CREATE & ROLEPLAY · IN DEVELOPMENT
Companions
Give the people travelling with your party room to grow.
A PLACE IN THE PARTY
The guard who stayed
A guard joins the party for one journey. Ten sessions later, everyone knows his name, the players trust him, and he is still using the same stat block he had when they met.
Companions gives you a way to keep that character in the game.
Its NPC classes are built for allies who travel, fight, and grow alongside the party. They also work for summoned creatures, controlled followers, and enemies the GM wants to build quickly. Each class has a clear role, with abilities chosen to keep the character useful without giving whoever controls them another full player character to manage.
BUILD SOMEONE MEMORABLE
Start with a role. See who they become.
Choose a species, assign ability scores, and pick a companion class. You can give the NPC a name and history, or start with the role they fill in the campaign. An Archer might be a trusted member of a noble’s retinue, a mercenary sharpshooter, or the person who taught one of the characters to shoot.
As the party advances, the companion advances too. At each companion level, you choose between two features. Those choices let two NPCs with the same class grow into different characters while keeping their turns straightforward to run.
EASY TO BRING TO THE TABLE
Another character, without another full character sheet.
The GM can run a companion, or hand one to a player. Most of their abilities are passive or simple to use, so adding an ally does not mean adding a second character sheet full of decisions to every combat round.
Companions can also help you build opponents. A recurring enemy can have a fighting style and room to develop without the GM having to build them with a full player class.
CREATE & ROLEPLAY: COMPANIONS
The book is in development.
