The bane of people everywhere, the handler is the favored class of the kender race. The handler is an expert at getting his hands into things that don't belong to him and blessed with incredible powers of observation.
Adventurers: Adventure is the bread and butter of a handler's life. Collecting (using the term loosely) new and wonderful things is a handler's reason for existing, and you don't get much in the way of new and wonderful things if you simply sit in one spot.
Characteristics: The handler is an easy-going fellow, more than happy to let each day simply play out as it will. He has total confidence in himself and his abilities and is always excited whenever a new opportunity to see some wonderous thing reveals itself. In fact, one can almost say that a handler is addicted to this; often times a handler will go for days off the beaten path just to see the giant ball of twine in a dragons lair or travel all night and day for a glimpse of the only goatsucker bird in captivity. All of these great things will invarably end up scrawled into the handler's journal or drawn on to a map, a testament to the great adventures on his long and arduous journey.
Alignment: A handler is a free spirit, unchained by such petty things as the laws of society. Therefore he tends to be chaotic in nature. However, handlers are also very much morally sound people with great faith in the bonds of trust and friendship. That is why they are also more likely to be good.
Game Rule Information
Handlers have the following game statistics.
Abilities: A handler's top skill is his Dexterity. It helps him in innumerous ways, from helping him get into a merchants pouch to getting away and dodging guards. Intelligence and Charisma are also important, as a handler needs both in order to survive long in crowded streets as well as on his many adventures.
Alignment: Any, but handlers are chaotic good about 99% of the time.
Race: This class is only available to kender.
Hit Die: d6.
Class Skills
The handler's class skills (and the key ability for each skill) are Hide (Dex), Disable Device (Int), Open Lock (Dex), Search (Int), Spot (Int*), Pick Pocket (Dex), Bluff (Cha), Tumble (Dex), Swim (Str), Sense Motive (Cha*), Perform (Cha), Gather Information (Cha), Escape Artist (Dex), Balance (Dex), and Rope Use (Dex).
*Please note that these skills use a different key ability than they do in the PHB. Everything else remains the same.
Skill Points at 1st level: (8 + Int modifier) x 4.
Skill points at Each Additional Level: (8 + Int modifier).
Class Features
All of the following are class features of the Handler.
Weapon and Armor Proficiency: Handlers, as kender, are proficient with all kender weapons. Handlers also use knives, daggers and darts, which supplement their usual fighting technique of hit and run. Handlers also are proficient in the use of small missile weapons such as the short bow and the sling. Due to the nature of the handler, armor is frowned upon. Therefore, although the handle is proficient in the use of padded
armor (and only padded armor), he will typically avoid its use in all but the most battle intense of situations. Handlers never employ the use of a shield.
Pocket Grab: At 1st level, a handler gains the Pocket Grab ability. With this ability, the handler can pull out an item from his pouches at random. This is extremely interesting as often times, through trading with other handlers and kender and picking up things unconciously, the handler doesn't even know what he happens to have, with the exception of a few key items. Performing a Pocket Grab takes one round. In order to determine what item is pulled, use the Pocket Grab Chart. As a handler advances in experience, he begins to gain more and more control over what he pulls. He is allowed to add or subtract his level to the roll to determine what he finds, starting at 4th level. The only exception to this is 00 on the chart, which must be rolled naturally.
Traps: Handlers can use the rogue's Traps class feature in the exact same
manner.
Evasion: At 2nd level, handlers can use the rogue's Evasion class feature in the same manner.
Uncanny Dodge: Handlers can use the Uncanny Dodge class feature exactly like a rogue except that they start receiving bonuses to finding traps at 8th level.
Special Abilities: At 10th level and every three levels thereafter, a handler can choose one of these special abilities:
Defensive Roll (As per the Rogue ability)
Improved Evasion (As per the Rogue ability)
Skill Mastery (As per the Rogue ability)
Slippery Mind (As per the Rogue ability)
Unconcious Handling: This unique Handler ability has allowed the Handler to have almost a sixth sense when it comes to items of intrest. On a successful Int check with a DC of 15, the handler will know if something is hidden in the area that he is in. Note that this doesn't show him where, it simply notifies him that there IS something there.
Like Lies to a Child: At a certain point, handlers tend to develop almost a sixth sense to the truth behind people's words. With this ability the Handler can add his Handler Class level to his Sense Motive skill bonus modifier to determine whether or not someone is speakng the truth.
1 |
+0 |
+0 |
+2 |
+0 |
Pocket grab |
2 |
+1 |
+0 |
+3 |
+0 |
Evasion |
3 |
+2 |
+1 |
+3 |
+1 |
|
4 |
+3 |
+1 |
+4 |
+1 |
Uncanny dodge (Dex bonus to AC) |
5 |
+3 |
+1 |
+4 |
+1 |
|
6 |
+4 |
+2 |
+5 |
+2 |
Uncanny dodge (can't be flanked) |
7 |
+5 |
+2 |
+5 |
+2 |
|
8 |
+6/+1 |
+2 |
+6 |
+2 |
Uncanny dodge (+1 against traps) |
9 |
+6/+1 |
+3 |
+6 |
+3 |
|
10 |
+7/+2 |
+3 |
+7 |
+3 |
Special ability |
11 |
+8/+3 |
+3 |
+7 |
+3 |
Uncanny dodge (+2 agaisnt traps) |
12 |
+9/+4 |
+4 |
+8 |
+4 |
|
13 |
+9/+4 |
+4 |
+8 |
+4 |
Special ability |
14 |
+10/+5 |
+4 |
+9 |
+4 |
Uncanny dodge (+3 agaisnt traps) |
15 |
+11/+6/+1 |
+5 |
+9 |
+5 |
|
16 |
+12//+7/+2 |
+5 |
+10 |
+5 |
Special ability |
17 |
+12/+7/+2 |
+5 |
+10 |
+5 |
Uncanny dodge (+4 agaisnt traps) |
18 |
+13/+8/+3 |
+6 |
+11 |
+6 |
|
19 |
+14/+9/+4 |
+6 |
+11 |
+6 |
Special ability |
20 |
+15/+10/+5 |
+6 |
+12 |
+6 |
Uncanny dodge (+5 agaisnt traps) |
d% |
Result |
01-05 |
1d6 pieces of multi-colored glass |
06-11 |
2d8 ball bearings |
12-16 |
1d4 live mice |
17-21 |
1d8 yards of twine |
22-26 |
A small lizard |
27-31 |
1d4 small precious gems (each worth 1d6 steel) |
32-36 |
1d4 non-magical rings (5% chance of being a signet ring) |
37-41 |
A small bottle of Dwarf Spirits |
42-46 |
1d20 multi-colored pebbles |
47-51 |
1d4 packets of flash-bang powder |
52-56 |
1d4 healing mint leaves (each restores 1d4 hit points) |
57-61 |
Any one item already in your possession (DM's choice) |
62-74 |
1d20 Any one item in another party members possesion (DM's choice) |
75-79 |
An animal call whistle |
80-85 |
3d6 caltrops |
86-90 |
1d4 throwing knives |
91-96 |
A flask of holy water |
97-99 |
Player's choice of 01-96 |
00 |
A minor magical item. To determine magical item type roll on Table 8-2 on the DMG |
*It is highly recommended that the DM alter this Table to suit his game. |
This document is copyright © Tavin Springfingers. Dragonlance is copyright © Wizards of the Coast.
|