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WOTC: In the Works [Dragonlance] Kender Stats & Draconians Preview
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<blockquote data-quote="Kai Lord" data-source="post: 1006074" data-attributes="member: 3570"><p><a href="http://www.wizards.com/default.asp?x=dnd/iw/20030713a" target="_blank">http://www.wizards.com/default.asp?x=dnd/iw/20030713a</a></p><p></p><p><strong>Kender Racial Traits</strong></p><p></p><p>+2 Dexterity, -2 Strength, -2 Wisdom: Quick and agile, the small and wiry kender are built for nimbleness rather than brute strength. Driven by insatiable curiosity, kender lack the ability to think things through or to consider the consequences of their actions.</p><p></p><p>Small: As Small creatures, kender gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium characters.</p><p></p><p>Kender base land speed is 20 feet.</p><p></p><p>+1 racial bonus to all saving throws: Perhaps due to their eternal optimism and their inherent belief in the goodness of all people, kender manage to survive and thrive in a world that is often hostile to them. </p><p></p><p>+2 racial bonus on Spot checks: Kender have remarkable eyesight.</p><p></p><p>+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.</p><p></p><p>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.</p><p></p><p>Taunt: Kender have an uncanny insight into the 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.</p><p></p><p>Fearlessness: Kender are immune to fear, magical and otherwise. </p><p></p><p>Automatic languages: Kenderspeak and Common. Bonus languages: Dwarven, Ergot, Elven, Goblin, and Solamnic.</p><p></p><p>Favored class: Rogue.</p><p> </p><p></p><p>Want a little more? How about going to the other end of the racial scale and taking a quick look at some of the most iconic Dragonlance bad guys?</p><p></p><p><strong>Draconian</strong></p><p></p><p>Draconians, or "dragonmen," were first created in the Age of Despair in the years just prior to the War of the Lance. Created from stolen metallic dragon eggs and the use of a foul magic ritual devised by the Queen of Darkness herself, draconians were first envisioned as disposable shock troops. The draconians, however, inherited the intelligence and will to survive of their dragon parents and remained after the War of the Lance, trying thereafter to find a place in the world.</p><p></p><p>Shortly after the Chaos War, a nation of draconians was established in the region of Teyr. With the appearance of female draconians during the Chaos War, draconians are now able to breed and can be considered a full-fledged race of Krynn.</p><p></p><p>Draconian Traits</p><p></p><p>All draconians share the following traits.</p><p></p><p>Dragon Traits (Ex): Immune to sleep and paralysis effects, darkvision 120 ft., low-light vision, blindsense 60 ft., scent 60 ft.</p><p></p><p>Disease Immunity (Ex): Draconians are immune to all diseases.</p><p></p><p>Glide (Ex): Winged draconians (all draconians except for auraks) can use their wings to glide, negating any damage from a fall of any height. They can also travel horizontally up to four times the vertical distance they descend.</p><p></p><p>Inspired by Dragons (Ex): Draconians are drawn to evil dragons and revere them. When under the command of a dragon, draconians receive a +1 morale bonus on all attack rolls and saving throws.</p><p></p><p>Low Metabolism (Ex): Draconians can survive on one-tenth the food and water it takes to sustain a human.</p></blockquote><p></p>
[QUOTE="Kai Lord, post: 1006074, member: 3570"] [url]http://www.wizards.com/default.asp?x=dnd/iw/20030713a[/url] [b]Kender Racial Traits[/b] +2 Dexterity, -2 Strength, -2 Wisdom: Quick and agile, the small and wiry kender are built for nimbleness rather than 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 a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than 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 to all saving throws: Perhaps due to their eternal optimism and their inherent belief 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 the 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 and otherwise. Automatic languages: Kenderspeak and Common. Bonus languages: Dwarven, Ergot, Elven, Goblin, and Solamnic. Favored class: Rogue. Want a little more? How about going to the other end of the racial scale and taking a quick look at some of the most iconic Dragonlance bad guys? [b]Draconian[/b] Draconians, or "dragonmen," were first created in the Age of Despair in the years just prior to the War of the Lance. Created from stolen metallic dragon eggs and the use of a foul magic ritual devised by the Queen of Darkness herself, draconians were first envisioned as disposable shock troops. The draconians, however, inherited the intelligence and will to survive of their dragon parents and remained after the War of the Lance, trying thereafter to find a place in the world. Shortly after the Chaos War, a nation of draconians was established in the region of Teyr. With the appearance of female draconians during the Chaos War, draconians are now able to breed and can be considered a full-fledged race of Krynn. Draconian Traits All draconians share the following traits. Dragon Traits (Ex): Immune to sleep and paralysis effects, darkvision 120 ft., low-light vision, blindsense 60 ft., scent 60 ft. Disease Immunity (Ex): Draconians are immune to all diseases. Glide (Ex): Winged draconians (all draconians except for auraks) can use their wings to glide, negating any damage from a fall of any height. They can also travel horizontally up to four times the vertical distance they descend. Inspired by Dragons (Ex): Draconians are drawn to evil dragons and revere them. When under the command of a dragon, draconians receive a +1 morale bonus on all attack rolls and saving throws. Low Metabolism (Ex): Draconians can survive on one-tenth the food and water it takes to sustain a human. [/QUOTE]
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