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.
Standard Racial Traits
Native Outsider
Darkvision
Spell-Like Ability
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
Efreeti Magic
Fire in the Blood Defense Racial Traits 3 RP
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
Fire-Starter
Forge-Hardened
Hypnotic Magical Racial Traits 2 RP
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.