Ifrit Feats
Ifrits have access to the following feats.
An inferno rages inside you, causing your body to radiate intense heat.
Prerequisites
Inner Flame, Scorching Weapons, character level 13th, ifrit.
Benefit
When you use Scorching Weapons, on your turn as a free action, you may create an aura of heat that lasts for 1 round. This aura deals 1d6 points of fire damage to any creature that begins its turn adjacent to you.
Your foes flinch from the heat of your weapon, giving you an opportunity to slip past their defenses.
Prerequisites
Combat Expertise, Improved Feint, ifrit.
Benefit
You gain a +2 bonus on feint checks made while wielding a weapon that deals fire damage. Anytime you successfully feint a creature while using such a weapon, you may deal its fire damage to the enemy.
The spirits of your ancestral home call to you, beckoning you to return.
Prerequisites
Character level 15th, ifrit, oread, sylph, or undine.
Benefit
Once per day, you can cast plane shift as a spell-like ability with a caster level equal to your level to transport yourself and willing targets to an elemental plane that is appropriate to your race (ifrits to the Plane of Fire, oreads to the Plane of Earth, sylphs to the Plane of Air, and undines to the Plane of Water). While on that plane, you (but not anyone transported with you) are treated as though under the effect of the spell planar adaptation.
Fire no longer blinds you, and smoke conceals nothing from your gaze.
Prerequisite
Benefit
You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you to see anything you could not otherwise see (for example, invisible creatures are still invisible). You are immune to the dazzled condition.
Your body generates so much heat that your mere touch scorches your enemies.
Prerequisites
Scorching Weapons, character level 7th, ifrit.
Benefit
Your bonus on saves against fire attacks and spells with the fire descriptor or light descriptor increases to +4. When you use Scorching Weapons, the affected weapons deal an additional 1d6 points of fire damage instead of 1, and when you are grappling, you deal this damage to your grappling opponent on your turn.
Elemental fire stirs within your body, boiling your blood and rendering you resistant to flame.
Prerequisite
Benefit
You gain a +2 bonus on saving throws against fire attacks and spells with the fire descriptor or light descriptor. As a swift action, you can make up to two held manufactured metallic weapons become red-hot for 1 round, dealing 1 additional point of fire damage with a successful hit. This does not stack with other effects that add fire damage to weapons, such as the flaming weapon special ability.