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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
Featured Races 2
and exhaustion. This racial trait replaces the spell-like
ability racial trait.
Hypnotic: Ifrits with this racial trait evoke the
entrancing nature of f lame, adding +1 to the DC for all
saving throws against spells or effects they cast that
inf lict 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.
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.
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 +1/2 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 (Ultimate Magic 67)
that the sorcerer can use. The sorcerer treats her class
level as though it were +1/2 higher (to a maximum of +4)
when determining the effects of that power.
FAVORED CLASS OPTIONS
The following options are available to all ifrits who have
the listed favored class, and unless otherwise stated, the
bonus applies each time you select the 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.
Ifrit Racial Traits
+2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and
quick, but impetuous and destructive.
Native Outsider: Ifrits are outsiders with the native subtype.
Medium: Ifrits are Medium creatures and receive no bonuses
or penalties due to their size.
Normal Speed: Ifrits have a base speed of 30 feet.
Darkvision: Ifrits can see in the dark up to 60 feet.
Spell-Like Ability: Burning hands 1/day (caster level equals
the ifrit’s level).
Energy Resistance: Ifrits have fire resistance 5.
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. Ifrits with high Intelligence scores can choose
from the following: Aquan, Auran, Dwarven, Elven, Gnome,
Halfling, and Terran.
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012