Difference between revisions of "Ifrit"

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* '''Languages:''' Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran. See the Linguistics skill page for more information about these languages.
 
* '''Languages:''' Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran. See the Linguistics skill page for more information about these languages.
  
===Defense Racial Traits===
+
====Defense Racial Traits====
 
* '''Energy Resistance:''' Ifrits have fire resistance 5.
 
* '''Energy Resistance:''' Ifrits have fire resistance 5.
  
===Magical Racial Traits===
+
====Magical Racial Traits====
 
* '''Spell-Like Ability (Sp):''' Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit's level).
 
* '''Spell-Like Ability (Sp):''' Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit's level).
 
* '''Fire Affinity:''' 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.
 
* '''Fire Affinity:''' 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.
  
===Senses Racial Traits===
+
====Senses Racial Traits====
 
* '''Darkvision:''' Ifrits can see perfectly in the dark up to 60 feet.
 
* '''Darkvision:''' Ifrits can see perfectly in the dark up to 60 feet.
  
 
[[Category:Races]]
 
[[Category:Races]]

Revision as of 10:01, 14 November 2014

About Race

Humans whose ancestry includes beings of elemental fire such as efreet, ifrits are a passionate and fickle race. 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.

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.

History

The nomadic tribes of the Ifrit begin to center around the volcano of Mt. Tulunn and they establish a nearby city of Al Ishaq. The city has no central location, instead it is a series of small spread out villages with homes often deserted then reoccupied by wandering Ifrit. The Ifrit remain strongly nomadic and the majority of their race wanders the continent of Karmir alongside the fire elementals. Through their travels over the arid desert they meet the Shard, a territorial race resembling earth elementals. Viewing the nomadic ways of the Ifrit as a threat The Shard force the Ifrit to make an alliance and vow to respect The Shard’s territory. The Ifrit agree, but immediately disregard the agreement creating tension. Fearing the threat of war with the Shard, the Magus Saif Al-Samas creates The Military Academy of the Crossed Saber to study war magic.

Ulair the Bard inspires the Ifrit society and creates the Incentors. Many Ifrit choose to disregard the studies of war and instead follow his bardic lifestyle traveling throughout the continent. The Nerid, a race of sea elves, establish a colony along the outskirts of Karmir. The Ifrit find that the Nerids connection to water counterbalances their connection to fire. They find a strange sense of peace and connection to the Nerid and form an alliance with the city of Shoal.

After the stalemate with the Shard dulls over time the Ifrit begin to use their knowledge to overpower the humans around them. They take over the human city of Pobba Thri and steal the surrounding resources. This forceful overturn backfires as the Ifrits fickle and passionate nature led them to destroy Pobba Thri. A famine spreads through the city starving both the ifrit and the remaining humans, forcing them to flee the city.

Society

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 hot-headed 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.

Relations

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 races 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 races.

Alignment and Faith

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. Ifrits are usually lawful neutral or chaotic neutral, with a few falling into true neutrality. Most ifrits lack the mindset to follow a god's teachings, and resent the strictures placed on them by organized faith.

Racial Traits

  • Ability Score: Ifrits are passionate and quick, but impetuous and destructive. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
  • Type: Ifrits are outsiders with the native subtype.
  • Size: Ifrits are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Speed: Ifrits have a base speed of 30 feet.
  • Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Energy Resistance: Ifrits have fire resistance 5.

Magical Racial Traits

  • Spell-Like Ability (Sp): Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit's level).
  • Fire Affinity: 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.

Senses Racial Traits

  • Darkvision: Ifrits can see perfectly in the dark up to 60 feet.