Ifrit

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**Ifrit** are a race in the World of Aedron. They are the flame-blooded kin and descendants of powerful spirits of the elemental force of fire.

## Ecology

Ifrits as a people tend to be somewhat taller than humans, running from 5'10" - 6'6" on average. Ifrits tend to favor a medium build, if slightly on the muscular side. They also tend toward tones of red and orange hair colors, though ash gray, auburn brown, and coal black are also possible as well.

Many parts of an Ifrit tend to have a very low level of bio-luminescence, around the strength of a single candle, but enough to be more easily visible in total darkness. often this bio-luminescence is limited to the eyes and tongue of an Ifrit.

All Ifrits are capable of 'igniting' though most do not have a full grasp of their ability, and it simply manifests as embers and tiny flickers of flames cascading across their hair or skin. In rare instances an individual is capable to fully engulfing themselves in their fiery nature, spreading heat and fire to those nearby.

Flame-blooded folk tend to have explosive personalities. While under control they can be calm and steady, however when pushed too far, or in an overly stressful situation, Ifrits can suffer from extreme aggression or outbursts of emotion that others may find surprising. Though after the fact, Ifrits will simply return to normal and often not think much of their episode, as it is simply what comes naturally to them.

Ifrits tend to live shorter than average lifespans, averaging around sixty-five years. Though due to their tempers and propensity to outburst, many can find themselves in dire trouble and never make it such an age.

Ifrits give birth much the same as humans, with their pregnancies being only slightly more rapid a 8.5 months on average two weeks shorter than a human. Offspring of an Ifrit and a human tend to favor either equally, with a 50/50 chance of passing on their elemental affinity. However, even unmanifested, those born of an Ifrit will still carry a 25% chance to have an Ifrit as an offspring, with each subsequent generation dropping this probability in half.

## History

It is said that long ago primal forces existed as the same as birds and beasts on the land. In that time creatures of elemental power roamed the world, and were sometimes worshiped by the peoples of that ancient era. Either through influxes of their power into mortal races or more... traditional methods, bloodlines became crossed and the Ifrit came into being. They were often regarded as dangerous hot-heads, but also their natural charms often found them easily forgiven for any violent bursts of temper.

Over time Ifrits were simply accepted as part of normal life, and though rare were not regarded with any particular suspicion or hatred. Certain locales do consider them (and all genasi) to be sources of good luck, and many a false alchemist believes that Ifrit hair is a useful ingredient in potions of fire resistance.

## Society

Like all genasi, Ifrit are seen as an oddity, and rarely gather in large enough numbers to form any sort of real community or develop their own culture.

## Ifrit as Characters (8RP)

**Racial Ability Score Modifiers: +2 STR, +2 CHA, -2 WIS**. Ifrit are empowered by the power of fire, granting them a racial +2 to Strength scores, as well as their natural allure and skill with words grant them a +2 to Charisma. However, their natural tempers tend to get them into trouble, reflected as a -2 penalty to Wisdom.

**Darkvision**. (3RP) Ifrit, like all genasi possess darkvision extending out to 60'

**Fire Resistance: 5**. (1RP) All Ifrit are naturally resistant to the element that suffuses their souls. Such that Ifrits all gain a resistance of 5 to any sources of fire or heat damage.

**Fiery Presence:** (2RP) An Ifrit has a commanding and fiery personality, and can often be rather intimidating with flaming hair and skin. These features add a +2 to Intimidate checks against any creature that can take fire damage.

**Flaming Aura:** (3RP) When an Ifrit loses control fully and embraces their inner flames, they are able to ignite and emit an aura of flames and heat as a standard action. This aura grants them 1d6+CON modifier fire damage in a 5' aura around them that lasts for one round per character level (or HD). This ability can manifest once per day, and afterwards the ambient sparks and embers that usually cover their form are muted and darkened until they rest.

**Inner glow:** (-1RP) Due to the bio-luminescent nature of the Ifrit, they are particularly bad at hiding in the dark. they suffer -4 to stealth checks in dark environments, or -2 in dim ones. In addition, anyone attempting to perceive them receives a +2 on sight based perception checks in dim light, and +4 in dark environments to notice an Ifrit.