1. Races

Kender

"Never trust a kender with your valuables, your secrets, or your sense of direction. They'll lose two, share the third with everyone they meet, and somehow lead you on the most amazing adventure of your life while doing it."
— Captain Erasmus Kaine

Kender are Small, irrepressibly curious folk from the Mwangi Jungle of the Mwangi Expanse. They live for travel, discovery, and the thrill of finding interesting things — whether those things belonged to someone else five minutes ago or not. They're famous for fearless optimism, a tendency to "borrow" whatever catches their eye, and a razor-sharp tongue that can reduce disciplined soldiers to sputtering fury. In this campaign, kender replace halflings as the primary Small humanoid ancestry.


Physical Description

Kender stand 3'2" to 3'10" and weigh 30 to 45 pounds. They move with quick, restless energy — their eyes cataloguing everything in view while their hands mysteriously end up holding whatever looked most interesting. Warm brown to deep bronze skin from a life under the jungle canopy. Hair is thick, wild, and textured — worn in braids, locs, or topknots threaded with feathers, carved beads, and bits of vine. Pointed ears, slightly larger than a halfling's. Expressive faces that seem physically incapable of looking guilty.

Fashion is impulse-driven: practical jungle gear layered with trophies, trade goods, bright trinkets, and more pouches than any sane tailor would endorse.

Society

Kender built their civilization in the canopy of the Screaming Jungle — treehouses connected by rope bridges, spiral walkways, and paths that lead to excellent views of absolutely nothing important. Their "maps" are more art project than navigation tool. Their Community Treasure Huts display priceless relics alongside bottle caps, all equally prized.

They didn't conquer the jungle. They moved in, started poking things, and the jungle — perhaps out of amusement — let them stay. The monkeys learned to tolerate kender riding on their backs. The pythons stopped trying to eat them (mostly). The ancient ruins yielded their secrets because kender don't recognize "forbidden" as a concept.

Kender culture values stories over gold, experience over comfort, and asking "what's in there?" over any reasonable concern for personal safety.

Relations

  • Humans: Endlessly fascinating. Kender love human cities — so many pockets, so many interesting things left unattended. Humans find kender exhausting, charming, and infuriating, often in the same sentence.
  • Elves: Kender admire elven craftsmanship and are baffled by elven patience. An elf will spend a century on a single poem. A kender wrote six poems this morning and lost all of them.
  • Dwarves: A kender's natural nemesis and best friend. Dwarves make the most wonderful things, and kender keep "borrowing" them. The relationship runs on mutual exasperation and genuine affection.
  • Mul (Iron-Blood): Kender are among the few races who treat mul without pity or discomfort — mostly because kender treat everyone the same way. A mul who befriends a kender gains someone who genuinely doesn't care about their manufactured origins, which is either refreshing or terrifying.

Alignment and Religion

Kender are almost universally Chaotic Good — kind-hearted, freedom-loving, and constitutionally incapable of following rules that don't make sense to them (which is most rules). Desna, The Wandering Star (travel, luck, dreams) and Cayden Cailean, the Lucky Drunk (freedom, bravery, ale) are popular. Many kender also revere Grandmother Spider, The Finder of Lost Things (stories, wit, weaving) from the Mwangi tradition, and a few follow Tikkibu, The Collector — Patron of Found Things (collecting, scavenging) or Lubaiko, The Bright Mischief (wildfire, inspiration) from the Kender Pantheon.


Racial Traits

Ability Scores+2 Dexterity, +2 Charisma, –2 Wisdom
TypeHumanoid (kender)
SizeSmall (+1 AC, +1 attack, –1 CMB/CMD, +4 Stealth)
Speed30 ft. (surprisingly quick for their size)
LanguagesCommon, Kender. Bonus: Draconic, Elven, Gnome, Sylvan, regional human languages

Core Abilities

  • Fearless: +2 racial bonus on saving throws against fear effects.
  • Taunt (Ex): Once per encounter as a swift action, make a Bluff check to demoralize one enemy within 30 ft. (functions as Intimidate to demoralize).
  • Keen Senses: +2 racial bonus on Perception checks.
  • Kender Luck: +1 racial bonus on all saving throws.

Alternate Racial Traits

  • Wanderlust (Ex): +2 Survival. Never become lost in natural environments. Replaces Fearless.
  • Jungle Survivor (Ex): +2 Survival in jungle. +1 saves vs. natural diseases and poisons. Replaces Curious.
  • Sharp-Tongued (Ex): +2 Intimidate. 1/day demoralize two adjacent enemies with one check. Replaces Taunt.
  • Innocent Demeanor (Ex): 1/day +4 Diplomacy to shift attitude one step positive. Replaces Kender Luck.
  • Beastfriend (Ex): +2 Handle Animal. 1/day speak with animals (CL = character level). Replaces Insatiable Curiosity.
  • Curious Hands (Ex): +2 Disable Device. Finding Things value limit increases to 5 gp. Replaces Curious.

Adventurers

Kender adventurers are — well, all kender are adventurers whether they intend to be or not. The ones who leave the Screaming Jungle do so because the world is big and they haven't catalogued most of it yet. A kender in Canorate is a fish out of water who's having the time of their life — everything is so grey and serious and there are so many interesting things in people's coat pockets. Common classes include Rogue, Bard, Ranger, Investigator, and Swashbuckler.

Kender Traits

In the world of Golarion, where ancient forests whisper secrets and the Feywild dances just beyond the veil, the Kender are a breath of fresh air. These small, nimble folk embody the spirit of curiosity and boundless energy, their hearts filled with an insatiable desire to explore and discover.

History and Origins:

The origins of the Kender are shrouded in whimsy and folklore. Some say they are descended from playful sprites who wandered from the Feywild, while others believe they are the offspring of ancient heroes blessed with a childlike spirit. Regardless of their true ancestry, Kender have always been an integral part of the world, their boundless curiosity leading them to uncover forgotten ruins, lost treasures, and untold stories.

Ecology and Culture:

Kender are nomadic by nature, rarely staying in one place for long. They wander the world in small bands, their curiosity leading them on a never-ending quest for new experiences. Their camps are vibrant and eclectic, filled with trinkets, gadgets, and souvenirs collected during their travels. Kender value community and family, often forming close-knit bonds with their fellow adventurers. They are known for their generosity, always willing to share their meager possessions and offer a helping hand (or a borrowed item).

Wanderlust and Inquisitiveness:

Kender possess an insatiable curiosity and a wanderlust that drives them to explore every nook and cranny of the world. They have a knack for finding hidden paths, secret passages, and lost treasures. Their inquisitive nature often leads them into trouble, but it also makes them invaluable allies in uncovering mysteries and overcoming challenges.

Fearless (Mostly):

Kender are known for their fearlessness, rarely backing down from a challenge or showing hesitation in the face of danger. This can lead to reckless behavior at times, but it also makes them surprisingly effective in combat. Their agility and uncanny ability to taunt and distract opponents often catch their foes off guard.

Appearance:

Kender are small and wiry, with bright eyes that sparkle with curiosity. Their clothing is often a patchwork of mismatched fabrics and colors, reflecting their eclectic tastes and love of collecting trinkets.

Average Height and Weight:

Base HeightModifierBase WeightModifier
Male Kender34 inches+2d435 lbs+2d4
Female Kender32 inches+2d430 lbs+2d4

Age Categories:

CategoryAge RangeDescription
Child1-12 yearsPlayful and energetic, constantly exploring their surroundings.
Adolescent13-19 yearsStarting to develop their independence and sense of adventure.
Young Adult20-35 yearsEmbarking on their first journeys, eager to experience the wider world.
Adult36-60 yearsExperienced travelers and adventurers, honing their skills and knowledge.
Elder61+ yearsRespected members of their communities, sharing their wisdom and stories.

Aging Effects:

Kender age gracefully, their youthful energy and enthusiasm rarely diminishing with time. However, as they grow older, they may become more reflective and introspective, sharing their accumulated knowledge and experiences with younger generations.