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As written, the Shaman's spirit companion has a damage threshold set at 10+half-level. At levels below 4, this is above the average damage (level+8) of a monster, and above 4, it quickly becomes an auto-kill.

There are no feats nor item properties that can apply to the resistance of a Spirit Companion to account for this divergence.

Is it worth houseruling the spirit's damage threshold (and the transmitted damage, of course) to scale appropriately with expected monster damage? If so, what should the scale be?

My current thoughts that Level+8 damage threshold, and the shaman receives Level+3 damage. This produces a slightly better than average chance of the spirit companion popping, especially in light of the Shaman's quite poor (on comparison) defenses.

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Have you played with a higher level shaman and found it to be problematic? We had one from L8-L11 or so. If anything the Spirit Companion seemed overpowered. – Pat Ludwig Mar 3 '11 at 2:43
Last time I ran a 4e game (some time ago), there was a shaman in our party, and his spirit companion was unstoppable. This was partially because it's completely immune to status effects - which means that there are whole monsters that are (literally) incapable of affecting the spirit companion of a shaman of corresponding level. I'm of the opinion that the spirit companion's "unharmed-or-dead" mechanics are fundamentally untenable, and I think you'd need to change more than just the numbers to make it work. – Burrito Al Pastor Mar 3 '11 at 3:15
I was a level 17 shaman and found the spirit companion to be absolutely worthless. But we were playing with MM3 damage rules. – Brian Ballsun-Stanton Mar 3 '11 at 3:37
@Brian - Hmm, I guess ours was before MM3. Still, taking no partial damage, no status effects and having to explicitly target it (immune to blasts/bursts) made it a PITA to deal with. And if you kill it, it shows right back up. – Pat Ludwig Mar 3 '11 at 4:15
@Pat Yes, but the trivial defenses and low HP of shaman means that targeting it is quite effective at dealing damage to the party. And status effects merely have to be applied to the shaman. I dunno, I perceive this as a major problem with it. – Brian Ballsun-Stanton Mar 3 '11 at 6:31
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1 Answer

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This is, of course, your choice as a DM. It always is. But if you're looking for justification by the rules, the spirit companion seems to be balanced. While attacks on it always hit, they have to pass the damage threshold and, yes, at low levels it will be very hard. At higher levels, I can see it passing the threshold and hitting the shaman for a lot of damage, but think of it more as you, the shaman, being up in combat and getting hit as if you were a melee combatant. Clerics and warlords suffer from this as well and while their defenses get more of a boost than a shaman does, the shaman also can rely on tanks to pull the aggro off of mobs and grant combat advantage to rouges, in addition to doing all of it's other powers. The drawback, in my opinion, isn't enough that you need to off set the damage threshold and it honestly could make it much more powerful.

Think of it like this. While the spirit companion will deal a healing surge worth of damage to the shaman when it goes away, that might be 20 points of HP for the shaman, the attack might have been upwards of 25+, making the hit on the companion less of a good option for the one doing the damage. If I was a smart monster, I might start to see the advantage of going after the shaman instead of the spirit companion, since I can proc status effects, on-going damage, ect. On a spirit companion, I might waste an encounter or recharge on it and only do a nominal amount of damage to the shaman, who's going to summon that beast up next turn again.

Opting for keeping it the way it is, but again, if you are the DM and it's your game, the ball is in your court to rule on what a good number would be. I would assume a good number to be is healing surge value. It will start much smaller for low levels, but it will increase every level with the shaman's HP. However, this can potentially be very high, as you're looking at around 40+ for final epic threshold as apposed to 25 for the normal one.

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Interesting... I'm not sure I agree, but interesting answer. And +1 for the "use healing surge as threshold" How would you adjudicate the normal 5 point difference between being popped and damage taken? – Brian Ballsun-Stanton Mar 5 '11 at 0:12

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