malcolm_n
Adventurer
Alright, we're quickly approaching year 3 in the life of 4th edition. Still, there are no WotC rules for followers; a'la the leadership feat. Since I've yet to see a system that I could agree with/enjoy, here's one I've been toying with.
**Things to remember**
1) The person wanting a follower/partner isn't (or shouldn't) be concerned over the complexity this would bring to the game.
2) The person still must understand and follow the economy of actions. I'm sorry, but it's a hard and fast thing that exists in the 4e ruleset, so I'll be holding to it.
Benefits of Leadership
1) You have another body on the field of combat to take damage.
2) You have some added versatility in your choice of minor and standard actions.
3) If you or your companion are stunned and the other isn't, you still have something you can do on your round.
Detriments of Leadership
1) You have to spend feats to improve your companion and only some of them also benefit you.
2) You and your companion are bonded by morale and suffer when the other is harmed.
3) Your companion is not a full character with a complete list of class features.
With that said...
LEADERSHIP
Tier: Heroic
Benefit: You have a stalwart companion or follower who joins you in your travels. Choose a class specific multiclass feat. Your companion is that class and has access to the benefit of the chosen feat. When you create your companion, use the following rules.
Special: This feat does not exclude you from taking a multiclass feat of your own. However, you can still only take each power swap feat once, unless otherwise noted.
[sblock=Companion Rules]Gaining a Companion: You gain the allegiance of a companion when you take the Leadership feat. Your companion's class is based on the multiclass feat you choose. Statistically, the race of a companion does not matter.
Companion Ability Scores: Your companion has no individual ability scores. Instead, companions make use of "assumed scores" when making important rolls and checks.
Hit Points and Defenses: A companion has typical hit points for a character of the chosen class. Your companion adds the following to his 1st level hit points, instead of a Constitution score (which means this number doesn't count as his Constitution score with powers, etc). Your companion uses your healing surges when healed or utilizing second wind.
- Defender 15
- Striker/Leader 13
- Controller 11
Defenses are handled in a similar fashion. If your companion's class grants one of the following bonuses to a defense, apply the adjusted bonus instead. Your companion still gets 10+ half level to defenses, as would be typical of a character. All companions get a +2 to AC when not wearing heavy armor base.
+0 - +1
+1 - +3
+2 - +5
Class Features: Your companion has access only to class features granted by the multiclass feat you select. As when you multiclass, you can grant your companion more features by picking other class-specific multiclass feats (For example, if your companion is an avenger, you can pick the channel of vengeance feat, even if you yourself are not paragon multiclassing as an avenger. The feat, however doesn't apply to you unless you are.)
Level: Your companion's level is equal to your own. This only matters when adding 10 + half level to the companion's defenses, skills, etc (just like a normal character).
- At level 21, add +1 to everything involving the "ability scores" of your ally.
- At levels 8, 18, and 28 choose one of the following. you can choose the same option more than once.
Attack-Oriented: +1 attacks and damage
Skills-Oriented: +1 to skills related to class key abilities.
Defense-Oriented: +1 to AC when not wearing heavy armor and +1 to F/R/W.
Starting Powers: Your companion can only make basic attacks or use powers granted by the multiclass feat you picked as defined by that feat.
Extra Powers: You can grant your companion more powers by picking up the power swap feats or other multiclass feats available to your companion's chosen class. When you pick a power swap feat to grant your companion a new power, you do not lose a power of your own to do so.
Skills: Your companion is trained in skills as any character of that class would be and gets the +2 bonus as per the multiclass feat. In addition, your companion gets a +3 bonus to any skills related to the chosen class's key abilities.
Feats: Your companion gains the benefit of all feats you have which are not class specific (unless you share a class with your companion). This means you can take Toughness and apply it to your hit points as well as your companion's. The reason behind this is that your companion follows you for a reason and wants to emulate you as best he/she can. Note that your companion does not count as actually having the feat (to clear up issues with tribal feats).
Combat: In combat, you can move your companion when you move, but must give up your own minor and standard actions to allow your companion to use them. Your companion takes up the space of a medium humanoid.
Your companion has an assumed +3 bonus to attacks and damage (plus any bonuses from feats you possess or benefits described above). If a power asks for a second stat, your companion has an assumed bonus of 2.
Morale: This is why your companion uses your healing surges instead of its own. When one of you is harmed, the bond between you becomes strained. The first time you are bloodied during an encounter, your companion takes damage equal to its healing surge value (1/4 hit points, as expected). The first time your companion is bloodied during an encounter, you take damage equal to your healing surge value. This works both ways, so if you are each bloodied at the same time, or one becomes bloodied as a result of the added damage, the other still takes the extra damage.
Equipment: Your companion has magical equipment with an enhancement bonus of 1 less than your own. So, if you have a +5 sword, +3 armor, and +4 necklace, your ally has a +4 weapon or implement, +2 armor, and +3 neck slot item, respectively. Your companion's equipment is always base magic with no daily power or features. In the case of two-weapon wielding companions, assume the off-hand weapon has the same enhancement as that in the main hand.
Paragon Leadership: You can use the rules for paragon multiclassing to improve your companion. When you do, you apply any benefits of doing so to your companion without sacrificing your own choice in powers or abilities, but you also don't gain any extra powers at 11, 12, or 20 for yourself.[/sblock][sblock=example companion]David the Cleric Level 20
Associated Feats: Initiate of Faith, Novice Power, Adept Power, Acolyte Power, Channel of Faith
Companion Benefits: David chose Defensive-oriented at 8 and 18
Hit Points: 120, bloodied 60, surge value 30
Defenses: AC 33, Fort 27, Reflex 27, Will 31
Attacks: Holy Symbol +17 to attack, +7 damage; Morningstar +19 vs. AC, d10+ 7 damage, critical d10 + 17
Basic Powers: Healing Word (1/day feature from feat), Channel Divinity Divine Fortune and Turn Undead (feat), Sentinel Strike (Clr 17), Hallowed Ground (Clr 16), and Purifying Fire (Clr 15)
Paragon Leadership Powers: Strengthen the Faithful (Clr 7), Mass Cure Light Wounds (Clr 10) and Indomitable Spirit (Clr 19).
Skills: Diplomacy 18, Heal 18, Insight 18, Religion 20. David gets a +3 bonus to Strength, Wisdom, and Charisma related skill checks and a +2 to religion because of the Initiate of the Faith feat.[/sblock]If you have questions, comments, or spot something I've missed, let me know.
**Things to remember**
1) The person wanting a follower/partner isn't (or shouldn't) be concerned over the complexity this would bring to the game.
2) The person still must understand and follow the economy of actions. I'm sorry, but it's a hard and fast thing that exists in the 4e ruleset, so I'll be holding to it.
Benefits of Leadership
1) You have another body on the field of combat to take damage.
2) You have some added versatility in your choice of minor and standard actions.
3) If you or your companion are stunned and the other isn't, you still have something you can do on your round.
Detriments of Leadership
1) You have to spend feats to improve your companion and only some of them also benefit you.
2) You and your companion are bonded by morale and suffer when the other is harmed.
3) Your companion is not a full character with a complete list of class features.
With that said...
LEADERSHIP
Tier: Heroic
Benefit: You have a stalwart companion or follower who joins you in your travels. Choose a class specific multiclass feat. Your companion is that class and has access to the benefit of the chosen feat. When you create your companion, use the following rules.
Special: This feat does not exclude you from taking a multiclass feat of your own. However, you can still only take each power swap feat once, unless otherwise noted.
[sblock=Companion Rules]Gaining a Companion: You gain the allegiance of a companion when you take the Leadership feat. Your companion's class is based on the multiclass feat you choose. Statistically, the race of a companion does not matter.
Companion Ability Scores: Your companion has no individual ability scores. Instead, companions make use of "assumed scores" when making important rolls and checks.
Hit Points and Defenses: A companion has typical hit points for a character of the chosen class. Your companion adds the following to his 1st level hit points, instead of a Constitution score (which means this number doesn't count as his Constitution score with powers, etc). Your companion uses your healing surges when healed or utilizing second wind.
- Defender 15
- Striker/Leader 13
- Controller 11
Defenses are handled in a similar fashion. If your companion's class grants one of the following bonuses to a defense, apply the adjusted bonus instead. Your companion still gets 10+ half level to defenses, as would be typical of a character. All companions get a +2 to AC when not wearing heavy armor base.
+0 - +1
+1 - +3
+2 - +5
Class Features: Your companion has access only to class features granted by the multiclass feat you select. As when you multiclass, you can grant your companion more features by picking other class-specific multiclass feats (For example, if your companion is an avenger, you can pick the channel of vengeance feat, even if you yourself are not paragon multiclassing as an avenger. The feat, however doesn't apply to you unless you are.)
Level: Your companion's level is equal to your own. This only matters when adding 10 + half level to the companion's defenses, skills, etc (just like a normal character).
- At level 21, add +1 to everything involving the "ability scores" of your ally.
- At levels 8, 18, and 28 choose one of the following. you can choose the same option more than once.
Attack-Oriented: +1 attacks and damage
Skills-Oriented: +1 to skills related to class key abilities.
Defense-Oriented: +1 to AC when not wearing heavy armor and +1 to F/R/W.
Starting Powers: Your companion can only make basic attacks or use powers granted by the multiclass feat you picked as defined by that feat.
Extra Powers: You can grant your companion more powers by picking up the power swap feats or other multiclass feats available to your companion's chosen class. When you pick a power swap feat to grant your companion a new power, you do not lose a power of your own to do so.
Skills: Your companion is trained in skills as any character of that class would be and gets the +2 bonus as per the multiclass feat. In addition, your companion gets a +3 bonus to any skills related to the chosen class's key abilities.
Feats: Your companion gains the benefit of all feats you have which are not class specific (unless you share a class with your companion). This means you can take Toughness and apply it to your hit points as well as your companion's. The reason behind this is that your companion follows you for a reason and wants to emulate you as best he/she can. Note that your companion does not count as actually having the feat (to clear up issues with tribal feats).
Combat: In combat, you can move your companion when you move, but must give up your own minor and standard actions to allow your companion to use them. Your companion takes up the space of a medium humanoid.
Your companion has an assumed +3 bonus to attacks and damage (plus any bonuses from feats you possess or benefits described above). If a power asks for a second stat, your companion has an assumed bonus of 2.
Morale: This is why your companion uses your healing surges instead of its own. When one of you is harmed, the bond between you becomes strained. The first time you are bloodied during an encounter, your companion takes damage equal to its healing surge value (1/4 hit points, as expected). The first time your companion is bloodied during an encounter, you take damage equal to your healing surge value. This works both ways, so if you are each bloodied at the same time, or one becomes bloodied as a result of the added damage, the other still takes the extra damage.
Equipment: Your companion has magical equipment with an enhancement bonus of 1 less than your own. So, if you have a +5 sword, +3 armor, and +4 necklace, your ally has a +4 weapon or implement, +2 armor, and +3 neck slot item, respectively. Your companion's equipment is always base magic with no daily power or features. In the case of two-weapon wielding companions, assume the off-hand weapon has the same enhancement as that in the main hand.
Paragon Leadership: You can use the rules for paragon multiclassing to improve your companion. When you do, you apply any benefits of doing so to your companion without sacrificing your own choice in powers or abilities, but you also don't gain any extra powers at 11, 12, or 20 for yourself.[/sblock][sblock=example companion]David the Cleric Level 20
Associated Feats: Initiate of Faith, Novice Power, Adept Power, Acolyte Power, Channel of Faith
Companion Benefits: David chose Defensive-oriented at 8 and 18
Hit Points: 120, bloodied 60, surge value 30
Defenses: AC 33, Fort 27, Reflex 27, Will 31
Attacks: Holy Symbol +17 to attack, +7 damage; Morningstar +19 vs. AC, d10+ 7 damage, critical d10 + 17
Basic Powers: Healing Word (1/day feature from feat), Channel Divinity Divine Fortune and Turn Undead (feat), Sentinel Strike (Clr 17), Hallowed Ground (Clr 16), and Purifying Fire (Clr 15)
Paragon Leadership Powers: Strengthen the Faithful (Clr 7), Mass Cure Light Wounds (Clr 10) and Indomitable Spirit (Clr 19).
Skills: Diplomacy 18, Heal 18, Insight 18, Religion 20. David gets a +3 bonus to Strength, Wisdom, and Charisma related skill checks and a +2 to religion because of the Initiate of the Faith feat.[/sblock]If you have questions, comments, or spot something I've missed, let me know.
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