Intended Build
+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.
Efreeti Magic: Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures.
Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks.
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.
Traits:
1) Indomitable Faith (Faith)
2) Fiery Glare (Race)
Feat Progression:
1) Power Attack
3) Raging Vitality
5) Combat Reflexes
6) Dodge
7) Iron Will
9) Improved Initiative
9) Toughness
11) Intimidating Prowess
Favored Class Bonus: Bloodrager (+1 skill point per level)