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KenderD&D 3e (3.0/3.5) Rulesby Jeremy ForbingThe physical basics for this race come from the halfling race as described in the Player's Handbook, but kender are not to be confused with halflings. They are a unique and irrepressible race native to no only to Krynn. Kender resemble children, in both appearance and behavior, and so many think of them that way. But that error can lead to dramatic consequences, for while kender are childlike, they are also swift, cunning, and often deadly opponents, born with an aptitude for stealth unequalled even by elves or bugbears. Many see them as nuisances, even vermin, but no other people on Krynn have foiled attempts at conquest and subjugation as often as the kender. Kender hair generally falls somewhere between sandy blonde and dark brown, with coppery red or even reddish orange also being common. No kender have facial hair of any kind. Their appearance changes with the season; they pale in the fall, yet tan the quickest of Krynn's races, and all are nutbrown by midummer. As they age, kender temples begin to gray and their faces quickly wizen. They have pointed ears like elves and light brown, hazel, olive, pale blue or sea green eyes. They rival humans as the most widespread race on Krynn, due to the wanderlust that overcomes all kender around age 20 and continues for decades. They are utterly relentless in combat. These small folk are also relentlessly curious, and they want to know everything, explore everything, see everything, and most importantly handle everything. No item not secured down is safe in a kender's presence, and any thing or person that is dark and mysterious will earn a kender's instant (and likely unwanted) attention. Some human scholars believe that, when they first appeared, kender were not so agile and fleet of foot as they are today; they were merely curious. However, the consequences of their curiosity forced them to become quick. Had they not, the scholars argue, the kender would not have survived. Kender Racial Traits
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