Ifrits often build up personal relationships between themselves and the idea of fire, feeling as though they embody it mentally or spiritually, in addition to physically. Some ifrits relate to fire's mutable energy, illuminating properties, or destructive nature.
Some ifrits share a connection from birth to specific aspects of elemental fire, such as radiance, ash, or lava; this is called an ifrit lineage. Ifrits often have the same lineage as their parents, though sometimes ifrits are born with lineages different from their families, or to parents without one. Lineages can appear in ifrit children as a reflection of where they were born—for example, cindersoul ifrits sometimes originate from being born in areas prone to forest fires. They can also occur as a reflection of the ifrit's planar ancestry, such as a brightsoul ifrit having a fire-themed celestial ancestor like a peri. Magma ifrits with the lavasoul lineage are most often born the descendants of magma dragons or other lava-themed fire elementals.
Physical Description
Just as their elemental origins can vary, so too can ifrits' otherworldly appearances. Red, orange, and brass are all common skin colors, while others have charcoal-gray, ash-brown, or radiant white, yellow, or blue hues. Ifrit hair often falls in untamable coils of flame that grow over the ifrit's lifespan. Salamander-descended ifrits can have lizard-like scales, while those descended from efreeti may have huge, red horns curling up from their skulls.
Many ifrits keep their skin uncovered and open to the air, favoring loose or breathable clothes made in light fabrics like silk and chiffon. Their styles often feature bright colors and bold patterns paired with metallic jewelry.
Ifrit Versatile Heritage
Uncommon |
You descend from fire elementals or bear the mark of the Inner Spheres, and your features illustrate the influence that elemental fire has over you. You gain the ifrit trait, in addition to the traits from your ancestry. You gain resistance to fire equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less severe (incredible heat becomes extreme, extreme heat becomes severe, and so on). You can choose from ifrit feats and feats from your ancestry whenever you gain an ancestry feat.
1st Level Ifrit Feats
Brightsoul (Feat 1)
Ifrit
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Lineage
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The fire inside you asserts itself as beaming, radiant light. Your body is naturally luminescent, glowing with the effects of a primal light cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. The light is involuntary and constant; if counteracted, it returns in 1d4 rounds. You suffer a –2 circumstance penalty on Stealth checks to Hide or Sneak and gain a +1 circumstance bonus on saves against light effects and effects that inflict the blinded or dazzled conditions.
Cindersoul (Feat 1)
Ifrit | Lineage |
The fire of your elemental ancestor manifests like dying embers of a blaze, and your inner charcoal helps staunch bleeding, purify simple poisons, and absorb acid. The DC for you to recover from persistent acid, bleed, and poison damage is 10 instead of 15 (or 5 if you have particularly effective assistance).
Elemental Assault [A] (Feat 1)
Ifrit
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Arcane
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Concentrate
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Evocation
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Frequency once per day
You shroud your arms and held weapons in elemental magic. Until the end of your next turn, your Strikes deal an additional 1d6 fire damage and have the fire trait.
Elemental Embellish (Feat 1)
Ifrit |
You can summon a harmless but impressive elemental display. You become trained in Intimidation. If you would automatically become trained in Intimidation (from your background or class, for example), you instead become trained in a skill of your choice. When you Demoralize a foe, if you choose to Demoralize via an elemental display, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language.
Ember's Eyes (Feat 1)
Ifrit |
Your eyes blaze with inner flame. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.
Special If your ancestry has neither low-light vision nor darkvision, you can take this ancestry feat a second time to gain darkvision. You can't retrain out of this feat.
Inner Fire (Feat 1)
Ifrit |
You can call the fire inside you into the palm of your hand. You can cast the produce flame cantrip as an innate primal or arcane spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
Lavasoul (Feat 1)
Ifrit | Lineage |
Your elemental lineage manifests as magma and molten rock, and you can focus the magma into your hand to attack your foes. You gain a magma spike unarmed attack, which requires a free hand to use. This is an agile, finesse, unarmed attack in the brawling weapon group that deals 1d4 piercing damage, as well as 1 additional fire damage. Instead of the normal critical specialization effect, the target takes 1d6 persistent fire damage; you gain a bonus on this persistent damage equal to your item bonus to attack rolls on unarmed attacks.
5th Level Ifrit Feats
Firesight (Feat 5)
Ifrit |
You can see through the haze of flame. You automatically succeed at the flat check to target a concealed creature if that creature is concealed only by smoke and fire.
Heatwave [R] (Feat 5)
Ifrit |
You harness the oncoming flames and twist them into a screen of heat and smoke, granting you concealment until the beginning of your next turn.
9th Level Ifrit Feats
Charred Remains [FA] (Feat 9)
Ifrit
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Fire
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Metamagic
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Frequency once per day
Your next fire spell leaves embers in its wake. If your next action is to Cast a Spell with an area and the fire trait, for 1 minute, your spell's area becomes difficult terrain as well as hazardous terrain, dealing 1 fire damage for each square a creature moves through.
Efreeti Magic (Feat 9)
Ifrit |
The magic of your efreeti ancestors flows through you. You can cast enlarge and illusory object once per day each as 2nd-level arcane innate spells.
Scorching Disarm [A] (Feat 9)
Ifrit
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Fire
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Frequency once per day
You make a weapon unbearable to hold. Attempt an Athletics check to Disarm a target creature. You don't need to have a hand free to make this Disarm attempt. If the Disarm attempt succeeds, the target takes 4d6 fire damage unless it drops the weapon, and on a critical success, it takes 4d6 fire damage and drops the weapon. If you're legendary in Athletics, this increases to 8d6 fire damage.
13th Level Ifrit Feats
Continuous Assault (Feat 13)
Ifrit |
Prerequisite Elemental Assault
You can use Elemental Assault once per hour instead of once per day.
Radiant Burst [AA] (Feat 13)
Ifrit
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Incapacitation
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Light
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Visual
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Frequency once per day
Your skin glows with intensity. Creatures within 10 feet who can see you must succeed at a Fortitude save against your class DC or spell DC, whichever is higher.
Critical Success The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is blinded for 1 round and dazzled for 4 rounds.
Critical Failure The creature is blinded for 4 rounds and dazzled for 10 minutes.
Summon Fire Elemental (Feat 13)
Ifrit |
Frequency once per day
You can summon an elemental ally. Once per day, you can cast summon elemental as a 5th-level primal innate spell, but the elemental summoned must be a fire elemental.
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