Ally Stat Blocks

Allied Officer

Level 1 Minion Controller
Medium natural humanoid, human
HP 1; a missed attack never damages a minion
AC 15; Fortitude 11, Reflex 11, Will 11
Speed 6
Initiative n/a
Perception +0
Str 10, Con 10, Dex 10, Int 10, Wis 10, Cha 10
Alignment Unaligned
Languages Common

Linked Ally: Each allied minion is linked to one PC, and only acts at that PC’s direction. Whenever a PC uses a move action to move, his linked ally can take a move action to move as well. The PC can also spend a move action to have the ally move on his own, or a minor action to have his ally take a minor action like picking up or manipulating an object. If a PC is unconscious or dead, the player can control the ally independently. It can take two move actions and one minor action per turn.
Just Got My Wind Knocked Outta Me: Allied Soldiers are not killed when reduced to 0 HP as long as their allied PC is alive. Instead they are knocked unconscious. They regain consciousness after a short rest and return to 1 HP. If their allied PC is dead, they die when reduced to 0 HP. Likewise they die if someone goes to the effort of delivering a coup de grace.
Under Arrest: When an Allied Officer moves, it may deal 2 damage to one enemy adjacent to it at the end of its movement. If it moves more than once in a turn, it only deals this damage once. A creature adjacent to an Allied Officer has to spend an extra square of movement to leave its space.
Pistol: Once per encounter, a PC can spend a standard action to have his allied officer fire a pistol. This deals 5 damage to a creature within 10 squares, and requires no attack roll.

Allied Flint Soldier

Level 5 Minion Soldier
Medium natural humanoid, human
HP 1 (see tougher than your average minion)
AC 19; Fortitude 15, Reflex 15, Will 15
Speed 5
Initiative n/a
Perception +2
Str 10, Con 10, Dex 10, Int 10, Wis 10, Cha 10
Alignment Unaligned
Languages Common

Linked Ally: Each allied minion is linked to one PC, and only acts at that PC’s direction. Whenever a PC uses a move action to move, his linked ally can take a move action to move as well. The PC can also spend a move action to have the ally move on his own, or a minor action to have his ally take a minor action like picking up or manipulating an object. If a PC is unconscious or dead, the player can control the ally independently. It can take two move actions and one minor action per turn.
Tougher than Your Average Minion: When an Allied Flint Soldier would take damage from any source, even a missed attack, if that source does less than 7 damage, the soldier takes no damage and instead becomes bloodied. The next time he would take damage from any source, even a missed attack, he is reduced to 0 HP.
Allied minions are not killed when reduced to 0 HP as long as their allied PC is alive. Instead they are knocked unconscious. They regain consciousness after a short rest and return to 1 HP, unbloodied. If their allied PC is dead, they die when reduced to 0 HP. Likewise they die if someone goes to the effort of delivering a coup de grace.
Follows Orders: When an Allied Flint Soldier moves, it deals 5 damage to one enemy adjacent to it at the end of its movement. If it moves more than once in a turn, it only deals this damage once.
Alchemist Fire: Once per day, a PC can spend a standard action to have his allied soldier throw a flask of alchemist fire. One creature within 5 squares takes 5 fire damage and gains ongoing 5 fire damage (save ends). No attack roll is required.
Pistol: Once per encounter, a PC can spend a standard action to have his allied soldier fire his pistol. This deals 8 damage to a creature within 10 squares, and requires no attack roll.

Ally Stat Blocks

Zeitgeist: The Gears of Revolution coreydshaw