One of the many things some players miss about 3e is the ability to use the Leadership feat to get companions. One reason that companions pose a problem for balance and playability is that they effectively provide extra actions, which are one of the most important resources in the game and thus significantly improve the power of the character. Therefore, I came up with an idea that will enable players to have useful companions in a way that doesn't unbalance the game: by making the companions not mainly be useful in battle, but mainly be useful in other ways. Here are the rules I came up with.
Feat: Leadership (Heroic Tier)
Requirements: None
You may gain one companion of up to your level.
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Companions:
Overview
Companions are built according to the NPC rules, with a class template applied to them, as described in the Monster Manual (IIRC). However, companions are rarely used in combat as such. Instead, they provide passive bonuses and can be used in out-of-combat activities.
Building a Companion
To build a companion, you must build the companion according to the NPC rules, apply a class template, choose trained skills appropriate for the character class chosen, and then choose options for the following two choices:
Companion Type: The companion type determines which type of companion special ability you get.
Motivation: The motivation of the companion determines additional ways to raise or lower your Relationship Score with him, which determines the strength of the Companion Special Abilities and what tasks the companion can do for you.
Relationship Score
The Relationship Score (RS) determines the strength of your relationship with the companion. A low RS means that companion distrusts you and works for you only grudgingly, while a high RS means the companion thinks of you as a good employer and is willing to do more for you.
Your RS with a companion starts at (5 + CHA modifier). This changes due to the following events (to be explained further below):
(Note: X = the value of a magic item of the companion's level)
Player gains a level: +2
Companion forced into combat: -1
Companion injured: -1
Companion reduced to bloodied status: -2
Companion knocked out: -4
Each (X/5) gold pieces owed to companion but not paid (Hireling Only): -1
If your RS goes to zero, the companion gets fed up and leaves. The RS cannot go above 20.
Motivations
Motivations provide additional ways to increase (or reduce) your relationship score with a companion.
Money: Pretty self-explanatory. Enables you to pay your companion bonuses to increase the relationship score, but gives you more of a penalty if you shortchange him. (Special: Companions with the Money motivation demand the 10 percent share of treasure even if they are not Hirelings.)
Each X additional gold pieces paid to companion (above normal 10 percent share) : +2
Each (X/5) gold pieces owed to companion but not paid: -2 (instead of -1)
Adventure: People with the Adventure motivation are out there simply for the excitement of adventuring and completing quests. They like completing quests, but don't like failing them.
Minor quest completed: +1
Major quest completed: +2 to +4
Minor quest failed: -1
Major quest failed: -2 to -4
Alignment: People with the Alignment motivation are motivated by an allegiance to the forces of good (or evil). If you are on their side they will be more willing to work with you.
Act in support of Companion's alignment: +1 to +4
Act in opposition to Companion's alignment: -1 to -4
Objective: These people are adventuring in search of a particular objective - whether it be finding a lost family member, gaining revenge on a hated enemy, or searching for true love.
Make effort to go toward Companion's objective: +1
Tangible progress toward Companion's objective: +2 to +4
Refuse to help Companion on his objective: -1 to -4
Companion Special Abilities
Choose one of the following special abilities for your companion. You get the listed abilities for your Relationship Score. The abilities are cumulative; for instance if the RS is 12, then you get the abilities for "1 or higher," "5 or higher," and "10 or higher."
The special abilities are based on a companion of your level. A companion of lower level than you is less of a help: for each level below you, treat the companion's RS as 3 points less for purposes of determining special abilities.
Squire: A squire helps carry your equipment, maintain your weapons, prepare your meals, etc., giving you more staying power throughout a long day of adventuring.
1 or higher: The squire can carry 50 pounds of equipment for you.
5 or higher: Gain +1 to Endurance.
10 or higher: Gain an additional +1 to Endurance, for a total of +2.
15 or higher: Gain 1 additional healing surge.
20: Regain one healing surge after every milestone reached.
Adept: An adept is a wizard-in-training, and can help you perform rituals and study your spells.
1 or higher: Gain +1 to Arcana checks for ritual casting.
5 or higher: The bonus increases to +2.
10 or higher: Once per day, you may spend an action point and a healing surge to regain one daily power of an arcane power source.
15 or higher: Once per day, you may spend a healing surge to regain one daily power of an arcane power srouce. This replaces the "10 or higher" ability.
20: Once per day, you may regain one daily power of an arcane power source. This replaces the "10 or higher" and "15 or higher" abilities.
Acolyte: An acolyte is a cleric-in-training, and can help you perform religious rituals and recover prayers.
1 or higher: Gain +1 to Religion checks for ritual casting.
5 or higher: The bonus increases to +2.
10 or higher: Once per day, you may spend an action point and a healing surge to regain one daily power of a divine power source.
15 or higher: Once per day, you may spend a healing surge to regain one daily power of a divine power srouce. This replaces the "10 or higher" ability.
20: Once per day, you may regain one daily power of a divine power source. This replaces the "10 or higher" and "15 or higher" abilities.
Student: A student is one who studies skills. Students can help you perform skills you are not good at.
1 or higher: You gain a +1 bonus on any skill that your student is trained in but you are not.
5 or higher: The bonus increases to +2.
10 or higher: The bonus increases to +3.
15 or higher: Once per day, gain a +2 bonus on a skill check that your student is trained in. This must be declared before the roll.
20: When using the "15 or higher" ability, you may wait until after the roll before deciding whether to use the bonus.
Other Uses of Companions
Companions can also be used to do things other than grant their bonuses. First of all they can be used to do anything they would normally be able to do that doesn't involve combat. To get them to do this you must make a "relationship score check" (1d20 + RS) and make a DC based on the type of action:
DC 10: Very simple; little to no risk involved. Example: Running to the market in town to pick up some innocuous goods.
DC 15: More complicated; moderate to low risk involved. Example: Eavesdropping on a conversation between two nasty, tough-looking guys in a tavern.
DC 20: Quite involved or with significant risk. Example: Investigating a cave outside of town where mysterious goings-on have happened.
DC 25: Clear, immediate danger involved. Example: Jumping over a pit of lava.
Also, you can force a companion into combat. Even though companions normally do not participate in combat, you can force them into one in an emergency. This costs a point of RS (as described above) and also costs additional points if the companion is wounded. (Note that the given RS penalties for wounds are calculated at the end of each combat or non-combat encounter, and only the worst one applies each time. For example you do not get a -1 for each attack that hit the companion.)
Acquiring Companions
In general there are several ways of acquiring companions.
Leadership Feat: The Leadership feat enables you to get a companion for free. You should work with your DM to come up with a good way of meeting this companion. If you lose the companion (due to death or desertion) you keep the feat, but you do not automatically get a new one - you have to find one. How you go about finding a new one is up to your DM.
Hirelings: Hirelings can be hired for a price equal to the cost of a magical item of their level. They also demand payment equal to a 10 percent share of the player's treasure. If you refuse to pay them then you lose points of RS as described in the relationship section. Hirelings usually have the Money motivation, sometimes have the Adventuring motivation, and rarely have the Alignment or Objective motivations. You can have a hireling even if you don't have the Leadership feat.
Feat: Leadership (Heroic Tier)
Requirements: None
You may gain one companion of up to your level.
---
Companions:
Overview
Companions are built according to the NPC rules, with a class template applied to them, as described in the Monster Manual (IIRC). However, companions are rarely used in combat as such. Instead, they provide passive bonuses and can be used in out-of-combat activities.
Building a Companion
To build a companion, you must build the companion according to the NPC rules, apply a class template, choose trained skills appropriate for the character class chosen, and then choose options for the following two choices:
Companion Type: The companion type determines which type of companion special ability you get.
Motivation: The motivation of the companion determines additional ways to raise or lower your Relationship Score with him, which determines the strength of the Companion Special Abilities and what tasks the companion can do for you.
Relationship Score
The Relationship Score (RS) determines the strength of your relationship with the companion. A low RS means that companion distrusts you and works for you only grudgingly, while a high RS means the companion thinks of you as a good employer and is willing to do more for you.
Your RS with a companion starts at (5 + CHA modifier). This changes due to the following events (to be explained further below):
(Note: X = the value of a magic item of the companion's level)
Player gains a level: +2
Companion forced into combat: -1
Companion injured: -1
Companion reduced to bloodied status: -2
Companion knocked out: -4
Each (X/5) gold pieces owed to companion but not paid (Hireling Only): -1
If your RS goes to zero, the companion gets fed up and leaves. The RS cannot go above 20.
Motivations
Motivations provide additional ways to increase (or reduce) your relationship score with a companion.
Money: Pretty self-explanatory. Enables you to pay your companion bonuses to increase the relationship score, but gives you more of a penalty if you shortchange him. (Special: Companions with the Money motivation demand the 10 percent share of treasure even if they are not Hirelings.)
Each X additional gold pieces paid to companion (above normal 10 percent share) : +2
Each (X/5) gold pieces owed to companion but not paid: -2 (instead of -1)
Adventure: People with the Adventure motivation are out there simply for the excitement of adventuring and completing quests. They like completing quests, but don't like failing them.
Minor quest completed: +1
Major quest completed: +2 to +4
Minor quest failed: -1
Major quest failed: -2 to -4
Alignment: People with the Alignment motivation are motivated by an allegiance to the forces of good (or evil). If you are on their side they will be more willing to work with you.
Act in support of Companion's alignment: +1 to +4
Act in opposition to Companion's alignment: -1 to -4
Objective: These people are adventuring in search of a particular objective - whether it be finding a lost family member, gaining revenge on a hated enemy, or searching for true love.
Make effort to go toward Companion's objective: +1
Tangible progress toward Companion's objective: +2 to +4
Refuse to help Companion on his objective: -1 to -4
Companion Special Abilities
Choose one of the following special abilities for your companion. You get the listed abilities for your Relationship Score. The abilities are cumulative; for instance if the RS is 12, then you get the abilities for "1 or higher," "5 or higher," and "10 or higher."
The special abilities are based on a companion of your level. A companion of lower level than you is less of a help: for each level below you, treat the companion's RS as 3 points less for purposes of determining special abilities.
Squire: A squire helps carry your equipment, maintain your weapons, prepare your meals, etc., giving you more staying power throughout a long day of adventuring.
1 or higher: The squire can carry 50 pounds of equipment for you.
5 or higher: Gain +1 to Endurance.
10 or higher: Gain an additional +1 to Endurance, for a total of +2.
15 or higher: Gain 1 additional healing surge.
20: Regain one healing surge after every milestone reached.
Adept: An adept is a wizard-in-training, and can help you perform rituals and study your spells.
1 or higher: Gain +1 to Arcana checks for ritual casting.
5 or higher: The bonus increases to +2.
10 or higher: Once per day, you may spend an action point and a healing surge to regain one daily power of an arcane power source.
15 or higher: Once per day, you may spend a healing surge to regain one daily power of an arcane power srouce. This replaces the "10 or higher" ability.
20: Once per day, you may regain one daily power of an arcane power source. This replaces the "10 or higher" and "15 or higher" abilities.
Acolyte: An acolyte is a cleric-in-training, and can help you perform religious rituals and recover prayers.
1 or higher: Gain +1 to Religion checks for ritual casting.
5 or higher: The bonus increases to +2.
10 or higher: Once per day, you may spend an action point and a healing surge to regain one daily power of a divine power source.
15 or higher: Once per day, you may spend a healing surge to regain one daily power of a divine power srouce. This replaces the "10 or higher" ability.
20: Once per day, you may regain one daily power of a divine power source. This replaces the "10 or higher" and "15 or higher" abilities.
Student: A student is one who studies skills. Students can help you perform skills you are not good at.
1 or higher: You gain a +1 bonus on any skill that your student is trained in but you are not.
5 or higher: The bonus increases to +2.
10 or higher: The bonus increases to +3.
15 or higher: Once per day, gain a +2 bonus on a skill check that your student is trained in. This must be declared before the roll.
20: When using the "15 or higher" ability, you may wait until after the roll before deciding whether to use the bonus.
Other Uses of Companions
Companions can also be used to do things other than grant their bonuses. First of all they can be used to do anything they would normally be able to do that doesn't involve combat. To get them to do this you must make a "relationship score check" (1d20 + RS) and make a DC based on the type of action:
DC 10: Very simple; little to no risk involved. Example: Running to the market in town to pick up some innocuous goods.
DC 15: More complicated; moderate to low risk involved. Example: Eavesdropping on a conversation between two nasty, tough-looking guys in a tavern.
DC 20: Quite involved or with significant risk. Example: Investigating a cave outside of town where mysterious goings-on have happened.
DC 25: Clear, immediate danger involved. Example: Jumping over a pit of lava.
Also, you can force a companion into combat. Even though companions normally do not participate in combat, you can force them into one in an emergency. This costs a point of RS (as described above) and also costs additional points if the companion is wounded. (Note that the given RS penalties for wounds are calculated at the end of each combat or non-combat encounter, and only the worst one applies each time. For example you do not get a -1 for each attack that hit the companion.)
Acquiring Companions
In general there are several ways of acquiring companions.
Leadership Feat: The Leadership feat enables you to get a companion for free. You should work with your DM to come up with a good way of meeting this companion. If you lose the companion (due to death or desertion) you keep the feat, but you do not automatically get a new one - you have to find one. How you go about finding a new one is up to your DM.
Hirelings: Hirelings can be hired for a price equal to the cost of a magical item of their level. They also demand payment equal to a 10 percent share of the player's treasure. If you refuse to pay them then you lose points of RS as described in the relationship section. Hirelings usually have the Money motivation, sometimes have the Adventuring motivation, and rarely have the Alignment or Objective motivations. You can have a hireling even if you don't have the Leadership feat.