D&D 4E A Balanced 4E Pet System

Well at least I hope that is what I have created. The idea of followers, cohorts, pets and general hangers-on is as indellibly printed upon the mental landscape of D&D as the longsword and the fireball. Yet we all know that in 4E and the new focus on the economy of actions, pets working as they have in previous editions is not truly viable. To that end I have divised the three tiered pet system below.

I hope you enjoy it and feedback is welcome.

4E Pet Rules


The rules below outline the way pets work within the framework of D&D 4E. Some clarification on terms may be necessary here. A "pet" as it used here means any NPC creature or being that is traveling with the PC and more or less under the direct the control of the player without being that player’s character. The party may have several NPC henchmen, tag-alongs, friends, murderous assassins disguised as friendly neighborhood paladins, etc. For our purposes, these are not pets as they are not under the direct control of the PC. Some sample pets may include a paladin’s trusty warhorse, the skeletal servant of a student of the dark arts or a wild man’s hyena companion.
Pets are divided into three tiers. These three tiers are a rough measure of the pet’s abilities to act without direction. It sometimes correlates with the creature’s innate intelligence, but this is not always the yardstick used to define a pet’s place in the tier system. The real divisive line in the sand is how capable the creature is of being a heroic combatant on its own terms.



Tier 1 Pets


Examples:
Mounts (Warhorse, Wyvern, etc).​

Related Feat:


Mounted Combat​



This system already exists in the core books. Essentially, anyone can ride a warhorse or a wyvern. What makes the character special is a combination of two factors. The mounted combat feat and being the appropriate level. Once these two criteria are met, the character gets additional benefits from the mount (such as Fire Resistance 20 in the case of the Nightmare).
Mounts do not make good solo combatants however. They are not bound to the PCs will and other than good training and time together in battle, they have so real connection to the PC. This means the mount and the PC have a shared action pool. One set of actions either may expend. This means that there is one minor, move and standard action per round in which to split between the mount and the PC. As the Player’s Handbook instructs us, this is usually spent making the mount move (with you on top) and then the character spending his minor and standard.
As for advancing the mount itself, this is generally not done. If you want to have a stronger mount, you simply upgrade from the warhorse to the celestial charger and so on. If you are uncomfortable with this, your DM may allow you to use the monster advancement rules presented on page 174 of the Dungeon Master’s Guide with the normal limitation that the monster could not advance beyond your own level. As stated in that source, this generally only works if you are increasing the monster by no more than five levels. If you are taking it higher than that, you are generally going to get something so different as to be unrecognizable. My personal preference, in the case of the warhorse above would be to simply upgrade him as I level to 8, let him remain the same at 9, then have him "become" a celestial charger at level 10 and then begin advancing again. In this way, the mount is keeping pace with you but never going too far outside the mechanics of its original design intent. If there is no other creature for you to "change" your mount into, I would recommend working with the DM to design a new and higher level version of your original mount. In this way, your warhorse "silver" can stay with you throughout the entire gaming process. Whether or not he remains a real warhorse becomes less important that his presence as a trusted companion.


Tier 2 Pets

Examples:


Animal companions, simple undead (skeletons, zombies).​

New Feat:


Empathetic Director​



These pets represent the next level of advancement over a common mount. These creatures are bound to you in some strong way. In the case of animal companions, they are drawn to you because of your shared connection to the primal forces of nature. In the case of skeletons and zombies, they are undead creations, fashioned by your own hand and given will by your own magic. In either case, the creatures are your servants, but their ability to act in combat is limited.
These pets have much the same restriction as mounts. Anyone can have a skeleton follow him or her as a result of a gift from the DM, that is storytelling. Similarly, any woodsy character may receive a gift of a prize-hunting dog that follows them. These creatures however are squarely under the control of the DM. For the creature to be under the control of the player, two criteria must again be met. The character must take the requisite feat (Empathetic Director) and be of the appropriate level. In this case, the level requirement is simply the level of the creature you are trying direct. So to control a Hyena, your character must be level 2 (as the hyena is a level 2 skirmisher). To control a blazing skeleton, the controller must be at least level 5 (as the blazing skeleton is level 5).
Note the feat below does not actually grant you the associated animal companion or undead servitor, just as the mounted combat feat does not grant you a warhorse. You must still seek out and purchase or obtain the follower (or the ritual to create one in the case of undead) on your own. The feat simply allows you a finer level of control over the creature that travels with you. This feat may never apply to more than one creature at a time.
Again, these creatures generally do not advance; usually you simply get a more powerful companion or servitor. If your DM agrees, you may again use the rules for advancement as explained above in mounts.


Empathetic Director
You are good at directing the actions of your follower and inspiring your trusted companion.

Benefit: You can direct your undead servitor, animal companion or similar servant as long as he is within 20 squares. While outside of combat, the creature is under your control and will act as directed. It will walk where you tell it to walk, stay where you tell it to stay etc within the normal range of this feat and the normal limitations of the animal (a hyena must eventually eat and so can not guard a doorway for 8 hours straight for example).
During combat, the creature acts on your initiative and passes through the turn phases (start/actions/end) at the same time you do. The companion receives a single standard action each round. It may use this to move or attack, though it may only use at-will powers and basic attacks. As a minor action, you may grant the creature a move-equivalent action during this turn as long as it is within range. As a move-equivalent action, you may allow the creature to spend any encounter or recharge powers it may have access to during this turn.
The creature uses its own statistics, defenses and skills. The creature however may share your healing surge pool. It does not have a second wind but may be healed by normal powers (such as healing word), which will remove a healing surge from your pool and heal ¼ of the companions hit points + any bonuses as normal. Any creature you are affecting with this feat does not die upon reaching 0 hit points, but may go unconscious and make death saves as a normal PC. During short rests, you may spend freely from your own healing surges to heal yourself and your animal companion.
The benefits of this feat may never be applied to an elite or solo monster.

Tier 3 Pets

Examples:


Herald, Squire (cohort), Powerful undead servitor (mummy, wight).​

New Feat:


Trusted Cohort​



These pets represent the highest amount of independence (and often intelligence) among servants. They are with you not only because you have a connection (such as their creation in the case of the undead) but by choice as they share a code of beliefs with you. They may have even willingly entered into an agreement of service just learn from you as in the case of a squire.
As with both circumstances so far, there are two criteria to be met before you can direct the actions of your cohort. First, you must take the feat listed below. Second, you must be of at least the level of the cohort +1. So if you would like to apply the feat to a human berserker (a level 4 NPC) you must be level 5. Again, any group of PCs may have an NPC or two following their group, this feat allows you direct control of an NPC. As with both feats presented thus far, nothing about this feat actually grants you a cohort in any way. You must still work with your DM and either seek out a follower or the ritual to obtain one (once again as in the case of undead). As usual, just as with a warhorse or a wyvern, what is available for you to recruit is ultimately at the allowance and behest of the DM.
These characters may advance and if your DM allows, you may even have someone with PC levels (but see the feat below for additional rules). Once again, if you are using a preprinted NPC (such as the human berserker in the example above), it is not recommended you advance the NPC by more than 5 levels. At that point you would simply want to move to a "different" follower.


Trusted Cohort
You can form a loyal bond with those that follow you, and your direction can spur them on.

Benefits: You may apply the benefits of this feat to a single follower you have attracted or created within range 20. Outside of combat, the follower will be loyal and generally follow all reasonable directions given that fall within the bounds of what a loyal friend or servant would do.
In combat the follower or servitor will now act at your direction and has a full compliment of actions (minor, move standard). If you have an NPC with actual player class levels, the character may use any power at his disposal with the exception that the NPC servitor will never have daily powers nor be able to gain them in any way. The NPC acts in combat on your initiative and passes through the phases simultaneously with you.
The follower uses all normal statistics, defenses and skills presented in his stat block with the exception that he does not have hit points. Instead, the servitor or companion simply has a number of "hits" or successful attacks he may absorb before his will or ability to fight and contribute the combat fades away. This number of hits is based on tier as below. As with minions, a miss that deals damage is ignored, as is any ongoing damage to the follower. Once the follower has absorbed his number of hits, he falls and is removed from the table, no longer able to participate in that combat. During the next short rest, the follower is restored and will once again be able to absorb his full number of hits in the next encounter. If the PCs do not have a short rest in between encounters, the follower will not be able to participate in the next encounter.
The benefits of this feat may never be applied to a solo or elite creature.

Tier of Play
Number of Hits
Heroic
1
Paragon
2
Epic
3


 

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I like this, a lot actually, and think it could work well.

I do think that the cohort should function as the pet, in regards to its number of actions. Maybe they should both have that minion-like quality about them? I think it would be easier to include them in that way.

I mean as far as mounts go, their hit points rarely come into play, in our experience, and they are really little more than a speed enhancement item for the character.

What I like about your system is the second tier, mostly, as we have a couple of hounds in the group (to supplement a smaller party) and the action set you've given them is close to what we do (but I like the swapping a minor to give them a move bit).

Bah, but I am all over the place here. I like your idea.
 

What of Familiars and where would/could they fit? They seem as much a part of traditional D&D as companion animals, summons or henchmen.

I was toying with the idea of having them as Implements, with Feats to improve them (or expand the selection of choices), but haven't worked out the details.

Ideas/suggestions?
 

I think pets should only be available to Rangers via a diplomacy check within a campaign or something. To have a fighter with a pet seems a bit much. I guess warlocks should be able to channel demons :erm:
 

I like the idea. Reading through the 4E PHB I missed the familiars and mounts and stuff. Oh I understand why they cut them, but I thought there should still be the option somewhere...

This post is largely critical, but please understand that I mean it as a compliment. These are just my opinions, my ideas after reading the original post. But the original post GAVE me ideas. If I read it and my only reaction was, "Oh wow, that's freaking awful," I wouldn't be replying with my thoughts.

I would cut the part about rituals for undead minions. Performing a ritual costs in and of itself and requires a feat, and because of how you never really lose the second and third tier companion after you acquire them (by the rules as given), a ritual seems an unnecessary complication. I would say that in effect, a necromancer character performs the ritual/cuts his deal (a matter of narration and story pizazz) when he takes the feat.

I think that the level caps for companions as given are too high. Being able to upgrade your actions (second-tier companions) or have an entirely new pool of actions (third-tier companions) is worth more than a feat in my opinion. Possible fixes that I see are to attach tier if not level requirements for the new feats.

This assumes use of all the feats given as given. More drastically, I don't see the need for "Trusted Cohort." The narrative, dramatic details of the relationship between a Warlord and a sworn shield-mate are very different from those of a Ranger and his faithful wolf are very different from those of a wizard and their created homunculos, but I see no reason not to use the same rules, specifically the rules for "Empathic Director." This maintains the "economy of motion" instituted in 4E.

To take your idea, VincentRVenturella, and twist it into what I will probably end up using, take the rules for "Empathic Director" but use the minion-style hit system from "Trusted Cohort." The companion restores one "hit" per long rest, or the PC can spend a healing surge to restore the companion to "full hits." The limit on the level of a companion is equal to the PC's level -1.
 

I appreciate the feedback everyone.

I will answer a few of the questions here.

First - to the idea of Elimating the Ritual. As the feat does not directly give you the pet, you may find yourself in a position where you are buying the pet even if it is not undead. i.e. You are purchasing a hyena from an animal handler. Now I realize you may also be going out and tracking one down or something of that nature and that is certainly going to be exhaustive of some amount of resources if your DM turns it into an encounter based experience. I was simply attempting to gate the creation of the undead in some way - as the Tier 2 pets can certainly die, they are still operating on their normal hit point allowance. If you could simply "poof" a new undead - I would worry about undead being used in the classic "bad" ways (springing traps (not as much an issue in 4E admittedly), as suicide squads, etc. The ritual is a simple way of gating that. If you don't like the idea, you could simply lower the cost of obtaining the ritual (and elimate the cost of performing it) and simply extend the time it would take to balance that.

As for the distinction between Tier 2 and Tier 3. I made the seperation because in my mind, there is a very different way that a ranger's wolf and a shield mate work because of the level of individual action they could attain without the hero. I realize that the distinction is a submittal to some amount of realism, but I can only abstract myself into the game so much. Let me phrase it like this, if 4 grigands attacked the wolf and the hero wasn't around, the wolf would probably run away. If the sheild squire was attacked by the same 4 brigands, he might run away, but he is making a conscious choice, not simply relying on fight/flight. That is the distinction the tier seperation is trying to pry at. I think you could easily do what you are describing and have it work perfectly fine if that is within your (and your groups) acceptable level of reality abstraction. As with all things, YMMV. As for gating the feats by teir, it shouldn't be necessary. If the game is truly a linear advancement in its current edition, then the addition of a minion (essentially) to the party should be the same effect on the overall combat at level 5 it is at level 25. I would say you are getting too much out of the feat if it actually granted you the cohort (as old leadership did), but this doesn't do that. The DM still has ultimate say on what is available and the PCs must still pursue an ally or companion.

As to familiars, you are certainly right that they are an established part of the D&D landscape (and the mythological landscape in general). Honestly, I had not thought deeply about them and its a shame. My initial feeling is that they are a teir 1 pet. They are bound to the will of the caster. Certain monsters (such as imps) would be tagged with the "familiar" word just as some monsters are currently tagged with the "mount" keyword. The caster would then gain some benefit as long as he had the feat and was of the appropriate level. So perhaps an Imp with the familiar keyword grants the controller a +2 bonus to bluff and stealth and allows him to expend an encounter spell to become invisible as per the Imp's Vanish ability. I am just spit-balling off the top of my head, but I am sure you see the possibility.
 

Ok.

I get not just what the intent for the feats was but also their intended implementation. Thanks for the further explanation, VincentRVenturella .

For some reason I had it stuck in my head when I started reading the original post that, because the companions are divided in numerically sequential tiers the Feats that grant control of them should be graded somehow. I understand better now why they aren't connected as prereq.s and, considering the level caps and supposed linear advancement, why they aren't gated by tier.

I wouldn't be allowing "poofing" anything; there would still be a ritual involved in creating/summoning undead and demonic minions, just not one with rules and a gold cost. It would happen (largely) off-screen between adventures. I also like Feats to be self-contained as much as possible; treasure is treasure, feats are feats. Aside from item creation I am weary of requiring one to use the other. I also try to avoid basing rules around GM fiat, which your implementation rests on kinda strongly and that implementation is what makes the Feats as written work.

I don't think that familiars really need their own Feat. Any familiar that I can think of can easily be put within the categories of the Feats given, namely Tier 2 and Tier 3. I always thought the bonuses granted by familiars in 3.5 were a little silly, and these can be reflected with pre-existing Feats (such as the type-dependent damage boosters).
 

Ok.
Familiars

An animal cohort of some style is awesome - and thus memorable. Familiars tend to be less awesome and thus where more of a nuisance. In my circle of campaigns I've played in everyone ended up forgetting about their familiar until they wanted to role-play it. Otherwise a familiar has been used as a buff (using odd 3rd party supplements) and as a mechanic to deliver cure spells at a range slowly.

From what I read on forums and what not, people can come up with some creative uses for familiars but by and large most don't seem to (or at least I've heard more stories matching my experience with them as opposed to using them for something cool). The creative uses for familiars, aside from role-playing uses, tend to focus on one action.

What I'm getting at is familiars tend to be used for one trick per wizard, and the rest of their stats or abilities are ignored by the particular player. I think a familiar should be a statless or near-statless mobile encounter power.
 

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