Kender

True Kender

Kender Racial Traits

+2 Dexterity, +2 Charisma, -2 Strength, -2 Wisdom: Quick, agile, and personable, the small and wiry kender are built for nimbleness rather than brute strength. Driven by insatiable curiosity, kender lack the ability to think things through or to consider the consequences of their actions.

Small: Kender are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Manoeuvre Bonus and Combat Manoeuvre Defence, and a +4 size bonus on Stealth checks.

Fast: Kender have a base speed of 30 feet. Kender are faster than their size would suggest.

Fearless: Kender are immune to fear, magical and otherwise.

Kender Luck: Kender receive a +1 racial bonus on all saving throws. Due to their eternal optimism and inherent belief in the goodness of all people, kender manage to survive and thrive in a world that is often hostile to them.

Keen Senses: Kender receive a +2 racial bonus on Perception skill checks.

Handlers: Kender receive a +2 racial bonus on Disable Device and Sleight of Hand checks. Kender can use these two abilities as through they were trained, even if they have 0 ranks in the skills.

Lack of Focus: Kender have a -4 racial penalty on concentration checks. Kender don’t necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic.

Taunt: Kender receive a +4 racial bonus on all Bluff checks to taunt someone. Kender have an uncanny insight into the motivations and characteristics of other races. They can use this insight to unleash a verbal barrage of sarcasm, insults, and crude comments that cause the targeted victims to lose their temper.

Weapon Familiarity: Kender treat any kender exotic weapon as a simple weapon.

Languages: Kender begin play speaking Common and Kenderspeak. Kender with high Intelligence scores can choose from the following: Dwarven, Ergot, Elven, Goblin, Solamnic.

Afflicted Kender

Afflicted Kender Racial Traits

Afflicted kender share all the racial traits of true kender except as follows:

+2 Dexterity, -2 Strength: Unlike true kender, afflicted kender are cautious, always thinking things through before they act, but their caution extends to those they meet as well.

Unnoticed: Afflicted kender receive a +2 racial bonus on Acrobatics, Climb, and Stealth checks. Afflicted kender go out of their way to pass unnoticed and avoid drawing any attention to themselves.

Afflicted: Afflicted kender gain no bonus on their Bluff check to taunt foes and do not possess the stereotypical kender fearlessness. They do not have the lack of focus of normal kender and do not suffer the penalty on concentration checks.

Half-Kender

Half-Kender Racial Traits

+2 to One Ability Score: Half-kender characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-kender are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-kender have a base speed of 30 feet.

Kender Blood: Half-kender count as both humans and kender for any effect related to race.

Stalwart: Half-kender receive a +4 racial bonus on saving throws against fear. Although they do not have the fearlessness of kender, half-kender find it much easier to shake off the effects of panic and fright.

Keen Senses: Half-kender receive a +2 racial bonus on Perception skill checks.

Handlers: Half-kender receive a +2 racial bonus on Disable Device and Sleight of Hand checks. Half-kender can use these two abilities as through they were trained, even if they have 0 ranks in the skills.

Taunt: Like their kender parent, a half-kender has an uncanny insight into the motivations and characteristics of other races. Although they do not have quite the mastery of this ability as kender do, a half-kender receives a +2 racial bonus on all Bluff checks to taunt someone.

Weapon Familiarity: Half-kender treat any kender exotic weapon as a simple weapon.

Languages: Half-kender begin play speaking Common and Kenderspeak. Half-kender with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Many half-kender choose their human parent’s regional dialect as a bonus language.

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