Name: Pip Thistle
Age: In the 20s
Alignment: Chaotic Good
Character Description: (Pictures are allowed. Please no anime)
Eyes: Golden Brown
Hair: Longish tied back to remain out of his face.
Hit Points: 11
Armour Class: 8
STR 13 Norm/None/140/7/4%
CON 14 88%/92%
Weapons: Mainhand: Short Sword damage 1d6
Offhand: Dagger 1d4
1 Sleeping bag
1 flint and steel pouch
1 week of rations that include hardtack, dry meat and dry fruit.
2 waterskins, 1 holding water the other empty.
1 pair of Clawed gloves and boots. They add 5% to climbing and +1 to Mountaineering.
Thief ablilities: Hide in Shadows and Move Silently are both halved indoors or underground.
Hide in Shadows: 15% + 5% *
Move Silently: 21% + 5% *
Pick Pockets: 5% *
Open Locks: 5% *
Find/Remove Traps: 5% *
Detect Noise: 5% *
Climb Walls: 40% *
(* racial thief skills for being a non-thief Kender. Dex bonuses apply but the base bonus doesn't increase with level.)
Ranger abilities: Tracking
Primary Terrain: Forest (not specialized)
Species Enemy: Draconian (+4 attack bonus, -4 reaction penalty and complused to attack the creature.)
Animal Empathy: When dealing with domestic or non-hostal animals Pip can approach and automaticly befriend the animal.
If the animal is wild or trained to attack he can attempt to befriend it (DM has to roll a saving throw vs. rods. with a -1 penality for every 3 ranger levels.) If the animal fails its savings throw, its reaction can be shifted one category as the ranger chooses.
Of course, the ranger must be at the front of the party and must approach the creature fearlessly.
Nature Lore: Knows general principles of how climate, terrain, and life forms interact. Can identify problems, but can only guess at causes.
Survival: Good at surviving in harsh conditions of his primary terrain
Infravision: Yes (30')
Special Features: Kender who are not thieves have a base 5% chance to perform any thieving skill except Read Languages (no chance) and Climb Walls (40% chance). Dexterity modifiers do apply, but these abilities never increase as the Kender goes up in level.
Kender are totally immune to the effects of both magical and nonmagical fear, whether caused by monsters like the mummy or lich or by spells such as scare and symbol of fear.
The Taunt: Kender are adept at the art of taunting an enemy until that foe loses all ability for rational thought or restraint and is goaded into an uncontrolled attack. If the victim can understand the Kender's speech, he, she, or it must make a saving throw versus spells (Wisdom bonuses apply). If it fails, the victim will attack the Kender wildly for 1d10 rounds, suffering a -2 penalty to all attack rolls and a +2 penalty to Armor Class.