URI:
   DIR Return Create A Forum - Home
       ---------------------------------------------------------
       DnD campaign
  HTML https://dndgurnee.createaforum.com
       ---------------------------------------------------------
       *****************************************************
   DIR Return to: New Races
       *****************************************************
       #Post#: 784--------------------------------------------------
       Kender
       By: Rognvaldr Date: April 24, 2015, 6:17 pm
       ---------------------------------------------------------
       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.
       *****************************************************