Ability Scores:
Minimum Maximum
STR 6 17
INT 6 18
WIS 3 18
CON 8 18
DEX 10 19
CHR 6 18
Modifiers (if used) –1 STR, +1 DEX

Classes allowed and Level Limits Single Classes Level Limit (if used)
[Fighter Group]
Fighter
12
Ranger
10
Barbarian
12
Knight or Cavalier (Dragonlance/Unearthed Arcana)
10
[Priest Group]

Cleric
13
Priest of specific gods
Depends on deity

[Rogue Group]

Thief/Handler
U
Bard
U
Wizard Group

Magic-User/Mage
10
Specialist Mage (other than illusionist or wild mage)
6
Wild Mage (tome of magic)
U
Illusionist
U
Psionocist (dark sun)
6
Multi-Class: Any two (or three) non-italicized classes can be multi-classed.

Special Abilities (innate):
Taunt As 1st level spell
Fear Resistance Immune to all non-magical fear, +2 to save vs all magical fear (including creature based such as Dragons)
Infravision 30’
Thief Skills (non thieves or bards) 5% chance to perform any thief skill (except read languages),
40% chance to climb wall.
Dexterity and race adjustments apply (see below).
These NEVER advance unless DEX increases, or obviously if the Half-Kender changes class to a thief or bard.
Hoopak Half-Kender can use and specialize (if a Fighter) the Hoopak. They get no bonuses to hit or damage, however as to pure Kender.
Thief Skill Adjustments:
Pick Pockets +5%
Open Locks +5%
Find/Remove Traps +5%
Move Silently +5%
Detect Noise +5%
Climb Walls -10%
Read Languages -5%
Height/Weight and Lifespan Tables
Males 53 inches+1d10 inches (4'5" to 5'3") 90 Lbs. +3d10 Lbs. (93 Lbs. to 120 Lbs.)
Females 53 inches+1d10, (4'5" to 5'3") 51 inches+1d10 inches (4'3" to 5'1") Weight 70 Lbs. +3d10 Lbs. (73 Lbs. to 100 Lbs.)
Base starting Age Maximum age (years)
15+1d8 (18-23) 100+3d20 (103-160)
Middle Age
(-1 STR/CON +1 INT/WIS) 50 years
Old Age
(-2 STR/DEX -1 CON +1 INT/WIS) 67 years
Venerable
(-1 STR/DEX/CON +1 INT/WIS)100 years

Description:

These rules cover Half-Kender coming from a union of a Kender and a Human (or between two Half-Kender of this type). There are several other crossbreed possibilities (in order of likelihood: elf, half-elf, and dwarf), but a union with a Human is the most likely (other races are less likely able to tolerate a relationship with an often raucous Kender). Human/Kender unions are USUALLY between a small male Human (under 5’10") and a female Kender (most likely as female Kender are quite attractive), but marriages/liaisons of Kender males and Human females do occur...

Physical Appearance:

Half-Kender resemble Elves to the untrained eye. They stand the same height (average of 4’10"), and have much the same characteristics (including pointed ears). Females are a little shorter (average 4’8"), and will also resemble elf maids in physical appearance.

Behavior:

However, Half-Kender behave much more like their demi-human Kender relatives. Near-absolute fearlessness (to all but magical fear) and intense curiosity are present in half-Kender. Half-Kender, however are heavily influenced by which type of setting they were raised in... If they were raised by humans, the Half-Kender’s Kender tendencies might be somewhat suppressed. If raised by Kender, they would behave more like pure Kender. ALL Half Kender will have a tendency to "handle" and to wanderlust, just not as intense as their pure Kender parent, but this WILL be either greater or lesser depending on their environment.

Half-Kender will tend to be a little less chaotic than their pure Kender parent, but still will be strongly independent and have a strong dislike for boring activity. Wanderlust will hit a Half Kender around their late teens or early twenties, and will last approximately 5-10 years. Half-Kender wanderlust is less absolute than a pure Kender, tending to last months, or perhaps a year at a time, followed by months, or a year back at home.

Society:

Half-Kender do not have a distinct society. They are found in both Kender and Human communities. Half-Kender will tend to prefer the company of another Half-Kender for a life mate, if possible.

Half-Kender as PC Adventurers:

Half-Kender make mediocre fighters (maximum strength of 17), excellent thieves and bards, and scary priests or magic-users... A player playing a Half-Kender will likely have a lot of explaining to do, and will face some derision from human society in general.



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