Source Starfinder #13: Fire Starters pg. 60 Ifrits are the descendants of mortal species and creatures from the Plane of Fire, usually efreet. These native outsiders are fiercely independent and many see even their friends as tools to be used.
Ability Modifiers +2 Dex, +2 Cha, –2 Wis Hit Points 4Size and TypeIfrits are Medium outsiders with the native subtype.
DarkvisionIfrits have darkvision with a range of 60 feet.
Fire AffinityIfrits have an instinctive affinity for fire, subtly bending it to their will. Once per day, an ifrit making an attack that deals fire damage can roll a single attack roll twice and use the higher result.
Fire ResistanceThe supernatural fire in ifrit blood grants them resistance 5 to fire.
Spell-Like AbilityOnce per day, an ifrit can cast overheat as a spell-like ability. At 8th level, he can use this ability one additional time per day, and he gains a third use per day at 16th level. His caster level equals his level, and the save DC is equal to 11 + his Charisma modifier.Alternate Racial TraitsSource Starfinder #46: The Perfect Storm pg. 51 The following are alternate racial traits for planar scions.Hot FusionSource Starfinder #46: The Perfect Storm pg. 53 Sun-born ifrits sometimes inherit their stellar progenitor’s nuclear nature. An ifrit of 7th level or higher with this trait can cast irradiate once per day. At 13th level, they can use this ability one additional time per day. Their caster level equals their level, and the save DC is equal to 13 + their Charisma modifier. This replaces an ifrit’s spell-like ability. Warp ElementSource Starfinder #46: The Perfect Storm pg. 53 When a planar scion with this trait makes an attack or casts a spell that would deal acid, cold, electricity, fire, or sonic damage, they can instead choose to match half of that damage to the element of their heritage (fire for ifrits, acid for oreads, electricity for sylphs, or cold for undines). This replaces each planar scion’s elemental affinity.
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