Kender traits (see DLCS)
Bluff +8 (+12 taunt), Concentration +2, Hide +13, Intimidate +10, Knowledge (arcana) +8, Knowledge (history) +8, Move Silently +9, Open Locks +5, Perform (oratory) +8, Sleight of Hand +13, Spot +2, Use Magic Device +8.
Deft Hands, Improved Taunt.
Common, Goblin, Kenderspeak, Solamnic.
None; see below
Sindri carries no weapons, preferring to rely on his magic.
Leather armor, purple cape of conjuration (variant of the Kender Pouch of Teleportation), ring of telekinesis.
Notes: Sindri truly believes himself to be a wizard. He claims to be able to conjure small objects and often discovers them in the pockets of his cape. He recently discovered a talent for telekinesis spells. He is unaware that these spells were provided by Davyn and his magic ring, which Davyn later gave (dropped and allowed Sindri to find) to Sindri.
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