Humans whose ancestry includes beings of elemental fire such as efreet, ifrits are a passionate and fickle people. No ifrit is satisfied with a sedentary life; like a wildfire, ifrits must keep moving or burn away into nothingness. Ifrits not only adore flames, but personify multiple aspects of them as well, embodying both fire’s dynamic, ever-changing energy and its destructive, pitiless nature.
Male Names: Aja, Denat, Efit, Elum, Jalij, Maqej, Urah.
Female Names: Alayi, Etwa, Maqan, Qari, Sami, Zetaya.
Ifrits vary in appearance as widely as their elemental ancestors do. Most have pointy ears, red or mottled horns on the brow, and hair that flickers and waves as if it were aflame. Some possess skin the color of polished brass or have charcoal-hued scales covering their arms and legs. Ifrits favor revealing and ostentatious clothing in bright oranges and reds, preferably paired with gaudy jewelry.
Ifrits are most often born into human communities, and rarely form societies of their own. Those who grow up in a city are almost always imprisoned or driven off before they reach adulthood; most are simply too hotheaded and independent to fit into civilized society, and their predilection toward pyromania doesn’t endear them to the local authorities. Those born into nomadic or tribal societies fare much better, since ifrits’ instinctive urge to explore and conquer their surroundings can easily earn them a place among their tribe’s leadership.
Even the best-natured ifrits tend to view other individuals as tools to use as they see fit, and as such they get along best with ancestries they can charm or browbeat into submission. Half-elves and gnomes often find themselves caught up in an ifrit’s schemes, while halflings, half-orcs, and dwarves usually bridle at ifrits’ controlling nature.
Strangely, ifrits sometimes form incredibly close bonds with elves, whose calm, aloof nature seems to counterbalance an ifrit’s impulsiveness. Most ifrits refuse to associate with sylphs, but are otherwise on peaceable terms with the other elemental-touched ancestries.
Ifrits are a dichotomous people—on one hand, fiercely independent, and on the other, imperious and demanding. They are often accused of being morally impoverished, but their troublemaking behavior is rarely motivated by true malice.
Most ifrits lack the mindset to follow a god’s teachings, and resent the strictures placed on them by organized faith. When ifrits do take to worship (usually venerating a fire-related deity), they prove to be zealous and devoted followers.
Ifrits adventure for the sheer thrill of it and for the chance to test their skill against worthy foes, but most of all they adventure in search of power. Once ifrits dedicate themselves to a task, they pursue it unflinchingly, never stopping to consider the dangers ahead of them. When this brashness finally catches up with them, ifrits often rely on sorcery or bardic magic to combat their resulting troubles.
Languages: Common and Ignan.
Agile: Ifrits are quick. They start with a d6 in Agility instead of a d4. This increases maximum Agility to d12+1.
Darkvision: Ifrit eyes are able to pierce the darkness. They ignore penalties for Illumination up to 10” (20 yards).
Elemental Sorcery: Ifrit sorcerers with the Elemental (fire) Bloodline reduce the Rank Requirement for Advanced Bloodline to Veteran.
Innate Power: Burst (Spirit to cast, 1/day, (burning hands)). This cannot include any Power Modifiers.
Native Outsider: An ifrit's Type is Outsider rather than Humanoid.
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. These ifrits gain a +1 bonus on checks to resist starvation and thirst. This replaces Elemental Sorcery.
Efreeti Magic: Some ifrits inherit an ancestor’s ability to magically change size. They replace burst with growth/shrink (self, two Sizes). This modifies Innate Power.
Fire in the Blood: Some ifrits mimic the healing abilities of the mephits. This ifrit gains Fast Regeneration for two rounds whenever she is Shaken or Wounded by fire. Only two Wounds can be recovered this way per day. This replaces Agile.