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PFS StandardScorching Disarm [one-action] Feat 9

Legacy Content

Fire Ifrit 
Source Ancestry Guide pg. 103 3.0
Frequency once per day

You make a weapon unbearable to hold. Attempt an Athletics check to Disarm a target creature. You don't need to have a hand free to make this Disarm attempt. If the Disarm attempt succeeds, the target takes 4d6 fire damage unless it drops the weapon, and on a critical success, it takes 4d6 fire damage and drops the weapon. If you're legendary in Athletics, this increases to 8d6 fire damage.

Traits

Fire:

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.

Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.

Ifrit:

Ifrits are planar scions descended from efreet.