Companion Character Rules

I am thinking that your companion characters should be 3 levels lower than your actual character… so currently they are level 5.

Crafting a Unique Companion Character

  1. Choose Level (5)
  2. Choose Role
  3. Choose Race (preselected for you)
  4. Generate Ability Scores: just like normal 1st level characters, no improvements for higher levels.
  5. Determine Hit Points and Healing Surges: see table
  6. Calculate Defenses: see table, optionally you may increase one non-AC defense by 2 by reducing another non-AC defense by 2.
  7. Select Powers: Choose a character class from your role. Pick one at-will attack, one encounter attack, and one utility power. Powers must be same level or lower than character.
  8. Assign Feature: see table
  9. Calculate Attack Bonus: attack = 4 + level, add weapon bonus if attack uses weapons. Do not apply modifiers for ability scores or magic items.
  10. Calculate Damage Bonus: add appropriate ability modifier to damage rolls as normal. In addition, the character adds one-half his or her level to all damage rolls.
  11. Choose Skills: Choose two trained skills for the companion character. Calculate skill check modifiers the same way as for a PC (half level + ability mod + training). Include racial bonuses if applicable.
  12. Choose Equipment: assign gear to character based off role, powers, and appearance. Armor and shields don’t actually add to defenses, weapons only apply their attack bonus.
  13. Roleplaying Details: flesh out alignment, personality, appearance and beliefs. 1 paragraph background. 1 plot hook or quest.
Statistic Controller Defender Leader Striker
Hit Points (level x 4) + 6 + Con score (level x 6) + 9 + Con score (level x 5) + 7 + Con score (level x 5) + 7 + Con score
Healing Surges 6 + Con modifier 9 + Con modifier 7 + Con modifier 6 + Con modifier
Armor Class 13 + level 17 + level 15 + level 15 + level
Other Defenses 13 + level 13 + level 13 + level 13 + level
Role Features Once per encounter as a free action, a controller can extend an effect on an enemy to end at the of his net turn rather than his current turn When a defender hits an enemy with a melee basic attack, the defender marks the target until the end of her next turn Twice per encounter as a minor action, a leader can allow an ally within 5 squares of the leader to spend a healing surge Once per round, a striker deals 1d6 extra damage when he hits an enemy he has combat advantage against

Companion Character Rules

Enchanted Gears AKBanse AKBanse