@DragonParadox, what kind of armor does the Renplacement prefer? Also, is it all right if I include a +2 Strength boost on his gloves, too? I figured he would be using a Dexterity-based attack build, but I was wrong.
 
Goddamn, a cavalier. Flavour, excellent mechanics - it has it all. Could make it yet better! Jousting and Rallying armour enchantments, Challenging Shield, Knight's Ring (mostly for the prestidigitation effect and bless weapon - an easy way to bypass alignment DR without having to spend money for both the lance and sword). Also, give the lad a lance!

@Goldfish Think you can fit some, or all of the above in the schedule? Purposefully stopped myself from suggesting truly expensive stuff.
 
Mmmm, so do we want to send a faewild expedition with him?

We still need to look into the missing children of the forest right?
 
[X] Introduce Ser Renly to the Orphne King
-[X] Explain to the Orphne King that Renly has discovered he is in fact a Changeling and wishes to venture into the Feywild to learn the fate of the boy he replaced years ago. We need the services of a knowledgeable guide who can assist Renly in his quest.
 
@Goldfish, what armor will be best for F!Renly? Reinforced Segmented Adamantine Fullplate (+1)?
No, DP already confirmed that he uses Light Armor so he can benefit from his Evasion ability. So he's getting a Reinforced Segmented +1 Mithral Breastplate. Normally that would be Medium Armor, but Mithral is cool like that.

He already benefits from DR 5/Cold Iron, so the DR from Adamantine armor wouldn't be as helpful. Light Adamantine Armor only gives DR 1/--.
 
No, DP already confirmed that he uses Light Armor so he can benefit from his Evasion ability. So he's getting a Reinforced Segmented +1 Mithral Breastplate. Normally that would be Medium Armor, but Mithral is cool like that.

He already benefits from DR 5/Cold Iron, so the DR from Adamantine armor wouldn't be as helpful. Light Adamantine Armor only gives DR 1/--.
Can you add that in your plan for the sake of posterity? Also some enchanted barding for his horse that our smiths can make.

[X] Goldfish
 
Can you add that in your plan for the sake of posterity? Also some enchanted barding for his horse that our smiths can make.

[X] Goldfish
I'm not sure if barding is something he'll want for his horse. That's extra weight that it would be carrying all the time, not merely when going into battle.
 
I'm not sure if barding is something he'll want for his horse. That's extra weight that it would be carrying all the time, not merely when going into battle.
It's a Fey Creature Horse, so it's got an STR of 16 and a base land speed of 50 ft. I was trying to look up the weight of Horse Barding but I got frustrated and gave up after, so here's extrapolation instead.

Since Horse Barding functions more like a Breastplate than a Fullplate I'll just be calculating how much a Breastplate on a Large creature functions instead. A Medium Steel Breastplate weighs 30 lbs. Increasing by one size category is a multiplier of eight, so we're looking at 240 lbs for Steel Barding on a Horse. Turn that to Mithril, it weighs 120 lbs, which admittedly is still a lot.

I've got a simple solution, though I'm not sure how worth it it really is. @Goldfish, how much does it cost to make one Muleback Chord? Couldn't we make one for the horse and give it the barding anyway?
 
@DragonParadox, Here's an updated sheet for the Renplacement. I included some additional gear and effects not previously listed, but nothing major, such as a +5 Competence bonus to Diplomacy added to his Earring. Let me know if anything is too much and needs to be removed so I can correct the crafting schedule. Also, you had his Charisma at 18, but everywhere it was calculated in his sheet it was showing up as if it was 20 instead, so I just went ahead and increased it to 20 rather than adjust all the skills and abilities down by one.

@Nickan, I included the Challenging effect on his shield and added the +5 Competence bonus to Ride checks to his belt rather than his armor (equivalent of the Jousting enchant you linked). Upgraded his Ring of Sustenance to use Prestidigitation at will, too. Not quite the same as an Inheritor's Ring, but cheaper and useful.

@Duesal, the Renplacement's mount's gear is at the bottom. I included Mithral barding and a set of slotless Muleback Cords.


Name: Renly
Alias: The Changeling
Age: ???
Alignment: Neutral Good
Race: Fey (Fey Creature Human)
Level: 9
Class: Gallant Cavalier (Order of the Blue Rose) 9
Feats: Noble Scion (Scion of the Arts), Enlightened Noble (Scion of the Arts), Persuasive, Intercept Charge (B), Voice of the Sibyl, Bonded Mind (B), Sociable
Class Features: Challenge 3/Day, Flat of the Blade, Cavalier's charge, Symbol of Inspiration, Cavalier Charge, Inner Peace

Languages Spoken: Westerosi Common, High Valyrian, Sylvan

HP: 83
AC: 10 + 6 (DEX) + 7 (Reinforced Segmented Mithral Breastplate +1) + 3 (Heavy Mithral Shield +1) + 2 (Deflection vs Evil) = 26/28
Initiative: +6 (DEX)
Movement: 30 + 30 (Anklets) = 60 feet
Base Attack: +9/+4
  • Melee: +9/+4 (BaB) +3 (STR) +2 (Enhancement) = +14/+9 [1d8+5; 19-20/x2, Valyrian Steel Longsword] or [1d8+5; x3, Valyrian Steel Lance]
  • Melee w/Challenge: +9/+4 (BaB) +3 (STR) +2 (Enhancement) +3 (Challenge) = +17/+12 [1d8+5+9; 19-20/x2, Valyrian Steel Longsword] or [1d8+5+9; x3, Valyrian Steel Lance]
  • Ranged: +9/+4 (BaB) + 6 (DEX) + 1 (Mwk) = +16/11 [1d8+3; x3, Masterwork Composite Duskwook Longbow]
Weapon Proficiency: All Simple and Martial
Immunities: Disease, Possession/Mental Control, Baleful Polymorph [Single use]
SR: 20
DR: 5/Cold Iron

STATS:
14 + 2 = 16 (+3) Strength
20 + 2 = 22 (+6) Dexterity
12 + 2 = 14 (+2) Constitution
17 + 1 = 18 (+4) Intelligence
10 + 2 = 12 (+1) Wisdom
20 + 2 = 22 (+6) Charisma

SAVES
FORTITUDE: 6 + 2(CON) + 3 (Resistance) = 11
REFLEX: 3 + 6(DEX) + 3 (Resistance) = 12
WILL: 3 + 1(WIS) + 3 (Resistance) = 7

SKILLS:
Diplomacy: 12 + 6 (CHA) +4 (Persuasive) +3 (Voice of the Sibyl) +2 (Sociable) + 5 (Earring) = 34 (+4 when acting as a mediator)
Handle Animal: 12 + 6 (CHA) = 18
Perform (Oratory): 12 + 6 (CHA) +3 (Voice of the Sibyl) = 21
Ride: 12 + 6 (DEX) + 5 (Belt) = 23
Knowledge (History): 12 + 4 (INT) = 16
Knowledge (Nobility and Royalty): 12 + 4 (INT) +2 (Noble Scion) = 16
Sense Motive: 12 + 1 (WIS) = 13

Spell-Like Abilities (Caster Level 9): (3/Day) Dancing Lights, (1/Day) Faerie Fire, Entangle, Glitterdust, Deep Slumber, Major image, Confusion

Evasion (Ex): Can avoid even magical and unusual attacks with great agility. Upon making a successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead take no damage. Evasion can be used only if wearing light armor or no armor.

Silvered Tongue (Ex): A number of times per day equal to your Charisma modifier, you can roll 2d20 for a Perform check and take the better result. (6/Day)

Challenge (Ex): Whenever an order of the blue rose cavalier issues a challenge, he receives a +3 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent creature to whom the cavalier offered the chance to surrender (by taking a standard action to offer terms).

Flat of the Blade (Ex): The cavalier of the order of the blue rose gains the ability to moderate his attacks in order to take an enemy alive. He no longer takes a –4 penalty when attacking with a lethal weapon to deal nonlethal damage. When dealing nonlethal damage, the cavalier receives a +2 bonus on damage rolls. When the cavalier makes use of this ability, he must attempt to subdue his target without killing it; dealing lethal damage after using this ability, or allowing his allies to kill the target, is considered a violation of his edicts.

Cavalier's Charge (Ex): A cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

Symbol of Inspiration (Ex): The gallant's personal crest becomes an inspirational symbol of his chivalrous ideals. As long as he displays his crest on his tabard, banner, or similar item, allies within 60 feet who can see him gain a +2 morale bonus on saving throws against charm, compulsion, and fear effects, and a +2 bonus on damage rolls to deal nonlethal damage.

Inner Peace (Ex): The cavalier has learned that while not all things in the world will go as he wishes, he must remain calm and centered. As an immediate action, the cavalier may ignore an amount of damage from a single source (one attack, spell, or effect) equal to his cavalier level plus his Charisma modifier. He can only ignore hit point damage in this fashion. (1/Day)

Greater Tactician (Ex): The cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action (Bonded Mind)

Sociable (Ex): As a move action, grant all friendly creatures within 30 feet who can see or hear you (including yourself ) a +2 bonus on Diplomacy checks for a number of rounds equal to your Charisma modifier (6 rounds)

----

Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt: +2 Constitution, +5 Competence bonus to Ride skill checks
  • Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Challenging Mithral Shield (+1): AC Bonus: +3, ACP: 0, Weight: 7.5 pounds
  • By spending one use of you Challenge class feature as an Immediate Action, you can apply your Charisma bonus to your Shield bonus to AC against the target of your Challenge for 1 minute.
Earring of Arcane Acuity: +2 Charisma, +2 Wisdom, +1 Intelligence, +5 Competence bonus to Diplomacy skill checks
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Greater Ring of Protection from Evil:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Ring of Self-Sufficiency: Acts as a Ring of Sustenance but also allows the wearer to use the Prestidigitation spell at will.

Alchemical Substances:
20x Alchemist's Fire
5x Antiplague
5x Antitoxin
3x Auran Mask
10x Fungal Stun Vial
20x Healing Salve
10x Liquid Ice
20x Sleep-Smoke
10x Smokestick
10x Sunrod
10x Tanglefoot Bag
10x Thunderstone
20x Vermin Repellent

Equipped Magic Items: Anklets of Rapid Translocation, Bead of Newt Prevention, Boneward Belt (+2 CON), Challenging Heavy Mithral Shield (+1), Cloak of Resistance (+3), Cold Iron Longsword (+1), Earring of Arcane Acuity (+2 CHA, +2 WIS, +1 INT), Gloves of Zephyr's Grace (+2 DEX, +2 STR), Greater Ribbon of Disguise, Greater Ring of Protection from Evil, Handy Haversack, Launcher, Masterwork Composite Duskwood Longbow (+3 STR bonus), Periapt of Health, Quivers (x2; 20 Cold Iron-tipped arrows & 20 Steel-tipped arrows), Reinforced & Segmented Mithral Breastplate (+1), Ring of Self-Sufficiency, Valyrian Steel Lance (+2), Valyrian Steel Longsword (+2)

Mount's Equipped Magic Items: Horseshoes of Speed (+30ft Enhancement bonus to ground movement), Muleback Cord [Slotless](+8 STR for purpose of Carrying Capacity), Reinforced Mithral Chain Barding (+1)
 
New challenge for you all :
Your have just arrived in ASWAH, a random soul with 20 Commoner levels. Mortals with that many HD are quite rare upon the Plane of Balance, and so many people are grabbing at it on the way down... Which hand will you grasp in the darkness? Which bargain will you make to avoid annihilation?
  • Asmodeus offers you power, and the promise of even more if you serve him loyally. You are now a Mountebank 20 with 18 in every stat, appearing in Mantarys within the Listener's tower a year before Viserys awakens to power. Whenever you kill someone who bears the title of King or Emperor (in a way that the Fey could recognize, so crowning and killing random people doesn't work and no killing Triarchs or influential Magisters), you gain a gestalt level of Warlock (your patron is Asmodeus, obviously). You have 5 years to get to Mountebank//Warlock 20, or else. But when you do manage it Asmodeus will give you your old skull back, and you'll be able to use it as a Plane Shift focus to go back to Earth !
    • Freeing your soul from his clutches is not part of the deal. You have no idea what he wants you to do on Earth. He can't kill you or dominate you, but if you die while he owns your soul, you're fucked. Somehow managing to free yourself from him will make any further gestalting impossible, but will make retraining very difficult instead of simply impossible.
  • Tiamat offers you a new Silverbrow Human body, a Lyseni slave with 36 point buy one hundred years before Viserys awakens to power. She makes you a Dragon Shaman 20, and promises that you will gain one Gestalt level of Dragonfire Adept for every Dragon egg that you successfully hatch.
    • She owns your soul, but she promises you Wedded to History as a bonus feat and says she can't kill you on a whim. And she is rather easily distracted... Hopefully doing her bidding won't be a full-time job.
  • The Azure Emperor (poor kid) offers you a new body with the Elite Array, and will instantly let you retrain your 20 Commoner levels into Shugenja. However, you arrival required the death of most of his court mages, and you are expected to ensure the True death of the Yellow Emperor as soon as possible.
    • If the Azure Emperor dies (or decides to end you), you will die too and your soul will be trapped within the Imperial Regalia (it's a surprisingly horrible fate. Those past Emperors were vicious sometimes).
  • The Maester was desperate when he summoned and bound you, and he still is now. He claims to have set up various deadman's switches that will ensure your soul is bound in Hell and paid special attention to if he ever dies or decides to kill you. You are currently an Expert 20 (42 point buy), but he can grant you Savant or Factotum levels if you bring him back captured mages or magical creatures with enough HD. He needs something with as many HD as the level he will be retraining, so getting your first few levels should be easy enough at least.
    • The Dragon is rising in the East, and has already taken Tyrosh. But the (ambiguously sane) Maester swears he'll free you if you can bring True Death to the Dragon !
  • The maegi of Asshai offer you freedom. They do nothing but summon you, and their touch makes you a level 20 Shadowcaster (25 point buy). Of course, being a Shadowcaster in Asshai, you have fallen beneath HIS greedy eye... Viserys is a newborn, but the shadow war in the far east is already starting. Will you flee and hope others win it for you, or will you fight to save yourself and incidentally everyone here?
    • They hope that you will help them fend off the Bloodstone Emperor's rising influence within the city (he remains mighty iwthin the Plane of Shadow). You felt the Bloodstone Emperor SEE you, and you don't think things will end well for you if he catches you.
  • The Others freeze your soul, giving you the Cold subtype and making you an Adept 20 (32 point buy) with the Winter domain. They demand that you kill Bloodraven for them. He has only just vanished after deserting the Night's Watch : how hard could it be?
    • You start beyond the wall, in a group of especially desperate wildlings who have turned to the worship of the Others in Winter.
    • Casting any spells over level 5 is basically impossible without lengthy rituals and mighty sacrifices. This will change as years go by and magic flowers, but for now are you truly that much weaker than Bloodraven ?
    • They don't actually own your soul or anything, so you could disobey. But if you do, they can remove your magic and will start trying to kill you. Oh, and they had to let Bloodraven see that they were empowering a duplicitous new agent and sending him south.
  • And should you refuse every offer, you end up in Limbo as a Commoner 20 (Elite Array). You cannot level past that, but should you gain teachers you can hope to retrain those levels eventually. It'll take a while.

In every case you are human and cannot take PrCs except through retraining and dedicated teaching from a master. Retraining will be very difficult for you, but not entirely impossible.
 
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OOC: The Changeling rolled ludicrously well for stats, but I refrained from min-maxing him since he is after all supposed to mirror Renly with some fey improvements like the ridiculous diplomacy score. Anyway break point here to give you guys a chance to make sugestions plans knowing his character sheet. Not yet edited.
He is indeed our ideal Knight, he's specced for taking enemies alive, that's a great thing for us, unless his need to protect enemies he capture, don't have exceptions for if said enemy is executed after a fair trial.
 
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