Balancing leadership modifiers


Homebrew and House Rules


I've been thinking some about leadership and how I'd use it in my own games if at all.
The RAW more or less only take into account things that affect a cohort or the followers from a roleplaying perspective. Which is important as we are playing a roleplaying game but there are other important factors as well. Like how strong the impact on your game as a whole and specific characters might be.
And that is wat I want to add.
So here are some ideas for balancing the leadership score based on how what kind of character is going to take the cohort.

changes to existing modifiers:

Delete the special power +1 modifier. Nearly everyone gets this so it's useless.
Instead of the exsisting modifier for having a familiar, cohort and such I'd do the following:
Has a familiar: -1
Has a special mount: -2
Has an eidolon or combat companion: -3
Mounts who often fight on their own instead of being ridden count as combat companions.

New modifiers:

As a balancing factor I add those modifiers.

Use level + cha mod +3 for base leadership score

Leader can cast spells or has sp abilities: -1
Cohort can cast spells or has sp abilities: -1
Cohort has a special mount, eidolon or animal companion: -2
Cohort has a cohort -2

That way spellcasting PCs with companions are discouraged from taking spellcastung cohorts with companions.
With the +3 base leadership most PCs should have about the same score as before except for fighters + some rogues who gain a little benefit and Druids + summoners who get a little nerfed.

Please don't turn this into a debate about whether fighters need some love. This one is already running in another part of the board.

Sovereign Court

Most of it: OK.

The ones I don't like: penalty for being a spellcaster. I get the balance argument, but it makes poor sense for Leadership. Being a spellcaster shouldn't negatively impact my ability to attract other spellcaster followers. Particularly if I style the Leadership feat as being the founder of a magic academy.

If you think spellcasters are too powerful, you should work on that directly, not through this indirect way that would only work if everyone is actually taking Leadership.

Sovereign Court

Wait, you don't actually make your PC's look for companions?

You don't let them just build them and everything I hope.


I don't make players take excisting NPCs as cohorts for severyl reasons:
- I would not want that as a player
- Doing so could spoiler things about NPCs. Like "Why can't I have him as cohort? I'm spending so much time befriending him" "Thats because... don't ask."

Sovereign Court

Yeah but they should do some amount of searching about to find one. The NPCs shouldn't just appear out of the mists around them.

Sovereign Court

Appearing without any story is bad for immersion, to be sure. But you can also allow the player to create that backstory: "So, you took Leadership and got a wizard buddy... tell me how that happened."


I don't have an issue with the players creating their cohort as long as they give a story as to why and how the cohort came to them (ex. a player Cleric that has a Paladin cohort. Their cohort sought them out after receiving a vision during their daily prayers to their god telling them to seek out and protect the cleric on their journey, or the cleric may have sent a letter to an order of paladins requesting assistance on their journey.)

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