26.01.2021 Views

[Pathfinder] beastisrfrt

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

651058

2224066

2224066

651058

651058

2224066

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.

127

paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!