Darkvision: Ifrits can see perfectly in the dark up to 60 feet.
Spell-Like Ability (Sp): Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit’s level; DC 11 + Charisma modifier).
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.
Eyes and Ears of the City
Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall.
Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Call of the Longships
Your blood sings with longing to relive the adventures of one of your ancestors, and you are inexorably drawn to the sea. You gain a +1 trait bonus on Profession (sailor) checks and a +1 trait bonus on attack rolls made onboard ships.
Revelations and Curse:
Air Barrier (Ex): You can create an invisible shell of air that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this barrier for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Deep One (Curse of Corruption)
The lure of the ocean tugs at your soul.
You reduce your base land speed by 5 feet. You gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet.
At 5th level, your natural armor bonus increases by 1 as your skin thickens
At 10th level, you gain a +1 bonus to your caster level when casting spells underwater and when casting spells with the water descriptor
At 15th level, you gain the benefits of freedom of movement while underwater.
One's first impression of Malek would lead you to believe he's the most normal of his large family, The minor Nobility known as the Nico Family. He comes from a family of heroes, with long lines of mixed bloods from elves, to humans and everything in between, he himself however is Ifrit.
Unlike a lot of his Family, Malek holds down a job among, standing watch near the ports, spending his days watching the ocean's push and pull. Satiating his souls odd attraction to the water, smelling the salt on the wind.
Malek on his off days sticks to his religious studies and magic, as well as his physical training. Being of a heroic bloodline, he has high expectations of him at all times. During his training, Malek discovered his connection with the winds of the world and his ability to swim quite a bit faster than other creatures.
Though he's not left Sasserine yet, he wants to travel some day, earn his own way and stand out from the rest of his family.
Appearance and personality:
Skin the color of ash, Long bright pinkish red hair, veins that look lava or fire. long upward pointing horns.