Kender (updated for D&D 3.5)
The Kencyclopedia is
an excellent resource about the kender race, although the racial
features are based on D&D 2.0 and 3.0 rules, not 3.5.
Although the kender race from the latest Dragonlance
Campaign Setting (DLCS) is compatible with D&D 3.5 rules,
a kender is rather gimped when adapting it to a typical D&D
campaign outside of Dragonlance. Kender have a combination
of traits that don't bode well for the survival of their race:
unbalanced abilities to the negative side, small size, lack
of foresight, insatiable curiousity, easily distracted, and
completely lacking fear or anxiety. The kender's fearlessness is
different from a paladin's immunity to fear: a kender simply doesn't
understand what fear means. A kender may understand concepts like
failure, planning ahead, and morality if they have time to stop and
think.
Because there is evidence
that kender descend from Gnomes, a D&D 3.5 update for kender
should include gnome attributes where DLCS doesn't specify any
(such as visual acuity and weapon familiarity). In the list below,
italicized text indicates something added to fill
in a DLCS omission (added from the gnome race when possible),
boldface text indicates something added or
changed to balance a kender for D&D 3.5 campaigns outside
Dragonlance, and struck out text
indicates something removed from the DLCS description.
- Creature type: humanoid (gnome subtype)
- Alignment: usually non-lawful, always non-evil. Kender tend
toward neutrality, but freely ignore laws they consider unjust. It
is extremely rare for a kender to be evil, since they hold a high
regard for life and are almost completely incorruptible.
- Abilities: Str -2, Dex +2, Wis -2. Kender are quick and nimble
rather than strong. They are driven by insatiable curiosity and lack
the ability to think things through or consider the consequences of
their actions.
- Small size: +1 bonus to Armor Class, +1 bonus on attack rolls,
+4 bonus on Hide checks, -4 penalty on grapple
checks, lifting and carrying limits 3/4 those of Medium
characters.
- Base land speed: 20 feet.
- Low-light vision. Kender descend from gnomes,
which also have low-light vision (and gnomes have no special visual
acuity in DLCS either).
- Weapon Familiarity: Kender may treat all kender weapons
as simple weapons. A kender weapon in the hands of other races
inflict a -2 penalty on attack rolls, even with the Exotic Weapon
Proficiency feat.
- +1 racial bonus to all saving throws.
- +2 racial bonus on spot checks due to remarkable eyesight.
- +2 racial bonus on Open Locks and Sleight of Hand checks. All
kender have an instinctive curiosity to discover what lies behind
closed doors and inside pockets. Kender can use these two abilities
as though they were trained, even if they have 0 ranks in the
skills. These skills are always in-class skills,
regardless of class.
- Lack of Focus (Ex): 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 (Ex): +4 racial bonus an all Bluff checks used to taunt
someone. Taunting is opposed by Sense Motive and doesn't provoke an
attack of opportunity. A successfully taunted opponent suffers a −1
penalty to attack rolls, saving throws, skill checks,
and ability checks (this is a milder form of the "shaken" condition
although not a fear effect), as well as a −1 penalty to AC,
and becomes one degree more hostile toward and
more likely to attack the kender, but is not under compulsion to do
so. The effects last as long as the kender continues
to insult the opponent plus a number of rounds equal to 1 + Cha
modifier (minimum 1 round after the taunt).
- Fearlessness (Ex): Immunity to fear and fear effects, magical
or otherwise. Kender fear nothing, instead, they are curious about
everything (and about any enemy creature), which gets them into
trouble.
- Kender's Luck (Ex): Once per day, a kender can
reroll one roll he just made, before the Dungeon Master declares
whether the roll results in success or failure. The character must
take the result of the reroll, even if it's worse than the original
roll. (From Chaos Gnome's Luck of Chaos in Races of
Stone)
- Automatic Languages: Gnome, Kenderspeak, and
Common. Bonus Languages: Dwarven, Ergot
Draconic, Elven, Goblin, and Solamnic Sylvan.
- Favored Class: Rogue.
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Alex Matulich
anachronist at gmail dot com