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#Post#: 784--------------------------------------------------
Kender
By: Rognvaldr Date: April 24, 2015, 6:17 pm
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Kender
HTML http://s7.postimg.org/zbh1j8wkr/Lem.jpg
Kender are a race of Halflings that have fey origins, living
among pixies and gnomes and other such beings has given them a
complete disinterest with "traditional ownership" and economy.
Ability Score Increases. Your Dexterity increases by 2 and your
Charisma increases by 1
Age. Kender reach adulthood at the age of 20 and generally lives
into the middle o f his second century.
Alignment. Kender are almost always Chaotic, but usually
kind-hearted. CG is extremely common as is CN.
Size. Small. Kender average about 3 feet tall and weigh about 40
pounds.
Speed. 25 feet.
Lucky. When you roll a 1 on an attack roll, ability check, or
saving throw, you can reroll the die and must use the new roll.
Fearless. You are immune to being frightened.
Halfling Nimbleness. You can move through the space of any
creature that is of a size larger than yours.
Kender Pockets. A Kender's item list may only include armor,
weapons, and a backpack with up to 30 pounds of specific
equipment. Kender do not fully understand monetary systems, and
so do not carry currency and cannot purchase or sell items with
money.
The rest of the Kender's carrying weight is comprised of loot
and gear stuffed in the tens, if not hundreds, of pockets a
Kender wears around it's body. Kender constantly pick things up
and loose them in their pockets, in order to find a helpful
item, the Kender must spend 1 minute looking through his pockets
for the item. Roll a d100: 1 is a random amount of money, which
you discard; 2-20 is completely unhelpful object nothing like
what you were looking for; 21-50 may be related to or resemble
the item but is unhelpful; 51-80 may be a haphazard, makeshift,
broken, or malfunctioning version of the item; 81-99 is a
helpful and usable version of the item, but rudimentary and
rough, not perfect; a natural 100 is your choice between the
exact item you were looking for or a trinket from the trinket
list. This can only be done once per short rest for the same
item.
Kleptomaniac. You gain proficiency in Sleight of Hand. A Kender
passively pockets items around him. Unless actively resisting
the urge to acquire knick-knacks, a Kender is constantly
looting. At any moment if your passive Sleight of Hand score
(10+Dex+Proficiency) does not surpass a creature's perception
(passive or active depending on situation), then as a reaction
you must make a Sleight of Hand check in order to avoid being
caught "borrowing" with the DC set as the creature's Perception.
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