Ifrit Sorcerer
This muscular, fiery-skinned man has flaming hair and spotted horns upon his brow.
Ifrit Sorcerer (CR 1/2)
Ifrit Sorcerer 1Medium Outsider (Native)
Alignment: Neutral
Initiative: +3
Senses: Darkvision 60 feet; Perception -2
Speed: 30 feet
Space: 5 feet
Defense
Armor Class: 13, touch 13, flat-footed 10 (+3 Dex)Hit Points: 8 (1d6+2)
Saving Throws: Fort +1, Ref +3, Will +0
Energy Resistance: fire 5
Offense
Melee: scimitar +0 (1d6/18-20)Reach: 5 feet
Bloodline Spell-Like Abilities (CL 1st; Concentration +4):
- 6/day- elemental ray (1d6 fire) Ifrit Spell-Like Abilities (CL 1st; Concentration +4):
- 1/day- Burning Hands (DC 14)
Spells Known (CL 1st; Concentration +4):- 1st (4/day) - Burning Hands (DC 15), Mage Armor
- 0 (at will) - Acid Splash, Detect Magic, Flare (DC 14), Prestidigitation
Statistics
Base Attack Bonus: +0Str Dex Con Int Wis Cha 10 (+0) 16 (+3) 12 (+1) 13 (+1) 6 (-2) 17 (+3)
CMB +0
CMD 13
Feats: Eschew Materials, Martial Weapon Proficiency (Scimitar)
Skills: Bluff +7, Knowledge (arcana) +5, Spellcraft +5
Languages: Common, Gnome, Ignan
Special Qualities: bloodline arcana, fire affinity
Special Abilities
Fire Affinity (Ex)
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.Ecology
Environment: Any LandOrganization: solitary, pair, or gang (3-5)
Treasure: NPC gear (scimitar, other treasure)
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.
IFRIT CHARACTERS
Ifrits are defined by class levels—they do not possess racial Hit Dice. Ifrits have the following racial traits.
+2 Dexterity, +2 Charisma, -2 Wisdom: Ifrits are passionate and quick, but also impetuous and destructive.
Darkvision: Ifrits can see in the dark up to 60 feet.
Spell-Like Ability: Burning hands 1/day (caster level equals the ifrit's total Hit Dice).
Energy Resistance: Ifrits have fire resistance 5.
Fire Affinity: See above.
Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.
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