Nu Mou

=Nu Mou=
Racial Traits 	Racial Traits 	Race Point Cost
Type 	Humanoid (nu mou) 	0
Size 	Small 	0
Base Speed 	Slow 	-1
Ability Score Modifiers	Specialized (+2 Int, +2 Wis, –2 Con) 	1
Languages 	Standard 	0
Feat and Skill 	Sagacious / Shards of the Past 	4
Feat and Skill 	Skill bonus x2 (diplomacy and handle animal)	4
Magical 	Adept 	8
Senses 	Low-Light Vision 	1
Weakness 	Poor Swimmer 	-2
Total 	Total 	15
The wise and gentle nu mou, a tribe of lop-eared mages and spellcasters, are famous for their thirst for learning and their discovery of the most esoteric of magical rites. They have gray, leathery skin, and long, lop-rabbit ears, often pierced by heavy jewelry. They have snouts, and sport elegantly long tails covered in heavy orange fur, giving them a bestial cast that doesn’t mesh with their cautious, timid ways. The nu mou are sagacity-embodied scholars who are rarely seen outside of their impressive academic towers, except when working on behest of professors or politicians. They are devoted enough to the ideal of knowledge, power, and education to sacrifice themselves for this cause, if need be.
==Standard Racial Traits==
*Ability Score Racial Traits: Nu mou are very wise and intelligent, but lack the stamina due to spending so much time researching. They gain +2 Intelligence, +2 Wisdom, and –2 Constitution.
*Type: Nu mou are Humanoid creatures with the nu mou subtype.
*Size: Nu mou are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
*Base Speed: (Slow Speed) Nu mou have a base speed of 20 feet.
*Languages: Nu mou begin play speaking Common and Numish. Nu mou with high Intelligence scores can choose from the following: Banganese, Celestial, Draconic, Giant, Moogle, Sylvan and Vieran. See the Linguistics skill page for more information about these languages.
===Feat and Skill Racial Traits===
*Sagacious: Nu mou receive a +2 racial bonus on any two Knowledge skills. These two knowledge skills count as class skills for the nu mou.
*Well-Spoken: Nu mou receive a +2 racial bonus on Diplomacy and Handle Animal checks.
===Magical Racial Trait===
*Adept: Nu mou gain a +1 bonus to caster level when determining spell effects. Nu mou with Intelligence scores of 11 or higher can pick and cast three 0-level black mage spells, once each per day, using their total character level as caster level.
===Senses Racial Traits===
*Low-Light Vision: Nu mou can see twice as far as humes in conditions of dim light.
===Weakness Racial Traits===
*Poor Swimmer: Nu mou take a –4 penalty on Swim checks.
==Alternate Racial Traits==
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
===== Replaces Ability Scores=====
*Sociable Intellectual: Some nu mou, though still excellent scholars, are able to hold discourse more effectively, though they lack the common sense common to the race. Nu mou with this racial trait gain +2 Intelligence, +2 Charisma and -2 Constitution. This racial trait replaces their standard ability scores.
=====Replaces Adept=====
*Power Master: Nu mou train for years to become adaptable to all weapons that are surrounded by magic. Nu mou gain proficiency with all Power Weapons. If the nu mou gains proficiency with any of these weapons from their favored class, they gain a +1 racial bonus on attack rolls with those specific weapons. This racial trait replaces adept.
*Threats Known: Rather than study history or magic, some nu mou learn all they can of various creatures and races. A nu mou with this racial trait can make an appropriate Knowledge check when first encountering a foe. A successful check grants the nu mou the normal benefits of such a check, plus one of the following benefits for 1 minute: +4 initiative, +1 dodge to AC, +2 to one saving throw versus a known attack or ability. Making this check is a free action. If a nu mou spends a move action when making this check, he can impart the benefit to an ally instead of himself. This racial trait replaces adept.
=====Replaces Sagacious=====
*Integrated: Many nu mou are skilled in the art of ingratiating themselves into a community as if they were natives. Nu mous with this racial trait gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.
*Magic Resistant: Some nu mou are particularly resistant to magic. Nu mou with this racial trait gain spell resistance equal to 10 + their character level. This resistance can be lowered for 1 round as a standard action.
*Sociable: Nu mou are skilled at charming others and recovering from faux pas. If nu mou with this racial trait attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
=====Replaces Sagacious, Well-Spoken=====
*Lorespeaker: Most nu mou are knowledgeable on a wide variety of topics, but a lorespeaker recalls knowledge forgotten by others. A nu mou with this racial trait gain a +1 bonus to all Knowledge skill checks and may make all Knowledge skill checks untrained.
=====Replaces Well-Spoken=====
*Truespeaker: There are some nu mou whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics.
==Age, Height and Weight==
Table: Nu Mou Starting Ages: 
Adulthood	Intuitive	Self-taught	Trained
19 	+1d8 	+2d8 	+3d8
Table: Aging Effects: 
Middle age	Old 	Venerable	Maximum age
50 years 	125 years	210 years	+3d20 years
Table: Height and Weight
Gender	Base height	Height modifier	Base weight	Weight modifier
Male 	2 ft. 7 in.	+4d4 in.
(2 ft. 11 in.–3 ft. 11 in.)	175 lbs. 	+(2d10×1 lbs.)
(177 – 195 lbs.)
Female	2 ft. 7 in.	+4d4 in.
(2 ft. 11 in.–3 ft. 11 in.)	170 lbs. 	+(2d10×1 lbs.)
(172 – 190 lbs.)
== Racial Feats ==
The following feats are available to a nu mou character who meets the prerequisites.
*Arcane Talent (Nu Mou, Tarutaru)
**Magic is in your blood, and at your fingertips.
**Prerequisite(s): Cha 10; Nu Mou or Tarutaru.
**BENEFIT: Choose a 0-level spell from the black mage or white mage spell list. You can cast this spell three times per day as a spell-like ability. The caster level is equal to your character level. The save DC is 10 + your Charisma modifier.
*Breadth of Experience (Nu Mou)
**The years have granted you experience and knowledge.
**Prerequisite(s): Nu Mou, 100+ years old.
**BENEFIT: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
*Servitor’s Diplomacy (Nu Mou)
**Years of servitude have made you better at dealing with people and good at either reading them or lying to them.
**Prerequisite(s): Nu Mou.
**BENEFIT: You get a +2 racial bonus on all Diplomacy checks. For this feat, choose either the Sense Motive skill or the Bluff skill. This choice is permanent. Gain a +2 racial bonus in the chosen skill. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
==Racial Archetypes==
The following racial archetypes are available to nu mou:
*Elemental Knight (Red Mage; Nu Mou)
*Spellshaper (Illusionist; Nu Mou)
==Favored Class Options==
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
*Astrologian: Add one spell known from the astrologian spell list. This spell must be at least one level below the highest spell level the astrologian can cast.
*Black Mage: Add one spell known from the black mage spell list. This spell must be at least one level below the highest spell level the black mage can cast.
*Blue Mage: Add +1/6 bonus to all Knowledge skill checks.
*Cleric: Add one spell known from the cleric spell list. This spell must be at least one level below the highest spell level the cleric can cast.
*Illusionist: Add +1/6 to the DC for all illusion spells.
*Necromancer: Add +1 skill rank to the necromancer’s bone commander. If the necromancer ever replaces his bone commander, the new bone commander gains these bonus skill ranks.
*Red Mage: Add a +1/2 bonus on concentration checks made to cast defensively.
*Scholar: Increase total number of points in the scholar’s arcane reservoir by 1.
*Summoner: The amount of time the summoner must spend to summon his avatar is reduced by 1 round, to a minimum of 1 round.
*Thief: The thief gains a +1/2 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.
*Time Mage: Add +1/6 of an additional d3 to one skill check or ability check when you spend a mote to boost such a check.
*White Mage: Add one spell known from the white mage spell list. This spell must be at least one level below the highest spell level the white mage can cast.
Category:Races