ÿÿXCRaceObKenderÿ¿ KENDER Kender are small enough to resemble human children,though they are more heavily muscled. Males are typically 3'7" tall and weigh 75lbs; females are slightly smaller. Adult Kender are rarely more than four feet tall and seldom weigh more than 100lbs. Kender typically have sandy blond, copper-red or even red-orange hair colors. Hair styles are usually long, with many varieties of braids and ponytails being popular. Often bits of colorful material such as bird feathers, ribbons, or flowers are carefully woven into the hair as well. Kender are fair-skinned but tan quickly, becoming nut-brown by midsummer. Their eyes are variously pale blue, sea green, olive, light brown, and hazel. Kender are distinctive for their pointed ears that give them a faintly elven look. They are bright-eyed, and their facial expressions ar quite intense. No one seems to look as happy as a joyful Kender or as miserable as a crying one.Angry Kender using taunts and insults can be shockingly vulgar, and can look quite devilish for a few moments. This intensity of emotion can be quite infectious. Kender have been called wizened because of the fine network of lines that appears on their faces about age 40. These minute wrinkles give the kender a curious appearance when seen close up, though such lines are considered attractive by Kender of all clans. Kender have a wide vocal range, from deep and husky to high-pitched and squeaky. Older Kender tend to have deeper voices, but they still maintain wide pitch ranges and can often perform remarkable sound imitations. When excited, Kender tend to speak very quickly and ramble at the same time, making it hard to follow what they are trying to say. ÿÿÿÿþÿÿÿ# 1d2 ñÿÿÿûÿÿÿ $ PK  KenderA.bmp6C:\Program Files\AD&D Core Rules 2.0\Bitmaps\Portrait\CommonDwarfElfGnomeGoblin Kenderspeak Krynn CommonOgreClericDruidFighterRangerThiefÿÿ^CClassMultiClassObèЀêÐ€è¸ €Standard Kenderÿ¼ KENDER Kender are small enough to resemble human children,though they are more heavily muscled. Males are typically 3'7" tall and weigh 75lbs; females are slightly smaller. Adult Kender are rarely more than four feet tall and seldom weigh more than 100lbs. Kender typically have sandy blond, copper-red or even red-orange hair colors. Hair styles are usually long, with many varieties of braids and ponytails being popular. Often bits of colorful material such as bird feathers, ribbons, or flowers are carefully woven into the hair as well. Kender are fair-skinned but tan quickly, becoming nut-brown by midsummer. Their eyes are variously pale blue, sea green, olive, light brown, and hazel. Kender are distinctive for their pointed ears that give them a faintly elven look. They are bright-eyed, and their facial expressions ar quite intense. No one seems to look as happy as a joyful Kender or as miserable as a crying one.Angry Kender using taunts and insults can be shockingly vulgar, and can look quite devilish for a few moments. This intensity of emotion can be quite infectious. Kender have been called wizened because of the fine network of lines that appears on their faces about age 40. These minute wrinkles give the kender a curious appearance when seen close up, though such lines are considered attractive by Kender of all clans. Kender have a wide vocal range, from deep and husky to high-pitched and squeaky. Older Kender tend to have deeper voices, but they still maintain wide pitch ranges and can often perform remarkable sound imitations. When excited, Kender tend to speak very quickly and ramble at the same time, making it hard to follow what they are trying to say.##Kender $ PK 6C:\Program Files\AD&D Core Rules 2.0\Bitmaps\Portrait\DwarfElfGnomeGoblin Kenderspeak Krynn CommonOgreKender, Attack Bonus (5)Kender, Immunity to fear (10)Kender, Infravision (5)!Kender, Saving Throw Bonuses (10)Kender, Taunt (5)ÿÿ]CPartKender, Aim bonus (10) +1 bonus to the Aim subability.ÿÿÿÿ¥d€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Aim bonus (10)KenderHalflingÍÍÍÍÍÍÍÍ€d€Kender, Appearance Bonus (10) DThe Kender gains a +1 bonus to the Charisma/Appearance subability. ÿÿÿÿd€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Appearance Bonus (10)KenderÍÍÍÍ€d€Kender, Attack Bonus (5)8+1 bonus to attack rolls with hurled weapons and slings.ÿÿÿÿ¦d€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Attack Bonus (5)KenderHalflingÍÍÍÍÍÍÍÍ€dAxe, hand/throwingBolas BoomerangDaggerDartGrappleHarpoonJavelinKnifeKnife, throwingNet Oil flaskRockSlingSpear Spear, long€Kender, Balance Bonus (10) #+1 bonus to the Balance subability.ÿÿÿÿ§d€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Balance Bonus (10)KenderHalflingÍÍÍÍÍÍÍÍ€d€Kender, Detect Evil (5)“Kender are very perceptive. Once a day a kender can detect evil in creatures or individuals. This ability does not function on items or locations.ÿÿÿÿ¨d€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Detect Evil (5)KenderHalflingÍÍÍÍÍÍÍÍ€d€Kender, Detect Secret Doors (5)ÿ%Merely passing within 10' of a concealed door allows a kender a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, a kender's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six chance (1, 2, or 3 on 1d6) to notice a concealed door.ÿÿÿÿ©d€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Detect Secret Doors (5)KenderHalflingÍÍÍÍÍÍÍÍ€d€Kender, Disbelief (5)°The kender refuses to believe anything which she has not seen with her own eyes, and gains a bonus of +2 to all saves vs. illusion/phantasm. This character may not be a priest.ÿÿÿÿd€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Disbelief (5)KenderÍÍÍÍ€d€Kender, Disguise (5)ÿzIn order to gain acceptance in other communities, the kender is skilled in the practise of masquerading as a member of another race - usually, humans, half elves, and elves, although kender who leave Krynn may also pretend to be halflings. To succeed, the character must have access to a variety of clothing, and has a percentile chance equal to the PC's Charisma +1% per level.ÿÿÿÿd€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Disguise (5)KenderÍÍÍÍ€d€Kender, Fear Immunity (5)ÿØThe kender is immune to normal, magical, and psionically induced fear. Still, kender are not stupid and will recognise danger quickly. The character's reaction will tend toward fascination and curiosity rather than fear. The Kender's fearlessness grants him immunity to natural fear emanating from monsters such as dragons, androsphinxes, and demons, and to magical fear generated by wands or created by spells such as cause fear, scare, emotion, symbol of fear, and fear.ÿÿÿÿd€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Fear Immunity (5)KenderÍÍÍÍ€d€Kender, Fleetness (10) ‹The Kender is unusually fleet of foot, and has a normal movement rate of 12. When running in a straight line, he has a movement rate of 15.ÿÿÿÿd€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Fleetness (10)KenderO €d€Kender, Fleetness (5)‹The Kender is unusually fleet of foot, and has a normal movement rate of 12. When running in a straight line, he has a movement rate of 15.ÿÿÿÿd€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Fleetness (5)KenderO €d€Kender, Handling Skills (5)ÿOEven kender who are not handlers have an inherent ability to act as a low-level thief: 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. These skills do not increase as the kender goes up in level, but Dexterity and armor modifiers do apply.ÿÿÿÿd€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Handling Skills (5)KenderÍÍÍÍ€d€Kender, Health Bonus (10) "+1 bonus to the Health subability.ÿÿÿÿ«d€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Health Bonus (10)KenderHalflingÍÍÍÍÍÍÍÍ€d€Kender, Hide (10) hThe ability to hide in woods with a chance equal to a thief of the same level's hide in shadows ability.ÿÿÿÿªd€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Hide (10)KenderHalflingÍÍÍÍÍÍÍÍ€d€Kender, Hoopak Bonus (5)SThe Kender gains a +1 to Attack Rolls when using a Hoopak in Melee or Missile Fire.ÿÿÿÿd€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Hoopak Bonus (5)KenderÍÍÍÍ€dHoopak€Kender, Immunity to fear (10) ûThe Kender's fearlessness grants him immunity to natural fear emanating from monsters such as dragons, androsphinxes, and demons, and to magical fear generated by wands or created by spells such as cause fear, scare, emotion, symbol of fear, and fear.ÿÿÿÿd€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Immunity to fear (10)KenderÍÍÍÍ€d€Kender, Infravision (5)Infravision with a 30' range.ÿÿÿÿ¬d€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Infravision (5)KenderHalflingÍÍÍÍÍÍÍÍ€d€Kender, Innocence (5)îThe character's natural charm (or calculated manipulation) allows her to get out of trouble easily. When attempting to convince NPCs of her innocence or get out of trouble with the law, the character gains a bonus of +4 to reaction rolls.ÿÿÿÿd€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Innocence (5)KenderÍÍÍÍ€d€Kender, Intuition Bonus (10) ?The Kender gains a +1 bonus to the Wisdom/Intuition subability.ÿÿÿÿd€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Intuition Bonus (10)KenderÍÍÍÍ€d€Kender, Kender Pockets (5)ÿÖ Since Kender are constantly placing things into their pockets, bags, pouches, and other containers they frequently forget what even they have in their own possession. Kender Pockets is the ability for the PC to have hoards of items in their possession and be able to pull something out at a moment's notice. If there is a Kender in a party of adventurers, the DM needs to keep track of the items in The Kender's Pockets. It is not necessarry to keep a separate chart for each Kender in a group, since two or more Kender in a party tend to borrow each other continuously. This chart must have at least 100 spaces for entries. The first 92 entries are always filled. The first 82 positions on the chart consist of relatively harmless items that a Kender might pull out of its pockets (although yo unever know what use they might have). This is followed by 10 objects that start out as harmless items, but they can be exchanged for more useful objects as the Kender collects things on his adventure. Slots from 93 up are filled one at a time each time the Kender goes up a level. These slots should be filled according to the following table: Kender Pockets Filling Table D100 Filled With 1-20 Harmless Item 21-60 Basic Equipment (PH) 61-100 Magical Item (DMG) Harmless Items: These are the types of things parents find in kids' pockets all the time - string, nails, feathers, stones, etc. Take any item that suits your fancy and place it here. (No items bigger than a bread box please.) Let comon sense be your guide. Basic Equipment: Select an item of basic equipment from the basic equipment lists in The Player's Handbook. be as random as possible in this determination with the following limitations: The object cannot be larger than the Kender could reasonanly conceal (this could be quite large if the Kender has a Bag of Holding) and it cannot be magical in nature. Magical item: Using Magical Random Table of the DMG and all subsequent tables, randomly determine a magical treasure. Reroll any artifact, large weapons, armor, or any item that would not fit on a Kender Person. When in a pinch, Kender often try to grab something from their pockets. This takes 1d6 segments to perform. When a Kender declares that he is reaching into his pockets, roll percentile dice against the following table. For every level of experience the Kender has attained, add 2 to the roll. Kender Pocket Grab Table d100 Description 1-3 Bird Feather 4-10 Purple Stones (2d6) 11-20 Multicolored Marbles (1d100) 21-24 String 25-27 Animal Teeth 28-32 Whistle 33-35 Paper 36-43 Chalk 44-50 Charcoal 51-57 Handkerchiefs 58-63 Mice (1d4) 64-70 Deck of Cards 71-82 Useless Map 83-92 Useful Map 93-100 Special Items This table must be maintained by the DM during the course of the game. Each time a Kender handles an object, that object must displace one of the special items. Displaced objects are placed carefully out of sight somewhere. The Kender's regular equipment is not subject to displacement. His Hoopak or other weapons, his food and other essential objects woul dnot be dropped. Similarly, he would not take essential items from another creature. ÿÿÿÿd€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Kender Pockets (5)KenderÑ€d€&Kender, Mining Detection Abilities (5)ÿA character with this skill is familar with mining, tunneling and stonework. By concentrating for one round the character can: Determine approximate direction underground, 1-3 on 1d6. Detect any grade or slope in the passage they are passing through, 1-3 on 1d4.ÿÿÿÿ­d€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ&Kender, Mining Detection Abilities (5)KenderHalflingÍÍÍÍÍÍÍÍ€d€ Kender, More Handling Skills (5)ÿThe kender can use the following thief skills from Player's Option: Skills and Powers - Bribe 25, Detect Illusion 10, Detect Magic 10, Escape Bonds 25, Tunnelling 10. These skills do not increase as the kender goes up in level, but Dexterity and armor modifiers do apply.ÿÿÿÿd€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ Kender, More Handling Skills (5)KenderÍÍÍÍ€d€Kender, More Pockets (5)ÿ¥In order to have this ability the Kender must also have the Kender Pockets ability. Kender who takes this ability are reknown "handlers". Having been many places, meet many people, and thus collected many things. The Kender may now roll on the More Pockets Table(In the Magic Items Section) to see what item he produced in a pinch. A d1000 is required and the Kender can also keep that many "pockets place holders". ÿÿÿÿd€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, More Pockets (5)Kender¾¿€d€Kender, Reaction Bonus (5)?+1 to reaction rolls due to other races' acceptance of kenders.ÿÿÿÿ®d€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Reaction Bonus (5)KenderHalflingÍÍÍÍÍÍÍÍ€d€!Kender, Saving Throw Bonuses (10) {For every 3.5 points of a Kender's Constitution/Health, they will receive a +1 to saves vs. wand, staves, rods, and spells.ÿÿÿÿ¯d€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ!Kender, Saving Throw Bonuses (10)KenderHalflingÍÍÍÍÍÍÍÍ€d€Kender, Stealth (10) ÔWhen the kender is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, or a -2 if the halfing has to open a door or move aside some other obstruction..ÿÿÿÿ°d€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Stealth (10)KenderHalflingÍÍÍÍÍÍÍÍ€d€Kender, Taunt (5)ÿ\ When a kender taunt's an intelligent creature who can understand the kender's speech, the creature must make a successful sving throw vs. spell (Wisdom bonuses apply). If the creature fails, it attacks the kender wildly for 1d10 rounds, with a -2 penalty to hit and a +2 penalty to his Armor Class because of the affected being's irrationality If a particular victim is assumed to be more or less vulnerable to such abuse, the DM can apply penalties or bonuses to saving throws as desired. (Long time friends of a kender develop a high resistance to this power as they have grown used to the abuse.ÿÿÿÿ±d€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, Taunt (5)KenderHalflingÍÍÍÍÍÍÍÍ€d€Kender, The Map Please... (1),The Kender Excells in The Art of Map-Making.ÿÿÿÿd€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKender, The Map Please... (1) CartographyKenderä€d€ Kenderspeakÿÿÿÿd€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ Kenderspeakš€d€ Krynn Commonÿÿÿÿd€¿ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ Krynn Commonš€d