Physical Description: 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.

Ifrit Racial Characteristics1
Ifrit player characters are defined by class levels—they do not possess racial hit dice. All ifrit player characters possess the following racial characteristics.

  • +2 Dexterity, +2 Charisma, -2 Wisdom: Ifrits are passionate and quick, but also impetuous and destructive.
  • Elemental-kin: Ifrit are outsiders with the native subtype.
  • Medium: Ifrits are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Ifrit have a base speed of 30 feet.
  • Darkvision: Ifrits can see in the dark up to 60 feet.
  • Spell-like ability: Burning hands 1/day or enlarge person/reduce person 1 day, (caster level equals the ifrit’s total Hit Dice). The spell-like ability choice must be made at character creation. If enlarge/reduce person is chosen, the ifrit can affect itself and other ifrits as though they were humanoids.
  • Elemental Resistance: Ifrits have fire resistance 5.
  • Desert Mirage: Siwathi ifrits are comfortable in high degrees of heat, and gain +2 on Stealth checks in desert environments, and on saves to resist starvation and thirst.
  • Fire in the Blood: Siwathi ifrits gain fast healing 2 for 1 round anytime they take fire damage (whether or not this damage overcome their fire resistance, if any). A madu can heal up to 2 points per level per day with this ability, after which it ceases to function.
  • Memories of War: Siwathi madu can choose one of elf, human or orc subtypes. They gain a +4 dodge bonus against the chosen humanoid subtype.
  • Languages: Madu begin play speaking Old Porphyran and Ignan. Ifrits with high intelligence can

choose from the following: Aquan, Auran, Common, Dwarven, Elven, Giant, Gnoll, Ignan and Terran.

Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever he gains a level, you may select the following alternate bonuses based on their class instead. These bonuses are considered racial bonuses unless listed otherwise.

  • War Mind: Add +1/3 precision damage against creatures with the water subtype.

See Also