
pocsaclypse |

I'm building a level 8 goblin gunslinger and I'm wondering about taking the leadership feat and getting a cohort.
Currently, I've used all 6 feats as follows:
goblin gunslinger
rapid reload
point blank shot
rapid shot
precise shot
signature deed (up close and personal)
My question is would it be worth it to swap out one of the feats for leadership to get a cohort (i was thinking about making a sunder focused fighter), and if so, which one?

Mudfoot |

What's your Charisma? What other PCs are there?
On the face of it, yes, in that Leadership is generally regarded as being a Bit Too Good. But your DM and other players might not appreciate it.
I'd dump Rapid Shot unless you're planning on using revolvers, but I've never played a gunslinger so I may be wrong.

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Signature Deed, because you don't qualify yet - it requires Gunslinger 11.
Mudshot, Rapid Shot is good for gunslingers if they have Rapid Reload and use cartridges rather than bullets and powder since in combination that reduces reload speed to a free action for one-handed firearms, allowing them to make a full attack.
If you have a decent Cha, Leadership might be worth it, depending on who else is in your party. I find Leadership is handy for filling gaps in the party. Having a fighter cohort would be really nice if your other party members are, say, a caster cleric, an arcanist, and a rogue, but if you've already got a frontliner the cohort will add less.
Talk to your GM, though, because not everyone runs this the same way. Some give you more or less control over your cohort's and followers' builds and actions.

Claxon |

In general, no. Leadership is usually considered to be something players just shouldn't use. Generally speaking it only serves to make one player overly powerful compared to the rest of the party by giving the player 2 rounds worth of actions and access to being able to use one character to buff another making them stronger than they should be without using up any real party resources.
I would consult your GM and your party. If it's a small party, they might let you get away with it. If I was your GM, not a chance.

pocsaclypse |

Signature Deed, because you don't qualify yet - it requires Gunslinger 11.
Oops, thanks for pointing that out.

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Generally speaking it only serves to make one player overly powerful compared to the rest of the party by giving the player 2 rounds worth of actions and access to being able to use one character to buff another making them stronger than they should be without using up any real party resources.
Not necessarily. One guy in my group picked up a healing-optimized cleric with Leadership and that helped the whole party. Saved two party members, one not with the Leadership feat, with Breath of Life alone, and kept a third on his feet while he traded full attacks with a dragon. And that wasn't a small party - it just had a few secondary healers instead of an optimized healer. And in a different campaign when I used Leadership to pick up a crafter he made cheap items for the rest of the party, too.
A sundering (debuffing) tank fighter would also be helpful to everyone because he's standing there taking hits, making the enemy weaker without damaging him directly, and maybe acting as a flank buddy (especially handy if you've only got one other melee character). Maybe give him another combat maneuver or two and he's got a few other ways to get in there and get in the enemy's way without stealing the thunder from other damage-dealers (assuming no one else has invested in the same maneuvers). Dazzling Display offers martials another decent debuff if no other party member is using that - make the cohort a Hobgoblin to go with your Goblin and he'll get +4 Intimidate. You can also offer to have the cohort take any Teamwork Feats other melee characters might be interested in using.
Still talk to your GM and your other players, but if you're clever about it you can easily make a cohort who is an asset to the team and not just you.

Claxon |

Not necessarily. One guy in my group picked up a healing-optimized cleric with Leadership and that helped the whole party. Saved two party members, one not with the Leadership feat, with Breath of Life alone, and kept a third on his feet while he traded full attacks with a dragon. And that wasn't a small party - it just had a few secondary healers instead of an optimized healer. And in a different campaign when I used Leadership to pick up a crafter he made cheap items for the rest of the party, too.
A sundering (debuffing) tank fighter would also be helpful to everyone because he's standing there taking hits, making the enemy weaker without damaging him directly, and maybe acting as a flank buddy (especially handy if you've only got one other melee character). Maybe give him another combat maneuver or two and he's got a few other ways to get in there and get in the enemy's way without stealing the thunder from other damage-dealers (assuming no one else has invested in the same maneuvers). Dazzling Display offers martials another decent debuff if no other party member is using that - make the cohort a Hobgoblin to go with your Goblin and he'll get +4 Intimidate. You can also offer to have the cohort take any Teamwork Feats other melee characters might be interested in using.
Still talk to your GM and your other players, but if you're clever about it you can easily make a cohort who is an asset to the team and not just you.
I'm coming to a conclusion that everyone I play with is power hungry mix maxing egomaniacs.

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If I'm GMing...and the party isn't particularly powerful, I have no issue with players taking Leadership. I never have an issue with it if it's part of a legitimate concept. I endorse the heck out of it if it's a small party, and the characters aren't absolute steamrollers.
There's one time when you really have to impress me to take leadership...if I already have a full house - 6 or more players - you better bring good bribes. :p

Selgard |

1) Ask your DM. Leadership is in the book but its not always available.
2) Ask the other players. Even if the DM is ok with it the others may not be ok with what is essentially a doubling of your turn in combat. Even a fighter, as relatively quick as they are in combat, is still a doubling of the time it'll take you to resolve things. Its also more healing required and the gear he's getting is coming from *somewhere*. Its either from the common "fund" or from your pocket and the group may not greatly appreciate either. (WBL doesn't stretch terribly far if you are equipping two people with it and if you are ignoring his gear for yours he's both ineffective and a hitpoint sponge for whoever is healing him)
3) If we assume 1 and 2 are both "Sure go for it!" then once again ask the group what they think you should make. Look for what the group is lacking. Use the feat to shore up that weakness.
Just my .02
-S