Kender build and Paladin mount?

Post/Author/DateTimePost
#1

pelt1118

Apr 12, 2015 7:23:58

I have a player playing a Dragonborn Paladin. In the Cult of the Dragon adventure they got thier hands on Wyvern's that the cult was using for mounts. However none of them are any good at handling animals. Now my Paladin player wanted to know if there was any way he could choose one as his special mount since the new ed does not have that any more, what can I do? Any suggestions?

 

I have another player who wants to play a Kender. Now I find the notion priceless as a GM. Any one out there have a build for a D&D Next Kender?

 

Also, does anyone have some pdf maps of Forgotten Realms to share?

 

Thanks.

 

 

#2

Tempest_Stormwind

Apr 12, 2015 8:53:26
Look at the Find Steed spell for special mounts. Kender are just Lightfoot halflings with different RP. No maps on my end but a few searches turn up quite a few.
#3

Kentus

Apr 12, 2015 9:24:13

For Kender, there were some during the playtest. They were pretty similiar to halflings nowadays, so I would make a subrace simply for them.

 

+1 CHA and the following trait from the playtest seems to be fair:

 

Kender Pockets:  Kender constantly pick things up and pocket  them, and then often forget about them. If you find yourself in need of a piece of  nonmagical equipment, there is a 25 percent chance  you have it. Roll a d4. If you roll a 4, you find the item in your pocket, pack, or pouch. If you roll anything else, you don’t have such an item on you, and you can’t search again for the same item until you’ve spent at least one day in a town or city. Rummaging through your pouches, pack, and pockets in this way takes 1 minute.    
 

Might be questionable in terms of carrying capacity, but can be hilarious. And is much easier to deal with than the Taunt from the playtest. ;)

#4

TrueManiek

Apr 13, 2015 1:12:46

Wyvern as special mount sounds awesome.

 

And about Kenders – here is a little link (watch out, mature content) http://i.imgur.com/9hC7N.jpg

 

#5

Coredump00

Apr 13, 2015 8:35:24

It seems that over the years, many players have used being a Kender as an excuse for playing like a douche-bag.  That is the fault of the *player*, and not inherrent to playing a Kender.

 

Same could be said for playing a Rogue character, or a lawful good paladin, or any number of extreme class concepts, or even many flaws.....

 

It is up to the *player* to make the concept work within a part dynamic.... if that is not happening, itis the *players* choices making it not happen.

 

 

(Reply to #5)

CFK

Coredump00 wrote:
#7

Tempest_Stormwind

Apr 14, 2015 0:03:10

Kentus wrote:
#8

Ralif_Redhammer

Apr 14, 2015 7:11:27

Kender in theory are fine, but in practice, it seems like they only get played one way, like jerkwad versions of Tasselhoff. 

 

As for the Wyvern mount, when in doubt, make it some sort of quest. Maybe a magic saddle is needed, or the water from a magic fountain at the top of a mountain to tame the beast. 

 

One thing to bear in mind is a powerful mount can skew encounters dramatically, so you might need to toughen things up. Also, flying mounts can be used to skip over all sorts of challenges, I’ve found. Nothing like coming up with a treacherous path full of peril, and having the PCs just fly over hundreds of feet above.

#9

ORC_Nashira

Apr 14, 2015 7:11:58

I've removed content from this thread because Vulgarity/Inapproppriate Content is a violation of the Code of Conduct. You can review the Code of Conduct here: http://www.wizards.com/Company/About.aspx?x=wz_company_about_codeofconduct&menu=Awards

(Reply to #6)

Coredump00

CFK wrote:
(Reply to #8)

Coredump00

Ralif_Redhammer wrote:
#12

Imaculata

Apr 14, 2015 11:38:45

Yeah, no... everything about the design of the Kender class encourages terrible disruptive behavior. And I noticed my post was removed, so I'll put it very politely: Don't ever play a Kender, they are terrible. I don't know why anyone ever thought that Kender were a good idea. There is nothing charming or cute about a race of thieving little gnomes, that use curiousity as an excuse for causing terrible problems for their party members, and commiting crimes. They are inheritly evil by design.

(Reply to #12)

Coredump00

Imaculata wrote:
#14

Alficles

Apr 14, 2015 14:23:51

I read this title far too quickly and all I got was “Paladin Kinder mount”. My first thought was, “Only if he's a really small paladin, and even then, I don't think Kinders would make good mounts.”

#15

Imaculata

Apr 15, 2015 3:06:51

Coredump00 wrote:
#16

Kentus

Apr 15, 2015 5:06:40

Imaculata wrote:
#17

TrueManiek

Apr 15, 2015 7:30:26

Maybe there is nothing inherently bad with Kenders, maybe there is. How do other races even begins to trust those guys? If we have a crazy kleptomaniac in our group – it’s call for a therapy.

 

Point is, if a player grin irrepressibly at the fact he can play Kender, I think it’s the very first call to debate that as a whole group, cause there is a big chance he want to play a douchbag character to others and have an excuse for it.

(Reply to #15)

Coredump00

Imaculata wrote:
#19

Imaculata

Apr 15, 2015 10:51:50

Kentus wrote:
(Reply to #17)

Coredump00

TrueManiek wrote:
#21

Imaculata

Apr 15, 2015 10:59:23

The problem is, this is a race of beings that is so curious that they will "borrow" anything they see, and then exclaim that it just slipped into their pocket. They don't even feel like there is anything wrong with their theft. It doesn't take a lot of imagination to see how that could cause a lot of problems to any party. Kender would make great monsters though.

(Reply to #19)

Coredump00

Imaculata wrote:
(Reply to #21)

Coredump00

Imaculata wrote:
#24

Tempest_Stormwind

Apr 15, 2015 13:50:12

If the RP-fluff-bits of the rules were extremely explicit that kender handling is not their defining trait (hint: the Imgur link upthread shows what happens when handling is given emphasis, i.e. exactly what not to do), and that stealing from other players at the table is usually bad sportsmanship.

 

A kender can be played maturely, where they're simply cutesy, taunting, and innocent-minded thieves. However, every one of those traits, by default, is presented as an excuse for poorly-recieved behaviour (avoiding responsibility, insulting people, and stealing their stuff), and there's very little presented about the race that isn't related to those disruptive behaviours. (Dwarves may be rude and elves haughty, but dwarves are still portrayed as honorable and loyal, while elves are portrayed as creative and intelligent.)

 

In contrast, kender are basically Flanderized halflings, dumping all the traits about community and family and cooking and cunning and stealth, but exaggerating the thievery to kleptomania, the cleverness to insults, and the pureness of heart to oblivious innocence. Given the source of halfling fluff over the years (after the Tolkien lawsuits forced TSR to distance themselves from "hobbits", they instead drew upon Romani stereotypes, complete with wandering wagons, strong family ties, friendly demeanors, resourcefulness, and pickpocketing), this kender Flanderization also has some pretty unfortunate implications before you get into how people play them.

 

 

 

 

Personally, I think the easiest fix for this is to use rules for the kender that don't require you to pilfer from other players at the table, include a note on how to handle it (without rewarding douchey behaviour) as a variant, and stressing in the fluff that even though kender like to "handle" things, kender adventurers have learned enough restraint to direct their handling away from their teammates (as a pilfered teammate is often as deadly as the threats the kender adventurer faces). Similar to how "cowardly" races like forest gnomes still produce brave adventurers despite the "typical" member of the race being shy and reclusive, kenders themselves are prone to pickpocketing, but kender adventurers might not.

 

Condensing what I suggested upthread, here's an example of the rules to accompany those flufftext lessons.

Kender (Halfling subrace)

  • +1 Charisma
  • Taunt: You know the vicious mockery cantrip. Charisma is your spellcasting ability for it.
  • Pockets: Should you have need of a nonmagical item (small enough to be held in one hand), there is a chance you picked one up earlier and forgot about it until now. You can spend 1 minute rummaging through your pockets, pouches, and bags; with your DM's permission, you then roll a d20. If you roll 15 or higher, you find the item. You can't check for the same item again until you spend at least a day in a town or other population center.
  • Handling: You have an almost uncontrollable compulsion to handle objects, resulting in what in other races would be labelled a mild form of kleptomania. When an ally of yours retrieves a small item from their bags or pouches, they roll a d20. On a natural 1, the item they're looking for is in your bags or pouches instead. 

 

Note that both the thievery abilities place the disruptive parts of the kender in the hands of the dice instead of in the hands of a player. A disruptive player deliberately pickpocketing from another player is engaging in behaviour that he doesn't need to do "for flavor", because the dice are doing that for him. The chance of having stolen from another player is low (5%), and evokes the already-understood reaction to rolling a natural 1 - and since the player isn't responsible, there's both no ill will directed towards him, and a genuine act of innocent surprise on the kender player's part when he finds out (as opposed to the mischievious prankster grin that a deliberate/malicious theft would evoke), which better fits the kender fluff to begin with.

 

(I switched the Pockets roll to a d20 (and set it to 15 because, while 16 is technically needed for 25%, 15 is easier to remember as it's 3/4 of 20) so that both it and Handling could be influenced by effects that modify d20s. I want to adjust this so that Portent and Lucky and similar things can further sway the results, for obvious reasons, but the only way I can think of to do this is to adopt language similar to death saves, where it's an ability check that's not tied to any particular ability or proficiency, and that's really awkward.)

 

 

 

Basically, no game designer can account for the sheer range of lunacy that disruptive players can bring to the table. A good game designer can, however, make sure that the game is reasonably robust to disruption by already providing the reasons for the disruption, without the disruption itself. In this case, you get the innocent pickpocketing results without actually rewarding players who pickpocket other players. Therefore, anyone pickpocketing other players "for flavor" can be judged entirely on the pickpocketing itself (which is fine in some groups but certainly not fine in others), without having the fluff excuse as a defense.