Basic Description

Physical Description: Blah, Blah, Blah

Society: Blah, Blah, Blah

Lands: Blah, Blah, Blah

Religion/Mysticism: Blah, Blah, Blah

Relations: Blah, Blah, Blah

Ifrit Racial Traits

+2 Dexterity, +2 Charisma, and –2 Wisdom: Ifrits are passionate and quick, but impetuous and destructive.
Size: Ifrits are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Ifrits are outsiders with the native subtype.
Exceptional Speed: Ifrits have a base speed of 50 feet.
Darkvision: Ifrits can see perfectly in the dark up to 60 feet.
Fleet-Footed: Ifrits receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Energy Resistance: Ifrits have fire resistance 5.
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.
Languages: Ifrits begin play speaking Common and Ignan.

Alternate Racial Traits

All options must be run by the GM.

Favored Class Options

All favored class options must be run by the GM and once they are approved they will be added to this list.

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