Handler (C&C Variant Rogue)

Handlers are kender rogues who are adept in the art of "borrowing." Things have a way of finding themselves in a kender’s pocket, whether someone else "must have dropped it," or "wasn’t using it any more." Kender have plenty of other excuses as well.

The handler is a variant rogue, designed to epitomize the traits of a kender, but without the back and sneak attack abilities of the rogue.

Race: True Kender or Half-Kender
Prime Attribute: Dexterity
Alignment: Any
Weapons: Battak, blowpipe, bollik, broadsword, cat-o-nine-tails, cestus, chapak, club, dagger, light hammer, hand axe, hand crossbow, hackak, hoopak, javelin, knife, light crossbow, long sword, mace, polpak, quarterstaff, rapier, sashik, sap, short bow, short sword, sickle, sithak, spiked gauntlet, sling, whippik.
Armor: Leather, leather coat, padded and small shields.
Abilities: Climb (Dex), Decipher Script (Int), Hide (Dex), Kender Tales (Cha), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pockets (Dex), Traps (Int).
Starting Gold: 30-120 stl ( 3d4x10)

Handler (C&C Variant Rogue)
Level BtH HD EPP Special
1st +0 d6 0 Kender Tales, Handler’s Luck +1, Hide in Plain Sight +1, Light-Fingered +1
2nd +1 d6 1,251
3rd +1 d6 2,501
4th +1 d6 6,001 Handler’s Luck +2, Hide in Plain Sight +2, Light-Fingered +2
5th +2 d6 12,001 Five-Fingered Fighting
6th +2 d6 24,001
7th +2 d6 48,001 Handler’s Luck +3, Hide in Plain Sight +3, Light-Fingered +3
8th +3 d6 80,001
9th +3 d6 120,001
10th +3 d6 175,001 Handler’s Luck +4, Hide in Plain Sight +4, Light-Fingered +4
11th +4 +2 325,001
12th +4 +2 450,001 Uncle’s Luck


The handler has the standard rogue abilities, but does not gain Back Attack, Cant, or Sneak Attack. Instead, he gains the following new abilities.

Kender Tales (Charisma): At 1st level, the handler gains the bard’s Legend Lore ability.

Handler’s Luck: A handler may add +1 to any one saving throw. The bonus increases at +2 at 4th, +3 at 7th, +4 at 10, +5 at 13th.

Hide in Plain Sight: A handler may add +1 to Hide checks. The bonus increases at +2 at 4th, +3 at 7th, +4 at 10, +5 at 13th.

Light-Fingered: The handler may add +1 to Pick Pocket checks. The bonus increases at +2 at 4th, +3 at 7th, +4 at 10, +5 at 13th.

Five-Fingered Fighting: At 5th level, a kender can pick pockets from an opponent during battle upon a successful melee attack roll.

Uncle’s Luck: At 12th level, a handler gains the Embolden ability of Knights, but it applies only to all True Kender and Half-Kender within 30 feet.

Special Thanks:

Thanks to Turambar (Antonio) for all the help with this class.

About Trampas "Dragonhelm" Whiteman

Trampas “Dragonhelm” Whiteman is best known for co-creating and administering the Dragonlance Nexus fan site. He is co-author of three Dragonlance books – Holy Orders of the Stars, Knightly Orders of Ansalon, and Races of Ansalon. When not evangelizing Dragonlance and other settings, Trampas is a husband, father, podcaster, and web designer. Trampas also enjoys reading comics, reading fantasy and scifi novels, and playing D&D.
Bookmark the permalink.

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.

  • Memorable Quotes

    Come along, Solostaran, I’ll help. We old men have to stick together. Too bad you’re such a damn fool.

    — Fizban the Fabulous, Dragons of Winter Night