HOME FAQ's VIEW ALL THUMBNAILS ABOUT DAVE MORE ART BY DAVE
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

KENDER
Created 1989

FREQUENCY: Uncommon
NO. APPEARING: 2-8 or 10-100
ARMOR CLASS: 8 (base)
MOVE: 10"
HIT DICE: 1 per level
% IN LAIR: 40%
TREASURE TYPE: Individuals K, M, or Q; C in village
NO. OF ATTACKS: 1 or 2
DAMAGE: By weapon or 1-4/1-4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to Very
ALIGNMENT: NG
SIZE: M
PSIONIC ABILITY: nil
LEVEL/XP: Variable

The race of Kender, otherwise known as Goat-Men, speaks its own tongue but individuals have a 50% chance of speaking common also. Groups (not referred to as "herds" without insult!) can adapt to any but the harshest climates, and live in either small adventuring bands or in a larger clan village. Kenders relate moderately well with other humanoid species, and will associate and travel freely with anyone like-minded.

NPC's (and perhaps PC's) are playable as normal, with these modifications to their stats: Strength and Constitution +1, Dexterity -1, Charisma -2. Goat Men are never Thieves or Assassins, however. They can raise level in their class as any other character, but have the following ceilings: Fighters stop advancing at level 15; Clerics and Druids remain at 10th level; Magic Users and Illusionists stop at 11th.

The Kender is the nemesis of the Orc, and will never associate or travel with Half-Orc characters.

In combat, any Kender can give two hooved punches per round if unarmed, with normal strength bonuses applicable if desired by the DM. In addition, the Goat Man possesses the ability of INFRAVISION (60'), and has a dwarf-like sense of direction.

*This is a fan site. Advanced D&D is a trademark of TSR.
This site is not affiliated with TSR. Otherwise it'd all be 3E, wouldn't it?

All artwork Copyright 2002 David C. Lovelace