- Creature type: humanoid (gnome subtype)
- Alignment: usually non-lawful, always non-evil. Kender tend toward neutrality, but freely ignore laws they consider unjust. It is extremely rare for a kender to be evil, since they hold a high regard for life and are almost completely incorruptible.
- Abilities: Dex +2 and Int, Wis -2. Kender are quick and nimble. They are driven by insatiable curiosity and lack the ability to think things through or consider the consequences of their actions.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
Base land speed: 20 feet.
- Low-light vision. Kender descend from gnomes, which also have low-light vision
Weapon Familiarity: Kender may treat all kender weapons as simple weapons. A kender weapon in the hands of other races inflict a -2 penalty on attack rolls, even with the Exotic Weapon Proficiency feat. They are also proficient with the Hoopak.
- +1 racial bonus to all saving throws.
- +2 racial bonus on perception checks due to remarkable eyesight.
- +2 racial bonus on Disable Device, Stealth and Sleight of Hand checks. All kender have an instinctive curiosity to discover what lies behind closed doors and inside pockets. Kender can use these two abilities as though they were trained, even if they have 0 ranks in the skills. These skills are always considered class skills for a Kender, and a Kender can disable magic traps and locks as a rogue.
- Lack of Focus (Ex): 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 (Ex): You gain the Antagonize feat for free, but you only gain the Intimidate part of the feat. You use bluff instead of intimidate for this ability. It lasts 1+charisma modifier(if positive) rather than its normal duration.
- Fearlessness (Ex): Immunity to fear and fear effects, magical or otherwise. Kender fear nothing, instead, they are curious about everything (and about any enemy creature), which gets them into trouble.
- Kender’s Luck (Ex): Once per day, a kender can reroll one roll he just made, before the Dungeon Master declares whether the roll results in success or failure. The character must take the result of the reroll, even if it’s worse than the original roll.
- Automatic Languages: Gnome, Kenderspeak, and Common. Bonus Languages: Dwarven, Draconic, Elven, Goblin, and Sylvan.
- All kender begin play with a Hoopak Staff.
Hoopak Staff: A Hoopak is a double weapon formed from a length of stick the rough length of a small bo staff weighing approximately 4 pounds. It has a spear head on one end (1d6 Piercing damage, x3 Crit) and a forked end on the other which can function as either a staff weapon (1d4 Bludgeoning damage, 19-20 x2 Crit) or as a staff sling (1d6 Bludgeoning damage, 19-20 x2 Crit, 50ft range, move action to reload). It can also be thrown like a spear (1d6 Piercing damage, x3 Crit, 25ft range). When rotated end over end about in a rapid fashion (a full round action on the Kender’s first turn of combat), it makes an ear-splitting sound that is terrifying and, to anythign with sensitive ears, painful enough to either drive them away. Enemies with normal hearing must pass a DC (5 + Cha + ½ lv) Will save or be Shaken 1d4 rounds. If they pass the save by 5 or less, they are affected as if Taunted for 1d4 rounds. Creatures with sensitive hearing flee unless they pass a DC (10 + Cha + ½ lv) Will save. A Hoopak can also be used as a flute, providing a +2 bonus to Perform (Woodwind) checks made while playing it.