
Elosandi |
I'm playing in a campaign where every player will eventually be given the leadership feat without prior investment. Obviously this would be most helpful for charisma based classes, but I'd like to play a witch for it.
Most of the time, charisma is considered a poor attribute for a witch, but leadership is obviously a powerful feat; in regards to attribute distribution how valuable is the bonus to leadership value in comparison to other attributes?

Arizhel |

The feat is packed full of tables and whatnot, so it is hard to relate in words simply, otherwise they would not have used tables.
1) Witch = Familiar (-2 Leadership)
2) Adventurers tend to Move Around Alot (-1 Leadership . . If you have a Stronghold, you gain +2)
3) +2 to -2, your renown. Ranging from Great Renown to Cruel.
Leadership Score: Your base Leadership score equals your level plus your Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but you must still be 7th level or higher in order to gain the Leadership feat. Outside factors can affect your Leadership score, as detailed above.
Your likely (with out dumping Cha) leadership score at level 7 will be:
7 (level) -2 (Familiar) -1 (Move Around) +0 (reputation) = 4.
Once you have a cohort and followers, you can possibly suffer further damage to Leadership.
So, you can quickly tank your leadership beyond repair if you are not careful.

Lord Pendragon |

Leadership is an amazing feat, mainly because it allows a PC to shore up his weaknesses.
Are you a wizard in need of a meat shield? Leadership!
Are you a rogue without a flanking partner? Leadership!
Are you a fighter who could use more buffage? Leadership!
My paladin took leadership and picked up a holy sword that was an angel (mechanically a cleric). Its job was to cast lots and lots of buffs on me.

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You can work on that reputation in-game a bit. If you're a stand-up type of guy/gal, you can build up a good reputation for a +1 or so. If you're a spellcaster, getting the reputation for "special power" should be easy.
In general, I think it shouldn't be too hard to get your leadership modifiers up to the point where you get the maximum-level cohort (your level -2).
Usually the followers aren't combat-relevant; they're too fragile. Although you can do some odd things with them (Allied Spellcaster wizard battalions with Magic Missile) in combat. Other uses are lawyers (for the barbarian that often trashes taverns in a drunk rage) or a spy network.

Jmacq1 |
Really just depends on how willing your DM is to roll with it. Sounds like in this case they're definitely planning on using the feat significantly as opposed to ruling that "Oh, your followers (including your cohort) are back in town/the camp doing stuff" every time they'd potentially be useful/make the encounters less challenging.
If it's used to its' full extent it's probably one of the best feats in the game (basically giving you another character for your party), if it's sidelined it becomes little more than flavor text.