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DEFENSE
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 9 ((1d8)+1)
Fort +1,
Ref +1,
Will +2
Resistances fire 5,
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OFFENSE
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Speed 20 ft.
Melee mwk morningstar +3 (1d8+2)
Innate Spell-Like Abilities burning hands (DC 15,1/day),
Oracle Spells Known (CL 1st; concentration +5)
1st(4/day)-bless, murderous command(DC 15), cure light wounds(DC 15)
0th(at will)-create water, detect magic, guidance(DC 14), read magic(DC 14), ghost sound(DC 14), mage hand
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STATISTICS
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Str 14, Dex 12, Con 13, Int 10, Wis 10, Cha 18,
Base Atk +0; CMB +2; CMD 13
Feats Improved Initiative
Skills Bluff +8, Diplomacy +8, Intimidate +8, Knowledge (Religion) +4, Sense Motive +4,
Traits Influential (Sovereign Court Faction), Reactionary,
Languages Common, Ignan
SQ bone mysteries, energy resistance, fire in the blood, haunted, near death, orisons, spell-like ability,
Combat Gear Potion of cure light wounds
Consumables Wand of cure light wounds [][][][]()()()()()()()()(X)(X)
Other Gear mwk morningstar, mwk hide armor, dagger (3), spell component pouch, 50 ft. silk rope, grappling hook, 105.0 gp
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SPECIAL ABILITIES
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Bone Mysteries You draw upon the divine mystery of Bone to grant your spells and powers.
Darkvision
Energy Resistance (Ex) Ifrits have fire resistance 5.
Fire in the Blood Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.
Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.
Influential (Sovereign Court Faction) When you make a suggestion, strangers often assume that it was their idea to begin with. You gain a +3 bonus on Diplomacy checks to make requests of a creature. Once per day, you may select one single spell you are casting with the language dependent descriptor; you increase the saving throw DC of that spell by 1.
Near Death (Su) You gain a +2 insight bonus on saves against diseases, mind-affecting effects, and poisons.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Spell-Like Ability (Ex) Burning Hands 1/day.