Help me build a Kender without kender hate!


Advice

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Please any help with this build would be appreciated...

Click on the name for details!


Step 1. Don't play a kender.

Step 2. ???

Step 3. Profit!


For a more serious answer, you could just play a halfling. All the bonuses of being short and hobbity without the (well-deserved) stigma that is attached to kender.


Umbral Reaver wrote:
For a more serious answer, you could just play a halfling. All the bonuses of being short and hobbity without the (well-deserved) stigma that is attached to kender.

Reaver, his profile IS a halfling mechanically. The thing is, he wants to play a Kender. (My guess, is because Kender are awesome :D)

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
kyrt-ryder wrote:
(My guess, is because Kender are awesome :D)

Why you gotta make me hit you, baby? ;3


TriOmegaZero wrote:
kyrt-ryder wrote:
(My guess, is because Kender are awesome :D)
Why you gotta make me hit you, baby? ;3

Because I was curious what it would feel like :3


A low wisdom halfling with this feat would simulate them fairly well i think


Bertious wrote:
A low wisdom halfling with this feat would simulate them fairly well i think

Yeah, when I first saw that feat I had to wonder if it was Kender inspired (although really... I'd think a gnome or goblin would also be fairly well suited to it.....)

As for that item in my pouch... I found it and was going to give it back to you ^_^

Edit: It makes me sad it's only once per day for mundane items though. So much potential for cool and it's so limited I'm not sure if it would really be worth spending a trait on :(


Just for fun i think i'd make a list of embarassing items to be pulled out if the halfling rolls a 1 on the check :)

The 1/day is probably to stop them using it as a cash generator.

I'd like one for a gnomish engineer where he quickly makes the tool but it only lasts for 1d3 uses before failing spectacularily :D


Bertious wrote:

Just for fun i think i'd make a list of embarassing items to be pulled out if the halfling rolls a 1 on the check :)

The 1/day is probably to stop them using it as a cash generator.

Interesting theory, however...

PSRD wrote:
You must pay for these items normally.


kyrt-ryder wrote:
Bertious wrote:

Just for fun i think i'd make a list of embarassing items to be pulled out if the halfling rolls a 1 on the check :)

The 1/day is probably to stop them using it as a cash generator.

Interesting theory, however...

PSRD wrote:
You must pay for these items normally.

I'm not sure if thats indicating you have to buy equipment i.e. if you are naked you can't use it, or just bad thinking as how can you pay for an unnamed object that you may or may not have based on a dice roll?


Bertious wrote:
kyrt-ryder wrote:
Bertious wrote:

Just for fun i think i'd make a list of embarassing items to be pulled out if the halfling rolls a 1 on the check :)

The 1/day is probably to stop them using it as a cash generator.

Interesting theory, however...

PSRD wrote:
You must pay for these items normally.
I'm not sure if thats indicating you have to buy equipment i.e. if you are naked you can't use it, or just bad thinking as how can you pay for an unnamed object that you may or may not have based on a dice roll?

I suspect the way it works, is the value of whatever you roll comes out of the gold you have on you when you roll it, and if you don't have enough it comes out of your future coinage.

Silver Crusade

Alas, I can't add too much to the discussion, but I'm here to show solidarity!


The thing to keep in mind about Kender is that they do not steal for profit. The things they steal, 99.99999999999999% of the time are nearly worthless (except to the person they took it from).

I would say that YOU, the GM, should make a 100 pt list of absolutely worthless things.. and periodically (no more than once an adventure or so) have some shop keep or inn patron have some item come up missing that the kender just happens to have on his person.
The list would be in case a party member decided to frisk him if the player himself wanted to "frisk himself" and see if he had something useful. "well I saw that smith left his crowbar just laying around like that, so i took it so it wouldn't get stolen" or whatever.

The real key though is *the player has no control* over the kleptomania. This is NOT a way for the PC to get rich or to go freely swiping things and then just shrug and say "well I'm a kender". It Should be a fun, relatively interesting quirk of the character- not an actual in game boon. At least not steadily. (maybe he pulls a fork out fo his bag sometimes instead of that crowbar or whatnot).

For me at least it has always been immature players that make me drop large boulders onto Kender's heads, rather than any real fault of the race itself.

-S

Sovereign Court

In my current group I've installed a plot device much like a Kender. Our gnomish pyromaniac fire sorcerer has a pet cat named Pickles. Pickles is a conniving, scheming, troublesome pest. He always ends up drawing the group, the gnome especially into shenanigans and hijinks. Basically if the group is trying to pull the wool over the eyes of an NPC like a merchant or mundane guardsman and they somehow fail miserably Pickles ends up showing their hand. That's when the jig is up! Usually the cat has the object being searched for or exposes the PC 's ruse.

--Vrock to Mud


It's not just immature players. It's an immature race writeup. If you've ever read the kender racial description in the Dragonlance books, it makes you want to wish they were real just so you could punch them in the face. A lot.


No such luck to have it without the kender hate!

Kender are the sterotyped race! All the others have come so far, dwarven wizards, half-orc paladins, but no love for kender!

Tis sad however I blame those same people who play CN are the ones who play kender, I blame the players!

RPG Superstar 2012 Top 32

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KENDER

+2 Dexterity, +2 Charisma, -2 Strength, -2 Wisdom: Kender are friendly and graceful, but lack commonsense and the strength of bigger folk.

Small: Kender are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Kender have a base speed of 20 feet.

Fearless: Kender are immune to fear effects.

Kender Luck: Kender receive a +1 racial bonus on all saving throws.

Keen Senses: Kender receive a +2 racial bonus on Perception skill checks.

Talented Handler: Kender receive a +2 racial bonus on Disable Device and Sleight of Hand skill checks.

Wanderlust: Kender receive a +2 racial bonus on Knowledge geology and Survival skill checks made to avoid getting lost.

Well Prepared: Kender gain Well Prepared as a bonus feat.

Languages: Kender begin play speaking Common and Halfling (Kender dialect). Halflings with high Intelligence scores can choose to speak the following: Dwarven, Elven, Gnome, and Goblin.

* * * * * * *

Kender Hoopak
Treat this exotic weapon as a quarterstaff that can also be used as a sling.

* * * * * * *

KENDER FAVORED CLASS OPTIONS

Alchemist: Add 1/2 to the number of bombs the kender can use per day.

Barbarian: Add 1 to the kender's base speed. In combat this has no effect unless the kender has selected this reward 5 times (or another increment of 5); a speed of 24 feet is effectively the same as a speed of 20 feet, for example. This bonus stacks with the class's fast movement feature and applies only under the same conditions as that ability.

Bard: Add +1/2 to the kender's Bluff skill to Feint in Combat and to the kender's Diplomacy skill checks to gather information.

Fighter: Add +1/2 to the kender's CMB to use a dirty trick, disarm or steal combat maneuver.

Oracle: Add +1/5 to the number of revelations the kender learns.

Rogue: Add +1/4 to the number of talents the kender knows and to the kender's initiative rolls.

* * * * * * *

KENDER TRAITS

Innocent Nature: You gain a +5 bonus on Bluff skill checks when protesting your innocence after you have failed a Sleight of Hand skill check, often explaining that the person had dropped the object your found on their person.

Kender Handler: You gain a +1 bonus on Disable Device and Sleight of Hand skill checks, and one of these skills (your choice) is always a class skill for you.

Kender Hoopak: You gain proficiency in the hoopak.

Kender Pockets: You gain a +2 bonus on Sleight of Hand skill checks when using the Well Prepared feat, and may use the Well Prepared feat a number of additional times per day equal to your character level.

Surefooted: You gain a +1 bonus on Acrobatics and Climb skill checks, and one of these skills (your choice) is always a class skill for you.

Well Traveled: You gain a +1 bonus on Knowledge geography and Survival skill checks, and one of these skills (your choice) is always a class skill for you.


1> Do NOT be annoying simply to be annoying.
2> Do NOT take everything not nailed down.
3> Do NOT be annoying simply to be annoying.
4> Do NOT continually pick pocket the party.
5> Do NOT be annoying simply to be annoying.
6> Do NOT pickpocket everyone you come across.
7> Do NOT be annoying simply to be annoying.
8> There is no number 8.
9> Do NOT be annoying simply to be annoying.

Seriously, if Kender in general acted the way most players try to play them, they would be hunted to extinction and with good reason. Too many players see playing a Kender as a license to take everything in sight, harass other players, or both.


Freesword wrote:

1> Do NOT be annoying simply to be annoying.

2> Do NOT take everything not nailed down.
3> Do NOT be annoying simply to be annoying.
4> Do NOT continually pick pocket the party.
5> Do NOT be annoying simply to be annoying.
6> Do NOT pickpocket everyone you come across.
7> Do NOT be annoying simply to be annoying.
8> There is no number 8.
9> Do NOT be annoying simply to be annoying.

Seriously, if Kender in general acted the way most players try to play them, they would be hunted to extinction and with good reason. Too many players see playing a Kender as a license to take everything in sight, harass other players, or both.

10> No you can't have a claw hammer!


Freesword wrote:

1> Do NOT be annoying simply to be annoying.

2> Do NOT take everything not nailed down.
3> Do NOT be annoying simply to be annoying.
4> Do NOT continually pick pocket the party.
5> Do NOT be annoying simply to be annoying.
6> Do NOT pickpocket everyone you come across.
7> Do NOT be annoying simply to be annoying.
8> There is no number 8.
9> Do NOT be annoying simply to be annoying.

Seriously, if Kender in general acted the way most players try to play them, they would be hunted to extinction and with good reason. Too many players see playing a Kender as a license to take everything in sight, harass other players, or both.

It's unfortunate that the kender racial description recommends doing pretty much all the things on that list. It states over and over how important it is for kender to pick pocket the party, for example.

RPG Superstar 2012 Top 32

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Umbral Reaver wrote:
Freesword wrote:

1> Do NOT be annoying simply to be annoying.

2> Do NOT take everything not nailed down.
3> Do NOT be annoying simply to be annoying.
4> Do NOT continually pick pocket the party.
5> Do NOT be annoying simply to be annoying.
6> Do NOT pickpocket everyone you come across.
7> Do NOT be annoying simply to be annoying.
8> There is no number 8.
9> Do NOT be annoying simply to be annoying.

Seriously, if Kender in general acted the way most players try to play them, they would be hunted to extinction and with good reason. Too many players see playing a Kender as a license to take everything in sight, harass other players, or both.

It's unfortunate that the kender racial description recommends doing pretty much all the things on that list. It states over and over how important it is for kender to pick pocket the party, for example.

But it should also stress the kender would be much more interested in the tasty spices the cleric uses when he makes dinner than the holy symbol he needs to cast all his spells, or the fancy signal whistle the ranger has, not the emergency CLW he needs when down to single digit hit points.

The one kender I played did reverse-pick pocketing....he left interesting objects in people's pockets.

Shadow Lodge

Early in 3.0 I converted the 2E kender to 3.0 stats. I could post those as a starting off point later today when I have access.


KenderKin wrote:
I blame those same people who play CN are the ones who play kender, I blame the players!

It's the writing too:

I agree that it's the players who choose to roleplay in an annoying manner who make Kender especially troublesome, but one must admit that the race is written to cater to those impulses.

I've seen the problem occur for years, and across many game systems. (In World of Darkness games for example, it's the Malkavian, Ravnos, Ragabash, & Pookah) In D&D it happens to be Rogues, Chaotic Neutral, Kender, and to a lesser extent Halflings. Some people just want to act wacky and make trouble for other players, and those people are frequently drawn to whatever aspect of a game looks like it would make a wacky troublemaker.

Well Prepared:

Well Prepared is a great idea for a feat, but I also dislike the 1/day limit. I would prefer a pool of gold that can be spent to "buy" items throughout an adventure. I'd write it something like this.

Well Prepared
A well prepared character carries many items about their person or in a bag or backpack that prove useful. Up to a limit determined by character level, a well prepared character may spend money to purchase undetermined gear. When they wish to have a particular items that is not detailed on their character sheet, they may make a level check modified by wisdom. (You may not take 10 or 20 on this roll.) If the check is successful, the character locates and produces the desired item from their gear, paying for it out of their gear fund. If an attempt fails, the character is not carrying said item, and any further attempts to get that item will fail until the character has had a chance to restock.

Mundane items: DC 10 + the item's weight in pounds
Alchemical items: DC 15
A character capable of casting spells may also retrieve scrolls, but only of spells they are capable of casting (ie in their spellbook or on their list of spells known): DC 10 + (spell level X 5)
A character of 5th level or higher may also retrieve potions: DC 10 + (spell level X 5)
A character of 10th level or higher may also retrieve single use minor wondrous items: DC 25

Level Gear Pool Maximum (10% of WBL)
2 - 100
3 - 300
4 - 600
5 - 1050
6 - 1600
7 - 2350
8 - 3300
9 - 4600
10 - 6200
11 - 8200
12 - 10800
13 - 14000
14 - 18500
15 - 24000
16 - 31500
17 - 41000
18 - 53000
19 - 68500
20 - 88000

Kender Ownership:
All Kender pick up items at they travel. They receive the Well Prepared feat as a bonus feat. However, on a check result of 20, the item produced was taken from someone who knows it is gone and is certain the character took it. (They may or may not have proof, but they are quite certain.) The previous owner may demand payment, demand return of the item, alert the authorities, seek retribution, or in rare cases simply forgive the Kender for his transgression.

On a roll of 1, a completely unexpected item is produced, also having been taken from someone. This item costs nothing from the character's gear pool. Since the item is determined by the GM, the disposition of its last owner is also determined by the GM.


God I hate kender.


meatrace wrote:
God I hate kender.

I love Kender :)


Freesword wrote:

1> Do NOT be annoying simply to be annoying.

2> Do NOT take everything not nailed down.
3> Do NOT be annoying simply to be annoying.
4> Do NOT continually pick pocket the party.
5> Do NOT be annoying simply to be annoying.
6> Do NOT pickpocket everyone you come across.
7> Do NOT be annoying simply to be annoying.
8> There is no number 8.
9> Do NOT be annoying simply to be annoying.

So don't be a kender, in simpler words.


ProfessorCirno wrote:


So don't be a kender, in simpler words.

I've only read the Dragonlance Trilogy this past year. Based on that, either Tass was an aberrantly restrained example of a Kender, or players have amplified certain traits for maximum annoyance.

Using Tass as a model, a Kender may well regularly have the ranger's flint and steel, but not his money or major items, will pick up the odd item here or there, but not try to rob everyone he meets blind, and be annoyingly quirky rather than annoyingly annoying.

Of course considering the tendency of too many players to crank stereotypes to 11...

Oh, and despite the fact that I believe it is possible for a Kender to be played well, as a DM I ban them from my games and support any DM that does so. Some things are just too much trouble to deal with if you don't have to.


I haven't read the trilogy. If you want stereotype, read the player info for Kender in the Dragonlance setting book. It's that bad. It's actually much worse than the popular stereotype. The stereotype has been a bit diluted over the years.

Contributor

The trouble I have with Kender is threefold. The first is that a race of kleptomaniac halflings with ADHD and immunity to fear would not generally inspire love, respect, or even tolerance in most people they dealt with, and it's dirty pool in the racial write-up department to say that people who have a different viewpoint are evil.

The second, as mentioned uptopic with the White Wolf Malkavian/Ragabash/Pookah is that the race attracts players who say they want to play tricksters but instead play them somewhere between the Joker and Yacko, Wacko and Dot. The first is a deranged criminal, the second are cartoon characters. Neither would be tolerated in polite or even ordinary society. An entire race of such beings? You can only hope someone sends in the Daleks.

The third, and most troubling problem, is that the Kender seem based on racial sterotypes of the San people of South Africa, formerly and impolitely known at the Hottentots. The San communally share property, and it's a San custom to ask for and borrow things from strangers or others, and there's no exact cultural concept of personal property, or at least there wasn't so much until they encountered people really hung up on it. THE GODS MUST BE CRAZY was a rather mild version of these stereotypes. You want a more extreme version? Check this out:

L. Frank Baum, THE PATCHWORK GIRL OF OZ, Chapter 19: Trouble with the Tottenhots wrote:

The black dots grew larger as they advanced and although the light was dim Dorothy thought they looked like big kettles turned upside down. Just beyond this place a jumble of huge, jagged rocks lay scattered, rising to the mountains behind them.

Our travelers preferred to attempt to climb these rocks by daylight, and they realized that for a time this would be their last night on the plains.

Twilight had fallen by the time they came to the trees, beneath which were the black, circular objects they had marked from a distance. Dozens of them were scattered around and Dorothy bent near to one, which was about as tall as she was, to examine it more closely. As she did so the top flew open and out popped a dusky creature, rising its length into the air and then plumping down upon the ground just beside the little girl. Another and another popped out of the circular, pot-like dwelling, while from all the other black objects came popping more creatures--very like jumping-jacks when their boxes are unhooked--until fully a hundred stood gathered around our little group of travelers.

By this time Dorothy had discovered they were people, tiny and curiously formed, but still people. Their skins were dusky and their hair stood straight up, like wires, and was brilliant scarlet in color. Their bodies were bare except for skins fastened around their waists and they wore bracelets on their ankles and wrists, and necklaces, and great pendant earrings.

Toto crouched beside his mistress and wailed as if he did not like these strange creatures a bit. Scraps began to mutter something about "hopity, poppity, jumpity, dump!" but no one paid any attention to her. Ojo kept close to the Scarecrow and the Scarecrow kept close to Dorothy; but the little girl turned to the queer creatures and asked:

"Who are you?"

They answered this question all together, in a sort of chanting chorus, the words being as follows:

"We're the jolly Tottenhots;
We do not like the day,
But in the night 'tis our delight
To gambol, skip and play.

"We hate the sun and from it run,
The moon is cool and clear,
So on this spot each Tottenhot
Waits for it to appear.

"We're ev'ry one chock full of fun,
And full of mischief, too;
But if you're gay and with us play
We'll do no harm to you.

"Glad to meet you, Tottenhots," said the Scarecrow solemnly. "But you mustn't expect us to play with you all night, for we've traveled all day and some of us are tired."

"And we never gamble," added the Patchwork Girl. "It's against the Law."

These remarks were greeted with shouts of laughter by the impish creatures and one seized the Scarecrow's arm and was astonished to find the straw man whirl around so easily. So the Tottenhot raised the Scarecrow high in the air and tossed him over the heads of the crowd. Some one caught him and tossed him back, and so with shouts of glee they continued throwing the Scarecrow here and there, as if he had been a basket-ball.

Presently another imp seized Scraps and began to throw her about, in the same way. They found her a little heavier than the Scarecrow but still light enough to be tossed like a sofa-cushion, and they were enjoying the sport immensely when Dorothy, angry and indignant at the treatment her friends were receiving, rushed among the Tottenhots and began slapping and pushing them until she had rescued the Scarecrow and the Patchwork Girl and held them close on either side of her. Perhaps she would not have accomplished this victory so easily had not Toto helped her, barking and snapping at the bare legs of the imps until they were glad to flee from his attack. As for Ojo, some of the creatures had attempted to toss him, also, but finding his body too heavy they threw him to the ground and a row of the imps sat on him and held him from assisting Dorothy in her battle.

The little brown folks were much surprised at being attacked by the girl and the dog, and one or two who had been slapped hardest began to cry. Then suddenly they gave a shout, all together, and disappeared in a flash into their various houses, the tops of which closed with a series of pops that sounded like a bunch of firecrackers being exploded.

The adventurers now found themselves alone, and Dorothy asked anxiously:

"Is anybody hurt?"

"Not me," answered the Scarecrow. "They have given my straw a good shaking up and taken all the lumps out of it. I am now in splendid condition and am really obliged to the Tottenhots for their kind treatment."

"I feel much the same way," said Scraps. "My cotton stuffing had sagged a good deal with the day's walking and they've loosened it up until I feel as plump as a sausage. But the play was a little rough and I'd had quite enough of it when you interfered."

"Six of them sat on me," said Ojo, "but as they are so little they didn't hurt me much."

Just then the roof of the house in front of them opened and a Tottenhot stuck his head out, very cautiously, and looked at the strangers.

"Can't you take a joke?" he asked, reproachfully; "haven't you any fun in you at all?"

"If I had such a quality," replied the Scarecrow, "your people would have knocked it out of me. But I don't bear grudges. I forgive you."

"So do I," added Scraps. "That is, if you behave yourselves after this."

"It was just a little rough-house, that's all," said the Tottenhot. "But the question is not if we will behave, but if you will behave? We can't be shut up here all night, because this is our time to play; nor do we care to come out and be chewed up by a savage beast or slapped by an angry girl. That slapping hurts like sixty; some of my folks are crying about it. So here's the proposition: you let us alone and we'll let you alone."

"You began it," declared Dorothy.

"Well, you ended it, so we won't argue the matter. May we come out again? Or are you still cruel and slappy?"

"Tell you what we'll do," said Dorothy. "We're all tired and want to sleep until morning. If you'll let us get into your house, and stay there until daylight, you can play outside all you want to."

"That's a bargain!" cried the Tottenhot eagerly, and he gave a queer whistle that brought his people popping out of their houses on all sides. When the house before them was vacant, Dorothy and Ojo leaned over the hole and looked in, but could see nothing because it was so dark. But if the Tottenhots slept there all day the children thought they could sleep there at night, so Ojo lowered himself down and found it was not very deep."

Sounds a lot like the Kender, doesn't it?

It also sounds a lot like the Oompa-Loompas, at least before they were bleached between the 1st and 2nd editions of Charlie and the Chocolate Factory.

The Kender are bleached too, but just because they've now got white skin doesn't mean they don't bear a striking resemblance to racist stereotypes about quaint pygmies and tribes of sub-Saharan short people, or the idea that humans are supposed to have the white man's burden and be tolerant and helpful to their little brown cousins.

Shadow Lodge

Kender

Personality

Kender of all ages share a childlike nature: curious, fearless, irrepressible, independent, lazy, taunting, and irresponsible with others' possessions. Kender have no language of their own, but they speak Common, and most likely a few other languages as well.

Kender are curious about absolutely everything. They are natural explorers. They disgorge the contents of locked cupboards and delve into deep caverns. Very little escapes a kender's notice. Kender study every detail in a room, no matter how often they have been there. 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 often 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."

Dwarves say that kender are "good for nothing, lazy doorknobs." True, a kender performing drudgery is like a hobgoblin dancing: it looks and feels unnatural. Kender, however, are among the most industrious creatures as long as they remain curious about their task. Work for work's sake is boring, tedious, and stodgy. Beautiful fields, clever dormice, and antic chipmunks are another matter entirely. Kender love dreams better that realities, and daydreams best of all.

They 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 are oblivious to matters of ownership. If a kender needs something that another person is not using, the kender will innocently borrow the item and put it to use. 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 85 and 105 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.

Alignment

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 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.

Attributes

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.

-2 Strength & Wisdom
+2 Dexterity & Intelligence

Small Size

Kender gain all the normal abilities of small characters, as well as suffering all the normal penalties.

+1 size bonus to Armor Class
+1 size bonus to Attack
+4 size bonus to Hide
Must have smaller armor & weapons made.
Carrying and Lifting limits are three-fourths normal.
Base speed is 25 feet.

Natural Thieves

A kender’s favored class is rogue. Kender are naturally agile and athletic, and also naturally adept at getting into things. They have plenty of chances to practice these skills virtually from birth, and so gain the following bonuses:

+2 racial bonus to Climb, Disable Device, Listen, Move Silently & Search
+4 racial bonus to Open Locks & Sleight of Hand
However, their openness and typical short attention spans do cost them. They may not become proficient at all in Decipher Script, or Use Magic Device.

Kender Luck

Kender gain a +2 racial bonus on all saving throws

Kender Weapons

Kender gain a +3 racial bonus with any sling, thrown weapon, or hoopak. They are automatically proficient with the hoopak.

Kender Special Abilities

Low-light Vision: Kender 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 such conditions.
Taunt: Kender can drive an opponent into a rage by taunting him incessantly. If the opponent actively tries to ignore a kender's taunt, he must pass a willpower saving throw, with a -1 penalty induced for very five points of Intelligence. 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.
Direction Sense: If a kender is a member of any group that becomes hopelessly lost, the kender has 50% possibility of knowing the right way.
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.
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.
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.

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

----------------------------------------------------

This is what a group of mine used for 3.0 stats. As such, it would require Pathfinder-ization. They're a little overpowered, but so too were they in 2E. I guess the typical reaction to kender was supposed to be the balancing factor.


Trapdodger Barefoot wrote:

Please any help with this build would be appreciated...

Click on the name for details!

Ok, first you...

<internal struggle of good vs. evil; +20 circumstance bonus to evil as subject is kender>

DIE! DIE! DIE! YOU LITTLE ANNOYING FREAK!! DIE! DIE!

<composes kender-gore-stained self>

Now, where are those Tinker Gnomes & Gully Dwarves? MWAH HAH HA!!!

RPG Superstar 2015 Top 8

Bertious wrote:
A low wisdom halfling with this feat would simulate them fairly well i think

Don't forget this feat.

We already have the "halfling sling staff" in the Core Rules Equipment.

Use any other alternate halfling race abilities as need be and/or use traits/feats to boost abilities as appropriate.

Silver Crusade

Despite having a sock puppet I play as one, the problem I have with kender is the same problem I have with warforged. Both races are very tied to their settings, so to try to play one in another setting is jarring.


Ok a few notes

Call it the laid back "medicated" kender if you will, one who has a spell component pouch for strange items, and occassionally finds other interesting things, only (steals) takes stuff from BBEGs before/during/after combat.....

Also one whose perception/curiosity plays more into finding traps/doors than actually searching for them, Thus the trapspotter rogue talent, in addition to another talent to add +4 to that automatic check....and help listen in to others conversations......

Mechanically I am making a halfling maybe looking at making a society character.

So no stealing everything (that was always absurd)........

So yep the ADD without the hyperactivity component!
Which is fine for Role-playing for example being confused by the complex plans of the party....

Solution party sets kender aside within earshot to make 'their part of the plans' Kender listens intently with great follow-through....

RPG Superstar 2015 Top 8

Trapdodger Barefoot wrote:

Ok a few notes

Call it the laid back "medicated" kender if you will, one who has a spell component pouch for strange items, and occassionally finds other interesting things, only (steals) takes stuff from BBEGs before/during/after combat.....

Also one whose perception/curiosity plays more into finding traps/doors than actually searching for them, Thus the trapspotter rogue talent, in addition to another talent to add +4 to that automatic check....and help listen in to others conversations......

Mechanically I am making a halfling maybe looking at making a society character.

So no stealing everything (that was always absurd)........

So yep the ADD without the hyperactivity component!
Which is fine for Role-playing for example being confused by the complex plans of the party....

Solution party sets kender aside within earshot to make 'their part of the plans' Kender listens intently with great follow-through....

So it sounds like you want to ignore the kleptomania (good idea).

So the already suggested Well Prepared will help with that, and the other thing would be to use Dirty Trick Maneuvers to steal from bad guys, per your concept description.


From a physical perspective it seems that all halflings are pretty much Kender (albeit a bit smaller than actual Kender).

From a personality perspective the race has developed a well deserved bad reputation through years of people playing Kender as Chaotic Stupid kleptos who steal from fellow PCs.

Having been victimized by Kender over my formative AD&D years this attitude is largely justified.

I'm not saying that I like the fur-footed hobbit clones of early D&D any better (in fact they are incredibly annoying as well) but Kender were taken as an excuse to be a total jackass in most games.

I actually kinda like the newer 3e-4e Halfling fluff although I really think there could be some unification in terms of the gnome/halfling role.


.
..
...
....
.....

Some dude on teh INTRaWeBz wrote:
The first is that a race of kleptomaniac halflings with ADHD and immunity to fear would not generally inspire love, respect, or even tolerance..

After teaching small Taiwanese children for over a year, I can fully appreciate how it is possible to love, respect and tolerate Kender and also want to kill them...

*shakes fist*


Kevin Andrew Murphy wrote:

The trouble I have with Kender is threefold.

The second, as mentioned uptopic with the White Wolf Malkavian/Ragabash/Pookah is that the race attracts players who say they want to play tricksters but instead play them somewhere between the Joker and Yacko, Wacko and Dot.

Heeelllllllooooooooooooo Nurse!


Bertious wrote:
A low wisdom halfling with this feat would simulate them fairly well i think

NICE. VERY VERY NICE. A tip of the hat to the person who came up with it!!!!


kyrt-ryder wrote:
Kevin Andrew Murphy wrote:

The trouble I have with Kender is threefold.

The second, as mentioned uptopic with the White Wolf Malkavian/Ragabash/Pookah is that the race attracts players who say they want to play tricksters but instead play them somewhere between the Joker and Yacko, Wacko and Dot.

Heeelllllllooooooooooooo Nurse!

falls over with laughter

Ah, the memories.


DeathQuaker wrote:
Trapdodger Barefoot wrote:

Ok a few notes

Call it the laid back "medicated" kender if you will, one who has a spell component pouch for strange items, and occassionally finds other interesting things, only (steals) takes stuff from BBEGs before/during/after combat.....

Also one whose perception/curiosity plays more into finding traps/doors than actually searching for them, Thus the trapspotter rogue talent, in addition to another talent to add +4 to that automatic check....and help listen in to others conversations......

Mechanically I am making a halfling maybe looking at making a society character.

So no stealing everything (that was always absurd)........

So yep the ADD without the hyperactivity component!
Which is fine for Role-playing for example being confused by the complex plans of the party....

Solution party sets kender aside within earshot to make 'their part of the plans' Kender listens intently with great follow-through....

So it sounds like you want to ignore the kleptomania (good idea).

So the already suggested Well Prepared will help with that, and the other thing would be to use Dirty Trick Maneuvers to steal from bad guys, per your concept description.

See, I'm the opposite in that I like the kleptomania, don't care for the ADHD aspects. I always LOVED Tas and other Kender characters, but I've NEVER seen someone play one like that, and always just seen them be...well..jerks. Adorable(never saw one with a Charisma below 16), but still jerks.


Freehold DM wrote:
kyrt-ryder wrote:
Kevin Andrew Murphy wrote:

The trouble I have with Kender is threefold.

The second, as mentioned uptopic with the White Wolf Malkavian/Ragabash/Pookah is that the race attracts players who say they want to play tricksters but instead play them somewhere between the Joker and Yacko, Wacko and Dot.

Heeelllllllooooooooooooo Nurse!

falls over with laughter

Ah, the memories.

Indeed. I'd love to have a character like them (toned down a little of course... at least until they bought Pockets of Holding anyway...) in my games.

Scarab Sages

Kthulhu wrote:

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 85 and 105 pounds.

Actually a 3'6" tall, 85 lb. humanoid would have the body proportions of a human 5'6" tall weighing 330 lbs. That hardly conjures up images of well-muscled, attenuated limbs or someone who could pass for a young teenage human.

[/nitpick]


1 person marked this as a favorite.

What is it that you imagine doing with your character that makes you want to play him (or her) as a kender?

And what is it you imagine your fellow players doing with you that makes a kender appealing?

Dark Archive

Tasslehoff Burfoot was a good comedy relief in the book; but seriously, I've seen it... they just exist to annoy people in the game. They are basically made as an excuse to pickpocket party members, who are supposed to tolerate it because it is a racial thing :(.

The halfling with "innocence" as a feat is a fine kender; but just as a warning: it sounds more fun than it plays out. Seriously.


Kender as party tanks would be great!

1> They actually have an agro mechanic built in so they can taunt foes away from the squishies.

2> Size small good saves ect. all add to tankyness and bonus cha would make them scary (and somewhat strange) paladins.

3> Everyone likes seeing kender get hit!:P


At 3'6" to 3'9" the Halflings typically depicted would weigh something like 35-40 lbs and would basically resemble 4-5 year old humans.

That's why I generally change halflings to 4'6" or so and Dwarves closer to 5'+ in average height.


vuron wrote:

At 3'6" to 3'9" the Halflings typically depicted would weigh something like 35-40 lbs and would basically resemble 4-5 year old humans.

That's why I generally change halflings to 4'6" or so and Dwarves closer to 5'+ in average height.

I approve this message. Nobody wants to have to kill a 5 year old child. Much better if it looks like a 12 year old :P


Play a Halfing

Take the APG Feats when possible: Well-Prepared, Underfoot, Go Unnoticed, or Childlike.

........

To Avoid the Kender Hate

DO NOT Tell your party your playing a kender. Tell them its a Halfling. If you are playing the kender correctly, your party will want to string you up and gag you at some point in the future... :)

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