Wild Cohort feat [WotC website]

glass said:
Except that in 3.5, in game terms an unkindness of ravens (or whatever) is a single creature (an Animal with the Swarm subtype). Unless the full feat description somehow limits subtypes, Idon't see a problem.

...or did you just want to show of your knowledge of collective nouns? If so, you got ravens wrong.

Just my €0.02.

glass.

Oops, you are correct about the collective noun. As for the feat, I was trying to say that there should be an option for a character to have multiple animal companions of a lower level rather than just one. I'm not saying they should have a "swarm" as animal companions. If a druid wishes to have 3 dire badgers as animal companions, with all of them advancing, why shouldn't he be able to?

Bertman
 

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Back on topic, I think this wild cohort feat has been designed without proper thought, because it clearly overshadows the ranger animal companion class feature.

The ranger animal companion gains increasing benefits as if a druid of half the rangers level. The wild cohort gains increasing benefits as if a druid of the character level -3.

Bad design to introduce something which is better than an existing class ability.

(Having said that, I think that they shortchanged the ranger a little, and they should have treated the ranger as having a druid level of 3 less than his ranger level for the purposes of cohort advancement, otherwise they still end up with toasty cohorts by high level. A -3 would still place it significantly behind the druid at all steps)

Guess what I'm ruling in my campaign ;)
 

I have not seen the new Dragon book, but from what I understand, there is a dragon cohort feat in that book. If true (and there are no restrictions that otherwise violate that feat), a PC druid could walk around with:

An animal companion
A cohort from leadership
a wild animal cohort
a dragon cohort
followers.

Suddenly, one must ask why a PC would want other PCs around.

Seriously, the cohort gained from leadership is the most abused feat in the game. Why in heck did they decide we need two more versions of it?
 


jgsugden said:
Suddenly, one must ask why a PC would want other PCs around.

Have you ever played Ars Magica?

In this game, one makes not only a mage, but also two other characters. They're all "yours" in the sense that any PC is.

Why three?

Troupe play. People play different characters based on the situation at hand.

If everyone in the party has Leadership, then the cohorts can form something like a "backup party" or "advance party" whose job is to prepare the way for, and clean up after, the heavy hitters.
 

neoweasel said:
I will note that is the same site that has such fabulous entries as an "explosion of terrorists," a "grunt of weightlifters," and a "conflagration of arsonists." I get the impression that not everything on that list is... perfectly true.

My favorites are "an annoyance of telemarketers" and "a nightmare of clowns".





Yeah, Ars Magica lets you create lots of character and play few of them. :) It's a great game, but not necessarily adapted to the most basic style of play used in D&D.
 

Vaxalon said:
Have you ever played Ars Magica? ...

If everyone in the party has Leadership, then the cohorts can form something like a "backup party" or "advance party" whose job is to prepare the way for, and clean up after, the heavy hitters.
D&D is not Ars Magica.

Nor is the situation you describe what will occur in most D&D games where the DM doesn't take a stand and players decide to exploite this area.

Picture 1 DM and 4 players. Each player has 1 PC. That PC has a leadership cohort, a dragon cohort, a dragon steed, a wild animal cohort and leadership followers. In addition, some of these PCs have familiars, animal companions, fiendish servants, planar cohorts or other additional help.

A party of 4 can grow to an army. Considering the strength of cohorts compared to other feats, this is something that power gamers may seek to do. If a DM has a power gamer seeking to do this, he either has to tell them 'No' and look like a bad guy or go to extraordinary lengths to keep the PC happy without letting them have all of the creatures at hand that they are 'entitled' to by their feats.

Leadership is the most overpowered feat in WotC products. It nearly doubles the power of a PC by effectively giving that PC extra abilities in an entirely new class as well as giving him extra actions in which to use these abilities. In a sense, it is like an improved permanent 3.0 haste.

Now, they've decided to allow you to triple, quadruple or quintuple their power by adding dragon cohorts, dragon steeds and wild cohorts to their cohorts and followers.

In addition to drastically increasing the power of the PCs, these feats also make headaches for the DM. The DM must manage all these extra creatures in combat. That requires planning for them to be in combat when he designs an adventure. This creates a greater chance of error in difficulty design.

Take, for instance, a case of 4 PCs and 8 cohorts. If the DM designs the battles for these 12 beings, what happens if one player can not make it to the game (or dies in an early combat) and 3 of those creatures (the PC and 2 cohorts) are lost to the party? Suddenly, everything else the DM planned is far too hard. The DM either has to make huge adjustments on the fly or the PCs are in serious trouble.

I'm not claiming to be an expert on everything in D&D. I do, however, understand enough to know that having a small army of cohorts is out of balance, yet WotC has decided to allow you to do this by adding all these feats. That has been discusses thoroughly on the boards ever since 3.0 was in its infancy. There are few that doubt those claims.

A conspiracy nut might think there is some connection between the release of the WotC figures and the sudden increases in party size ("now I need to get my hands on two gold dragon figures and a bear figure to represent my dragon cohort, my dragon steed and my wild animal cohort"), but I doubt that there is any evil effort here. If they can't figure out how important it is to create a solid foundation for D&D by fixing the rules problems present in 3.5 (polymorph discrepancies, etc ...), I doubt that there is any chance that WotC is the rise of a new evil empire.

[Note: Does anyone else know what ars (arse) means in England? Am I the only one that thinks "butt magic" whenever they hear Ars Magica?]
 

I'm not speaking from experience here, but if everyone has an equal number of cohorts (of course, that may not be the case) then having one character get taken out seems pretty parallel to having one character taken out in a party without any cohorts: one quarter of that party is gone.

Having all these cohort feats does seem to be overdoing it though. Why not restrict players to one or at most 2 of them?

[Note: Does anyone else know what ars (arse) means in England? Am I the only one that thinks "butt magic" whenever they hear Ars Magica?]

Yes, and no, respectively, as I am able to recognize Latin when I see it. You would not pronounce "Ars" like "arse". It's more like the plural of "Arrrrrrr" - only shorter. :)
 

Ars Magica means Art of Magic.

I guess you could hears Ars Magicaca too if you want to.


Don't you lose XP by having a cohort? It takes a half share of the XP booty. That's a half-share less for the PCs.

If every four PCs have a cohort, they know get only 1/6 of the XP each.

Dragon cohort? Hey, with me, they would get (the PCs) only 1/32 of the treasure each...

Dragon steed? Are you sure it exists? As far as I know, the ruling has always been that you had to take the dragon as your cohort with Leadership (or, I s'pose, dragon cohort).


Now, if you really have players that are hellbound to manage a dozen of characters each, let me introduce you to Mr Area-Effect-Spell. Mr AEF is a specialist of the tactical limits of overcrowded groups. Together with Mr Don't-Even-Try-A-Move-Silently-Check and Mr Really-Really-Cramped-Space, they deal with overcrowded groups since the beginning of times.
 

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