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Kender Hands
donated by stephen
Description: A pair of very elaborate gloves. There are many gems and little bits
of precious metal inset in each glove. However, it's impossible (as
far as anyone knows yet) to remove the gems and metals. They're
kender-sized. They can fit on halfling hands, but the only function
for kender.
History: The history of the Kender Hands is vague at best. The first known
appearance of them was when they were discovered by a kender
traveler. They didn't need to be identified; apparently they were so
bored they just let him know their magical powers. They change
hands (forgive the pun) frequently, trying not to let any one kender
become too much more successful than any others.
How it Works: For up to one round at a time, the Kender Hands can detach
themselves from the hands of the wearer and float around
themselves, leaving the owner free to act in other ways. They can't
attack or weild weapons while in this state, but they can perform all
manual thieving skills (pick pockets, open locks, remove traps). They
use theiving skills with a score equal to the owner's percentage base
plus 10 percent (not to exceed 95 in any case). After a turn, they
must return to the owner within a round. They have a movement
rate of 24, and if they can't reach their owner within a round they
instantly disappear and reappear somewhere else, eventually to be
found by another kender. |
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- Kender Magic Items
- Gully Dwarf Magic Items
- Clothing, Armor, Cloaks, Boots...
- Magical Coins
- Food and Candy
- Miscellaneous Items
- Magical Hats
- Jewlery, Charms, Bracelets...
- Magical Musical Instuments
- Magical Pouches
- Powders, Dust, Spices...
- Magical Rings
- Stones, Dice, Marbles, Figurines
- Utensils and Kitchenware
- Wands and Rods
- Magical Kender Weapons
- Kender Artifacts
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