A mixture of a fey race later consumed by the
efreeti themselves, 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. Most wander the deserts of the Prekrine, but most cities can boast a few denizens of the flame at any given time. 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. In general the ifrit take roles that leave them on the outskirts of towns to avoid being blamed for every arsonist that pops up.
Physical Description:
Ifrits vary in appearance as widely as their elemental ancestors do, though they are often slightly shorter and slighter than the average human. Most have pointy ears, red or mottled horns on the brow, and hair that flickers and waves as if it were aflame, though has no danger. 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. They are often mistaken by the uninformed as Tiefling, but both races bear some ire from the common and uncultured.
Society:
Those Ifrit 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. Ifrits often find their home working alongside other feared races like the Tiefling or Dhampir.
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 unflinchingly, 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.
Stats Block
Ability Score: (+2 Con, +2 Cha, –2 Wis) Ifrits are passionate and hardy, but impetuous and destructive.
Type: Ifrits are outsiders with the native subtype.
Size: Ifrits are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Ifrits have a base speed of 30 feet.
Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Sylvan, Elven, Gnome, Halfling, and Terran.
Energy 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.
Darkvision: Ifrits can see perfectly in the dark up to 60 feet.
Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks.
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.
Brazen Flame: Ifrits sometimes infuse flames to their weapons in mortal combat. An ifrit with this racial trait deals 1 point of fire damage with its melee attacks.
Sprinter: Driven to move Ifrits gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
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