What do you use the Leadership Feat For?

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
 

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I created a new feat available at first level called 'Connected' which meant the character had access to an organisation which gave them effectively free gather information and other flavour stuff - two PC's took it (one rogue member of a thieves guild, one holy warrior initiated into a sect) - seemed to work well especially at low levels - (this was before PHB2 and affiliation btw - I could rewrite it now as a simple affiliation score modifier.)

now two PC's want to take 'leadership' to set up their own groups - the rogue in question wants to start a rival gang, and another cleric wants to turn his small shrine into a big temple (and small flock into a religious revival) - and leadership for both seems the obvious way

should this require a feat - IMO no, they're both roleplaying options, BUT if the character does spend a feat he should expect his life to be much much easier - and the success of these organisations they develop will give them a large number of (admittedly small) benefits in the long term.

The cohort and followers will be basically house guards, trusted aides to keep the wheel turning when they're off on their adventures. (I think one plans to start manufacturing low level items as well)

Is that worth a feat? they seem to think so 'cos i'm not forcing it on them
 

As a DM, I only use the death penalty for a PCs leadership score if the PC wantonly caused the death (evil, betrayal, negligence, incompetence, etc.)

I'm playing a Paladin right now that worships a foreign sun god (a vengeful one) in a city dominated by a peaceful sun god. He's bringing in his followers to show the pansies how it's done. The city is suffering high crime and murder rates and his followers will offer sanctuary and protection until the crisis passes. After that, knightly order.
 


Typically we've been using it to bring along a cohort who participates in adventures and we tend to largely ignore the other followers except in a story sense.

I've been seriously thinking about getting rid of it or changing it entirely, as it is by far the strongest feat in any book.

"Hi Bob, what did you take for your 12th level feat? I got greater weapon focus!"

"Oh hey Steve. Yeah I got a 10th level sorcerer for mine."

"..."
 

IanB said:
Typically we've been using it to bring along a cohort who participates in adventures and we tend to largely ignore the other followers except in a story sense.

I've been seriously thinking about getting rid of it or changing it entirely, as it is by far the strongest feat in any book.

"Hi Bob, what did you take for your 12th level feat? I got greater weapon focus!"

"Oh hey Steve. Yeah I got a 10th level sorcerer for mine."

"..."

This is why it was originally in the dmg. A dm has to be very careful with that feat, as it can literally be the strongest or weakest feat in the game depending on how its played.
 

We have three folks with the feat or planning on taking it right now.

The first, a trollkin with a circus. Don't ask; I don't know. I think it has to do with a cover identity and a means of making money on the side.

The second, a fey (think a varient of gnome) uses his followers to fill out a workshop and ship crew. His was a house rule (he's linked to a ship, so the ship will 'grow' followers), but he isn't looking to take advantage of it. He just wants a crew to help take care of the ship. His cohort will eventually have the same connection to the ship that he does. He's looking to recreate the ship, and he'll need all the resources from the feat to pull it off.

The third, a dragon using his followers as a spy network while his cohort makes deals with outsiders. He'll be using the 'Game of Bones' system (I don't remember the exact name at the moment) from the Quint Drow, so this will add to his effectiveness in that regard.

The fourth, a fighter/sorcerer uses his to gain bogger experts as weapons makers as well as sappers and recon. Even a 2nd or 3rd level expert with with max ranks in Hide and Move Silently should be able to defeat your typical warrior in Spot and Listen checks (5 to 6 ranks, a base +1 from Dex, and bonuses based on how little clothing they're wearing). Send in the sappers, wait for them to come out. Bombs go off, and you get to clean up during the chaos.

Second use for the boggers: mortar crews. Have half the first level followers outfitted with one-man mortars and four to six rounds each. Set them up behind cover. Have them aim at squares with the players acting as forward observers (they only have to hit an AC of 5, but the target can't be moving and gets a save). Pretty nasty way to take out buildings, mass troops, etc allowing the players to go into some truely epic battles later. I can see catapult and ballista crews handled in a similar manner, albeit harder to move and hide.

No one in the group has yet come up with a way to make followers melee effective without having to spend extreme amounts of cash.
 
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the_mighty_agrippa said:
As a DM, I only use the death penalty for a PCs leadership score if the PC wantonly caused the death (evil, betrayal, negligence, incompetence, etc.)

I tend to agree with this. Experienced warriors (if they have levels, they have some experience. There are apprentice levels for a reason :) ) don't go into battle without expecting some casualties. However, if they die due to a bonehead tactical desicion made by the leader like, say, having followers charge the wizard while the party of four (including the leader) attempts to come in unseen...
 


Stalker0 said:
I currently have a character whose a religious leader, and he took leadership to gain a congregation.

Ditto for my PC.

Another PC in our group has a merchant company and his followers mostly work for him.

Crothian said:
Leadership is used to have trustworthy NPCs that can go do some of the time consuming things the players don't want to do. It is rare that we use leadership to increase the size of the adventuring party. For instance one charcter got a keep so he used Leadership to get a cohort to run the day to day operations and plenty of followers to employ. he still had to pay them of course.

We use our cohorts for both. Typically, they do the background work.

However, if we need extra firepower (even mid-combat), we can call in our cohorts (one is a Sorcerer and the other a Bard / Rogue / Merchant). At higher level, it is pretty easy to Teleport around.
 

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