Ifrits have the Plane of Fire in their ancestry…typically an
efreeti, but sometimes an azer, fire mephit or other creature. The Advanced Race Guide notes that they tend towards neutral morals while swinging
wildly on the lawful chaos/axis.
Whether podium-pounding orators or attention-grabbing showoffs, one
thing is certain: they are not subtle.
Though Shara’s
parents were human, her four-foot-and-change frame, gravity-defying,
flame-like red hair, and pointed, slightly bat-like ears point to a mephit in
her family tree. Orphaned or
abandoned (the story seems to alter depending on which tale is more
advantageous to her situation, though it nevertheless does seem to cause her
genuine pain) Shara is a tout and guide to the warren-like streets of
Warrant. She appears to have a
heart of gold (and the gold-flecked eyes to match) but she also sports a
temper…which may explain why shopkeepers that mistreat her tend to have problems
with fires.
Cyros Caltep’s
great-grandfather was an efreeti, as his bronze skin, bald pate, and
fearsome demeanor no doubt reveal.
Prone to pounding a gavel practically as large as a warhammer, he does
not suffer fools in his courtroom, wherever that courtroom may be—as a
traveling judge, his docket takes him in a circuit across the land. He also has the ability to enlarge himself, thanks to his efreeti
magic trait (Advanced Race Guide
126)…which means that in more remote jurisdictions, he serves as his own
bailiff and executioner in a pinch.
Most
element-touched humans never know communities of their own, owing to
their accidental births. This
makes the mage Firros the Quick particularly jealous of his sylph duelist
companion, Willowen. Raised in a
nation blessed by the spirits of Air, she has never known the isolation he felt
all his life. His envy of her,
complicated by newfound feelings of love and admiration, threatens to boil
over.
—Pathfinder Bestiary 2
160
3.5 Forgotten Realms fans will of course think of ifrits as
fire genasi.
Since we’re discussing the Advanced Race Guide, now’s a good time for me to weigh in with some
vastly overdue thoughts. I still
haven’t read it cover to cover (and will be even more delayed since a box with Varisia: Birthplace of Legends and
two(!) Pathfinder Adventure Path
issues* showed up yesterday). But
after several browsings, I’m very impressed. I was stunned to see such an emphasis on the core races, but
it paid off—the sheer mix-and-match potential for all those traits and feats
makes creating unique characters and subraces effortless fun for players and
GMs alike. (And if we know
anything from my long-ago aborted blog, it’s that I like subraces.)
Other gut impressions: I dig plant companions for
elves. I love seeing tengu and
ratfolk blown out. Ditto all the
uncommon races (though of course I’m waiting for fetchlings and strix to become
the new drow/tieflings for players who gravitate toward adjectives like
“bad-ass” and/or “tortured”); of these I’m personally most intrigued by sulis
and changelings, though I’ll be intrigued to see what people do with vishkanyas
and wayangs.
As for the expanded race examples in the Race Builder, I of
course have only my usually complaint: I want more! If we’re only going to get five new races, I would have
loved more details. (Are these
Golarion races or not? What are
their societies like? More backstory on the gathlains and wyrwoods? Etc.,
etc.) Otherwise, give us at least
eight to ten examples…five only whets my appetite for more.
But these are selfish quibbles. Ignore them, and me.
If you are a Pathfinder or 3.5 player who is at all interested in
non-humans, this book is a must-buy.
*Final note: I’m intrigued by the Shattered Star AdventurePath. I know next to nothing about
it, but I’m thrilled we’re back in Varisia. Some of the best Adventure Paths have taken place there, and
Varisia always brings out the best, slightly off-kilter take on fantasy gaming
that lies at the heart of Golarion.
Can’t wait to crack it open, but I have to finish Skull & Shackles
first.
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