A GM's guide to utilizing the Leadership Feat


Advice

RPG Superstar Season 9 Top 32

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Honestly with relatively few restrictions I've managed to make it work at my table.

Here's a link

Anyone else out there letting their players have leadership? Chime in why or why not.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Leadership isn't a problem if:
- you have a small group (2-3 players)
- nobody tries to maximize crafting with it
- nobody tries to daisy-chain leadership to get meta-cohorts
- all players are cool with the idea

in our group (DD3.5 era) we just let the leadership-possessing player design the NPC cohort using a standard stat array and standard NPC gold per level. Since nobody went overboard trying to optimize their cohort or pull any crafting shenanigans, it was just another warm body in the group, bringing total party size to 4 or 5.

If you have 5 or more players, I would say no cohorts unless a few guys are absent from a session. Too many PCs in a group slows down combat significantly, though the same would go for multiple animal companions or anything that has a viable combat role. Usually familiars are less problematic, though I've seen on these boards that some improved familiars are every bit as active as a full PC.

The OP's blog post seems reasonable, it sounds similar to my experience with leadership.

RPG Superstar Season 9 Top 32

good stuff taking a couple pieces as suggestions and editing the post


I generally frown on leadership. It seems to me that all the positive aspects of this feat can be achieved through storytelling and role-play (having allies, friends, etc.) which leaves only the negative aspects, i.e. a whole character sheet of powers, class features and actions for the price of a single feat. If a player isn't trying to the weasel the system he doesn't need leadership, and if he is, you shouldn't allow it.

That said, I have on occasion had characters with leadership. The most recent example being in a Skull and Shackles campaign where I was the captain. My cohort was a ships officer and my followers were pirates slightly more powerful than our average crewman. It actually didn't do anything mechanical for me at all, since the cohort had been an allied NPC on our ship anyway and we left her on the ship when we went dungeon crawling, but it seemed flavorful for me to take leadership.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I agree with Dave that the very concept of leadership being a feat is flawed. In the old days, you'd just put up an ad in the local inn for a couple hundred gold and then interview mercenaries, with whom you would then negociate payment and loot shares. Why should you have to spend relativemy rare character development opportunities to get some NPC to be your loyal henchman? Much better to work it out through a game session and situational roleplay with the DM.

And a small group can be "cured" simply by using a DM NPC to fill out the PC roster. Even though I've used leadership successfully in the past, IMHO it needs to go the way of the dodo.

RPG Superstar Season 9 Top 32

It reminds me of the old "stronghold" rules for when a fighter hit 10th level in 2nd Ed AD&D. There's a tradition to having something similar to the feat (and henchmen) in the game going back quite a stretch.

The value to having it official in the story in my eyes is basically to encourage back up characters briefed on the history from the jump. I also think having a squire is just a good look for say the Cavalier.


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Check out Alexander Augunas brilliant blog post about leadership where he advises granting leadership as a bonus feat on lvl 7 automatically but enforcing the recruitment part for cohorts and only taking one cohort max with the party. I love that this makes CHA much more useful and creates dependables thus rooting PCs in the setting more.

He also published the Leadership Handbook making the leadership score into a new ability score and integrating it with some other rules.

Legendary Games Ultimate Relationships might also be of interest.

RPG Superstar Season 9 Top 32

wow that's quite similar to the ideas I presented except I generally do not give it out for free.

RPG Superstar 2013 Top 32

Yeah, I'm pretty sure the feat was added to 3e specifically to give a quantifiable value (one feat) to the old fighter "Lord" ability to get followers and a keep, but opened up to all classes.

I've allowed Leadership in my home game, and two people took it. In the one case, the player and I agreed that I would run the cohort. In the other case, the player ran his cohort. The first one worked out really well and people seem to enjoy their RP interaction, the second one was just a healbot that occasionally buffed PCs in a fight and nobody was sad to see the character leave the party. The difference between the players was the reason one worked out better.

I am also in a campaign where at one point, everyone controlled or could summon one or more minions. I play a saurian shaman druid with a T-Rex animal companion and a gleeful predilection for summoning more dinosaurs, we had a sorcerer with Leadership, a Cavalier with Leadership, a Bard with Leadership, and a conjurer wizard. One round of combat took close to an hour.

In the future, I'll have to go case by case. I'm thinking righ tnow that I'll allow it once, but then once one PC has taken it, restrict it. I haven't really decided, but I've seen the good and the bad from it. I'll have to judge when it comes up.


I always loved the 2e or 1e followers rules. You got a bit more high level and potentially interesting followers though. At name level (around level 9 or 10) a fighter got loads of followers, a ranger only few but many interesting ones (a chance for a treant , falcons, wolves, maybe a pixie) and a thief a small but skilled cadre (up to level 8). The Complete Priest handbook had a nice system for priests followers.


Never had a problem allowing PCs to take the leadership feat - and one of my players did take it and maximized a crafting cohort (in this case, a mystic theurge). It really wasn't a problem. Unless you're giving out gobs of cash rather than magic items, the crafting feats mainly allow you to transform magic items from stuff they don't want into stuff they want. They'd sell the stuff they don't want for half price anyway, crafting for half price preserves a 1:1 exchange of value - the same rate they'd have if everything I put into treasure hoards was stuff they wanted.

Now, in this case, the PC did have his cohort making items not just for himself but also his other companions. If someone is selfishly keeping all the benefits to the cohort to himself, I think that could cause problem at the table. But that wasn't the case and I don't think any harm was being done to the campaign.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

I allow (and encourage) leadership with small groups of 1-3 players.

If the group is mid-sized (4-5) I only allow it for experienced players (those that can keep things flowing), if the group is OK with it, and if the cohorts aren't being used for craft monkeys or making money.

If the group is large, or inexperienced, cohorts are not allowed, yet leadership can be used to gain followers if it is sensible. I also do not allow it if there is a player that has been known to abuse similar abilities. Oddly, this can also mean players that reward their cohort much more than their fellow PCs (I give my cohort half the loot I grabbed. What? Why split it with the rest of the party? They don't know we have it).

The key is the player with the leadership feat. Some people can be trusted with that kind of toy. Some people should be kept far from it.


I think giving it out for free to everyone is the key, but the PCs still have to work to get a cohort.

An important question is who will build and play the cohort. Even if you cede this to the player, the DM should have veto rights and may take over playing the cohort at times.

And also if cohorts can leave or even betray their masters under certain circumstances. The feat seems to suggest so.

If you surround the PCs with more NPCs like hirelings and staff you could switch roles with or without the PC knowing and a hireling can become a cohort for example.

RPG Superstar Season 9 Top 32

I thought about throwing up a few 5-6th build examples but then vetoed that as being less valuable.

Grand Lodge

My one experience with the leadership feat was horrible.

I was playing an evangelist (not the archetype, or the prestige class, because they didn't exist back then) cleric of La Donna, the goddess of the winds in our homebrew. I wanted to convert people to La Donna's faith. The PCs all had their own gods, so I couldn't convert them.

I told the GM that I was taking the Leadership feat so that I could meet other followers as we traveled from city to city on our ship. My vision was that in most big cities, I would encounter a person or two that was one of my fellow followers of La Donna. A sort of contact in every town, with whom I could exchange news, and get connected with the local scene, maybe set up a religious service locally.

My GM agreed to it. But city after city, I never found another follower though I searched for hours. He would always roll and say, "Nope, no followers here. You find no one who has heard of you or your goddess." I asked if I had *any* followers. He replied cheerfully, "I'm sure that you have some followers *somewhere* but you haven't found them yet."

I *never* found them, and we played to level 16. I had wasted a feat on this. If I had taken leadership as the cohort, I could have at least had help in my fruitless search for followers...

My experience of the feat was so bad that I will never take it on any other character -- I felt burned from the experience.

Hmm


Leadership gives you both Cohort and followers.


In our group, the few times we've used Leadership, it's been largely for roleplaying opportunities.

The most recent time was a Paladin who wanted a stronghold to start his own order. The party came upon a ruined fortress in the wilderness. The Paladin used the Leadership feat to obtain the workforce he needed to repair and form the initial defenses for location.

It was a perfectly logical and reasonable use of the Feat, and he made no attempt to abuse the potential, so I ran with it. It later formed the basis for conflict with a neighboring kingdom which objected to that fortress being repopulated after they had gone through so much effort to get rid of the former occupants.

Liberty's Edge

When I open up the leadership feat to my players, usually I give them a selection of NPC stat arrays from the game or my stable of npcs. I find this keeps the leadership tied to the story and prevents munchkining the feat too much. Since most of these npcs are 4-7th level, they have options but don't break the party. I do allow the players to influence their development. IE if a wizard takes my Mage Hunter Ranger npc as a cohort, he may convince the Ranger to become a shadow dancer or inquisitor. I aim to have 60 percent influence on the cohort to keep them from being just another line on my initiative tracker.

RPG Superstar Season 9 Top 32

Hmm that sounds like a GM that didn't want to say no but also didn't want to deal with the feat. Sorry to hear you got burned.

Player or GM I simply recommend having a discussion before taking/using.


I normally ban it as a DM as I want as much of the action as can be to be from the PCs and not their pets/NPCs.

I was considering allowing it for a PC in my last campaign who kept enslaving opponents as they went instead of killing them. That PC's death ended the train of thralls theme though.


AS a GM it's banned in all my games. That's actually the only power/feat/spell that is banned in my games.
No player ever tried to take it in other games though.
We just don't like what this feat tries to do. Our PC have friends, contacts, but we just roleplay them so the GM keeps control over them.
We don't even actually play PC of players who didn't show up, so we won't play "fake" mini-PC.


I've never really had any issues with this feat. If players want to play super-power heroes will all min-maxed abilities, I'm o.k. with it. I just want to know what challenge level they want in return. Some of my players just want to win savagely for good. Others want a struggle. As long as everyone has the same toys, I'm comfortable.

I ask players upfront if they intend to try to break the gold economy, and if so, we play the wish economy with a cap around 15k.

I do concur that the feat is wildly powerful, but in a world with 7th level primary casters, a level 5 npc stated master summoner is just another awesome tool.

I would suggest easy characters for new players; that's just common sense.

I can see how this feat could create weird player dynamics in a non-irl friends group and I would address them.

I struggle to understand the "focus on PC's, not pets or cohorts" attitude independent of player dynamics. I once played with a woman who played a druid with a wolf. She poured all her money and roleplay into the wolf, until it was pretty clear that a heroic wolf had a druid animal companion. Everyone loved it. Watching the wolf try to convince a local lord of a plan was priceless.

I view low levels as the really make or break point for characters. Death counts. Poison and disease are game enders. Almost everyone is always two hits from death. Because of this, I see feats like Power Attack as more practically powerful, despite Leadership being more absolutely powerful.


Hmm wrote:

My one experience with the leadership feat was horrible.

I was playing an evangelist (not the archetype, or the prestige class, because they didn't exist back then) cleric of La Donna, the goddess of the winds in our homebrew. I wanted to convert people to La Donna's faith. The PCs all had their own gods, so I couldn't convert them.

I told the GM that I was taking the Leadership feat so that I could meet other followers as we traveled from city to city on our ship. My vision was that in most big cities, I would encounter a person or two that was one of my fellow followers of La Donna. A sort of contact in every town, with whom I could exchange news, and get connected with the local scene, maybe set up a religious service locally.

My GM agreed to it. But city after city, I never found another follower though I searched for hours. He would always roll and say, "Nope, no followers here. You find no one who has heard of you or your goddess." I asked if I had *any* followers. He replied cheerfully, "I'm sure that you have some followers *somewhere* but you haven't found them yet."

I *never* found them, and we played to level 16. I had wasted a feat on this. If I had taken leadership as the cohort, I could have at least had help in my fruitless search for followers...

My experience of the feat was so bad that I will never take it on any other character -- I felt burned from the experience.

Hmm

Sounds like that DM was being a jerk. I would have told him to either allow the use of the feat selected as originally requested or permit a switch out. Honestly your idea wasn't beyond the pale and it sounds like it would have been a great use of the feat with a bonus of being flavorful.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
Hmm wrote:

My one experience with the leadership feat was horrible.

I was playing an evangelist (not the archetype, or the prestige class, because they didn't exist back then) cleric of La Donna, the goddess of the winds in our homebrew. I wanted to convert people to La Donna's faith. The PCs all had their own gods, so I couldn't convert them.

I told the GM that I was taking the Leadership feat so that I could meet other followers as we traveled from city to city on our ship. My vision was that in most big cities, I would encounter a person or two that was one of my fellow followers of La Donna. A sort of contact in every town, with whom I could exchange news, and get connected with the local scene, maybe set up a religious service locally.

My GM agreed to it. But city after city, I never found another follower though I searched for hours. He would always roll and say, "Nope, no followers here. You find no one who has heard of you or your goddess." I asked if I had *any* followers. He replied cheerfully, "I'm sure that you have some followers *somewhere* but you haven't found them yet."

I *never* found them, and we played to level 16. I had wasted a feat on this. If I had taken leadership as the cohort, I could have at least had help in my fruitless search for followers...

My experience of the feat was so bad that I will never take it on any other character -- I felt burned from the experience.

Hmm

That's very definitely a failing of the GM, who didn't seem to understand how to create fun, and not of the feat.


GM_Solspiral wrote:

Honestly with relatively few restrictions I've managed to make it work at my table.

Here's a link

Anyone else out there letting their players have leadership? Chime in why or why not.

I found your link to be most enlightening and even thought deepening for me. I for one do not find leadership to be an issue, and I am not one to over abuse or use this feat myself as a player. Honestly if a GM bans this feat it is cause they simply do not understand it case in point I have had GM's ban classes for similar reasons. Such as Thrallherd, or the Psion class that deal in constructs which I will admit I kinda abused on a certain GM due to him not taking my advice on Psionics but that was a while ago in 2nd Ed.

I find myself more restrained now a days in the concerns of force multiplying feats and classes. I do still enjoy the leadership feat as both a GM or a Player cause I have tempered my urges from my youth.


Ok, so we've necro'd a thread from nearly 6 years ago, but I'll bite. I give Leadership out in most of my campaigns for free at level 7, but I think I'm going to quit doing that and here's why:

1. I thought by telling players they'd be getting Leadership free at the beginning, this would encourage players to invest in the setting. Their Leadership score goes up if they have an established base and recruitment of the Followers and Cohort is narratively easier if the PCs get to know some NPCs in the game.

The opposite occurred. Knowing they'd get the feat that automatically gives them Cohorts and Followers, my players didn't bother much with knowing more than a name of local NPCs. I use the Downtime rules as well but knowing they'd get Leadership actually discouraged the players from investing in more than a single Room or Team as their "base." Paraphrasing one of my players: "why spend a bunch more gold on things to generate Magic Capital when in a few levels I'll have free people for that?"

2. In one campaign I'm enforcing that Cohorts have to be drawn from specific NPCs the characters have interacted with, thinking that this would keep the players from crafting stat blocks/item crafters with names as their personal slaves. The net result was that one player has hired multiple Teams through the Downtime rules, each of which is essentially a Wizard 3 to craft consumables while another player, realizing one of the NPC clerics has Craft Magic Arms and Armor beelined for THAT NPC as his Cohort.

I'm sorry, I know this sounds jaded, but the fact that this is a Feat and mechanics have been built around Cohorts and Followers means that these mechanics can and will be exploited by many players. Some players have always been the type to get into a setting; they will STILL engage with the setting at the same level whether they have Leadership or not. Conversely some players could give a crud about the setting; they will care just as little with or without the Leadership feat.

The one thing you can count on Leadership doing is being a feat. It provides NPCs, helper monsters or whatever that assist the PCs in some way. If the player(s) that take the feat on their character(s) are the type to exploit every mechanical advantage for their PC(s), they will.

Period.

I envy the GMs of players like The Blind Dave upthread (he must be blind; he's Justus). By that I mean players who take Leadership for aesthetics and don't really exploit their Cohort and Followers much. The closest I've got to that in my games is one player running a Swamp Druid who has an Awakened Shambling Mound as their Cohort that does actively aid in some battles, but only when they occur in swamps.


How to balance it? Give it to the enemies. Lol.

Honestly, if this is a problem, you have a problem player... and they will likely be a problem regardless of what feats you ban or hand out for free.

During Session Zero, I try to stress the time your turn takes compared to the time everyone is dedicating to be here each week... I will straight up tell you that if you are going to be an archer, summoner/animal companion, or TWF that you better start rolling in advance and have your turns planned out by the time initiative gets to you.

Your character choices don't get to take time away from other players at my table.

So, go ahead, take Leadership. Have an Animal Companion. Be an archer. Summon stuff. I don't care... you have the same amount of time as the big dumb fighter swinging their greatsword. You either get your stuff done, or you don't, the battle isn't going to wait for you to figure out your BS and sort through all your character sheets.


VoodistMonk wrote:
So, go ahead, take Leadership. Have an Animal Companion. Be an archer. Summon stuff. I don't care... you have the same amount of time as the big dumb fighter swinging their greatsword. You either get your stuff done, or you don't, the battle isn't going to wait for you to figure out your BS and sort through all your character sheets.

Since playtime is playtime, I assume this also applies to social interactions? The bard is given as much limelight as the big dumb with no talking skills. Or to exploration, the scout completes his reconnaissance tour in as much play time as the player of the big dumb takes to say « I wait for Shorty to get back.»

To prevent abuse is one thing, a good thing, to force apples and oranges on the same metric is another that ends up being potentially needlessly punitive.
- I play a character that summons, I sometimes give control of what I summon to the player of the big dumb to mitigate this -
I find things go much easier and enjoyable for everyone, players and Game Master, when we know we can make mistakes and not get our head bitten off for it. Meta-game issues, here hogging the mic, are not something that have their solutions in-game. Calling the actions of the character of one of your players to be B.S. isn't the most constructive.


My players self-regulate pretty well, and as soon as BAB+6 came up, the archer and the TWF started pre-rolling on their own. I had brought it up at Session Zero, and didn't even have to remind them.

The Druid, on the other hand, was told several times that I would come back to him for what he was doing with his AC... then I stopped saying/doing that. No, I'm not going to revisit your initiative order to see if you have figured out what you want your AC to do. Frankly, I don't give a $#!+ what Dwayne "the Roc" Johnson does this turn, or any other turn.

Figure out your BS (I don't really know what else to call it) in advance, or it's not happening. I sure as $#!+ am not going to hold up the encounter for "umm, duh, erm, I, uh...", it's not fair to everyone else at the table.

As for social interactions, they take as long as they need to. Everyone can talk and say as much as they want. There is no battle tempo to upkeep in casual conversation... no tension or sense of urgency that needs to be portrayed.


One game has an indecisive player running an Investigator/Wizard, a druid with an animal companion who, ostensibly, is specialized in summoning even though they rarely use SNA anymore, and a Bloodrager/Brawler/Fighter as 3 of the 4 PCs, all at level 10.

Another game has both a druid and a ranger with animal companions; the ranger is built as a switch hitter but is far more effective with the longbow.

My third game features a paladin riding a sacred mount, a TWF monk and a wizard played by the same indecisive player as the Investigator/Wizard above.

To say that we've got things that slow down combat already is an understatement. Once the first game I mentioned got their Cohorts they started bringing them into combat; I quickly realized the mistake I'd allowed.

Then in the second campaign I let it slide b/c the players were fairly experienced but again, things move at a glacial pace in combat. Now for that third game they haven't hit level 7 yet but I've already put my foot down and said "no combat Cohorts"

However, I still have players milking Cohorts and Followers for every mechanical advantage in Downtime: cheap magic item or masterwork item creation; tons of low-level consumables, any possible boost to Magic Capital or GP generation in their businesses, etc.

Honestly, when I said "free Leadership feat" I thought it would be a fun novelty and give them some way of defending their strongholds against mass attacks. I didn't think through all the ways they've gamed the mechanics.

And no, I don't consider these "problem players" with all due respect. They're all simply mechanics; they adhere to and exploit all of the RAW of the game. They're nice people, not overly disruptive, when I make a ruling like "no combat Cohorts" they comply without much debate, they're ok. They just all see "success" in this game as being whoever has the highest percent of success on any die roll they throw.

For that reason in future campaigns I'm not handing out Leadership for free anymore. If the players WANT Cohorts they can go get 'em themselves.


Two of my players have chosen the feat and we've had no problems. The followers are set in various important positions in their domains so as to ensure loyal and at least semi-competent people there, and it works out fine. One of the cohorts does nothing but raise his kids. The other is hardly optimized (ogre barbarian/paladin, but is a lot of fun to have around.


In the Skull & Shackles AO, my pirate not only has Leadership, but also Dynasty Founder. This gives me a cohort and 920 @ 1st, 92 @ 2nd, 46 @ 3rdh, 24 @ 4th, 12 @ 5th, 6 @ 6th, 4 @ 7th, and 2 @ 8th followers.

Most low level followers are spread out throughout the Shackles as informants, contacts, and so on. The higher level followers are more concentrated in the capitol, my ship, my secret base, or as independent captains. Nearly all followers action occurs in the background via email with the GM or as a quick roleplay when in a port. The independent captains would only actively participate in a fleet encounter, which runs by special rules anyway.

My cohort is different. He cannot be left behind to guard the ship because that would keep him from gaining experience. This is baked in to the Leadership feat. Likewise, animal companions will likely also be part of all the main action because they must. With familiars, they are easier because they tend to not take part of the action due to being targeted if they take actions. Undead minions don't need Leadership but can also take up game time. So do summons.

The trick is to make combat go quickly. This usually means pets, minions, and cohorts act on their boss' initiative. The player should have made nearly all decisions before their turn so that they can process it quickly.

We did not have issues with magic crafting because several PCs had crafting feats. The cohort crafting feats provided some duplication and some new. We also had a loot sink with our ships, so we did not wind up extra loaded with personal magic. Also, equipping cohorts also eats loot.

/cevah


We play Pathfinder and concluded Leadership was overpowered, so agreed the following House Rule:
---
Leadership is split into 3 feats, with each previous one as a prerequisite:
1) Leadership (gives you just the followers)
2) Leadership, Improved (add a cohort but max level is character level -4)
3) Leadership, Greater (this is as per RAW, so cohort can, from then on, advance to a maximum level of character level -2)

In this way, each feat adds something, but it takes 3 feats to get to the full RAW Leadership feat.
If the character builds up to taking the third feat the cohort is still at least 4 levels behind them, but then they will gradually catch up to 2 levels behind (provided the characters leadership score is high enough) in the same way that lower level party members catch up to higher level party members in level even if they earn only the same number of XP.
---
We did this house rule years ago and nobody has taken the feat since, but I'm currently a player and thinking of taking it to restore Fort Rannick in Rise of the Runelords.


Since so many of the Pathfinder games I have been in seem to have a lot of time crunches, I always thought it would be nice to have leadership to create an NPC caster that can be used to craft magic items for the party. My group had a player that loved the idea of being a magic item crafter, but the adventures often had so little down time that all the feats he spent to be able to make magic items often felt like a complete waste.


I started in old 1E D&D where Leadership was a thing. Every class attracted followers even Wizards and Assassins. They figured by tenth level you were famous. You had accomplished great deeds that Bards sang about.
In my old group we made it a free feat. As players we could design and play the cohort. We had lower stats for them but they could and were played like a second character. One player used his as a crafter which me and another GM allowed.
In one new group the GM has allowed us One cohort period and our followers were to stay at home. It's worked out rather well since we have had some serious fights where we needed the extra bodies. Two cohorts have been aqquired through roleplay the others not.
In another group the GM hates it and has for the most part banned the feat. Since we haven't reached seventh and most fights we haven't had too many issues I don't think we need an extra body in the fray.
I think as long as restraint is used Leadership should be allowed as a free feat.


As a player, i find Leadership to be a little finicky.... if the DM is playing the NPC (depending on the Dm of course, i have had good and bad versions..) he might do whats expected, or he might totally rear-end the game. I agree it should be done in a smaller group setting but can also be helpful in a larger group... hear me out here!

My current group is small, we have 3 players. We had more when we started but things happen... so i made a 2nd char because i was use to that sorta thing before playing in small groups. One of my chars has taken the leadership feat, but not to use in party. He rehabilitated/turn/helped? a group of were-rats. From them trying to riot in the city and get slaughtered (his opinion, and they were being coerced into it) to giving them the opportunity to make an honest living without fear... and turning them into a information network. Sure call it a spy network if u want. Work a regular seeming job, get payed and track rumors and such inbetween. They are not involved with the party in any way, dont go into dungeons, quests or the like. Just gather info....

This is basically just an extra tool for the player/DM to pass information around while having a viable excuse instead of just "hey, u know this now"

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