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2015-03-27, 03:40 PM
True Kender
http://fc03.deviantart.net/fs70/f/2013/333/d/3/profile_picture_by_kender_tasslehoff-d6w5e50.jpg
The Child race of Krynn, kender are found on the continent of Ansalon.
Traits
As a kender, you have the following racial traits -
Size: kender range in height between 3 and 4 foot, and weigh between 80 and 100 pounds. Your size is small.
Speed: All kender are very light on their feet. your speed is 30 feet.
Ability Score Adjustment: Kender are very mobile. Your dexterity score increases by 2, and your Charisma score goes up by 1.
Fearless - You cannot be frightened. When you fail a fear check, you only get a feeling of butterflies in your stomach
Nimble Hands – As a kender, you are skilled at breaking locks, to see just what is behind that door. You are proficient in Slight of Hand.
Playground of Chislev – Due to your curiosity, you know a lot about Nature and have proficiency in nature.
Taunt - You have an uncanny insight into the motivations and characteristics of other races, and you can use this insight to infuriate them. As an action, you can unleash a verbal barrage of sarcasm, insults, and crude comments against a creature. As an Action, you can force a target within 30 feet who can hear you and understand your language to make a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. If you win the contest, the target must use its next action to attack only you. The target attacks you with disadvantage during this action. If the target wins the contest, it is immune to your Taunt for 24 hours. If it fails, then it gains advantage on subsequent saves against this.
Kender Pockets – as a kender, you pick things up and pocket them, and then often forget about them. If you find yourself in need of a piece of non-magical equipment, there is a 25 percent chance you have it. Roll a d4. If you roll a 4, you find the item in your pocket, pack, or pouch. If you roll anything else, you don’t have such an item on you, and you can’t search again for the same item until you’ve spent at least one day in a town or city. Rummaging through your pouches, pack, and pockets in this way takes 1 minute.
Languages - You can speak, read, and write Common and Kenderspeak
http://fc03.deviantart.net/fs70/f/2013/333/d/3/profile_picture_by_kender_tasslehoff-d6w5e50.jpg
The Child race of Krynn, kender are found on the continent of Ansalon.
Traits
As a kender, you have the following racial traits -
Size: kender range in height between 3 and 4 foot, and weigh between 80 and 100 pounds. Your size is small.
Speed: All kender are very light on their feet. your speed is 30 feet.
Ability Score Adjustment: Kender are very mobile. Your dexterity score increases by 2, and your Charisma score goes up by 1.
Fearless - You cannot be frightened. When you fail a fear check, you only get a feeling of butterflies in your stomach
Nimble Hands – As a kender, you are skilled at breaking locks, to see just what is behind that door. You are proficient in Slight of Hand.
Playground of Chislev – Due to your curiosity, you know a lot about Nature and have proficiency in nature.
Taunt - You have an uncanny insight into the motivations and characteristics of other races, and you can use this insight to infuriate them. As an action, you can unleash a verbal barrage of sarcasm, insults, and crude comments against a creature. As an Action, you can force a target within 30 feet who can hear you and understand your language to make a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. If you win the contest, the target must use its next action to attack only you. The target attacks you with disadvantage during this action. If the target wins the contest, it is immune to your Taunt for 24 hours. If it fails, then it gains advantage on subsequent saves against this.
Kender Pockets – as a kender, you pick things up and pocket them, and then often forget about them. If you find yourself in need of a piece of non-magical equipment, there is a 25 percent chance you have it. Roll a d4. If you roll a 4, you find the item in your pocket, pack, or pouch. If you roll anything else, you don’t have such an item on you, and you can’t search again for the same item until you’ve spent at least one day in a town or city. Rummaging through your pouches, pack, and pockets in this way takes 1 minute.
Languages - You can speak, read, and write Common and Kenderspeak