Ifrits
Humans whose ancestry includes beings of elemental fire such as efreet, ifrits are a passionate and fickle race.
- Ability Modifiers
- Cha +2 · Dex +2 · Wis -2
- Size
- Medium
- Speed
- 30 ft.
- Languages
- Common, Ignan, Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Terran
Humans whose ancestry includes beings of elemental fire such as efreet, 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. 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.
Ifrits are outsiders with the native subtype.
Standard Racial Traits
Darkvision
Energy Resistance Defense Racial Traits 1 RP
Prerequisite: Outsider (native) with ties to an elemental plane; Benefit: Pick one of the following energy types that corresponds to the plane the race has ties to: acid (earth), cold (water), electricity (air), or fire (fire). Members of this race have resistance 5 to the corresponding energy type. Special: This trait can be taken more than once. Each time it is taken, select an additional energy type that corresponds to another elemental plane the race has ties to.
Fire Affinity
Spell-Like Ability (Ifrit)
Alternate Racial Traits
Desert Mirage Replaces fire-affinity
Efreeti Magic Replaces spell-like-ability-ifrit
Fire in the Blood Defense Racial Traits 3 RP Replaces fire-affinity
Prerequisite: Outsider (native) with ties to the Plane of Fire or dragon type; Benefit: Members of this race gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage overcomes their fire resistance, if any). Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Fire Insight Replaces fire-affinity
Fire-Starter Replaces fire-affinity
Forge-Hardened Replaces spell-like-ability-ifrit
Hypnotic Magical Racial Traits 2 RP Replaces fire-affinity
Prerequisites: None; Benefit: Members of this race add +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 a member of this race, the member of the race can force that creature to reroll the saving throw and use the second result, even if it is worse.