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Information about dragonlance dieties is here
(prewar)1399-1010 PC-Dark Queen plots (Takhisis) Once more, the Dark Queen plots. She seeds the earth with dragon eggs, which she had carefully nurtured in the Abyss (hell). When the time is right, the eggs will hatch, allowing evil dragons to return to the world in vast numbers. 1060-1018 PC- Third Dragon war: The dragons unleash their fury, eventually turning toward Solamnia. The human knights of Solamnia prove to be the greatest defense against evil that the elves once were. The races of evil gather to the banner of the dark queen. The ogres are the grand taskmasters, the goblinoids serve as foot soldiers, the minotaurs as fighting slaves. The dark humans serve as the greatest captains. The war spreads decay of the mind and body through demorilization plagues and diseases adding the the lot of Morgion god decay. Whilst the war is going on whole empires of humans, elfs, and dwards ignore what is happening. It is even rumored that the emporer of Ergoth does not even know that there is a war... The black robed wizards serving Nuitari go in his comand to help his mother Takhisis in the war but there is rumors that they have been recruiting renegades against the strictures of the orders... There are differences in the dragonlance campaigns, first off halfings and half orcs are gone. A new race is in their place, kender if anyone wants to play them I will give the statistics. Wizards lose all healing abilities, healing is the province of the cleric. There are no sorcerers at this point in time. Arcance magic is derived from the three gods of magic, Solinari, Luniatari, and Nuitari. Wizards are required to take the test and become one of the three orders of magic (white red or black) if they want to learn more then second level spells or become a renegade hunted by the orders. Paladins are not available as a base class, however for good characters the option to become a knight of solmania as a prestige class is possible. Everyone will start out at level 9 with 36,000 gold, alignment DOES NOT MATTER. There can be a lawful good and a chaotic evil in the party at the same time, as long as part of your character's goal is the stopping of the war even if its not his main goal your in. I will edit more in as I look through the book. |
Pyros, do we need any of the dragonlance books? I have heard many things about the kender, and I would love to try one.
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Books as in campaign books? No we can manage without it there's only things like prestige class and some statistics that I can fill in.
Books as in regular books? I would sugest you atleast read the original trilogy the dragonlance chronicals. I will post the stats up for kender in a couple minutes ok? |
Well I have neither books, but I'm not sure my character needs that info anyway. If you think I need it for my benefit, then do you know where I could get a summary of the books online?
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Just do a Google for "Dragonlance". There's a ton of info sites out there.
*ponders the craziness of a kender red robe* |
NO KENDER WIZARDS PERIOD!!!!!!!!!!!!!!!!!!!!
Stats are a 32 spending system. Start out with 8 in every stat, 1 point for up to 14, two points for 16, three points for up to 18. (correct me if thats wrong) I will have kender up soon, its half done but by hand is aching... |
WHYYYYYYYY?! D;
That sounds right. I thought 10 was the starting? Nevermind. I'm going off what Neverwinter Nights does. I don't have any of my books with me right now. |
I'm still interested.
Since Dar wants to be a wizard, I think I'll go for the happy-go-lucky rogue/theif character, so I'll work one up soon. |
To the other races, kender are the child-race of Krynn. The diminutive kender have short attention spans, intense curiosity, and a fearlessness that serves them well in battle, but often lands them (and those traveling with them) in danger.
Personality: Kender live a carefree existence where every new day is a day of wonderful secrets just waiting to be discovered. Their most defining character traits are their insatiable curiosity and their utter fearlessness, which makes for a frightening combination. All dark caves need exploring, all locked doors need opening, and all chests hide something interesting. Young kender around the age of 20 or so are afflicted with "wanderlust," an intense desire to depart their homeland and set out on a journey of discovery. Almost all kender encountered outside the kender homelands are on wanderlust. Kender are tantalized by the prospect of the new and exciting, and only the most extreme circumstances force them to place their own self-preservation above this pursuit. Even the threat of imminent demise does not deter kender, for death is the start of the next truly big adventure. While kender have a modicum of instinct for self-preservation and will not readily give up their lives in seeking adventure, their propensity to act on impulse at the expense of common sense makes them reckless in dangerous situations - a volatile addition to any adventuring party. Boredom is the kender's arch nemesis, to be conquered at any cost. It is said that nothing on Krynn is as dangerous as a bored kender or as terrifying as hearing a kender say, "Oops!" Kender are creatures of extremes. Nothing can be as infectious as the laughter of a giggling kender or as heartrending a sight as a grief stricken kender. With their short attention spans, kender rarely focus on any one thing for too long. It's when a kender is bored that a kender is more feared. A kender who can't find anything interesting to do determines to do something interesting often with dire consequences. The unquenchable curiosity of kender drives them to investigate everything-including other people's personal possessions. Kender appropriate absolutely anything that catches their eye. Physical boundaries or notions of privacy are both alien concepts to them, while monetary value of an object means nothing to them. They are as likely to be more captivated by the feather of a goat sucker bird as by a sapphire. Kender are never happier then when their hands are in the pockets, pouches, or backpacks of those around them. Kender do not consider such appropriation to be thievery as others understand it (kender are as contemptuous of thieves as the next person). Kender term this "handling" or "borrowing" because they firmly intend to return what they pilfer to the proper owner. It's just that with so many exciting and wonderful things going on in their lives, they forget to give things back. Kender are at best bemused and at worst outraged at being accused of theft or pick pocketing. Kender always give perfectly reasonable explanations for just about every accusation leveled at them. Favorites include: "It must have fallen into my pocket." "You dropped it. I picked it up so I could give it back." "I was just keeping it safe. You never know when someone might try to steal it." "I forgot I had it. Is it yours?" "What a coincidence! I have one just like that." "Didn't you mean to give this to me as a gift?" Handling is a natural extension of every kender's day to day life. The distinction between the handling of a kender and the skullduggery of a thief or rogue is a subtle and important one. Unfortunately only the kender themselves truly comprehend it. Once kender form friendships their capacity for loyalty is unrivaled. Given the opportunity (which admittedly requires a great deal of patience on the part of non kender). Kender do not feel fear for themselves, but they can feel fear for their friends, and this has often led to the tempering of kender impulses. Kender grieve deeply the loss of friends and the sight of a grieving kender can be enough to reduce even the most cold-hearted person to sympathetic tears. As an essential component to their curious natures, the kender have developed a powerful immunity to the effects of fear. This fearlessness imbues kender with a keen sense of self confidence and makes them highly effective in pressure situations, if their companions can keep them calm long enough to devise a plan of action, Kender react pragmatically to almost all situations, exhibiting a bravery that quickly earns the respect of those who witness it. On the race occasions that kender do feel fear, they attribute it to a strange sensation in their stomachs and may blame the uncomfortable feeling on something they ate. Perhaps to compensate for their slight stature, kender possess an unerring knack for probing a person's insecurities, paranoia, and prejudices. Kender are masters of the insult, developing it into an art form. Kender taunts can drive victims to forget years of training and experience sending them into a rage with only one thought, murdering the taunting kender. Whether inciting a mob to violence or luring a dangerous enemy out of hiding, the taunt can be a powerful weapon in the kender's arsenal. Taunting Although kinder are especially good at it, any character can attempt to make a Bluff check to taunt a foe. The target of the Bluff check must be able to see and hear the taunting character and must be an intelligent creature who understands the taunting character’s language. Creatures that are immune to mind affecting effects are immune to this use of the Bluff skill. To taunt an opponent in combat, make a bluff check opposed by a sense motive check by your target. If your bluff check exceeds your target’s sense motive check your target is nettled by your taunts and suffers a -1 penalty on his attack rolls and AC until your next action. An enemy distracted by your taunts Is likely to direct his next attack at you, but is under no compulsion to do so. Using the bluff skill to taunt a foe requires standard actions, but does not provoke an attack of opportunity. [b]Physical Description: Despite their small frames, kender are surprisingly strong and agile. Males and females both stand between 3 ½ feet and 4 feet height, though some have been known to reach almost 5 feet. They weight between 80 and 100 pounds. Eye color ranges from pale blue through hazel and their hair is sandy blond, light or dark brown, or a striking shade of red or copper. Short cropped haircuts are popular in the west, while eastern kender prefer wearing their hair long. Regardless a kender’s hair is often fancifully braided and decorated. They are fond of flamboyant clothing, preferring wild colors and clashing fashions over more tasteful gear. Aware of the value of first impressions, a kender’s first instinct upon meeting someone new is to straighten his clothes, brush himself off, and introduce himself with extended hand. Kender dress is as individualistic as each kender, with one exception. All kender clothing has many, many pockets for holding their favored trinkets. Kender have piping voices that become shrill and mocking if they are angry, as they proceed to verbally assault their victims. As kender age, their voices deepen slightly, but retain a surprising range. Kender can mimic bird and animal calls quite easily. When excited a kender speaks very quickly and loudly. Kender conversations ramble, rapidly flitting form one topic to the next. Kender cannot keep secrets to save their lives and happily blurt out intensely personal information about themselves or anyone else. Kender can live for more then 100 years retaining a youthful zeal for life even into old age. Adulthood begins around 20 years of age, when the first signs of wanderlust strike, with old age settling in around 70 years, when wanderlust fades and the kender decides to settle down (though some kender never do). Kender age extremely well, with only a slight deepening of crow’s feet and laugh lines about their eyes, and a gently graying of the hair about their temples. Kender have a deep respect for elderly kender, since it is rare for the curious and fearless kender to survive their period of wanderlust. |
Relations:: Kender get along with anyone and everyone they meet, though they won’t hesitate to declare their dislike for someone who hurts their friends. When meeting new people, (no matter of what race), kender immediately offer their hands and introduce themselves. When kinder meet each other, then enter a discourse that can last for hours while they try to determine how they’re related (almost always through Uncle Trapspringer) and compare the interesting items in their pockets and pouches.
Members of other races are not as fond of kinder as kinder are of them however. The Silvanesti elves consider kinder annoying pests and do not like being reminded that Balif, friend and companion to the great elven founder Silvanos, was a kinder. While some Qualinesti elves find kinder amusing and admire their sense of loyalty to their friends, most are either baffled or irritated by kender behavior. Dwarves, both hill and mountain, not only consider kender to be “good for nothing, lazy doorknobs,” thinking of them as a race of thieves. Close minded humans, from Solamnic to Ergothian, dislike kender, regarding them thieving nuisances. Kender get along well with gnomes who share a common curiosity. The Kagonesti elves, who believe that physical possessions are fleeting, and the Plainsfolk, who deem “crazy” people to be blessed by the gods, are always happy to join kender in their wanderings or welcome kender to their homes. Ogres and goblins think that the only good kender is roasted kender. The truly wise of all races know that kender are the innocents of the world and that the world would lose something precious if kender were to every leave it. Alignment: Kender tend toward neutrality in outlook. They don’t consider themselves to be lawbreakers and actually hold a high disregard for thieves. If they feel a law is unjust ((such as when the Istarans tried to impose a high tax on kender trade), kender simply ignore it (the Istarans eventually exempted the kender from taxes and tariffs). It is extremely rare for a kender to be evil since kender hold a high regard for life and liberty, and are almost completely incorruptible (as the god of Darkness have discovered) Religion: Though kender recognize all the deities (to avoid hurting any god’s feelings), they hold Branchala, Chislev, Mishakal, and Gilean in highest regard. Reorx is viewed as a grumbling but benevolent grandfather, but kender do not specifically praise him. Language: Kender have their own language colloquially called “Kenderspeak” and they speak Common as well. Kender have a huge appetite for stories and tales, and rarely use Kenderspeak when in company with other races lest it hamper their ability to communicate. Names: Each kender has a given name as well as a more descriptive chosen name (usually, but not always chosen by themselves) that best describes their exploits, achievements, and outlook on life. They have a habit of appropriating particularly popular or heroic names to inherit the good reputation of the original owner. It is not uncommon to encounter an entire group of wandering kender all calling themselves by the same name. Younger kender are often influenced by their elders or relatives. The importance of familial ties often means that kender will maintain a fame name out of loyalty to their blood line. Male names: Arlie, Buckeran, Jackin, Kronin, Malon, Pentrien, Tarlim Tasslehoff, Tekel, Tobin. Female names: Amari, Amber, Athola, Catt, Emla, Ethani, Juniper, Mela, Paxina, Teeli. Chosen names: Burrfoot, Deeppockets, Flamehair, Lighteyes, Nimblefingers, Quickstep, Redfeather, Riddler, Softread, Thistleknot. Adventurers: All kender adventurers are on wanderlust, that time of their lives in which the need for exploration and adventure overrides all other priorities. This phase lasts for most or all their remaining years. No other race is as content with the adventurer’s lifestyle as the kender. Kender racial traits” - +2 dexterity, -2 strength, -2 wisdom: Quick and agile the small and wiry kender are built for nimbleness rather then brute strength. Driven by insatiable curiosity, kender lack the ability to think things through or to consider the consequences of their actions. - Small: As small creatures kender gain +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 bonus on hide checks, but they must use smaller weapons then humans use, and their lifting and carrying limits are three quarters of those of medium characters. - Kender base land speed is 20 feet - +1 racial bonus on all saving throws. Perhaps due to their eternal optimism and their inherent belief in the in the goodness of all people, kender manage to survive and thrive in a world that is often hostile to them - +2 racial bonus on spot checks. Kender have remarkable eyesight. - +2 racial bonus on Open locks and sleight of hand checks. All kender have an instinctive curiosity when it comes to finding out what lies behind closed doors and inside pockets and pouches. Kender can use these two abilities as though they were trained, even if they have 0 ranks in the skills. - Lack of focus: Kender have a -4 racial penalty on concentration checks. Kender don’t necessarily lack magical talent but their general lack of focus discourages them from pursuing careers in magic. - Taunt: Kender have an uncanny insight into motivations and characteristics of other races. They can use this insight to unleash a verbal barrage of sarcasm, insults, and crude comments that cause the targeted victims to lose their temper. Kender receive a +4 racial bonus on all Bluff checks used to taunt someone. - Fearlessness: Kender are immune to fear, magical or otherwise. - Favored Class: Rogue Fine you can have a kender wizard but you have -4 on concentration checks, try casting a spell sucker! |
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