Leadership Feat - Cohort and Follower questions


Rules Questions


If a PC takes the Leadership feat does the player running the PC get to create the cohort and all the followers choosing their classes, races, skill, feats, equipment, etc.? The rule is utterly silent regarding where the cohort and followers come from.


Ultimate Campaign, Pages 142-143 wrote:
Cohort: 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.

While ultimately only one person actually runs the cohort at the table, the creation of this character is a collaborative effort between you and the GM. As such, you two decide together what kind of person they would be.

At the least, things like race and class should be always within player control. Your PC, after all, is choosing who to hire on as a cohort (through whatever means they are obtaining one), and certain levels of selection can be assumed; a character who is looking out for a wizard for a cohort may not be that picky whether they're a human or an elf (though racial bias might cause them to prefer some races over others), but nobody looking for a wizard cohort is going to end up with a halfling rogue as one instead.

In general, though, the cohort should be somebody who is an actual, fleshed-out character, even if one loyal to yours. Their decisions should make sense, and they are not likely to cater their entire past build to help out a leader they just met (though, after trust is established, taking synergistic options in future level-ups to support their leader just makes sense).

I do suggest reading the rest of that section in the book itself, if you get the chance. It's very informative and I only quoted a portion of a portion of it.


As mentioned it's a collaboration.

As a GM I would tell you that I'd probably allow things that make sense and aren't too narrow or specific.

Like if you wanted a paladin, no problem. You want a paladin who took fey foundling, not going to happen. You're not finding a paladin raised by fey to hire.

So some general requirements are fine, but I wouldn't get too specific.

Elf wizard focusing in evocation, fine.

Samsaran wizard who used mystic past life to steal spells off the witch spell list...maybe maybe not. Samsarans aren't super common.

A samsaran with mystic past life with spells you're handpicking...no. Just plain no.

The Exchange

Just told my players we will be using the npc codex, cause have seen the crafter cohort to many times.

Grand Lodge

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I let my players choose and run their cohorts with the understanding that I get veto on any choices.
As for controlling them, I treat them the same way I treat animal companions / familiars / etc. The player controls them until I do.

Sovereign Court RPG Superstar 2011 Top 32

I also generate the cohort based on the player's wishes, but I decide the specifics.

Here's my take on crafting cohorts: the cohort wants to be an adventurer. In movies, how often does the hero tell the sidekick to stay at home where its safe and have that actually work? In my games the "crafting" cohort would sneak off to join their PC and show up at inopportune moments.

Followers are meant for "stay at home tasks."

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