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Pepuali

Type Humanoid/(Insectkith)
Ability Score Modifier +2 Intelligence, +2 Wisdom or Charisma or Dexterity, -2 Constitution
Size small
Speed 20ft, 40ft fly;
Language Pepuali start with two regional languages and Undercommon. Pepuali are capable of learning any language they want, excluding secret languages (except BuzzBuzz).

Racial Traits

  • [5 RP] Flight: Pepuali have a fly speed of 40ft. with poor maneuverability. Pepuali never need to make a fly check to hover.
  • [-1 RP] Slow: Pepuali are slower than most races at 20ft.
  • [3 RP] Exceptional Darkvision: Pepuali are capable of seeing 120ft. in complete darkness.
  • [4 RP] Moth Sense: Pepuali have blindsense 30ft. Within 5ft, Pepuali have blindsight. This ability does not work on spider-like creatures.
  • [-2 RP] Light Fascination: Pepuali are enthralled with light. Whenever subjected to a spell or supernatural effect with the light descriptor or within 30ft. of an effect with light that they can see, they must make an additional will save or become fascinated for a number of rounds equal to the spells level (minimum 1), moving towards the source. If this movement would be hazardous, they may make another will save to break free from the fascination.
  • [-2 RP] Fearful: Pepuali are intensely skittish, and take a -2 on all saves against fear effects. If a Pepuali can see or knows that a small or larger sized spider-like creature is nearby, they are shaken for 1 hour.
  • [2 RP] Limited Multi-Arms (Ex): A Pepuali has four total arms. While capable of wielding a weapon in each arm, she is unable to attack with all of them due to the advanced coordination it takes. Otherwise, these arms are capable of anything else, such as wielding wands and holding potions. Because of their multiple arms, they receive a +2 to maintain grapples. If a Pepuali has two weapons and a shield in her arms, she cannot apply her shield bonus if she attacked with her two weapons.
  • [2 RP] Wing Patterns: Pepuali have very distinguished wings. Upon character creation, they gain a +2 to Bluff, Diplomacy, or Intimidate, and that skill is always a class skill for them.

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