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IFRIT

RACIAL FEATURES

+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.

Efreeti Magic: 1/day - burning hands, touch of combustion. The caster level for these spell-like abilities equals the ifrit's level; DC 11 + Charisma modifier.

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.

Fire in the Blood: Ifrits gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). An ifrit can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Inner Fire: As a move action, an ifrit can shine light from his body as a torch. He may maintain this effect for any duration and may suppress it as a move action or swift action. This light does not function in areas of magical darkness.

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.

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ALTERNATE RACIAL FEATURES

As You Wish: An ifrit with this trait can cast detect magic, mage hand, mending, and prestidigitation once per day each, but may only use these spell-like abilities in order to grant (or attempt to grant) another creature’s wish, which must be expressed verbally in a language that the ifrit understands. At 9 Hit Dice, the ifrit adds break enchantment to this list. At 13 Hit Dice, the ifrit adds legend lore to this list. This racial trait replaces the efreeti magic racial trait.

 

Fiery Form: Some ifrit have a stronger connection to their elemental forebears than others. They gain Basic Magic Training in the Alteration sphere as a bonus feat at 1st level with the Beast Soul drawback for Elemental Transformation (fire elemental only), receiving Elemental Transformation as a bonus talent as normal. Once per day, they may use this talent without paying the additional spell point cost. This replaces the efreeti magic and fire affinity racial traits.

 

Flame Touch: Some ifrits are more adept than others at channeling their native connection to the plane of fire. They gain Basic Magic Training in the Destruction sphere as a bonus feat at 1st level with the Focused Energy drawback for a blast type with the fire descriptor, receiving a bonus talent as normal. This replaces the efreeti magic and fire affinity racial traits.

 

Mostly Human: A few ifrits have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such ifrits 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 ifrits do not automatically gain Ignan as a known language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the ifrit’s type, subtype, and languages.

Scorching Weapons: The flames of some ifrits infuse their weapons in mortal combat, rather than protect them or grant spells. An ifrit with this racial trait deals an additional 2 points of fire damage with its melee attacks. This does not stack with other effects that add the same type of elemental damage to weapons, such as the flaming weapon special ability. This ability can be deactivated or reactivated as a swift action. This racial trait replaces the efreeti magic, energy resistance, and inner fire traits.

 

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 fire affinity.

RACIAL FEATS
 

Blazing Aura [Combat]

An inferno rages inside you, causing your body to radiate intense heat.

Prerequisites: Character level 7th, ifrit, scorching weapons racial trait.

Benefit: The additional fire damage granted by your scorching weapons trait increases by 1d6. As a free action when you make an attack augmented by this ability, you may create an aura for one round that deals 1d6 fire damage to any creature that begins its turn adjacent to you.

Blistering Feint [Combat]

Your foes flinch from the heat of your weapon, giving you an opportunity to slip past their defenses.

Prerequisites: Improved Feint, ifrit.

Benefit: You gain a +2 bonus on feint checks made while wielding a weapon that deals fire damage. Anytime you successfully feint a creature while using such a weapon, you may deal its fire damage to the enemy.

Fiery Denial

You recover from burns very quickly.
Prerequisites: ifrit
Benefit: The amount of healing you may receive from your fire in the blood trait increases to 5 hit points per level per day. In addition, rather than an effect granting you fast healing, you may choose to have the effect heal you for 1 hit point for every 2 hit points of damage it negates.

Firesight

Fire no longer blinds you, and smoke conceals nothing from your gaze.

Prerequisite: ifrit.

Benefit: You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you to see anything you could not otherwise see (for example, invisible creatures are still invisible). You are immune to the dazzled condition.

Hazardous Blood

Your blood scorches those foolish enough to cut you.

Prerequisite: ifrit

Benefit: Each time you take bleed or blood drain damage, each creature currently adjacent to you also takes 1 point of fire damage for every 2 Hit Dice you possess. As a move action, you may inflict 1 point of bleed damage on yourself and immediately trigger this ability.

FAVORED CLASS BONUSES

Alchemist: Add +1/2 to the alchemist’s cherry bomb damage.

Armorist: Gain +1 fire resistance. This stacks with resistance gained from other sources.

Barbarian: Add +1/4 to melee damage rolls when raging.

Bard: Add +1/6 to the number of people the bard can affect with the fascinate bardic masterpiece.

Cleric: Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Fire and creatures with the fire subtype.

Druid: Add +1/2 to the damage dealt by the druid's animal companion's natural attacks.

Elementalist: All elemental pulses deal an additional +1/4 fire damage.

Eliciter: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.

Fey Adept: Add +1/4 point of fire damage to sphere effects that deal fire damage.

Fighter: Gain +1 fire resistance. This stacks with resistance gained from other sources.

Investigator: Add a +1/2 bonus on Influence checks made against creatures with the fire subtype and a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Fire.

Magus: Add +1/4 point of fire damage to sphere effects that deal fire damage.

Malefactor: Choose one malediction. The DC to resist this power increases by +1/3.

Monk: Add +1/4 point of fire damage to the monk's unarmed strike.

Occultist: Deal an additional 1/2 point of damage with focus powers.

Oracle: Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.

Ranger: Choose one ranged weapon. Add +1 foot to the range increment of that weapon.

Rogue: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on checks to demoralize enemies.

Sentinel: Gain +1 fire resistance. This stacks with resistance gained from other sources.

Shifter: Add +1/4 point of fire damage to sphere effects that deal fire damage.

Sorcerer: Gain 1/6th of a Nature sphere talent from the (fire) package.

Soul Weaver: Add 1/3 to the damage healed or dealt with channel energy.

Summoner: Add +1/4 point of damage to one of the eidolon's natural attacks.

Witch: Gain 1/6th of a Nature sphere talent from the (fire) package.

Wizard: Add +1/4 to the wizard’s caster level when casting spells of the fire descriptor.

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