Ifrit (If-r-it)

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Racial Traits


Ability Score Adjustments
+2 Dexterity, +2 Charisma, and –2 Wisdom
  Size
Medium: Ifrit are Medium creatures and thus have no bonuses or penalties due to their size.   Type
Humanoid (Celestial, Fire)
  Other Racial Traits Speed: Ifrit have a base speed of 30 feet.
Energy Resistance: Ifrits have fire resistance 5
Agile fighter: Ifrit are adept at avoiding blows in combat, granting them a +1 dodge bonus to Armor Class.
Spell-Like Ability (Sp): Ifrits can use burning hands 1/combat as a spell-like ability (caster level equals the ifrit’s level; DC 11 + Charisma modifier)
Fire Affinity: Ifrit have a close affinity to fire magic. Ifrit add 1 point of damage to any attack which deals fire damage; additionally, when using any ability which deals fire damage (spell, power, maneuver, etc), Ifrit count their level as 1 higher when determining the effects (damage, range, save, etc).
Flame Keeper: Ifrit have the ability to create a lasting flame as the spell continual flame, though this flame does produce heat, and does consume oxygen. An Ifrit can maintain only a single flame, which can be created with 1 minute of concentration, and dismissed as a free action. This is a supernatural power, and does not require a material component.
Low-light vision: Ifrits can see can see twice as far as a race with normal vision in conditions of dim light, gaining Low-light vision.
Knowledge of the past: Knowledge of their origins has passed down through the ages. Ifrit gain a +1 racial bonus on Knowledge (Planes) & Knowledge (Religion).
Burning strike: 1/combat encounter, the Ifrit can initiate a burning strike strike as a swift action. This attack deals an additional 1d6 fire damage and can cause the target to burst into flames. The target must make a Reflex save DC 10 + 1/2 level + Cha modifier, or catch fire for 1d4 rounds; each round a target is on fire, they receive 1d6 fire damage. A target may spend a move action to extinguish the flames, allowing a new saving throw to extinguish the flames. An elemental strike can be used with any weapon-like attack. The additional damage increases by 1d6 at 10th and again at 20th level (this only increases the strike damage, not the burning damage).
      Languages: Ifrit speak their regional language and Ignan
 

Alternate Racial Traits


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 Fire affinity trait. Source PZO9280
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 Knowledge of the past.
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 agile fighter.
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.
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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