Racial Abilities
• +2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and quick, but impetuous and destructive.
• Native Outsider: Ifrits are outsiders with the native subtype.
• Medium: Ifrits are Medium creatures and receive no bonuses or penalties due to their size.
• Normal Speed: Ifrits have a base speed of 30 feet.
• Darkvision: Ifrits can see in the dark up to 60 feet.
• Spell-Like Ability: Burning hands 1/day (caster level equals the ifrit’s level).
• Energy Resistance: Ifrits have fire resistance 5.
• Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
• Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.
Class Abilities
• Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
• Channel Energy: 1d6, DC 12, 4/day, Used:
• Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (CL 3, 1d6+1, 5/day, Used: ).
• Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (5/day, Used: ).