Giving the PCs Cohorts


Advice


So, way back when I started one of my campaigns, it began with the premise "remember back in 1e when, after you hit your 'Name' level, you automatically got followers and could build a stronghold? Good times..."

Among other selections for the campaign I houseruled that, at level 7, each PC would get Leadership as a bonus feat. The PCs are still only level 5 right now and because of the players we haven't met virtually to game for months, so the game is on hiatus.

This has however given all of my players time to think. This inevitably led to all 4 players creating a wish list of their "perfect" Cohort.

Aren't Cohorts supposed to be lesser NPCs the characters have interacted with in some significant way in the campaign? Are players allowed to just design an NPC like they would another character and just will that NPC into existence as their Cohort?

I'm wondering how to handle giving out Cohorts to these players. They're all optimizers and 2 of them already have designs on using them in combat which I've said no to. The PCs are very strong combatants, well built, and there's already a sacred mount and a familiar accompanying them.

Shadow Lodge

There are zero rules for it, so entirely between gm and players to figure out. In my current home game I told players at the beginning if they wanted leadership that I would require them to recruit their cohort and followers in game, not just have them magically appear at level 7. I still let them have a lot of control over making the character though. He ended up taking on an elven holy warrior that they met, I let him pick an appropriate class, told him the guys current gear, and let him write it up the way he wanted.

In another game I'm playing in, I wrote up a backstory on my character and their relationship to the character that I wanted to eventually be my cohort and gave it to the gm for approval.

In other games, we've just sort of hand waved it and a cohort just pops up out of nowhere to join the party.

There's no wrong answer to it. They could be completely written by the player. They could be completely written by the GM. They would probably be best as a collaboration but that takes a lot more time and effort to make work.

Stat wise, I think the general consensus is that cohorts use the npc stat spread of 15 14 13 12 10 8, and starting with npc gear value off the wealth chart.

Personally if I was running a game like yours, I'd introduce the npcs that would eventually become the players cohorts long before 7th level, and try to weave them into the story in a way to make their transition from npc to cohort a natural progression.


I tend to use the downtime rules in the games I run, so attracting followers is simply a matter of PC action. As for the Leadership feat, I generally take suggestions from the PC about what kind of cohort they would like and I design an NPC to match their description. While PC's have sole agency for making their character, that agency ends at their character sheet.

As for designing the cohorts, I generally use the elite NPC stats or point buy that is 5 less than the player (depending on the power level of the campaign) and use NPC wealth equal to the player level.


The Kingmaker campaign I'm running all the three players have Cohorts.

1) The PC's riding horse got transformed into a Nightmare and became his Cohort.

2) The player advertised for a Cohort over several months. I rolled for random race/classes turning up until he got one he liked with the player having limited input on the exact archtype of the Cohort and the alignment/general classes.

3) The PC's overthrew a ruler of a city state and recruited a Bard at his court who was working as a spy for another nation.

So basically I/they used a variety of approaches based on the circumstances.


Hi Mark, I'm also a 1e veteran converted to Pathfinder. Most of my campaigns over the years have been through the ToEE and beyond. I've tended to prefer lower level adventures and have occupied the higher level characters with politics, realm/organisation building and the like. The story has continued with the busy higher level characters sponsoring the lower level party/ies of adventurers.

Under the Pathfinder rules I've also given a Leadership like feat as a bonus feat and had the cohort come from one of the numerous supporting NPCs or via the organisation the PC is rising in.

In the case you are describing you could give the player a cohort character of your creation or you could let them design their own character or you could choose a middle ground and have them design a character within certain constraints e.g. Any or all of Race/class, required feats and skills to max out.

Personally, I would pick the latter option in discussion with the player and give them the option of choosing an enhanced leadership feat as their feat choice if they want something more.


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The GM has final say over what goes in their game. I can understand not wanting to tramp all over the players' fun but if you feel Leadership is a (potential) problem, talk to your players about it and set some rules about how it works.

Most games I've been in, followers and cohorts have been introduced and established by the GM beforehand if possible. Complete strangers who show up with no previous connection to the PC are kept to a minimum. Players have little input on their atats unless the GM specifically permits it. Followers show up for a reason and are used in relation to the domain/organization they become part of. They are not mindless automatons who gladly spend every waking moment doing whatever the PC wants (as I've heard some horror stories about Leadership say they do).

The two PCs in my game that have taken Leadership did so because they founded domains and wanted a bunch of loyal, trustworthy folks to help run the place. Since I can trust my players to make sensible, or at least not overpowered gameist choices, I left the composition of followers to the players.

One of the cohorts was made by the player and does nothing but take care of the kids and run the place while his wife is out of town.
I created the other.* He also does a lot of domain management and aggressive negotiation diplomacy, but has gone on adventure once or twice when the PC does solo adventuring.

*Basically, a random NPC ogre the PCs met one adventure appealed to them and someone wondered if an ogre could become a paladin. His stats said he was CE but I said if someone wanted to take him as a cohort I'd make it happen. So one player did. Now she has an ogre Barbarian/Paladin cohort who has the best stats I ever rolled and is a beloved part of the story. He's a paladin of the PC, though neither of them know it yet. She grants his powers retroactively to the time before she became Immortal. If she does.
Time is weird.


I'd suggest reading this:

https://www.aonprd.com/Rules.aspx?Name=Advancing%20Companions&Category= Companions

While this is generally player-side advice about how to level up cohorts and other pets, I think it might be a useful read for GMs also.

In particular, this:

Quote:
When you select the Leadership feat, you and the GM should discuss the cohort’s background, personality, interests, and role in the campaign and party. Not only does this give the GM the opportunity to reject a cohort concept that goes against the theme of the campaign, but the GM can plan adventure hooks involving the cohort for future quests. The random background generator in Chapter 1 can help greatly when filling in details about the cohort. Once the discussion is done, writing down a biography and personality profile of the cohort helps cement his role in the campaign and provides a strong reference point for later talks about what is or is not appropriate advancement for the cohort.


I think I'm going to have to take a pretty direct hand in the Cohort creation. The 2 PCs that want their Cohorts to be battling at their side have submitted "suggestions" which amount to character sheets being written up for 2 extra PCs.

Since these folks are good at optimizing what I've got in my inbox right now is a request for a stealth-and-orc-hornbow using Inquisitor to accompany the unchained rogue and MoMS monk with a Str build focused on grappling working alongside the unchained monk.

These characters are already 5th level and routinely trouncing CR 7 monsters or multiple creatures composing a CR 8 threat. I'm not giving them well-optimized combat buddies for free by level 7.

Still I'm struggling with the "the cohorts just appear out of nowhere" scenario. Weirdly, despite this being a megadungeon campaign, I've been really focusing on setting and story. The characters have met several NPCs, saved a couple of PC classed NPCs from the dungeon, but none of the players have any interest in these NPCs as Cohorts.

Having the PCs hit level 7 and the Cohort of their dreams just materializing out of thin air like wish fulfillment feels... I don't know, weird. Like, I'm a GM that gives out random treasure and the characters have to really hunt for some of the weirder gear out there or make it themselves. If I'm not going to have a specifically enchanted exotic/monk weapon fall out of the sky, why should I have a F NG 1/2 orc Inquisitor of Desna with a focus on the orc hornbow just HAPPEN to be wandering around a city where: 1. that deity is not generally worshipped, 2. I've demonstrated a societal prejudice against orcs, 3. because of said prejudice, orc hornbows are going to be a real rarity in local magic shops.

I guess what I'm saying is: how do I help the players see these Cohorts as people to interact with, not just another combat bonus or piece of equipment?


Mark Hoover 330 wrote:
I guess what I'm saying is: how do I help the players see these Cohorts as people to interact with, not just another combat bonus or piece of equipment?

Easy, cohort are adventures who will do things on your behalf. Take care of problems you don't have time for, but they don't get to be in combat with you.

Cohorts are a problem in combat anyways, since it's not fair unless everyone gets one, and if everyone gets one it's like having double the player characters. It makes rounds take forever because you've got 8 player controlled characters to get through.

I'm all for the idea of having a strong ally that each player can rely on to do things outside of combat.

If you take away them being in combat it wont really matter how the cohort is built.

Also I would only let the players select classes and maybe archetypes, but specifics of the build would be up to you, not the players. This isn't a player character, it's an NPC that supposed to be representative of the world and who's available. They don't get to custom build a second character.

Basically, you're going to have to lay down rules and tell your players, sorry team but that's just not how this is going to work.

You're already being generous by giving them minions so they don't have to do all the work themselves. It might seem smalls but having a strong ally you can get to do work for you so you don't need to do it yourself is actually a really strong thing to have working in the background in your favor.


Mark Hoover 330 wrote:
I guess what I'm saying is: how do I help the players see these Cohorts as people to interact with, not just another combat bonus or piece of equipment?

Well, that is simple answer. Simple enough that it is not obvious immediately. The easiest, and most direct, way to get your players to treat the cohorts as people with their own drives, motivations and agendas.. is to have them tell the players 'No' occasionally.

Don't feel the need to explain why. Make the players interact with them to change their minds, to try and convince them to do things that they've not wanted to do.


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DeathlessOne wrote:

The easiest, and most direct, way to get your players to treat the cohorts as people with their own drives, motivations and agendas.. is to have them tell the players 'No' occasionally.

Absolutely this. Tell them no, don't be afraid to. Giving them cohorts doesn't need to mean giving them a second player character at a lower level. In fact, it shouldn't mean that.

You set the ground rules and stand firm.


also, since you are giving them these things for free, don't feel bad about giving them what you want. If they took the feat themselves, I'd be more apt to let them have input on the cohort, but I still wouldn't let them out and out make the character, especially an optimized PC stand-in (unless I just didn't have enough players and it was bringing the game down)


yukongil wrote:
also, since you are giving them these things for free, don't feel bad about giving them what you want. If they took the feat themselves, I'd be more apt to let them have input on the cohort, but I still wouldn't let them out and out make the character, especially an optimized PC stand-in (unless I just didn't have enough players and it was bringing the game down)

If the game had too few players and that was presenting a challenge I would look at having everyone run two PCs, unless that would create too large a party (though even if you have 3 players, that's only 6 characters total which is pretty normal for a gaming group and what I consider to the max). 2 players would work out to 4 characters total, which is what the game is balanced around.

If for some reason just have extra PCs isn't the route to go, you can look at gestalt rules and seeing how you can tweak enemies to deal with the party's decreased strength in terms of action economy.


Claxon wrote:
yukongil wrote:
also, since you are giving them these things for free, don't feel bad about giving them what you want. If they took the feat themselves, I'd be more apt to let them have input on the cohort, but I still wouldn't let them out and out make the character, especially an optimized PC stand-in (unless I just didn't have enough players and it was bringing the game down)

If the game had too few players and that was presenting a challenge I would look at having everyone run two PCs, unless that would create too large a party (though even if you have 3 players, that's only 6 characters total which is pretty normal for a gaming group and what I consider to the max). 2 players would work out to 4 characters total, which is what the game is balanced around.

If for some reason just have extra PCs isn't the route to go, you can look at gestalt rules and seeing how you can tweak enemies to deal with the party's decreased strength in terms of action economy.

yeah that's a good way to go if everyone is cool with that. I have players though that struggle to play one PC, but I could see running their cohort for them in such situations.

Personally though, I ditched having fully stated up cohorts or GMPCs a long time ago. If there are some in the game, or they've been hired or whatever. I come up with a little bonus based on the character to help the PCs shine more. So like a barbarian cohort won't ever actually attack, he'll just add 5 damage to each successful attack or whatnot. That way their presence is felt, but it still gives all the "stage time" to the actual player characters. First started doing this with Earthdawn, whose system allows for a very easy way to do this, but have since adapted it to most games I run now.

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