Snorter |
Look, more charming Kender behavior.
There's 72 comments when I last looked.
I haven't read them all, but who's willing to put money on them all saying "But we can't punish him. He's got a cuuuute lickle topknot!"Anyone?
PS Incidentally, those cute little topknots just remind me of the junkie gang in Watchmen, who kick an old man to death for the sheer hell of it.
Kevin Andrew Murphy Contributor |
Goth Guru |
One of the best lines in Roger E. Moore's 1985 Dragon Magazine article about the Kender: Half the population wants to make a gynosphinx their mayor on the grounds that they have never had one before, and the other half has left in search of one.
I'm thinking that this should have spelled the end of Kendermore even before the Dragon.
GYNOSPHYNX: I thank the populace for electing me mayor of Kendermore. I expect to be addressed as 'Ms. Mayor.' My rule will be harsh but fair. Now, in keeping with sphynx tradition, we will begin the day's business with something fun: Riddles!
KENDER: Yay! Goodie! We love riddles!
GYNOSPHYNX: As do I. Now, here is my riddle: Four legged at dawn, two legged by day, three legged at eve--what creature, pray?
KENDER #1: Is it a turtle?
GYNOSPHYNX: No. (Eats Kender.) Who's next?
KENDER #2: Why'd you eat her?
GYNOSPHYNX: Sphynx tradition. You guess wrong, I eat you. You guess right, I commit suicide. That's the way it's done. Now, your answer to my riddle?
KENDER #2: (thinking) It's an end table.
GYNOSPHYNX: Wrong. (Eats Kender.) Next guess?
KENDER #3: That was a good guess! End tables have detachable legs. People are always screwing them off and it takes a while to get them all back. We have supper on three-legged tables all the time.
GYNOSPHYNX: Be that as it may, that is not the traditional answer to my riddle. Your answer?
KENDER: Then if it's not an end table, it's a four-legged troll someone keeps chopping the extra legs off.
GYNOSPHYNX: Inventive, but alas, still wrong. (Eats Kender.) Who's next?
That's good Vore! you should draw it and post it at Deviant Arts or something.
Cold Napalm |
Here's the first thing about letting somebody play a kender. They do NOT get to choose what they are steal...err handling. Kenders don't steal, they handle. What shows up in their pouch isn't there because they want it there, it's there because, well it was shiny at the moment. Once you make it clear that the handling is at the DM's choice, 99% of the people who wanna be a kender will not anymore. And that is the 99% who wants to be an annoying kender.
kyrt-ryder |
Here's the first thing about letting somebody play a kender. They do NOT get to choose what they are steal...err handling. Kenders don't steal, they handle. What shows up in their pouch isn't there because they want it there, it's there because, well it was shiny at the moment. Once you make it clear that the handling is at the DM's choice, 99% of the people who wanna be a kender will not anymore. And that is the 99% who wants to be an annoying kender.
Actually, I've got no problem with this way of ruling it. I'd prefer if the GM would let me choose when I 'examine' someone for things to 'handle' but it's fine by me if he randomly decides what it is I pocket.
Solarious |
One of the Major things I find missing in this thread.... is everyone else? where are the people stopping the kinder from entering the bank?
kender 1: OO whats that building?
kender 2: someone said its a bank, people keep stuff there.
kender 1: O cool! lets go take a look.
the kending walk to the bank..
guard 1: Oy! You kender! move along, no banking for you little thieves!
Kender 1: A thief! where?
kender 2: Oo maybe hes behind us?
kender 1: I don't see anyone.. but that horse ahs funny markings..
kender 2: OO cool, lets go look.
From my understanding, kender do have adhd, they get bored very quickly.
They don't keep trying over, and over, and over again to get to one place. they try once, twice, maybe a third time, then randomly find somethign else to spark their intrest.
TriOmegaZero |
Actually, I've got no problem with this way of ruling it. I'd prefer if the GM would let me choose when I 'examine' someone for things to 'handle' but it's fine by me if he randomly decides what it is I pocket.
Kender-hate aside, you would be the rare player I'd allow to play one in a serious game of mine.
where are the people stopping the kinder from entering the bank?
Failing to beat the kender's maxed out Stealth checks. Same reason they don't stop the kender from picking their pockets.
Solarious |
kyrt-ryder wrote:Actually, I've got no problem with this way of ruling it. I'd prefer if the GM would let me choose when I 'examine' someone for things to 'handle' but it's fine by me if he randomly decides what it is I pocket.Kender-hate aside, you would be the rare player I'd allow to play one in a serious game of mine.
Solarious wrote:Failing to beat the kender's maxed out Stealth checks. Same reason they don't stop the kender from picking their pockets.where are the people stopping the kinder from entering the bank?
So by Nature, all kender have maxed out stealth skill?
Why would they sneak into the bank? They aren't going ebcuase they want to rob the bank, they wanna see whats inside. Maybe on the 2nd attempt, they would try to sneak by the guards, assuming nothing else caught their eye adn their attention.
I understand that picking locks, and handling from another point of view is breaking/entering and stealing. Thats why kender are so hated by the DL world. But it doesn't make them all super-ninja thieves, that no one ever notices. If ALL kenders stealth was that high, no one woudl ever see them. Ever.
(unless, its daylight out, then no Stealthing :-p)
Goth Guru |
Now I don't want to bring too much science into the game, but just because they don't have genetics, doesn't change the events they are based on. Most game worlds, Dodos are extinct. The Kenders that do stupid, suicidal things, died before they could have kids. The ones that survived, told their children what not to do.
It's like without astronomy, the sun still rises and sets, but it's really a planet revolving around it's sun. Maybe there are 2 suns, or no sun, but still the observable data is there. Kenders probably have history books, with sparkly covers, that they mean to return some day. Kender More was destroyed by a dragon. Any Kender who make it to Gloriathon are the survivors. If they are still stupid, I don't believe in them and it kills the believability of the game for me. No, just no.
If you're into creationism, I can show you natural selection in the Bible. The Philistines bet on the wrong horse. So did the Mammon worshipers.
Brian E. Harris |
TriOmegaZero wrote:So by Nature, all kender have maxed out stealth skill?Solarious wrote:Failing to beat the kender's maxed out Stealth checks. Same reason they don't stop the kender from picking their pockets.where are the people stopping the kinder from entering the bank?
No, but the race has a +2 to Sleight of Hand, hence the pickpocketing.
Why would they sneak into the bank? They aren't going ebcuase they want to rob the bank, they wanna see whats inside. Maybe on the 2nd attempt, they would try to sneak by the guards, assuming nothing else caught their eye adn their attention.
Because they know that they're not supposed to be there. The guard is just a big meanie that won't let the kender appease it's insatiable curiosity, so the kender is just going to bypass him. Witness Tasslehoff's behavior quoted earlier - he waits to steal until nobody is looking.
Brian E. Harris |
From my understanding, kender do have adhd, they get bored very quickly.
They don't keep trying over, and over, and over again to get to one place. they try once, twice, maybe a third time, then randomly find somethign else to spark their intrest.
Or, they keep trying repeatedly to get in, because whatever is in there that the guards and staff have managed to keep away from the kender must be the most interesting thing in the world - after all, if it was mundane, they wouldn't hide it from the kender - and once Kender #1 tells Kender #2-10 about this big building with it's guards, and big safe and locked doors and how they've thwarted his attempts to see what's inside, the whole lot of them wants in.
Oliver McShade |
Kender are like a human child. They will go throw the party stuff, when you are not watching them, out of curiosity and boredom. If they see something they like, they will keep it. If confronted, they deny it at first, and if that does not work... then they give the item back. ((What do not most kids go throw there moms purse, even after being told not to... especially after being told not too... just to see whats inside, play with the stuff, and .... ah clip a few coins)).
Kender are also fearless. Again play this like a child. Most children know a Heater is hot, but even so, they do not realize that the heater will burn them if they touch the metal. A Kender would be fascinated by a big talking dragon, he might even realize the dragon is dangerous, but not realize HOW dangerous the dragon truly is until after getting burned.
Also, remember to let your kender grow. The first time your kender meets a dragon... should be something Awe inspiring.... The 5th time he meets a evil dragon, and has gotten burned once or twice, he should act total differently by that point.
Anyway that was how i read Kender in Dragonlace.
Goth Guru |
Solarious wrote:Or, they keep trying repeatedly to get in, because whatever is in there that the guards and staff have managed to keep away from the kender must be the most interesting thing in the world - after all, if it was mundane, they wouldn't hide it from the kender - and once Kender #1 tells Kender #2-10 about this big building with it's guards, and big safe and locked doors and how they've thwarted his attempts to see what's inside, the whole lot of them wants in.From my understanding, kender do have adhd, they get bored very quickly.
They don't keep trying over, and over, and over again to get to one place. they try once, twice, maybe a third time, then randomly find somethign else to spark their intrest.
That is a flat, uninspired, portrayal.
What happened when they were growing up?Did any of their relatives get arrested? Do they know any Kenders that fell in with some human thieves and died trying to rob a bank? If it's based on their background, it's not Meta Gaming. If they are acting according to what the racial write up says, the character never read that garbage so that's meta gaming.
Brian E. Harris |
What happened when they were growing up?
Did any of their relatives get arrested? Do they know any Kenders that fell in with some human thieves and died trying to rob a bank? If it's based on their background, it's not Meta Gaming. If they are acting according to what the racial write up says, the character never read that garbage so that's meta gaming.
Poppycock.
That portrayal of kender is neither reinforced by the rules or the fiction, as has been cited by direct quotes multiple times.
Please provide a reference for your interpretation.
Also, please familiarize yourself with the term "metagaming" as it seems that you don't know what it means.
KnightErrantJR |
Well, later in the stories you had the Afflicted Kender that actually acted a lot more paranoid and morose as opposed to being childlike kleptomaniacs.
Also, kender did appear to have a sort of divided brain about things. When you follow Tas' internal narrative, he often knew when other races would frown on things, but ignored those mores when they conflicted with what a "right thinking" kender would think.
For example, a kender would know that humans don't appreciate sneaking into places or taking X or Y, but they don't believe that people should keep their "interesting stuff" away from one another, for example.
They aren't quite as innocent as they appear, but they aren't driven by greed or gain either.
Quantum Steve |
A thing that I have noticed about Kender and the players who play them.
Kender are, by design, extremely annoying. They may not not mean to be annoying, at least not all the time, but they are none the less. All too often, though, the player does mean to be annoying. Often an excuse to be annoying is the reason they're playing a Kender in the first place. Even if a player is not a jerk, he's still making a conscious decision to "handle" another players belongings, piss off that duke, or wake the sleeping dragon. The player still knows better, even if the Kender does not.
Another point; while I don't have a problem with a race that is "Halflings, only annoying" any more than I have a problem with "Elves, only evil", I do have a problem with a pet race that everybody loves no matter what.
Matthew Morris RPG Superstar 2009 Top 32, 2010 Top 8 |
Kender would be marginally acceptable as an NPC-only race.
Kender PCs exist only to screw with (or over) the rest of the party, period.
Funny thing, the Roger Moore article, and apparently DL5, says that Kender work best as NPCs.
And those guards keeping them from the bank are evil of course. The racial description says they must be.
Kthulhu |
Two or three people actually respond with useful information pertinent to what the OP asked, and dozens of others troll the thread!
1. The OP asked for no kender hate. Given that all but about a half-dozen of the post in this thread are about how much the poster HATES kender or someone defending them, I'd say that the Paizo community as a whole has rather failed the OP.
2. You've expressed your dislike for kender. Is it that hard to move on? I don't like warforged. I deal with that dislike by not going into threads devoted to them, and just generally not thinking about them. If they do come up in a conversation/thread, I simply state my dislike for them and move on.
Anyhow, I'm going to do some conversion work and try to update what I posted before to Pathfinder stats. As well as altering the racial description so that it makes clear that they are general guidelines, not something written in stone that no kender can ever step outside of.
LazarX |
As well as altering the racial description so that it makes clear that they are general guidelines, not something written in stone that no kender can ever step outside of.
That's really true for any race, not just kender.
Kthulhu |
Kthulhu wrote:As well as altering the racial description so that it makes clear that they are general guidelines, not something written in stone that no kender can ever step outside of.That's really true for any race, not just kender.
Of course. Like I pointed out with my reference to the dwarven racial description, which states that they do not respect elves, gnomes, or halflings.
But some people here are acting as if you step even slightly outside of the racial description for kender, you are automatically metagaming and having BADWRONGFUN !!!
Kthulhu |
I think Smilodan took care of the OP on the very first page actually.
Like I said, 2-3 helpful posts. And 400+ off-topic posts.
seekerofshadowlight |
Of course. Like I pointed out with my reference to the dwarven racial description, which states that they do not respect elves, gnomes, or halflings.
Apples to oranges. It is simply not the same thing. Now if you compare the kender write up to a gnome's write up.
Now compare how the kender acts to how a gnome acts. The kender's fearlessness, stealing and then ling about it is the very same thing as a Gnome 's drive to collect things, alien mind set and bleaching.
You can not take them away and still be playing that race.
Goth Guru |
Yes, and SmiloDan doesn't tell you how to play your character.
I looked up Meta Gaming on google and found the word has already been destroyed. It means so many things you can't help but MetaGame. Most box text contains stuff the characters couldn't know. Originally it meant games where things come through from a realistic world. Like if yoyu gave your character your name and a gun. Then it became an insult reserved for GMs who suspect players of reading the module. Now it means nothing like any other swear word. You are the people who stabbed all GMs in the back by misusing their word.
Goth Guru |
Goth Guru wrote:What happened when they were growing up?
Did any of their relatives get arrested? Do they know any Kenders that fell in with some human thieves and died trying to rob a bank? If it's based on their background, it's not Meta Gaming. If they are acting according to what the racial write up says, the character never read that garbage so that's meta gaming.Poppycock.
That portrayal of kender is neither reinforced by the rules or the fiction, as has been cited by direct quotes multiple times.
Please provide a reference for your interpretation.
Also, please familiarize yourself with the term "metagaming" as it seems that you don't know what it means.
You! You specificly killed the word Meta gaming!
The staff should remove all the posts that contain the word Metagaming, including this one.kyrt-ryder |
Do you know how hard it is to run a game when players are accusing the GM of the M-word?
I do because it's happened to me.
Kender are not worth the candle.
Hmmm, lets see. Metagaming = using external knowledge to control characters.
GM = controlling LOTS of characters.
Sounds pretty easy to slip up to me lol.
Kevin Andrew Murphy Contributor |
The OP asked to help build a Kender without all the Kender hate. A good number of the posts are explaining why this is impossible without fundamentally changing the kender.
Even if you restrict Kender theft and lying to being subset to inherent Kender curiosity, the fact of them as a race putting their curiosity as a right superior to other people's right to privacy?
To put it another way, it's not the fact that you took something from my backpack without asking. It's the fact that you opened my backpack and looked through my things without my permission. It's not even a question of whether I was keeping anything particularly private or incriminating or anything else there, it's the fact that I might, and....
Well, for those unclear on the concept, I'll show the best expression of it I've ever read:
This door you might not open, and you did;
So enter now, and see for what slight thing
You are betrayed... Here is no treasure hid,
No cauldron, no clear crystal mirroring
The sought-for truth, no heads of women slain
For greed like yours, no writhings of distress,
But only what you see... Look yet again—
An empty room, cobwebbed and comfortless.
Yet this alone out of my life I kept
Unto myself, lest any know me quite;
And you did so profane me when you crept
Unto the threshold of this room to-night
That I must never more behold your face.
This now is yours. I seek another place.
That is the main reason everyone hates the Kender and would never willingly associate with them. The need for personal privacy is a strong drive and expressed as a right in civilized societies.
If the Kender cannot and will not respect that, they will be despised everywhere they go.
Kthulhu |
Kender
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.
Kender are curious about absolutely everything. They are natural explorers. They often disgorge the contents of locked cupboards and delve into deep caverns. Very little escapes a kender's notice. This curiosity extends to other things. Kender love magic items and rare creatures. Gadgets also catch kender eyes. Kender seek beauty in all things: they might prefer an old tarnished coin to a gleaming, newly minted one merely because the tarnished one is unique.
Kender are fearless. They cannot grasp their own mortality and thus feel invincible. This fearlessness combines with kender wonder to wash away any dread (and common sense) they may feel. Kender fearlessness does not, however, equate to stupidity. In moments of danger kender bravely battle while others cower behind. And kender rarely let their fearlessness endanger anyone but themselves.
Few can shut a kender up or tie one down. Full of youthful energy, kender dread boredom and seek excitement, entertainment, and fun. While other party members grimly embark upon a grueling trail with a near-certain death at its end, a kender will accompany them "just for the fun of it."
Kender thrive on stories and storytelling. True stories are routinely modified to make them spectacular, fascinating, and satisfying. But kender willingly listen to any story, no matter how poorly (truthfully) rendered it is. Kender also love music and dance. They have added chimes, bells, and whistles to all of their daily tools.
Kender tend to be oblivious to matters of ownership. If a kender needs something that another person is not using, the kender will occasionally innocently borrow the item and put it to use. When they do so, the often forget to give the item back to the owner. Curious kender often pick up items for closer examination, and then distractedly forget to put them back. Although kender have common thieving abilities they do not regard themselves as thieves, and they take quick offense at accusations to the contrary.
Physical Description: Adult kender resemble young teenage humans: aside from their pointed ears, they could pass as human youths. Despite their attenuate limbs, kender are well muscled. Most stand between 3'6" to 3'9" tall, although some few reach 4'6" tall. Mature kender weigh between 50 and 90 pounds.
Hair coloration for kender ranges from sandy blonde to dark brown, with some who have coppery red or red-orange hues. Kender cannot grow facial hair. Although fair-skinned, kender tan quickly, becoming nut-brown by midsummer. Their eye color varies: pale blue, sea green, olive, light brown, and hazel. Their ears have points much as elven ears do.
Typically, kender faces bear the intense, bright-eyed inquisitiveness of children. Happy kender grin madly; sad kender wear an intractable pout. When throwing taunts, kender look impish and shout with an incredibly grating tone. Their emotional intensity is infectious.
Kender clothing varies a great deal, but all wear durable, rustic outfits. Bright natural colors and ribbons accent clothing. Males wear shirts, pants or breaches, laced leggings, and soft leather boots or sandals. Females wear a tunic or dress, pants, and soft leather shoes or laced sandals. All kender wear vests, belts, or short cloaks with many pockets.
Kender live to 100 years and beyond, always retaining their youthful flair for life. Adulthood begins around 20 years, and old age sets in at 70. As kender age, their faces retain a youthful appearance, save for a deepening network of lines and crow's feet. Their hair grays gently, often starting at the temple. Kender consider this aged look attractive, and some accelerate it using mudpacks to dry out their skin.
Kender voices range from the shrill tones of childhood to the husky growls of old age. Most kender can create bird and animal calls. When excited, kender speak very quickly or very loudly to make themselves heard.
Society: Kender have small immediate families with 2 or 3 children. For all the noise and fuss in a kender house, one would think there were dozens of children. Most kender happily stay at home, close to playmates. Sometime around age 20, kender are overwhelmed by a desire to wander and see the world. They travel for years before their wanderlust runs out and they settle down. After wanderlust, kender become rooted in the land, remaining in one place until death.
The sedentary nature of aged kender and young kender allows kender societies to crop up. Kender society is anarchy. Everyone does whatever they please, so long as they do not harm each other. Kender value individuality and thus have no desire to force their opinions on others. Despite their blatant lack of law, common threats bring kender into quick cooperation. With little preparation, kender nations can field a formidable army.
Occasionally, the kender will submit themselves to rulers who seem interesting at the time. They have had kings, khans, warlords, councils, judges, and priest lords, many of which have not been kender and all of which have fallen from power within a month's time.
Relations: Kender get along well with everyone as they are taught to never form preconceived 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 and Religion: Kender believe in the rights and freedom of the individual, they resent being ordered about, and would rather do what they want, hence they tend strongly towards chaos. However as an overall compassionate race the majority of them tend to be good or neutral. Evil kender are a virtual unknown, though of course like all the races there are exceptions.
Kender have no set religion. They worship freely the gods of good, neutrality, 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.
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 their continent, 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.
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
Note for the blatantly stupid: Like all racial descriptions, this is meant as merely a guideline. Some kender do step outside of this general description of the race as a whole.
----------------------------------------------------
Kender Racial Traits
+2 Dexterity, +2 Charisma, –2 Strength: Kender are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Kender are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Kender have a base speed of 30 feet.
Low-Light Vision: Kender can see twice as far as humans in conditions of dim light.
Weapon Familiarity: Kender are proficient with hoopaks and treat any weapon with the word “kender” in its name as a martial weapon.
Kender Luck: Kender receive a +1 racial bonus on all saving throws.
Keen Senses: Kender receive a +2 racial bonus on Perception skill checks.
Natural Rogues: Kender recieve a +2 racial bonus on Disable Device, Stealth, and Sleight of Hand skill checks.
Kender Taunt: Kender gain a +2 racial bonus on Intimidate/Bluff checks made to demoralie an opponent.
Fearlessness: Kender are immune to fear, magical and otherwise.
Kender Pockets: Kender are so curious that they constantly handle all items of any interest in their vicinity. Many end up in the kender's pockets or elsewhere on his person, such as a pouch, bag, or backpack. When a kender searches for a specific item on his person that is not immediately visible to him, he must roll a Spot check (DC 15) to find it. Failure means the kender finds an item, randomly determined by the DM, which he didn't know he had. A d20 roll (the higher the better) will determine the items relative usefulness. A kender can also grab a random item on purpose, hoping that it will be useful, and roll randomly, as above. When he does this, he can apply his Charisma bonus to the roll.
Borrowing: In a party which includes one or more kender, any time another character goes to find an item he had earlier placed on his person, there is a cumulative chance of 5% per kender in the party (to a maximum of 40%) that the kender borrowed the item. When asked, the kender will recall borrowing the item, and attempt to find it in his Kender Pockets (see above), as well as offering an excuse along the lines of the following: "I must've found it somewhere"; "You must have dropped it"; "I forgot I had it"; "I was keeping it safe for you"; "You said you didn't want it anymore"; "Looks just like yours, doesn't it?"; "I guess it just fell in my pocket." Any use of appropriate divination spells will prove that, yes, the kender does truly believe what he says.
Languages: Kender begin play speaking Common and Kender. Kender with high Intelligence scores can choose from the following: Dwarven, Elven, Gnomish, Goblin, and Orcish.
Alternate Racial Traits:
Swift as Shadows: Kender possess incredible stealth even while moving through obstructed areas. Kender with this racial trait reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. This racial trait replaces the Keen Senses racial trait.
Underfoot: Kender must train hard to effectively fight bigger opponents. Kender with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces the Kender Luck racial trait.
Wanderlust: Kender love travel and maps. Kender with this racial trait receive a +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, kender treat their caster level as +1 higher than normal. This racial trait replaces the Natural Rogues and Kender Taunt racial traits.
Favored Class Options:
Bard: Add 1 to the half-elf's total number of bardic performance rounds per day.
Fighter: Add +1 to the fighter's CMD when resisting a grapple or trip.
Rogue: The human gains +1/6 of a new rogue talent.
----------------------------------------------------
Hoopak
The hoopak is probably the most well known of the kender weapons. It is a 3 foot staff made of hard yet supple wood that is forked at one end and has a metal tip at the other. The metal tip can be sharpened and the hoopak can be thrown like a spear. The hoopak can also be stuck into the ground so that missiles can be fired from the forked end like a sling shot. It may also be twirled over the head like a sling to launch sling bullets or stones or it may be used as a traditional sling staff. Occasionally this type of weapon may be hollowed out to hold useful objects, like silk rope or stones for ammunition. As a tool the hoopak can be used to help a kender gather fruit from the lower branches of trees, like an apple picker. As a musical instrument the hoopak can be swung in a circle and it emits a low bullroar.
Exotic One-Handed Melee Weapon
Cost: 7 gp, Weight: 8 lbs
Staff: 1d4(S)/1d6(M)/×2, Blunt
Spear: 1d4(S)/1d6(M)/×2, Piercing, 20 ft
Sling Staff: 1d3(S)/1d4(M)/×2, Blunt, 60 ft
seekerofshadowlight |
Dude, it is built not only into the fluff but the Racial Traits of the freaking race.
You pretty much have to act like that and to be a kender. Does that make it a silly race that should have been driven into the wilderness like goblins..yes
Does that mean all kender act that way..yes again.
That is they way the race was meant to be,you can't not run them how they are freaking hard wired to act.
Brian E. Harris |
Borrowing: In a party which includes one or more kender, any time another character goes to find an item he had earlier placed on his person, there is a cumulative chance of 5% per kender in the party (to a maximum of 40%) that the kender borrowed the item. When asked, the kender will recall borrowing the item, and attempt to find it in his Kender Pockets (see above), as well as offering an excuse along the lines of the following: "I must've found it somewhere"; "You must have dropped it"; "I forgot I had it"; "I was keeping it safe for you"; "You said you didn't want it anymore"; "Looks just like yours, doesn't it?"; "I guess it just fell in my pocket." Any use of appropriate divination spells will prove that, yes, the kender does truly believe what he says.
You've actually succeeded in making the kender WORSE.
Before, it was actually required of the player to act like a kender, but now there's a 1 in 20 chance that every item they go for will not be there.
Every 20th time I pull my sword, reach for my bow, or go to activate a magical item, the kender has it.
Fantastic.
Further, the added little tidbit about divination spells enhances the kender psychological problems. You've actually taken away from their potential honesty - before, when the kender knowingly took an object, per the rules, they had intent to return it, but forgot.
Now, the kleptomania is enhanced, since they believe their lies, they no longer have any intent to return the property.
Their thievery is enhanced and confirmed. Bravo!
Brian E. Harris |
Just like nobody can play a dwarf that has any respect for an elf, a halfling, or a gnome. After all, it's in the racial description that they don't respect those races.
If you play a dwarf who shows even the smallest amount of respect towards any individual in that race, then you are metagaming, doing it wrong, having BADWRONGFUN, playing a dwarf in a different way from how they are freaking hard wired to act, and are just plain WRONG!
Your double standard is getting pretty ridiculous.
You keep saying this, so let's see what the CRB has to say:
Dwarves and orcs have long dwelt in proximity, theirs a history of violence as old as both their races. Dwarves generally distrust and shun half-orcs. They find halflings, elves, and gnomes to be too frail, flighty, or “pretty” to be worthy of proper respect. It is with humans that dwarves share the strongest link, for humans’ industrious nature and hearty appetites come closest to matching those of the dwarven ideal.
So, what exactly is "proper respect"?
It certainly doesn't say anything about showing no respect whatsoever, as you try to suggest. Given that dwarves only "generally" distrust and shun half-orcs, it seems that they DON'T distrust and shun SOME half-orcs.
It would stand to reason, then, that since they don't distrust and shun ALL half-orcs, that a modicum of respect could be given to members of these other races, but deep down, the dwarves know they're not on par with their own race, so they'll never have "proper respect". They might begrudgingly work with members of these races, accepting them as a member of the party and tolerating their non-dwarven ways.
There's certainly no insinuation whatsoever that dwarves show absolutely zero respect to these races, per their racial write-up.
Do you have anything else?
seekerofshadowlight |
Again everytime you use dwarves as an example you are using the wrong one.
Use a Gnome, show me how you can play a Gnome that does not collect things, acts like a human at when it is useful to do so and does not bleach, and still be a gnome.
This is what you have to do to play kender..not act kender. You can only play a kender by not acting kender or doing the very things that are every fiber of the kenders being it seems.
Those things we hate are not suggestions, they are as much a part of the race as a gnomes need to collect things and alien mindset.
Brian E. Harris |
Again everytime you use dwarves as an example you are using the wrong one.
Use a Gnome, show me how you can play a Gnome that does not collect things, acts like a human at when it is useful to do so and does not bleach, and still be a gnome.
But, it's not just that - you can play a one-off gnome that doesn't do things like this, and still be racially a gnome.
When you toss out the obnoxious kender behaviors to play your one-off kender, you're not playing a kender anymore, you're playing a halfling. The two races are so similar at that point.
They were created as a halfling substitute, after all. They work in the fantasy world contrived to support them, but that's it.
That's the whole reason that the kender has been called the one-trick pony. It's only unique aspect is it's obnoxious behavior.
Why even bother, at that point?
seekerofshadowlight |
well sure ya can play a gnome like that, but they collect things not to bleach. That is a big concept with gnomes.
They always come up with some way to keep the bleaching at bay or they bleach.you can't just take away everything they have to not bleach then say see look I played a gnome!
But I agree, kender are a one trick pony meant and pretty much enforced by everything ever written about them to be played one and only one way.