Valdemar D20 Part III – Building Heralds and Companions

So what about game statistics? Well…

Companions:

Statistics for Companions are actually almost irrelevant. Companions aid, support, and advise their Heralds – but they don’t straighten out their love lives, or offer divine guidance, or make their decisions for them, or use direct magic on their own. They’re COMPANIONS, not protagonists – and generally aren’t player characters. When a Herald is dealing with human stuff, or holding a war conference, or in a building, or at court… their Companion is out in a field, or getting carrots from kids, or off being a horse. Companions live like horses, eat like horses, run around and play like horses, fight like horses (or a little better), and – for that matter – breed like horses. They don’t even go looking for most of the privileges and diversions that a normal human would look for if they were stuck in a horses body. Many of them can’t even mindspeak enough to participate in conferences, even if they have no problem communicating amongst themselves.

They’re not a character attribute either. They’re independent, free willed, allies. They choose to bond with people who are Altruistic, Energetic, Faithful, Helpful, Honest, and Principled (often to the point of being hopelessly unrealistic, which is one reason why they tend to pick youngsters) and recruit them into service to Valdemar. They then encourage those traits – which is one reason why most Heralds don’t live to retire. They aren’t a class feature, or mystic mount, or anything else you buy with character points or feats. They are looking for particular Character Traits – even if they’re masked by circumstances – and so fall under the (admittedly, rarely-used) Character Traits and Granted Powers option in Eclipse (Pages 153 and 154).

Companions are basically Modified Light Warhorses.

  • Intelligence and Charisma are both 2d6+6. This doesn’t exactly have a cost; companions may be smart and good-looking, but their options for applying either are pretty slim. This also makes them incredibly conspicuous. It’s very hard to disguise a Companion for long.
  • Spell/Power Resistance (6 CP). They don’t seem to have a lot, but they seem to have some. Ergo, the basic level.
  • Mindspeech, Corrupted for Increased Effect (Can provide +/-3 on Trait Checks, can get people to forget details about themselves) / only effective according to the GM’s whims for each Companion (6 CP).
  • Tireless (6 CP). No reasonable amount of work will Fatigue or Exhaust a Companion.
  • Innate Enchantment: All Caster Level One, Unlimited Use Use Activated. +2 to Str, Con, and Dex (4200 GP), Immortal Vigor I (+12 + 2 x Con Mod HP, 1400), and Know Direction (700 GP) (7 CP). Companions are better and tougher than normal warhorses and never get lost.
  • Improved Celerity: +20′ Ground Movement (9 CP).
  • Immunity/Having to know a language to understand it (Uncommon, Minor, Trivial, 1 CP).
  • Occult Sense / Personality Traits (6 CP).
  • Usual Disadvantages: Dies with chosen Herald (Counts as two), Very Restricted on when they can intervene (-10 CP).
  • Specific Knowledge / Heraldic Traditions (1 CP).

Net Total: 32 CP / +1 ECL. Companions are pretty formidable against normal animals, but they aren’t built for independently fighting monsters.

While all Companions are supported by the Crown, they’re also all in Service to the crown – so this is essentially just having a job. They have little use for money anyway.

Grove-Born Companions only show up for major figures of destiny, and not all of them. Given that player characters make their own destinies, there is no reasonable way that one of them will ever have such a companion. If you happen to need attributes, they get…

  • +2 to All Attributes (36 CP).
  • Add Force Shield I (1400 GP), Sustenance (1400 GP), and Endure Elements (1400 GP) to their Innate Enchantments (4 CP).
  • 2d6 Mana with Spell Enhancement, Specialized / Only for Spell Enhancement (6 CP) and Rite Of Chi 1/Day, Specialized/only to recharge Spell Enhancement Pool (3 CP).
  • Blessing (Specialized and Corrupted / only to lend Mana and Spell Enhancement to his or her Herald (2 CP).
  • Privilege/Recognized by other Companions as their natural leader. Also, extremely fertile (3 CP).
  • Occult Sense / Finding their Destined Rider (I’m counting this as Specialized and Corrupted, since it really doesn’t do much of anything helpful (2 CP).
  • Specific Knowledge / Theology of the responsible god or goddess (1 CP). (No, I don’t know which one it is).
  • Specific Knowledge / Valdemar (1 CP).
  • Any one Bonus Feat. Each Grove-Born is at least a little different straight out of the Grove (6 CP).

Net Total: 64 CP, so another +2 ECL for a total of +3 ECL.

Heralds:

Gifts are another problem. Heralds don’t usually seem to use them for mere convenience, so there’s probably a cost to using even the most basic functions. Yet they use those same basic functions freely when it’s convenient for the plot – so that cost cannot be very high. Higher order abilities, of course, are quickly exhausting to use. In a game, of course, the players will have their characters use their gifts whenever it’s even remotely likely that they will help – and they will try to use them in all kinds of weird and wonderful ways. On the other hand… Heralds aren’t notably superhuman in any other fashion. Most obviously, an arrow, bolt, or sword stuck in some critical bit of anatomy can kill them instantly. They don’t have the kind of superhuman resistance to injury that even mid-level d20 characters do and it’s hard to blame the players for wanting to use whatever special powers they do have to the limit. It’s also notable that most Heralds gain their Gifts very early on. They gain more control with training – but are generally reasonably skilled by the time they are out of school and are often as powerful as they are ever going to get. Gifts tend to turn up at level one, or even level zero – so they can’t be all that expensive.

So: your basic Gift will look something like this.

  • Shaping, Specialized for Increased Effect (Level Zero Effects) and Corrupted for Reduced Cost / Only to produce effects in a very narrow field (4 CP).

And, for quite a lot of Heralds (and even more non-Heralds) that is where it stops. A Firestarter can light (and possibly extinguish) candles, torches, and fires, craft small images out of flames, treat nasty cases of frostbite, make bright flashes of light, send up smoke signals, keep warm in cold weather, heat tea, and do a lot of other things. If the game master is agreeable, he or she might even be able to “remove fire” from things and cool them or protect himself or herself against a bit of fire damage.

So what about more powerful gifts in general and Lavan Firestorm in particular?

Well, for that buy

  • 1d6 Mana with Spell Enhancement (+1 level per mana spent), Specialized and Corrupted / only to enhance Gifts, only applies to one gift per purchase even if the user has more of them, may only spend one point per time this is purchased, three, or (Cha Mod) points (whichever is least) on enhancing a Gift (2 CP per time taken).

With that, a Herald can occasionally use his or her gift for higher level effects – and with rest and meditation can recover two points of Mana per day, so if they burn themselves out it may take days to recover but they can use a higher-powered effect once or twice a day consistently.

  • A Healer can work a lot of healing cantrips, although the general Path Of The Dragon rule that they start losing effect after 2d6 per patient per day still applies – but even the Hedge Wizardry spells like “relieve illness” and “relieve poison” are going to be limited use. Epidemics are not going to be easily stopped.
  • A Telekinetic can guide arrows, move small items, and play a multitude of tricks – but major blasts of telekinetic force are not going to be particularly common.
  • And so on, for all the other gifts. Gamers will doubtless come up with a lot more than grace the original books.

Mage-Gift:

For Mage-Gift… Well, Mages draw on external energies, and – according to some of the books – don’t need to use their own energies until those external sources are exhausted. On the other hand, most of them seem to know very few spells and there are plenty of examples of mages exhausting themselves simply using the available power. They need more training to use their powers effectively, so they are generally of higher level.

  • Their basis is Occult Talent (6 CP) and/or Improved Occult Talent supplemented with Mana. Thus they can take spells (anything that the game master is willing to allow) that require Mana expenditure to cast. Apprentices may have 6 CP worth of Occult Talents, Journeymen 12, Masters 18, and Adepts 24 – but you don’t HAVE to have more than the basics.
    • Apprentices or “Hedge Wizards” have no Mana.
    • Journeymen generally have 1d6 Mana, may spend 1 Mana to reduce the level of a spell for casting purposes, and may use Rite Of Chi once per day to recharge from Ambient Mana.
    • Masters have 2d6 Mana, may spend 2 Mana to reduce the level of a spell for casting purposes, and may use Rite Of Chi twice per day – once to recharge from Ambient Mana and once more if a Ley Line is available.
    • Adepts have 3D6 Mana may spend 3 Mana to reduce the level of a spell for casting purposes, and may use Rite Of Chi three times per day – once to recharge from Ambient Mana, once to draw energy from a Ley Line, and once to draw energy from a Node.
  • Journeymen through Adepts also have Magesight (Occult Sense/Magic, 6 CP).

As noted in Part II, Final Strikes seem to be available to everyone, so they’re presumably a World Law.

To price this, buy…

  • 1d6 Mana with Spell Enhancement (+1 level per mana spent), Specialized and Corrupted / only to enhance Occult Talents, may only spend one point per time this is purchased, three, or (Int Mod) points (whichever is least) on enhancing a Spell (2 CP per time taken). So that’s 2, 4, or 6 CP spent on Mana for Journeymen, Masters, and Adepts.
  • Rite Of Chi with +2 Bonus Uses, Specialized and Corrupted / Only to recharge the Occult Talent enhancement pool, only to tap the energy sources permitted by the characters level of mastery / number of dice of Mana purchased or to recharge through blood sacrifice, may not be bought up further (3 CP).

So being a Hedge Wizard or Apprentice costs 6 CP, being a Journeyman costs 11 or 17 CP, being a Master costs 19-31 CP, and being an Adept costs 21-39 CP. Throw in some disadvantages – lingering pain from having your “channels” blasted open and emotional distress due to a broken lifebond perhaps? – and you can easily have a child who just so happens to be a basic adept even if they don’t know many spells yet. You could even put that, and a handful of basic Gifts, into a +1 ECL Template and drop it on some unfortunate kid.

Really skilled mages may know either Ritual Magic, Hedge Wizardry, or Create Relic (all 6 CP) as well – but not more than one of those.

  • Ritual Magic tends to be the mark of blood mages or archmagi, and can be used to craft mighty mystical weapons, create new species, make permanent gates bound to nodes of power, raise mighty towers, and summon demons (a speciality of evil mages).
  • Hedge Wizardry (from The Practical Enchanter) tends to be the mark of low-powered but very practical magi, who have learned a multitude of practical spells across the years.
  • Create Relic tends to be the province of mage-smiths and artificers, such as the creator of Need. It’s most often used to make focus-stones, which allow +1 use of Rite Of Chi daily. These have no CP cost, because that would only cost 2/6 CP – and so rounds down to zero.

If Spirit Magic is in play, that’s another 24 CP – but, as noted earlier, it vanished from the system very early on. It was just too flexible and potentially too powerful for easy writing. And while it can be a lot of fun in a game… it will seriously overshadow Gifts if you let it in.

  • For mages, the common spells are Light (L0), a basic Shield (Immediate Action, L1 in a L0 slot so 1 Mana, blocks 15 points of damage), various forms of energy attacks (L2 Scorching Ray, 1-2 Mana depending on slot), and a couple of utility effects. Vanyel, for example, has one that transfers mana from his Magical Pool over to his Gifts (given that he’s got only one brain, probably a L0 effect to start with). He also had Dispel Magic and… I can’t recall if he could make Gates (L4 thanks to all their limitations) or not. I’ll say he can – so that makes five effects. He could be a minimum-cost adept. Throw in Ritual Magic for his various ritual workings, and we pretty well have him covered.

This also explains why Mages and Herald-Mages tend to spend a lot of time with the military. A “normal” Herald may have some tricks – but they’re very limited use and take a good deal of time to recover. Great for special missions, riding circuit, and espionage, but not so good for a military campaign. A Herald-Mage can use his or her magical powers to their full extent EVERY DAY – and two or three Fireballs a day can make an enormous difference in a war where the troops are mostly made up of first or second level people with swords, spears, lances, and bows.

  • Characters on Velgarth should generally use the Low-Level Adventurer Template. People there just do not achieve godlike levels of power – and even action movie hero levels (6+) are pretty exceptional.
  • Most Heralds are decent fighters (helped a lot by riding intelligent warhorses) and have a lot of skills. They’re not much for armor, massive, heavy, weapons, or exotic martial arts or other oddities. They do tend to have a lot of skills and some royal authority and are good at parrying attacks. Some of the tricks from the Dark Ages Man At Arms may be appropriate.

And really… that’s about it for Heralds and Companions. They’re a lot more mortal, and more limited, than a standard-issue high level d20 character.

3 Responses

  1. A very nice set of conversions! I haven’t read the books, but some of my friends have, so I’ll need to show them this.

    One question: Grove-Born Companions have sustenance as one of their Innate Enchantments. It’s priced at 1,400 gp, suggesting that it’s a 1st-level power that can normally be used on others. However, the closest I can find is the psionic power sustenance, which is a 2nd-level power that’s already personal-only, and so would cost 12,000 gp unless some other restrictions were built-in. Is that the right power, or were you referencing a different one with the same name?

    • Well, I’m glad you found them interesting!

      I probably should have noted that they’re using the first level Sustenance spell from The Practical Enchanter – which cuts down on their need to eat, sleep, drink, and breathe by 75%, but doesn’t actually negate it. Thus the Grove-Born Companions are capable of fantastic feats of endurance, but do need some air, food, water, and rest.

      And I hope that helps!

  2. […] Valdemar D20 Part III – Building Heralds and Companions: Templates for Companions and the Grove-Born, Building Heraldic Gifts and the Mage-Gift in Eclipse. […]

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