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PEPONI

 Ability Score Adjustments: The initial ability scores are modified by a +2 bonus to Dexterity and a 1 penalty to Charisma and Comeliness.  Comeliness:  4-18 
 Ability Score Range: Perception:  10-18
 Strength:  6-17

Class Restrictions: 

Fighter (15th level limit)
Ranger (14th level)
Cleric (12th level)
Druid (20th level)
Thief (15th level)
Dexterity:  12-18

Hit Dice:

Hit Dice by class.
Constitution:  6-16

 Alignment:

Peponi tend to be Neutral in alignment, though Chaotic Good, Chaotic Neutral, and Neutral Good are not all that uncommon. Peponi PCs can be of any alignment.
Intelligence:   6-16

 Natural Armor Class:

8
Wisdom:  6-18

 Languages:

Peponi and Common.
Charisma: 4-16

Role-Playing Suggestions and Background: A non-human race from a Prime Material world of the same name, the Peponi are not especially common on the other planes. This golden-eyed, vaguely cat-like race (sometimes called "bluegills" because of the horizontal blue bars on their necks) are found in unobtrusive positions on a number of worlds. Commonly found as trackers, gardeners, tending livestock, and as domestic servants (the quiet and graceful Peponi excel at this), they are occasionally found making their own way as adventurers and mercenaries.

Peponi are a quiet people. Some take this as poor communication skills, while others think they are resentful of higher levels of civilization found off their homeworld, and do not deign to talk to other races. Other views include the notion that they are very contemplative people. In truth, the Peponi are from a tradition where one speaks only when necessary, and uses only the right words and the right number of words, no more, no less. Also, it is Peponi clan elders, shamans, and tribesmen who have a place to speak; it is the place of the rest of the tribe to listen and do as it is told.

Peponi have a great respect for learning, knowledge, and elders of any race. They revere elves, and are fascinated by the long-lived demihuman races, not only elves but also in particular dwarves as well.

The plains-dwelling Peponi are not a trusting people, but once they give their trust to someone it is hard to find a more loyal partner and friend. Members of this race always defer to the leader in any group. When it is a Peponi that becomes a leader, and he or she is assured of the leadership position, they seem to undergo a personality change, and become more assertive and a great deal more talkative.

Special Advantages: Peponi can run great distances without tiring; they can move at full speed (twice normal movement rate) for no less than three full days before having to "rest" by spending a day moving at normal rate. A useful skill on the wide grasslands of their warm world (the Peponi have no domesticated mounts).

Excellent with missile weapons, both bow and thrown, and get a +1 to hit with bows and a +2 to hit with spears. Further, they get a +2 to damage with spears.

Not possessing infravision, but excellent night vision, they can see almost as if in daylight.

In natural terrain, African type savannas and plains, they are able to hide with 90% chance of success. Opponents who are not aware of the Peponi's presence suffer a 5 penalty to their surprise rolls.

Special Disadvantages: Peponi are not especially adept at technology, and seem to have trouble with maintaining and using it. They have difficulty, for both intelligence but more cultural reasons, with such items as crossbows and complicated plate mail.

They disdain the use of armor beyond a shield, and wear little clothing; it is a sign of both fear in the warrior's heart and shame at what the Creator gave the Peponi if they use armor or too much clothing. They have no trouble with others wearing clothing, after all, all other races are ugly to hideous. Allowances are made, begrudgingly, when offworld and offplane culture and climate dictate more clothing.

Monstrous Traits: Appearance, fashion sense.


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