Three of the four characters in my Freeport game have the Leadership feat. I didn't plan for it to happen, and the result is somewhat cumbersome, but it grew naturally from the characters.
One character is a cleric who has founded a temple in Freeport to minister to the undead (it is his god's shtick). He took Undead Leadership and his followers represent the unintelligent (skeleton and zombie) undead who have been attracted to the temple. It is an easy way to track the growth of influence in the undead community. He has also gained some intelligent undead converts through roleplaying, and as his leadership score goes up some of them will become loyal personal followers. His cohort is an undead ranger. The ranger doesn't really fill any role in the church hierarchy, he's just a loyal and capable follower who has taken responsibility for making sure the cleric always comes home in one piece. He also fills an important role in the party - he's the only wilderness type and ranged attack specialist.
Another character is a fighter who is the captain of a pirate ship. Her followers are the fanatically loyal core of her pirate crew. They sail the ship, take part in run of the mill pirating, and get the heck out of the way when something appropriate to the party's level shows up. The cohort is the ship's mage. She is the only full progression arcane caster in the group so she fullfills the party's need for large scale mayhem.
The third character with leadership is a rogue/ sorceror who is the leader of a small criminal gang. His followers are the members of the gang. They gather information, carry messages, and provide the muscle for the PC's criminal activities. The cohort is a swashbuckler who serves as the PC's right hand man and 2nd in command of the gang. He keeps things running smoothly when the PC is out of the city. He doesn't add a lot to the party, he's too fragile to stay in melee with opponents of an appropriate CR for the party. He's built as a Spring Attack fighter, but so far his contribution has been to get into trouble, get to close to the opposition, get smashed, and then go hide in the corner until the battle is over. I don't have high hopes for this one.
In each of the three cases the followers represent members of an organization: temple, pirate crew, criminal gang. They get very little 'screen time'. We just know that they're there. If it ever mattered the Leadership feat would allow us to know exactly how many of them there are and what they basic capablities are. For the most part I assume they're doing their thing in the background. I don't track the money generated for their activities, I just assume it is sufficient to pay for the groups activities, pay the followers a decent wage, and slowly expand the organization. If, for example, the rogue/ sorcerer wanted to acquire a new safehouse, he'd have to purchase it out of the character's funds, but I'd assume that any renovations or improvements to make it usable would be paid for out of the nebulous pool of income generated by the followers.
Morrow
One character is a cleric who has founded a temple in Freeport to minister to the undead (it is his god's shtick). He took Undead Leadership and his followers represent the unintelligent (skeleton and zombie) undead who have been attracted to the temple. It is an easy way to track the growth of influence in the undead community. He has also gained some intelligent undead converts through roleplaying, and as his leadership score goes up some of them will become loyal personal followers. His cohort is an undead ranger. The ranger doesn't really fill any role in the church hierarchy, he's just a loyal and capable follower who has taken responsibility for making sure the cleric always comes home in one piece. He also fills an important role in the party - he's the only wilderness type and ranged attack specialist.
Another character is a fighter who is the captain of a pirate ship. Her followers are the fanatically loyal core of her pirate crew. They sail the ship, take part in run of the mill pirating, and get the heck out of the way when something appropriate to the party's level shows up. The cohort is the ship's mage. She is the only full progression arcane caster in the group so she fullfills the party's need for large scale mayhem.
The third character with leadership is a rogue/ sorceror who is the leader of a small criminal gang. His followers are the members of the gang. They gather information, carry messages, and provide the muscle for the PC's criminal activities. The cohort is a swashbuckler who serves as the PC's right hand man and 2nd in command of the gang. He keeps things running smoothly when the PC is out of the city. He doesn't add a lot to the party, he's too fragile to stay in melee with opponents of an appropriate CR for the party. He's built as a Spring Attack fighter, but so far his contribution has been to get into trouble, get to close to the opposition, get smashed, and then go hide in the corner until the battle is over. I don't have high hopes for this one.
In each of the three cases the followers represent members of an organization: temple, pirate crew, criminal gang. They get very little 'screen time'. We just know that they're there. If it ever mattered the Leadership feat would allow us to know exactly how many of them there are and what they basic capablities are. For the most part I assume they're doing their thing in the background. I don't track the money generated for their activities, I just assume it is sufficient to pay for the groups activities, pay the followers a decent wage, and slowly expand the organization. If, for example, the rogue/ sorcerer wanted to acquire a new safehouse, he'd have to purchase it out of the character's funds, but I'd assume that any renovations or improvements to make it usable would be paid for out of the nebulous pool of income generated by the followers.
Morrow