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
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)|
|1st||+0||d6||0||Kender Tales, Handler’s Luck +1, Hide in Plain Sight +1, Light-Fingered +1|
|4th||+1||d6||6,001||Handler’s Luck +2, Hide in Plain Sight +2, Light-Fingered +2|
|7th||+2||d6||48,001||Handler’s Luck +3, Hide in Plain Sight +3, Light-Fingered +3|
|10th||+3||d6||175,001||Handler’s Luck +4, Hide in Plain Sight +4, Light-Fingered +4|
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.
Thanks to Turambar (Antonio) for all the help with this class.