Races: Ifrit

Physical Description



Alignment and Religion




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Racial Traits

Standard Traits (13 or 11 CP)

  • Type: Ifrits are outsiders with the native subtype.
  • Size: Ifrits are either Medium or Small creatures. Medium ifrits have no bonuses or penalties due to their size. Small ifrits gain -2 to Strength, +2 to Dexterity, -1 to Constitution, +1 size bonus to their DV, +1 size bonus on attack rolls, -1 penalty on combat maneuver checks and to CMD, +2 bonus on Fly checks, and +2 size bonus on Stealth checks, and their space is 1/4 sqr. (0 or -2 CP).
  • Speed: Medium ifrits have a base speed of 30 feet. Small ifrits have a base speed of 20 feet.
  • Languages: Ifrits begin play speaking a regional language and Ignan. Ifrits with high Intelligence scores can choose a regional language from the following: Draconic, Dwarvish, Elvish, Gnomish, and Lucklyn. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Fire in the Blood: Ifrits gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per Hit Die per day with this ability, after which it ceases to function. (3 CP)
  • Fire Resistance: Ifrits have fire resistance 5. This resistance increases by 5 at 5th Hit Die, and every 5 HD after. (2 CP)

Magical Racial Traits

  • Ifrit Magic: Ifrits can use the following spell-like abilities a number of times per day equal to their total Hit Dice: burning hands, flare, spark. They use their total HD as their caster level. Their DCs are Charisma-based. (4 CP)

Senses Racial Traits

  • Darkvision: Ifrits can see perfectly in the dark for up to 60 feet. At 7th Hit Die, and every 7 HD after, this range increases by 30 feet. (2 CP)

Other Racial Traits

  • Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a racial bonus equal to half of their total Hit Dice on initiative checks. (2 CP)

Alternate Physical Traits

  • Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 4 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +2 caster level. This replaces wildfire heart. (2 CP)

Lavasoul (Magma Ifrit)
Lavasouls gain burning sands as a spell-like ability.
Magma Affinity This racial trait functions as and can be replaced as the base ifrit’s fire affinity, except it benefits sorcerers with the efreeti bloodline and spellcasters with the Ash subdomain.
Sunsoul (Solar Ifrit)
Sunsouls gain sun metal as a spell-like ability.
Solar Affinity This racial trait functions as and can be replaced as the base ifrit’s fire affinity, except it benefits sorcerers with the celestial bloodline and spellcasters with the Sun domain.

Cultural Traits

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Brazen Flame: Ifrits sometimes flames infuse their weapons in mortal combat, rather than protect them or grant spells. An ifrit with this racial trait deals 1 point of fire damage with its melee attacks. This racial trait replaces the energy resistance and spell-like ability traits. Source PZO9280
Desert Mirage Ifrits thrive in the deserts of the world, where their keen instincts and resistance to heat give them a huge edge over their competitors. Those with this trait gain a +2 racial bonus on Stealth checks in desert environments and on saves to resist starvation and thirst. This racial trait replaces fire affinity.
Efreeti Magic Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
Fire Insight ifrit spellcasters sometimes find that their elemental heritage makes creatures of fire more willing to serve them. Summon monster and summon nature’s ally spells that the ifrit casts last 2 rounds longer than normal when used to summon creatures with the fire subtype. This racial trait replaces fire affinity.
Fire-Starter Ifrits with this racial trait derive sadistic satisfaction from watching others burn. Anytime the ifrit causes a creature to catch fire, he gains a +1 morale bonus on the next single attack roll, saving throw, skill check, or ability check that he makes in the next round. The ifrit only gains this bonus the first time he causes a particular creature to catch fire; subsequent times the creature catches fire provide no bonus. This racial trait replaces fire affinity.
Forge-Hardened Not all ifrits are descended from efreet—some instead descend from azers or even salamanders. Such ifrits gain a +2 racial bonus on Craft (armor and weapons) checks and saves to resist fatigue and exhaustion. This racial trait replaces the spell-like ability racial trait.
Hypnotic Ifrits with this racial trait evoke the entrancing nature of flame, adding +1 to the DC for all saving throws against spells or effects they cast that inflict 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.
Mostly Human: A few ifrits have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages. Source PZO9280

Racial Feats

Feat Name Category/Type Prerequisites Benefit
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