Second Day (Crap, this is going to be hard!)
Like the title says. Coming up with a good topic for 1000 words is tricky. And it takes a lot of random crap to fill it up. However, I think I've got a good one: converting the Heralds of Valdemar books, and related novels, to D20.
I'll start with the Heralds themselves, as I tend to think of them as the core of the series. I generally think that "Herald" should be a prestige class. Or possibly several. Evidence: they represent an elite group with a single unifying purpose and ideology, those who become Heralds are highly trained before they are ever made full Heralds, and Heralds exhibt a fairly wide range of talents. Thus, a prestige class. There should probably be a separate one for Herald-Mages, as even the Heralds recognize them as distinct.
For prereqs, the Herald prestige class needs a high Knowledge (local), focused on Valdemar, and a high Ride skill, as well as good skills in Diplomacy, Sense Motive, and Knowledge (history) and (geography). For reasons I'll explain in a second, 6th level seems like a good level to set the qualifiers at (that is, qualify at 6th, take your first level at 7th). Therefore, we'll set Knowledge (local) 9 ranks, Diplomacy 9 ranks, and Ride 9 ranks as high prereqs, as well as Sense Motive, Knowledge (history) and Knowledge (geography) 4 ranks. Heralds need reasonable combat skill, but not all Heralds are super-combatants, so we'll set a base attack bonus prereq of +3. Alignment prereqs are obvious: any good. Heralds have always been claimed to be universally good, and the only Herald I can think of who broke that got repudated. However, although the Heralds are supposed to enforce the law, they don't all seem particularly worried about it at all times. Skif, for example, is either Chaotic or Neutral, but not Lawful, IMO. Finally, feats: Mounted Combat is a good one. Also, there should probably be a "Supernatural Comrade" feat in this world, which would give you things like Companions. 6th level seems like a good place to put it, as that's the same level you could use Leadership to get a cohort, which seems like it would be on the same level as a Companion. Finally, all Heralds should probably have to take the Hidden Talent feat from the Expanded Psionics Handbook, which makes you psionic, gives you a few power points, and gives you access to one 1st level psionic power. Being a psion, of course, would negate that.
For benefits... Hmm. d8 hit dice seems logical: Heralds are reasonable fighters, but not nessecarily as tough as a professional soldier. Good base attack bonus makes sense, though, as the Heralds are expected to be fighting a fair bit. These match the book descriptions, as well, as Heralds seem to be more into fighting from a distance, or in a more hit-and-run way, than straight standing and fighting. Saves should be good Will. Neither Reflex nor Fort seems quite Heraldic. The class definitely automatically gives proficiency with all simple weapons, plus shortbow and longbow. Skill points should probably be 4 per level. Class skills: Bluff, Climb, Diplomacy, Gather Information, Heal, Hide, Jump, Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Knowledge (religion), Move Silently, Ride, Sense Motive, Survival, Swim, Use Rope. A fair number, but with limited skill points to put into them, outdoing the rogues should not be a problem. Obviously, a tighter bond with the Companion, and probably some bonuses to Ride and to combat while on Companionback make sense. Probably a boost to psionic ability every 2 levels or so. +1 manifester level if you're already a psion, just a bonus power point or two if you aren't. The basic Truth Spell (blue glow that shows if someone is lying by dissapearing) is obviously a first level power. The second stage Truth Spell might be better left as either a feat, or a higher level psi power, since not all Heralds can do it. Finally, I think Heralds should get bonus feats every 3rd level or so, from the list of the mounted combat feats, the psionic feats, and the metapsionic feats.
So, without further ado, the full writeup:
Herald of Valdemar
The Heralds are an elite group, charged with defending the nation of Valdemar and its people. They are unflaggingly good and noble folk, Chosen by the magical white horses known as Companions. Heralds recieve extensive training and preperaration for their duties, typically spending 5 years at the Collegium learning about Valdemar's cultures, landscape, and laws, as well as fighting skill and extensive equestrian skills.
No one class is particularly suited to be a Herald, although rogues and fighter/rogues have the easiest time meeting the prerequisites. Few wizards, sorcerers, druids, or clerics take up the mantle, however, as sorcerers and wizards prefer not to interupt their studies of magic for the more worldly education of the Heralds, and Companions rarely Choose clerics or druids, seeing them as already fufulling a divine calling as important as that of the Heralds.
Heralds dispense law and justice in Valdemar, and protect its people, giving them excellent reputations among good folk in of the nation. NPC Heralds can usually be found riding circuits in Valdemar, or on special missions for the Monarch.
Hit Die: d8
Requirements
To qualify to become a Herald, a character must fulfill all the follwing criteria.
Alignment: Any good.
Base Attack Bonus: +3
Skills: Diplomacy 9 ranks, Knowledge (history) 4 ranks, Knowledge (local) 9 ranks, Knowledge (geography) 4 ranks, Ride 9 ranks, Sense Motive 4 ranks.
Feats: Mounted Combat, Supernatural Comrade
Powers: Able to manifest at least one 1st level power.
Class Skills
The Herald's class skils (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the Herald prestige class.
Weapon and Armor Proficiency: Heralds are proficient with all simple weapons, as well as longbows and shortbows. Heralds are proficient with light armor.
Companion Bond: A Herald's link to her Companion grows stronger as she gains levels.
Free Manifestation: At 1st level, any psionic power from the telepathy disipline of 3rd level or lower that she knows and could normally manifest on her Companion, a Herald can manifest without paying any power points. The Companion is still entitled to a save, if the power is hostile.
Share Spells or Powers: At 3rd level, any spell or power that a Herald casts or manifests on herself may also, at her option, affect her Companion. The Companion must be within 5 feet at the time of casting to receive the benefit. If the spell, power, or effect has a duration other than instantaneous, it stops affecting the Companion if it moves farther than 4 feet away and will not affect the Companion again even if it returns to the Herald before the duration expires. Additionally, the Herald may cast a spell or manifest a power with a target of "You" on her Companion (as a touch range) instead of on herself. A Herald and her Companion can share spells or powers even if the spells normally do not affect cretures of the Companion's type (magical beast).
Extended Range: At 5th level, a Herald can manifest any psionic power from the telepathy disipline of 3rd level or lower, with a range longer than "Touch" that she knows and could normally manifest on her Companion, at a range of up to one mile per class level.
Greater Free Manifestation: At 7th level, any psionic power from the telepathy disipline of 6th level or lower that she knows and could normally manifest on her Companion, a Herald can manifest without paying any power points. The Companion is still entitled to a save, if the power is hostile.
Greater Extended Range: a Herald can manifest any psionic power from the telepathy disipline of 6th level or lower, with a range longer than "Touch" that she knows and could normally manifest on her Companion, at a range of up to one mile per class level.
Trained Together: A Herald and her Companion train to fight together constantly. As a Herald gains levels, this training manifests itself in a variety of ways.
Negate Flanking: At 1st level, if a Herald is riding her Companion, neither can be flanked in combat, as each guards the other's blind spots and weak points.
Defensive Combat: At 3rd level, a Herald and Companion both recieve a +2 Dodge bonus to armor class when the Herald is riding the Companion.
Working as One: At 5th level, when either a Herald or her Companion uses the Aid Another action to help the other, either to give a bonus to hit or to AC, the bonus is 1 higher than it would otherwise be.
Greater Defensive Combat: At 7th level, a Herald and Companion both recieve a +4 Dodge bonus to armor class when the Herald is riding the Companion. This bonus overlaps, not stacks, with that provided by the Defensive Combat ability.
Greater Working as One: At 9th level, when either a Herald or her Companion uses the Aid Another action to help the other, either to give a bonus to hit or to AC, the bonus is 2 higher than it would otherwise be.
Improved Psionics: Beginning at 2nd level, and every 2 levels thereafter, a Herald gains additional psionic power. If the Herald has levels in any class capable of manifesting powers, she gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she beleonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicryustal special abilities, and so on). If a character had more than one manifesting class before she became a Herald, she must decide to which class she adds the new level of Herald for the purpose of determining power points per day, powers known, and manifester level.
If the Herald has no levels in a manifesting class, then at 2nd level and every 2 levels thereafter, she gains 2 additional power points per day, and at 4th level and 8th level, she may choose a new 1st level psionic power to add to those she knows. In addition, each level of Improved Psionics also increases the Herald's effective manifester level for the powers she does know, which also allows her to spend more power points to augment her powers.
Bonus Feats: At 3rd level and every 3 levels thereafter, a Herald gains a bonus feat. These feats must be chosen from the psionic feats, the metapsionic feats, or Mounted Archery, Ride-By Attack, Spirited Charge, Trample, or Skill Focus (Ride).
The Herald
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 +1 +0 +0 +2 Companion Bond (free manifestation), Trained
Together (negate flanking)
2 +2 +0 +0 +3 Improved Psionics 1
3 +3 +1 +1 +3 Companion Bond (share spells or powers), Trained
Together (defensive combat), Bonus Feat
4 +4 +1 +1 +4 Improved Psionics 2
5 +5 +1 +1 +4 Companion Bond (extended range), Trained
Together (working as one)
6 +6 +2 +2 +5 Improved Psionics 3, Bonus Feat
7 +7 +2 +2 +5 Companion Bond (greater free manifestation), Trained
Together (greater defensive combat)
8 +8 +2 +2 +6 Improved Psionics 4
9 +9 +3 +3 +6 Companion Bond (greater extended range), Trained
Together (greater working as one), Bonus Feat
10 +10 +3 +3 +7 Improved Psionics 5
7 Comments:
Aw, crud. The table came out completely crappy. I'll have to see if there's a way to insert something like that into this blog in a better way.
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