DM_Jeff said:
I don't think it's unbalanced as much as without a careful DM it can be abused.
If the player is of a certain devious quality he'll create a follower to perfectly compliment his own PC, decreasing the needs of the rest of the group and becoming a sort of lone wolf. Also, this person gets to act twice as long as everyone else at the table and do more things on his turn, at the expense of the others' play time.
Needless to say I prefer the kind of follower who aids behind the scenes and not on adventures (and I promote and stress that to players who use Leadership in my campaigns), but it can't always be helped. Followers in behind-the scenes or more roleplaying/story oriented roles excel and add a lot to the game.
-DM Jeff
I agree. As with so many things in the game, as long as the DM has a firm hand and can say NO to his players to regulate craziness, it's okay. To tell the truth, it seems to be work for the player than any other feat. You have to keep a record of the cohort and followers, what they are doing, money you need to spend to keep them housed and fed. A PC has to worry about keeping them safe lest it become more and more difficult to replace slain followers as the negatives to his Leadership score pile up.
These people don't just appear *poof* out of no where. If the PCs are exploring a wilderness with no civilization and level and get to choose feats...and they could choose Leadership but until they return to civilization, they aren't going to have the opportunity to recruit.
The DM needs to be the one who creates the cohort, not the PC. The DM looks fairly at the kind of people the PC could recruit as his cohort, at the available people in the area of the game world that the PC is at, and goes from there.
With a firm hand, the DM can safetly allow this feat.
In my experience, I've only seen it used twice. A player who was playing a paladin who was a noble and owned lands recruited a cohort that was an expert landlord and could function as his seneschal while the PC was out adventuring. The followers were guards/servants/staff. So the feat was a roleplaying/utility choice, not one that had a real impact on effectiveness in the field.
The second time was in the game I am playing in now. It's my PC who has the feat. My PC is a minor noble with land and title (human Bard/Aristocrat). My followers are warriors and fighters who look after my lands while I am away. My cohort is a Gnome Rogue/Cleric of Olidammara/Thief Acrobat. The DM made him, and levels him up. He's not that powerful a combatant as he is a low STR gnome and he has low HPs, his cleric spells are more utility than anything else though he occasionally buffs, his rogue type abilities are often overshadowed by the PC scout (as they should be since the gnome is an NPC). He's a humorous guy as befitting a gnome, and contributes healing alongside my bard to the group. The DM made a utility-based, roleplaying cohort more than a powerhouse puppet that many people who take this feat do.
A lot of players seem to want to take the feat, create a character with no personality but in class/skill/feat choices perfectly refutes his PC's weaknesses or vastly increases his strengths. The key is that DM controls this cohort in creation and throughout the game.