[Pathfinder] beastisrfrt
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
- Page 79 and 80: 65100922240172224017paizo.com #2112
- Page 81 and 82: 65101122240192224019paizo.com #2112
- Page 83 and 84: 65101322240212224021paizo.com #2112
- Page 85 and 86: 65101522240232224023paizo.com #2112
- Page 87 and 88: 65101722240252224025paizo.com #2112
- Page 89 and 90: 65101922240272224027651019651019222
- Page 91 and 92: 65102122240292224029paizo.com #2112
- Page 93 and 94: 65102322240312224031paizo.com #2112
- Page 95 and 96: 65102522240332224033paizo.com #2112
- Page 97 and 98: 65102722240352224035paizo.com #2112
- Page 99 and 100: 65102922240372224037paizo.com #2112
- Page 101 and 102: 65103122240392224039paizo.com #2112
- Page 103 and 104: 65103322240412224041paizo.com #2112
- Page 105 and 106: 65103522240432224043paizo.com #2112
- Page 107 and 108: 65103722240452224045paizo.com #2112
- Page 109 and 110: 65103922240472224047paizo.com #2112
- Page 111 and 112: 65104122240492224049paizo.com #2112
- Page 113 and 114: 65104322240512224051paizo.com #2112
- Page 115 and 116: 65104522240532224053paizo.com #2112
- Page 117 and 118: 65104722240552224055paizo.com #2112
- Page 119 and 120: 65104922240572224057paizo.com #2112
- Page 121 and 122: 65105122240592224059paizo.com #2112
- Page 123 and 124: 65105322240612224061paizo.com #2112
- Page 125 and 126: 65105522240632224063paizo.com #2112
- Page 127 and 128: 65105722240652224065paizo.com #2112
- Page 129: 65105922240672224067paizo.com #2112
- Page 133 and 134: 65106322240712224071paizo.com #2112
- Page 135 and 136: 65106522240732224073paizo.com #2112
- Page 137 and 138: 65106722240752224075651067651067222
- Page 139 and 140: 65106922240772224077paizo.com #2112
- Page 141 and 142: 65107122240792224079paizo.com #2112
- Page 143 and 144: 65107322240812224081paizo.com #2112
- Page 145 and 146: 65107522240832224083paizo.com #2112
- Page 147 and 148: 65107722240852224085paizo.com #2112
- Page 149 and 150: 65107922240872224087paizo.com #2112
- Page 151 and 152: 65108122240892224089paizo.com #2112
- Page 153 and 154: 65108322240912224091paizo.com #2112
- Page 155 and 156: 65108522240932224093paizo.com #2112
- Page 157 and 158: 65108722240952224095paizo.com #2112
- Page 159 and 160: 65108922240972224097paizo.com #2112
- Page 161 and 162: 65109122240992224099paizo.com #2112
- Page 163 and 164: 65109322241012224101paizo.com #2112
- Page 165 and 166: 65109522241032224103paizo.com #2112
- Page 167 and 168: 65109722241052224105paizo.com #2112
- Page 169 and 170: 65109922241072224107paizo.com #2112
- Page 171 and 172: 65110122241092224109paizo.com #2112
- Page 173 and 174: 65110322241112224111paizo.com #2112
- Page 175 and 176: 65110522241132224113paizo.com #2112
- Page 177 and 178: 65110722241152224115paizo.com #2112
- Page 179 and 180: 65110922241172224117paizo.com #2112
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