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KENDER
This is my take on Kender from the Dragonlance series of AD&D. Basically think halflings that are curious, don't scare, and are unconsciously kleptomaniacal.
ALIGNMENTS: Any, but lean towards Good
ATTRIBUTES: Roll 3d6 for each, add 1d6 if 16+ is rolled, then apply these modifiers: +2 ME, -2 MA, -2 PS, and +3 PP
HIT POINTS: PE, add 1D6 per level in addition to those gained from OCC, skills, etc
SDC: 10, plus any gained from skills and/or OCC
NATURAL ARMOR RATING: None
HORROR FACTOR: None
PPE: 4d6
NATURAL ABILITIES: Resistant to fear- even if they fail a save they suffer only half effects, nightvision 60'
COMBAT: 2 without any combat training, more with combat training and/or boxing skill
BONUSES: +10 vs Horror Factor and Fear, +1 Dodge, and +1 Initiative
PSIONICS: As humans, can also be any of the psychic RCC's such as Bursters, Mind Melters, etc
AVERAGE LIFE SPAN: 120 years
OCC'S: Any besides coalition and Juicer, tend to be Wilderness Scouts and City Rats
SKILLS OF NOTE: Language and Literacy in Kender at 98%, +5% TO ALL Espionage skills and +20% to all rogue skills
HABITAT: Anywhere
ENEMIES: Orcs, Goblins, Trolls, Giants
ALLIES: Traditionally Humans, Elves, Dwarves, and Gnomes
SIZE: 3'5" on average
WEIGHT: 60 to 100 lbs on average
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