Intended Build:
+2 Strength, +2 Charisma, –2 Wisdom: Strong in character and in body, Sunsoul ifrits are incurably optimistic agents of positive change.
Native Outsider: Ifrits are outsiders with the native subtype.
Medium: Ifrits are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Ifrits have a base speed of 30 feet.
Darkvision: Ifrits can see in the dark up to 60 feet.
Efreeti Magic: Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures.
Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks.
Fire in the Blood: Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Level 1 - Cavalier (Ghost Rider)
Level 2 - Cavalier (Ghost Rider)
Level 3 - Cavalier (Ghost Rider)
Level 4 - Mesmerist (Autohypnotist/Mindwyrm Mesmer) +1 Cha
Level 5 - Mesmerist (Autohypnotist/Mindwyrm Mesmer)
Level 6 - Cavalier (Ghost Rider)
Level 7 - Unchained Rogue (Thug)
Level 8 - Mesmerist (Autohypnotist/Mindwyrm Mesmer) +1 Str
Level 9 - Cavalier (Ghost Rider)
Level 10 - Cavalier (Ghost Rider)
Level 11 - Cavalier (Ghost Rider)
Cavalier Order:
Order of the Cockatrice
Traits:
1. Memorable (Social): When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end. For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds.
2. Fiery Glare (Race): Take 10 on Intimidate even in combat.
Feats:
1. Power Attack
2C. Dazzling Display
3. Intimidating Prowess
5. Improved Initiative
7B. Weapon Finesse
7. Phantom Ally
9. Toughness
10. Improved Critical (Heavy Flail)
10E. Skill Focus (Intimidate)
11. Cunning
Mesmerist Tricks:
4. Mesmeric Mirror
5. False Flanker
Bold stare:
8. Psychic Inception
Main Skills:
- Intimidate!
- Perception
- Ride
- Use Magic Device
Intended Items:
Weapon - +1 Cruel Ghost Touch Heartseeker Impervious Adamantine Heavy Flail
Armor - +1 Comfort Deathless Light Fortification Mithral Hellknight Plate
Ring - Ring of Evasion 25,000gp & Ring of Freedom of Movement 40,000gp
Belt - Belt of Giant Strength
Body - Blazing Robe 11,000gp
Chest - Snakeskin Tunic 8,000gp
Eyes - Eyes of the Eagle 2,500gp
Feet - Boots of the Cat 1,000gp
Hands - Deliquescent Gloves 8,000gp
Head - Circlet of Persuasion 4,500gp
Headband - Headband of Alluring Charisma
Neck - Pendant of the Blood Scarab 1,000gp
Shoulders - Cloak of Resistance
Wrist - Vambraces of the Tactician 8,000gp
Ioun Stones - Pink Rhomboid (Normal) Ioun Stone
Others - Masterwork tool to Demoralize 50gp & Gravelly tonic 50gp
Favored Class Bonus: Cavalier (+1 Hp per level)