Jerrans are quiet, calm and thoughtful.
Physical Description: Ifrits vary in appearance as widely as their elemental ancestors do. Most have pointy ears, red or mottled horns on the brow, and hair that flickers and waves as if it were aflame. Some possess skin the color of polished brass or have charcoal-hued scales covering their arms and legs. Ifrits favor revealing and ostentatious clothing in bright oranges and reds, preferably paired with gaudy jewelry.
Many Ifrits have skill in alchemy and/or a love of tinkering. In fact, they have recently invented guns, and are the only civilization to use steam power over arcane power. They are typically looked at as an evil society. Slavery, warfare, and underhanded dealings are commonplace in their communities. Almost no wizards are Ifrits, but a high number are sorcerers. In recent years, under new rule, the society has become a bit more organized and disciplined.
Relations: Even the best-natured ifrits tend to view other individuals as tools to use as they see fit, and as such they get along best with races they can charm or browbeat into submission. Sylphs often find themselves caught up in an ifrit’s schemes, while their neighbors, the Jerrans usually bridle at ifrits’ controlling nature. Undines are accepting of ifrits, and sometimes form incredibly close bonds with them.
Alignment and Religion: Ifrits are a dichotomous people—on one hand, fiercely independent, and on the other, imperious and demanding. Most ifrits lack the mindset to follow a god’s teachings, and resent the strictures placed on them by organized faith. With the new ruler in place, worship and tribite to the goddess Myriel is common. When ifrits do take to worship (usually venerating either Myriel or Tindas), they prove to be zealous and devoted followers.
Adventurers: Ifrits adventure for the sheer thrill of it and for the chance to test their skill against worthy foes, but most of all they adventure in search of power. Once ifrits dedicate themselves to a task, they pursue it unflinchingly, never stopping to consider the dangers ahead of them. When this brashness finally catches up with them, ifrits often rely on sorcery or bardic magic to combat their resulting troubles.
Male Names: Aja, Denat, Efit, Elum, Jalij, Maqej, Urah.
Female Names: Alayi, Etwa, Maqan, Qari, Sami, Zetaya.
p(((. Ability Score Racial Traits: Jerrans are wispy, thoughtful and stoic. They gain +2 DEX, +2 WIS, and –2 CON.
Type: Jerrans are outsiders with the native subtype.
Size: Jerrans are Medium creatures and thus have no bonuses or penalties due to their size.
Speed (Normal): Jerrans have a base speed of 30 feet.
Languages: Jerrans begin play speaking Common and Jerran. Jerrans with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, Terran, and Undercommon.
Defense Racial Traits
Illusion Resistance: +2 racial bonus on saving throws against illusion spells or effects
Magical Racial Traits
Jerrans can use sleep 1/day (caster level equals the jerran’s total level).
Night Affinity: Jerran sorcerers with the Starsoul bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Jerran clerics with the Darkness(Night) domain use their domain powers and spells at +1 caster level.
Senses Racial Traits
Darkvision: Jerrans can see perfectly in the dark up to 60 feet.