Ifrit
Ifrits are creautres with
strong ties to the plane of fire, and because of that, fire spellcasters and
classes that can make good use of fire are good choices. There are lots of ways
to make use of this fire affinity, and we’ll be exploring those now.
Racial
Traits:
Ability
Scores: +2 Dexterity, +2 Charisma, -2 Wisdom. These bonuses obviously lend well
to ranged builds and spontaneous casters. Prepared divine casters take the
Wisdom penalty badly, of course.
Type: Ifrits
are ousiders with the native subtype, which means they can’t be affected by
spells and effects that target humanoids, such as enlarge person and charm
person, so this is a double-edged sword.
Size: Ifrits
are the same size as humans.
Speed: Ifrits
move at the same speed as humans.
Energy
Resistance: Fire resistance 5 will come in handy, especially
given that fire is the most common energy damage out there. It also means that
if you’re a spellcaster and plan to use fire on others, you can afford to be
hit by your own spells once in a while.
Spell-like
Ability: Burning hands once a day is a decent option, but I personally
think that the Efreeti Magic alternate racial trait will come in more useful.
Fire Affinity: This is
an obvious choice for an ifrit Sorcerer, since it gives you an effective +2 to
your Charisma for Sorcerer abilities (it’s blue for them). However, this is
also useful for divine casters who can choose a Cleric domain, as it boosts
your caster level for domain powers of the Fire domain (so it’s green for any
class that can choose a domain). For all non-casters, you should be choosing
one of the alternate racial traits that replaces this, instead.
Darkvision: I like
darkvision, as I’m sure you know by now. It will come in handy for almost any
character at some point in their adventuring career.
Alternate
Racial Traits:
Desert
Mirage (Fire Affinity): This option is fairly weak, because the bonuses it
gives are very situational. However, if you’re a non-spellcaster, it’s still
better than no bonus at all.
Efreeti
Magic (Spell-like Ability): I love this option. It’s definitely better than
the standard spell-like ability of burning hands, because it allows you
to choose to cast either enlarge person or reduce person once per
day, and can even affect other ifrit as if they were humanoids!
Fire in the
Blood (Fire Affinity): This is a fun option, since it stacks with an ifrit’s
innate fire resistance. Essentially, if your ifrit gets hit by fire damage of 5
or less, there’s a net gain of 2 hit points! This is probably the best option
to replace Fire Affinity with for a non-spellcaster.
Fire Insight (Fire
Affinity): I really like this ability for a Summoner or Oracle, since they
can’t make use of Fire Affinity as-is. Sadly, there are no creatures with the
fire subtype on the summon monster I list when it would be the most
helpful to have extra rounds of summoning, but as soon as you hit summon
monster II you can start summoning Small fire elementals.
Fire-Starter (Fire
Affinity): This option is great for an Alchemist, since they can make use of it
right from level 1 using flasks of alchemist’s fire. Later on, any spell that
has a chance of setting your target on fire will be giving you this mini-bonus.
Forge-Hardened
(Spell-like Ability): This option is not worth losing a spell-like ability for,
no matter what your plans are. Ignore it.
Hypnotic (Fire
Affinity): This is an excellent option for Bards, since an ifrit can force an
enemy to reroll on its save against his fascinate bardic performance.
For most other casters, I think Fire Insight is a better option.
Wildfire
Heart (Energy Resistance): This is the equivalent of the Improved Initiative feat, and stacks with
it, which is HUGE. I suggest this option for a Rogue or Ninja, who have a great
need to go before enemies at the start of combat. I wouldn’t say it’s strictly
better than the fire resistance, though.
Classes:
Alchemist: A
bomb-focused Alchemist is a solid choice for an ifrit, and the Fire-Starter
alternate racial trait is a clear winner here. You’ll definitely want to pick
up the Explosive Bomb discovery to allow your
bombs to set enemies on fire. You also get a great racial favored class option,
giving you +1 per 2 levels to your bomb damage!
Barbarian: Without a bonus to Strength or Constiution, an
ifrit isn’t going to make an optimal Barbarian. If you do decide to go down
this road, though, definitely take the Fire in the Blood alternate racial
trait, since it’s very flavorful and will synergize well with your fire
resistance.
Bard: Ifrits
make seriously excellent Bards thanks to the Dexterity and Charisma bonuses.
It’s sad that Fire Affinity doesn’t do anything for a Bard, but the Hypnotic
alternate racial trait will come in handy, so I recommend that. The racial
favored class option is seriously awesome, since it allows you to use your fascinate
bardic performance, which you’re already getting a bonus toward with
Hypnotic, on more creatures at once!
Cavalier [Samurai]: I have trouble imagining an ifrit
Cavalier, but Samurai works pretty well as a mounted archer thanks to the
Dexterity bonus. Overall, though, there are much better options for an ifrit.
Cleric: Divine
spellcasters (other than Oracles) take a hit from the Wisdom penalty, but that
is at least partially made up by some of the other racial traits. Fire Affinity
is a good boost for a Cleric, provided you choose the Fire domain (why wouldn’t you!?) and I’d
suggest taking the Ash subdomain because the Wall of Ashes
domain power is really excellent, and can be combined with the Firesight feat.
Druid: This is
exactly like the Cleric, as it takes a hit from the Wisdom penalty, and you’ll
definitely want the Fire (Ash) subdomain and the Firesight feat.
Fighter: There’s
nothing saying that you can’t make an excellent ranged Fighter with an ifrit,
though there isn’t much other than a Dexterity bonus going for you.
Gunslinger: You can
be a great Gunslinger if you pick the Mysterious Stranger archetype to make use
of your Charisma bonus, though you'll want to upgrade your gun ASAP with the Reliable property since you lose Quick Clear.
The favored class option is nice, boosting your initiative checks when using
the gunslinger initiative deed.
Inquisitor: Unlike
the other prepared divine casters, an ifrit can make an excellent Inquisitor
because of the racial archetype available, the Immolator. This archetype includes an
ability that gives you an additional +1 caster level for Fire domain powers, so
you’ll definitley want to keep the Fire Affinity ability to stack with that. I
suggest making a ranged build with this archetype and taking the Firesight feat and the Ash subdomain to be able to fire right
through your walls of ash! The favored class option is not very useful, so I’d
take a skill or hit point instead.
Magus: Nothing
is really going for or against you when it comes to being an ifrit Magus, so
this is a fine option but definitely not optimal.
Monk: With a Wisdom penalty, Monk isn’t a great option
for an ifrit, and there are no racial traits that help with this, so I’d just
say look elsewhere.
Oracle: This is
a great class option for an ifrit, thanks to the Charisma bonus and the
excellent Fire Insight racial trait. But even better, the favored class option
lets you treat your class level as higher than it actually is for one
revelation. If you choose the Flame mystery (and who wouldn’t, honestly) I
recommend using it on the Form of Flames revelation. However, I would like to
point you to the Dark Tapestry mystery and its Many Forms
revelation, as it will let you turn into some pretty fun creatures way earlier
than you’d normally be able to.
Paladin [Antipaladin]: An ifrit
can make an excellent ranged Paladin thanks to the Dexterity and Charisma
bonuses. Obviously the Divine Hunter and Holy Gun archetypes match that idea well.
Technically, the Antipaladin can’t choose either of those archetypes (though
I’d recommend talking to your GM about putting together an Antipaladin version
of one of them if you really want to go down that route), so I can’t really
recommend Antipaladin as an optimal choice.
Ranger: A ranged
Ranger build is an excellent choice for an ifrit, and as with the other ranged
options I’ve suggested here, the Firesight feat is an amazing option.
Sadly, you won’t get access to the Ash subdomain, so you’ll have to rely on
smokesticks or other casters in your party to make smokescreens for you. As
with all other races that don’t get a Wisdom boost, I’d also suggest
considering the Skirmisher archetype, allowing you to
replace weak spells with much more interesting tricks.
Rogue
[Ninja]: Ifrits were born to be Rogues and Ninjas, as their efreeti heritage
makes them excellent silent killers or acrobatic combatants. I definitely
recommend the Fire in the Blood racial trait here, since you’re going to be
taking half damage from most fire-based attacks thanks to Improved Evasion, and
you may as well heal a few points each time that happens. I would also
recommend trading out the fire resistance for Wildfire Heart, which is the
equivalent of a stacking Improved Initiative feat. Finally, the Scorching Weapons line of feats is an
excellent choice to add an extra few points of fire damage to your weapons and
eventually have a fiery aura surround you with Blazing Aura. The favored class option
isn’t very exciting, and I would stick with a skill point per level if I were
you.
Sorcerer: An
efreeti Sorcerer is a flaming ball of awesome, thanks to great synergy between
her racial abilities and the powers of her bloodline. Obviously you’ll want to
have the Elemental (fire) bloodline to get the
2-point Charisma boost from Fire Affinity (though I would suggest talking to
your GM about getting the same bonus from the Efreeti bloodline, because it would make
even more sense). Because your bloodline will give you resistance to fire, you
should definitely trade out your racial resistance for Wildfire Heart, gaining
+4 to initiative. Your favored class bonus is one of the best in the game,
letting you treat your level as if it were higher for one of your bloodline
powers. It’s important to note, though, that you can’t actually choose this
favored class option until you can use the power you want to apply it to, so
that makes it a little less useful. I suppose the most useful option is the
Elemental Resistance power, which will let you have resistance 20 to fire at
7th level instead of 9th. An efreeti Sorcerer also gains access to a racial
archetype, the WIshcrafter, but honestly it’s just too
strange to be worth it, and its effects are usually going to be completely up
to the GM.
Summoner: Summoner
is also an excellent option for an ifrit, thanks to the Charisma bonus. The Fire
Insight racial ability will be helpful (although TECHNICALLY it doesn’t apply
to your summon monster spell-like abilities because they aren’t spells,
any reasonable GM should allow it to apply). A Synthesist will find the Blazing Aura feat to be well-spent, and Firesight will probably come in handy as
well.
Witch and
Wizard: I’m lumping these two together once more because there’s nothing that
specifically helps or hinders either one of them, really. Either could benefit
from the Fire Insight or Hypnotic racial traits, and the Firesight feat is a great option as well.
Alternate
Favored Class Options:
Alchemist: Boosting
your bomb damage is an excellent favored class option, so this one is a
no-brainer to me.
Bard: Given
the Hypnotic racial trait, I’m going to score this one pretty well even though
it only works on spells and abilities that cause one specific condition. The fascinate
bardic performance will be used a LOT by your character because of this.
Cleric: This one
just isn’t worth losing a hit point each level for, as Knowledge (planes)
doesn’t come up THAT often in most campaigns, and this bonus only works for
Outsiders from the plane of fire anyway.
Gunslinger: Any
boost to Initiative is an excellent option, so I definitely recommend this one.
Inquisitor: Like the
Cleric option, I just can’t see this coming up much. How often do you really
think you’ll be trying to Intimidate beings from the plane of fire?
Oracle: This is
an amazing favored class option, as Oracle revelations are diverse and in some
cases very powerful. There are only a handful of races that get this alternate
favored class option, and you should absolutely make use of it!
Rogue: If this
was a straight bonus to Acrobatics, I’d be all for it, but Jump checks and
Intimidate checks aren’t what you need bonuses to. Take the skill point
instead.
Sorcerer: I really
wish the bloodline powers for the Elemental (fire) bloodline were more
exciting, but it’s always good to be treated as a higher level for an ability,
so this is a decent option.
Racial
Archetypes:
Immolator (Inquisitor): I absolutely love
the Immolator because of its synergy with the Fire Affinity racial trait. You
get a TWO LEVEL bonus on your effective level for your Fire domain powers, and that’s pretty
amazing. Definitely take the Ash subdomain for the Wall of Ashes power,
because even though this one doesn’t get better with higher caster level, it
will combine amazingly with the Firesight feat, letting you shoot flaming
arrows directly through a wall of ash at your flat-footed enemies! You might
want to pick up a few levels of Rogue at some point just to get some sneak
attack damage to combine with this, as well.
Wishcrafter (Sorcerer): This archetype...
as fun and flavorful as it is... just isn’t worth your time. You give up on
several Bloodline feats and your Bloodline Arcana to get an awkward +1 boost to
your caster level when someone has wished for the effects of a spell.
Essentially this means that your party members are just going to be shouting
wishes at you all the time to get you a +1 boost to caster level on their
buffs, and this just makes for bad roleplaying in my opinion. Later on you get
the ability to twist others’ wishes to your own gain, but it’s still way too
situational.
Racial
Feats:
Blazing Aura: I love this feat, though it
takes some time and investment to get to it. You get to activate, as a free
action, an aura that deals 1d6 points of fire damage to anyone adjacent to you,
and you can do this essentially every single round of combat, unless you need
to use your swift action on something other than Scorching Weapons. This is a great option
for a Rogue or Ninja who can use Acrobatics to position herself in the midst of
enemies and hit them with damage every round.
Blistering Feint: Feinting is a suboptimal
use of your action economy, and getting a +2 to your feint checks when using
flaming weapons doesn’t change that. Focus on tripping or any other combat
maneuver instead.
Elemental Jaunt: This feat is an option
for all four elemental races, and it’s fun if not overly exciting. You get to
travel to or from (but not both!) the elemental plane that your race is attuned
to once per day. I’d say this is a decent roleplaying option for
non-spellcasters, but otherwise not really worth your investment of a feat.
Firesight: For any ranged build, but
especially a Rogue or Ninja, this is really incredible. Just put up some type
of smokescreen and you can suddenly see enemies that can’t see you, making them
flat-footed to every one of your attacks and letting you deal precision damage
to them if you have it. In addition, you are completely immune to the dazzled
condition! This is an excellent feat, and if you plan to shoot things, you’ll
want it.
Inner Flame: This feat requires Scorching Weapons first, but it’s
definitely worth the investment for most martial classes, since it gives you a
free flaming property to up to two weapons simply by using a swift action every
round. The wording is strange for the grappling part of the feat, but I THINK
that you still have to have a weapon in your hand to use it, since Scorching Weapons requires a manufactured
weapon, so unarmed grapplers aren’t going to get any use out of it. Overall,
though, this is a decent option for any martial character (especially ranged
Rogues with Firesight!)
Scorching Weapons: A simple 1 point of
fire damage to your weapons by spending a swift action every round seems weak,
but this feat opens up doors to Inner Flame and Blazing Aura, both of which are excellent
feats. The bonus against fire and light-based spells is not amazing but serves
to make this feat slightly less painful as a feat tax.
An ifrit rogue or ninja can also take the Familiar rogue talent to get another +2-+4 initiative, depending on what your GM allows. It does have some entry requirements, but is amazing.
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