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Ok, then ... how WOULD the nine alignments deal with kender?
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<blockquote data-quote="GuardianLurker" data-source="post: 453530" data-attributes="member: 786"><p>I'll just focus on LG characters :</p><p></p><p>LG Fighter/Paladin : Warn the kender against inappropriate behavior. When the kender (rapidly) exceeds the accepted bounds, spank. Continue escalating the punishment until either : the kender learns (apparently impossible), the fighter gives up, or the punishment dramatically exceeds the crime (and thus can't be justly administered). This will probably end up with the fighter paladin tying the kender up and hanging it upside down from a tree so the fighter can escape. If escape is impossible, the character will (once he gets high enough level) leave for a saner plane (like Limbo).</p><p></p><p>LG Cleric : Assuming he isn't a cleric of the Krynn gods (in which case he just suffers in silence), start the punishments with harangues/lectures before the spankings. Most punishments will involve lectures at some length. Eventually, the cleric seeks a monastery and takes a vow of silence, thereby boring the kender to leave.</p><p></p><p>LG Monk : Just retreats back to his monastery and becomes (from the kender's point of view) incredibly boring. If this isn't possible, just becomes boring stoic person (requiring lots of Will rolls to avoid beating kender to a pulp).</p><p></p><p>LG Wizard/Sorceror : After the first time the kender thieves, places a non-lethal trap spell on important items. Also becomes highly adept at the <em>itch</em> cantrip. Eventually despite the wizard's best efforts the kender will poke his nose into something of the wizard's that's really dangerous and commit suicide.</p><p></p><p>Oh, and a bonus :</p><p>*E Wizard : Researchs a kender cannon. Fires live kender at distant targets (preferrably as distant as possible). Whether the kender is alive when it reaches the target is immaterial. In a pinch, dead kender will suffice, but live kender are preferred.</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 453530, member: 786"] I'll just focus on LG characters : LG Fighter/Paladin : Warn the kender against inappropriate behavior. When the kender (rapidly) exceeds the accepted bounds, spank. Continue escalating the punishment until either : the kender learns (apparently impossible), the fighter gives up, or the punishment dramatically exceeds the crime (and thus can't be justly administered). This will probably end up with the fighter paladin tying the kender up and hanging it upside down from a tree so the fighter can escape. If escape is impossible, the character will (once he gets high enough level) leave for a saner plane (like Limbo). LG Cleric : Assuming he isn't a cleric of the Krynn gods (in which case he just suffers in silence), start the punishments with harangues/lectures before the spankings. Most punishments will involve lectures at some length. Eventually, the cleric seeks a monastery and takes a vow of silence, thereby boring the kender to leave. LG Monk : Just retreats back to his monastery and becomes (from the kender's point of view) incredibly boring. If this isn't possible, just becomes boring stoic person (requiring lots of Will rolls to avoid beating kender to a pulp). LG Wizard/Sorceror : After the first time the kender thieves, places a non-lethal trap spell on important items. Also becomes highly adept at the [i]itch[/i] cantrip. Eventually despite the wizard's best efforts the kender will poke his nose into something of the wizard's that's really dangerous and commit suicide. Oh, and a bonus : *E Wizard : Researchs a kender cannon. Fires live kender at distant targets (preferrably as distant as possible). Whether the kender is alive when it reaches the target is immaterial. In a pinch, dead kender will suffice, but live kender are preferred. [/QUOTE]
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Ok, then ... how WOULD the nine alignments deal with kender?
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