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		<id>http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415066</id>
		<title>Sanity</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sanity&amp;diff=415066"/>
		<updated>2019-07-14T01:06:59Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:BF90:B950:E44D:2BA:EED5:9FFD: &lt;/p&gt;
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&lt;div&gt;[[Image:Sancheck.jpg|thumb|right|&amp;lt;s&amp;gt;Lol&amp;lt;/s&amp;gt; [[Dawww]] of Cthulhu.]]&#039;&#039;&#039;Sanity&#039;&#039;&#039;, in roleplaying games, is a measure of how mentally stable a character is. In traditional roleplaying games, such as [[AD&amp;amp;D]], a character&#039;s mental state was entirely up to how the character&#039;s player wished to portray them; however, [[Call of Cthulhu]], based on the [[Cthulhu Mythos]] by writer [[H.P. Lovecraft]], features the progression to insanity as a major feature of the setting and gameplay, and introduced the Sanity attribute to track the character&#039;s descent into madness. Players would &amp;quot;roll for SAN loss&amp;quot; every time they experienced something unpleasant or unsettling, like seeing a corpse, or reading the Necronomicon; if they failed to [[roll under]] their current Sanity, they lose some random number of SAN points, and lose a smaller number (or none at all) if they succeed, eventually becoming a gibbering and/or villainous [[NPC]] when their Sanity reaches zero. Oh, and players would automatically lose maximum SAN whenever they gained points in Mythos knowledge, such that Mythos knowledge + maximum SAN = 100 exactly. The concept proved extremely popular, and has since been modified and incorporated into a wide variety of different RPGs, either as a core part of the system or as an optional rule for gamers running horror-based campaigns.&lt;br /&gt;
&lt;br /&gt;
One of the most notable updates of the Sanity mechanic (which was something like mental [[hit points]] in older games) has been carried out by games such as [[Unknown Armies]]. UA sanity works in such a way that, while it can make you more used to seeing horrible things (becoming &amp;quot;hardened&amp;quot; in respect to some horror, like eviscerated bodies), it also makes you colder, insensitive and so on (more likely to carry out violent deeds), while in Call of Cthulhu you just kept losing your sanity points until you went crazy and had to be institutionalized.&lt;br /&gt;
&lt;br /&gt;
[[Dark Heresy]] has an insanity rating, that functions similarly. Players start at 0 insanity and go up from there. Insanity can be gained from psyker or demonic powers, failing a fear test, or if the DM just wants to give some to the player. There is usually a willpower test in order to avoid taking the insanity damage. Every 10 points of insanity, a player rolls a willpower test, and, should he fail it, the rolls on a Mental Trauma table that imposes a temporary penalty. Upon reaching 40, 60, and 80 insanity, the GM gives the players a mental disorder, such as a phobia, visions, nightmares, delusions, etc. At 100 insanity, a player is terminally insane and is removed from play (a [[House rules|houserule]] is to allow a character to burn fate to regain sanity). Gaining insanity is not a bad thing because if the first digit of your insanity total is double or more a thing&#039;s fear rating, you are immune to its petty horrors. Dark Heresy&#039;s Corruption mechanic works similarly but is a reflection of how tainted your character is by the [[Warp]]. [[Adeptus Evangelion]] inherits this Insanity system from Dark Heresy, and Fantasy Flight Games&#039; other WH40K RPGs use it as well (with the exception of [[Black Crusade (RPG)|Black Crusade]], since the average servant of [[Chaos]] is barking mad to begin with).&lt;br /&gt;
&lt;br /&gt;
The system has also been stolen by clueless video game designers who fail to understand that it&#039;s hard to believe your character is looking at something that is making them go insane when you, the player, are looking at the same thing and it&#039;s just kinda funky looking. A notable exception to this rule is an obscure game called Eternal Darkness: Sanity&#039;s Requiem, which let you actually see the effects of your character&#039;s slipping grasp on reality as his sanity meter depleted. This could range from hallucinations (e.g. walls dripping blood, your limbs exploding when you attempt to cast a spell) to fourth-wall breaking effects (such as pretending to delete all your save data when trying to save the game or displaying a fake &amp;quot;controller unplugged&amp;quot; message as you enter a room full of zombies).  [[category:Game Mechanics]]&lt;br /&gt;
The game &amp;quot;Call of Cthulhu: Dark corners of the Earth&amp;quot; also uses distortions of the player&#039;s view and experiences to convey insanity.&lt;br /&gt;
&lt;br /&gt;
Sanity is used pretty well in [[Amnesia: The Dark Descent]], mostly as a way of prolonging horror.  Monsters are only encountered infrequently, and their rarity keeps their potential scare factor high.  Staring at them will deplete sanity and cause the player&#039;s vision to swim and blur, making sure that the player can never get a good look at the monstrosity that is chasing them. This helps to keep them mysterious and get the player&#039;s mind filling in the blanks. Decreased sanity will also cause several changes in the environment, from discomforting insect/chewing noises in the background, to certain features such as paintings becoming more horrifying, to even phantom monsters appearing to terrorize the player further.&lt;br /&gt;
&lt;br /&gt;
Fun Fact: Sanity is a legal term and not a clinical term.&lt;/div&gt;</summary>
		<author><name>2600:1700:BF90:B950:E44D:2BA:EED5:9FFD</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kender&amp;diff=286648</id>
		<title>Kender</title>
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		<updated>2019-07-13T21:30:21Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:BF90:B950:E44D:2BA:EED5:9FFD: &lt;/p&gt;
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&lt;div&gt;[[Image:Kender.png|thumb|right|&amp;quot;He gave it to me because he didn&#039;t wake up when I took it.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kender&#039;&#039;&#039; are a fantasy race in [[Dungeons &amp;amp; Dragons]]&#039; [[Dragonlance]] setting. They are basically [[Halfling]]s with double-doses of ADHD, kleptomania, and Tourette&#039;s Syndrome thrown in, and no sense of self-preservation, as if someone was deliberately trying to take the annoying habits of every [[Chaotic Stupid]] character in the game&#039;s history and merge them all into a playable race. No one apparently saw how terrible a decision that was. We&#039;re absolutely not making this shit up; the &#039;&#039;Dragonlance Campaign Setting&#039;&#039; itself explicitly says &amp;quot;Their propensity to act on impulse at the expense of common sense makes them reckless in dangerous situations&amp;quot;, &amp;quot;Nothing on Krynn is as dangerous as a bored Kender or as terrifying as hearing a kender say &#039;oops&#039;&amp;quot;, &amp;quot;Kender appropriate absolutely anything that catches their eye. Physical boundaries or notions of privacy are both alien concepts to them&amp;quot;, &amp;quot;Kender cannot keep secrets to save their lives and happily blurt out intensely personal information about themselves or anyone else&amp;quot;, and &amp;quot;Even the threat of imminent demise does not deter kender&amp;quot;; and their racial stats reflect this by giving them a -4 penalty to concentration checks, a +2 bonus on lockpicking and sleight of hand checks, and an immunity to all fear effects. They survive getting the shit kicked out of them only because every one of the little shits seems to be wearing [[plot armor]] which they undoubtedly stole from more interesting species now tragically extinct. Again, we are not making this shit up; this is something that is explicitly confirmed in their racial stats with their +1 bonus on all saving throws.&lt;br /&gt;
&lt;br /&gt;
Most of their fluff involves them stealing things and getting pissed when they are accused of it (&amp;quot;It must have fallen into my pocket&amp;quot;). What fluff doesn&#039;t involve theft directly is more focused on how much everyone hates them. Other races&#039; opinions of them range from &amp;quot;annoying pests&amp;quot; to &amp;quot;baffled or irritated by kender behavior&amp;quot; to &amp;quot;thieving nuisances&amp;quot; to &amp;quot;the only good kender is a roasted kender&amp;quot; to &amp;quot;can drive victims to forget years of training and experience, sending them into a rage with only one thought - murdering the taunting kender&amp;quot;. Again, we must reiterate, &#039;&#039;we are not making this shit up, these are quotes directly from the goddamn rulebooks&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You might have noticed that we don&#039;t like Kender very much. Indeed, what was supposed to be a comedic foil to the more serious halflings turned out to be an obnoxious foil that reminded everyone of their baby sister&#039;s shitty grab-all-your-toys phase. The only person who likes playing Kender is [[That Guy]]. Some are so brazen as to try to play a Kender &#039;&#039;outside&#039;&#039; of the Dragonlance setting. In this situation, feel free to have your PC use lethal force against the offending character, the rest of the party will gladly help you. Don&#039;t even allow the little shit to suicide his character; justice must be done and he cannot be allowed to die on his own terms.&lt;br /&gt;
&lt;br /&gt;
They generally cause a lot of [[rage]] in anyone who reads anything about them.&lt;br /&gt;
[[Image:1247364875051.png|thumb|right|What the--? I left an image RIGHT HERE. Fucking Kender.]]&lt;br /&gt;
Ironically, 2e produced only two other groups that were quite as [[Chaotic Stupid]] as Kender, and &#039;&#039;neither&#039;&#039; of them are as hated. [[Planescape]] gave us the Xaositects faction (who do approach Kender-levels of annoying in the eyes of many DMs -- a Kender Xaositect PC is generally regarded as a concept horrifying enough to make a DM&#039;s brain explode) and the Slaad (who were explicitly done up as monsters to avoid and/or kill, so far less irritating by any measure).&lt;br /&gt;
&lt;br /&gt;
Even the other two races of Dragonlance generally hated by DMs and players alike aren&#039;t as bad as Kender. The [[Tinker Gnomes]] are generally idiots, but can actually be kind of funny. Sometimes. Plus even the writers at TSR got a little jab at them by noting how &#039;&#039;normal&#039;&#039; gnomes like to hunt down and destroy Tinker Gnome spelljammers in [[Spelljammer]]. As for [[Gully dwarf|Gully Dwarves]], frankly, most people prefer to pretend they never existed, since an entire race of ugly, smelly, hairy, retarded baby-people is the kind of concept that should have been purged with fire at birth.&lt;br /&gt;
&lt;br /&gt;
So, basically they&#039;re like young children stuck in the &amp;quot;sticky fingers&amp;quot; stage of development. Except they don&#039;t feel guilty about it later. Alternatively, they can be thought of as little Terminators, except that instead of being unstoppable, unthinking, unfeeling machines bent on killing Sarah Connor, they are unstoppable, unthinking, unfeeling machines bent on stealing everyone&#039;s shit and getting themselves and everyone around them killed, and the only person that they will fail to get killed is themselves because God hates us and wants us to suffer.&lt;br /&gt;
&lt;br /&gt;
Horrifically, Kender and humans can actually &#039;&#039;breed&#039;&#039; together, creating abominations called half-kender, who inherit the kender knack for sticky fingers but aren&#039;t so cutesy that they don&#039;t realize that stealing is wrong. How this is possible is a long story, but basically, kender descend from tinker gnomes (making them cousins of [[dwarf]]s, who have the same ancestry), who descend from humans cursed by [[Reorx]]. This is why Krynn is also home to half-gnomes and [[half-dwarf|half-dwarves]].&lt;br /&gt;
&lt;br /&gt;
For those wondering more directly how kender and humans mate, well, beyond some human women giving in to their shota fetishes or falling for the &amp;quot;he&#039;s so cute!&amp;quot; air of kender males, most half-kender are actually the result of human men banging female kenders. Why? To put it simply: cute [[loli]] (or [[shortstack]], but canonically kender women are supposed to look like little girls) whose natural instinct to you asking &amp;quot;wanna fuck?&amp;quot; is &amp;quot;hey, sounds fun!&amp;quot; and then dragging you to the bedroom. Although apparently a lot of Krynnish men somehow &amp;quot;don&#039;t realize&amp;quot; they&#039;re banging a female kender until after they&#039;ve gotten her pregnant -- there&#039;s even a Pre-Cataclysm story featuring a knight who spends the story unknowingly getting close to his own half-kender son, having never realized his mom was a kender when they were together before she left him. Which has the disturbing implication that Dragonlance is a setting full of pedophiles.&lt;br /&gt;
&lt;br /&gt;
==Why Kender are hated so much==&lt;br /&gt;
[[Image:Kender_race_description_annotated.png|thumb|right|500px]]&lt;br /&gt;
There&#039;s no good reason why Kender should have survived this long anyways:&lt;br /&gt;
* Physically diminutive in an environment rife with monsters, with nothing but agility and pickpocketing to defend themselves with.&lt;br /&gt;
* Repeatedly referred to as having no concept of fear or self preservation. As if that wasn&#039;t bad enough alone, combined with their stupid &amp;quot;curiosity&amp;quot; it would have them licking mushrooms, going near dangerous beasts and leaping into canyons regularly. &lt;br /&gt;
* There&#039;s no trade nor commerce with outsiders; nobody would let a kender get near a marketplace or bazaar, and even if they were trading one-on-one at village borders, some other Kender would probably steal the wares while you were still discussing the prices.&lt;br /&gt;
* Hell, being pathological liars about theft means any non-Kenders would treat them as little sociopaths.&lt;br /&gt;
* There&#039;s no construction; the minute you turn your back on any materials, it&#039;s gone to be used in someone else&#039;s building project. (and while they were stealing your building materials someone else was stealing theirs.)&lt;br /&gt;
* No Kender is going to have the attention span to do the boring but necessary work like stockpiling food, learning to write, or digging latrines.&lt;br /&gt;
** The only way they could survive a frosty winter is by raiding villages and travelers with their cute smiles and compulsive thieving behavior... leaving any villages that didn&#039;t exterminate the long-haired rats starving themselves.&lt;br /&gt;
:Fuck! Any villages in cold climates that DIDN&#039;T threaten Kenders with violence to stay the fuck away would just starve during winter and die out from their unwilling charity and insufficient locks on the granary. There shouldn&#039;t be any Kender sympathizers left, they should&#039;ve died out generations ago. Kenders are a plague.&lt;br /&gt;
* Basically any civilization composed entirely of kender will last approximately as long as a civilization composed entirely of 4-year-olds.&lt;br /&gt;
&lt;br /&gt;
So, you may ask, just &#039;&#039;what the &#039;&#039;&#039;fuck&#039;&#039;&#039; were they smoking to come up with these shitheads&#039;&#039;? Well, the answer is, alas, fairly simple, almost tragically so. See, [[Dragonlance]] began as a series of modules for 1st edition [[Dungeons &amp;amp; Dragons]]. The iconic party members were supposed to be the default player-characters for the players to assume the roles of. Thing was, in 1e, [[halflings]] could only take [[Rogue|the Thief class]] (this being a dead-brained holdover from &#039;&#039;The Hobbit&#039;&#039; and Bilbo Baggins, despite the fact that the very sequel to that book, still published decades ahead of 1e, ended up providing two &#039;&#039;very&#039;&#039; good examples of &amp;quot;halflings&amp;quot; becoming Warriors and even one with enough of a nature connection that you could justify Druid), which left the authors of the module/novels, Margaret Weiss and Tracey Hickmann, with a pair of dilemmas that they felt they &#039;&#039;had&#039;&#039; to answer to try and make the wider setting coherent: the first, &#039;&#039;why&#039;&#039; are all halflings always thieves? Second, how can halflings be all thieves and still be part of the heroic races?&lt;br /&gt;
&lt;br /&gt;
The kender were their answer; an entire race of fey children who basically never grow out of that inquisitive stage of their lives, their incessant need to know why and vulnerability to boredom conspiring with their racial propensity towards sticky fingers to make them constantly picking pockets, opening locks, and generally getting out in the world making a nuisance of themselves. And thusly, all /tg/dom has suffered ever since.&lt;br /&gt;
&lt;br /&gt;
To give them the very small credit they&#039;re due, they were the inspiration for WoTC to push halflings into a more adventurous characterization in 3rd ed. If only to ensure that such atrocities as the existence of Kender would never seem a necessity again.&lt;br /&gt;
&lt;br /&gt;
Fortunately, Kender are inextricably linked with [[Dragonlance]], which WoTC has more or less ignored in terms of actual tabletop and /tg/ content ever since the new millenium. Dozens of books have rolled out, but the whole &amp;quot;War of Souls&amp;quot; thing has kind of undercut the series&#039; popularity, and may well have killed it off entirely. The last appearance of the Kender on the tabletop game front was in 3.5, where despite all the novels, the Dragonlance D20 books basically wound up being mostly ignored.&lt;br /&gt;
&lt;br /&gt;
The Kender never made an appearance in 4th edition, and though they were brought up in the initial 5e playtesting, they failed to make the cut for the corebook. Perhaps because of the sheer backlash from the outraged fandom. So, unless a Dragonlance Unearthed Arcana or 5e sourcebook comes out, Kender are likely to never appear on the tabletop game again.&lt;br /&gt;
&lt;br /&gt;
==Kender Weren&#039;t Always Bad?==&lt;br /&gt;
Hard as it may be to believe, there are people who defend kender. &amp;lt;strike&amp;gt;Kender defenders.&amp;lt;/strike&amp;gt;. These people argue that the real problem with kender lies in the writeup they received for 3rd edition, asserting that it unrealistically softened their reputation amongst other races and didn&#039;t emphasize the fact that kender are supposed to go after &amp;quot;neat stuff&amp;quot; and not valuable stuff for their collection. Is this the case? Well, here&#039;s the original [[Advanced Dungeons &amp;amp; Dragons]] writeup of the race from the &amp;quot;Player&#039;s Guide to the Dragonlance Campaign&amp;quot;, which was later reprinted with stats for the kender and their unique weapons in &amp;quot;Tales of the Lance&amp;quot;. As to whether or not the kender-defenders are right... you be the judge.&lt;br /&gt;
&lt;br /&gt;
For what it&#039;s worth, rather than double and triple down on kender&#039;s idiot-child tendencies, 5e instead, to the extent that it&#039;s addressed them at all, instead tried to focus on their tradition of storytelling and their physiological differences with &amp;quot;other&amp;quot; halflings.  Unfortunately, it partially did so by attempting to dilute down the kender&#039;s thieving magpie nature via spreading it across the entire halfling race, which... worked, in that it was diluted down.  Even if excising it completely would&#039;ve been even better.&lt;br /&gt;
&lt;br /&gt;
[[Image:2e Kender PC Writeup.jpg|thumb|right|500px]]&lt;br /&gt;
&lt;br /&gt;
==Racial Stats==&lt;br /&gt;
What&#039;s that? You want to know what their PC stats were? Why? Morbidly curious? Or were you thinking that maybe you could rescue the mechanics from the fluff? Well, whatever, it&#039;s your funeral.&lt;br /&gt;
&lt;br /&gt;
===AD&amp;amp;D Statblock===&lt;br /&gt;
[[Advanced Dungeons &amp;amp; Dragons]] presented two versions of the Kender&#039;s statblock - one in Tales of the Lance, and one in the Complete Book of [[Gnome]]s &amp;amp; [[Halfling]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tales of the Lance Kender:&#039;&#039;&#039;&lt;br /&gt;
::Ability Score Minimum/Maximum: Strength 6/16, Dexterity 8/19, Constitution 8/18, Intelligence 6/18, Wisdom 3/16, Charisma 6/18&lt;br /&gt;
::Ability Score Adjustments: +1 Dexterity, roll 2d6+4 for Strength&lt;br /&gt;
::Class &amp;amp; Level Restrictions: [[Fighter]] 9, [[Barbarian]] 10, [[Ranger]] 9, [[Cleric]] 8 (Heathen only), [[Druid]] 8 (Heathen only), [[Thief]] 15, [[Bard]] 6, Handler Unlimited&lt;br /&gt;
:::&amp;quot;Heathen&amp;quot; Priests do not worship the Gods of Krynn, and so lose all of their spelcasting abilities.&lt;br /&gt;
:::&amp;quot;Handlers&amp;quot; are a kender-exclusive Thief variant. They follow all of the normal rules for thieves, except that they cannot Backstab, they gain no bonus XP for money, and their followers are always more Handlers.&lt;br /&gt;
::Infravision 30 feet&lt;br /&gt;
::Magic/Poison Resistance: +1 to saves vs. rod/staff/wand/spell/poison for every 3.5 points of [[Constitution]], cannot learn [[Wizard]] spells.&lt;br /&gt;
::+1 to attck rolls with slings and thrown weapons.&lt;br /&gt;
::Opponent surprise rolls are penalized by -4.&lt;br /&gt;
::Fearless: Immune to both natural and magical fear.&lt;br /&gt;
::Taunting: Creatures taunted by a kender must make a save vs. spell. If they fail, they fly into a mindless rage for 1d10 rounds, during which time they suffer a -2 penalty to [[THAC0]] and action rolls, and a +2 penalty to Armor Class.&lt;br /&gt;
::Thieving Skills: All kender have the following [[thief]] skills at character creation; 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%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CBoG&amp;amp;H Kender:&#039;&#039;&#039;&lt;br /&gt;
::Ability Score Minimum/Maximum: Strength 6/16, Dexterity 8/19, Constitution 10/18, Intelligence 6/18, Wisdom 3/16, Charisma 6/18&lt;br /&gt;
::Ability Score Adjustments: +2 Dexterity, -1 Strength&lt;br /&gt;
::Class &amp;amp; Level Restrictions: [[Cleric]] 8, [[Fighter]] 9, [[Thief]] 15, [[Multiclassing|Fighter/Thief]] (9/15) - increase level limits by +4 if the kender has a 15+ in that class&#039;s prime requisite&lt;br /&gt;
::Infravision 30 feet&lt;br /&gt;
::Magic/Poison Resistance: +1 to saves vs. rod/staff/wand/spell/poison for every 3.5 points of [[Constitution]], cannot learn [[Wizard]] spells.&lt;br /&gt;
::+1 to attck rolls with slings and thrown weapons.&lt;br /&gt;
::Opponent surprise rolls are penalized by -4.&lt;br /&gt;
::Fearless: Immune to both natural and magical fear.&lt;br /&gt;
::Taunting: Creatures taunted by a kender must make a save vs. spell. If they fail, they fly into a mindless rage for 1d10 rounds, attacking the kender exclusively during that time with penalties of -2 to [[THAC0]] and +2 to Armor Class.&lt;br /&gt;
::Thieving Skills: All kender have the following [[thief]] skills at character creation; Pick Pockets 5%, Open Locks 5%, Find/Remove Traps 5%, Move Silently 5%, Hide in Shadows 5%, Detect Noise 5%, Climb Walls 40%, Read Languages 0%&lt;br /&gt;
&lt;br /&gt;
===3e Statblock===&lt;br /&gt;
True Kender appeared in the Dragonlance 3rd edition corebook, whilst Half-Kender appeared in the Age of Mortals 3rd ed splatbook. Races of Ansalon, meanwhile, featured Afflicted Kender, and a beefed up version of both the True Kender and the Half-Kender, which are the stats repeated here.&lt;br /&gt;
&lt;br /&gt;
====True Kender====&lt;br /&gt;
These are the standard thieving bastard shitheads we&#039;ve spilled so much electronic vitriol describing.&lt;br /&gt;
&lt;br /&gt;
::Humanoid with the Kender subtype&lt;br /&gt;
::+2 Dexterity, -2 Strength, -2 Wisdom&lt;br /&gt;
::Small&lt;br /&gt;
::Base speed: 30 feet&lt;br /&gt;
::Weapon Familiarity: Kender Weapons&lt;br /&gt;
::+1 racial bonus to all saving throws&lt;br /&gt;
::+2 racial bonus to Spot checks&lt;br /&gt;
::+2 racial bonus to Open Locks and Sleight of Hand checks, and are always considered to have Training in both skills&lt;br /&gt;
::Lack of Focus: -4 racial penalty to Concentration checks.&lt;br /&gt;
::Taunt: +4 racial bonus to Bluff (Taunt) checks&lt;br /&gt;
::Fearlessness: Immunity to Fear&lt;br /&gt;
::Favored Class: Rogue&lt;br /&gt;
&lt;br /&gt;
====Afflicted Kender====&lt;br /&gt;
These are magically cursed kender who appeared during the Age of the Dragon Overlords, after the Chaos War; the first Overlord, Malystryx, chose to settle in the kender homeland of the Goodlund Penninsula, where her magical aura transformed it into a blighted, arid wasteland as she unconsciously warped the land to be more to her taste. This magical corruption, combined with a devastating attack on Kendermore that massacred thousands of the little runts and drove the rest into fleeing, permanently shattered their previous immunity to fear, thus creating a more wary, paranoid, duplicitous and deceitful form of kender.&lt;br /&gt;
&lt;br /&gt;
::Humanoid with the Kender subtype&lt;br /&gt;
::+2 Dexterity, -2 Strength, -2 Wisdom&lt;br /&gt;
::Small&lt;br /&gt;
::Base speed: 30 feet&lt;br /&gt;
::Weapon Familiarity: Kender Weapons&lt;br /&gt;
::+1 racial bonus to all saving throws&lt;br /&gt;
::+2 racial bonus to Spot checks&lt;br /&gt;
::+2 racial bonus to Open Locks and Sleight of Hand checks, and are always considered to have Training in both skills&lt;br /&gt;
::+2 racial bonus to Climb, Hide, Jump and Move Silently checks&lt;br /&gt;
::Favored Class: Rogue&lt;br /&gt;
&lt;br /&gt;
====Half-Kender====&lt;br /&gt;
As mentioned above, due to various reasons, kender and humans can make babies together, and while it doesn&#039;t happen often, it happens enough. Half-Kender are the &amp;quot;eternal teenagers&amp;quot; to their kender parents&#039; &amp;quot;eternal children&amp;quot;, inheriting many of the kender affinity for thieving and lying but also enough conscience and brains to realize that doing shit like that ain&#039;t right.&lt;br /&gt;
&lt;br /&gt;
::Humanoid with the Kender subtype&lt;br /&gt;
::Medium&lt;br /&gt;
::Base land speed: 30 feet&lt;br /&gt;
::+4 racial bonus to saving throws vs. Fear&lt;br /&gt;
::+1 racial bonus to Spot checks&lt;br /&gt;
::+1 racial bonus to Open Locks and Sleight of Hand checks, and are always considered to have Training in both skills&lt;br /&gt;
::Taunt: +2 racial bonus to Bluff (Taunt) checks&lt;br /&gt;
::Weapon Familiarity: Kender Weapons&lt;br /&gt;
::Favored Class: Any&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://challengerating25.blogspot.com/2008/12/kendaaagh.html Why kender need to be drowned in a fire.]&lt;br /&gt;
* [http://www.giantitp.com/forums/showthread.php?479865-The-Kender-Conspiracy Why kender have survived this long. They are all PCS! RUN!]&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dragonlance]][[Category:RAGE]]&lt;/div&gt;</summary>
		<author><name>2600:1700:BF90:B950:E44D:2BA:EED5:9FFD</name></author>
	</entry>
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