The Dragonlance Nexus

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Kender Paragon

D&D 3e (3.0/3.5) Rules

by True Kender


Curious and fearless, kender paragons love travel, and they embody the curiosity and delightful ways of the kender people.

Despite their curiosity and double-edged fearlessness, kender paragons are the most capable members of their race. They are survivors, lucky and resourceful enough to survive in a world that wishes they'd just dissapear. When kender paragons travel through communities and countries populated by other races, they are quick to make friends, to the dismay of the "friend," and often end up at the center of traveling groups (despite all objections).

Adventures: Filled with the wanderlust of the kender race, kender paragons see adventuring as a natural extension of their travels through the world. In fact, it's unlikely that a kender paragon thinks of herself as being on an adventure at any time, even in the middle of a trap-filled dungeon. For a character with a lust for excitement and discovery, what could be a more natural place to visit than a dungeon or ancient ruin?

Characteristics: Exasperated adventuring companions claim that kender paragons invented curiosity. With their small size, child-like innocence and uncanny stealth, kender paragons can go nearly anywhere undetected. Remaining undetected, however, is rarely any fun. kender paragons enjoy the benefits of their small size, and many secretly wonder how bigger races can ever do anything quietly.

Alignment: Most kender paragons are neutral as they don't believe in rebelling against or following order; they follow their own path which may or may not be the path others set for them.

Religion: Kender are much more interested in religion than other races give them credit for. They find deities to be VERY interesting. Kender paragon greatly revere Branchala, though followers of Fizban are not uncommon after the War of the Lance.

Background: A kender paragon learns her skills while participating in kender moots. Surrounded by a community that accepts the inevitable wanderlust she realizes early on that she will not "catch" the wanderlust; she's had it her whole life. The wanderlust of the kender race flows through her, and eventually she sets off on her own as all kender eventually do. Many kender paragons multiclass as handlers where they can use their unique skills to enter barred cities undetected; the guards undoubtedly forgot that they were supposed to be inside the city and not outside of it.

Races: Kender paragons travel, and they never seem to tire of it. Because they spend so much time in the communities of other races, they strive to get along well with everyone (though unafraid to taunt a minotaur or two). As with all kender it is rare for them to be accepted into other communities without being branded a thief for their unique perspective on property ownership. Kender paragons enjoy a mixed lot of traveling companions— too many members of just one race makes for boring company. Although open-minded in the extreme, kender paragons can occasionally find dwarves too dour and serious for their tastes, but enjoy trying to "kenderfy" them. Kender paragons particularly enjoy the company of gnomes as they share their intense curiosity.

Other Classes: Kender paragons regard other classes with a mixture of relief and frustration. They are happy to stand behind fighters and members of other physically powerful classes when monsters charge up to do battle, and they are grateful when a spellcaster's abilities help them sneak past an opponent or heal their wounds. But few classes can match the kender paragon's capability for stealth, and more often than not it is members of those other classes that get the kender paragon into a fight in the first place. Kender paragons will not join a group with a rogue due to their extreme dislike for thieves.

Game Rule Information

Kender paragons have the following game statistics.

Abilities: Dexterity is important to kender paragons because it helps them avoid the attacks of larger foes and increases their accuracy with hoopaks, their favorite form of attack. Because kender paragons value skill and subtlety, a high Intelligence can help them a great deal. Charisma is important to many of the kender paragon's class skills.

Alignment: Any, although most favor neutrality.
Hit Die: d6.

Class Skills

The kender paragon's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Sleight of Hand (Dex), Spot (Wis) and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.

Kender Paragon
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +2 +0 Kender arts, save bonus
2 +1 +0 +3 +0 Kender weapon mastery, improved taunt
3 +2 +1 +3 +1 Ability boost (+2 Dex)

Class Features

All of the following are class features of the kender paragon class.

Weapon and Armor Proficiency: Kender paragons are proficient with all simple weapons, kender weapons and with light armor.

Kender Arts (Ex): At 1st level, a kender paragon's racial bonus on Open Lock and Sleight of Hand improves to +4.

Save Bonus (Ex): A 1st-level kender paragon's racial bonus on all saving throws increases by 1.

Kender Weapon Mastery (Ex): At 2nd level, a kender paragon gains a +2 bonus on damage rolls when using a kender weapon.

Improved Taunt (Ex): At 2nd level, a kender paragon's taunt ability is improved. The target of a successful taunt's penalties is increased to -3 for attack rolls and AC.

Ability Boost (Ex): At 3rd level, a kender paragon's Dexterity score increases by 2 points.

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