Well most kender do share a few abilities that other races do not. Such as taunting and resistance to fear. The kender can taunt a creature that is able to understand them, when they do the targeted creature(s) must make a saving throw vs. spell (plus wisdom bonus). If the being fails they attack the kender with a -2 to hit and a +2 penalty to thier armor for 1d10 rounds. Long time friends of the kender are allowed bonuses to make the save. "True" Kender are immune to all magical and natural fear.
Superior to humans, thus earn less experience/per kill.
They master skills better.
They are less adept at mastering spells.
They are less adept at mastering prayers.
They can detect traps.
Kender pockets are unique in that they tend to fill up with most unusal source of items. It is for this reason, kender become known as kleptomaniacs. Any item that is not tied down is subject to be "Handled" (Kender terminology for borrowed), possibly never to be seen again. Also a common occurance in Kender society is the filling of personal posessions with extremely rare, and possibly otherworldly items, that have somehow appeared in the Kender pockets. It is this reason that this menace to human society must be stoped. Any time the kender's belongings are searched, 1D4 -1 items of unknown origins are found. Personnaly I think you should find a random Item from the DMG or just think up something strange.
For all you wondering here are some Kender stats, Racial Modifiers
Abilities STR DEX CON INT WIS CHA
Minimum 06 08 10 06 03 06
Maximum 16 19 18 18 16 18
Racial Modifiers -1 to STR and +2 to DEX

Appearance
Height: 3'2" - 4'4".
Weight: 83 lbs - 110 lbs.
Hair: Blond - Brown - Red.
Eyes: Blue - Green - Brown.
Ears: Pointed.
Age: 100 + 1d100
Classes and Level Limits.` Class
Max Level
Fighter
5
Barbarian
10
Range
5
Handler
Unlimited
Cleric
12
Bard
9*
* Bards must replace magic-user spells with cleric spells of Branchala.
Kenders base Theiving Abilities.(For non-theif PCs)(racial adj. already added.)
PickPockets = 25
OpenLocks = 25
FindRemoveTraps = 25
MoveSilently = 25
HideInShadows = 25
DetectNoise = 25
ClimbWalls = 50
ReadLanguages = 10
Kender Racial Adjustments.
+10% Pick Pocket (Ties with half-elves)
+15% Open Locks (Beats all races)
+20% Find/Remove Traps (Beats all races)
+15% Move Silently (Beats all races)
+20% Hide in Shadows (Beats all races)
+10% Detect Noise (Same as Gnome)
-10% Climb Walls (same as Dwarf)
+10% Read Languages (More than any race!)
Ok heres the Kenders favored weapon, The Hoopak. A hoopak is a cross between a bo staff and a staff sling.
When used as a staff, its statistics are: type B; speed factor 4; damage 1d6/1d4. As a sling, the statistics are:
type B; speed factor 11; damage 1d4+1/1d6+1; rate of fire 2/1; range 30-60(medium),60-90(long). (The hoopak has no short-range category and cannot be used against targetscloser than 30 yards). Hoopaks weigh two pounds. They usually cannot be purchased;a relative or friend gives an adventuring kender his first hoopak. If found and sold,a hoopak might bring as much as one steel piece; kender themselves are not prone to purchase hoopaks from non-kender, and they always arrange to "pick up" any hoopak they see in non-kender hands.



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