More Races-Elf

S T O N E K E E P

Races

Enchanted Gate Index

Elves (High-elves)

Elves mingle freely in human lands, always welcome yet never at home there. They are well known for their poetry, dance, song, lore, and magical arts. Elves favor things of natural and simple beauty. When danger threatens their woodland homes, however, elves reveal a more martial side, demonstrating skill with sword, bow, and battle strategy.

Personality: Elves are more often amused than excited, more likely to be curious than greedy. With such long lives, they tend to keep a broad perspective on events, remaining aloof and unfazed by petty happenstance. When pursuing a goal, however, whether an adventurous mission or learning a new skill or art, they can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.

Physical Description: Elves are short and slim, standing about 4 1/2 to 5 1/2 feet tall and typically weighing 85 to 135 pounds, with elven men the same height as and only marginally heavier than elven women. They are graceful but frail. They tend to be pale-skinned and dark-haired, with deep green eyes. Elves have no facial or body hair. They prefer simple, comfortable clothes, especially in pastel blues and greens, and they enjoy simple yet elegant jewelry. Elves possess unearthly grace and fine features. Many humans and members of other races find them hauntingly beautiful. An elf achieves majority at about 110 years in age and can live to be over 700 years old.

Relations: Elves consider humans rather unrefined, and dwarves not at all fun. They look on half-elves with some degree of pity, and they regard half-orcs with unrelenting suspicion. While haughty, elves are not particular the way dwarves can be, and they are generally pleasant and gracious even to those who fall short of elven standards (which, after all, consists of just about everybody who’s not an elf).

Alignment: Elves love freedom, variety, and self-expression. They lean strongly toward the gentler aspects of chaos. Generally, they value and protect others’ freedom as well as their own, and they are more often good than not.

Elven Lands: Elves mostly live in woodland clans of less than two hundred souls. Their well-hidden villages blend into the trees, doing little harm to the forest. They hunt game, gather food, and grow vegetables, their skill and magic allowing them to support themselves amply without the need for clearing and plowing land. Their contact with outsiders is usually limited, though some few elves make a good living trading finely worked elven clothes and crafts for the metals that elves have no interest in mining. Elves encountered in human lands are commonly wandering minstrels, favored artists, or sages. Human nobles compete for the services of elven instructors, who teach swordplay to their children.

Religion:

Language: Elves speak a fluid language of subtle intonations and intricate grammar. While Elven literature is rich and varied, it is the language’s songs and poems that are most famous. Many bards learn Elven so they can add Elven ballads to their repertoires. Others simply memorize Elven songs by sound. The Elven script, as flowing as the spoken word, also serves as the script for Sylvan, the language of dryads and pixies.

Names: When an elf declares herself an adult, usually some time after achieving her hundredth birthday, she also selects a name. Those who knew her as a youngster may or may not continue to call her by her "child name," and she may or may not care. An elf’s adult name is a unique creation, though it may reflect the names of those she admires or the names of others in her family. In addition, she bears her family name. Family names are combinations of regular Elven words, and some elves traveling among humans translate their names into Common while others use the Elven version.

Male Names: Aramil, Aust, Enialis, Heian, Himo, Ivellios, Laucian, Quarion, Thamior, and Tharivol.

Female Names: Anastrianna, Antinua, Drusilia, Felosial, Ielenia, Lia, Qillathe, Silaqui, Valanthe, and Xanaphia.

Family Names: Amastacia ("Starflower"), Amakiir ("Gemflower"), Galanodel ("Moonwhisper"), Holimion ("Diamonddew"), Liadon ("Silverfrond"), Meliamne ("Oakenheel"), Naïlo ("Nightbreeze"), Siannodel ("Moonbrook"), Ilphukiir ("Gemblossom"), and Xiloscient ("Goldpetal").

Adventurers: Elves take up adventuring out of wanderlust. Life among humans moves at a pace that elves dislike: regimented from day to day but changing from decade to decade. Elves among humans, therefore, find careers that allow them to wander freely and set their own pace. Elves also enjoy demonstrating their prowess with the sword and bow or gaining greater magical powers, and adventuring allows them to do so. Good elves may also be rebels or crusaders.

Elven Racial Traits:

• +2 Dexterity/Intelligence, –2 Strength/Constitution: Elves are graceful and clever, but frail. An elf’s grace makes her naturally better at stealth and archery.

• Medium-size: As Medium-size creatures, elves have no special bonuses or penalties due to their size.

• Elven base speed is 30 feet.

• Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against Enchantment spells or effects.

• Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torch light, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

• Proficient with either long sword or rapier; proficient with short bow, longbow, composite longbow, and composite short bow. Elves esteem the arts of swordplay and archery, so all elves are familiar with these weapons.

• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door. An elf’s senses are so keen that she practically has a sixth sense about hidden portals.

• Automatic Languages: Common and Elven. Other likely languages to have: Gnoll, Gnome, Goblin, Orc, and Sylvan. Elves commonly know the languages of their enemies and of their friends.

Aquatic-elves

Also called sea-elves, these are water-breathing cousins to land-dwelling elves. They cavort amid the waves and ocean depths with allies such as dolphins and whales. Their skin is usually greenish silver, with hair that ranges from emerald green to deep blue; their fingers and toes are partially webbed.

Aquatic-elf Racial Traits:

• +2 Dex, -2 Int

• Low-light Vision: Aquatic-elves can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

• Automatic Languages: Aquan, Common, and Elven.

The following are in addition to the traits listed for high-elves.

• Swim 40 feet.

• Gills: Aquatic-elves can survive out of the water for 1 hour per point of Constitution (after that, refer to a DM for the rules of suffocation).

Dark-elves

Dark-elves are a depraved and evil subterranean offshoot. They have jet-black skil and palie hair, with white being common. They tend to be smaller and thinner than other sorts of elves, and their eyes are usually a vivid red. Their society is matriarchal and rigidly controlled by the priesthood.

Female dark-elves usually tend towards their spiritual nature, becoming priestesses and the like for their evil deities. Male dark-elves are usually guards and soldiers.

Dark-elf Racial Traits:

• -2 Str, +2 Dex, -2 Con, +2 Int

• Darkvision: Dark-elves can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dark-elves can function just fine with no light at all.

• Automatic Languages: Common and Undercommon.

The following are in addition to the traits listed for high-elves.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds dark-elves for 1 round. In addition, they suffer a -1 circumstance penalty to all attack rolls, saves and checks while operating in bright light.

• +2 racial bonus to Will saves against spells and spell-like abilities.

• Spell resistance 11 + ½ level.

• Spell-like Abilities: 1/day-dancing lights, darkness, and faerie fire. These abilities are as the spells cast by a mage of ½ the dark-elf's spell power (rounded down). You need to have spell power to use these abilities.

Gray-elves

These are the most noble and regal of all elves. Taller and grander in physical appearance than others, gray-elves have a reputation of being aloof and arrogant (even by elven standards). They certainly are more reclusive than high-elves, living in isolated mountain citadels and allowing entry only to a select few outsiders. They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple.

Gray-elf Racial Traits:

• -2 Str, -2 Con, +2 Int

Wild-elves

Wild-elves are barbaric and tribal. Their skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age. They dress in simple clothing of animal skins and basic plant weaves. Though the others consider them savages, they contend that they are the true elves, for the rest have lost their primal elven essence in needing to build. Nomadic and rugged, wild elves favor magery, although many are tough fighters.

Wild-elf Racial Traits:

• +2 Dex, -2 Int

Wood-elves

Members of this subrace live deep in primordial forests. Their hair is yellow or coppery red, and they are more muscular than other elves. Their clothing is in dark shades of green and earth tones to better blend with their natural surroundings. Their homes are often guarded by giant owls or sometimes leopards or pumas. Woof elves quite often become fighters for nature.

Wood-elf Racial Traits:

• +2 Str, +2 Dex, -2 Int, -2 Cha

Gnomes

Hill-gnomes

Gnomes are welcome everywhere as technicians, alchemists, and inventors. Despite the demand for their skills, most gnomes prefer to remain among their own kind, living in comfortable burrows beneath rolling, wooded hills where animals abound but hunting is a very bad idea.

Personality: Gnomes adore animals, beautiful gems, and jokes of all kinds. Gnomes have a great sense of humor, and while they love puns, jokes, and games, they relish tricks—the more intricate the better. Fortunately, they apply the same dedication to more practical arts, such as engineering, as they do to their pranks.

Gnomes are inquisitive. They love to find things out by personal experience. At times they’re even reckless. Their curiosity makes them skilled engineers, since they are always trying new ways to build things. Sometimes a gnome pulls a prank just to see how the people involved will react.

Physical Description: Gnomes stand about 3 to 3 1/2 feet tall and weigh 40 to 45 pounds. Their skin ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, and they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.

Relations: Gnomes get along well with dwarves, who share their love of precious objects, their curiosity about mechanical devices, and their hatred of goblins and giants. They enjoy the company of halflings, especially those who are easygoing enough to put up with pranks and jests. Most gnomes are a little suspicious of the taller races—humans, elves, half-elves, and half-orcs—but they are rarely hostile or malicious.

Alignment: Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or consultants. Those who tend toward chaos are tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. Luckily, evil gnomes are as rare as they are frightening.

Gnome Lands: Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden, by both clever construction and illusions. Those who come to visit and are welcome are ushered into the bright, warm burrows. Those who are not welcome never find the burrows in the first place.

Gnomes who settle in human lands are commonly gemcutters, mechanics, sages, or tutors. Some human families retain gnome tutors. During his life, a gnome tutor can teach several generations of a single human family.

Religion:

Language: The Gnome language, which uses the Dwarven script, is renowned for its technical treatises and its catalogs of knowledge of the natural world. Human herbalists, naturalists, and engineers commonly learn Gnome in order to read the best books on their topics of study.

Names: Gnomes love names, and most have half a dozen or so. As a gnome grows up, his mother gives him a name, his father gives him a name, his clan elder gives him a name, his aunts and uncles give him names, and he gains nicknames from just about anyone. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are rather “stuffy” about names, gnomes learn to act as if they have no more than three names: a personal name, a clan name, and a nickname. When deciding which of his several names to use among humans, a gnome generally chooses the one that’s the most fun to say. Gnome clan names are combinations of common Gnome words, and gnomes almost always translate them into Common when in human lands (or into Elven when in elven lands, and so on).

Male Names: Boddynock, Dimble, Fonkin, Glim, Gerbo, Jebeddo, Namfoodle, Roondar, Seebo, and Zook.

Female Names: Bimpnottin, Caramip, Duvamil, Ellywick, Ellyjobell, Loopmottin, Mardnab, Roywyn, Shamil, and Waywocket.

Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, and Turen.

Nicknames: “Aleslosh,” “Ashhearth,” “Badger,” “Cloak,” “Doublelock,” “Filchbatter,” “Fnipper,” “Oneshoe,” “Sparklegem,” and “Stumbleduck.”

Adventurers: Gnomes are curious and impulsive. They may take up adventuring as a way to see the world or for the love of exploring. Lawful gnomes may adventure to set things right and to protect the innocent, demonstrating the same sense of duty toward society as a whole that gnomes generally exhibit toward their own enclaves. As lovers of gems and other fine items, some gnomes take to adventuring as a quick, if dangerous, path to wealth. Depending on his relations to his home clan, an adventuring gnome may be seen as a vagabond or even something of a traitor (for abandoning clan responsibilities).

Gnome Racial Traits:

• +2 Constitution, –2 Strength: Like dwarves, gnomes are tough, but they are small and therefore not as strong as larger humanoids.

• Small: As Small creatures, gnomes gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.

• Gnome base speed is 20 feet.

• Low-light Vision: Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

• +2 racial bonus on saving throws against illusions, because gnomes are innately familiar with illusions of all kinds.

• +1 racial bonus to attack rolls against kobolds and goblinoids (goblins, hobgoblins, and bugbears): Gnomes battle these creatures frequently and practice special techniques for fighting them.

• +4 dodge bonus against giants: This bonus represents special training that gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a character loses his positive Dexterity bonus to Armor Class, such as when he’s caught flat-footed, he loses his dodge bonus, too.

• +2 racial bonus on Listen checks: Gnomes have keen ears.

• +2 racial bonus on Alchemy checks: A gnome’s sensitive nose allows him to monitor alchemical processes by smell.

• Automatic Languages: Common and Gnome. Bonus Languages: Dwarven, Elven, Giant, Goblin, and Orc. Gnomes deal more with elves and dwarves than elves and dwarves deal with one another, and they learn the languages of their enemies (kobolds, giants, goblins, and orcs) as well. In addition, once per day a gnome can use speak with animals as a spell-like ability to speak with a burrowing mammal (a badger, fox, rabbit, etc.). This ability is innate to gnomes. It has a duration of 1 minute (the gnome is considered a 1st-level caster when he uses this ability, regardless of his actual level). See the speak with animals spell description.

• Gnomes with Intelligence scores of 10 or higher may cast the 0-level spells (cantrips) dancing lights, ghost sound, and prestidigitation, each once per day. These are arcane spells, and as such the gnome suffers spell failure penalties for wearing armor. Treat the gnome as a 1st-level caster for all spell effects dependent on level (range for all three spells and duration for ghost sound). See the spell descriptions.

Forest-gnomes

Shy and elusive, forest gnomes shun contact with other races except when dire emergencies threaten their beloved forest homes. They are the smaller of gnome-kind, averaging 2 to 2½ feet in height, with bark-coloured, gray-green skin, dark hair and blue, brown, or green eyes. A very long-lived people, they have an average life expectancy of 500 years.

In addition to Gnome, forest gnomes speak Elf, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals.

Forest-gnome Racial Traits:

• +1 racial bonus to attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids.

The following are in addition to the traits listed for hill-gnomes.

• Forest gnomes have the innate ability to pass without trace (as the spell).

• Forest-gnomes receive a +4 racial bonus to Hide checks, which improves to +8 in wooded areas.

Halflings

Halflings

Halflings are clever, capable opportunists. Halfling individuals and clans find room for themselves wherever they can. Often they are strangers and wanderers, and others react to them with suspicion or curiosity. Depending on the clan, halflings might be reliable, hard-working (if clannish) citizens, or they might be thieves just waiting for the opportunity to make a big score and disappear in the dead of night. Regardless, halflings are cunning, resourceful survivors.

Personality: Halflings prefer trouble to boredom. They are notoriously curious. Relying on their ability to survive or escape danger, they demonstrate a daring that many larger people can’t match.

Halflings have ample appetites, both for food and for other pleasures. They like well-cooked meals, fine drink, good tobacco, and comfortable clothes. While they can be lured by the promise of wealth, they tend to spend the gold they gain rather than hoarding it.

Halflings are also famous collectors. While more orthodox halflings may collect teapots, books, or pressed flowers, some collect such objects as the hides of wild beasts—or even the beasts themselves. Wealthy halflings sometimes commission adventurers to retrieve exotic items to complete their collections.

Physical Description: Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. Their skin is ruddy, their hair black and straight. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. They like to wear simple, comfortable, and practical clothes. Unlike members of most races, they prefer actual comfort to shows of wealth. A halfling would rather wear a comfortable shirt than jewelry. A halfling reaches adulthood in her early twenties and generally lives into the middle of her second century.

Relations: Halflings try to get along with everyone else. They are adept at fitting into a community of humans, dwarves, elves, or gnomes and making themselves valuable and welcome. Since human society changes faster than the societies of the longer-lived races, it is human society that most frequently offers halflings opportunities to exploit, and halflings are most often found in or around human lands.

Alignment: Halflings tend to be neutral and practical. While they are comfortable with change (a chaotic trait), they also tend to rely on intangible constants, such as clan ties and personal honor (a lawful trait).

Halfling Lands: Halflings have no lands of their own. Instead, they live in the lands of other races, where they can benefit from whatever resources those lands have to offer. Halflings often form tight-knit communities in human or dwarven cities. While they work readily with others, they often make friends only among each other. Halflings also settle into secluded places where they set up self-reliant villages. Halfling communities, however, are known to pick up and move en masse to some place that offers a new opportunity, such as where a new mine has opened up or to a land where a devastating war has made skilled workers hard to find. If these opportunities are temporary, the community may pick up and move again once the opportunity is gone, or once a better one presents itself. If the opportunity is lasting, the halflings settle and form a new village. Some communities, on the other hand, take to traveling as a way of life, driving wagons or guiding boats from place to place, with no permanent home.

Religion: . Halflings recognize countless small gods, which they say rule over individual villages, forests, rivers, lakes, and so on. They pay homage to these deities to ensure safe journeys as they travel from place to place.

Language: Halflings speak their own language, which uses the Common script. They write very little in their own language so, unlike dwarves, elves, and gnomes, they don’t have a rich body of written work. The halfling oral tradition, however, is very strong. While the Halfling language isn’t secret, halflings are loath to share it with others. Almost all halflings speak Common, since they use it to deal with the people in whose land they are living or through which they are traveling.

Names: A halfling has a given name, a family name, and possibly a nickname. It would seem that family names are nothing more than nicknames that stuck so well they have been passed down through the generations.

Male Names: Alton, Beau, Cade, Eldon, Garret, Lyle, Milo, Osborn, Roscoe, and Wellby.

Female Names: Amaryllis, Charmaine, Cora, Euphemia, Jillian, Lavinia, Merla, Portia, Seraphina, and Verna.

Family Names: Brushgather, Goodbarrel, Greenbottle, Highhill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough.

Adventurers: Halflings often set out on their own to make their way in the world. Halfling adventurers are typically looking for a way to use their skills to gain wealth or status. The distinction between a halfling adventurer and a halfling out on her own looking for “a big score” can get blurry. For a halfling, adventuring is less of a career than an opportunity. While halfling opportunism can sometimes look like larceny or fraud to others, a halfling adventurer who learns to trust her fellows is worthy of trust in turn.

Halfling Racial Traits:

• +2 Dexterity, –2 Strength: Halflings are quick, agile, and good with ranged weapons, but they are small and therefore not as strong as other humanoids.

• Small: As Small creatures, halflings gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.

• Halfling base speed is 20 feet.

• +2 racial bonus on Climb, Jump, and Move Silently checks: Halflings are agile, surefooted, and athletic.

• +1 racial bonus on all saving throws: Halflings are surprisingly capable of avoiding mishaps.

• +2 morale bonus on saving throws against fear. (This bonus stacks with the halfling’s +1 bonus on saving throws in general.)

• +2 racial bonus on Listen checks: Halflings have keen ears.

• Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. Smart halflings learn the languages of their friends and enemies.

Kender (by Tavin Springfingers)

Kender are irrepressible, open-hearted, optomistic, carefree adventurers. They are boisterous travellers, whose intense curiosity almost always lands them in trouble.

Personality: Kender are socially like small children. They ask a lot of questions, run around like chickens with their heads cut off, and generally get into more trouble than they're worth. Like children, kender are intensely interested in the unknown, and also like children they are hard to keep still or quiet. Kender are always adventuring, always pressing to find out what magic lies just over the horizon and what mystery is kept locked behind that door. Another trademark of the kender is the race's inability to grasp the concept of ownership. When a kender takes a liking to something, whether it's a steel coin or a glass bead, it almost invariably ends up in the kender's pocket.

Physical Description: Kender typically stand just under four feet and weigh between eighty to one hundred pounds. While hair color varies greatly, most kender favor darker hues, both for their hair as well as their skin, a tribute to countless days out playing from dawn to dusk outside. Kender grow no facial hair. Kender resemble small elves with pointed ears, but lacking the slanted and delicate features that the elven possess. They portray their emotions openly, and there is no doubt as to when a kender is happy or sad. There is no typical fashion that kender favor except for gaudy and loud. Bright colors and coats and shirts and braids done up with beads and feathers are all kender trademarks. A kender usually picks up bits and pieces of his clothing from the styles of the people he has met and the cultures he has seen. Kender typically live a natural life span of a bit over one hundred years, although usually their lives are cut short by something that they got into.

Relations: Kender get along well with everyone as they are taught to never form preconcieved notions about anyone, regardless of how mean or ugly they might first appear to be. Sadly, this openness if shunned by most races who could do without a kenders proclivity at finding himself in trouble.

Alignment: Kender tend towards Chaotic Good. Their knack at accidentally picking up others belongings writes them of of the Lawful side of things, where their innocent nature strongly leads them towards the Good side of the alignment spectrum.

Kender Lands:

Religion: Kender have no set religion. They worship freely the gods of good, nuetrality, and evil, often switching between them on a regular basis depending on the month or the weather. Kender have also been known to worship gods of their own creation, as well as potted plants amongst other things. One thing is for certain, they have a deep respect for nature, and although they do not as a race worship the god of music, she is considered by other races to be the patron to these easygoing people.

Language: Kender do not have their own nationally recognized language, as Common typically suits their purposes nicely. However, Elven, Gnomish, and Dwarven are languages that kender are often fluent in.

Names: Kender names are the single most convoluted thing in kender society. A kender may be have one name, or be named after a place, or be given the exact name of someone else (who may even still be alive). Some kender are given two different names, one from the father and one from the mother. Although typically kender incorporate a family name somewhere in the chaos, it is by no means a rule.

Male Names: Tasslehof, Kelvin, Tavin, Rusty, Haversham, Gilgi, Bobledoboingyberoo

Female Names: Allyana, Nikki, Belladonna, Lala, Billee, Cycillia

Family Names: Burrfoot, Trapspringer, Springfingers, Fleetfoot, Lighttoe, Swordflinger, Pouchwatcher

Adventurers: Kender typically decide on some grandiose ideal which is the basis of their wandering years. This may be to write a book on one's fantastic journeys, or to accurately map all of the interesting places on Krynn, or perhaps to get the autograph of every famous person in the world. Kender refer to this insatiable lust for adventure as Wanderlust. It is an affliction that EVERY kender gets without fail. There is no need for any other reason to set off in their minds. It simply is the way it was meant to be.

Kender Racial Traits:

• -2 Strength and Wisdom, +2 Dexterity, +2 Intelligence. Kender are slender built and so are naturally not as strong as others, this natural slenderness also means natural quickness and agility. Also, a kender's curiosity almost always overrides everything, including common sense. The more dangerous, the more exciting. However, a kender's childlike mind is very keen when it comes to observing things, many times picking up details that others miss and granting astounding insights into many things.

• Small: Kender are of a small stature and therefore gain the typical advantages and disadvantages afforded them (+1 AC, +1 size bonus on attack rolls, +4 to hide checks.)

• Kender have a base speed of 20

• Immunity to fear: Kender are completely fearless. Normal situations that may call for a fear check simply do not apply to a kender. Magically induced fear does not affect a kender, except for under certain circumstances. Magically induced fear cast by someone whose level is twice that of a kender character can force the kender to roll a save, but at only half difficulty. A person four times the level of the kender can force him to roll a saving throw at practically the normal difficulty, but the kender still gets a +2 bonus to the roll.

• Taunt: Kender can drive an opponent into a rage by taunting him incessantly. If the opponent actively tries to ignore a kenders taunt, he must pass a willpower saving throw, with a -1 penalty induced for every five points of intelligence he posseses. Once driven into a rage, the opponent attacks the kender by any means possible, ignoring all other threats. Furthermore, the enraged enemy suffers a -2 penalty to all attack rolls, but the anger fuels him on to deliver a +3 bonus to all damage rolls. This rage lasts until the kender is out of sight or dead, or the opponent has been subdued for two rounds or 1d8 rounds pass.

• Kender are naturally adept at getting into things and so naturally gain a +2 racial bonus to Disable Device, Open Lock, Search, and Pick Pocket.

Dragonlance and kender are © Wizard of the Coast, Inc.

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