Suli

Sulis, or suli-jann, are the descendents of mortals and jann. They manifest their otherworldly heritage in adolescence, or when awakened by an encounter with a genie. Strong and attractive, these dynamic individuals can call forth elemental energies to augment their prowess in combat. Neither genie nor quite human, sulis stand in two worlds and often feel as if they don’t belong to either.  

Description

Sulis are the most humanlike geniekin, to the point that they are nearly indistinguishable as children and can pass as tall, beautiful members of their mortal parent's race as adults. Sulis stand out for their vibrant eyes, brilliant bronze skin, and the charm and intensity from their heritage.  

Racial Traits

  Ability Adjustment: +2 Strength, +2 Charisma, and –2 Intelligence. Sulis are brawny and charming, but slow-witted.   Size: Medium.   Speed: Suli base land speed is 30 feet.   Type: Humanoid (Human, Planetouched).   Age: a Suli's elemental heritage gives them lifespans far longer than the average human, with most living to see several centuries.   Vision: Low-Light Vision. Low-Light Vision allows Sulis to see twice as far as humans in conditions of dim light.  

Special Qualities

  Energy Resistance: Sulis have Acid Resistance 5, Cold Resistance 5, Electricity Resistance 5, and Fire Resistance 5.   Negotiator: Sulis are keen negotiators, and gain a +2 Racial bonus on Diplomacy and Sense Motive checks.   Elemental Assault (Su): Once per day as a Swift Action, a suli can shroud their 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 their arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.  

Languages

Automatic Languages: Common and one elemental language (Aquan, Auran, Ignan, or Terran).   Bonus Languages: Aquan, Auran, Draconic, Ignan, and Terran.  

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above.   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 To Energy 5 to this energy type and no racial resistance to the other three types. While their 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), they 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 their 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, they create a temporary layer of ice that supports them and immediately melts once they move away from it. This ice is not slippery to the suli and does not affect their balance or speed, though other ice affects them 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 them 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. 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 languages.   Trusted Mediator: Sulis are renowned as impartial mediators, and they learn to shroud their minds to prevent magic from tampering with their judgments. They gain a +2 Racial bonus on Saving Throws against mind-affecting effects. This racial trait replaces energy resistance and Low-Light Vision.

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