Untitled Document
Kender Animal Companions
Kender
often travel alone. This should not be a surprising fact. Believe it or not
kender are often shunned in many places around the continent. For as often as
they make friends they also happen to lose them. Plus many non-kender companions
have a base of operations or a home and family. For many free-spirited kender
this can be a drag.
Numerous kender frequently find themselves wandering the continent all alone.
One alternative to this solitary existence for many kender happens to be a pet
or animal companion. Kender love animals of all types and are not embarrassed
at all about talking to them or treating them as a trusted ally. (Dwarves happen
to think this bond occurs from the fact that both have such a limited intellect.)
Kender often take pets that are small enough to ride in a pouch or mobile enough
to keep up with them on their journeys across the world.
Kender druids naturally have access to many animal companions. They spend
their lives wandering from forest to forest usually with a trail of small animals
following them. They have an uncanny knack for imitating animal sounds. Their
extensive range of vocal abilities allow for everything from the whisper of
a hare to the growling of a lion. These kender druids will occasionally ride
animal companions as mounts. Their small size and light frame make them perfect
for riding a wide array of animals such as large wolves, big cats, and black
bears.
Other kender who often roam the woods, such as kender rangers also make it
a habit to make friends with the animals of the forest. They prefer animals
that can fly or cover long distances in short periods of time. This way if there
is some danger the animal companion can rush to notify them or escape if necessary,
such as birds or squirrels. Occasionally rangers may befriend larger animals,
but they prefer to be fleet of foot and able to disappear silently into the
surrounding brush at a moments notice.
Those few kender sorcerers and wizards of Ansalon make full use of their animal
companions by bonding them to themselves and making them familiars. Since the
mages are bonded so closely with the animals and speak to them through telepathy
it is common for the nature of the animals to match the nature of the kender.
The mages often summon familiars that match their personality, a bustling friendly
wizard will summon a frisky fox and a dark afflicted kender sorcerer will summon
a feisty mongoose. In all cases the kender count the familiars as family and
are greatly distressed at their passing.
For their entertainment value kender bards will befriend an animal companion
and include them in their performances. Dancing monkeys, twittering song birds,
and wise-cracking parrots are just a few of the animals that can liven up any
presentation. These animals are usually dressed in ribbons, bells, or small
costumes of bright garish colors. The bards practice with them often teaching
the animals a routine that will compliment their own abilities.
Handlers, the largest percentage of kender, are just as likely to befriend
animal companions. They prefer small animals which can fit into a pouch or be
easily carried on a shoulder or can move on their own, keeping up with the naturally
energetic kender. Mice, ferrets, and even dogs make reliable kender companions
and are able to travel with the kender on long journeys helping them pass the
time and keeping them company on long and lonely roads.
In kender communities animals are kept as pets, and even those animals that
must normally perform difficult labor or strenuous tasks are treated with the
utmost respect. A kender would never think of whipping or harming an animal
in any way, especial to force it to dome something as tedious as work. They
“humanize” or “kenderize” their pets and many of their
farm animals by giving them names and sometimes dressing them. Cows or ponies
in hat’s are common place and popular in many kender villages. As far
as butchers go in kender communities, there are much fewer than those of human
communities. But they do exist and they perform their job to the best of their
ability. They do their best not to become attached to any animal they may have
to potential slaughter.
Some smaller kender communities will go so far as to build a bond with the
animals surrounding their land. It is common for them to surround their villages
with crumbs or grain on a regular basis drawing out small animals and flocks
of birds. These animals dwell on the outskirts of small villages and the kender
become attuned to their existence. If the animals are disturbed in any way the
kender know that someone or something is headed toward their home. There are
also rumors of kender communities that will befriend a dire animal that will
protect their home, or of villages that go out of their way to protect the wildlife
around them by keeping an active watch for hunters and other predators near
their home.
In Your Game
Provided you can get your DM to allow it, you may use the feats and skills
below to travel with your own animal companion. The type of creature you have
can be determined on your characters background or perhaps an encounter while
roleplaying.
An optional rule in your game could allow your animal companion to gain one
hit die every level your character obtains. This should hopefully lessen the
impact of having your 2 hit point creature killed off in the first round of
play. If you want your companion to remain you will need to think of ways to
protect it. (Although the party may think you’re insane for giving your
ferret a ring of protection.)
New Feat
ANIMAL COMPANION [General]
You can form a special bond with a particular creature.
Prerequisite: Cha 12+
Benefit: You befriend one animal. This animal is a loyal companion
that accompanies you on your adventures as appropriate for its kind. The creature
will willingly perform any task you are able to communicate to it as long as
it does not endanger itself in the processes. Any Animal Empathy checks with
the creature are done at a +4.
Special: If the befriended creature is treated poorly it will
run away. If the creature has left or died, you may befriend another creature
(based on DM discretion and availability). This feat may not be taken more than
once.
New Skills
WOODSPEAK (Int)
This skill is used to communicate messages over long distances though the use
of unusual animal sounds and birdcalls signifying everything from the arrival
of a stranger to a family gathering.
Check: You can get a message across to another character with
the Woodspeak skill.
ANIMAL TRAINER (Int)
You use this skill to teach your animal various tricks. You can teach them one
trick for each point of intelligence bonus you possess. (So a character with
an intelligence bonus of +3 can teach the animal 3 tricks.) With a verbal command
word, or a small gesture the animal can be instructed to perform a certain action.
The complexity of the trick increases the DC. For example, to instruct an animal
to sit DC 10, to instruct them to retrieve an item DC 15, to ask them to perform
an action that would normally go against their nature (like a cat to swim) DC
20.
Kender Animal Companions
Cat: Cats can make excellent animal companions for kender.
They are naturally agile, light, and can easily follow a kender on his or her
wanderlust. Plus they are natural hunters so a kender need not worry too much
about keeping them fed. Also, much like kender, cats can be easily amused with
the smallest of diversions. Cats also have superb night vision. The only drawback
is that they tend to be more active at night and prefer to laze the day away.
Stats: See Monster Manual 3.5
Cat Familiars grant their owners a +3 to Move Silently checks.
Dog: Whether it be a riding dog, or a small mutt, dogs make
great companions. They are loyal, can be used to keep guard while the kender
is sleeping and are acceptable animals in most towns and villages. Riding dogs
can save a kender miles of walking. Dogs in general can be staunch defenders
of their owners and with their superior scent they can be very helpful in following
the trails of interesting things.
Stats: See Monster Manual 3.5
Dog Familiars grant their owners a +3 to Sense Motive checks.
Ferret: Ferrets are among the most versatile of animal companions.
Kender-like in their nature ferrets are curious and nimble. They are energetic
animals that make strong bonds with their owners. Easy to carry and lightweight,
most kender will carry their ferrets with them in a large pouch, backpack, or
stretched across their shoulders. A trained ferret can sneak into and out of
tight spots while carrying small objects. If need be they can and will dig tunnels
under the fences or other obstructions. Like cats, these animals can usually
forage for themselves or eat scraps from the kender’s meals.
Stats: See Dungeon Master’s Guide 3.5 (page 203)
Ferret Familiars grant their owners a +3 to Pick Pocket checks.
Fox: A fox can be a cunning companion. They are great hunters
and excellent at evading pursuit. If there was ever one thing a kender could
use is an advantage at evading pursuit on occasion. These companions are rare
however as foxes do not make particularly loyal pets. They are also exotic and
can attract attention in most communities. But fox animal companions can be
a boon to those kender traveling long distances as they are large enough to
keep up and wise enough to keep themselves concealed when necessary.
Fox (Stats): CR1/4; Tiny Animal; HD 1/2 d8+1; hp 5; Init +4
(Dex); Spd 40 ft; AC 17 (+2 size, +4 Dex, +1 natural); Atk +1 melee (1d3 bite);
SQ scent; Face 2 ½ ft. by 2 1/2ft; Reach 0 ft; SV Fort +3, Ref +6, Will
+1; Str 10, Dex 18, Con 13, Int 2, Wis 12, Cha 7;
Skills: Hide +4, Listen +4, Move Silent +4, Spot +2, Swim +2, Wilderness
Lore +1*
Foxes have a +4 racial bonus to Wilderness Lore checks when tracking by scent.
Fox Familiars grant their owners a +3 to Escape Artist checks.
Giant Hamster: The kender of Hylo have long kept giant hamsters
as pets. These rodents, the size of small dogs, are cute, cuddly and quick on
their feet. They come in a variety of colors and outside of Kenderhome most
people believe them to be some strange breed of dog or giant rat. Because of
this they can attract attention but usually will not cause more than a raised
eyebrow or two. They are excellent climbers and able to fit into tight spots.
They also have the ability to store items in their cheeks, which kender will
do now and again if necessary. Each cheek can hold the equivalent of three large
pouches of items.
Giant Hamster (stats): CR 1/3; Tiny Animal; HD 1d8+2; hp 6;
Init +3 (Dex); Spd 30 ft; AC 16 (+2 size, +2 Dex, +1 natural); Atk +2 melee
(1d4+1 bite); SQ scent; Face 2 ½ ft. by 2 1/2ft; Reach 0 ft; SV Fort
+4, Ref +5, Will +1; Str 12, Dex 17, Con 14, Int 2, Wis 12, Cha 7;
Skills: Hide +6, Listen +5, Move Silently +10, Spot +4, Swim +2
Giant Hamster Familiars grant their owners the ability to use
their Dex bonus in place of their Str bonus on Climb checks.
Hare: Although hares tend to be skittish creatures, kender
tend to favor them for their speed and agility. The have keen senses and are
alert creatures. The only drawback to them as that hares tend to be territorial,
so carrying them around while they are young is one thing, but as they grow
older they are not suited to traveling long distances every day.
Hare (stats): CR -; Tiny Animal; HD 1/2 d8; hp 4; Init +4 (Dex);
Spd 30 ft; AC 16 (+2 size, +4 Dex); Atk none; SQ scent; Face 2 ½ ft.
by 2 1/2ft; Reach 0 ft; SV Fort +2, Ref +6, Will +1; Str 3, Dex 18, Con 11,
Int 2, Wis 12, Cha 7;
Skills: Hide +5, Jump +12, Listen +8, Spot +2
Hare Familiars grant their owners a +3 to Listen checks.
Hawk: Birds of all types are envied by kender for their ability
to fly. Small hawks are a favorite animal companion for some kender. They can
be used as messengers or to retrieve small items from great distances (If the
kender can communicate what it is they want successfully.) They are excellent
hunters and can be left to hunt for themselves so there is very little care
the kender needs to do to maintain the creature.
Stats: See Monster Manual 3.5
Hawk Familiars grant their owners a +3 bonus on Spot in bright
light.
Lizard: Most kender love creepy crawly things. They are fascinated
by their alien looks and exotic ways. Geckos, iguanas and chameleons are all
example of lizards a kender might befriend. They are usually small enough for
the kender to keep on their person and are excellent at clinging on when the
ride gets a bit bumpy. They can share most meals with their owner and can be
trained to perform small activities.
Stats: See Monster Manual 3.5
Lizard Familiars grant their owners a +3 bonus on Climb checks.
Mongoose: The mongoose is a favorite of kender fighters. Much
like themselves the creature can look cuddly and harmless, but in fact can be
a vicious combatant. This animal characteristically has a long bushy tail, short
legs, a long body covered with thick, coarse hair and, small ears and a pointed
nose. Usually wild they can be domesticated if raised from birth. They are very
fast and experts at fighting snakes.
Mongoose (stats): CR 1/3; Tiny Animal; HD 1d8+2; hp 6; Init
+3 (Dex); Spd 30 ft; AC 16 (+2 size, +2 Dex, +1 natural); Atk +2 melee (1d4+1
bite); SQ scent; Face 2 ½ ft. by 2 1/2ft; Reach 0 ft; SV Fort +4, Ref
+5, Will +1; Str 12, Dex 17, Con 14, Int 2, Wis 12, Cha 7;
Skills: Hide +6, Listen +5, Move Silently +10, Spot +4, Swim +2
Favored Enemy: Against snakes a mongoose receives a +2 bonus
on Bluff, Listen, Sense Motive, Spot, and Survival checks and a +2 on damage.
Mongoose Familiars grant their owners a +1 bonus on their Dex
score.
Monkey: Monkeys are rare and exotic creatures, but their natural
playful attitudes and silly antics make them perfect companions for kender.
(Dwarves swear they can’t tell the difference between the two.) They hare
highly mobile and some breeds are small enough to travel riding on the kender’s
back or shoulder. Monkeys are great entertainers and can be a perfect companion
for kender bards.
Stats: See Monster Manual 3.5
Monkey Familiars grant their owners a +3 bonus on Jump checks.
Mouse: The mouse is easily one of the most inconspicuous and
lightweight of animal companions. They can easily hide among the kender pouches
and can move largely undetected into any small space. Plus they are smart enough
to perform small tasks (chewing through rope, slipping through jail bars, retrieving
small items… and so on.) They eat next to nothing and can survive on simple
vegetables and grain.
Mouse (Stats): CR -; Fine Animal; HD 1/4 d8; hp 1; Init +2
(Dex); Spd 15 ft, climb 15 ft; AC 20 (+8 size, +2 Dex); Atk none; SQ scent;
Face 2 ½ ft. by 2 1/2ft; Reach 0 ft; SV Fort +2, Ref +4, Will +1; Str
3, Dex 15, Con 10, Int 2, Wis 12, Cha 3;
Skills: Balance +10, Climb +10, Hide +26, Move Silent +10
Mouse Familiars grant their owners a +3 bonus on Hide checks.
Otter: A favorite animal of kender sailors, the otter is a
funny, free-spirited animal that excels in swimming and diving. They are strong
enough and dexterous enough to be able to handle small items with their paws.
Although otters prefer to be near water it is possible for them to make extended
journeys with their owner across land if need be.
Otter (stats): CR -; Tiny Animal; HD 1/2 d8; hp 2; Init +2
(Dex); Spd 20 ft, swim 20 ft; AC 14 (+2 size, +2 Dex); Atk none; SQ scent; Face
2 ½ ft. by 2 1/2ft; Reach 0 ft; SV Fort +2, Ref +4, Will +1; Str 3, Dex
15, Con 10, Int 2, Wis 12, Cha 7;
Skills: Hide +14, Move Silently +6, Swim +10
Otter Familiars grant their owners a +3 bonus on Swim checks.
Parrot: Noted for their colorful plumage and ability to imitate
a wide range of sounds, the parrot is a favorite choice of many kender. This
exotic bird can be extremely loud and really draw a person’s attention,
which is why many dwarves believe they are a perfect match for kender. A unique
ability of the parrot is to be able to imitate voices. Kender make full use
of this ability teaching them all sorts of sayings during their travels. It’s
been rumored there was even one kender that taught her parrot how to taunt and
as the bird flew around her opponents pelting them with obscenities the kender
would pick of her enemies.
Parrot (stats): CR -; Tiny Animal; HD 1/4 d8; hp 1; Init +2
(Dex); Spd 10 ft, fly 40 ft (average); AC 14 (+2 size, +2 Dex); Atk claws +4
melee (1d2-5); SQ low-light vision; Face 2 ½ ft. by 2 1/2ft; Reach 0
ft; SV Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6;
Skills: Listen +3, Spot +5
Parrot Familiars grant their owners a +3 bonus on Disguise
checks and can mimic short phrases of any language as a supernatural ability.
Raccoon: The small black mask of this animal makes them look
like a furry bandit. This is yet another analogy that seems to correlate directly
to kender. Raccoons are also noted for their curiosity. They are compelled by
their nature to touch everything they encounter, climb anything that can be
climbed, open every door and investigate every nook and cranny. Because of this
they manage to be able to keep right up with most kender. The only drawback
to a raccoon for a companion is that in their later years they tend to become
fat and lazy, which makes traveling with them difficult.
Raccoon (stats): CR 1/3; Tiny Animal; HD 1d8+2; hp 6; Init
+3 (Dex); Spd 30 ft; AC 16 (+2 size, +2 Dex, +1 natural); Atk +2 melee (1d4+1
bite); SQ scent; Face 2 ½ ft. by 2 1/2ft; Reach 0 ft; SV Fort +4, Ref
+5, Will +1; Str 12, Dex 17, Con 14, Int 2, Wis 12, Cha 7;
Skills: Hide +6, Listen +5, Move Silently +10, Spot
+4, Swim +2
Raccoon Familiars grant their owners a +3 bonus on Search checks.
Rat: The rat is not usually a common preference among kender,
but it can not be ruled out. Many kender who find they are locked up in prisons
for a fair amount of time often spend much of their time conversing with these
creatures. Plus they are small enough to be carried and intelligent enough to
learn small tricks and hardy enough to endure the rigorous adventures of any
kender.
Stats: See Monster Manual 3.5
Rat Familiars grant their owners a +2 on Fortitude Saves.
Raven: Kender love ravens and ravens love kender. Both of
them love to talk and share an abiding interest in small shiny objects. They
seem to be a perfect match. Raven animal companions will “borrow”
items that spark their interest and take them back to their kender friends for
further inspection. Their ability to fly allows them to escape most precarious
situation and steer clear of battle.
Stats: See Monster Manual 3.5
Raven Familiars grant their owners a +3 on Appraise checks
and can speak one language of its master’s choice as a supernatural ability.
Skunk: Kender find skunks highly amusing, or rather they find
people’s reactions to skunks highly amusing. The back and white striped
animal can be very docile if it is not being threatened and many kender are
naturally inclined to make friends with small and furry animals. The only real
drawback to a skunk is that anytime someone sees a kender holding a skunk in
the middle of a town square it can easily start something of a small riot.
Skunk (stats): CR 1/4; Tiny Animal; HD ½ d8; hp 2; Init
+1 (Dex); Spd 30 ft; AC 14 (+2 size, +2 Dex); Atk +2 melee (1d3-1 bite); SA
musk, SQ scent; Face 2 ½ ft. by 2 1/2ft; Reach 0 ft; SV Fort +2, Ref
+5, Will +1; Str 8, Dex 12, Con 11, Int 2, Wis 12, Cha 5;
Skills: Climb +4, Hide +10, Listen +5, Move Silently +7, Spot +4
Musk Attack: If the skunk makes a successful ranged touch attack against
a target within 10ft., the target must make a Fortitude save (DC 14) or become
nauseated for 1d4 rounds. Nauseated creatures are unable to attack, cast spells
or concentrate on spells. All they can do is take a single move action per round.
Skunk Familiars grant their owners a +3 on Intimidate checks.
Squirrel: Chipper, energetic and dexterous, the squirrel is
a favorite animal companion of kender rangers. They are excellent climbers and
jumpers. They are quick and can easily scamper from branch to branch or roof
top to rooftop. Squirrels are often used by kender rangers as lookouts, reporting
any suspicious activity back to the kender. They are also common enough not
to draw attention in towns, if they keep a good bit of distance between themselves
and their kender friend.
Squirrel (stats): CR -; Diminutive Animal; HD ¼ d8;
hp 1; Init +3 (Dex); Spd 10 ft, climb 15ft; AC 17 (+4 size, +3 Dex); Atk none;
SQ scent; Face 1 ft. by 1 ft; Reach 0 ft; SV Fort +2, Ref +5, Will +1; Str 2,
Dex 16, Con 11, Int 2, Wis 12, Cha 4;
Skills: Climb +15, Hide +22, Move Silently +11, Listen +9, Squirrels
gain a +4 racial bonus to Climb, Hide and Move Silently checks.
Squirrel Familiars grant their owners a +3 on Balance checks.
Song Bird: A song bird is a favorite of kender bards. The
ability to call forth a song bird, such as a canary or a Laughing Dove and have
it play on cue is always a crowd pleaser. Plus any love song with the addition
of a songbird softy singing in the background is always that much more sweet.
Stats: See Dungeon Master’s Guide 3.5 (page 203- Thrush)
Song Bird Familiars grant their owners a +3 in Performance
checks.
Toad: Not always the first choice of kender, the toad is never
the less one of the easier animals to keep around. They fit conveniently in
any pouch and are often content to remain near the kender as long as they are
being fed and given water to splash in now and again. They are mostly favorites
of kender warriors.
Stats: See Dungeon Master’s Guide 3.5 (page 203)
Toad Familiars grant their owners +3 hit points.
Turtle: Some kender just love turtles. For various reason
they remind them of dwarves. Slow and steady with a hard exterior, pocket-sized
turtles can be a source of entertainment when things are getting a bit slow.
Plus they make great listeners and rarely try to escape.
Turtle (stats): CR -; Diminutive Animal; HD ¼ d8; hp
1; Init -2 (Dex); Spd 5 ft; AC 20 (+4 size, -2 Dex, +8 natural); Atk none; SQ
amphibious, low-light vision; Face 1 ft. by 1 ft; Reach 0 ft; SV Fort +2, Ref
+0, Will +3; Str 1, Dex 7, Con 11, Int 2, Wis 15, Cha 4;
Skills: Hide +21, Listen +4, Spot +4.
Turtle Familiars grant their owners a +1 to their Wisdom Score.
Weasel: Weasels are in much of the same boat as the Ferret
and the Mongoose. But unlike the rouge-like ferret and the snake hating mongoose,
Weasels are renowned for their fierceness and hunting prowess in comparison
to their small size. They are unusual because of their ability to catch and
kill, single-handed, prey that is much larger than themselves. Weasels are a
favorite of kender warriors.
Stats: See Monster Manual 3.5
Weasel Familiars grant their owners +2 on Reflex saves.
There are many other types of animals that a kender could befriend. This is
just a small sampling. The animals listed above are some of the more common
animals one would find with a kender. Other animals would be rare. Bats, for
example, are usually asleep while most kender are wandering the land. Snakes
tend to be a bit temperamental and get mistaken for bits of rope or string much
to often, and owls despite being nocturnal, don’t “get” the
kender temperament and shy away from them. So the type of animal a kender received
is totally dependant on the situation or the DM’s discretion.
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