In a kender home, a relic is anything that hasn't disappeared after three weeks. Kender have the unique 'handling' ability which allows them to "find" objects unconsciously. If a kender were to walk through a crowd of people, it would be unlikely if the kender's pouches were not bulging with the belongings of at least half the people there. If anyone cornered him and asked him about it, the kender would truthfully reply that "it must have fallen into my pouch. It's a good thing that I found it or somebody else might have taken it."

Because of their naivete in regards to personal belongings (especially how they come to possess those items which belong to other people), the worst name you may call a kender is either a 'cutpurse' or a 'thief,' for they believe that they are neither—it was an accident, remember?

Kender also have a trait which enables them to be entirely fearless. While the rest of the party shies away from the edge of the bottomless gorge, the kender will skip merrily along the edge, cross the rotting foot bridge and stop to smell the roses on the other side while being charged by an enraged Minotaur. Everything is an adventure, including death, which is the last great adventure (many a kender have wondered what it is like to be breathed upon by a Red Dragon, but few who have experienced it live to tell the tale). This fearlessness might be interpreted as stupidity, but kender are fiendishly clever in a child-like sort of way.

There are certain situations where a kender has been observed to get a "strange" feeling. This generally happens in the presence of something so evil that most rational people would have run away screaming by this point (Tasslehoff Burrfoot made it all the way to the edge of the Shoikan Grove before turning back). The best example of the kender's caviler attitude is perhaps Tanis Half-Elven's warning to Tasslehoff: ask yourself if this action will be conducive to long life (it saved Tas several times).

Since kender are so small, some might think they are easily subdued by other races. However, coupled with their fearlessness, kender have the unique ability to "taunt" enemies. The taunt is usually highly personal, insulting the lineage, appearance or intelligence of the taunted. The purpose is to throw the creature into such a rage that it loses its head and attacks without thinking, allowing the kender a victory (this ability is especially useful in turning a crowd into an angry mob. Again, ask Tas.).

The kender's weapon of choice is the hoopak, a long stick with a fork at one end, which can be used as a quarterstaff or a slingshot. Additionally, the hoopak makes a unique wailing noise when twirled; this is the universal kender sign for danger.

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 innocence about them, and are often caught off guard as many are just as naive as they are energetic. Any that have been in range of young children who have had more 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 laughter. Although this makes way for excellent first impressions, a Kender's companions may find him irritating after a time. OOC Note: It is because of this hyperactivity and lack of concentration; that kender are banned from learning any form of magical art.

Alignment
Kender are always chaotic good or neutral.

Lands
Kender travel constantly, and are thus rare as it is hard to find a mate when constantly on the move.

Religion
Kender prefer to pray to those gods who would bring them joy and laughter.

Language
Kender speak gnomish and common, and may pick a number of bonus languages equal to their intelligence modifier.

Racial Traits
# +2 Dexterity, +2 Charisma, -2 Wisdom, and –2 Strength; Kender are agile and beautiful, but are small and alittle senseless thus lacking in strength and good judgement.
# 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 smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
# Kender base land speed is 30 feet, as they are used to keeping up with their -often 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 distinguish color and detail under these conditions.
# Kender are innocent, and are thus immune to Fear and lust, both Magical and mundane
# +4 dodge bonus to Armor Class against monsters of the giant 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.

Favored Class: Rogue. A multiclass Kender's Rogue class does not count when determining whether he takes an experience point penalty.

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 uncommon for a town to have the guards at the gates stop Kender and empty their pouches, 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 actively worn by the Kender (no matter what size), any Small size clothes in the Kender'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 will 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 interest to a Kender... long enough to end up in on of their pouches, at least), and anything special fitted to the Kender (specially made armor, pouch sets, knife sheaths, and similar for example. A Gnome tool vest would probably be confiscated, 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 the Gnome's tool vest is somehow magically glued to the Gnome). An appropriately set Bluff check can, of course, convince even the most paranoid guard that the Kender is really a Gnome or a scrawny Halfling wearing boots... but this bold faced lie should probably come from a non-Kender. Or written documentation from a local 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 Paladin 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. This 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 should expect to, as they are looking for something in their packs, spot the Kender examining 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 missing. 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 physically capable of picking up could go missing at night, if the Kender is on guard duty, though finding the Half-Orc barbarian's great axe should be a fairly simple matter... if not, then Thorg deserve no head splitter.
# +4 racial bonus on Pickpockets or Sleight of Hand (Same skill, different 3.x versions), 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 of 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 actually 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 scrawny Halfling with almost no squabble by the general masses, making anything the say more believable. A Kender who has been outed, however receives a -4 to same said diplomacy checks, as 'everyone knows Kender would steal your house if it weren't to big to fit in their pouches'. Most Kender, however, have never had the presence 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.

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