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==Racial Stats== What's that? You want to know what their PC stats were? Why? Morbidly curious? Or were you thinking that maybe you could rescue the mechanics from the fluff? Well, whatever, it's your funeral. ===AD&D Statblock=== [[Advanced Dungeons & Dragons]] presented two versions of the Kender's statblock - one in Tales of the Lance, and one in the Complete Book of [[Gnome]]s & [[Halfling]]s. '''Tales of the Lance Kender:''' ::Ability Score Minimum/Maximum: Strength 6/16, Dexterity 8/19, Constitution 8/18, Intelligence 6/18, Wisdom 3/16, Charisma 6/18 ::Ability Score Adjustments: +1 Dexterity, roll 2d6+4 for Strength ::Class & Level Restrictions: [[Fighter]] 9, [[Barbarian]] 10, [[Ranger]] 9, [[Cleric]] 8 (Heathen only), [[Druid]] 8 (Heathen only), [[Thief]] 15, [[Bard]] 6, Handler Unlimited :::"Heathen" Priests do not worship the Gods of Krynn, and so lose all of their spelcasting abilities. :::"Handlers" are a kender-exclusive Thief variant. They follow all of the normal rules for thieves, except that they cannot Backstab, they gain no bonus XP for money, and their followers are always more Handlers. ::Infravision 30 feet ::Magic/Poison Resistance: +1 to saves vs. rod/staff/wand/spell/poison for every 3.5 points of [[Constitution]], cannot learn [[Wizard]] spells. ::+1 to attck rolls with slings and thrown weapons. ::Opponent surprise rolls are penalized by -4. ::Fearless: Immune to both natural and magical fear. ::Taunting: Creatures taunted by a kender must make a save vs. spell. If they fail, they fly into a mindless rage for 1d10 rounds, during which time they suffer a -2 penalty to [[THAC0]] and action rolls, and a +2 penalty to Armor Class. ::Thieving Skills: All kender have the following [[thief]] skills at character creation; Pick Pockets 25%, Open Locks 25%, Find/Remove Traps 25%, Move Silently 25%, Hide in Shadows 25%, Detect Noise 25%, Climb Walls 50%, Read Languages 10% '''CBoG&H Kender:''' ::Ability Score Minimum/Maximum: Strength 6/16, Dexterity 8/19, Constitution 10/18, Intelligence 6/18, Wisdom 3/16, Charisma 6/18 ::Ability Score Adjustments: +2 Dexterity, -1 Strength ::Class & Level Restrictions: [[Cleric]] 8, [[Fighter]] 9, [[Thief]] 15, [[Multiclassing|Fighter/Thief]] (9/15) - increase level limits by +4 if the kender has a 15+ in that class's prime requisite ::Infravision 30 feet ::Magic/Poison Resistance: +1 to saves vs. rod/staff/wand/spell/poison for every 3.5 points of [[Constitution]], cannot learn [[Wizard]] spells. ::+1 to attck rolls with slings and thrown weapons. ::Opponent surprise rolls are penalized by -4. ::Fearless: Immune to both natural and magical fear. ::Taunting: Creatures taunted by a kender must make a save vs. spell. If they fail, they fly into a mindless rage for 1d10 rounds, attacking the kender exclusively during that time with penalties of -2 to [[THAC0]] and +2 to Armor Class. ::Thieving Skills: All kender have the following [[thief]] skills at character creation; Pick Pockets 5%, Open Locks 5%, Find/Remove Traps 5%, Move Silently 5%, Hide in Shadows 5%, Detect Noise 5%, Climb Walls 40%, Read Languages 0% ===3e Statblock=== True Kender appeared in the Dragonlance 3rd edition corebook, whilst Half-Kender appeared in the Age of Mortals 3rd ed splatbook. Races of Ansalon, meanwhile, featured Afflicted Kender, and a beefed up version of both the True Kender and the Half-Kender, which are the stats repeated here. ====True Kender==== These are the standard thieving bastard shitheads we've spilled so much electronic vitriol describing. ::Humanoid with the Kender subtype ::+2 Dexterity, -2 Strength, -2 Wisdom ::Small ::Base speed: 30 feet ::Weapon Familiarity: Kender Weapons ::+1 racial bonus to all saving throws ::+2 racial bonus to Spot checks ::+2 racial bonus to Open Locks and Sleight of Hand checks, and are always considered to have Training in both skills ::Lack of Focus: -4 racial penalty to Concentration checks. ::Taunt: +4 racial bonus to Bluff (Taunt) checks ::Fearlessness: Immunity to Fear ::Favored Class: Rogue ====Afflicted Kender==== These are magically cursed kender who appeared during the Age of the Dragon Overlords, after the Chaos War; the first Overlord, Malystryx, chose to settle in the kender homeland of the Goodlund Penninsula, where her magical aura transformed it into a blighted, arid wasteland as she unconsciously warped the land to be more to her taste. This magical corruption, combined with a devastating attack on Kendermore that massacred thousands of the little runts and drove the rest into fleeing, permanently shattered their previous immunity to fear, thus creating a more wary, paranoid, duplicitous and deceitful form of kender. ::Humanoid with the Kender subtype ::+2 Dexterity, -2 Strength, -2 Wisdom ::Small ::Base speed: 30 feet ::Weapon Familiarity: Kender Weapons ::+1 racial bonus to all saving throws ::+2 racial bonus to Spot checks ::+2 racial bonus to Open Locks and Sleight of Hand checks, and are always considered to have Training in both skills ::+2 racial bonus to Climb, Hide, Jump and Move Silently checks ::Favored Class: Rogue ====Half-Kender==== As mentioned above, due to various reasons, kender and humans can make babies together, and while it doesn't happen often, it happens enough. Half-Kender are the "eternal teenagers" to their kender parents' "eternal children", inheriting many of the kender affinity for thieving and lying but also enough conscience and brains to realize that doing shit like that ain't right. ::Humanoid with the Kender subtype ::Medium ::Base land speed: 30 feet ::+4 racial bonus to saving throws vs. Fear ::+1 racial bonus to Spot checks ::+1 racial bonus to Open Locks and Sleight of Hand checks, and are always considered to have Training in both skills ::Taunt: +2 racial bonus to Bluff (Taunt) checks ::Weapon Familiarity: Kender Weapons ::Favored Class: Any ===5e Statblock=== While not present in the final release of [[Dungeons & Dragons 5th Edition]], Kender did feature in the final playtest packet released in October of 2013. * '''Ability Score Adjustment''': Dexterity +1, Charisma +1 * '''Size''': Small * Speed: 25ft * '''Fearless''': You cannot be frightened * '''Taunt''': You have an uncanny insight into the motivations and characteristics of other races, and you can use this insight to infuriate them. As an action, you can unleash a verbal barrage of sarcasm, insults, and crude comments against a creature. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. You fail the contest if the target can’t understand you. If you win the contest, the target must use its next action to attack only you. If you are out of range, it must charge at you or, failing that, hustle toward you. The target attacks you with disadvantage during this action. If the target wins the contest, it is immune to your Taunt for 24 hours. * '''Kender Pockets''': Kender constantly pick things up and pocket them, and then often forget about them. If you find yourself in need of a piece of nonmagical equipment, there is a 25 percent chance you have it. Roll a d4. If you roll a 4, you find the item in your pocket, pack, or pouch. If you roll anything else, you don’t have such an item on you, and you can’t search again for the same item until you’ve spent at least one day in a town or city. Rummaging through your pouches, pack, and pockets in this way takes 1 minute. * '''Languages''': You can speak, read, and write Common and Kenderspeak. (Kenderspeak is a language unique to the DRAGONLANCE setting. If you are playing a kender in a different setting, check with your DM.) ====Unearthed Arcana==== On March 8th, 2022, WOTC released an Unearthed Arcana piece on the "Heroes of Krynn," finally giving some attention to the Dragonlance setting after many years of neglect. And to begin this article, they introduced the playtest version of the 5e Kender. Thankfully, it seems that Wizards realized that no one but problem players want to play as a race of [[That Guy|kleptomaniacs]]. So the Kender lore was retconned to tone down the ADHD kleptomania, and they instead obtain a magical ability at 3rd level to pull random but useful bullshit out of a bag. It's unclear whether this will actually stop obnoxious assholes from stealing, but it's something. As a kender, you have the following racial traits. * '''Creature Type'''. You are a Humanoid. * '''Size'''. You are Small. * '''Speed'''. Your walking speed is 30 feet. * '''Brave'''. You have advantage on saving throws you make to avoid or end the frightened condition on yourself. * '''Kender Ace'''. Starting at 3rd level, you possess a magical ability to pull an item out of a bag or another container; as a bonus action, you can reach into a container you’re carrying and roll on the Kender Aces table to determine what item you pull out. The object glimmers softly and disappears after 1 hour. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ** '''KENDER ACES''' {| class="wikitable" |d6 ||Item |- |1 ||5d6 gold pieces |- |2 |1 simple weapon of your choice that has the light property |- |3 |1 item of your choice from the Adventuring Gear table in the Player’s Handbook. The item must cost no more than 1 gp and weigh no more than 1 lb. |- |4 |1 random item from the Trinkets table in the Player’s Handbook. |- |5 |Your choice of a crowbar or a grappling hook |- |6 |1 item of your choice from the Tools table in the Player’s Handbook. The item must cost no more than 10 gp. |} * '''Taunt'''. You have a supernatural ability to home in on a creature’s emotional raw nerves and craft a taunt that flusters that creature. As a bonus action, you can unleash a barrage of insults at a creature within 60 feet of you that can hear and understand you. The target must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier), or it has disadvantage on attack rolls until the start of your next turn. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In April 2022 a new version of the Kender was released in "Heroes of Krynn Revisited." This version drops the ability to pull stuff out of nowhere and replaces it with immunity to fear and an extra proficiency. * '''''Creature Type.''''' You are a Humanoid. * '''''Size.''''' You are Small. * '''''Speed.''''' Your walking speed is 30 feet. * '''''Fearless.''''' You are immune to the frightened condition. * '''''Kender Curiosity.''''' Thanks to the mystical origin of your people, you gain proficiency with one of the following skills of your choice: Insight, Investigation, Sleight of Hand, Stealth, or Survival. * '''''Taunt.''''' You have an extraordinary ability to fluster creatures. As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of you that can hear and understand you. The target must succeed on a Wisdom saving throw or it has disadvantage on attack rolls against targets other than you until the start of your next turn. The DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race). You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ====Shadow of the Dragon Queen==== The Kender were finally released in ''Dragonlance: Shadow of the Dragon Queen''. It is nearly the same as the version released in the last Unearthed Arcana but Kender Curiosity is renamed to Kender Aptitude and the Fearless trait is changed to having advantage on saving throws against being frightened and being able to automatically succeed on a saving throw against being frightened once per long rest.
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