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Ifrit

CR 1/2 Outsider N Medium HD 1
This muscular, fiery-skinned man has flaming hair and spotted horns upon his brow.

Ifrits are humans whose ancestry includes beings of elemental fire, such as efreet. Ifrits have pointed ears, red or mottled horns on the brow, and hair that flickers and waves as if it were aflame.

All ifrits are at some level pyromaniacs. Adoring fire in all its forms, they tend to be passionate and quick to action, with a predilection for striking first in any conflict—a trait which keeps them alive but doesn't make them a lot of friends. Ifrits generally seek out the company of either less-powerful minions who can be browbeaten into following orders, or calm, cool individuals who can balance the ifrits out.

Ifrits are defined by class levels—they do not possess racial Hit Dice. Ifrits have the following racial traits.

HP
8 (1d6+2)
AC
13, touch 13, flat-footed 10 (+3 Dex)
Init
+3
Speed
30 ft.
Fort
+1
Ref
+3
Will
+0
BAB
+0
CMB
+0
CMD
13
Melee
scimitar +0 (1d6/18-20)
str
10
+0
dex
16, Con 12
con
—
int
13
+1
wis
6
-2
cha
17
+3

Weapons: Martial, Simple

bloodline arcana

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.

Special Abilities

Bloodline Arcana from text
Fire Affinity from text
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.

Feats, Traits & Items

Eschew Materials from Feat

You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Martial Weapon Proficiency (scimitar) from Feat

You make attack rolls with the selected weapon normally (without the non-proficient penalty).

Bluff +7, Knowledge (arcana) +5, Spellcraft +5

bloodline spell-like abilities:
(CL 1st; concentration +4)

6/day-elemental ray (1d6 fire)

sorcerer spells known:
1st (4/day)—Burning Hands (DC 14), At will—Acid Splash, At will—Detect Magic, At will—Flare (DC 13), At will—Prestidigitation (DC 13)
ifrit spell-like abilities:
1/day—Burning Hands (DC 14)
Details
Type
Outsider
Alignment
N
Size
Medium
Environment
any land
Organization
solitary, pair, or gang (3-5)
Treasure
NPC gear (scimitar, other treasure)
Senses
darkvision 60 ft.; Perception -2
Languages
Common, Gnome, Ignan
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
8 House/Core
View references and cross-links for Ifrit

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