
Ninja in the Rye |

What about familiars? How do you treat summons, unseen servant, et al?
I leave regular familiars alone but probably wouldn't allow Improved Familiars.
I leave summons alone, since there is an opportunity/risk cost in spending a full round summoning them.
Unseen servant has never come up in a game, but I don't see much of a problem with it power wise.
I've also toyed with a compromise of allowing animal companions but using a variation of the 4e rule where the Druid (or whatever class with a pet) would get only one standard action between the Character/Pet each turn, which would cut down on my action economy issues.

Ravingdork |

Ravingdork wrote:No it does not. Even if it did, adepts have a decent spell list and can take ranks in Use Magic Device.Note to self: Use the follower magic missile volley
Yeah. A 1st-level scroll at CL 1 only costs 12.5gp to make. That means you could arm your 100 wizard apprentices with one 100d4+100 damage volley for only 125gp. And the best part? You only need provide them with the materials. Let them make it themselves. That way you get 100 scrolls (or one volley) each day.
It's one of the cheapest high damage attacks around.

Mike J |
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As a GM whose first words at the start of every new campaign is "Leadership is banned", I did my best to read the original post with an open mind. And I think that the OP's methods would prevent many of the potential problems associated with Leadership. But where does it end? Might as well hand out pregen characters if you are going to start making decisions on what choices players should make regarding their characters, or how to play aspects of their characters. Animal companion, eidolon, familiar, cohort, summoned monster: why take control of one and not others?
I'll agree that it can be made to work. Probably with lots of work, arguing, hurt feelings, mistakes, blown game sessions, and who knows what else. For what? So a player can struggle role playing two characters when I'm betting they have trouble with one? Is all the potentially lost game time worth it to everyone involved? Seriously, what do the other 4 or 5 PCs at the table who don't take Leadership gain from all this while they watch the endless arguments over the cohort's details?
Sorry, this is why I ban it and will continue to. Three words, a few disappoints looks and we can all get down to actually gaming. It just isn't worth the cost of trying to make it work.

Albatoonoe |

Albatoonoe wrote:Ravingdork wrote:No it does not. Even if it did, adepts have a decent spell list and can take ranks in Use Magic Device.Note to self: Use the follower magic missile volleyYeah. A 1st-level scroll at CL 1 only costs 12.5gp to make. That means you could arm your 100 wizard apprentices with one 100d4+100 damage volley for only 125gp. And the best part? You only need provide them with the materials. Let them make it themselves. That way you get 100 scrolls (or one volley) each day.
It's one of the cheapest high damage attacks around.
Although, if I were a GM faced with that, it would probably end in a high death count from a Dragon strafing them or burrowing earth elements. Still fun, though.

John Kerpan |

Lets go about this another way. What are the reasons GMs feel the need to control the cohort-making, and the cohort playing.
First, a disclaimer. I see no difference between me controlling my cohort and the GM doing so. Why? because the cohort is loyal to me. If I tell it to do something, it should do it. If I have made a plan with it, it should carry it out. Since talking in a fight is a free action, I should be fine. If he wants to have his own life outside, as long as it does not conflict with the game, it is fun flavor that I do not have to worry about. If the behavior is objectionable (falling in love with a maiden from a village, and refusing to leave town), then I call shenanigans on the GM. No animal companion has to worry about falling in love will a local poodle, nor should my cohort (unless I have discussed this with the GM). So the loyalty phrase to me suggests the type of person who will willingly go to their demise, but if they have been suckered by me, they might die realizing it, and also my Leadership score will tank if I in fact am abusing the cohort or the followers.
Second: making the character. Some problems that have been mentioned:
1) he outshines the rest of the party. If my cohort who is two levels
behind the rest of the party can outshine a Barbarian in damage with second hand gear (assuming I am not giving up what I want for them), the Barbarian is either doing something wrong, or doing something different. Either way my cohort is filling a new role (cannot play the drums as well as the Barbarian who used one feat for skill focus Perform(drums) instead of a combat feat, but deals more damage), or he is doing the same thing as someone else was doing two levels ago.
2) dedicated crafter in a tower. Huge weakness. The universal truth of minmaxers is the more you max, the more you min. If the cohort can craft super-well, he cannot defend himself super-well. Unless I hire guards for him, really fortify the tower, or spend a lot of effort making sure that his location is secret and his supply deliveries cannot be traced, I should expect any bad guy worth his salt to attack my Rapunzel. The payoff is huge: many more, cheaper items. The risk is also huge: If I do not block tons of divination, hire guards, and set up a secret delivery system, any villain who wonders at my party's abundance of items will destroy my cohort. If I am spending all this effort, and am succeeding, I deserve the reward.
3) dedicated healer. Just as much of a weakness as a normal healer. The more I maximize the healing potential, the more I minimize his everything else. Since healers are primary targets in battle, he has to be defended. Either will good armor, buffs, or a logical stat assignment (cannot tank my CON and DEX to boost CHA for healing surges and WIS for spell power). For the benefit of healing, their are associated risks.
This boils down to what I see as player entitlement. We want to have cool things, of course. But with cool power comes cool responsibility. No fighter complains when monsters are tough (but within his capabilities). If a fighter chose to be more of a strategic type (maybe put a 13 into INT, but drop the STR a little), she should not complain if she can no longer carry as much as before. It is a choice she made with consequences. Reductio ad Adsurdum: if she wants to play a halfling outcast who won acceptance for hes military acumen (dropping STR to 7 to boost CHA and INT, and taking a further -2 for size), it is not her place at all to complain about not having armor he can wear without being encumbered. Similarly, a Wizard who decides that all those spellbook defending spells are a waste of time should not complain at all if a savvy enemy steals his spell book. Every choice to maximize something is a choice to not do something else. The cohort is no different. The closer the cohort gets to party level in some ability is resources being funneled from something else, creating a potential weakness.

Blueluck |

Blueluck wrote:Actually, the NPC section of the rules gives rules on how to determine an NPC's equipment.
The text doesn’t give a source for funding cohorts, because there is no special source to fund a cohort. A cohort who is traveling around with the PCs must somehow be equipped, and with no other source of funding, its PC (or the whole party) is the only source.
Yes, the rules do say how to determine starting equipment. I was speaking of ongoing equipment, and should have said so more specifically. 3,450 gp (starting equipment for an elite 5th level NPC) isn't going to go very far.

Umbranus |

In our Kingmaker game two players already took leadership at level 7 and I am just now building my cohort for my level 9 feat.
The biggest problem I see is the fact that those of us without leadership and/or companions have had less part in combat since the others got it. Which is one of the reasons of wanting to have a cohort myself.
At the moment we have 5 players, 2 cohorts, 1 eidolon or summoned creature (sometimes more) and one biting wolf mount. So at the moment I have 1/8 of combat time. After I have my cohort it will be 2/9 of combat for me but only 1/9 for those two players without cohort/companion.
For my scarred witchdoctor I could well see her having a monstrous companion but as I got no high Cha loosing a cohort will mean a devils circle that makes the feat useless in short time. So I have to choose a companion that has some real chance to survive alongside me.
I already build a witchguard ranger as one possible cohort and with every monstrous cohort given on the d20pfsrd site I'm thinking "woha is that squishy, I'll stick with my ranger." Most of the monsters have not even half the hp my witch has. Some have a third or a quarter. Sure, I could take a lower one and give it class levels and the toughness feat but still they remain squishy.

kyrt-ryder |
I know exactly what you mean, Umbranus. You should try talking to your DM about possibly ignoring those rules and instead using the monsters-as-pcs guidelines as a starting point to determine an appropriate 'effective character level' for the monstrous cohort, and then use Leadership as normal.
Alternatively, if your group uses 3rd party material and you can spare the required skill points, you might consider taking Signature Mount instead of Leadership. As a note, it requires the animal must be one that can be ridden (hint: most animals can be with a few exceptions. Big Cats for example, can be ridden with the right exotic saddle and proper training), but not necessarily that you have to USE it as a mount.
To avoid overly breaking the RAI of the feat, you'd probably be best off using it as a utility mount, riding it around during travels and such, but letting it do its own fighting during combat.

Noir le Lotus |

I'm playing a fighter/rogue with the leadership feat in the Kingmaker campaign. My PC is the leader of a mercenary company that was recruited by the current ruler.
At this moment I don't have a cohort. First because as a mercenary captain, I focused more on the company and then selected my followers (I chose the iconics to ease things). Second because in a campaign such as Kingmaker, i think it's better to select one of the already existing NPCs (even if you change them a little) rather than creating a cohort.
In our last game, the party has suffered several losses and at least anoher player will take a PC with Leadership. We lost our healer and as noone really wanted to take this role, he proposed that the cohort of his character will be focused on healing the party.
Nevertheless, I must say that I agree Umbranus on monstrous cohorts. Their equivalent cohort levels are too high compared to their Hit dice, which makes them squishy and of little help for the party.
You can have a 6 HD Bralani as a 11th level cohort, so when the party is 13th level. At this level, the bralani is very fragile, has a hard time to do something with its attacks or its SLA (level 2 or 3 spells). And the highest CR for a monster cohort is 12, and it is considered the equivalent of the 17th level character.
And for some other monsters, it's even worse : Erinyes or Avoral has considered 15th or 16th level while they only have 9 HD but they pay for their True Seeing SLA. I agree that such a power should be taken into account but this is far too much.

Ravingdork |

Although, if I were a GM faced with that, it would probably end in a high death count from a Dragon strafing them or burrowing earth elements. Still fun, though.
That's one dead dragon, since his breath weapon's ranger is not greater than 110 feet.
Also, readied actions will take care of that earth elemental. It will be like playing a game of "whack a mole" with no chances of missing.
The only way to really beat these guys with monsters is to send a creature that is immune to force damage/magic missile, or otherwise can outrange them (such as by a fireball bombardment). Probably the most dangerous thing you could send against them, is an opposing team of wizard apprentices using similar tactics or something they can't find and target.

RumpinRufus |

The biggest problem I see is the fact that those of us without leadership and/or companions have had less part in combat since the others got it.
THIS. Giving a player Leadership means their turn takes twice as long. Letting the rogue take a fighter cohort, that's fine. Letting the cleric take a druid cohort will probably lead to a lot of extremely bored players.

David knott 242 |

Discussion between player and DM is the best way to handle Leadership. When I took the feat in my campaign, I tried to ensure that the cohort would not take extra time in combat. Her main functions were originally intended to be granting a daily bonus to the party (as a 1st level Harrower), thieving stuff (opening chests, disabling traps, etc.), and out of combat healing. She was not a very able physical combatant, so I try to keep her out of combat as much as possible.

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So problem: Many GMs Ban Leadership Feat outright which I think is a shame to an extent.
I'll tell you why I do. It's a tool that I deny to munchkin gamers, and quite frankly if I'm already dealing with a large group of say seven people, the LAST think I want to deal with is a turn of seven people and their spellcaster cohorts.
Also I see it as a feat tax on roleplayers who are good enough interact with NPC's and recruit allies. It also rather breaks the roleplay immersion when the player knows as much about his cohort as he does about his own character.
There are circumstances in which I'll allow players to gain cohorts and I don't want to charge them a feat to do so. Nor do I feel that there is any feat that's balanced against a feat that gives you an entire character for just one feat slot. It literally becomes a "must have" because it's so good compared to any other feat in the game. The only thing that's even close to being a must have on the munchkin shopping list is Dervish Dance.

kyrt-ryder |
The only thing that's even close to being a must have on the munchkin shopping list is Dervish Dance.
Wut
Burning two feats - the second of which only apply to a single weapon type - in exchange for the privilege of giving up two-handed damage multipliers, the option for an off-hand weapon (or at least the option for an off-hand weapon that uses the same damage stat, an off-hand unarmed strike is somewhat plausible with the feat but building for the feat would neuter that unarmed strike), AND the option for a shield?
That doesn't look like a powergamer's choice to me. (Now if you're talking about a REAL munchkin, that's another story, but a real munchkin isn't so much an issue because of his feat/item/power choices, but how he interprets them and how he interferes with the campaign with or without mechanics.)

Joex The Pale |

I recently started a new character and campaign, playing a spellcaster with the intent to becoming a magic item creator. Starting at 3rd level, I've already taken Create Wondrous Item, and quickly discovered that there is NO WAY I can take all the various craft skills required to make even half the items I want to be able to create and still have skill points for other things. So I decided that I am going to take leadership at 7th level, with the intent of founding an artisan shop with my followers, utilizing my wizard(diviner) cohort to organize and run it. I realize that this is going to require a LOT of investment on my part, and I want someone capable that I can trust to watch over it while I do other things. That sounds like just like that type of thing a cohort would be perfect for!
She will be semi optimized only, more for flavour then for DPR or spell-botting. I plan on keeping this person out of the fray as much as possible, as she is much more valuable to me keeping to shop running smoothly. She won't be the enchanter (that's MY job, thank you!), but strictly there for her organizational skills, Knowledge checks, divinations (I *DO* want her to keep an eye on things, after all), Appraising goods for enchantment worthiness and a bit of security for my workers. I designed her to be shy (so no limelight stealing), reclusive (no real sense of ambition, content to follow) and curious (hence the Diviner; how else does a curious/shy wizard combo learn things?).
I've done most of this on my own, with input from the DM as appropriate. I intend to play her, although if the DM takes the reins from me on occasion, I won't scream. He trusts me to not break the game and I trust him to not break my toys. I could have designed this cohort to be a buffing machine, or a Magic Missile machine gun, or any other combo that would make her much more useful in combat, but I instead looked at my back-story, the plot and the world I am going to be interacting with, then decided to create an interesting, colourful and useful character that will occasionally be just what we (or the DM) will need at crucial moments.
Now, why should this be banned?
**EDIT** BTW, I did consider a bodyguard fighter, all blinged out with feats, items and combos to make her a little whirling ball of bladed death. But I thought that this choice would be much more interesting and useful, in the long run. Plus, I have a soft spot for shy girls... ;)

Joex The Pale |

I look at the rules slightly differently. It states in the Magic Weapons and Magic Armour sections that you require a masterwork item for enchantment. So, I extrapolated that out to imply that all items require masterwork components for enchantment. Therefore, unless I wish to purchase such an item (which could easily be explained away as part of the item creation costs, I know), I need to create it. And if I want to create a headband (Craft-jewelry), and cloak (Craft-weaving) a figurine (Craft-carving) and a belt (Craft-leatherworking), that would take a lot of crafting skills on my part. Hence the desire to create an artisan shop.
Plus, all the items created that are NOT up to par for enchanting can be sold off as simple high-end goods to fund the shop, the workers and the creation costs themselves. Not to mention the sheer plot gold I'm handing the DM to deal with burglaries, labour disputes, "protection" offers and opening markets for the items. So, even if RAW says that I don't need to do it this way, I'm still going to because it looks like more fun. ;)

Ravingdork |

Forget the skill ranks. Just get your intelligence up to 30. That will give you a +10 modifier. Then you can take 10 on your craft check to get 20, enough to make pretty much anything, and masterwork at that.
Combine that with the fabricate spell so you can make items much more quickly too.
As I said, there's little to no reason to put ranks into anything other than Spellcraft when it comes to crafting magical items.

Joex The Pale |

*sigh*
I'm not interested in taking all those skill ranks. THAT'S that the followers are for.
Also, I'm trying to make an interesting backstory and give my DM things he can use to tie me into his game. I know there are easier ways to do it, but *poof* you have a new Headband of Vast Intelligence +2 doesn't have the same panache as getting word from my cohort via a message spell or familiar delivered note that my jeweler has finished the golden torc inlaid with silver runes and set with a cats-eye gem that I required him to create for me to my exacting specifications. She also informs me that the enchanting chamber is ready with incense, warmed pillows and my favorite tea in expectation of my arrival. Also, when I arrive, she has a had a request from a local rich merchant for the creation of a cloak that requires my personal attention. I receive this note on the heels of a vigorous session of "convincing" the local thieves guild that leaving my guild-house alone is really in everyone's best interest. MUCH more interesting then taking 10, don't you agree? :)
Now, quit raining on my parade. Party-pooper! :P

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Okay one of my fellow players just got a ship, doesn't have leadership feat. But since he has a ship he thinks being captain he gets treated as if having it. Advice to either shut him up?
This is a prime example of why I hate the feat so much. Not only is it a monkey wrench, it's choice of name leads players and GM's to skewed paths of thought.
If the player obtains a ship and hires crew, why not let him roleplay as a captain? Of course you should make him back up his aims with proper roleplaying and skill checks. If he doesn't have the proper mix of profession (sailor), knowledge (geography), and Intimidate and/or Diplomacy as needed. Let him try and fail at the checks as they come up. Then he'll learn that being a sailing captain is more than just owning a deed to a boat.

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He wont get a cohort from buying a ship. Maybe he will find a good first mate with lots of skillranks in sailor and diplomacy to keep the crew happy. They will all need to be paid and fed unless he wants a mutiny on his hands.
That applies even with leadership as it's drawn straight from the can. Your cohorts and followers aren't mindless drones, they have needs as well.

iLaifire |
I look at the rules slightly differently. It states in the Magic Weapons and Magic Armour sections that you require a masterwork item for enchantment. So, I extrapolated that out to imply that all items require masterwork components for enchantment. Therefore, unless I wish to purchase such an item (which could easily be explained away as part of the item creation costs, I know), I need to create it. And if I want to create a headband (Craft-jewelry), and cloak (Craft-weaving) a figurine (Craft-carving) and a belt (Craft-leatherworking), that would take a lot of crafting skills on my part. Hence the desire to create an artisan shop.
Forget the skill ranks. Just get your intelligence up to 30. That will give you a +10 modifier. Then you can take 10 on your craft check to get 20, enough to make pretty much anything, and masterwork at that.
Combine that with the fabricate spell so you can make items much more quickly too.
As I said, there's little to no reason to put ranks into anything other than Spellcraft when it comes to crafting magical items.
Joex is an example of why Leadership should be allowed. Raviningdork might be an example of why it shouldn't be allowed. It should really be decided on a player by player basis and not on a "because *I* can break it that means all players *will* break it". Shouldn't you give players the benefit of the doubt until they prove themselves incapable of handling something appropriately before you punish them?

iLaifire |
I suspect what he means is publish rules on what kinds of things the DM allows someone to do with the Leadership feat. In other words, preventing 'that kind of player' from breaking some unwritten rule the DM has in his head.
Ok, that seems more reasonable. I still prefer the option where players have access to everything and certain toys get taken away (from certain players) as punishment. With the leadership feat for example the DM has levels 1-6 to learn the group and figure out if anyone will be a problem player.

RumpinRufus |

I think you just contradicted yourself. Spellcraft is a skill. 20 ranks is not a small investment over the lifetime of a character.
But there are many reasons you already NEED Spellcraft. You NEED Spellcraft to identify spells as they're being cast. You NEED Spellcraft to copy spells to your spellbook. You NEED Spellcraft to identify magic items.
The fact that you also use Spellcraft for making magic weapons is just a bonus. If you're a wizard and don't keep Spellcraft maxed, I won't say you're definitely doing something wrong, but... you're probably doing something wrong. That's why I say crafting has no skill investment - the only skill you use for crafting is one that you would keep maxed whether or not you are a crafter.

kyrt-ryder |
kyrt-ryder wrote:I suspect what he means is publish rules on what kinds of things the DM allows someone to do with the Leadership feat. In other words, preventing 'that kind of player' from breaking some unwritten rule the DM has in his head.Ok, that seems more reasonable. I still prefer the option where players have access to everything and certain toys get taken away (from certain players) as punishment. With the leadership feat for example the DM has levels 1-6 to learn the group and figure out if anyone will be a problem player.
Thus requiring the DM judge his players in a way that he shouldn't have to.
Thus opening up the potential for accidental DM favoritism wherein the DM might not see a given player being abusive for something they might catch another.
Thus assuming the DM decides to start play at low levels (which is something I'll never personally do unless I'm testing changes I've made to the rules.)
Thus creating a scenario wherein a DM may not notice someone being an 'abusive player' in the early levels, and being forced to nerf something the player thought was fine when it proves itself a problem in play, when hurt feelings could have been avoided by laying the law out in advance.
I can't say I see any benefit to a DM hiding his cards in that manner. Lay 'em on the table.

johnlocke90 |
I wish to thank everyone for their replies to my post. Now I think is a great time to add more meat to it in response to those who have responded. That meat coming in the form of other thoughts added to the discussion that I believe this thread has easily become one of the more useful leadership feat threads - if not the top one based off what I've searched for already on these forums. As such, I won't rehash what you amazing people have already touched upon (or at least not at this point in time).
Many of you have amazing feedback that explains your reasoning so much clearer than I could ever hope to touch. However, I have noticed horrendous reasoning skills on the part of some that I see being a key problem for introducing the leadership feat into a game. You have two problem children when it comes to Leadership feat issues: Those who want uber; and those who don't read the feat properly. The feat gives amazing leeway to the game master as to what can be done.
Point 1: Those who want uber
slade867 wrote:If my GM made me a crappy 3 Fighter, 2 Expert and told me this was my cohort, I'd look that character in the eye and say "You're fired." The I'd go find someone USEFUL.Ascalaphus wrote:If it's a feat the player buys, then it should be the player in charge.
If the GM is going to put an NPC in the party according to his own specifications and machinations, he shouldn't be charging the PC a feat for it.
LowRoller wrote:This was a somewhat amusing read. So the solution for GM's to allow the feat is to take away any possible use or fun the player could have from the feat..You may argue these aren't wanting uber, but I am using that as the catch all term that players will complain when they don't get their way. You can already see the negativity and problems stemming from their comments already. Though Ascalaphus has to his credit given more details on how he'd handle the leadership feat.
Response of Slade's post - I would count that in the same...
Its not metagaming to kick out a crappy cohort. If someone came up to me asking to join the party, my first statement would be "show me what you can do".
If he has a crappy build, then it will show and I wouldn't invite him to join us.

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Joex is an example of why Leadership should be allowed. Raviningdork might be an example of why it shouldn't be allowed. It should really be decided on a player by player basis and not on a "because *I* can break it that means all players *will* break it". Shouldn't you give players the benefit of the doubt until they prove themselves incapable of handling something appropriately before you punish them?
Joex is an example of a player that I would award a cohort through roleplaying without making him spend a feat slot to "acquire" one. Raving Dork is an example of why I may never allow the feat again. I don't need to impose a tax on good roleplayers, and I don't need it as an arsenal for munchkins.

Joex The Pale |

Are you even reading my posts Joex?
Yes, RD, I am. And I know you have a point and that I don't NEED any of those other skills. I do realize that. If I hadn't made that abundantly clear, I shall do so now; I know you don't need the Craft skills, I know you can create items using Spellcraft and/or spells.
My point, which I was trying to make in a round-about fashion, you can create a character that HAS Craft skills and creates his own magic items from scratch. I have a few NPC's in the game which I DM that do similar things. My mage in question has taken ranks in Craft-calligraphy so that he can craft his own Pages of Spell Knowledge, from scratch, to assist the sorcerer in the party. Your way is the hand-waving way, which is fine and legal. The way I was describing, mainly to illustrate the point that Leadership CAN be taken in a way that is not OP and is not aimed at making the character more powerful but more interesting, is more of a story driven way. The cohort is designed with a background, personality, skill-set and history, not just a batch of feats and spells designed to make me more powerful. Don't get me wrong, I didn't gimp her and she will be an asset to me, but I specifically designed her so she wouldn't be useful in combat, nor be a spell-bot.
I guess the main reason I was being so obstinate was that I have read through your Crazy Character Emporium, so I know you can create interesting characters. I suppose I was just expecting a Bravo for the work put into trying to craft something as interesting, not a "Here's a way to nullify that" comment.
Joex is an example of why Leadership should be allowed. Raviningdork might be an example of why it shouldn't be allowed. It should really be decided on a player by player basis and not on a "because *I* can break it that means all players *will* break it". Shouldn't you give players the benefit of the doubt until they prove themselves incapable of handling something appropriately before you punish them?
Joex is an example of a player that I would award a cohort through roleplaying without making him spend a feat slot to "acquire" one. Raving Dork is an example of why I may never allow the feat again. I don't need to impose a tax on good roleplayers, and I don't need it as an arsenal for munchkins.
First off, thank you. Second, I don't think that RD is an example of why it shouldn't be allowed, I think that is being harsh. I've read some of his character creations and he makes interesting builds. I think the problem is that he also thinks in the terms of maxing out the potential in every way possible because that's what players tend to do, which there's nothing wrong with, as a player. But creating an NPC, especially a support character, to those same exacting standards will tend to make other players, and possibly the DM as well, nervous. If the cohort he is bringing in is maxed out to the point of outshining the other players, that creates a problem. Villains and PCs should have spotlights on them, support characters should be there to support. And sometimes, if the character concept calls for it, sometimes not being maxed out in power potential can be just as fun.
My character is going to be a Cleric/Mage/Mystic Theurge. It is not the most optimal character design, but I wanted to try the MT and the party make-up, game story and character history decided me to go with a sub-optimal combo to create it. I also wanted to try crafting my own magic items, so I to take Leadership for all the reasons I listed above. I decided to create the cohort and found an artisan shop to assist in magic item creation, not as a power move, but because it made an interesting story, and gave me something creative to do with the low level followers that I will be attracting as I gain levels. Like most of the decisions I made in creating this character, it was a story decision, not a power decision. That was the point I was trying to make, that's all.