Ifrit Species in Temnia | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Ifrit

Humanoids with ancestry that is tied to the elemental plane of fire. Ifrits rarely stay in one place long, feeling that if they do, they may just stagnate, and burn out. They are a capricious and passionate lot, and often care little about the impact that their shifting moods have on those around them.   Any humanoid with fire elemental heritage or the fire subtype is considered to be an ifrit. This includes, but is not limited to azers, genasi, and fire elves. Such creatures maintain their own abilities, traits and attributes, but are called Ifrit.  

Physical Description

An ifrit's apperance is drawn from both their humanoids and elemental heritages, which creates a vast scope of heights, facial features and body shapes. Their skin falls into shades or red, orange or occasionally a brassy gold. For some, this coloration is subtle, for others it rather striking. Ifriti hair comes in vivid shades or red or yellow, which usually glows subtly, or stands on its own in a resemblence of a flickering flame. Ifrit hair darkens to black as they pass into old age. Ifrit eyes are usually bright red, orange or yellow, with sclera of white, gold or black. Ifrit often have other signs of their heritage, potentially including small horns on their brow, subtle scaling on skin, pointed ears, or blackened birthmarks. Ifrit will often wear light weight clothing that is vibrantly colored. They favor brightly polished metal jewelry.  

In Society

Ifrits role is society varies greatly, depending on which society into which they are born. Some see the touch of firekin as being a sacred blessing, a symbol of divine favor. Such ifrit often take up roles that embrae this destiny, as religous or military figures, or as smiths and artisans.   Other societies view creatures born of fire as having a fiendish quality, either due to ignorance or religous association. This inspires their fellows to treat the ifrit with fear and suspcion. Those in this position must find a living on the margains of society or even outside society.   In either case, ifrit can visually incapable of blending in and are usually not inclined to, anyway. If their kin will not embrace them, ifrit will strike out on their own and make their own mark on the world.  

Relations

Ifrit find acceptance among worshippers of Amangyr. Male ifrit are embraced by the Yelin, who see them as a reincarnation of Ur-Rasse, but female ifrit are rejected out of hand, a clear blaspheme wrought by fell powers. Ifrit (especially the Azer) are reviled by Darsun dwarves, who have been fighting a protracted war against such creatures for several generations.  

Alignment and Philosophy

Ifrit morality is shaped greatly by the society in which they are born. Natives to the elemental planes are usually imperious, self-serving and ambitous to the edge of ruthlessness. They tend to gravitate towards lawful and evil alignments.   Those born into humanoid socities have a variety of outlooks, shaped by their personal experiences, rather than a shared societal philosophy. Since their presence is seen as a great blessing or a terrible curse, ifrit gravitate away from neutral alignments, though somewhat equally towards good and evil, law and chaos.  

Adventures

Ifrit who are embraced by their people often take up roles of where glory and accolades can be won. They will join religous orders to become clerics or paladins, or join military or mercenary orders as fighters or cavaliers. Those who are shunned might take up life of the fringes of society as rangers or barbarians. They might embrace their outsider heritage and become sorcerers, wizards or clerics of heretical orders.  

Naming Traditions

Ifrit born into societies typically have names reflective of their societal norms. Many will receive (or adopt) nicknams and honorifics that reference their unique appearance or strange powers.  

Racial Traits (8 RP)

Standard Racial Traits

  • Ability Score Modifiers: 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: Ifrits have a base speed of 30 feet.
  • Languages: Ifrits begin play speaking Common and Ignan. Nevmas with high Intelligence scores can choose from the following: Aquan, Auran, Lumin, Necril, Terran, and any two regional languages. See the Languages of Temnia page for more information about these languages.
 

Defense Racial Traits

  • Energy Resistance: Ifrits have fire resistance 5.
 

Magical Racial Traits

  • Elemental Spirit (2 RP): Ifrit gain a +2 racial bonus on saving throws against spells with the fire descriptor.
  • 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).
  • Divine Mark (0 RP): Ifrit who gain access to one or more Cleric domains must choose the fire domain (or any fire subdomain) as one of their domains.
 

Senses Racial Traits

  • Darkvision: Ifrits can see perfectly in the dark up to 60 feet.
 

Other Racial Traits

  • 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.
 

Alternate Racial Traits

  The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.  
  • Alternate Ability Scores: These ifrit have fast hands and sharp wits, but are impatient and impetuous. The ifrit gain +2 Dexterity, +2 Intelligence, -2 Charisma. This racial trait replaces the standard ifrit ability score modifiers.
  • Brazen Flame: Ifrits sometimes flames infuse their weapons in mortal combat, rather than protect them or grant spells. An ifrit with this racial trait deals 1 point of fire damage with its melee attacks. This racial trait replaces the energy resistance and spell-like ability traits.
  • Desert Mirage: Ifrits thrive in the deserts of the world, where their keen instincts and resistance to heat give them a huge edge over their competitors. Those with this trait gain a +2 racial bonus on Stealth checks in desert environments and on saves to resist starvation and thirst. This racial trait replaces fire affinity.
  • Efreeti Magic: Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
  • Fire in the Blood: Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.
  • Fire Insight: ifrit spellcasters sometimes find that their elemental heritage makes creatures of fire more willing to serve them. Summon monster and summon nature’s ally spells that the ifrit casts last 2 rounds longer than normal when used to summon creatures with the fire subtype. This racial trait replaces fire affinity.
  • Fire-Starter: Ifrits with this racial trait derive sadistic satisfaction from watching others burn. Anytime the ifrit causes a creature to catch fire, he gains a +1 morale bonus on the next single attack roll, saving throw, skill check, or ability check that he makes in the next round. The ifrit only gains this bonus the first time he causes a particular creature to catch fire; subsequent times the creature catches fire provide no bonus. This racial trait replaces fire affinity.
  • Forge-Hardened: Not all ifrits are descended from efreet—some instead descend from salamanders. Such ifrits gain a +2 racial bonus on Craft (armor and weapons) checks and saves to resist fatigue and exhaustion. This racial trait replaces the spell-like ability racial trait.
  • Hypnotic: Ifrits with this racial trait evoke the entrancing nature of flame, adding +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from the ifrit, the ifrit can spend an immediate action to force that creature to reroll the saving throw and use the second result, even if it is worse. The ifrit must announce he is using this ability before the results of the first roll are revealed. This racial trait replaces fire affinity.
  • Mostly Human: A few ifrits have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
  • Pyrokenetic: Ifrit with this feature can cast control flames as a spell-like ability once per day. This racial trait alters the spell-like ability racial trait.
  • Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.

Alternate Elemental Heritage

 
Lavasoul (Magma Ifrit)
  Like the 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.   By default, Lavasoul ifrit gain the following alternate racial traits:  
  • Ability Modifiers: +2 Con, +2 Int, –2 Dex
  • Alternate Spell-Like Ability: Lavasouls gain burning sands as a spell-like ability.
  • Magma 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.
 
Sunsoul (Solar Ifrit)
  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.   By default, Lavasoul ifrit gain the following alternate racial traits:  
  • Ability Modifiers: +2 Str, +2 Cha, –2 Wis
  • Alternate Spell-Like Ability: Sunsouls gain sun metal as a spell-like ability.
  • Solar 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.
   

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.  
  • Alchemist Add +1/2 to the alchemist’s bomb damage.
  • Bard Add +1/6 to the number of people the bard can affect with the fascinate bardic performance.
  • Cleric Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Fire and creatures with the fire subtype.
  • Gunslinger Add +1/2 to the bonus on initiative checks the gunslinger makes while using her gunslinger initiative deed.
  • Inquisitor Add a +1/2 bonus on Intimidate checks made against creatures with the fire subtype and a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Fire.
  • Oracle Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.
  • Rogue Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Intimidate checks to demoralize enemies.
  • Sorcerer Choose a bloodline power from the elemental (fire) bloodline or the efreeti bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/6 higher (to a maximum of +4) when determining the effects of that power.
 

Other Planetouched Races

Azer
Magmin

Random Starting Ages

Intuitive Self-Taught Trained
4d6+60 6d6+60 8d6+60

Random Height & Weight

Gender Height (inches) Weight (pounds)
Male 2d8+62 (2d8*5)+100
Female 2d8+60 (2d8*5)+90

Comments

Please Login in order to comment!