Sir Morien, The Black Knight's page

9 posts. Alias of Amergin the Wise.


About Sir Morien, The Black Knight

10-minute background:

BACKGROUND ELEMENTS

1. Favoured by fate and indomitable, Sir Morien was once upon a time the finest of the Shining Knights of Gozreh – the Star of Gozreh, he was the Shining Knights’ oracle and champion. A beacon of light and goodness, he guarded the Aspodell Mountains against any who would threaten the order’s sanctum – a place of great natural beauty and power in the highest peaks where the griffons fly. Upon his death, he was given a heroes’ funeral. And for the centuries that followed, he was revered as the order’s paramount champion.

2. Eventually, the Shining Knights found themselves losing the war against the endless hordes of kobolds from the Candlestone Caverns. Desperate, they did the unthinkable. They took Sir Morien’s bones from his ancient crypt and raised their hero from the dead. But the powerful ritual did not go as planned. Sir Morien returned undead and in every way, the negation of what he once was.

3. Like Frankenstein’s creation, Sir Morien is at odds with himself. He remembers what once was, and yet he cannot deny the darkness that drives him now. He considers himself a monster and is filled with anger and self-loathing; and yet, in his twisted mind, his cause is just and must be fulfilled: the Shining Knights must be destroyed as they have strayed from their righteous cause.

4. Profoundly and resolutely evil, he is steadfastly and deliberately driven by his nihilistic agenda and, to this end, he seeks to free other powerful undead. Nevertheless, he relishes in causing suffering to those he deems deserve it.

5. Cynical and deceitful, dauntless but vigilant, cold and intractable, the taciturn knight is a valiant warrior who will stop at nothing to achieve his goals.

GOALS

1. Free powerful undead who will aid his cause
2. Destroy the Shining Knights
3. (Player objective) After Sir Morien has raised an appropriately terrifying army, it would be interesting to have him return to life and, this, become a beacon of light, once again. He would then need to fight the very evils he worked so hard to gather!

SECRETS

1. Sir Morien knows that he was once good – and full of pride and self-righteousness. Truth be told, he was far too righteous to be a proper servant of Gozreh, Now evil and perhaps more self-aware, he is more humble and perhaps less self-assured. While there is a part of him that regrets the evil that he has become, he believes that he is better suited now to honour Gozreh as his most wrathful avatar.
2. (Unknown) The Shining Knights have the means to give him true life, but the order has been perverted by the followers of Urgathoa who prefer to keep him in the darkness.

NPC

1. ally
2. ally
3. enemy

MEMORIES, MANNERISMS, QUIRKS

1. While he would never admit to it, Sir Morien remembers the horror he felt when he realized that he was undead. At first, there was still goodness inside his heart…
2. Sir Morien remembers the exhilaration he felt when he fell upon and destroyed the kobolds in the Candlestone Caverns.
3. He wonders why he didn’t kill the Shining Knight outright when he had the opportunity, after having done their bidding against the kobolds. Perhaps a part of him wants them to survive? Perhaps he hopes that they may yet redeem themselves?

CODE OF CONDUCT

If a seal-breaker willingly and altruistically commits a good act, he loses all class features except proficiencies. This doesn’t mean that a seal-breaker can’t take actions someone else might qualify as good, only that such actions must always lead toward the eventual release an ancient evil force or creature. A seal-breaker’s code requires that he place such release above all else, as well as impose tyranny, take advantage whenever possible, and punish the good and just (provided such actions don’t interfere with his ultimate goal).

Sir Morien, the Star of Gozreh
Dual-Cursed Bones & Nature Oracle 10 / Flying Blade Swashbuckler 10 / (Un)Shining knight Seal-Breaker Antipaladin 10
Chaotic Evil Medium Undead
Init +8 (Swashbuckler’s initiative +2); Perception +20; Senses: All-around vision, Darkvision 60’, Blindsense 30’

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DEFENSE
-----------------------
AC 34, touch XX, flat-footed XX (armor +6, attunement (enhancement) +2, magic armor enhancement +1, deflection +2, (natural armor) enhancement +1, shield +2, charisma +8, nimble dodge +2)
HP 198
Fort +18, Ref +18, Will +22
Special
Charmed Life 5/day (immediate action)
Undead immunities
Spell resistance 21

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OFFENCE
-----------------------
Speed 20’ (Lame)
Melee
Ranged Starknife +23; 1d4+20 (range 30’; Critical 19-20, x3)
Special
Scourge (curse): You are a blight on the natural world. Bizarre natural hazards develop within a 300-ft radius around you whenever you linger in a natural area for more than 10 minutes, as lesser curse terrain. You cannot choose the hazards or their locations. However, your movement is unimpeded by undergrowth, as a druid’s woodland stride ability, as plants wither away in your footsteps.
Swashbuckler Precise Strike
Antipaladin Smite Good 4/day

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STATISTICS
-----------------------
Str 10, Dex 16, Con —, Int 16, Wis 18, Cha 26
Base Atk +10; CMB +13; CMD 33 (base attack +10, charisma +8, deflection +2, insight +1, dodge +2)

TRAITS
https://www.d20pfsrd.com/traits/magic-traits/magical-knack/
https://www.d20pfsrd.com/traits/combat-traits/deft-dodger/
https://www.d20pfsrd.com/traits/faith-traits/fate-s-favored/
https://www.d20pfsrd.com/feats/general-feats/unsanctioned-knowledge/

FEATS
r- https://www.d20pfsrd.com/feats/combat-feats/weapon-specialization-combat
1- https://www.d20pfsrd.com/feats/general-feats/word-of-healing/
1- https://www.d20pfsrd.com/feats/combat-feats/precise-shot-combat/
1- https://www.d20pfsrd.com/feats/combat-feats/divine-fighting-technique-comba t/
1- https://www.d20pfsrd.com/feats/combat-feats/mounted-combat-combat
1- https://www.d20pfsrd.com/feats/combat-feats/mounted-archery-combat/
2- https://www.d20pfsrd.com/feats/combat-feats/weapon-focus-combat/
3- https://www.d20pfsrd.com/feats/combat-feats/rapid-shot-combat
3- https://www.d20pfsrd.com/feats/combat-feats/startoss-style-combat-style/
4- https://www.d20pfsrd.com/feats/general-feats/monstrous-mount/
s- https://www.d20pfsrd.com/feats/combat-feats/startoss-comet-combat/
5- https://www.d20pfsrd.com/feats/general-feats/monstrous-mount-mastery/
5- https://www.d20pfsrd.com/feats/combat-feats/startoss-shower-combat/
6- https://www.d20pfsrd.com/feats/combat-feats/snap-shot-combat/
7- https://www.d20pfsrd.com/feats/combat-feats/improved-snap-shot-combat/
8- https://www.d20pfsrd.com/feats/general-feats/noble-scion/
s- https://www.d20pfsrd.com/feats/combat-feats/point-blank-master-combat/
9- https://www.d20pfsrd.com/feats/combat-feats/quick-draw-combat/
9- https://www.d20pfsrd.com/feats/combat-feats/combat-reflexes-combat
10- https://www.d20pfsrd.com/feats/general-feats/improved-share-spells/

SKILLS
Bluff (Cha) +21
Diplomacy (Cha) +21
Handle Animal (Cha) +21
* Intimidate (Cha) +24
Knowledge (history) (Int) +16
Knowledge (religion) (Int) +16
* Perception (Wis) +20
Ride (Dex) +16
Sense Motive (Wis) +17
Spellcraft (Int) +16
Sleight of Hand (Dex) +16
Use Magic Device (Cha) +21

ORACLE REVELATIONS

Undead Servitude (Su): You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel.

Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.

Life Leach (Su): You can draw life force from the bodies of enemies and channel it into yourself. As a standard action, you can drain the life essence from one living target within 30 feet. The target takes 1d6 points of damage per two levels you possess (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can’t gain more than the target’s current hit points + the target’s Constitution score (which is enough to kill the subject). The temporary hit points last a number of hours equal to your Charisma modifier. The target receives a Fortitude save to halve the damage (and the temporary hit points you gain). You may use this ability once per day at 7th level, plus one additional time per day for every 4 levels you possess beyond 7th. You must be at least 7th level before selecting this revelation.

SPELLCASTING:

Oracle (9)/6+2/6+2/6+2/5+2/3+1
Spells known:
0 - Bleed, Detect magic, Detect poison, Enhanced Diplomacy, Guidance, Mending, Read magic, Resistance, Spark
1 - https://www.d20pfsrd.com/magic/all-spells/d/divine-favor/
1 - http://www.d20pfsrd.com/magic/all-spells/m/moment-of-greatness
1 - https://www.d20pfsrd.com/magic/all-spells/f/forbid-action/
1 - http://www.d20pfsrd.com/magic/all-spells/c/compel-hostility
1 - https://www.d20pfsrd.com/magic/all-spells/s/sanctuary
2 - http://www.d20pfsrd.com/magic/all-spells/b/bone-fists/
2 - https://www.d20pfsrd.com/magic/all-spells/s/shield-other/
2 - https://www.d20pfsrd.com/magic/all-spells/a/align-weapon/
2 - https://www.d20pfsrd.com/magic/all-spells/p/protection-from-good/
3 - https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic/
3 - https://www.d20pfsrd.com/magic/all-spells/a/aura-sight
3 - https://www.d20pfsrd.com/magic/all-spells/p/prayer/
4 - https://www.d20pfsrd.com/magic/all-spells/d/dimensional-anchor
4 - https://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement
5 - https://www.d20pfsrd.com/magic/all-spells/b/boneshatter/
Mystery Spells: ill omen (2nd), oracle’s burden (4th), bestow curse (6th), fear (8th), grove of respite (8th), slay living (10th), awaken (10th)
Scourge Bonus spells: Feast of Ashes (5th), Explosion of Rot (10th)

Antipaladin 2+3/1+2/0+2
Preferred spells:
1 - https://www.d20pfsrd.com/magic/all-spells/b/bless/
1 - https://www.d20pfsrd.com/magic/all-spells/c/cause-fear/
1 - https://www.d20pfsrd.com/magic/all-spells/d/divine-favor/
1 - https://www.d20pfsrd.com/magic/all-spells/k/knight-s-calling/
1 - https://www.d20pfsrd.com/magic/all-spells/c/challenge-evil/
1 - https://www.d20pfsrd.com/magic/all-spells/l/longshot
1 - https://www.d20pfsrd.com/magic/all-spells/l/liberating-command/
2 - http://www.d20pfsrd.com/magic/all-spells/c/carry-companion
2 - https://www.d20pfsrd.com/magic/all-spells/p/paladin-s-sacrifice/
2 - http://www.d20pfsrd.com/magic/all-spells/v/vine-strike/
3 - https://www.d20pfsrd.com/magic/all-spells/d/deadly-juggernaut/
Unsanctioned Knowledge:
1 - http://www.d20pfsrd.com/magic/all-spells/u/undetectable-alignment
2 - https://www.d20pfsrd.com/magic/all-spells/h/heroism/
3 - https://www.d20pfsrd.com/magic/all-spells/h/haste/
4 - https://www.d20pfsrd.com/magic/all-spells/d/dance-of-a-hundred-cuts

SWASHBUCKLER DEEDS:

Panache (8)

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Subtle Throw (Ex): At 1st level, a flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn. This deed replaces dodging panache.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Disrupting Counter (Ex): At 3rd level, when an opponent makes a melee attack against her, she can spend 1 panache point to make an attack of opportunity against the attacking foe. This attack of opportunity can be made with either a dagger or a starknife. If the attack hits, the opponent takes a –4 penalty on all attack rolls until the end of its turn. This deed replaces kip-up.

Precise Throw (Ex): At 3rd level, as long as she has at least 1 panache point, a flying blade can use her precise strike with a thrown dagger or starknife as long as the target is within 60 feet of her, and she increases the range increment of these weapons by 5 feet. She can spend 1 panache point when she throws a dagger or a starknife to ignore all range increment penalties with that ranged attack. This deed replaces menacing swordplay.

Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

Swashbuckler’s Grace (Ex): At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy’s space.

Superior Feint (Ex): At 7th level, a swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler’s next turn.

Targeted Throw (Ex): At 7th level, a flying blade can target individual body parts. This deed functions as the swashbuckler’s targeted strike deed, but the flying blade can also use this deed when making ranged attacks with either a dagger or a starknife as long as the target is within 60 feet of the flying blade. This deed replaces targeted strike.
* Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
* Head: The target is confused for 1 round. This is a mind-affecting effect.
* Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
* Torso or Wings: The target is staggered for 1 round.

ANTIPALADIN POWERS & ABILITIES:

Aura of Evil (Ex)
The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.

Detect Good (Sp)
At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.

Smite Good (Su)
Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.

Unholy Resilience (Su)
At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Touch of Corruption (Su)
Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.
Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.

Aura of the Grave (Su)
At 3rd level, a seal-breaker is constantly surrounded by the chill of death. Mindless undead within 10 feet of the seal-breaker will not attack him unless directly ordered to, and even then only after succeeding at a Will save (DC = 10 + 1/2 the seal-breaker’s level + his Charisma modifier).
This ability replaces aura of cowardice.

Cruelty (Su)
At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin’s touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin’s level + the antipaladin’s Charisma modifier.
—> Sickened: The target is sickened for 1 round per level of the antipaladin.
—> Diseased: The target contracts a disease, as if the antipaladin had cast contagion, using his antipaladin level as his caster level.
—> Nauseated: The target is nauseated for 1 round per three levels of the antipaladin. The antipaladin must have the sickened cruelty before selecting this cruelty.

Channel Negative Energy (Su)
When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.

Aura of Death (Su)
At 8th level, a seal-breaker radiates an aura that causes undead creatures within 10 feet to gain a +2 profane bonus on all saving throws.
This ability replaces aura of despair.

RAISED KNIGHT (CUSTOM RACE):

TYPE
Undead (16 RP)
SIZE
Medium
BASE SPEED
Normal
ABILITY SCORE MODIFIERS
Flexible (2 RP)
LANGUAGES
Linguist (1 RP)
Flexible Bonus Feat (4 RP)
Focused Study (4 RP)
Blindsense 30 Feet (4 RP)
All-Around Vision (4 RP)
Constant Spell-Like Divination (3 RP) Detect Undead
Resist Level Drain (1 RP)
Negative Energy Affinity (–1 RP)
RACIAL TRAITS
Spell Resistance, Greater (3 RP)
Total 41 RP

GEAR:

https://www.d20pfsrd.com/magic-items/rings/ring-of-force-shield/ 8500
(Fiendish) https://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-armor/celes tial-armor/ 22400
https://www.d20pfsrd.com/magic-items/wondrous-items/a-b/belt-blink-back/ 5000
https://www.d20pfsrd.com/magic-items/rings/ring-of-counterspells/ 4000 (dispel)
http://www.d20pfsrd.com/magic-items/wondrous-items/e-g/gloves-of-elvenkind 7500
https://www.d20pfsrd.com/magic-items/rods/metamagic-rods/metamagic-extend/ 5500
https://www.d20pfsrd.com/magic-items/wondrous-items/h-l/hat-of-disguise/ 1800

STARKNIVES
https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abi lities/conductive/
https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abi lities/seeking/
https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abi lities/distance/
https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abi lities/ghost-touch/

Scroll: Create Undead (Major)

14000 gp

ARTIFACT: GRIFFON SADDLE:

Cast Call Animal (Griffon) 1/week (only 1 griffon at any given time)
+5 mount saves, AC and CMD, hit points per HD, attacks and damage
Effect: continuous https://www.d20pfsrd.com/magic/all-spells/s/strong-wings/
Destruction: To be determined.

UNDEAD GRIFFON:

Large Undead Magical Beast
Init +4; Sense Darkvision 60’, Low-light vision, Scent, Perception +14
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DEFENSE
-----------------------
AC 30, touch XX, flat-footed XX (artifact +5, natural armor +6; armor +6, dexterity +4, size -1)
HP 147 (9HD)
Fort +16, Ref +20, Will +22
Special
Evasion
Devotion
Undead immunities
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OFFENCE
-----------------------
Speed 40 ft., fly 90 ft. (good; 1/2 speed when carrying rider)
Melee bite +16 (1d6+10), 2 talons +16 (1d6+10)
Special pounce, rake 2 claws +16 (1d6+10)
-----------------------
STATISTICS
-----------------------
Str 21, Dex 19, Con —, Int 6, Wis 14, Cha 18
Base Atk +6; CMB +17; CMD 31

FEATS
https://www.d20pfsrd.com/feats/combat-feats/armor-proficiency-light/
https://www.d20pfsrd.com/feats/combat-feats/armor-proficiency-medium/
https://www.d20pfsrd.com/feats/animal-companion-feats/intercept-blow-animal -companion-feat-combat/
https://www.d20pfsrd.com/feats/animal-companion-feats/reflexive-interceptio n-animal-companion-feat-combat/
https://www.d20pfsrd.com/feats/animal-companion-feats/disruptive-companion- animal-companion-feat-combat/
https://www.d20pfsrd.com/bestiary/rules-for-monsters/monster-feats#TOC-Mult iattack-Combat-

SKILLS
Acrobatics* (Dex) +16
Climb* (Str) +17
Escape Artist (Dex) +13
Fly* (Dex) +16
Intimidate (Cha) +13
Perception* (Wis) +14
Stealth* (Dex) +16
Survival (Wis) +11
Swim* (Str) +17

TRICKS
Combat training (attack, come, defend, down, guard, heel)
Track
Detect
Intimidate
Seek

GEAR
https://www.d20pfsrd.com/magic-items/wondrous-items/m-p/muleback-cords/ 1000
Mithral Steel Lamellar armor 4300