Ifrits (6 RP)
- +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
Random Starting Height & Weight
|Gender ||Base Height ||Height Modifier ||Base Weight ||Weight Modifier|
||5 ft. 2 in.
||5 ft. 0 in.
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
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.
- Brazen FlameInner Sea Races: An unusual number of ifrits hail from the Brazen Peaks area, home to the remains of Xotani the Firebleeder, and their flames infuse their weapons in mortal combat, rather than protect them or grant spells. An ifrit with this racial trait deals 1 point of fire damage with its melee attacks. This racial trait replaces the energy resistance and spell-like ability traits.
- Desert Mirage: Ifrits thrive in the deserts of the world, 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: Some ifrits inherit an efreeti ancestor's ability to magically change a creature's size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit's level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
- Fire in the Blood: Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.
- Fire Insight: Ifrit spellcasters sometimes find that their elemental heritage makes creatures of fire more willing to serve them. Summon monster and summon nature's ally spells that the ifrit casts last 2 rounds longer than normal when used to summon creatures with the fire subtype. This racial trait replaces fire affinity.
- Fire-Starter: Ifrits with this racial trait derive sadistic satisfaction from watching others burn. Anytime the ifrit causes a creature to catch fire, he gains a +1 morale bonus on the next single attack roll, saving throw, skill check, or ability check that he makes in the next round. The ifrit only gains this bonus the first time he causes a particular creature to catch fire; subsequent times the creature catches fire provide no bonus. This racial trait replaces fire affinity.
- Forge-Hardened: Not all ifrits are descended from efreet—some instead descend from azers or even salamanders. Such ifrits gain a +2 racial bonus on Craft (armor and weapons) checks and saves to resist fatigue and exhaustion. This racial trait replaces the spell-like ability racial trait.
- Hypnotic: Ifrits with this racial trait evoke the entrancing nature of flame, adding +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from the ifrit, the ifrit can spend an immediate action to force that creature to reroll the saving throw and use the second result, even if it is worse. The ifrit must announce he is using this ability before the results of the first roll are revealed. This racial trait replaces fire affinity.
- Mostly HumanInner Sea Races: A few ifrits, oreads, sulis, sylphs, and undines 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.
- Wildfire Heart: Ifrits 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 energy resistance.
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
- Alchemist: Add +1/2 to the alchemist's bomb damage.
- Bard: Add +1/6 to the number of people the bard can affect with the fascinate bardic performance.
- Cleric: Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Fire and creatures with the fire subtype.
- Gunslinger: Add +1/2 to the bonus on initiative checks the gunslinger makes while using her gunslinger initiative deed.
- Inquisitor: Add a +1/2 bonus on Intimidate checks made against creatures with the fire subtype and a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Fire.
- Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
- 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 +1/2 higher (to a maximum of +4) when determining the effects of that power.
The following racial archetypes are available to ifrits.
Ifrits have access to the following equipment.
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 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
Ifrits have access to the following feats.
Ifrit Magic Items
Ifrits have access to the following weapon special ability and magic item.
Ifrits have access to the following spells.