DnD 3E Kender Stats
Evidently the 3E kender is a popluar thing. Here are 5 different versions.
So select one that you agree with or that you think fit's your campaign
DnD 3E Half Kender Stats by Trampas
While Kender are the children of Krynn, Half-Kender are the adolescents.
Half-Kender always walk the line between the world of Kender and the world
of Humans, never quite fitting in to either world.
DnD 3E Kender Weapons by
Andre La Roche
Kender fight with intuition and grace. Their specialized weapons, which
are also tools and instruments, are deadly in the hands of kender, but
clumsy in the hands of others. Kender tools are commonly constructed of
a flexible ironwood haft with leather, catgut, and metal adornment. The
heavy "-pak" and "-ak" tools (e.g., polpak, battak) are frequently used
by males, whereas the lighter "-pik" and "-ik" (e.g., whippik, bollik)
are used by females. Hoopaks and whippiks find the most use among kender.
Handler Class by
Tavin Spring Fingers
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.
The Kendragon by Kipper Snifferdoo
The kendragon is a kender that as been polymorphed into an adult brass
dragon. The first kendragon was Mapshaker Wanderfuss. He accidentally
broke into a wizard’s home and happened upon a small magical dragon figurine.
The figurine bit Mapshaker and turned the kender into a brass dragon.
After three days of experiencing just how hard it was to be a dragon Mapshaker
was fortunate enough to be tracked down by the wizard he borrowed the
figuring from and was transformed back into a kender.
A list of special feats just for kender to make them a little more
useful and fun to play. These 3rd Edition Feats are crafted just for kender.
Gnomes "Tinker" Class by Dwayne Carnachan
Other races sometimes see the gnomes as single-minded or laughable;
gnomes see others as unable to focus, hopelessly stuck on magic, and unable
to keep up with the quick pace of a gnomish mind. Gnomes' dwell in isolated
pockets throughout Ansalon, so far removed from human traffic that they
are often placed with pixies and sprites as semi-magical myths. Gnomes
enjoy and support this misconception.
Gnomish Inventions (B.O.IN.G) by
Now you can experience the joy of creating your own gnomish invention
and sharing it with others. With the help of Standback, my gnomish companion,
I have created "B.O.IN.G.". That's the Big Online INvention Generator.
Which is a quick 5 step process to creating your own Gnomish Invention
using James O'Rances converted 3E Rules, (See Below).
Invention Rules by James O'Rance
Gnomish inventions are a form of fantasy technology, as opposed to
the advanced technology found in Chapter 6 of the Dungeons & Dragons Dungeon
Master's Guide. The inventions of tinker gnomes are a mixture of basic
scientific principles, fantastic Renaissance devices reminiscent of Leonardo
DaVinci, and mad creative genius. Gnomish inventions are almost exclusively
driven by basic mechanical devices: gears, windmills, waterwheels, pulleys,
and screws. Gnomes have done elementary work in chemical combustion (usually
with explosive results) and can generate electrical charges of great power,
but find little purpose in it. Clockwork mechanisms are a relatively modern
development of gnomish technology. Only in Taladas is steam power used
to any great degree.
When a gnome sets out to design some mechanism, it’s a good bet that the
invention will be at least 30 times larger than necessary, will make ten
times as much noise as acceptable, and will have many totally redundant
features (if it works at all). Only those gnomes considered "mad" by their
kin are able to create devices with any degree of elegance and efficiency.
A list of special feats just for gnomes to make them a little more
useful and fun to play. These 3rd Edition Feats are crafted just for gnomes.
Gully Dwarves - The Forgotten Race
by Shivam Bhatt
Gully Dwarves are among the most reviled races on Krynn. Of unknown
origin (some say dwarves and gnomes, while others replace gnomes with
humans), the Aghar are a dwarven subrace that has managed to eke out a
meager existance wherever they can, mainly in refuse heaps and other places
most civilized races would not care to touch. Due to this, they have a
keen survival instinct and a foraging talent like no other. They may seem
cowardly, running from most any danger, but corner a Gully and you will
be in for a surprise. On the whole, though, Aghar are very stupid, with
maybe 1 out of every 50 being able to count higher than 2. Nonetheless,
Gullys are almost universally cheerful people.
Dwarf Magic Items
The rarest of all magic items. Those that are specificaly linked to the
lowest of all of Krynn's races. Gully Magic Items are hard to come by,
not just because they are so rare, but because they ususally are found
in places no sane person would tread.
A list of special feats just for Gully Dwarves to make them a little
more useful and fun to play. These 3rd Edition Feats are crafted just