DMGII Companion Character Rule: Questions and request for advice

Shin Okada

Explorer
First, question

According to DMG II companion character rule, when creating my own companion character, I meant to give all the racial traits and powers. Does that mean human companion character do have 1 feat (and only 1 feat, regardless of one's level) and 1 additional trained skill?

Second, request for advice

I want to create 4 companion characters, 1 each for every PC roles (Controller, Defender, Leader & Striker).

If I want to make them as simple (and yet effective enough), which classes are good for each roles?

My current candidates are

Controller ... Invoker, with Hand of Radiance at-will
Defender ... Fighter (cleave?) or Paladin (Ardent Strike)
Leader ... Cleric (Sacred Flame)
Striker ... Sorcerer
 

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Companion characters don't get feats, so I would say a Human companion character does not get that benefit. I've been using companion characters though, and I don't think a single feat would be overpowering. I would definitely give them the extra trained skill, so as not to make picking Human completely pointless.

My recommendation on classes is to keep it as simple as possible. Avoid the more complicated mechanics (Shaman, Beastmaster Ranger, etc). When looking at powers, remember they don't gain class features - a Fighter, for example, only marks with the basic attack. This especially hurts the defenders and strikers, whose unique abilities are often tied to class abilities. Make sure the class interacts well with the Role Features (Step 8); for example, Sorcerer isn't a great pick for Strikers because they require combat advantage to get the extra damage.

If I had to choose, I'd go with Wizard, Fighter, Cleric, and Ranger:

Wizards don't lose much from class abilities and don't have effects tied to class features. This makes them fairly effective as a companion.

Fighters lose their stickiness, but don't lose much else. Fighter riders key off of weapon, and not class abilities, so they can still use them. Paladin isn't a bad choice either if you don't mind keeping track of their leader-like effects, but they also don't get any riders either.

Clerics lose some potency in healing, but they can still heal the best out of the leaders. Clerics also don't lose out on any riders due to class abilities. Warlord and Bard are also good picks; neither loses a whole lot from the class abilities but they do lose the riders. They're better on the teamwork sense though.

Melee Rangers don't lose much in damage unlike Rogues, can still take advantage of the extra damage unlike Sorcerers, and don't lose significant class abilities unlike Avengers. Archery Rangers are akin to Sorcerers.
 

Companion Characters are tough to get right. I've already burned through 5 of them in two different groups. Their power balance is off. My latest incarnation has been working out fairly well. She rounds out a party that contains a Druid, a Barbarian|Wizard, and a Paladin.

Elsie's Second Chance​
Level 3​
Medium​
natural humanoid
XP 150​
Initiative​
–3 Senses Perception +3​

HP 42; Bloodied 21
AC 17; Fortitude 15; Reflex 12; Will 19
Speed 6
r Energy Ray (standard; at-will) • Radiant
Ranged 10; +6 vs Reflex; 3 radiant damage
Second Chance (immediate interrupt, when this creature would be hit by an attack; encounter)
The attacker must reroll the attack and take the new result.
Tactical Withdrawal (immediate reaction, when first bloodied; encounter)
This creature shifts 3 squares.
C Healing Word (standard 2/encounter; [1/round]) • Healing
Close burst 3; One ally; the target spends a healing surge and regains a number of hit points equal to its surge value.
C Inspiring Word (standard; 2/daily)
Close burst 5; target: Self or one ally in burst; the target can spend a healing surge and regain an additional 1d6 hit points OR make a saving throw.
Alignment Unaligned
Languages
Skills​
Heal +8​
Str 10 (+1)
Dex 8 (+0)
Wis 14 (+3)
Con 10 (+1)
Int 10 (+1)
Cha 12 (+2)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.


She's good for healing and not much else. From my observations, a CC should "only" fill one role, and should be near-useless for anything else. Otherwise, it just becomes another PC for one of your players to handle, and for you to account for in your adventure design. This CC is nothing more than a healbot.
 

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