Ifrit (Firefolk)
Ifrit elemental-kin are descended from beings that have their origin on the Elemental Plane of Fire, and mated with humans in the distant (and not-too-distant) past. On Porphyra, they were the fanatical servants of the Four of Fire: Ashamar Shining, Drothos Lavacaller, Lord Grunzol Firestorm, and Mal’Eket Firelord. Many of their Ignan ancestors were powerful efreeti genies, and a considerable number of them were children of the Four themselves (especially Mal’Eket). Ifrit have the characteristics of fire itself, passionate, short-tempered, beautiful and destructive. In the days of the Zendik Order, they were ambassadors and court functionaries, assassins and spies for their Lords, and often held high positions. During the War, they were feared assassins and formed units of deadly archers and leaders of fierce fiery elementals. They have not done well in Deist society since, and will mostly be found among others of their kind or zendiqi, or roaming the hot wastes of the south, restless as a grassfire. They have a strongly nomadic nature, never liking to be in one place too long, and have to be provided with constant entertainment to be enticed to take up permanent residence anywhere, such as a sultan’s palace.

In appearance, ifrit typically have red skin and yellow hair, possessing blazing yellow eyes and pronounced canines. They have clawlike fingernails and prefer gaudy, non-restrictive clothing, but are comfortable in heavy metal armor.

Adventurers: Ifrit have diverse interests, and often multiclass to experience a wide range of skills and abilities. They like showy abilities and spells, delight in destruction and mayhem, while looking as impressive as possible doing it. Though intelligent as any others, they dislike long quiet studying or pointless guard duty, seeking to get in on the action.

Racial Characteristics
Ifrit player characters are defined by class levels- they do not possess racial hit dice. As an ifrit, you possess the following racial characteristics.

  • +2 Dexterity, +2 Charisma, and –2 Wisdom: Your movements are quick, your form and personality pleasing, but you lack much in the way of attention span.
  • Elemental-kin: You are an outsider with the native subtype.
  • Medium: You are a Medium creature and have no bonuses or penalties based on size.
  • Base Speed: You have a base speed of 30 ft.
  • Darkvision: You can see in areas of low-light and darkness without penalty.
  • Elemental Resistance: You gain resist fire 5.
  • Fire Magic (Sp): If you have a spell list, you have access to all spells with the fire descriptor and cast them at +1 caster level.
  • Fire in the Blood (Su): You gain fast healing 2 for 1 round anytime you take fire damage. An ifrit can heal up to 2 points per level per day with this ability, after which it ceases to function.
  • Hatred of Angels (Su): You gain +1 racial bonus to attack rolls against non-elemental outsiders.
  • Memories of War (Ex): You can choose one of elf, orc, or human subtypes. You gain a +4 dodge bonus against the chosen subtype.
  • Spell-Like Ability (Sp): You can use dancing lights 1/day as a spell-like ability (caster level equals your Hit Dice).
  • Languages: You begin play speaking Old Porphyran and Ignan. If you have a high Intelligence score you can choose from the following: Aquan, Arboreal, Auran, Common, Koinkin and Terran.
OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.