VincentRVenturella
First Post
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.
Examples:
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.
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.
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.
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.
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.
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.
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.
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.
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
Number of Hits
Heroic
1
Paragon
2
Epic
3