Nemuina

**Nemuina** **(38** **RP)**

**Type (2 RP):** Fey

**Ability Scores (0 RP):** -2 Str, +4 Dex, +2 Cha, -2 Con

**Size (4 RP):** Tiny, and gain a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy.

**Speed (0 RP):** 30 ft. base speed

**Languages (0 RP):** Nemuina begin play speaking Common and Sylvan. Nemuina with high Int may select .

**Low-light Vision**: Nemuina possess the Low-light vision trait.

**Flight (10 RP)**: Nemuina have a fly speed of 60 feet with good maneuverability.

**Sleep Dust (2 RP):** Nemuina can cast the Sleep spell at will. The caster level is equal to the user's HD.

**Dreamspeaker (6 RP)**: Nemuina gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. In addition, Nemuina with a Charisma score of 15 or higher may use *dream* and *nightmare* once per day each as a spell-like ability (caster level is equal to the user's character level).

**Dream Magic (4 RP):** Nemuina gain a +2 bonus to the DC of any saving throws against illusion spells that they cast. Nemuina with a Charisma score of 11 or higher also gain the following spell-like abilities: constant—nondetection; 1/day—blindness/deafness, blur, disguise self, dancing lights, ghost sounds, prestidigitation, speak with animals. The caster level for these effects is equal to the user's level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier.

**Nereid Fascination (3 RP)**: Once per day, a Nemuina can create a 20-foot-radius burst that causes humanoids within the aura's range to become fascinated with the user (as the bard's fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier).

**Object of Desire (1 RP)**: Nemuina add +1 to their caster level when casting *charm person* and *charm monster*.

**Weak (-2 RP)** Nemuina add only 1/2 their Str modifier on damage rolls, or their Str modifier on two handed damage rolls.

**Gregarious (1 RP)**: When Nemuina successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the Nemuina's Charisma-based skills for the next 24 hours.

**Silver Tongued (3 RP)**: Nemuina gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.

**Sociable (1 RP)**:When Nemuina 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.

**Beguiling Liar (2 RP)**: Nemuina gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.

**Emissary (1 RP)**: Once per day, Nemuina can roll twice when making a Bluff or Diplomacy check and take the better roll.

### Half-Breed Rules:

Dominant: lose Emissary, Beguiling Liar, Sociable, Silver tongued, and Gregarious; fly speed decreases by 30 ft (clumsy) (-14 RP)

Non-Dominant: gain sleep dust, dream speaker, and dream magic (+12 RP)