Kender and Gnomes
D&D 3e (3.0/3.5) Rules
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
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