Any tips on handling cohorts/followers/Leadership feat?

Storyteller01 said:
Even if you choose to be unnoticed, a character tends to build a rep for themselves. These followers and cohorts for rogues could be the ones who were smart enough or lucky enough to follow the trail. The rogue chooses to kill 'em or use 'em (Guilds have to start somewhere).

Well it worked for Tim Drake (the third Robin -- the one who figured out Batman's secret identity based on watching a circus act "The flying Graysons!", and then seeing Batman and the first Robin in action).
 

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One way I've made followers useful is having them take care of low-level adventures that the PC's are too busy to deal with.

Remember when you were 1st level, and some wizard asked you to trudge through the wilderness and retrieve the stolen Eye Of McGuffin? Now you're on the other end of the transaction, and you don't have to do the grunt work anymore. If a pack of regular orcs or troglodytes or whatever makes a nuisance of themselves, you can send the followers in to clear 'em out while you and your high-level buddies concentrate on saving the multiverse.

Every once in a while, I have the players take control of the follower group on one of these side-treks. It's fun for a change of pace, and helps contribute to the feeling that the PCs are not the only active force in the world.
 

Good idea!

I was actually thinking of doing something along those lines, but mainly to show that the mercenaries they hired aren't as tough as they think they are.
 

I've got a player in my group who has taken the leadership feat for his cleric. The group lost two dedicated fighters when two players moved and left the group, so the player recruited a combat-heavy cohort to replace some lost firepower. the cohort is a fighter, totally combat-oriented, no interaction skills whatsoever. I let the player control the cohort in combat, and she usually acts as a bodyguard around town. The hook is that this cohort follows the same deity as the cleric.

There are currently three (fulltime) followers in the house that the group maintains as a base of operations. They also follow the same deity as the cleric. One follower is an expert (cook) -- she maintains the household while the party is off fighting evil -- and one is an expert (shopper) -- he runs around town using his charisma to get some good deals on supplies so the party doesn't have to worry about these things.

The third follower is a 1st level healer (core class in the Miniatures Handbook). She gets to heal the group back to health when they stumble back from an adventure.

Eventually the cleric wants to convert the house into a temple of her deity. As things stand the house is usually full of people hanging out -- due to the cleric's growing reputation -- and she is preaching to her flock once a week. As the cleric gains power, she'll attract more low-level followers to staff the house/temple.
 

Lord Pendragon said:
Out of curiosity, have you removed Commune from your game?

Yes and no. The powers in charge politically do not like the gods or their agents. Only Dragons and bards (to a limited degree) cast divine or divine-like spells. If you want the full power of a cleric, you have to leave the territory or find a cleric in hiding.

I've tweaked Paladins and rangers so that they either serve the gods or the dragons (dragon servators memorize spells normally. they also have a slightlt different spell list; normal divine spellcasters have to make a will save {but not for spontaneous or Domain spells} to cast spells, but they do not have to memorize)
 
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Has anyone dealt with Leadership stacking?

Basically, the rogue mentioned earlier wants his cohort to take Leadership. When the cohort's cohort is eligible, THEY would take leadership, and so on.

he wants to create unique leiutenants for his organization, and expand his follows exponentially (even if only indirectly).
 

Some thoughts:

1. Cohorts can significantly improve a character's/party's 'combat readiness' (providing muscle for a Wizard, Buffing and medical support for a fighter etc). This is particularly useful in smallish parties that might otherwise lack some key functionality.

2. 1st/2nd level Followers that fight alongside a 10th+ level party get killed. Wholesale. So that ought to be discouraged. Plus, having a gaggle of low level sorts mucking about the landscape just adds a massive amount of dice rolling and paperwork without accomplishing much.

3. So. Spread 'em around: A couple of loyal Followers can be trusted to manage paid hirlings (3sp/day!), and can staff the character's 'base camp' (castle, chapel, manor, keep, city household). Another Follower (again with paid staff) could operate an Inn, merchant vessel, or other 'useful' business. Followers can be the character's 'agent in place' inside a palace, or (brave!) powerful criminal organization. Another couple (suitably supported) could serve as squires/men at arms looking after the PC's mounts/camp (but leave 'em outside the dungeon!)

4. Followers are an amazing resource for the DM: They provide a ready avenue to 'feed' campaign info to the players, and can speed up a lot of otherwise 'boring' campaign activities (fencing mundane loot, interfacing with tradesmen, stocking up on supplies, gathering information, etc.)

5. MOST of all, they offer endless roleplaying opportunities by providing a regular cast of characters that can develop depth over time.


A'Mal
 

The things I have done and have had explained to me about leadership (houseruls and such):

1) NEVER let them take more than 1 cohort at a time, in the 3.5 rules the wording and entire context has become blurred. By the wording you can have as many cohorts as you can attract. this means you're like a leader and you have an army. ONE COHORT AT A TIME
2) A Cohort, even though not explicitly stated, can not take leadership or any other feature resembling Leadership. This includes Dragon Cohort, and Thrallherd (Psi Handbook)
3) Followers can be Warriors, Experts, or Commoners
4) Adepts and Aristocrats are 1 level lower than they take up in the table of followers
5) PC classes (Clerics, Sorcerers, etc) are 3 levels lower than the slot they take up. Thus a level 1 fighter is a level 4 follower
6) Followers are also governed by rule 2
7) Your leadership score is your HD, not your ECL (effective character level)
When making a pilgrimage group to set up a new town (Im doing it in a game) you have to think "People have Families!"
So if you are moving town, or setting up a new one, just attract the men! This isn't a mysoginst comment, most societies are patriachies so just get the men to drag along their families. Not every man has a family, not every family has kids. so Multiply your overall follower count by 1.75 to 2.25, this will give you an approxiamte town size. Of course EVERYTHING in leadership is a colaboration with the DM.

We provided our immigrants with 2-5 bedroom house and land packages with basement and business opportunities.

Romers
 
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