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19

By nature, a kender is always a pain to the rest of her adventuring party. :) So I'm going to look at how to roleplay a kender in such a way that you don't annoy the rest of your gaming group. Use the curiosity as motivation and justification for what your character is doing. That means you should still move to maximize your effectiveness, but describe it ...


11

Apparently there was an entire book on the topic of Krynnspace. There's since been a fan book updating that material. The Dragonlance FAQ confirms the connection. So Krynn looks pretty accessible, assuming you want that in your game.


10

It's quite possible that I'm not taking advantage of my abilities, but what I got from our DM was "since you're a hero, no backstabbing'. I would tactfully try to convince the GM that you agree no backstabbing. However lets look at the backstabbing mechanic more as a sneaky attack. You dive between the enemies legs with your attack and the additional ...


6

Kender handlers are about handling. The most effective use of a kender in a fight is to quite literally skip through the fight, unafraid, and "borrow" the enemies weapons, spell components, and whatever the GM lets you get away with. Including fun things like: playing a game of marbles in the middle of the fight. And swapping the ammo of the archers with the ...


5

Adding to Bryant's through answer, I would add the series of Spelljammer novels, the Cloakmaster cycle, starts with a Spelljamming ship crashing on Krynn. The bit about high level characters being forbidden by the gods of Krynn is mentioned in the Dragonlance sourcebook for 2nd ed, but unless your party is already above 18th level I don't see how that ...


4

The most important part is to play WITH the other players, not AGAINST or DESPITE them. Too many times people playing slightly unethical or different characters rely on the other players compromising what their character would do so that the kender (/goblin/thief/etc) doesn't end up dead/outcast. That isn't fair. You can easily play a kender to show how ...


4

I think that depends what you mean by post war of the lance. There are couple time frames i can think of that fit. Pre Age of mortals - Same rules as exist in the Dragonlance Adventures book These are written circa 1ed-2ed. The 3rd ED Version I didnt really use I leafed through it and did not see anything useful to me at the time but DL is probably my ...


4

There doesn't seem to be a formal god of kender specifically, but some sources ascribe divinity to a figure named Uncle Trapspringer. He's referenced in the Notable Kender section on Wikipedia, and the Kencyclopedia (I'm not making that up) homebrews 2nd-edition-style specialty priests for priests who revere Uncle Trapspringer. An entire book, Tales of Uncle ...


3

It's as easy as you want it to be. It's your game. On a more helpful note, I can only echo what others have said; as I recall, Krynnspace is one of the major locales in Spelljammer, so that would suggest that it's not difficult to reach.


3

1) Don't think about combat. You should not run into a fight. Period. Avoid conflict. You are not armored like a tank and have the HP of a fighter. 2) If you must get into the fight, let the tanks start making huge amounts of noise before you do anything. Then roll to move silently, sneak around to a flank/rear and do a backstab. Then get yourself out ...


2

The key to any potentially disruptive character is meta-playing. Sometimes players forget that they can work out general play style outside of the game. I learned this lesson well in a MUD I used to play where the geratly feared evil player would use meta-playing to make it clear to his ‘victims’ that this wasn’t person, it was role-playing and he would make ...


2

I think that post-Dragons of the Summer Flame there was some sort of shakeup regarding Krynn's place in the cosmology, preventing access to the crystal sphere by spelljamming vessels. However, I can't find a source for this claim. I thought it might have been in On Hallowed Ground, but I seem to have been mistaken.


2

I cannot cite a source for you, but I recall this as well. Golden rule is trump here: if you want to go, you can (even if no-one else can).


2

I think that that would be the 'Dragonlance Campaign Setting', I will double check this when I get home and get in my garage box (none of my groups wish to allow or even consider any of the DL material for our game). [EDIT: I added my reasoning based on the mentioned book at the bottom of this post] Cover shot of the book: I dug up my old book and the ...


1

I have found one template for it, from something called Amber and Iron: Dark Disciple, Volume 2. The production quality seems reasonably high (uses the appropriate terminology, covers all the bases as far as the rules you need to apply a template, and so on), though the beloved does not seem nearly as invincible as the quick blurb I read while researching ...


1

I was the DM of that story (so, naturally I have some bias) The issue is that Handlers as a Class (AD&D 2nd) do not have the benefit of backstabbing as a thief. My mistake was not explain that when he picks the character. So, high DEX and Taunting is the common technique for combat.


1

Make use of your (presumably) high dex and ranged weapons. See if you can dig up the more favorable combat rules for kender from the monster entry (rather than PC kender rules). You should be getting a +3 bonus to bows and hoopaks, for example. If the DM is denying you your class's primary method of being effective in a fight, then allowing you to use the ...



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