Ifrit

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Ifrit

Fluid as dreams, deadly as poison, beautiful as a flower, fire is my true beloved.


Origins

Ifrits look like they should be the spawn of the darkest demons, with their softly glossy, pitch-colored skin, black nails, red-glowing eyes, and sooty hair suffused by low-banked flame. The inner flames that seethe within them, tightly leashed most of the time, certainly seem to signal the fires of some dreadful hell. But appearances are deceiving. Ifrits are not infernal creatures at all, but rather a race of fire beings, pure elementals, no more evil and wicked than Sylphs or Oreads.

Sadly, their innocence has not kept them from the worst kinds of exploitation, enslavement, torture, banishments, and every other form of injustice a harsh world can inflict upon them. Ifrits carry the primal fire within their souls, the pure elemental joy of the raging fire, and to every form of examination known, nothing else. Ifrits are not nearly as tightly based in Evil as the melancholy barani, or the evergood Vishkanya, but simply due to their unfortunate looks, they are nearly universally scorned.

To be honest, the natural fear of fire of nearly every creature on the Prime Material may have something to do with that, too.

Ifrits have been on the Prime Material since the first time the elemental spirits of fire merged with the inhabitants of the Prime Plane, and wandered out of their volcano homes peering around in amazement. Ifrits have been in the Prime Material just as long as any other race, but they have not prospered, and they are rare indeed.

Culture

Ifrit do not mingle lightly with any other races, and their small enclaves are typically well-isolated from the rest of the world. Ifrits like to live in places where there is fire in the world, and will typically live in areas with active volcanoes if at all possible. Their fireproof nature makes such ares comfortable and inviting for them, and keeps other races away. Ifrits do not eat food or drink water as other races do: instead, they both eat and drink fire. A torch flame is a light meal, and a good sized campfire will feed a half dozen Ifrits in good style. Ifrits like fire, and can see in firelight with amazing acuity.

Ifrits like to keep several fires burning in their homes at all times, and will have a plethora of candles, lamps, torches, etc, all burning as often as possible. Ifrit homes tend to be small, sturdy affairs of dressed stone, decorated with all manner of scorches and other weird ifrit artworks. Ifrits will sometimes ask Oreads to build their homes for them, and such durable split-stone dwellings are highly prized by the Ifrits.

That said, Ifrits are always ready to leave their homes at a moments notice. When danger approaches, Ifrits will typically set their homes ablaze and wait inside the firestorm, hoping their foes will grow bored and leave. If they do not, the Ifrits will flee through secret pathways before the inferno dies down, leaving their homes blackened but essentially unharmed. Attackers usually search the 'ruins' and move on, satisfied the ifrits are dead. They then move right back in and begin sticking up on fuel for the next time a stranger approaches.

To say that ifrits are not trusting of strangers is putting it mildly.

That said, ifrits are incredibly non-xenophobic. Given their racial history of the cruelest persecution imaginable, they are downright outgoing, in their own cautious and diffident fashion.

Growing Up Ifrit

Economy

Customs

Lifespan and Burial

Relations with Others

Starting Height and Weight

Gender Base Height Height Modifier Weight Weight Modifier
Male 5 ft. 9 in. +2d4 in. (5 ft. 11 in. - 5 ft. 5 in.) 150 lbs. +(2d8×7 lbs.) (164 - 262 lbs.)
Female 5 ft. 7 in. +2d4 in. (5 ft. 9 in. - 6 ft. 3 in.) 100 lbs. +(2d8×7 lbs.) (114 - 212 lbs.)


Starting Ages

Adulthood Intuitive Self-Taught Trained
40 years +3d6 years (43 - 58 years) +5d6 years (45 - 70 years) +7d6 years (47 - 82 years)


PC's

Ifriti have no class or alignment restrictions.


Standard Racial Traits

All Ifriti have the following Standard Racial Advantages:

  • Attributes: Ifriti may choose to gain one of the following ability score bonus sets when creating their character. No ability score may ever be modified above a 20 or below a 7.
    • +2 to two different stats, -2 to one stat
    • +2 to one stat, +1 to three different stats, -2 to one stat
    • +4 to one stat, -2 to two different stats
  • Size: Ifriti are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Ifriti have the Humanoid type, with the Ifrit subtype.
  • Base Speed: Ifriti have a base speed of 30 feet.
  • Languages: Ifriti begin play speaking Common and Ignan. Ifriti with high Intelligence scores can choose from the following: Ackakakl, Dwarven, Giant, Ghol-Gan, Infernal, Orc, Thanic, and Undercommon. See the Languages skill page for more information about these languages.
  • Firelit Vision (Su): Ifrit gain low light vision, but only if the source of the illumination is coming from a flame, such as torch, candle, lantern, brazier, campfire, forest fire, etc. If the source of illumination is moonlight or any magical non-flame lightsource such as a light spell, their vision is normal.
  • Fire Resistance (Su): Ifrit gain Energy Resistance (ER) versus Fire equal to 5 + their character level.
  • Spark (Sp): Iftrit may, as a standard action, ignite a fine object as if they used a [[1]] cantrip, at will. Unlike the actual cantrip, this racial ability only works at a range of touch.


Major Racial Traits

Choose one of the following Major Racial Traits:

  • Elemental Affinity(Su): An Ifrit with this racial trait may add 1 point of fire damage per two Character levels (round down, minimum 1), to any effect they produce from any source (spells, items, class abilities, etc) which already has the fire keyword. This extra damage may only be applied once per creature per round. Conversely, when using a weapon that deals fire damage, this racial trait instead adds 1 point of additional fire damage to the weapon's base damage (meaning it increases with the weapon's damage at 8th, 15th, 22nd and 29th levels, is multiplied on a crit, and is neither bonus nor precision damage). This damage is applied once per attack. Rays are considered 'effects' for purposes of this trait, not weapons. Weapons or spells which do not already deal fire damage gain no benefit from this trait.
  • Fire in the Blood(Su): This Ifrit has healing powers in his blood. As a standard action, and for the cost of 1d6 + Con mod hitpoints of unresistable damage, this Ifrit may use Lay on Hands or Mercy/Correction/Scourge as a Paladin of his character level. The Ifrit may not heal themselves with this ability.
  • Aura of Fire(Su): Once per day the Ifrit may call up an aura of fire. This is a stance, and requires a move action to activate and a swift action each round to maintain. All creatures, friend or fow, who begin their turn in the Ifrit's square or any adjacent square takes 1d6 of fire damage base, plus 1 point per level of the Ifrit.
  • Fire Hardened(Su): Some Ifrit have passed through the tempering heat and are made strong by it. The gain DR1/-. This DR stacks with class, item, and all other permanent sources of DR/-. This DR increases to DR2/- at tenth level, DR3/- at 20th level, and DR4/- at 30th level. In addition, Ifrit with Fire Hardened add their DR value to the Fire Resistance as well.
  • Hypnotic Flame(Su): When this Ifrit uses any effect, spell, item, class ability, etc, which is an illusion, the save DC of any effects are increased by +1, or +2 if the illusion is fire based. These bonuses increase to +2 or +3 at 15th level, and +3 or +4 at 25th level.

Minor Racial Traits

Choose one of the following Minor Racial Traits:

  • Coherent Rage (Ex): An Ifrit with this racial trait gains 1 additional round of rage per day. In addition, he may select one of the following skills: Bluff, Escape Artist, Handle Animal, or Stealth, and use this skill normally while raging. At each of 10th, 20th and 30th levels, he may select one additional skill from the list to use normally while raging.
  • Unquenchable (Su): Once per encounter, when an Ifrit with this racial trait is reduced below half health, he may spend a swift action to gain his CON modifier as temporary hit points.
  • Fire In The Belly (Ex): An Ifrit with this racial trait may use his Con modifier as the key ability for any Profession or Perform skills instead of the Wisdom (Profession) or Charisma (Perform) modifier. Profession and Perform both become class skills for the Ifrit if they are not already, and he may add a +2 racial bonus to any Profession or Perform skills in which he has at least 1 rank. This bonus improves to +3 if he has 10 or more ranks in the skill, +4 if he has 20 or more ranks in it, and +5 if he has 30 or more ranks in it.
  • Shelter of Flames (Su): Whenever an Ifrit with this racial trait takes the total defense action, he automatically deals a number of points of fire damage equal to his character level to any enemy which hits him with a melee attack. This damage is dealt each time a creature successfully hits him with a melee attack, and it requires no to-hit roll.
  • Pioneer (Ex): An Ifrit with this racial trait gains the Knowledge (Planes) and Survival skills as class skills. At 1st level, he chooses one of these skills and gains a +2 racial bonus to checks made against that skill. This bonus improves to +3 if he has 10 or more ranks in the skill, +4 if he has 20 or more ranks in it, and +5 if he has 30 or more ranks in it. At 10th level, he receives a +2 racial bonus to the other skill, which also improves to +3 if he has 10 or more ranks in the skill, +4 if he has 20 or more ranks in it, and +5 if he has 30 or more ranks in it.