Training Log
[7/6/17]: Created date
+Suli +2 Cha, +2 Str, -2 Int
+30 Ft speed
+Medium
+Energy Resistance 5 Cold and Acid
+Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
+Elemental Assault: 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.
+Low-Light Vision: Sulis can see twice as far as humans in dim light.
+Trait (Racial): Dualborn: (Cold and Acid) You gain racial energy resistance only to the energy types you choose, and not to others. When using your elemental assault ability, you can only sheath your arms in the energy types selected, but you can choose to sheath your primary hand with one of the selected energy types and your off-hand with the other. Attacks made with each hand (or a weapon held in each hand) deal bonus energy damage of the selected type. While wielding a two-handed weapon, half of the bonus energy damage is one energy type and half is the other
+Trait (Combat): Bloody-Minded: +1 to Intimidate and Initiative
+Trait (Regional): Heavy Hitter: +1 damage with unarmed attacks
+Drawback: Vainglory: –1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal.
+Favored Class: Monk
+Elemental Fist: Gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6
+Evasion: If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
+Fast Movement: +10 Move speed
+Draconic Mettle: Gains a +2 all fear, paralysis, and sleep effects saves.
+Draconic Fury: Select one type of energy: acid, cold, electricity, or (fire). Can expend 1 point from her ki pool as a swift action to imbue her natural attacks with this energy, causing them to deal an extra 1d6 points of damage of the chosen energy type for a number of rounds equal to 1/2 her monk level.
+Ki pool (magic): Ki Pool is equal to 1/2 monk level + Cha mod
+Slow Fall (20 ft): Within arm’s reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is.
+Ability Bonuses: +1 Con
+High Jump: Add level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
+Purity of Body: Gain immunity to all diseases, including supernatural and magical diseases.
+Bonus Feat: Elemental Fist; 1/round you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a hit, the attack deals an additional 1d6 points of damage of the chosen type. A monk of the four winds may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
+Feat: Incremental Elemental Assault: You may use your elemental assault ability in 1-round increments, up to a maximum number of rounds per day equal to your character level. These rounds do not have to be consecutive. Activating the ability is a swift action; ending it is a free action.
+Bonus Feat: Dragon Style: gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 Str the damage for your first unarmed strike on a given round.
+Feat: Bleeding Attack: When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage
+Feat: Stunning fist: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
+Intimidate 5
+Perform (Percussion)(BG) 5
+Perception 5
+Heal 5
+Knowledge (Geography) (BG) 5
7/17/17
Fast Movement 10 Ft >20 Ft
Slow Fall 20 Ft >30 Ft
Bonus Feat: Dragon Ferocity: While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1-1/2 times your Strength bonus on the other attacks.
When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.
+Intimidate 1
+Perform (Percussion)(BG) 1
+Perception 1
+Heal 1
+Knowledge (Geography) (BG) 5