[Pathfinder] beastisrfrt

26.01.2021 Views

651060222406822240686510606510602224068paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012Featured Races 2can use this ability a number of times per day equal to herCharisma bonus. This ability replaces the bloodline bonusfeat gained at 7th level.Twisted Wish (Su): At 13th level, a wishcrafter becomesadept at corrupting wishes to negatively affect the creaturethat wished them. When a wishcrafter affects a creaturewith a spell using its wish as a spell component, she maytwist the wish, applying a –4 penalty to the creature’ssaving throws against the spell. The effects of wishestwisted this way are difficult to remove; the DC of casterlevel checks to dispel them increases by 5. This abilityreplaces the bloodline bonus feat gained at 13th level.Perfect Wishcraft (Su): At 19th level, the wishcrafterperfects her ability to manipulate reality. Once per day,she may cast any spell on the sorcerer/wizard spell list asif it were on her list of spells known. Using this abilityotherwise has all of the benefits and limitations ofthe wishbound arcana ability. This ability replaces thebloodline bonus feat gained at 19th level.Ifrit’s Blood: Ifrit alchemists claim to make this thick redoil from their own blood—hence the morbid name—butthis claim is almost certainly false. Ifrit’s blood ignites uponcontact with air, but burns slowly and is unsuitable for use asa splash weapon. A creature can apply a flask of ifrit’s bloodto a weapon as a standard action, wreathing the weapon invibrant red flames for 1 minute. The oil deals 1 point of firedamage on each successful attack with the weapon and deals1 point of fire damage to the weapon itself, bypassing theweapon’s hardness if any part of it is made of wood. If the oilis applied to a creature’s natural weapons or unarmed strikes,the creature takes 1 point of fire damage each round (thoughits fire immunity or resistance still applies).Ifrit EquipmentItem Cost Weight Craft DCFire ink 1 gp — 15Ifrit’s blood 50 gp 1 lb. 20NEW RACIAL RULESThe following options are available to ifrits.At the GM’s discretion, other appropriateraces may make use of some of thesenew rules.Ifrit EquipmentIfrits have access to thefollowing equipment.Fire Ink: This richyellow ink reacts with acreature’s body heat to createa f lickering, f lamelike glow. Ittakes 10 minutes to apply fireink, and 1 dose covers anapproximately hand-sizedarea. Once applied, the inkglows as a candle for 24hours. Four or more dosesapplied to the same part ofthe body glow as a torch for 24hours. The alchemical reaction ofthe ink to the target’s skin and body heat is painful andirritating, giving the target the sickened condition whilethe glow lasts. A DC 15 Heal check can temporarily soothethese sensations, negating the sickened condition for 1hour. Creatures immune or resistant to fire are immune tothis sickening effect. Ifrits are especially known for theirfondness for fire ink, and ifrit fire-dancers often decoratetheir skin with f laming designs before performing.A concentrated version of the ink costs 10 times asmuch and can be used to make permanentlyglowing tattoos.129paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

65106122240692224069paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 20126510616510612224069Ifrit FeatsIfrits have access to the following feats.Blazing Aura (Combat)An inferno rages inside you, causing your body to radiateintense heat.Prerequisites: Inner Flame, Scorching Weapons,character level 13th, ifrit.Benefit: When you use Scorching Weapons, on yourturn as a free action, you may create an aura of heatthat lasts for 1 round. This aura deals 1d6 points of firedamage to any creature that begins its turn adjacentto you.Blistering Feint (Combat)Your foes f linch from the heat of your weapon, giving youan opportunity to slip past their defenses.Prerequisites: Combat Expertise, Improved Feint, ifrit.Benefit: You gain a +2 bonus on feint checks made whilewielding a weapon that deals fire damage. Anytime yousuccessfully feint a creature while using such a weapon,you may deal its fire damage to the enemy.Elemental JauntThe spirits of your ancestral home call to you, beckoningyou to return.Prerequisites: Character level 15th, ifrit, oread, sylph,or undine.Benefit: Once per day, you can cast plane shift as aspell-like ability with a caster level equal to your level totransport yourself and willing targets to an elementalplane that is appropriate to your race (ifrits to the Plane ofFire, oreads to the Plane of Earth, sylphs to the Plane of Air,and undines to the Plane of Water). While on that plane,you (but not anyone transported with you) are treatedas though under the effect of the spell planar adaptation(Advanced Player’s Guide 236).FiresightFire no longer blinds you, and smoke conceals nothingfrom your gaze.Prerequisite: Ifrit.Benefit: You can see through fire and smoke withoutpenalty, ignoring any cover or concealment bonuses fromfire and smoke. This does not allow you to see anythingyou could not otherwise see (for example, invisiblecreatures are still invisible). You are immune to thedazzled condition.Inner Flame (Combat)Your body generates so much heat that your mere touchscorches your enemies.Prerequisites: Scorching Weapons, character level 7th, ifrit.Benefit: Your bonus on saves against fire attacks andspells with the fire descriptor or light descriptor increasesto +4. When you use Scorching Weapons, the affectedweapons deal an additional 1d6 points of fire damageinstead of 1, and when you are grappling, you deal thisdamage to your grappling opponent on your turn.Scorching Weapons (Combat)Elemental fire stirs within your body, boiling your bloodand rendering you resistant to f lame.Prerequisite: Ifrit.Benefit: You gain a +2 bonus on saving throws againstfire attacks and spells with the fire descriptor or lightdescriptor. As a swift action, you can make up to two heldmanufactured metallic weapons become red-hot for 1round, dealing 1 additional point of fire damage with asuccessful hit. This does not stack with other effects thatadd fire damage to weapons, such as the flaming weaponspecial ability.Ifrit Magic ItemsIfrits have access to the following weapon special abilityand magic item.Igniting (weapon special ability): An igniting weaponfunctions as a f laming weapon that also causes foes tocatch fire (Core Rulebook 444) upon striking a successfulcritical hit. The target does not get a saving throw to avoidcatching fire, but can make a save each round on its turn toput out the fire. The f laming ability must be active for theweapon to set enemies on fire.Strong evocation; CL 12th; Craft Magic Arms and Armor,flame blade, flame strike, or fireball; Price +2 bonus.CLOAK OF FIERY VANISHINGAura faint abjuration and illusion; CL 5thSlot shoulders; Price 2,600 gp; Weight 1 lb.DESCRIPTIONThis thick leather cloak is charred and blackened around theedges and smells faintly of soot. Once per day, when subjectto an effect that deals fire damage, the wearer can spend animmediate action while obscured by the flames to becomeinvisible, leaving behind an illusory pile of ashes and bones,as if he had been slain by the fire effect. The invisibility andthe illusory remains last for 5 rounds or until the wearerattacks any creature. Creatures that study or interact withthe ashes can make a DC 11 Will save to disbelieve theillusion, though this does not end the invisibility effect.CONSTRUCTIONRequirements Craft Wondrous Item, invisibility, silent image;Cost 1,300 gpIfrit SpellsIfrits have access to the following spells.130paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

651061

2224069

2224069

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

651061

651061

2224069

Ifrit Feats

Ifrits have access to the following feats.

Blazing Aura (Combat)

An inferno rages inside you, causing your body to radiate

intense heat.

Prerequisites: Inner Flame, Scorching Weapons,

character level 13th, ifrit.

Benefit: When you use Scorching Weapons, on your

turn as a free action, you may create an aura of heat

that lasts for 1 round. This aura deals 1d6 points of fire

damage to any creature that begins its turn adjacent

to you.

Blistering Feint (Combat)

Your foes f linch from the heat of your weapon, giving you

an opportunity to slip past their defenses.

Prerequisites: Combat Expertise, Improved Feint, ifrit.

Benefit: You gain a +2 bonus on feint checks made while

wielding a weapon that deals fire damage. Anytime you

successfully feint a creature while using such a weapon,

you may deal its fire damage to the enemy.

Elemental Jaunt

The spirits of your ancestral home call to you, beckoning

you to return.

Prerequisites: Character level 15th, ifrit, oread, sylph,

or undine.

Benefit: Once per day, you can cast plane shift as a

spell-like ability with a caster level equal to your level to

transport yourself and willing targets to an elemental

plane that is appropriate to your race (ifrits to the Plane of

Fire, oreads to the Plane of Earth, sylphs to the Plane of Air,

and undines to the Plane of Water). While on that plane,

you (but not anyone transported with you) are treated

as though under the effect of the spell planar adaptation

(Advanced Player’s Guide 236).

Firesight

Fire no longer blinds you, and smoke conceals nothing

from your gaze.

Prerequisite: Ifrit.

Benefit: You can see through fire and smoke without

penalty, ignoring any cover or concealment bonuses from

fire and smoke. This does not allow you to see anything

you could not otherwise see (for example, invisible

creatures are still invisible). You are immune to the

dazzled condition.

Inner Flame (Combat)

Your body generates so much heat that your mere touch

scorches your enemies.

Prerequisites: Scorching Weapons, character level 7th, ifrit.

Benefit: Your bonus on saves against fire attacks and

spells with the fire descriptor or light descriptor increases

to +4. When you use Scorching Weapons, the affected

weapons deal an additional 1d6 points of fire damage

instead of 1, and when you are grappling, you deal this

damage to your grappling opponent on your turn.

Scorching Weapons (Combat)

Elemental fire stirs within your body, boiling your blood

and rendering you resistant to f lame.

Prerequisite: Ifrit.

Benefit: You gain a +2 bonus on saving throws against

fire attacks and spells with the fire descriptor or light

descriptor. As a swift action, you can make up to two held

manufactured metallic weapons become red-hot for 1

round, dealing 1 additional point of fire damage with a

successful hit. This does not stack with other effects that

add fire damage to weapons, such as the flaming weapon

special ability.

Ifrit Magic Items

Ifrits have access to the following weapon special ability

and magic item.

Igniting (weapon special ability): An igniting weapon

functions as a f laming weapon that also causes foes to

catch fire (Core Rulebook 444) upon striking a successful

critical hit. The target does not get a saving throw to avoid

catching fire, but can make a save each round on its turn to

put out the fire. The f laming ability must be active for the

weapon to set enemies on fire.

Strong evocation; CL 12th; Craft Magic Arms and Armor,

flame blade, flame strike, or fireball; Price +2 bonus.

CLOAK OF FIERY VANISHING

Aura faint abjuration and illusion; CL 5th

Slot shoulders; Price 2,600 gp; Weight 1 lb.

DESCRIPTION

This thick leather cloak is charred and blackened around the

edges and smells faintly of soot. Once per day, when subject

to an effect that deals fire damage, the wearer can spend an

immediate action while obscured by the flames to become

invisible, leaving behind an illusory pile of ashes and bones,

as if he had been slain by the fire effect. The invisibility and

the illusory remains last for 5 rounds or until the wearer

attacks any creature. Creatures that study or interact with

the ashes can make a DC 11 Will save to disbelieve the

illusion, though this does not end the invisibility effect.

CONSTRUCTION

Requirements Craft Wondrous Item, invisibility, silent image;

Cost 1,300 gp

Ifrit Spells

Ifrits have access to the following spells.

130

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!