Scales of Eberron
A Companion is available to any character with the Companion Feat.
Companion Feat Prerequisite: Charisma 13
You gain a companion, this may be a squire, student, assistant, apprentice, etc. You decide the Companion’s relevant details— its race, class, physical details, and so forth—making sure they are appropriate for such a character and for the campaign. Using your actions in combat, you direct your companion by issuing them commands (see “Commanding a Companion,” below).
Your Companion is considered a creature and an ally and can be affected by powers. A cleric can heal them with healing word, a warlord can give them a melee basic attack with commander’s strike, and so forth. You and your Companion are treated as separate creatures.
You can dismiss your Companion at any time, but gaining a new one isn’t a simple task (see “Gaining a New Companion,” below).
Like any other character, a Companion’s class and race determine most of their game statistics and features, although all Companions share a few characteristics.
Your Companion’s level is always equal to yours. The Companion’s defenses, hit points, and attack bonus improve with level as normal. A Companion does not ever gain a paragon path or epic destiny.
Your companion determines its ability scores with the array 8, 10, 11, 12, 13, 14. Add 1 to two of your companion’s ability scores at 4th, 8th, 14th, 18th, 24th, and 28th level. All of your Companion’s ability scores improve by 1 at 11th and 21st level.
Your Companion has 1 healing surge. Their surge value is equal to a quarter of their maximum hit points, as normal.
Feats Your Companion gains one feat at 1st level, and another at 5th, 11th, 15th, 21st, and 25th. They do receive bonus feats granted by race or class normally, however. These cannot include any Companion, Beast, or Familiar feats.
Your Companion gains only one at-will power and one encounter power, plus any additional powers granted by their race- such as the Eladrin’s fae step or the human ability to select an additional class at-will power. The Companion can also select one utility power at 2nd, 12th, and 22nd level.
Companions may use Daily activation items, however doing so counts against the activations available for the character they are associated with.
Commanding a Companion
Your Companion doesn’t usually take its own actions during combat. They act on your turn as you direct them, using the options below. To command your Companion, you take the action specified for a command, and the Companion must be able to see or hear you. If you don’t command your Companion, they remain where they are, as long as you are conscious and present in the encounter. If you are unconscious or aren’t present, your Companion can act independently (see “Companion Independent Actions” below).
Attack (Standard Action) Your Companion makes a basic attack against an enemy of your choice.
Defend (Standard Action) Your Companion or both of you go on total defense. If you are adjacent to each other, the bonus to defenses is +3 rather than +2.
Move (Move Action)
Your Companion or both of you take a move action. The move actions need not be the same.
Opportunity Attack (Immediate Interrupt)
When a creature provokes an opportunity attack from your Companion, you spend an immediate interrupt to command them to make the attack.
For any other action, you spend the required action and your Companion completes it. For example, picking up an object requires a minor action, so you can spend a minor action to order your Companion to grab a bag of coins. This includes using At-Will or other powers the Companion might possess. If your Companion is incapable of completing an action, your action is wasted and the Companion does nothing. Your Companion cannot use your powers, and the DM is the final judge on whether a Companion is capable of completing an action.
Companion Independent Actions
In situations where you can’t command your Companion, they can act independently. For example, if you’re unconscious or dead or if you aren’t present in an encounter, your Companion doesn’t necessarily sit around waiting for you to show up, unless that’s what you want them to do.
A Companion acting independently can take a standard action, a move action, and a minor action on each of their turns, as a character can. You choose the Companion’s actions, with one restriction: If your character is present in the encounter but incapable of commanding the Companion, they must move as far as they can toward you each round on their turn, choosing the safest route possible. Once adjacent to you, the Companion can act in any manner you wish.
Companions and Healing
Your Companion has 1 healing surge, and they can receive the benefits of healing abilities, such as a cleric’s healing word.
When you are adjacent to your Companion, you can spend a minor action and one of your healing surges to heal your Companion as if they had spent a healing surge.
Death and Dying A Companion follows the same rules as a character for death and dying (Player’s Handbook, page 295). If your Companion dies, you can use the Raise Dead ritual to restore them to life.
Gaining a New Companion
If you wish to switch to a new Companion, you can use the retraining rules in the Player’s Handbook (page 28) to select a different companion when you level up. Instead of changing a feat, a power, or a skill selection when you retrain, you can change your Companion.
You keep your current Companion until you have the opportunity to spend a few hours seeking their replacement in an environment where the new Companion can be found. If your companion dies and you choose to replace rather than raise them, you follow the same rules.
The DM can choose to run a short adventure that involves you finding a companion, perhaps rescuing them from captivity or overcoming a foe together. Otherwise, the DM can allow you to create the story of how you found your new Companion.