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Skills:
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Acrobatics +9, Bluff +8, Diplomacy +10, Intimidate +10 (+11 at full health), Perform (dance) +6, Sense Motive +5, Spellcraft +4
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Defenses:
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HP: 36
AC: 20, Touch: 15, Flat-footed: 15
Fort: +5 Ref +5 Will: +3
CMD: 17
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Offenses:
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Initiative: +4, Speed: 30ft
BAB: +3, CMB: +3
Melee:
Masterwork Scimitar: +9 (1d6+4, 18-20, x2)
Ranged:
Shortbow: +7 (1d6, 20, x3)
Ammunition: 60 arrows
Spell Points: 9
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Feats:
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Steadfast Personality, Weapon Focus (Scimitar), Outflank, Weapon Finesse, Arcane Strike, Sphere Focus (Light), Dervish Dance
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Mystic Combat:
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Searing Presence: As a free action you may apply the Searing Light talent to the radius of bright light shed by your Glory, regardless of whether you have applied any other (light) talents to the same glow.
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Abilities:
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Challenge (1/day): As a swift action, add your cavalier level to damage against one target and take a -2 to AC against all other targets.
Glorious Challenge: If you kill a target of your challenge, as an immediate action declare a glorious challenge against another target. Your challenge bonus to damage and AC penalty is increased by double the number of glorious challenges listed. The increase to AC penalty applies against all attacks.
Foolhardy Rush: If you roll above an 11 on an initiative check, you can move up to your speed as an immediate action and you are not flat-footed. Your movement is subtracted from your movement next round.
Tactician (1/day): As a standard action, grant a teamwork feat to all alies within 30ft for 4 rounds.
Stalwart: If the mageknight makes a will or fortitude save against an effect that has a reduced effect on a successful save, the mageknight avoids the effect entirely.
Solar Brilliance: Your caster level is equal to your class level for glows benifiting from Glory. You may choose if any light talents you apply to a glow placed on yourself affect you.
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Spherecasting:
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Tradition: The initiate casts through taking on aspects of life under the blistering desert sun.
Drawbacks: Touch of Light (The sun infuses your body, not others'), Magical Signs (A dry, dessicating wind and the smell of burning incense), Draining Casting (The sun exacts a toll from all who walk under it), Somatic Casting (Drawing the signs and symbols of the desert in the air helps focus it's magic)
Boons: Overwhelming Power
Light Sphere Talents: Glory, Searing Light, Dual Light, Encompassing Light, Repelling Light (DC 16 for all saves)
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Other Equipment:
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+1 Mithral Chain Shirt, Beacon Pillar Ritual, Dawnflower Sash (Endure Elements in warm environments, Feather Fall 1/day, CLW 1/day)
747g in floating resources