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This muscular, fiery-skinned man has flaming hair and spotted horns upon his brow.
Ifrit CR 1/2
XP 200
Ifrit sorcerer 1
Init +3; Senses darkvision 60 ft.; Perception –2
Defense
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +0
Resist fire 5
Offense
Speed 30 ft.
Melee scimitar +0 (1d6/18-20)
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
6/day—elemental ray (1d6 fire)
Ifrit Spell-Like Abilities (CL 1st; concentration +4)
1/day—burning hands (DC 15)
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day)—burning hands (DC 15), mage armor
0 (at will)—acid splash, detect magic, flare (DC 14), prestidigitation
Bloodline elemental (fire)
Statistics
Str 10, Dex 16, Con 12, Int 13, Wis 6, Cha 17
Base Atk +0; CMB +0; CMD 13
Feats Eschew MaterialsB, Martial Weapon Proficiency (scimitar)
Skills Bluff +7, Knowledge (arcana) +5, Spellcraft +5
Languages Common, Gnome, Ignan
SQ bloodline arcana, fire affinity
Ecology
Environment any land
Organization solitary, pair, or gang (3–5)
Treasure NPC gear (scimitar, other treasure)
Special Abilities
Fire Affinity (Ex) 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.
Ifrits are humans whose ancestry includes beings of elemental fire, such as efreet. Ifrits have pointed ears, red or mottled horns on the brow, and hair that flickers and waves as if it were aflame.
All ifrits are at some level pyromaniacs. Adoring fire in all its forms, they tend to be passionate and quick to action, with a predilection for striking first in any conflict—a trait which keeps them alive but doesn't make them a lot of friends. Ifrits generally seek out the company of either less-powerful minions who can be browbeaten into following orders, or calm, cool individuals who can balance the ifrits out.
Ifrits are defined by class levels—they do not possess racial Hit Dice. Ifrits have the following racial traits.
+2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and quick, but also impetuous and destructive.
Darkvision: Ifrits can see in the dark up to 60 feet.
Spell-Like Ability: Burning hands 1/day (caster level equals the ifrit's total Hit Dice).
Energy Resistance: Ifrits have fire resistance 5.
Fire Affinity: See above.
Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.