Kender

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==The Complete Book of Gnomes & Halflings Version==
Can exceed the level limits for the allowable classes if they have high prime requisite scores (DMG Table 8).
Can choose to use any kit allowed to halflings. Can choose not to use a kit at all.
Special Advantages:
* Kender who are not thieves have a base 5% chance to perform any thieving skill except Read Languages (no chance) and Climb Walls (40% chance). Dexterity modifiers do apply, but these abilities never increase as the Kender goes up in level.
* Kender are totally immune to the effects of both magical and nonmagical fear, whether caused by monsters like the mummy or lich or by spells such as scare and symbol of fear.
* The Taunt: Kender are adept at the art of taunting an enemy until that foe loses all ability for rational thought or restraint and is goaded into an uncontrolled attack. If the victim can understand the Kender's speech, he, she, or it must make a saving throw versus spells (Wisdom bonuses apply). If it fails, the victim will attack the Kender wildly for 1d10 rounds, suffering a -2 penalty to all attack rolls and a +2 penalty to Armor Class.
Special Disadvantages:
* None
 Racial Adjustment for Thieves
PP 	OL 	F/RT	MS 	HS 	DN 	CW 	RL
+5%	+5%	+5% 	+10%	+15%	+5%	-15%	-5%
==MC: Dragonlance Appendix Version==
:* Kender who manage to gain 17 Strength can reach 6th level.
Surprise: Due to their watchfulness, kender penalize opponent's surprise roll by -4.
Fearlessness: Kender are immune to both natural and magical fear. Still, kender are not stupid and will recognize danger quickly. Their reaction will tend toward fascination and curiosity, not fear.
Taunting: Kender can taunt others into reckless acts. Their taunting tone is so annoying that enemies may become enraged. If enemies fail a save vs. spell, they act with mindless rage for 1d10 rounds and suffer a penalty of 2 to THAC0, Armor Class, and all action rolls.
===Thieving Skills===
Tales of the Lance:
Even kender who are not handlers have an inherent ability to perform as a low-level thief:
* Pick Pockets 25%;
* Open Locks 25%;
* Find/Remove Traps 25%;
* Move Silently 25%;
* Hide in Shadows 25%;
* Detect Noise 25%;
* Climb Walls 50%;
* Read Languages 10%.
Dragonlance Appendix:
Kender who are not thieves have a base 5% chance to perform any thieving skill except reading languages (no chance) and climbing (base 40% chance); these chances never improve except for Dexterity and racial modifiers (kender are treated as halflings with regard to climbing)
Category:Kender