Ifrit (4e Other)
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Ifrit are djinn of the Elemental Chaos, resplendent of fire made manifest
This race is balanced to correspond with an especially difficult campaign, and is therefore too powerful for use in normal Fourth Edition. Do not put Templates on this page, and do not attempt to balance it.
|Average Height: 5'1"-7'7"|
|Average Weight: 100 - 300 lbs|
|Ability Scores: +2 Dexterity, +2 Charisma or Intelligence, -2 Wisdom or Constitution|
|Speed: 6 squares|
|Languages: Common, Primordial|
|Firesight: Ifrit can see perfectly through any flame or smoke-related effects.|
|Burning Hands: Ifrit automatically receive the Wizard Spell 'Burning Hands'.|
|Blood of Fire: Ifrit may spend a healing surge once per encounter whenever they take fire damage, even if the damage is resisted. This increases to twice per encounter at 11th level, and three times per encounter at 21st level.|
|Form of the Fire Elemental: At Eleventh level, Ifrit receive the racial power "Form of the Fire Elemental".|
|Elemental Origin: You are an Elemental for purposes that relate to creature origin.|
|Watery Cataracts: Ifrit are considered to have normal vision when submerged underwater.|
Ifrit are merely Efreets that have more humanoid countenances. They are slightly smaller, and less harsh than their more primordial cousins. They are passionate and quick, but can be petty, impetuous, and destructive. It is for this reason that most Ifrit are cast out of normal society, and decide to take up more . . . dangerous occupations.
Play an Ifrit if you want...
- To be resolute and passionate.
- To be made mostly of fire and magma, and be on fire all the time.
- To be a pariah
- To be a member of a race that favors the Bard, Sorcerer, Warlock, and Psion classes.
Ifrit loosely resemble humans, although certain outstanding traits make them differ from them. Their skin is often heavily tinted with fiery shades (Gold, Orange, Red, and Warmer, Darker Blues), and they sport long, pointed ears. They often have brows and foreheads mottled with small horns, and some have very large horns above each eye. Save the hair on their scalp and face (which is often wreathed in flames), they have no body hair. Their eyes are usually also wreathed in flames as well, with no visible cornea, retina, or pupil.
Playing an Ifrit
Ifrit are not as headstrong as their harsher cousins, but they retain a certain pettiness common to the family. They are very passionate and emotional about the things that they do, and will stop at nothing until their goals are fulfilled. They are also far more destructive than Efreets, both voluntarily and involuntarily, and are more likely to burn things to a crisp than lightly roast them. They are perpetually embraced by flame, and wish to see fire embrace everything around them. Most Ifrit are pariahs in mundane society, due to their natures. While this does no mean they can't fill out mundane roles, it does mean that such Ifrit are not common, and are viewed as an oddity. Ifrit are adventurous, and have no need of caution because they can make decisions more quickly and are able to think on their feet. It is for this reason and many others that Ifrit see lives on the road as happy, productive ones.
Ifrit Characteristics: Passionate, Emotional, Headstrong, Impetuous, Petty, Empathetic, Destructive, Erratic
Male Names: Aphul, Assyr, Axigma, Balor, Beruk, Beliron, Drakir, Efreetsin, Elan, Ignito, Igne, Incintius, Immolatus, Majuq, Obisar
Female Names: Aphula, Assyra, Atalla, Belefra, Dasti, Drakira, Efreetshana, Elan, Faria, Firenia, Flamaran, Hestia, Jamaraz, Laquis
Three sample Ifrit adventurers are described below.
Assyra is an Ifrit Psion who specializes in telekinesis. She was raised in the city of Brass, and joined the order of the Brass Eye when her powers were discovered. Her aptitude earned her great status among the Order's high council, and she was content to expand her knowledge and skill in the relative peace and luxury of the Order Headquarters. That is, until various council members started dying of unknown causes. Fearing for her life, she abdicated her position and took to the streets, where she joined a company of wayfaring adventurers, on a quest to map out the Elemental Chaos.
Elan is an Ifrit Bard on a quest for revenge. Coming from a small Human village, Elan was instructed in the arts of music and instruments to have use and be accepted in village society. When that realm's division of the faith of Sardomin (a faith of anathemas to the elementals) found out that the village was raising an ifrit, they used their influence to goad on other nearby settlements to burn down Elan's home village. Elan's friends and family burned to death in self-righteous flame. Out of the ashes, Elan went into his elemental form, fought off the zealots, and lost consciousness. Soon, news of his exploits were heard by the leaders of the Faith, and they decided to flee to different parts of the world to avoid Elan's rage. After adventuring for a while, Elan has decided to hunt down the leaders of the powerful church, with the help of his new-found friends.
Immolatus is an Ifrit who has dedicated his life to Wild Sorcery. Born to human parents, Immolatus was rejected by society as a manic demon. He resolved to embrace his destructive nature using his voracious appetite for knowledge, and studied his people's arcane secrets of fire magic. When his parents discovered his magical escapades, even they ousted him, so he destroyed the entire village as 'punishment'. He now leads a party of mercenary spellcasters, carving smoldering scars into the countryside for the right price.