Leadership TWICE?

Leadership

AFAIK!

You cannot take leadership twice, however within the wording "there is no limit on the cohorts or followers you can attract."
While there is an actual number of followers on the table in the DMG, there are no direct wordings saying you can only have one cohort. Its really a watermark from older editions that you get just one cohort.

But with everything if the DM, you in this case, want to change how the feat works then rework it.
Myself and a friend play in each others games. In mine he's a militaristic leader with a war galley in production, he's building up knowledge about it and recruiting for a naval crew to serve as privateers for his country.
I on the other hand, I'm a Spiker Polygamist. I have a large carraige and many many wives, so rather than have lots of weaker wives I'm going to have a veritable harem, guards, and such. Of course I have to go shopping with and for them, etc etc.... Im an adventuring pimp :p

some other things I pointed out about leadership and towns: Just get the experts, and warriors. Make sure they all have families with 2-5 children and they get dragged along. You know have a HEAP of people, and at level 12 with the right party you can build the town in 30 days, about the time it takes to travel clear across the realm to you new doorstep.

Feats that specifically can be taken twice say so. But you can alter the feat as you see fit.

Leadership 25+ as a combination of roleplay, stats, property, things listed as bonus's in leadership, makes it possible to get that score at quite a low level.

But as a player I prefer: THRALLHERD! (yeah, its more powerful but its clearer with its wording and you can kill off hordes of thralls for fun)
 

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As a practical matter, the downside is the potential for two NPCs slowing down combat. That would be bad.

But if the PC wants another cohort for variety, say, Cohort A hangs with him when the party goes out to war, and Cohort B advises him on politics while "in town", I think it is a fabulous idea -- something to be encouraged. I would give him full benefits, including more followers. The followers are even cooler if used for social contacts than caravan guard duty.
 

LeifVignirsson said:
Honestly, if he is up to that point and is well loved within your campaign, I'd give it to him... And then make him regret it by twisting the screws of lordship tighter and tighter. Make it SOOOO unappealing that he will ahve wished that he never took it in the first place.

Board policy forbids me to speak my mind about this idea.


OP wise, I have no problems with players taking Leadership multiple times. But I would strongly suggest that it be a support character of the kind that Piratecat describes.

IMHC (In my Homebrew Campaign), Leadership is the prerequisite for a feat called Strategy, which is a less than well defined (because no one has taken it and there has been no call for the actual game mechanics yet) feat giving bonuses to the leadership of troops in larger battles (ie, ones we're not going to deal with on an individual soldier level).
 

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