Who levels up cohorts, the GM or the Player?


Rules Questions


I haven't run into this yet, but I would like some clarification. I'm sure 1 or 2 of my players are going to take leadership when they hit level 7, and they can either make a cohort with a 15 point buy, or convince an NPC to be their cohort because some of my NPCs have better stats.

My question is who should I have level up the cohort?

Grand Lodge

Per the strictest reading of the rules, the GM as a cohort is an NPC that follows you and is essentially your assistant. The player really doesn't get a whole lot of choice when it comes to what their cohort can do.

But alot of GM's just hand the sheet over to the player as that is less complicated than having another aspect to manage as a GM. And then it's like you're playing 2 characters at once and that is why the feat ends up in the too over powered to consider letting a player have mindset.

my 2 cents, hope it helps.


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The player does.

SKR talking about this.

Jason Bulmahn talking about this.


Mark_Twain007 wrote:
My question is who should I have level up the cohort?

The same person that makes them in the first place.

The same person that makes up all NPCs.

Leadership wrote:
This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs.

You choose to attract a cohort, you don't choose the cohort and get to design him/her from the ground up before you met them/took the feat.

Likewise they are not automatons, nor are they mentally linked to your PC.

They are NPCs. They are run by the DM. The DM makes those calls.

That said, the PC (rather than the player) could ask the NPC (rather than the DM) to advance in a certain direction, etc.

In practice, Leadership is seen by many as overpowered. But these are the same people that assume that the cohort is mentally linked to the master (i.e. both are controlled directly by the player in question). Likewise they assume that non-viable builds at low levels are taken and the cohort is mystically created fully formed from the forehead of the player..

The cohort is an NPC. The player should have some say in this, in essence having his/her player seek out a 'sidekick' with certain skills. But they don't get to create a cohort, they get to attract a cohort.

-James

Liberty's Edge

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I strongly disagree, James. The player took the feat and the cohort is a part of his character, much in the same way a familiar or animal companion is a class feature of a character

The GM wouldn't build your animal companion for you or decide what feats or skills your animal companion takes, nor should he decide how your cohort levels up for you.

And, judging from the links Cheapy posted above, it would seem Jason and Sean would agree.


I have always handled this by allowing the character to design (and level up) his or her cohort. Just like a PC, I have final say over what a cohort can and can't take\do, but since the player burned a feat for it, I allow quite a bit of leeway on it. I also allow the player to handle the cohort in general play.


Marc Radle wrote:

I strongly disagree, James. The player took the feat and the cohort is a part of his character, much in the same way a familiar or animal companion is a class feature of a character

The cohort is an NPC.

The feat lets you attract an NPC that will be loyal to your PC.

That does not make them a second PC controlled by the player.

It does not mean that the feat lets you create an NPC.

Your PC can certainly select from some choices proffered by the DM, but they don't get to make them. Likewise the PC can be asking the NPC to learn this or learn that, but the NPC is not an appendage of the PC.

They are not one character. Only one is the player character, the other is made by the DM.

Likewise neither a familiar nor an animal companion is a class feature of a character. Rather the bond is the class feature.

In practice, DMs typically allow players to make these choices. But in many practices DMs out-right disallow this feat based upon those results. Both miss the mark.

-James


I get the devs say the player should build the cohort. I disagree, since running a second PC a level behind your original (likely for people who actually take it) seems more than a little broken. Beats the hell out of an animal companion class feature, for one thing.


I've only played with one GM who ever allowed leadership. Most GMs only allow it in game short players, and it isn't allowed in PFS.


We currently have a game with five active PCs and two of us have Leadership. We both control our cohorts. The GM balances the encounters based on the total APL including cohorts.

The feat is broken - if you don't adjust your encounters to account for the extra power the cohorts bring to the table. It's perfectly fine if you take that into account beforehand, even if you allow the player to create and control the cohort.


I'd say the DM. Other characters shouldn't be an extension of them.


There is a chapter in Ultimate Campaign devoted to this subject and it falls along the lines of what Tormand, James, and Xantherus stated.


This is one of the reasons I'm skeptical of Leadership. Like my friend playing a wizard said:

I could take spend my 9th level feat to grab Craft Wondrous Items, or I could spend my 9th level feat to take Leadership and have my brand spanking new level 8 wizard minion/cohort take:

1. Scribe Scroll
1. Skill Focus: Spellcraft
3. Brew Potion
5. Craft Magic Arms And Armor
5. Craft Wondrous Items
7. Craft Wand

I do allow Leadership in my games, but it has to make sense. The character that becomes the cohort is one that has already been involved in the campaign one way or the other, and he/she has his/her own motivations and agendas - she/he's not an automaton under the control of the GM.

For instance I'd say that Jakardros Sovark from Rise of the Runelords is a good example of a potential cohort.


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Ultimate Campaign, page 142:

Advancing Companions: Cohorts wrote:
Advancement choices for a cohort include feats, skills, ability score increases, and class levels. A cohort is generally considered a player-controlled companion, and therefore you get to decide how the cohort advances. The GM might step in if you make choices that are inappropriate for the cohort, use the cohort as a mechanism for pushing the boundaries of the game rules, or treat the cohort unfairly.

Pretty cut and dry for the question as to who levels up the cohorts (aka: the topic of this thread).

Since some people seem to be mistaking this thread with a thread on who controls the cohort, UC also goes to great pains to make it clear that the cohort is not some automaton that does whatever the player wants, but has a Helpful (as per the diplomacy rules) disposition towards their 'leader' / player.


Kudaku wrote:

This is one of the reasons I'm skeptical of Leadership. Like my friend playing a wizard said:

I could take spend my 9th level feat to grab Craft Wondrous Items, or I could spend my 9th level feat to take Leadership and have my brand spanking new level 8 wizard minion/cohort take:

1. Scribe Scroll
1. Skill Focus: Spellcraft
3. Brew Potion
5. Craft Magic Arms And Armor
5. Craft Wondrous Items
7. Craft Wand

I do allow Leadership in my games, but it has to make sense. The character that becomes the cohort is one that has already been involved in the campaign one way or the other, and he/she has his/her own motivations and agendas - she/he's not an automaton under the control of the GM.

For instance I'd say that Jakardros Sovark from Rise of the Runelords is a good example of a potential cohort.

I let my players know cohorts are adventurers, they do not stay home and craft for their "master"; if they wanted to be a crafter, they wouldn't be a cohort. I don't mind a cohort having one craft item feat, but that's it (unless their class gives them one for free). In addition, cohorts themselves cannot have Leadership in my game. if they were leaders themselves, they wouldn't be a cohort in the first place. As GM, I allow my players to make thier cohorts, and level them, but I review them and overrule if things don't make sense.


@Swashbucklersdc: I would probably allow a player to have a "stay at home" craft minion using Leadership - but I would apply anything he made to the UCamp suggested WBL limit and include it in the leader's 125% WBL.

From a justification standpoint: Even a crafter cohort needs to have a life of his own; he crafts more than your party will ever see, but he sells it for his own livelihood, and you're still capped at 125%. At worst it would help you get to the WBL cap more quickly (since the player could have two projects going at once effectively - something you can't do normally), but that's really about it.


The chapter in Ultimate Campaign also says something about not allowing wizard's cohort to take a bunch of crafting feats and do nothing but make magic items for the PC.

Would somebody be able to post that language for us.


Sure! I'm going to cut out the parts around it, because I don't want to type everything.

Quote:
Examples of inappropriate advancement choices are ... [snip] a spellcaster cohort takingnothing but item creation feats (so you get access to plenty of cheap magic items at the cost of just one feat), ... [snip]


Lakesidefantasy wrote:

The chapter in Ultimate Campaign also says something about not allowing wizard's cohort to take a bunch of crafting feats and do nothing but make magic items for the PC.

Would somebody be able to post that language for us.

Ultimate Campaign; pages 142, 143

Quote:

If you exploit your cohort, you'll quickly find your Leadership score shrinking away. Although this doesn't change the cohort's level, the cohort can't gain levels until your Leadership score allows for a level increase, so if you're a poor leader, you must wait longer for your cohort to level up. In extreme cases, the cohort might abandon you, and you'll have to recruit a new cohort.

Examples of inappropriate advancement choices are a good-aligned companion selecting morally questionable feats, a clumsy cohort suddenly putting many ranks in Disable Device (so he can take all the risks in searching for traps instead you), a spellcaster cohort taking nothing but item creation feats (so you get access to plenty of cheat magic items at the cost of just one feat, Leadership), a fighter cohort taking a level in wizard when he had no previous interest in magic, or you not interacting with your cleric cohort other than to gain defensive spells from a different class or a flanking bonus.

The use of "You" instead of "Your character" is a bit annoying :P


I've just finished playing a character with a cohort and the GM allowed me to design and level up the character. This was the first time someone in our game took leadership and few things came to light:

1) It's a major pain to control two full prepared spellcasters (Wizard PC/Cleric NPC)at high levels.

2) Cohorts are powerful, but fragile (at least mine was). Being level 13 in a level 15 scenario is deadly.

For our new campaign the GM has banned leadership, but to be honest it was a hassle and I wouldn't take it again.

Regarding exploiting a cohort, I can see how taking a cohort with all crafter feats could be unbalancing gamewise, but I wouldn't say it was exploiting the NPC.

Storywise I see nothing wrong with a stay-at-home crafting cohort the PC keeps safe, comfortable and well supplied with gold in exchange for his services. He could have all knowledge skills and be a sagely adviser as well.

Silver Crusade

In general, I as the DM handle all of the cohort stuff. I don't even let the players see the cohort's sheet.

That being said, I did ask them 'what are you looking for,' as they /are/ trying to select an appropriate employee.

Its like you're looking for say...an accountant, the NPC who shows up should be good at accounting. Your HR isn't going to hire Ozwald the Poodle Juggler for accounts just because the DM says so.

When I've seen PC built cohorts, they tend to represent things that have no rational purpose for existing outside of supporting the PC. This includes sorcerors who apparently had nothing but buffspells, and the disturbing attempts I've seen at Low-Wis, Low-Int, Ridiculously High Charisma arm-candy cohorts.

The paladin in my current game asked for a 'wizard type to manage things and make stuff' cohort and ended up with a half-silver dragon transmuter type with a lot of crafting feats. He has no idea what her sheet is, the only things he knowsi s her level, her alignment (LG like his), and so vague ideas of her spells. She manages things and crafts stuff, so the requirement is met, the player is happy, and its better then seeing an NPC with cherry picked feats, spells and the like.

The trick with cohorts though is that some parties naturally collect supporting NPCs and the like based on capabilities and the way the story goes.


If i allowed the leadership feat i would allow the player to level up the cohort.


Maybe Leadership is balanced with other feats for new groups, but I don't really see that with gamers that approach intermediate levels of experience. It's nice to see some extra guidelines on it, but I'm probably still keeping it on my "banned until told otherwise" list, since there are so many ways it can be abused. Getting access to a new spell known ... getting a +2 to this or +4 to that ... maybe just one item creation feat ... Leadership can replicate the benefits of a lot of other feats and then do far more.

Still, I'm not without mercy. I've had a player that wanted to run a mounted character, but had been pigeonholed into healbot by the group. I let him use Leadership to get something like a cavalier mount so he wasn't stuck with 15 hp horses. He was still quite powerful, but he wasn't really the most difficult character in the group.

Silver Crusade

The feat is balanced by the fact the cohort is lower level, needs to be supported and is generally best suited for rear-guard stuff.

In the old days it was 'torch bearers,' these days PCs are more like venture-capitalists and tend to have their cohorts stick around working on stuff while they adventure.

I admit though I do tell players who take leadership that I will take the CRB to their cabasa if they try to bring all of their followers along all the time and then try to demand they each get their own init count.

The followers more so then the cohort tend to be the problem issue with the feat. High enough level and you can basically populate a small town with them. I remember one enterprising player (thankfully not in my game) back in the 3e days who wanted to get 50-50 follower split, then wanted to arrange Moon style weddings so they would start cranking out children who he could take and train since 'my followers would gladly surrender all for me.'

I don't know how that got resolved (not my game) but yeesh.

Silver Crusade RPG Superstar 2014 Top 16

Several people have implied the cohort is 1 level behind. This isn't true, there are a few Pretige Classes that can do that, but in general, a cohort is 2 levels behind the PC.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I don't see how having a crafting cohort is anything, but a hindrance. "Yay! We can have things crafted for us while we go on adventures!"

Yeah, um, it doesn't usually work out that way in a lot of groups (those few that actually allow crafting cohorts).

Take a belt of physical might +4 for example. The party wizard decides to craft one for the barbarian, so the party takes some down time as he crafts one over a month long period. They resume their adventures with the new belt afterwards.

VS

The party barbarian's shamanistic druid cohort stays at home and crafts said belt over a one month period while the adventurers go out and save the world. The now 20th-level party returns home from their epic quests to pick up the belt THAT THEY DIDN'T GET TO USE THE ENTIRE TIME THEY ADVENTURED.

VS

The party wizard, barbarian, and others all adventure together for one month, cake-walking most encounters due to their new support party member: the bard cohort.

I fail to see how the stay-at-home-crafting-cohort (or SAHCC, pronounced "sack") is functionally better in the vast majority of games.


Granted, Kingmaker is the only 'slow' game I've played. The rest were pretty fast-spaced. In CotC we saved the world in a span of several months.

Liberty's Edge

Cheapy wrote:

Ultimate Campaign, page 142:

Advancing Companions: Cohorts wrote:
Advancement choices for a cohort include feats, skills, ability score increases, and class levels. A cohort is generally considered a player-controlled companion, and therefore you get to decide how the cohort advances. The GM might step in if you make choices that are inappropriate for the cohort, use the cohort as a mechanism for pushing the boundaries of the game rules, or treat the cohort unfairly.

Pretty cut and dry for the question as to who levels up the cohorts (aka: the topic of this thread).

Since some people seem to be mistaking this thread with a thread on who controls the cohort, UC also goes to great pains to make it clear that the cohort is not some automaton that does whatever the player wants, but has a Helpful (as per the diplomacy rules) disposition towards their 'leader' / player.

Cheapy nailed it. If you feel like you have to control a player that much, you might want to reconsider either being a GM or being a GM for that player.

Liberty's Edge

RD, there is a third scenario:

The party barbarian's shamanistic druid cohort stays at home and crafts said belt over a one month period, so the party takes some down time. They resume their adventures with the new belt AND the party wizard is more powerful than his crafting counterpart in your first scenario because he took non-crafting feats.


1) Unless you're a Noble Scion, cohorts are a max Character level -2
2) Cohorts are supposed to adventure with the leader. Not doing so is a misuse. Crafting cohorts are basically slaves as described. besides, they would gain 0 XP


Cohort is an NPC so the GM does every choosing for him. Is not a familiar or a companion that depends on his master level for abilities and such.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
The black raven wrote:

RD, there is a third scenario:

The party barbarian's shamanistic druid cohort stays at home and crafts said belt over a one month period, so the party takes some down time. They resume their adventures with the new belt AND the party wizard is more powerful than his crafting counterpart in your first scenario because he took non-crafting feats.

Except that's not why a lot of people do it. It's always "to save on feats" or "to be able to adventure and not wait."

In the vast majority of games, the latter doesn't really apply.

Dark Archive

FWIW, I handle it as follows;

- player chooses the race & npc class (warrior, adept, etc)
- dm builds & advances the character, pc may make requests
- dm roleplays cohort
- player controls during combat, but gm may veto suicidal actions


Since leadership is not PFS legal, this falls under GM fiat. I will swing my freedom banner that reads "Rule 0" and not even SKR can tell me otherwise! Muhahahahaha!


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Ho ho, I am a GM who sometimes lets players stat up NON-cohort NPCs...

Where's your logic now!?

But seriously, it should go however the GM wants it to. I don't see a problem with letting the player do it, unless of course there is a problem with the player doing it.

Liberty's Edge

CrackedOzy wrote:

FWIW, I handle it as follows;

- player chooses the race & npc class (warrior, adept, etc)
- dm builds & advances the character, pc may make requests
- dm roleplays cohort
- player controls during combat, but gm may veto suicidal actions

You only allow npc classes (warrior, adept, etc) for Leadership cohorts? Interesting ...


Player. 100%.

Of course, the DM provides guidelines, and a reasonable guideline might be “no crafting feats”.

Silver Crusade

I truthfully admit that I usually have what a PC likes to show up by kismet, but in the old days I used to enjoy having players with leadership have to go through interviews.

It made for interesting RP. But admittedly, it also resulted in a player ending up with a decidedly more scrupulous follower then he wanted because the paladin was there.

I don't see a problem with the crafting feats as in general, you shouldn't be giving players months and months and months of downtime, thats time that a story isn't happening.


Ravingdork wrote:

I don't see how having a crafting cohort is anything, but a hindrance. "Yay! We can have things crafted for us while we go on adventures!"

Yeah, um, it doesn't usually work out that way in a lot of groups (those few that actually allow crafting cohorts).

Take a belt of physical might +4 for example. The party wizard decides to craft one for the barbarian, so the party takes some down time as he crafts one over a month long period. They resume their adventures with the new belt afterwards.

VS

The party barbarian's shamanistic druid cohort stays at home and crafts said belt over a one month period while the adventurers go out and save the world. The now 20th-level party returns home from their epic quests to pick up the belt THAT THEY DIDN'T GET TO USE THE ENTIRE TIME THEY ADVENTURED.

VS

The party wizard, barbarian, and others all adventure together for one month, cake-walking most encounters due to their new support party member: the bard cohort.

I fail to see how the stay-at-home-crafting-cohort (or SAHCC, pronounced "sack") is functionally better in the vast majority of games.

Your logic is flawed - why can't the party wait around for a month while the cohort crafts it instead of the wizard? The net result is the same (1 month passes, barbarian gets belt for 50% of cost), while the wizard still has access to a level-scaling number crafting feats for the cost of 1 feat.

Designer, RPG Superstar Judge

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Kudaku wrote:
Your logic is flawed - why can't the party wait around for a month while the cohort crafts it instead of the wizard?

Because the GM has an adventure tapping its foot that won't wait a month for the PCs to goof off and craft items.

GM: The dragon has kidnapped the princess!
PCs: Hold on, Bob's cohort needs three more weeks to finish crafting some items.
GM: ...
PCs: Okay, we go after that dragon!
GM: You find some princess bones. Nice job.


Sean: If one of the PCs could craft items, it would be a pretty poor GM that would always have time-limit adventures and never allow that PC time to craft. The same should apply to cohort crafters.

(Of course the opposite would also be bad; the GM shouldn't give the party infinite amounts of time just because they can craft.)


As far as the crafting issue, the whole thing kind falls under what kind of game you have. Some games are very time sensitive, some aren't.

As far as Leadership when I run a game I allow the players to level the cohort. But, they don't get to build the cohort from the ground up. In Serpent Skull they fell in love with the arrogant little gnome from the island, so they took him along as a pocket bard. I went off his last set of stats, leveled them a touch, and from then on they controlled him. It worked well, since none them could roll to save their lives.

Besides, I didn't feel like messing with one more npc in every battle, social interaction, and etc..


Sean K Reynolds wrote:
Kudaku wrote:
Your logic is flawed - why can't the party wait around for a month while the cohort crafts it instead of the wizard?

Because the GM has an adventure tapping its foot that won't wait a month for the PCs to goof off and craft items.

GM: The dragon has kidnapped the princess!
PCs: Hold on, Bob's cohort needs three more weeks to finish crafting some items.
GM: ...
PCs: Okay, we go after that dragon!
GM: You find some princess bones. Nice job.

Then the player with the cohort still has the option of having the cohort craft the item/do research on their opponent/run his assorted pastry business chains while he's off saving the world, while the player who took the crafting feat instead is hosed since he now has a feat that he can't actually use since the GM is riding his ass and not allowing him any downtime.


I guess depends on the GM. I level them myself why? because even though cohorts are loyal to the player they arent puppets, so they can pretty much takes decisions by themselves. Makes no sense to me a Player tell the Cohort...."Hey you will become Paladin next level".

The levels should be more tide to the npc background and likes, the npcs have a life of its own ^^;

Other option could be taking levels, feats etc on things that the party maybe need. Also, Players can suggest me ideas, if I like them... sure why not?

Designer, RPG Superstar Judge

Are wrote:
Sean: If one of the PCs could craft items, it would be a pretty poor GM that would always have time-limit adventures and never allow that PC time to craft. The same should apply to cohort crafters.

Oh, I agree, the GM should allow a crafting PC some time for crafting, otherwise the character has wasted a feat.

But "allow some time for crafting" doesn't mean "the campaign world is on hold for as long as the PCs want to craft."

Kudaku wrote:
Then the player with the cohort still has the option of having the cohort craft the item/do research on their opponent/run his assorted pastry business chains while he's off saving the world,

Except that's exactly the sort of behavior that Ultimate Campaign classifies as "exploiting your cohort."


Sean K Reynolds wrote:
Are wrote:
Sean: If one of the PCs could craft items, it would be a pretty poor GM that would always have time-limit adventures and never allow that PC time to craft. The same should apply to cohort crafters.

Oh, I agree, the GM should allow a crafting PC some time for crafting, otherwise the character has wasted a feat.

But "allow some time for crafting" doesn't mean "the campaign world is on hold for as long as the PCs want to craft."

Kudaku wrote:
Then the player with the cohort still has the option of having the cohort craft the item/do research on their opponent/run his assorted pastry business chains while he's off saving the world,
Except that's exactly the sort of behavior that Ultimate Campaign classifies as "exploiting your cohort."

I agree, that was my point all along - that's why I mentioned I houseruled some limitations on Leadership some time before UCamp came out. RavingDork was asking why people consider crafting cohorts anything but a hindrance, and I outlined a few examples of why for the average wizard Leadership (assuming there are no artifical limitations put on the feat) is a better feat than a crafting feat. Since the Ultimate Campaign (and the notes on Leadership) is fairly new, most of us have been handling the possible ramifications of Leadership via houserules.


I sense the leadership feat is at an earlier stage than many other game mechanics.
I place the pcs on the 'heroic' level - this means they should do things others can't. So crafting magic items and likewise engaging supernatural monsters should be beyond may/ npcs.
So I suppose my expectations for this feat are lower and less 'meta-game' than most DM's and players for this feat. So as I read the feat it would be - command npcs which are a LOT less than you.
No crafting, limited use in a 'formal' adventure situation and more about the influence and knowledge base the pc has than anything else - but more role-playing and social power/influence opportunities given.

A lot less players seem to be interested in the feat...

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