Manbearcat
Legend
I'm not sure how many folks use them but my small is collectively a big fan of the Companion Character rules in the 4e DMG2. As the title indicates, they've really done wonders in rounding out our small group's tactical assemblage, specifically in BBEG/high stakes combat encounters where they are almost exclusively deployed (they're relegated to color in standard combats). They also play a role now and again in non-combat, conflict resolution. When they are involved in either type of encounter, the encounter budget is adjusted (and XP dispensed) to account for another full-fledged character. Beyond these advantages, they also provide supplementary support to thematic archetype rendering; where some folks feel that 4e has fallen short. A Ranger's trusted, loyal dog, a Druid's mystical, primal connection to an animal, a Wizard/Warrior's magical sword all come further to life as companions/familiars.
We create ours slightly different than the pure 4e DMG2 guidelines. Instead of just using a stock monster and rounding it out via the companion rules, we start by creating our own monsters and then rounding out the companion. Feel free to follow along with my step by step instructons. We make creating companion characters...FUN!
1st, make an S...ok, a bit more seriously:
1 - Pick a role (eg Defender) and create an assemblage of combat traits and powers, including an MBA or RBA, that support that role with as little mental overhead/table handling time as possible.
2 - We aren't worrying about fully statting up ability scores as we really just want some easy derivative modifiers. Depending on role/thematic archetype, put a 15/13 in Con/Dex. This will determine HPs/Surge and Init modifier. I would probably give it a 6 speed if you went with the high Con and 7 speed with the high Dex.
3 - Hit the target numbers by level and adjust as needed to fit the role. This includes AC, NADs, to hit, damage expressions, and relevant DCs.
4 - Choose 3 skills and give them a modifier where you are successfully hitting a Hard DC on a 12, 13, and 14.
5 - Give the companion a vision type and 2 non-combat abilities/features/powers that either facilitate group success in either Skill Challenge or Transition Scenes.
Alright, now that that is out of the way, I'll do a few examples of the Companions that have been featured in my home game. Beyond these two there has been a Silver Dragon Paladin mount (Striker, controller), a sentient, family heirloom blade as familiar (Leader, controller) amongst others. However, these are two big D&D staples, so I'll outline them and maybe someone will get some use out of them in their home game...especially the home games that feature less than an ideal number of PCs (such as my game) that would be well serviced by an easy companion to round out the roster. Feel free to steal these for your campaigns and please post any Companion Characters that you have successfully used in your games. Our game is in the Epic tier of play, but I'll post the 10th level versions as it appears Paragon play is rampant (given polls).
Target numbers at 10th level for reference:
DCs - Low 13, Med 18, High 26
Damage Expressions Mean - Low 13, Med 18, High 22, Encounter 26
Atk vs Def - 14 (+ 1 vs standard monsters 13)
Average AC:NAD - 25:23
We create ours slightly different than the pure 4e DMG2 guidelines. Instead of just using a stock monster and rounding it out via the companion rules, we start by creating our own monsters and then rounding out the companion. Feel free to follow along with my step by step instructons. We make creating companion characters...FUN!
1st, make an S...ok, a bit more seriously:
1 - Pick a role (eg Defender) and create an assemblage of combat traits and powers, including an MBA or RBA, that support that role with as little mental overhead/table handling time as possible.
2 - We aren't worrying about fully statting up ability scores as we really just want some easy derivative modifiers. Depending on role/thematic archetype, put a 15/13 in Con/Dex. This will determine HPs/Surge and Init modifier. I would probably give it a 6 speed if you went with the high Con and 7 speed with the high Dex.
3 - Hit the target numbers by level and adjust as needed to fit the role. This includes AC, NADs, to hit, damage expressions, and relevant DCs.
4 - Choose 3 skills and give them a modifier where you are successfully hitting a Hard DC on a 12, 13, and 14.
5 - Give the companion a vision type and 2 non-combat abilities/features/powers that either facilitate group success in either Skill Challenge or Transition Scenes.
Alright, now that that is out of the way, I'll do a few examples of the Companions that have been featured in my home game. Beyond these two there has been a Silver Dragon Paladin mount (Striker, controller), a sentient, family heirloom blade as familiar (Leader, controller) amongst others. However, these are two big D&D staples, so I'll outline them and maybe someone will get some use out of them in their home game...especially the home games that feature less than an ideal number of PCs (such as my game) that would be well serviced by an easy companion to round out the roster. Feel free to steal these for your campaigns and please post any Companion Characters that you have successfully used in your games. Our game is in the Epic tier of play, but I'll post the 10th level versions as it appears Paragon play is rampant (given polls).
Target numbers at 10th level for reference:
DCs - Low 13, Med 18, High 26
Damage Expressions Mean - Low 13, Med 18, High 22, Encounter 26
Atk vs Def - 14 (+ 1 vs standard monsters 13)
Average AC:NAD - 25:23
Bear Guardian
Level 10 Medium natural beast (Defender)
HP 86; Bloodied 43 Healing Surge 11 @ 21 Initiative +6 Speed 6
AC 28 Fortitude 25 Reflex 22 Will 20
Combat Traits
Ursine Shield (Aura 1): Enemies in the aura take a -2 penalty to attack rolls when it makes an attack that does not include the Bear Guardian among its targets. Marked enemies are not subject to this aura.
Standard Actions
(MBA) Rending Claw - At-Will
Attack: Melee 1 (one creature); +14 vs. Reflex; Hit: 1d12 + 6 damage.
Maul - At-Will
Requirement: The Bear Guardian must not have a creature grabbed
Attack: Melee 1 (one creature); +14 vs. Reflex; Hit: 1d12 + 6 damage, and the Bear Guardian grabs the target (escape DC 22).
Crush - At-Will; Effect: Melee 1 (one creature grabbed by the Bear Guardian). The target takes 1d12 + 9 damage.
Triggered Actions
Primal Rebuke - At-Will
Trigger: An enemy in the Ursine Shield Aura makes an attack that targets an ally but not the Bear Guardian.
Attack (Opportunity Action): Melee 1 (the triggering enemy); +14 vs. Reflex; Hit: 1d12 + 6 damage.
Non-Combat Traits
Low Light Vision
Shared Perception: The druid can use the Shared Husk Ritual on their Bear Guardian.
Cavern Lore
Your talent for exploring caves gives you the edge needed to overcome unexpected challenges and you can share this supernatural insight with your companion.
Encounter Primal
Free Action Personal
Trigger: You, or your druid, ally fail an Acrobatics, Athletics, Endurance, or Perception check while underground.
Effect: You make a Dungeoneering check and use its result instead.
Athletics + 14, Dungeoneering + 12, Endurance + 13
Huntsman's Hound
Level 10 Medium natural beast (Striker)
HP 70; Bloodied 35 Healing Surge 7 @ 17 Initiative +7 Speed 7
AC 25 Fortitude 23 Reflex 23 Will 23
Combat Traits
Harrier (Aura 1): Quarries cannot shift while in the aura.
Pack Attack: The hound gains the Ranger's benefits of his quarry class feature.
Standard Actions
(MBA) Vicious Bite - At-Will
Attack: Melee 1 (one creature); +15 vs. Reflex; Hit: 2d6 + 8 damage.
Enclose the Prey - At-Will
Attack: Melee 1 (one creature); +15 vs. Reflex; Hit: 2d6 + 8 damage and the hound shifts up to 2 squares.
Finish the Kill - At-Will
Attack Melee 1 (one bloodied creature); + 15 vs. Reflex; Hit: 3d6 + 8 damage.
Triggered Actions
Sic' em Boy (Encounter)
Trigger: The hound's huntsman designate's a target as quarry.
Effect (Free Action): The hound shifts up to its speed and uses Enclose the Prey against the quarry.
Non-Combat Traits
Low Light Vision
Scent: You gain a +5 feat bonus to Perception checks made to track and to Insight checks made to penetrate an illusion. You can use this bonus once during a skill challenge if scent is relevant to the check.
Watchful Rest: When you take an extended rest, you and any allies also taking the rest do not take the –5 penalty to Perception checks for sleeping.
Athletics + 13, Nature + 12, Perception + 14