Ifrit
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)
- Speed
- 30 ft.
- Init
- +3
- Melee
- scimitar +0 (1d6/18-20)
- BAB
- +0
- CMB
- +0
- CMD
- 13
- Fort
- +1
- Ref
- +3
- Will
- +0
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.
Bluff +7, Knowledge (arcana) +5, Spellcraft +5
6/day-elemental ray (1d6 fire)
- 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
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