Egen Drossin

Nature: Player Character
Player: Sigve

Race: Shulassakar
Origins: Thrane
Residence: Lower Central, Myshan Gardens.

Class: Cavalier 19
Order: Order of the Sword
Alignment: Lawful Good
Religion: Silverflame
Theme Song: Charge of the Light Brigade


Gender: Male
Age: 25
Hair: Red and Bald, But got full beard.
Eyes: Green
Height: 5.9 ft
Weight: 170 pounds
Body: Fit
Clothing: Good quality clothing in Tharne(ite?) style
Oher traits: Rarely without his Hippogriff, have usually a few feathers on his clothing




  • Helping the downthrotten and hoply not screw up while doing it.
  • Learn to read and write properly, with the goal of write an book one day.
  • Bring forth the good in people.
  • Bring Safety and Peace to Lower Dura


  • Racing
  • His Hippogriff, Roger Featherhead
  • Honesty
  • Alturism
  • A good old Cavalry Charge
  • Trusty flame to ward of Darkness


  • Complete and utter Darkness
  • Losing his (insert mounts name here)
  • Dark places
  • Losing his way… Again.
  • People knowing of his reading problems
  • Did I mention Darkness?
  • Disgracing himself


  • Lying and Hypocrisy
  • Fanatism
  • Amorality
  • People underestimating him
  • People that refuse to help the downthrotten and meek
  • Have i mentioned he is not very keen with Darkness?

Racial Modifiers:

Appearance: Bloodsworn shulassakar have beautiful, colorful markings on their skin. These are easily mistaken for tattoos.
They are mutable, and they shift color and shape in response to the mood of the bearer.
The extent of these markings varies from one creature to another, and generally they will not prevent the pureblood from disguising itself as human.

Ability Scores: +2 Dex, +2 Int, +2 Cha.2
Size: Medium.
Base Speed: 30 feet. Creature Type: Monstrous Humanoid (reptilian & psionic subtypes).
Darkvision: Can see in the dark up to 60 feet.
Bonus Feats: Alertness & Blind-Fight. AC: +1 Natural Armor. Skills: Add Heal & Perception as Class Skills.
Detect Poison (Sp): Have the ability use ''detect poison'' at will, as the spell (CL 6).
Alternate Form (Sp): Can assume the form of a Tiny to Large feathered viper. This ability is
similar to a ''polymorph'' spell (caster level 19th), but a shulassakar does not regain any HP for changing form, and it can only assume (feathered) viper forms.
Weapon Proficiency: Longbow & composite longbow.
Psi-Like Abilities: Manifester Lvl: 1/2 lvl ≥ 3. Concentration: ML+Cha mod. DC's: Cha-based. 1/day: ●2.aversion, ●concealing amorpha, ●control light, ●entangling ectoplasm (max Large). 3/day: ●1.detect hostile intent, ●1.psionic charm (affects animals, fey, giants, humanoids, magical
beasts, & monstrous humanoids), ●1.psionic daze.

Class Abilities:

Proficiencies: All simple and Martial weapons, All armors (Heavy, Light and Medium) and shields (Except Tower Shields)

Challenge: Can select 1 target within sight and challenge them to combat as swift action,
once per day +1 more per 3 added cavalier lvls.
Melee attacks on that foe adds cavalier lvls to dmg.
Get -2 AC against all except challenged foe.
Ends if target dies or is unconcscious or combat ends.Challenge also
includes has added effect determined by which order cavalier belongs to.

Demanding Challenge: When declares a challenge,
as long as target is within areathreatened by cavalier,
they get –2 penalty to AC for attacks made by anyone other than challenger.

●Get 1 [Teamwork]-type bonus feat you meet prereqs for.
●As standard actioncan grant this feat to all allies in 30ft who can see & hear you,
lasts rounds = (3 + 1/2 cavalier lvls).
Allies don't need to meet the feat's prerequisites.
Can do this 1 per day +1 more per 5 cavalier lvls.
Greater Tactician:
●Get 1 more [Teamwork]-type bonus feat you meet prerequisites for.
●Can grant this feat to allies with ''tactician'' ability.
●The ''tactician'' ability is now a swift action.

Banner: While their banner is clearly visible,
all allies within 60ft get +2 morale bonus tosaves against fear & +1 morale bonus on attacks made as part of charge,
both increased by +1 per 5more lvls.
Requires banner to be Small or larger & be carried or displayed by cavalier or mount.

Greater Banner: ●All allies within 60ft get +2 morale bonus on saves against charm &compulsion spells & effects.
●While it's displayed, can wave banner through air as standard action,
giving all allies within 60ft an additional saving throw against any 1 spell or effect that is targeting them.
This save is made at the original DC. Spells and effects that do not allow saving throws areunaffected by this ability.
An ally can't benefit from this ability more than once per day.

Cavalier’s Charge:
●Gets +4 on melee attack rolls on a mounted charge (not just +2).
●Gets no penalty to AC after making a charge attack while mounted.

Mighty Charge:
●If mounted, double threat range of weapons wielded during a charge.
This doesn't stack with other effects that increase threat range of a weapon.
●Can make 1 free ''bullrush'', ''disarm'', ''sunder'', or ''trip'' maneuver if charge attack succeeds, without provoking AoO.

Order of the Sword

●Must be just & honorable at all times and in all things.
●Must show courage in the face of danger.
●Must show charity to the poor & the meek.
●Must show mercy to those who've wronged them
●Must defend their own honor and, above all else, the honor of those they serve.

Added Class Skills: ●Knowledge (nobility) (Int) & ● Knowledge (religion) (Int).
● Skill Checks: Opposing Bluff with Sense Motive gets competence bonus=1/2 cavalier lvl (min +1).
● Challenge: While astride own mount, attacks on challenged target get morale bonus= 1+1 per 4


2.By My Honor:
●Must select one alignment.
● As long as they maintains the selected alignment,they get a +2 morale bonus to one saving throw of their choice.

8. Mounted Mastery:
● Ignore armor check penalty on using Ride skill, regardless of whether ornot the creature he is riding is his mount.
● Whenever he makes a charge attack while mounted, hereceives a +4 dodge bonus to his AC to avoid attacks set against his charge.
● When making such anattack, he can add his mount’s Strength modifier to the damage roll, in addition to his own.
● He alsoreceives a bonus feat, chosen from the following list: Mounted Combat, Ride-By Attack, SkillFocus (Ride), Spirited Charge, Trample, or Unseat.
● He must qualify for the feat selected.

15. Knight’s Challenge:
● Can make a ''knight’s challenge'' once per day.
● This functions like anormal challenge, but the cavalier adds his Charisma bonus on all attack rolls and damage rollsmade against the target of his challenge.
● In addition, he receives a +4 circumstance bonus on attackrolls made to confirm critical hits against the target of his knight’s challenge.

Racial Human bonus Feat:3 Power Attack
1st Feat: Mounted Combat:
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit.
The hit is negated if your Ride check result is greater than the opponent's attack roll.
2nd feat: Ride-By Attack:
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge).
Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
3rd feat: Furicious Focus:
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat,
you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn.
You still suffer the penalty on any additional attacks, including attacks of opportunity.
You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn.
You must decide to use this ability before any attacks are made.
4th Feat: Fly-By Attack:
Benefit: When flying, the creature can take a move action and another standard action at any point during the move.
The creature cannot take a second move action during a round when it makes a flyby attack.
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
5th Feat: Trick Riding
Benefit: While wearing light or no armor, you do not need to make Ride skill checks for any task listed in the Ride skill with a DC of 15 or lower. You do not take a –5 penalty for riding a mount bareback. You can make a check using Mounted Combat to negate a hit on your mount twice per round instead of just once.
2nd Cavalier Bonus Feat: Combat Reflexes
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
6th Feat: Quickdraw
Benefit: You can draw a weapon as a free action instead of as a move action.
You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
7th Feat: Blind Fight:
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee.
That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.
The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
8th Feat: Mounted Skirmisher
Benefit: If your mount moves its speed or less, you can still take a full-attack action
9th Feat: Improved Bullrush
Benefit: You do not provoke an attack of opportunity when performing a bull rush combat maneuver.
In addition, you receive a +2 bonus on checks made to bull rush a foe.
You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
3rd Cavalier Bonus Feat: Greater Bullrush
You receive a +2 bonus on checks made to bull rush a foe.
This bonus stacks with the bonus granted by Improved Bull Rush.
Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).
10th Feat: Coordinated Charge
When an ally with this feat charges a creature that is no further away from you than your speed,
you can, as an immediate action, charge that creature. You must be able to follow all of the normal charge rules.

Additional Racial Bonus Feats from being Shulassakar:4
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks.
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Improved Blind Fight:
Benefit: Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment.
If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks.
That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.

Tactician Related Bonus Feats:
Tactician: Precise Strike
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature,
you deal an additional 1d6 points of precision damage with each successful melee attack.
This bonus damage stacks with other sources of precision damage, such as sneak attack.
This bonus damage is not multiplied on a critical hit
Greater Tactician: Outflank
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4.
In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Master Tactician: Broken Wing Gambit
Whenever you make a melee attack and hit your opponent,
you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first.
If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.

+5 Adamantine Lance, Impacting, Dueling = 100 010 gp
+5 Longsword = 50,015 gp

Mithril Agile Breastplate, Jousting, Medium Fortification +5 = 72,150 gp
Mithril Quickdraw Light Steel Shield +3 = 10,059 gp

Wonderous Items:
Headband of Alluring Charisma +6 = 36,000 gp
Does what it says, +6 to your Charisma

Cloak of Resistance +4 = 16,000 gp
Additonal +4 to all save rolls

Cloak of Resistance +5 = 25 000 gp
Same as above just +5 instead of +4 and the cost of 9000 gp

Belt of Physical Perfection +4 = 64,000 gp
Bonus of +4 to All physical stats

PFT only + 4? thats for weaklings, try the new and improved Belt of Physical Perfection +6! - 144 000 gp
Incase you dumped your int and cant read, it gives you GOSHDARN +6 TO ALL PHYSICAL STATS "FLEXING"

Ring of Protection + 5 = 50,000 gp
Deflection bonus to AC +5
Goes on one of your ring slots

Ioun Torch Stone = 75 gp
Its glowy and works like an handsfree torch.

2 Dust of Apperance 3,600 gp
Does what it says on the bag, Gov'nor.

Resplendent Uniform Coat - 7000 gp
Lets an Cavalier use Tactician one additional time per day and increases its range to 60 ft instead of 30 ft.
Uses the Chest Slot

Shoes of Lightning Leaping 10 500 gp
Lets you transform into Lightning and move 50 ft in a straight line.
Any creature and objects hitted by the lightning takes 6d6 electricity damage as per the chain lighting.
if the lighting strikes and object or barrier and fails to burst through it, the wearer of these boots will impact into it, appears beside it and get staggered for 1 round.
Uses the Feet Slot

Gauntlet of the skilled maneuver: Bullrush - 4000 gp
Nothing special, +2 to chosen Combat Maneuver decided on its creation, in this case, Bullrush.
Uses the Hand slot.

Jingasa of the fortunate soldier - 5000 gp
What luck! +1 to AC in form of luck bonus and once per day when you are struck by an Crit or Sneak attack.
You can as an imediate action Negate it, Similar to the Fortification Enchantment, but no roll involved. Take that Rogues and Critfishers!
Goes on your head slot.

Mount: Roger Featherhead the Hippogriff = 5000 gp
Mounts Gear:
3 seat exotic millitary saddle 250 gp

Belt of Physical Perfection + 4: = 64,000 gp
Bonus of +4 to All physical stats

Cloak of Resistance + 4: 16,000 gp
Additonal +4 to all save rolls

Cloak of Resistance +5 = 25 000 gp
Same as above just +5 instead of +4 and the cost of 9000 gp

+3 Mithril Chainshirt barding = 13,400 gp

Horseshoes(legbands?) of speed 3,000 gp
+30 land speed

Total gold: 146941 gp

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