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Suli

From Vanathul Wiki

Suli[T]
Type Outsider (native)
Ability Scores +2 Str, –2 Int, +2 Cha

Description

A suli born on Orn will always have the Mostly Human racial trait. This makes it difficult to reliably separate them from the race of their human parents.

No other race than humans are known to produce sulis. There could theoretically be a geniekin expression in any race, but for them to count as a suli they must be primarily human.

Random Starting Ages
Adulthood Intuitive[1] Self-Taught[2] Trained[3]
15 years +1d4
(16-19)
+1d6
(16-21)
+2d6
(17-27)
  1. This category includes barbarians, oracles, rogues, and sorcerers.
  2. This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
  3. This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
Age categories
Adult Middle Age[1] Old[2] Venerable[3] Maximum Age[4]
15 35 53 70 70+2d20
(72-110)
  1. –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha
  2. –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha
  3. –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha
  4. GM secretly determines maximum
Random Height and Weight
Sex Base Height Base Weight Modifier Weight Modifier
Male 4 ft. 10 in. 120 lbs. 2d10 ×5 lbs.
Female 4 ft. 5 in. 85 lbs. 2d10 ×5 lbs.

Standard Racial Traits

  • Ability Score Racial Traits: Sulis are brawny and charming, but slow-witted. They gain +2 Strength, +2 Charisma, and –2 Intelligence.
  • Type: Sulis are outsiders with the native subtype.
  • Size: Sulis are Medium creatures and thus have no bonuses or penalties due to their size.
  • Base Speed: Sulis have a base speed of 30 feet.
  • Languages: Sulis begin play speaking their local common and one elemental language (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence scores can choose from the other elemental tongues as bonus languages. See the Languages page for more information about these languages.

Defense Racial Traits

  • Energy Resistance 5: Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.

Magical Racial Traits

  • Elemental Assault (Su) Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.

Senses Racial Traits

  • Low-Light Vision: Sulis can see twice as far as humans in dim light.

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.

  • Energy Strike (Su): A suli with this racial trait has a stronger connection to one energy type than to the other three used by sulis. Choose one energy type: acid, cold, electricity, or fire. The suli’s elemental assault ability can only deal energy damage of this type. The suli has resistance 5 to this energy type and no racial resistance to the other three types. While her elemental assault is active, the suli gains an additional ability based on the chosen energy type. This racial trait otherwise works like and replaces elemental assault.
    • Earthfoot (acid): Whenever the suli moves through difficult terrain related to earth and stone (rubble, mud, sand, and so on), she may move through 5 feet of that difficult terrain each round as if it were normal terrain. This allows the suli to take a 5-foot step into that difficult terrain. Other kinds of difficult terrain (ice, caltrops, foliage, and so on) affect the suli normally.
    • Firehand (fire): Instead of adding damage to a melee attack, the suli may hurl a piece of her arm-flames as if it were a thrown weapon. The suli makes a ranged touch attack; if the attack hits, the target takes 1d6 points of fire damage. The flames have a range increment of 10 feet.
    • Icewalk (cold): The suli can walk on water-based liquids as if using water walk, except instead of hovering above the surface, she creates a temporary layer of ice that supports her and immediately melts once she moves away from it. This ice is not slippery to the suli and does not affect her balance or speed, though other ice affects her normally. Other creatures cannot travel on this ice, but the suli may carry a creature while moving.
    • Shockshield (electricity): Once per round as an immediate action, the suli can shock a creature that touches or attacks her with a natural attack, unarmed strike, or metal melee weapon, dealing 1d6 points of electricity damage to the creature.
  • Mostly Human: A few sulis 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 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.

  • Magus: Add +1/4 point to the magus’s arcane pool.
  • Monk: Add +1/2 point of damage to elemental assault.
  • Ranger: Add +1 to acid resistance, cold resistance, electricity resistance, or fire resistance.

Racial Archetype

The following racial archetype is available to sulis:

Racial Feats

The following feats are available to a suli character who meets the prerequisites.

See

Suli