Home >Races >Races by Other Publishers >Rogue Genius Games >

Ifrit

Passionate and fickle, ifrits are humans whose ancestry has been touched by beings of elemental fire. Colloquially, ifrits are often classified as genekin because most ifrits trace their fiery lineage back to efreeti ancestors or possess physical traits commonly associated with efreeti.

Physical Description

The Ifrit silhouette easily passes for human, and their shape and size varies from ifrit to ifrit as drastically as the human silhouette does for humans as a result. Most efreeti have pointy airs, red or mottled horns on the brow, and hair that flickers and waves as if it were aflame, guided by the ifrit’s body heat. Their skin tones are also decidedly otherworldly, often the color of polished brass, blazing flame, or smoky charcoal. Ifrits sometimes have additional, extraplanar traits beyond these based upon their ancestory—ifrits with a salamander ancestor, for example, have thin scales covering the arms and legs while ifrits with a fire mephit ancestor are often shorter, wiry, and have bulbous features. Aside from these features, most ifrits appear human, but since ifrit are born as a result of elemental presence within the blood, in theory they can appear similar to virtually any humanoid race that has been tainted with efreeti blood or the power of elemental fire—humans are simply the most common appearance because of their sheer numbers and expansiveness.

Home World

Ifrits call any world where humans can arise their home, as they are born from human parents who have some form of fiery elemental taint in their blood. Historically, this typically arose from an elemental bloodline, but after certain disasters occurred, ifrits began spontaneously appearing in great numbers amount the human survivors of a world ravaged by elemental forces following fluctuations in spacetime that weakened the barriers between the Material Plane and the elemental planes. While some ifrits are still born of ancient bloodlines to this day, most call this world or one of its habitable moons their home world.

Society And Alignment

Ifrit society is much like human society, a direct consequence of most ifrits being born of human descent. Compared to humanity, ifrit culture is often fast-paced and changes quickly, much like a wildfire that quickly consumes a forest. Ifrit themselves are passionate and driven folk, and as a result their leaders are notorious for making decisions with their hearts rather than their heads. Ifrit society mostly centers itself on the genekin home world, where ifrit numbers are highest. Outside of this world, ifrits tend to simply blend themselves in with other societies, especially human society, which they tend to work well for them.

Relations

Most races can relate to ifrit passions, and they make fast friends among those with whom they share their ideals. They admire and respect the vesk for their strength and destructive capabilities, even if they find them somewhat rigid for their tastes. They get along well with humans because of the ever-changing nature of human culture and ideals, and respect the shirren’s drive for individuality and willingness to split themselves off from their stifling swarm. They understandably tend to clash with undines, who often have diametrically opposed philosophies of their own, and see lashunta as being unapproachable and stiff.

Adventurers

No ifrit can sit sedentary for long—like elemental fire, their hearts burn with a fiery passion to travel, which often places them at the forefront of exploration efforts. Ifrit pioneers favor planetary exploration just as readily as deep space exploration, and regularly rotate between the two at their whim. Most ifrits adventure purely for this thrill—just as fire burns brighter in the presence when stoked, ifrits live for the adrenaline rushes they gain when testing their skill against worthy challenges. Ifrits excel as envoys because of their passionate personalities, and quick reflexes and destructive attitudes and abilities make them effective soldiers and operatives.

Names

Ifrit names largely depend upon the culture in which the ifrit was raised. Ifrits raised primarily among humans often take human names, but many wind up with Ignan names or names that sound Ignan in origin. Ifrit names are often quick and evocative, capturing some aspect of the ifrit’s blossoming personality or representing some personality quirk or trait that the ifrit’s parents wish for their child to possess. Some examples of ifrit names are Ajed, Alyin, Bafij, Bileh, Dicuj, Ekug, Funrihi, Gicel, Iqu, Iyes, Jumi, Kuvan, Mekel, Nanve, Tiraj, Vela, Vukeh, Wuqhe, Zatru, and Zeyiti.

Racial Traits

+2 Dex, +2 Cha, –2 Wis

Hit Points: 4

Size and Type

Ifrits are outsiders with the native subtype and are Medium. They have a base speed of 30 feet.

Special Abilities

Darkvision: Ifrits have darkvision, allowing them to see with no light source at all to a range of 60 feet in black and white only. See darkvision.

Firestarter: Ifrits can produce a fist-sized ball of flame as bright as a flashlight in the palm of their hand as a free action. The flame does not harm its creator or their equipment. Once per day, ifrits can imbue this flame with explosive potential as a standard action, allowing it to be thrown and detonated as if it were a grenade with an item level up to the ifirit’s level. Only grenades that deal fire damage can be mirrored using this ability.

Fire Resistance: Ifrits gain fire resistance 5 as well as a +2 racial bonus on saving throws against fire-based effects and attacks.

Wildfire Heart: Ifrits gain a +2 racial bonus on initiative checks.

Section 15: Copyright Notice

Starfarer’s Companion © 2017, Rogue Genius Games, LLC; Authors: Alexander Augunas and Matthew Morris