Kender
Requirements: DEX
9, CHA 9
Prime Requisite:
DEX and CON
Hit Dice: 1d6
Maximum Level: 8
Kender are small, elfin
humanoids that primarily reside in eastern Ansalon - though due to an
affliction called Wanderlust, are found all across the continent.
Irrepressible, fearless, and preptually curious, most other species
of Krynn regard Kender as pests. Their combination of youthful
curiousity, energetic nature, and the complete inability to feel the
emotion of fear makes them natural adventurers. Unfortunately, this
curiousity leads Kender to "handle" various objects that
strike their fancy. They fearlessly examine, fiddle with, and often
break objects that are shiny, magical, or newly encountered. This
handling often ends with the Kender unknowingly putting the object in
question in their many pouches. It doesn't matter whether the object
is nailed down, protected, or even on someone else's person - a
curious Kender will absently and unknowingly pocket the item. This is
not theft, though most other species regard it as such. For the
Kender, the fact that the object is interesting is of surpreme
importance and not its monetary value.
For all the trouble
Kender inadvertantly bring to their adventuring companions, they are
nimble-fingered, stealthy, and quite skilled at picking a lock. These
talents, combined with their boundless sense of hope and wonder, can
make them surprisingly valuable allies when exploring the dark and
terrible places of the world.
Kender rely on their
agility and perpetual optimism to survive. They only wear padded,
leather, and studded leather armor. They do not use shields. Like
dwarves, Kender may not use large and two-handed weapons, but may use
any other weapon. They favor a weapon unique to their people, a
quarterstaff with a sling mounted at its top. This weapon is called a
Hoopak. When a Kender wields a Hoopak in melee it inflicts 1d6 damage
and when the sling is used as a ranged weapon it inflicts 1d4 points
of damage. Hoopaks are only sold in Kender lands and cost 5 gold
pieces.
If they have a 13 in at
least one or the other prime requisite, the Kender receives a +5% to
all experience points they earn. If both prime requisites are 13 or
higher, the character receives a +10% bonus.
Kender Class Progression
Experience
|
Level
|
Hit Dice
|
Open Locks & Handling
|
0
|
1
|
1d6
|
60%
|
2,035
|
2
|
2d6
|
65%
|
4,085
|
3
|
3d6
|
70%
|
8,175
|
4
|
4d6
|
75%
|
16,251
|
5
|
5d6
|
80%
|
32,501
|
6
|
6d6
|
85%
|
65,001
|
7
|
7d6
|
90%
|
130,001
|
8
|
8d6
|
95%
|
Saving Throw
Level
|
Breath Weapon
|
Poison or Death
|
Petrify or Paralyze
|
Wands
|
Spells
|
1-3
|
13
|
8
|
10
|
9
|
12
|
4-6
|
10
|
6
|
8
|
7
|
10
|
7-8
|
7
|
4
|
6
|
5
|
8
|
Combat
Character |
Defender Armor Class |
Level |
-3 |
-2 |
-1 |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
1-2
|
20
|
20
|
20
|
19
|
18
|
17
|
16
|
15
|
14
|
13
|
12
|
11
|
10
|
3
|
20
|
20
|
19
|
18
|
17
|
16
|
15
|
14
|
13
|
12
|
11
|
10
|
9
|
4
|
20
|
19
|
18
|
17
|
16
|
15
|
14
|
13
|
12
|
11
|
10
|
9
|
8
|
5
|
19
|
18
|
17
|
16
|
15
|
14
|
13
|
12
|
11
|
10
|
9
|
8
|
7
|
6
|
18
|
17
|
16
|
15
|
14
|
13
|
12
|
11
|
10
|
9
|
8
|
7
|
6
|
7-8
|
17
|
16
|
15
|
14
|
13
|
12
|
11
|
10
|
9
|
8
|
7
|
6
|
5
|
Keen Senses:
Because of their keen senses, Kender can detect concealed doors,
secret doors, and traps when they come within ten feet of them with a
1-2 on 1d6 chance of success. If actively searching for these things,
they are successful on 1-3 on 1d6. Their sharp senses also makes it
difficult to surprise a Kender, and they are only surprised on a 1 on
1d6.
Quick and Nimble:
Because of their small size and quick reflexes, all Kender
receive a +1 bonus to their Armor Class when fighting against an
opponent who is larger than man-sized. They also receive +1 to all
attack rolls made when using a ranged weapon.
Fearless: Kender
are completely immune to fear, whether natural or magical. It simply
does not effect them.
Stealth: As long
as the Kender remains perfectly still and can conceal themselves
through obstruction or shadows, the remain undetected 90% of the
time. If the Kender moves at half their movement rate, they can
remain perfectly silent with the same chance of success.
Open Locks: Kender
can pick locks as long as they have the tools to do so. They are
extraordinarily skilled at this and have a 60% chance of success at
first level, and this increases by +5% per level. This ability can
also be used to disarm traps, but with only half the normal chance of
success.
Pouches: Kender
typically carry countless pouches, great and small, in which they
store the miscellaneous objects they've acquired in their travels.
Whenever the Kender reaches into the pouch, he can produce a random
item determined by the referee. Typically, these items are shiny,
interesting, or unique - not necessarily valuable or magical.
Handling: Kenders
are not thieves and do not knowingly steal. Because of this, they do
not have a Pick Pocket skill like a more traditional "thief."
Instead, the Kender will sometimes unknowingly pilfer an item from an
individual, particularly if that item is interesting or unique. The
referee determines exactly when this happens. The Kender's chance of
going unnoticed by the victim of this ability is 60% and increases by
+5% per level.
Taunting: Once per
day, the Kender may spend the combat round verbally taunting an
individual target with a surprisingly offensive and creative insults.
The target must be able to hear the Kender. That target must then
make a saving throw vs. spells or become enraged and focus on
attacking the Kender. Because they are infuriated and focused on
destroying the obnoxious pest, they suffer a -2 penalty to their
Armor Class for 1d6 rounds after they have failed their saving throw.
You just had to go and taint B/X with these guys ;)
ReplyDeleteI think you mean "improve."
Deletewell said! And well done :)
DeleteJust throwing them out for my system of choice.
ReplyDeletehttps://docs.google.com/document/d/1eBnj7lNHd5-VvVEgGBctiWtOy31V1aScMSlHHjaWz80/edit?usp=drive_web