Ifrits

Overview

  Humanoid 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.  

Physical Description

  Ifrits vary in appearance as widely as their elemental ancestors do. Most have pointy ears, red or mottled horns on the brow, and hair that flickers and waves as if it were aflame. Some possess skin the color of polished brass or have charcoal-hued scales covering their arms and legs. Ifrits favor revealing and ostentatious clothing in bright oranges and reds, preferably paired with gaudy jewelry.  

Society

  Ifrits are most often born into human communities, and rarely form societies of their own. Those who grow up in a city are almost always imprisoned or driven off before they reach adulthood; most are simply too hot-headed and independent to fit into civilized society, and their predilection toward pyromania doesn’t endear them to the local authorities. Those born into nomadic, tribal, or Expanse societies fare much better, since ifrits’ instinctive urge to explore and conquer their surroundings can easily earn them a place among their tribe’s leadership.  

Race Relations

  Even the best-natured ifrits tend to view other individuals as tools to use as they see fit, and as such they get along best with races they can charm or browbeat into submission. Half-elves and gnomes often find themselves caught up in an ifrit’s schemes, while halflings, half-orcs, and dwarves usually bridle at ifrits’ controlling nature. Strangely, ifrits sometimes form incredibly close bonds with elves, whose calm, aloof nature seems to counterbalance an ifrit’s impulsiveness. Most ifrits refuse to associate with sylphs, but are otherwise on peaceable terms with the other elemental-touched races.  

Stats

Ability Score Racial Traits: Ifrits are passionate and quick, but impetuous and destructive. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
Type: Ifrits are outsiders with the native subtype.
Size: Ifrits are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Ifrit have a base speed of 30 feet on land.
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
Energy Resistance: Ifrits have fire resistance equal to five times their character level.
Spell-Like Ability (Sp): Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit’s level; DC 11 + Charisma modifier).
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.
Lava Walker Ifrit can walk on lava as through it was solid ground. if an ifrit chooses to submerge themselves in lava they are treated as having a swim speed of 30ft in the lava. This ability does not negate the damage from contact or submersion in lava however an ifrites Energy Resistance may negate the damage.
Darkvision: Ifrits can see perfectly in the dark up to 60 feet.  

Alternate Elemental Heritages

Lavasoul (Magma Ifrit)

Typical Alignment CN
Ability Modifiers +2 Con, +2 Int, –2 Dex
Alternate Spell-Like Ability Lavasouls gain burning sands as a spell-like ability.
Alternate Spellcasting Affinity This racial trait functions as and can be replaced as the base ifrit’s fire affinity, except it benefits sorcerers with the efreeti bloodline and spellcasters with the Ash subdomain.     Like the primal fires of creation, lavasoul ifrits are both fluid and fixed, alternating between stability and violent alteration. Mutable and intense, lavasouls evoke the cycle of creation and destruction in their colorful lives, unafraid to pursue new paradigms when the old ones no longer suit them. Many are dark-skinned but riven with blazing lines, which are sometimes also reflected in bright hair or eye colors. They tend to embrace body modification, acquiring and discarding tattoos and piercings as they feel appropriate. Lavasouls can be found in places where seismic change is commonplace and destructive creation is not seen as a contradiction.    

Sunsoul (Solar Ifrit)

Typical Alignment LG
Ability Modifiers +2 Str, +2 Cha, –2 Wis
Alternate Spell-Like Ability Sunsouls gain sun metal as a spell-like ability.
Alternate Spellcasting Affinity This racial trait functions as and can be replaced as the base ifrit’s fire affinity, except it benefits sorcerers with the celestial bloodline and spellcasters with the Sun domain.     Strong in character and in body, sunsoul ifrits are incurably optimistic agents of positive change.   With fire comes light, and the brightness of the sunsouls comes both from their affinity for positive energy and their own luminous attitudes. Where others despair, they labor on, striving to lead by example. Strong leaders and passionate ethos attract sunsouls, drawing them toward powerful religions or crusading nations. Sunsouls cannot easily hide their presence, and most would never try. Most sunsouls tend to have fair hair, often nearly white, and eyes that glow with a twinkle all their own.   Some seem to glow from within, as if lit from inside by an inner sunlight. Unafraid to be seen, they dress in whatever styles please them, even when it means they stand out among populations either more daring or more conservative.
Lifespan
90–150 years
Average Height
5'7" – 6'2"
Average Weight
130–225 lbs