Ifrits (6 RP)

Racial Traits

  • +2 Dexterity, +2 Charisma, -2 Wisdom: Ifrits are passionate and quick, but impetuous and destructive.
  • Native Outsider: Ifrits are outsiders with the native subtype.
  • Medium: Ifrits are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Ifrits have a base speed of 30 feet.
  • Darkvision: Ifrits can see in the dark up to 60 feet.
  • Spell-Like Ability: Burning hands 1/day (caster level equals the ifrit's level).
  • Energy Resistance: Ifrits have fire resistance 5.
  • Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
  • Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.
Random Starting Age
Adulthood Intuitive Self-Taught Trained
60 years +4d6 +6d6 +8d6
Random Starting Height & Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5 ft. 2 in. +2d8 in.
110 lbs. 2d8x5 lbs.
Female 5 ft. 0 in. +2d8 in.
90 lbs. 2d8x5 lbs.

Humans whose ancestry includes beings of elemental fire such as efreet, ifrits are a passionate and fickle race. No ifrit is satisfied with a sedentary life; like a wildfire, ifrits must keep moving or burn away into nothingness. Ifrits not only adore flames, but personify multiple aspects of them as well, embodying both fire's dynamic, ever-changing energy and its destructive, pitiless nature.

Physical Description: Ifrits vary in appearance as widely as their elemental ancestors do. Most have pointy ears, red or mottled horns on the brow, and hair that flickers and waves as if it were af lame. Some possess skin the color of polished brass or have charcoal-hued scales covering their arms and legs. Ifrits favor revealing and ostentatious clothing in bright oranges and reds, preferably paired with gaudy jewelry.

Society: Ifrits are most often born into human communities, and rarely form societies of their own. Those who grow up in a city are almost always imprisoned or driven off before they reach adulthood; most are simply too hot-headed and independent to fit into civilized society, and their predilection toward pyromania doesn't endear them to the local authorities. Those born into nomadic or tribal societies fare much better, since ifrits' instinctive urge to explore and conquer their surroundings can easily earn them a place among their tribe's leadership.

Relations: Even the best-natured ifrits tend to view other individuals as tools to use as they see fit, and as such they get along best with races they can charm or browbeat into submission. Half-elves and gnomes often find themselves caught up in an ifrit's schemes, while halflings, half-orcs, and dwarves usually bridle at ifrits' controlling nature. Strangely, ifrits sometimes form incredibly close bonds with elves, whose calm, aloof nature seems to counterbalance an ifrit's impulsiveness. Most ifrits refuse to associate with sylphs, but are otherwise on peaceable terms with the other elemental-touched races.

Alignment and Religion: Ifrits are a dichotomous people—on one hand, fiercely independent, and on the other, imperious and demanding. They are often accused of being morally impoverished, but their troublemaking behavior is rarely motivated by true malice. Ifrits are usually lawful neutral or chaotic neutral, with a few falling into true neutrality. Most ifrits lack the mindset to follow a god's teachings, and resent the strictures placed on them by organized faith. When ifrits do take to worship (usually venerating a fire-related deity), they prove to be zealous and devoted followers.

Adventurers: Ifrits adventure for the sheer thrill of it and for the chance to test their skill against worthy foes, but most of all they adventure in search of power. Once ifrits dedicate themselves to a task, they pursue it unf linchingly, never stopping to consider the dangers ahead of them. When this brashness finally catches up with them, ifrits often rely on sorcery or bardic magic to combat their resulting troubles.

Male Names: Aja, Denat, Efit, Elum, Jalij, Maqej, Urah.

Female Names: Alayi, Etwa, Maqan, Qari, Sami, Zetaya.

ALTERNATE RACIAL TRAITS

The following racial traits may be selected instead of existing ifrit racial traits. Consult your GM before selecting any of these new options.

FAVORED CLASS OPTIONS

The following options are available to all ifrits who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.

RACIAL ARCHETYPES

The following racial archetypes are available to ifrits.

Ifrit Equipment

Ifrits have access to the following equipment.

Fire Ink

This rich yellow ink reacts with a creature's body heat to create a flickering, flamelike glow. It takes 10 minutes to apply fire ink, and 1 dose covers an approximately hand-sized area. Once applied, the ink glows as a candle for 24 hours. Four or more doses applied to the same part of the body glow as a torch for 24 hours. The alchemical reaction of the ink to the target's skin and body heat is painful and irritating, giving the target the sickened condition while the glow lasts. A DC 15 Heal check can temporarily soothe these sensations, negating the sickened condition for 1 hour. Creatures immune or resistant to fire are immune to this sickening effect. Ifrits are especially known for their fondness for fire ink, and ifrit fire-dancers often decorate their skin with flaming designs before performing. A concentrated version of the ink costs 10 times as much and can be used to make permanently glowing tattoos.

Ifrit's Blood

Ifrit alchemists claim to make this thick red oil from their own blood—hence the morbid name—but this claim is almost certainly false. Ifrit's blood ignites upon contact with air, but burns slowly and is unsuitable for use as a splash weapon. A creature can apply a flask of ifrit's blood to a weapon as a standard action, wreathing the weapon in vibrant red flames for 1 minute. The oil deals 1 point of fire damage on each successful attack with the weapon and deals 1 point of fire damage to the weapon itself, bypassing the weapon's hardness if any part of it is made of wood. If the oil is applied to a creature's natural weapons or unarmed strikes, the creature takes 1 point of fire damage each round (though its fire immunity or resistance still applies).

Fire ink 1 gp — 15 Ifrit's blood 50 gp 1 lb. 20 1

Ifrit Feats

Ifrits have access to the following feats.

Ifrit Magic Items

Ifrits have access to the following weapon special ability and magic item.

Ifrit Spells

Ifrits have access to the following spells.