Suli-Khan

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The Suli-Khan, normally referred to simply as Suli, are a special race of Elves who came into existence after a clan of High Elves were influenced by a powerful Efreeti thousands of years ago; the children those Elves bore were the first of the Suli. On the continent of Mortend the Suli reside in the city-state of Cathair-Shae on the coast of the Glittering Gulf where they make a living as merchants and pirates. The Suli worship their ancestors and believe that one should live in comfort and luxury in life before serving their people in death. In Cathair-Shae undeath is something to be revered and respected so when a Suli passes away, if they led a good life in the eyes of their people, their bodies are brought to a hidden sacred tomb in the Deadlands to be brought back by the Cursed Sands. The Suli who undergo this resurrection of sorts do not return as mindless hostile undead however like most of the creatures that pass in the Deadlands, they are entombed with a special golden mask that protects their bodies from decomposing and makes them subservient to other Suli. These undead act as the work force for Cathair-Shae and perform most of the Suli's manual labor, but are treated with the utmost care by their people.

Suli have the same build and lifespan of their High Elven progenitors but have a much wider array of skin tones than their pale cousins.

## Suli-Khan Racial Traits

* Ability Score Racial Traits: Suli are extremely versatile and can take the time to specialize in many fields but are still influenced by the Efreeti magic that birthed them. They gain +2 Charisma, -2 Wisdom, and a +2 racial bonus to one ability score of their choice at creation.
* Type: Suli are humanoids with the elf subtype.
* Size: Suli are Medium creatures and thus have no bonuses or penalties due to their size.
* Base Speed: Suli have a base speed of 30 feet.
* Languages: Suli's native language is High Elven.
* Adaptive Fire Resistance: Suli gain fire resistance 5. In addition they gain a bonus of +5 to any other source of fire resistance they gain through means such as the spell *resist energy*.
* Flame Wreath (Su): Once per day as a swift action, a Suli can conjure flames that cover their forearms and any weapons they are wielding. The flames last for a number of rounds equal to the Suli's Charisma modifier (minimum 1) and add the Flaming enhancement to either their unarmed strikes using their arms and/or fists, or any weapons they are wielding if applicable. The magical flames do not damage the Suli nor their equipment.
* Fire Affinity: Suli sorcerers with the elemental (fire) bloodline or the Efreeti bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Suli spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
* Low-Light Vision: Suli can see twice as far as humans in dim light.

### Suli-Khan Alternate Racial Traits

* Desert Adaption: Suli thrive in the desert of their homeland, where their keen instincts and resistance to heat give them a huge edge over their competitors. Those with this trait gain a +2 racial bonus on Stealth checks in desert environments and on saves to resist starvation and thirst. This racial trait replaces fire affinity.
* Efreeti Magic (Sp): Some Suli inherit an Efreeti's ability to magically change a creature’s size. They can cast either *enlarge person* or *reduce person* (the Suli chooses when using this ability) once per day as a spell-like ability (caster level equals the Suli's level). This racial trait replaces fire affinity.
* Wildfire Heart: Suli with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces adaptive fire resistance and flame wreath.

### Suli-Khan Favored Class Bonuses

* Alchemist: Add +1/2 to the alchemist’s bomb damage.
* Fighter: Add +1/3 rounds to the duration of Flame Wreath.
* Magus: Add +1/4 point to the magus’s arcane pool.
* Monk: Add +1/2 point of damage to elemental assault.
* Ranger: Add +1/3 to the bonus from adaptive fire resistance.
* Rogue: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Intimidate checks to demoralize enemies.
* Sorcerer: Choose a bloodline power from the elemental (fire) bloodline or the Efreeti bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/6 higher (to a maximum of +4) when determining the effects of that power.