Ifrit

This muscular, fiery-skinned man has flaming hair and spotted horns upon his brow.

CR: 1/2 XP: 200


N Medium outsider (native)


Init: +3 Senses: darkvision 60 ft. Perception: –2


Defense

AC: 13, touch 13, flat-footed 10 (+3 Dex)


hp: 8 (1d6+2)


Fort: +1 Ref: +3 Will: +0


Resist: fire 5


Offense

Speed: 30 ft.


Melee: scimitar +0 (1d6)


Spell-Like Abilities: (CL 1st; concentration +4) 1/day—burning hands (DC 14) (CL 1st; concentration +5) 6/day—elemental ray (1d6 fire)


Spells Known: (CL 1st; concentration +5) 1st (4/day)—mage armor, magic missile 0 (at will)—acid splash, detect magic, flare (DC 15), prestidigitation Bloodline elemental (fire)


Statistics

Str: 10 Dex: 16 Con: 12 Int: 13 Wis: 6 Cha: 17


Base Atk: +0 CMB: +0 CMD: 13


Feats: Eschew Materials, Martial Weapon Proficiency (scimitar)


Skills: Bluff +7, Knowledge (arcana) +5, Spellcraft +5


SQ: bloodline arcana, elemental affinity


Languages: Common, Gnome, Ignan


Ecology

Environment: any land


Organization: solitary, pair, or gang (3–5)


Treasure: NPC gear (scimitar, other treasure)


Description

Ifrit sorcerer 1

Elemental Affinity (Ex) 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. Ifrits are humans whose ancestry includes beings of elemental fire, such as efreet. Ifrits have pointed ears, red or mottled horns on the brow, and hair that flickers and waves as if it were aflame.

All ifrits are at some level pyromaniacs. Adoring fire in all its forms, they tend to be passionate and quick to action, with a predilection for striking first in any conflict—a trait which keeps them alive but doesn’t make them a lot of friends. Ifrits generally seek out the company of either less-powerful minions who can be browbeaten into following orders, or calm, cool individuals who can balance the ifrits out.

Ifrit Characters Ifrits are defined by class levels—they do not possess racial Hit Dice. Ifrits have the following racial traits. +2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and quick, but also impetuous and destructive. Darkvision: Ifrits can see in the dark up to 60 feet. Spell-Like Ability: Burning hands 1/day (caster level equals the ifrit’s total Hit Dice).

Elemental Resistance: Ifrits have fire resistance 5. Elemental Affinity: See above.

Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.

Inevitable Originally invented and forged in the Outer Planes by the axiomites (see page 36), inevitables are living machines whose sole purpose is to seek out and destroy agents of chaos wherever they can.

During the height of the first war between law and chaos, while the Outer Planes were still forming from the raw chaos of the primal reality, inevitables were constructed by the axiomites as an unf linching army— soldiers powerful and devoted enough to march on the madness-inducing hordes of proteans who sought to unmake reality and return it all to the primal chaos they so adored. While this war has long since cooled to a simmer, and the reality of the Outer Planes is now not so easily threatened by the entropic inf luence of the proteans and their home plane, the defense of the axiomites’ home plane remains the inevitables’ primary goal. Despite the proteans’ subsequent adaptation and study of how best to make themselves more resistant to the inevitables’ attacks, these constructed soldiers remain imposingly effective.

Today, many inevitables—almost all of those encountered on the Material Plane—pursue a new aspect of their original mission: tracking down those who flagrantly flout the forces of law and redeeming them or, more often, eliminating the threat they present to the ordered nature of the multiverse. Matched on the side of chaos by the manipulative imentesh proteans, new inevitables awake to find themselves locked in a proxy war, knowing that losing the Material Plane to chaos would place their masters in a dangerous position.

Genderless, incorruptible, and caring nothing for power or personal advancement, inevitables are cunning and valiant shock troops in the service of law. Though they regularly interact with their creator race on their home plane, they have no society of their own, and are almost always encountered singly on other planes, each more than capable of pursuing its own mission. These individual crusades range from enforcing important or high-profile contracts and laws to forcibly correcting those mortals who would seek to cheat death. How they deal with the guilty varies according to the transgression: sometimes this means a simple geas or mark of justice to ensure that the target works to right his wrongs or never again strays from the path of law, but just as often an offense worthy of an inevitable’s attention is severe enough that only immediate execution will suffice. Such decisions are not always popular—for the kindly priest who transcends mortality and the freedom fighter who battles the evil-yet-rightful king are every bit as guilty as grave-robbing necromancers and demon-worshipers—but the inevitables are always just, and few dare stand in the way of their Ifrit–Inevitable judgment. Those inevitables who have completed a given mission often wander through whatever society they find themselves in, seeking other lawbreakers worthy of their ministrations. Brave souls with a worthy cause are always welcome to approach an inevitable and present their case, but should be wary of invoking the help of such powerful, single-minded beings—for an inevitable may not see the situation the same way they do, and though all inevitables do their best to preserve innocent life, they’re not above sacrificing a few allies or innocents in an effort to bring down a greater villain.

Physically, inevitables often have humanoid forms or aspects, but their bodies appear somewhere between clockwork constructs and fine statues in the greatest classical tradition. Constructed of stone, adamantine, and even more precious materials, each inevitable is brought to sentience in the axiomites’ forges already programmed with the details of its first target. Though they know that all beings outside of the lawful planes harbor chaos in their hearts, inevitables also understand that such conflicted creatures may yet be forces for law as much as for chaos, and thus overlook all but the most flagrant offenses. The most commonly recognized types of inevitables are as follows.

Arbiters: Scouts and diplomats, often assigned to wizards as familiars in the hopes of directing such individuals to the cause of law.

Kolyaruts: Cloaked and stealthy humanoid warriors who track and punish those who break contracts.

Lhaksharuts: Juggernauts who search for permanent breaches and links between planes and invasions from one dimension to another.

Maruts: Towering beings of stone, steel, and storm who bring a fitting end to those mortals who try to cheat death in attempts to live forever.

Zelekhuts: Winged, centaur-like constructs who track down those who flee just and legal punishment, returning them to their rightful judges or carrying out the sentence themselves.

Primal Inevitables While the lhaksharuts are generally thought of as the most powerful caste of inevitable, there exist others of even greater skill and strength—these are known as the primal inevitables. These goliaths were among the first weapons of war forged by the axiomites to fight the protean menace—the methods to create more have long been lost to the axiomites, and those few primals who remain alive to this day have become legendary. None have been encountered in living memory, but the possibility of a primal’s emergence is enough to give the proteans second thoughts when ideas of invading the inevitables’ home plane arise.

Inevitable, Arbiter A sphere of bronze and copper set with a single eye, this winged creature has two clawed hands, one of which clutches a knife.

Source: Pathfinder Roleplaying Game Bestiary 2