>[!infobox]+
>#### Nevma
>![[Placeholder.png]]
>
> #### Creature
>|||
>|:-----|:-----|
>|**Size**|Medium|
>|**Type**|Outsider|
>|**Subtypes**|Native|
>|**RP**|8|
>
> ##### Age and Longevity
>|||
>|:-----|:---|
>|**Adulthood**|60 years years|
>|**Intuitive**|+4d6|
>|**Self-Taught**|+6d6|
>|**Trained**|+8d8|
>|**Middle Age**|150 years|
>|**Old**|200 years|
>|**Venerable**|250 years|
>|**Maximum**|250+6d100 years|
>
> ##### Height and Weight
>||||
>|:-----|:---|:---|
>|**Gender**|**Height**|**Weight**|
>|**Male**|62+2d8 in.|100+(2d8×5) lbs.|
>|**Female**|60+2d8 in.|90+(2d8×5) lbs.|
# Nevma
Nevmas are humanoids who are descended from creatures of the positive energy plane, such as a [[Shuryan]]. Vivacious and outgoing, Nevma tend to relish the pleasures of life, the company of fellows, and the sights of the world.
## Physical Description
Nevmas can be of any humanoid parentage, and thus there is a broad variation in their size, body shape and features. They tend to be taller and more solidly built than their mortal kin. They have more vibrantly colored skin, which can appear to glow softly in dim light. Their hair is often lightly colored, sometimes with rainbow-colored highlights, and more likely to be thick and curly. They are less prone to scarring than their fellows, and also tend to be slightly taller and hairier. Some have eyes that shine visibly with a pale, white light.
## In Society
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## Relations
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## Alignment and Philosophy
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## Adventures
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## Naming Traditions
Nevma born into societies typically have names reflective of their societal norms. Many will receive (or adopt) nicknames and honorifics that reference their unique appearance or strange powers.
# Racial Traits (8 RP)
### Standard Racial Traits
- **Ability Score Modifiers:** Nevmas are vibrant and vigorous, but not particularly observant. They gain +2 Constitution, +2 Charisma, and –2 Wisdom.
- **Type:** Nevmas are outsiders with the native subtype.
- **Size:** Nevmas are Medium creatures and thus receive no bonuses or penalties due to their size.
- **Base Speed:** Nevmas have a base speed of 30 feet.
- **Languages:** Nevmas begin play speaking Common and Lumin. Nevmas with high Intelligence scores can choose from the following: Aquan, Auran, Ignan, Necril, Terran, and any two regional languages. See the [[Languages of Temnia]] page for more information about these languages.
#### Defense Racial Traits
- **Luminous Spirit (2 RP):** Nevma gain a +2 racial bonus on saves versus spells with the light descriptor.
#### Magical Racial Traits
- **Divine Mark (0 RP):** Nevma who gain access to one or more Cleric domains must choose the glory domain (or any glory subdomain) as one of their domains.
- **Luminescence (Su, 1 RP):** Nevmas can channel surplus life energy through their skin as a glowing light. As a swift action, Nevma can channel temporary hit points to generate bright light in a radius of five feet per hit point channeled. This light lingers for one minute. This effect is equivalent to a 1st level spell for purposes of determining how it interacts with darkness effects.
- **Spell-Like Ability:** Nevmas can use _cure light wounds_ 1/day as a spell-like ability (DC 11 + the nevma's Charisma modifier; caster level equals the nevma's total level).
#### Senses Racial Traits
- **Darkvision:** Nevmas can see perfectly in the dark up to 60 feet.
#### Other Racial Traits
- **Life Affinity:** Nevma sorcerers with the elemental (positive energy) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Nevma spellcasters with the Glory domain use their domain powers and spells at +1 caster level.
<br>
# Nevma Subraces
## Glimmerfolk (11 RP)
....
### Alternate Racial Traits
Glimmerfolk
- **Ability Score Modifiers:** Glimmerfolk gain +2 Dexterity,+2 Charisma, -2 Strength.
- **Nimlis (Su):** All glimmerfolk have little globes of immaterial colored light; about 2 inches in diameter, which float within 1 foot of them at all times. These lights are called nimlis and are an extension of a glimmerfolk's life force. These nimlis shed light like a candle, and impose a -2 penalty to stealth checks.
- **Spell-Like Ability (Sp) (2 RP):** Glimmerfolk can use one of more of her nimlis to power their spell-like abilities. Each nimli that is used winks out and cannot be used until the glimmerfolk rests for at least eight hours. A glimmerfolk using one of her nimlis can reproduce the effects of the spells dancing lights, daze, or flare. By using two nimlis, she can cast color spray or magic missile. Burning all three lets her cast mirror image.
- **Pattern Immunity:** Glimmerfolk are immune to illusion (pattern) effects. This effect replaces the nevma's luminous spirit racial trait.
- **Aegis of Light (2 RP):** Glimmerfolk gain a +4 racial bonus to saves against spells and spell-like abilities of the shadow subschool or with the darkness descriptor. This racial trait replaces the nevma's spell like-ability racial trait.
# Racial Options
## 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.
- **Hard Light Aegis:** Nevma with this racial trait can channel excess life essence to a barrier of hardened light. Channeling temporary hit points in this manner grants the nevma a +1 shield bonus to AC, and lasts for one round per hit point channeled. This trait replaces Luminescence.
- **Light Eater:** Whenever a nevma succeeds in a saving throw against a spell with the light descriptor, he gains temporary hit points equal to the level of the spell. These temporary hit points last for one hour. This trait replaces the spell-like ability trait.
- **Luminous Vitality:** An nevma with this racial trait gains fast healing 2 for 1 round anytime he is subject to magical healing. The nevma can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces life affinity.
- **Mostly Human:** A few nevmas have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
## Favored Class Bonuses
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.
## Racial Feats
The following feats are available to a dwarf character who meets the prerequisites.
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#Glimmerfolk #Lumi