Leadership and Mounts?


Pathfinder First Edition General Discussion


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So just curious about peoples thoughts on this and just wanted to generally share.

So I am running RotR and the healer of the party is a halfing cleric with a fighter dip. The character rides around on a riding dog and the player wanted to make the character's mount a bit more survival because she is really getting into the character riding around.

We have talked and looked at various options coming up with this: At lvl 11 (the character's next lvl) she will take the leadership feat and will take the riding dog as her cohort; the char's goddess granted the dog the awaken spell onto it.

As long as she treats it fairly and such I think I am going to follow the mount rules as usual (Unless she yells charge then it will totally charge some enemy).

It not really clear who is suppose to make the cohort but given she a new player over all I am designing three different versions and offering them to her. Note: Given the awaken riding dog is a different CR then a usual race I didn't do the recommended lvl via Leadership score which was ten.

Fighter:

Bert - Fighter CR 9
XP 6,400
Dog, riding fighter 7 (Pathfinder RPG Bestiary 87)
N Medium magical beast (animal)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +13
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Defense
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AC 20, touch 12, flat-footed 18 (+7 armor, +2 dexterity, +1 natural)
hp 96 (7d10+2d8+40)
Fort +12, Ref +9 (+2 bonus to avoid falling.), Will +5 (+2 vs. fear); +4 morale bonus vs. fear and emotion effects.
Defensive Abilities bravery +2
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Offense
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Speed 40 ft.
Melee bite +15 (1d8+7 plus 2d6 vs. Undead)
Special Attacks weapon training (natural +1)
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Statistics
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Str 16, Dex 15, Con 15, Int 13, Wis 12, Cha 8
Base Atk +10; CMB +13; CMD 25 (29 vs. trip)
Feats Combat Reflexes, Eldritch Claws[APG], Improved Natural Attack (bite), Skill Focus (Perception), Stable Gallop, Sure-footed, Toughness, Valiant Steed, Weapon Focus (bite), Weapon Specialization (bite)
Skills Acrobatics +10 (+12 to keep balance., +18 when jumping), Climb +9, Linguistics +3, Perception +13, Stealth +9, Survival +10, Swim +9; Racial Modifiers +8 Acrobatics when jumping, +4 to survival when tracking by scent
Languages Abyssal, Celestial, Common, Infernal
SQ armor training 2
Other Gear +1 breastplate, cloak of resistance +1, undead-bane amulet of mighty fists, silver holy symbol (Pharasma)
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Bravery +2 (Ex) +2 to Will save vs. Fear
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.
Sure-Footed +2 to Acrobatics to balance and Ref vs falls. Full speed upslope & can't fall if run downslope.
Valiant Steed +4 vs fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.
Weapon Training (Natural) +1 (Ex) +1 Attack, Damage, CMB, CMD with Natural weapons

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Fighter - Savage Warrior:

Bert - Fighter - Savage Warrior CR 9
XP 6,400
Dog, riding fighter (savage warrior) 7 (Pathfinder RPG Advanced Player's Guide 107; Pathfinder RPG Bestiary 87)
N Medium magical beast (animal)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +13
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Defense
--------------------
AC 20, touch 12, flat-footed 18 (+7 armor, +2 dexterity, +1 natural)
hp 96 (7d10+2d8+40)
Fort +12, Ref +9 (+2 bonus to avoid falling.), Will +5; +4 morale bonus vs. fear and emotion effects., +2 bonus vs. energy drain and death effects, +1 bonus vs. energy drain and death effects
Resist spark of life
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Offense
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Speed 40 ft.
Melee bite +15 (1d8+7 plus 2d6 vs. Undead)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 15, Int 13, Wis 12, Cha 8
Base Atk +10; CMB +13 (+14 grapple); CMD 25 (26 vs. grapple, 29 vs. trip)
Feats Combat Reflexes, Eldritch Claws[APG], Improved Natural Attack (bite), Skill Focus (Perception), Stable Gallop, Sure-footed, Toughness, Valiant Steed, Weapon Focus (bite), Weapon Specialization (bite)
Skills Acrobatics +10 (+12 to keep balance., +18 when jumping), Climb +9, Linguistics +3, Perception +13, Stealth +9, Survival +10, Swim +9; Racial Modifiers +8 Acrobatics when jumping, +4 to survival when tracking by scent
Languages Abyssal, Celestial, Common, Infernal
SQ armor training 2
Other Gear +1 breastplate, cloak of resistance +1, undead-bane amulet of mighty fists
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spark of Life +2 (Ex) +2 save vs. energy drain and death effects.
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.
Sure-Footed +2 to Acrobatics to balance and Ref vs falls. Full speed upslope & can't fall if run downslope.
Valiant Steed +4 vs fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Ranger - Corpse Hunter - Skirmisher:

Bert - Ranger - Corpse Hunter - Skrimsher CR 9
XP 6,400
Dog, riding ranger (corpse hunter, skirmisher) 7 (Pathfinder Player Companion: Undead Slayer's Handbook; Pathfinder RPG Advanced Player's Guide 128; Pathfinder RPG Bestiary 87)
N Medium magical beast (animal)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +21
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Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 dexterity, +2 natural)
hp 96 (7d10+2d8+40)
Fort +12, Ref +12, Will +5
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +13 (1d8+4/19-20 plus 2d6 vs. Undead)
Special Attacks combat style (natural weapon), favored enemy (undead +4)
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Statistics
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Str 16, Dex 15, Con 15, Int 13, Wis 12, Cha 9
Base Atk +10; CMB +13; CMD 25 (29 vs. trip)
Feats Combat Expertise, Eldritch Claws[APG], Endurance, Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Skill Focus (Perception), Stable Gallop, Toughness
Skills Acrobatics +11 (+19 when jumping), Climb +12, Handle Animal +9, Linguistics +3, Perception +21, Sense Motive +4, Stealth +15, Survival +11, Swim +11; Racial Modifiers +8 Acrobatics when jumping, +4 to survival when tracking by scent
Languages Abyssal, Celestial, Common, Infernal
SQ disrupt control, favored terrain (forest +2), graveyard stride, hunter's bond (companions), hunter's trick (hunter's trick [aiding attack], hunter's trick [hateful attack]), hunter's tricks, track +3, wild empathy +6
Other Gear +1 chain shirt, cloak of resistance +1, undead-bane amulet of mighty fists
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disrupt Control (1/day, DC 14) (Su) As a standard action, att undead in 30 ft deals +1d4 Cha dam, also vs. controller (Will half).
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. Favored Enemy (Undead) foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Graveyard Stride (Ex) Move normally through diff. terr. in graveyards, catacombs, crypts, or necropolises.
Hunter's Trick (Aiding Attack) (Ex) The ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the ranger’s next turn gains a +2 circumstance bonus on that attack roll.
Hunter's Trick (Hateful Attack) (Ex) The ranger can use this trick as a free action when he makes an attack against one of his favored enemies. The ranger doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon’s threat ran
Hunter's Tricks (4/day) (Ex) Various tricks.
Hunting Companions (1 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


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Side Note: Has anyone ever used Leadership or seen it used?


In the Advice forum, the first entry is the Guide to the Class Guide. While dated, and no longer edited due to the way the forum works, it has been taken over and placed elsewhere. The thread is still used for additions and comments. The guide is here:
The Comprehensive Pathfinder Guides Guide

In amongst the many guides is this one:
How to Use Leadership (Part 1) (Part 2) (Part 3); [Discussion]

A search of the Advice forum would be a good place to start asking how to use leadership, and the Rules forum for the exact mechanics. My current group has 3 characters (of 7) with the feat.

/cevah


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Planning not to worry about the followers section for the purpose of this campaign.

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