Leadership


Skills and Feats


Pathfinder Rulebook Subscriber

One of the main complaints I have with the existing Leadership rules is that it allows one player to have a larger share of game time than other players (by effectively giving him more actions in combat). I decided to basically gut the existing Leadership feat and replace it with the following. Everyone is free to take it as-is or let me know how whacked it is :)

Leadership in my campaign ties into the concept of Action Points. I'll explain both below.

Action Points

Spoiler:

Action Points allow a character to perform various special actions or take extra actions.

Action points are a reward for excellent roleplaying, daring maneuvers, and accomplishing major quests or personal goals.

Each action point can be exchanged:


  • For an extra Standard, Move, or Minor (aka Swift) Action.
  • For a bonus 1d4 per 4 levels that can be added to (or removed from) any d20 roll you make or that directly affects your character. For example, levels 1-4 +1d4; levels 5-8 2d4; levels 9-12 3d4; etc. This must be stated before I state if your initial roll was successful or not.
  • To treat any damage roll you make as if you had rolled maximum on the dice. You may decide after rolling damage. If you roll multiple dice (due to special attacks like sneak attack etc) you maximize all dice.
  • To treat any damage roll made against your character as if the attacker had rolled minimum on the dice. You may decide after you know how much damage is rolled.
  • To regain hit points. If a player spends an action point to heal, he recovers hit points equal to his constitution modifier X his level. For example, a 10th level character with a 12 Constitution would recover 10 hit points. A 4th level character with a 16 Constitution would recover 12 hit points. Regaining hit points in this manner requires a standard action to perform.
  • For an immediate saving throw to break an ongoing affect which you know you have already failed a saving throw against.

No more than one point can be used by one PC per round (unless given an Action Point by a character with the Leadership feat).

Leadership
The Leadership feat (see spoiler below for more details) allows a PC to act almost like the Warlord 4E class in that he can help others help themselves, or allow others to do interesting things like take extra actions etc.

Characters with the Leadership Feat may give action points to his allies. Action points received in this way may be spent in addition to a characters own action points, immediately. For example, if a player uses one of his own action points to gain an additional Move action, he could then also spend a second action point given to him by a character with the Leadership feat in the same round. A character can only receive one action point from a leader per round.

Earning Action Points
Action points are reset to 3 each time a character gains a level.

Action points may be given when characters do something particularly daring, exciting, creative, or helpful.

Action points are given when characters accomplish personal quests (I have special rules for mini quests, extended quests, long term quests, and epic quests also) or story goals.

Action Points for NPC's and Monsters
Boss or special monsters have one action point when encountered. Boss monsters are the leaders in a group of monsters or monsters that are key story encounter monsters. Random encounter monsters never have action points. Normal or non-boss monsters never have action points. Normal monsters are "boss" monsters lackeys. An orc chief is a boss, the orcs serving under him are normal, non-boss monsters.

Leadership Feats

Spoiler:

Leadership 1 [General]
A shout of encouragement, brilliant tactical advice, or inspiring words given at just the right moment can often turn the tides of battle.
Prerequisite: Charisma 13, Intelligence 12
Benefit: This feat provides multiple benefits.

* You and your allies (including advanced but not basic followers) gain a +1 morale bonus to initiative rolls.
* You gain a +2 feat bonus on Diplomacy checks when dealing with your allies, basic and advanced followers, or henchmen.
* You gain 2 additional Action Points at each level. These points may only be spent to aid allies that are within 30' of you and with whom you have line of sight to.

Leadership 2 [General]
Prerequisite: Leadership, Charisma 15, 6th level
Benefit: This feat provides multiple benefits.

* You and your allies (including advanced but not basic followers) gain a +1 morale bonus to attack rolls.
* You gain a +2 feat bonus on Diplomacy checks when dealing with your allies, followers, or henchmen. This bonus stacks with bonuses from other Leadership feats.
* You gain 1 extra Action Point at each level. This point may only be spent to aid allies
* You attract followers:

1. You attract a number of basic followers (see below) equal to (1 x your level) plus your charisma modifier.

Leadership 3 [General]
Prerequisites: Leadership 2, Charisma 17, 12th level
Benefit: This feat provides multiple benefits.

* You and your allies (including advanced but not basic followers) gain a +1 morale bonus to damage rolls. This benefit is in effect at all times.
* You gain a +2 feat bonus on Diplomacy checks when dealing with your allies, followers, or henchmen. This bonus stacks with bonuses from other Leadership feats meaning your bonus from Leadership feats is now +6.
* You gain 1 extra Action Point at each level. These points may only be spent to aid allies.
* You attract followers:

1. You attract additional basic followers. You gain a number of basic followers equal to (2 x your level) plus your charisma modifier.
2. You attract advanced followers (see below). You gain a number of advanced followers equal to (1 x your level) plus your charisma modifier.
3. You attract a henchman (see below).

Leadership 4 [General]
Prerequisites: Leadership 3, Charisma 19, 18th level
Benefit: This feat provides multiple benefits.

* You and your allies (not basic or advanced followers) gain a +1 morale bonus to armor class. This benefit is in effect at all times, except if you are flat-footed or otherwise denied your dexterity bonus.
* You gain a +2 feat bonus on Diplomacy checks when dealing with your allies, followers, or henchmen. This bonus stacks with bonuses from other Leadership feats meaning your bonus from Leadership feats is now +8.
* You gain 1 extra Action Point at each level. These points may only be spent to aid allies.
* You attract followers:

1. You attract additional basic followers. You gain a number of basic followers equal to (3 x your level) plus your charisma modifier.
2. You attract additional advanced followers. You gain a number of advanced followers equal to (2 x your level) plus your charisma modifier.
3. You attract an additional henchman.

Basic Followers
Basic followers are 0-level commoners that are extremely weak and most often used to maintain a keep or headquarters that the PC owns. They strictly serve you in a non-combat facility only. Meaning, they will serve as porters carrying gear for the PC, serve as runners delivering messages or running errands for the PC leader, generally assist him in mundane ways. In the event of combat they will make every attempt to stay out of the way and avoid danger at all costs but if they are struck in combat or fall within the effects of an area spell, they are treated as Minions and die. If a follower dies he/she is replaced seven days later. These followers will also happily remain in a place you own or reside in order to do things for you there. Followers / helpers can also aid you when making non-combat skill checks. Make one check to see if they can properly aid, if so, they provide the standard +2 to your skill check. This is helpful if you are crafting weapons / armor / magic items etc, researching monster information, or in other ways as appropriate. Having followers assisting also speeds certain skill checks.

Basic followers require 1sp per week each, unless you are providing their food, shelter, and basic necessities already.

Advanced Followers
Advanced followers are 1st level characters that share a class with the PC. For example, an 8th level fighter / 4th level wizard can attract either fighter or wizard advanced followers (though is more likely to attract fighters). Advanced followers purchase their own equipment and weapons out of their pay unless such is provided by the PC leader. There will be one leader for every 12 advanced followers. Leaders are 3rd level but otherwise are the same as basic followers.

Advanced followers require 1gp per week each.

Henchmen
Henchmen are much higher level NPC characters that seek out the PC in order to travel with him or aid him in his endeavors. The henchman is run by the DM and will be 1d4+1 levels lower than the PC. The henchman is loyal to the PC and will serve him in almost any capacity, up to and including even obviously very dangerous tasks. While henchmen are extremely loyal to the PC, they do have their own minds and goals, though usually those involve aiding the PC in achieving his goals. Henchmen will aid the PC in almost any way, but will not obey obviously suicidal orders.

Henchmen advance at the same rate of the PC leader, gaining a level each time the PC does. The player will not necessarily know the class, level, hit points, or any real mechanical traits of the henchman.

A henchman's loyalty, while not 100% dependent upon his pay or shares of treasure etc, can be negatively swayed if he feels he is being taken advantage of or improperly equipped. It is in the PC leaders best interests to make sure his henchmen are fairly equipped and provided for. Only the henchman (ie DM) will be able to determine the henchman's perspective on his treatment.

Thoughts?


I makes sense but does seem a tad complicated


Pathfinder Rulebook Subscriber
MerrikCale wrote:
I makes sense but does seem a tad complicated

It might seem a bit complicated but its intended to accomplish several things.

1) It gives players the old "action points" option (as presented several times in previous editions).

2) It overcomes the problems of the existing leadership feat by getting rid of the cohort.

3) It roughly duplicates the warlord class from 4E, or at least duplicates much of the functionality of the class. Even though I dislike most of 4E, there are some gems to be found, and the abilities of the Warlord are good ideas if you ask me.

Anyone else have any thoughts or opinions?


Interesting concept, changes things to much to really implement outside of house rules. I like leadership the way it is. But, almost exclusively, the feat has been used in small parties to flesh out the group and nobody minded the player getting "extra" actions, or large scale "military" type campaigns that spanned "decades" in game time and the cohorts and followers became the pcs down down the road.

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