
dragonfire8974 |
so i will have 16 followers, 8 of which must be commoners, and due to rp and backstory i get 1 adept and 4 more commoners and i'm going to try to establish a self sufficient colony
my cohort is a summoner who's eidolon has human base and ability increase evolutions adding to int so both the summoner and the eidolon can be skill monkeys. these are non-combat characters.
my colony has gunsmiths and siege engineers for cannons and guns which should repel most raiders, and a lyre of building for creating walls and buildings
question - how to make the most effective 1st level commoners with common NPC array, and what else would round out my colony (i'm originally going with 6 experts and 2 adepts). one of my followers gets to be 2nd level. sadly adepts only get a familiar for 2nd level while experts get tons of skills especially being human
cohort is not completely set in stone but is 9th level
please note that if my colony does get raided and my cohort dies, he will become a combat cohort

Justin Ricobaldi |

Well, farmers and or some kind of hunters maybe something to look into to. Monster attacks are common in D&D but don't be the colony that died cause no one knew how to get food.
Some of them being women may be another helpful thing. You know, for babies and all.
Also, the Lyre of Building makes building faster, you'll still need a mason of sorts and a musician to play the lyre.
Set the Adepts to healing a curing and other utility spells. They're aren't the best in combat and you already have guns for that. Which, by the way, a guy with ranks in profession siege weapon engineer would be good, though this skill could just go to the guy you've got building them.
Cohort should be something that compliments you more than anything. If your cohort is 9th level, then you are at least 11th, so chances are the best line of defense for this fledgling colony of a little of 20 1st level folks is you.

dragonfire8974 |
Well, farmers and or some kind of hunters maybe something to look into to. Monster attacks are common in D&D but don't be the colony that died cause no one knew how to get food.
Some of them being women may be another helpful thing. You know, for babies and all.
Also, the Lyre of Building makes building faster, you'll still need a mason of sorts and a musician to play the lyre.
Set the Adepts to healing a curing and other utility spells. They're aren't the best in combat and you already have guns for that. Which, by the way, a guy with ranks in profession siege weapon engineer would be good, though this skill could just go to the guy you've got building them.
Cohort should be something that compliments you more than anything. If your cohort is 9th level, then you are at least 11th, so chances are the best line of defense for this fledgling colony of a little of 20 1st level folks is you.
got gunsmiths, women, farmers, and siege engineers. right now i have a summoner as a cohort with a separate eidolon because i can cover more skills that way and it can cover defense of the colony, but i do def plan on staying in the colony for a while till it gets set up. the most abundant thing i have so far is farmers, the next is alchemists. i think i've done all the optimization i can on my commoners

Blueluck |

Followers
I agree with Justin that food production is a concern. However, depending on the rarity of firearms in your world, it sounds like they're already set up to be a community based on trade.
I would envision them as being something like a stereotype of Switzerland. Put them in a highly defensible location (like the Swiss Alps), set them up to manufacture rare goods (like firearms), and make sure they have good relationships with their neighbors (military treaties and trade agreements).
Cohort
Since your character is at an odd level (feat level) and you say the cohort isn't set in stone, I'm going to assume you're just now getting the Leadership feat and that you can still pick any cohort you want.
If the question is, "What non-combat cohort, level 9, is best for a community?"
The correct answer, in my opinion, is Wizard!
First, Wizards are outstanding at crafting, which is a great way to build an economy.
Second, and more importantly, spells! Just looking at 5th level spells you have:
- Permanency, to be used with Alarm for defense, or Dancing Lights for streetlights, with many more options after level 9.
- Wall of Stone, for building
- Sending, to communicate with you while you adventure
- Symbols, for defense. (citizens would have a password)
- Fabricate! Awesome with craft skills.

dragonfire8974 |
What class is your character?
I am a dragoon (fighter archetype). I definitely love wizards, but one of the guys i'm partnering with in a neighboring colony is a wizard, so i'm looking for someone with skills. believe me, i looked at wizards very hard because i love their spells. but with an int eidolon with master craftsman and summoner with craft feats I think that will make up for the lack of some of the more critical spells as i can create some items in them with castings per day
effectively it came down to with a summoner i effectively get 2 cohorts

dragonfire8974 |
One of your followers could be a sorcerer. Seek out one with Restore Corpse.
Buy a pig, slaughter it, get all the meat (mm bacon), then Restore Corpse.
Purify it somehow, and you have meat. Just need veggies now.
that is beautiful!!!
you kill a plant monster and restore its corpse for the veggies