Kender (CR 1/2)
AC: 14 (+1 size, +1 Dex, +2 leather armor), touch 12, flat-footed 13
Hit Dice: 1d8 (4 hp)
Fort +0, Ref +3, Will -1
Speed: 20 ft.
Space: 5 ft. by 5 ft./5 ft.
Base Attack +0; Grapple -5
Attack: Hoopak +1 melee or +3 ranged, or dagger +0 melee
Full Attack: Hoopak +1 melee or +3 ranged, or dagger +0 melee
Damage: Hoopak 1d4-1 (melee) or 1d4 (ranged), dagger 1d4-1
Special Attacks/Actions: Kender taunt, kender traits
Abilities: Str 8, Dex 13, Con 10, Int 11, Wis 8, Cha 11
Special Qualities: Kender traits
Skills: Climb +2*, Jump +1* Hide +7, Move Silently +4*, Pick Pocket +5*, and Survival +1
Advancement: By character class
Organization: Group(2-5), Gathering (6-12), Taleswap (13-50)
Treasure/Possessions: Standard (but see below)
Kender are clever combatants, devising unexpected or unorthodox tactics. Their favorite weapon is the staff-like hoopak. Made from resilient wood, one end of the hoopak is forked like a slingshot and has a leather pocket mounted between the forks. The other end is pointed and shod with metal or hardened by fire. It serves as both a melee and ranged weapon.
Hoopak: Cost 1 gp; Damage 1d4 (sling) or 1d4 (staff); Critical x2; Range Increment 50 ft.; Weight 3 lb.; Type B.
Kender seldom wear armor heavier than leather or padded and shy away from metal armor of any kind.
Kender Taunt (Ex): A kender can enrage foes by taunting them with verbal abuse. This is a mind-influencing effect and a free action; it affects only one target at a time, although the kender can elect to switch targets on its turn. To successfully taunt a foe, the kender must perform an opposed Bluff check against the target's Sense Motive check. If the kender succeeds, the target becomes enraged and suffers a -2 morale penalty to AC as long as the kender continues taunting it. An enraged creature can make a Will saving throw (DC 15 + the kender's Cha modifier) each round after the first to overcome the taunting, after which it cannot be affected by the taunts of that particular kender for 1 day.
Kender Traits (Ex): Kender have the following racial traits:
- +2 Dexterity, -2 Strength, -2 Wisdom.
- Small: Kender gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters those of Medium-size creatures.
- Fear Immunity: Kender are immune to fear, magical or otherwise. +1 racial attack bonus with the hoopak, a kender's favored weapon.
*Skills: Kender are agile and surefooted. They receive a +2 racial bonus to Climb, Jump, and Move Silently checks. Their nimble fingers bestow a +2 racial bonus to Sleight of Hand checks.