Paths of the Planetouched
To the other races, kender are the child-race of Krynn. The diminutive kender have short attention spans, intense curiousity, and a fearlessness that serves them well in battle, but often lands them (and those traveling with them) in danger.
Personality: Wanderlust is uniquely a kender trait, which is the fever which possesses young kender and causes them to travel the world over. Kender wander for years, settling down after they feel they have wandered down all the roads their heart desires. Wanderlust usually lasts for about 10 years.
In regard to personal belongings, kender have a relatively loose definition of what is “theirs.” In a kender home, a relic is anything that hasn’t disappeared after three weeks. Kender have the unique ‘handling’ ability which allows them to “find” objects unconsciously. If a kender were to walk through a crowd of people, it would be unlikely if the kender’s pouches were not bulging with the belongings of at least half the people there. If anyone cornered him and asked him about it, the kender would truthfully reply that “it must have fallen into my pouch. It’s a good thing that I found it or somebody else might have taken it.”
Because of their naivete in regards to personal belongings (especially how they come to possess those items which belong to other people), the worst name you may call a kender is either a ‘cutpurse’ or a ‘thief,’ for they believe that they are neither—it was an accident, remember?
Kender also have a trait which enables them to be entirely fearless. While the rest of the party shies away from the edge of the bottomless gorge, the kender will skip merrily along the edge, cross the rotting foot bridge and stop to smell the roses on the other side while being charged by an enraged Minotaur. Everything is an adventure, including death, which is the last great adventure (many a kender have wondered what it is like to be breathed upon by a Red Dragon, but few who have experienced it live to tell the tale). This fearlessness might be interpreted as stupidity, but kender are fiendishly clever in a child-like sort of way.
There are certain situations where a kender has been observed to get a “strange” feeling. This generally happens in the presence of something so evil that most rational people would have run away screaming by this point .
Since kender are so small, some might think they are easily subdued by other races. However, coupled with their fearlessness, kender have the unique ability to “taunt” enemies. The taunt is usually highly personal, insulting the lineage, appearance or intelligence of the taunted. The purpose is to throw the creature into such a rage that it loses its head and attacks without thinking, allowing the kender a victory.
Physical Description: Despite their small frames, kender are surprisingly strong and agile. Males and females both stand between 3 ½ feet and 4 feet in height, though some have been known to reach almost 5 feet. They weigh between 80 and 100 pounds. Eye color ranges from pale blue through hazel and their hair is sandy blonde, light or dark brown, or a striking shade of red or copper. Short-cropped haircuts are popular in the west, while eastern kender prefer wearing their hair long. Regardless, a kender’s hair is often fancifully braided and decorated. They are fond of flamboyant clothing, preferring wild colors and clashing fashions over more tasteful gear. Kender dress is as individualistic as each kender, with one exception. All kender clothing has many, many pockets for holding their favored trinkets.
Height: 3’0" (36") + 2d8"
Weight: 75 + 3d10 lbs
Names: Each kender has a given name, as well as a more descriptive “chosen” name (usually – but not always – chosen by themselves) that best describes their exploits, achievements, and outlook on life. They have a habit of appropriating particularly popular or heroic names to inherit the good reputation of the original owner. It is not uncommon to encounter an entire group of wandering kender all calling themselves the same name. Younger kender are often influenced by their elders or relatives. The importance of familial ties often means that a kender will maintain a family name out of loyalty to their bloodline.
Male Names: Arlie, Buckeran, Jackin, Kronin, Malon, Pentrien, Tarli, Tasslehoff, Tekel, Tobin.
Female Names: Amari, Amber, Athola, Cat, Emla, Ethani, Juniper, Mela, Paxina, Teeli
Chosen Names: Burrfoot, Deeppockets, Flamehair, Lighteyes, Nimblefingers, Quickstep, Redfeather, Riddler, Softtread, Thistleknot.
Ability Scores: +2 Dexterity, +1 Charisma
Adult Age: 17
Average Lifespan: 120
Alignment: Usually Neutral or Chaotic Good
Speed: 25 ft (5 sq)
Curiosity: Kender are innately curious about the world around them which can lead them into all sorts of trouble. One of those ways are when it comes to the belongings of others. If a kender is a Rogue, they gain expertise in Dexterity (Sleight of Hand) checks due to their nimble fingers. Otherwise, all kender are proficient in Dexterity (Sleight of Hand) checks.
Kender Pockets: Related to their curiosity, and their inability to understand the concept of personal property, they constantly pick up things, examine them, and distractedly pocket them. If you find yourself in need of a nonmagical piece of equipment, roll 1d4. If the roll is a 4, the kender has the item in a pack, pocket, or pouch. Otherwise, roll on the trinket table to see what comes out instead. If you don’t have the item, you can’t search again unless you’ve spent at least a day in a town or city. Rummaging through your pouches, pack, and pockets in this manner takes 1 minute.
Taunting: Also, due to their curiosity, they have great insight into a person and will pick up on details most miss. This insight is most often used when a kender is mad. When angry, a kender will unleash a verbal barrage of sarcasm, insults, and crude comments against whomever they are mad at. Make a Charisma (Performance) check contested by the target’s passive Wisdom (Insight) check.
If the kender succeeds, the target must use it’s next turn to attack the kender, no matter what obstacle is in the way. If the kender fails, the target doesn’t understand, and is immune to the Taunt for the next 24 hours.
Fearlessness: Another thing that gets a kender into loads of trouble is their innate immunity to fear. A kender cannot be frightened and is immune to the frightened condition.
Kender Weapons: While kender can use other weapons, most kender prefer using ones that can serve multiple purposes, generally those that can act as a utility, a musical instrument, and a weapon (if need be). The most popular is the Hoopak, a forked staff sling that makes an eerie whistling sound as it’s spun. All kender are proficient in the use of the Hoopak.
- Cost: 3 sp
- Weight: 3 lbs
- Staff Damage: 1d6 Bludgeoning
- Sling Damage: 1d4 Bludgeoning
- Staff Properties: Versatile (1d8)
- Sling Properties: Ammunition (range 30/120)
Languages: A kender can speak Common and Kenderspeak, a language seemingly made up of words and phrases of other languages that is constantly evolving.