Ifrit
Source: Starfinder #13: Fire Starters
CR: 1/2 XP: 200
— — —
Init.: +3 Senses: darkvision 60 ft. Perception: +4
Defense
HP: 11
EAC: 11 KAC: 13
Fort: +2 Ref: +2 Will: +2
Offense
Speed: 30 ft.
Melee: longsword +5 (1d8+1 S)
Ranged: azimuth laser rifle +6 (1d8 F; critical burn 1d6) or frag grenade I +6 (explode [15 ft., 1d6 P, DC 11])
Offensive Abilities: fighting styles (sharpshoot), fire affinity, sniper’s aim
Statistics
Str: +2 Dex: +3 Con: +0 Wis: +0 Int: +0 Cha: +1
Skills: Acrobatics +9, Athletics +4, Intimidate +4
Languages: Common, Ignan
Gear: second skin, azimuth laser rifle with 2 batteries (20 charges each), longsword, frag grenade I
Ecology
Environment: any
Organization: solitary, pair, or gang (3–6)
Special Abilities
Fire Affinity (Su): Ifrits have an instinctive affinity for fire, subtly bending it to their will. Once per day, an ifrit making an attack that deals fire damage can roll a single attack roll twice and use the higher result.
Description
Ifrits are the descendants of mortal species and creatures from the Plane of Fire, usually efreet. These native outsiders are fiercely independent and many see even their friends as tools to be used.
About the planar scion family (Alien Archive 2, p. 98):
Many kinds of extraplanar beings can infuse humanoids’ bloodlines, whether as a side effect of powerful magic or the result of a tryst; those in whom extraplanar traits surface strongly are known as planar scions. Aasimars and tieflings, the mortal offspring of celestials and fiends, respectively, are the most common of these. Though planar scions resemble their humanoid kin, their appearance and demeanor bear supernatural touches. Tieflings might have horns, vestigial wings, or cloven hooves, while aasimars may have glowing eyes or a metallic sheen to their hair and skin.
Because of their innate curiosity, humans are more likely to dally with outsiders, and as a consequence, a significant percentage of planar scions living in the Pact Worlds are descended from humans. However, because humans are far less populous than in pre-Gap eras, planar scions descended from other humanoid races are now far more numerous. A planar scion might pass for a member of the humanoid parent’s species, or the scion’s otherworldly features could make their origin obvious to those who are familiar with the species’ normal characteristics. Those whose outsider blood is evident still find acceptance in most major settlements across the Pact Worlds, where diverse beings coexist in peace. On Absalom Station, the hub of interspecies relations, few people bat an eye when they meet an aasimar or tiefling.
However, in insular or tradition-bound communities, any signs of plane-touched heritage can be a blessing—or a death sentence—depending on the dominant traditions. The demon-worshiping drow of Apostae see tieflings as a favor from demonic patrons, while the elves of Sovyrian on Castrovel are likely to banish children who bear such fiendish heritage. The Radiant Cathedral, on the other hand, trains aasimars to become beacons of the Sarenite faith, and also guides tieflings to a brighter future than their heritage suggests. Formians, shobhads, vesk, and other species with flexible morality view aasimars and tieflings, particularly those descended from their own kind, with both admiration and suspicion.
Planar scions are often outliers in their community, either put on a pedestal or ostracized because of their ancestry. The potent blood that courses through the veins of aasimars and tieflings also makes them ambitious; many choose a dangerous but rewarding profession, such as explorer, mercenary, spy, or pilot.
