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 the best.

DnD 3E Half Kender Stats by Trampas Whiteman
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.

Kender Feats
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 Sean Macdonald
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).

Gnomish 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.

Gnome Feats
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

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.

Gully 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.

Gully Dwarf Feats
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 for Gullies.

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