The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/11077.aspx

Kender and Gnomes

D&D 3e (3.0/3.5) Rules

by Michael Schloss


Kender

  • +2 Dexterity, -2 Strength
  • Small Size: +1 AC, +1 to hit, +4 Hide checks, must use small sized equipment.
  • Immunity to non-magical fear. +6 save vs. magical fear
  • +2 racial bonus to Move Silently, Open Lock, Pick Pocket, and Listen checks.
  • Low Light Vision
  • Proficiencies: Hoopak or other kender weapon.
  • Taunt: Kender can use Bluff to anger others, causing them to act irrationally. Kender can make a Bluff check to taunt anyone that can understand their language. They can get someone to attack, or remove their Dexterity bonus to AC (see the Player's Handbook for more details on the skill).
  • Favored Class: Rogue

Tinker Gnomes

  • +2 Con, -2 Str
  • Small Size: +1 AC and +1 to Hit. +4 to Hide checks
  • +2 racial bonus to Disable Device, Open Lock, Alchemy, to any Craft, Knowledge, and Profession checks involving mechanics or tinkering.
  • All Craft skills, and all Knowledge and Profession skills involving mechanics and tinkering are always considered to be class skills.
  • +2 to Fortitude and Reflex saving throws.
  • Darkvision 60 feet
  • Proficiencies: Crossbows and other mechanical devices.
  • Favored Class: Expert or Rogue

Fan Ratings

Oops! You don't have the site cookie set. Please wait a minute and try again or click the help icon for more information.
. Tell us what you think! 

This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.