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.
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 aflame. 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.
Racial Traits
Ability Adjustment: +2
Dexterity, +2
Charisma, and -2
Wisdom. Ifrits are passionate and quick, but impetuous and destructive.
Size: Medium.
Speed: Ifrit base land speed is 30 feet.
Type: Humanoid (Human, Planetouched).
Age: an Ifrit's elemental heritage gives them lifespans far longer than the average human, with most living to see several centuries.
Vision: Darkvision 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Ifrits can fuction just fine with no light at all.
Special Qualities
Fire Resistance: Ifrits have
Fire Resistance 5.
Spell Like Ability (Sp): Ifrits can use
Burning Hands 1/day as a spell-like ability (caster level equals the ifrit’s level; DC 11 +
Charisma modifier).
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
Automatic Languages: Common, Ignan.
Bonus Languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, 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.
Brazen Flame: Ifrits sometimes 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). 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, they gain a +1
Morale Bonus on the next single attack roll, saving throw, skill check, or ability check that they make in the next round. The ifrit only gains this bonus the first time they cause 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 becoming
Fatigued and
Exhausted. 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 roll that saving throw with disadvantage. The ifrit must announce they are using this ability before the results of the roll are revealed. This racial trait replaces fire affinity.
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.
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