Post by Aaron on Nov 13, 2017 18:38:27 GMT -6
LEADERSHIP
The followings are all the rules on the usage of the Leadership feat and the related tree, including: Vile Leadership, Monstrous Companion, Intrigue Variants (Groom, Light Bearer, Page, Recruits, Weapon Bearer) and any other feat that grants Cohorts or Followers or has Leadership feat as a prerequisite to take it.
For the purpose of this rules any reference to 'Leader' means the player character with any of these feats, Follower and Cohort follow as per RAW, and the sum of any Cohort, Recruits or Followers is defined as Allies.
Acquiring the feats:
These feats are currently fully legal, as long as a character can cover the requirements, the feats can be taken. As most of these feats already state however, they can’t be stacked in a single character for multiple pools of allies.
Leadership Score:
The base for Leadership scores are handled as per RAW mostly, with GM reference to be informed and addressed by the Pantheon. Misuse and abuse of the feat, on a continual minor level may result in permanent modifications of Leadership score on the character, but correct usage may award a boost too. There exist several legal ways to change the score from Charisma to other scores, as long as this is properly stated, they can be used.
Regular modifiers on the Leadership feat are handled as follow:
Reputation:
-Great Renown: leader is above level 10.
-Fairness and Generosity: Leader has given their Cohort(s) enough gold or gear to put them above 50% of a Basic NPC wealth by their level as given in the table of Character Advancement
-Special Power: TBD *Suggestions Welcome*
-Lead a Faction: Faction leaders gain +1 leadership
-Failure: Cumulative and applies for each time the Leader has being fully dead and brought back though a Reincarnate, Raise Dead or a similar spell.
-Aloofness: Not keeping the Cohort’s sheet up to date. Level ups should be done with Leader, as well as a new sheet for major gear being granted. You have a 1 week window in which to
update their sheet.
-Cruelty: Using Allies in a way that violates the rules of the Setting.
Cohort Modifiers are applied as written.
Follower Modifiers:
-Having a base: For Cohorts this counts as having a separate room for them to stay in any building the Leader owns like a Bedroom or Shack. This room can not also be in use by the
Leader. For Followers the rooms that applies for this are bunks or other rooms where multiple people can reside. These rooms are included in downtime checks.
Additional:
-Living with Allies: Leader takes a cumulative -1 to their score for every week they decide to live in a space owned by one of their allies, which fades fully and resets after 1 week living on their own.
Allies and Downtime:
Allies do NOT get a full day of downtime under the player’s control. Instead, Allies are assumed to spend their off time in their own training or business, unless directed to a few select works by their leader.
Followers can be used in a few fashions, while they may be able to aid in large crafting, building and mass social situations, anything where a large group of commoners may be found, these activities should go through Pantheon approval and are not regular, everyday acts. Followers won’t risk their life too easily even if armed and won’t likely leave the town for long without an escort of some kind. Followers can also be taken as Managers for full buildings, but they must be paid the same salary as noted in the downtime rules. When not in town, out adventuring or in some form of travel, these Followers still make downtime check for this rooms and building and provide benefit, but they take 5 on their roll. Followers in the town can increase the amount of Labor or Influence Capital spent by up to 50%, adding up to 1 Capital per every 2 Followers available, as per RAW.
Cohorts can similarly also act as managers with the same restrictions and are actually favored for the spot, but they first and foremost activity usually is adventuring along with the Leader. Cohorts can also regularly and daily aid on their Leader’s profession and craft checks, including on magical checks, keeping in line with other rules related to this.
Cohorts within town limits can initiate the building of a room that is already approved and the Capital already spent if the Leader is out of the settlement.
Building and Leveling:
Followers do not get stat blocks as they hardly ever use them. When used as managers they get a modifier of +8 to the related check and, in the case of some downtime event that calls for a check the hired manager doesn’t have as skill on the related block its modifier is +5. Cohorts are built on the regular sheet using all the same rules as a regular PC including the house rules limits, special rulings on feats and the like and Community Level limits, but with the exception that Cohorts can NOT take gold-giving traits (Rich Parent's Chosen One, etc.), any left over gold from a Cohorts base gold is theirs and not for the Leader to keep or use. A Cohort doesn’t get any benefit from Tier and the respective restriction are background effects to its daily life not linked to the Leader, so power feat are not accounted.
Allies built above level 1 start with their respective Wealth by Level that must be spent on their own gear, it can't be used for magical consumables like wands and potions and any remaining gold is kept by the Ally and out of the leader's reach.
Pantheon discretion options are not allowed for Cohorts.
Both Followers and Cohorts have a maximum level determined by the feat they come from. To keep balance and simplicity all Allies gain level as soon as the Leader does, effectively keeping them on their level cap and eliminating the need to do XP calculations for them, even if their new level cap is more than 1 level higher than the current level. Having a Cohort in a game does not change gold or XP distribution as they are fully managed by their Leader in this sort of situation.
Cohorts do not get the free rebuild awarded to players nor are they affected should the Leader take his. A Leader can take downtime days and pay the cost to do retraining for his Cohorts, effectively treating himself as the main source of training for them and, should it apply, the teacher.
Removal of the feat that grants Leadership or similar feats, effectively disbands all Allies from following the Leader.
Tier and Community restriction:
As Followers always use NPC classes and don’t even need to keep stat blocks due to their generous number, they are not really affected by CL. Cohorts however are held under the same restriction as their Leader, meaning that a freshly arrived player that hits 5 with his first character as CL1 can’t have an Ifrit Page for example.
Tier is not tracked on Cohorts, as their actions are more dependent of their Leader. Because of this using allies for anything where Tier may affect they are considered of the same one of their Leader. Cohorts may be able to gain a lot doing professions or own a full house and shop but these are role-play elements that don’t affect the game and are not tracked, nor does it interact with their Leader, a Cohort can, at best, offer his Leader a place to sleep, but not mechanical bonus at all.
Allies can act in certain contingencies for their Leader but they can not replace the Leader for voting, Council duties or any other personal interaction between Player Characters.
Gear and Loot:
All forms of Leadership represent a relationship that is not quite of business or intimate. As such, loot gained from adventures and work is always handled and kept by the Leader, and it is assumed they also cover the normal living expenses or training aides his people require. This goes both ways as an Ally can have their own lives and not share it with the Leader.
A leader can gift gold and gear to their people and they will use it to their best desire free of their Leader’s limit, they can be loaned items for adventuring or actions and those are returned, but this has to be stated from the very beginning. Any gear bought with the Cohort starting wealth is theirs and can be loaned but never given to their Leader. Any remaining starting gold is also theirs and not for the Leader to use. The player may spend this gold for the cohort to equip them with appropriate equipment. This acquired equipment may not be used for the Leader’s direct benefit (IE: cohort buys wand of mage armor, and then uses it only on the leader. This is not allowed).
Special Abilities:
Cohorts with special abilities can use them for games or downtime. In the case of games, without joining the adventure, a Cohort may be able to share something with the Leader, for example, a Witch using Scar Hex to aid from a distance or an Alchemist giving the Leader some of his Infused Extracts. Out of battle, a cohort can use spells to complete magical crafting with the respective aid roll, use healing abilities on their Leader or other allies (others having to pay for spell casting services, and everybody cover the material component), and provide other benefits of class abilities, provided they are supervised and consume little time, or are done in some point during the downtime check they aid.
The followings are all the rules on the usage of the Leadership feat and the related tree, including: Vile Leadership, Monstrous Companion, Intrigue Variants (Groom, Light Bearer, Page, Recruits, Weapon Bearer) and any other feat that grants Cohorts or Followers or has Leadership feat as a prerequisite to take it.
For the purpose of this rules any reference to 'Leader' means the player character with any of these feats, Follower and Cohort follow as per RAW, and the sum of any Cohort, Recruits or Followers is defined as Allies.
Acquiring the feats:
These feats are currently fully legal, as long as a character can cover the requirements, the feats can be taken. As most of these feats already state however, they can’t be stacked in a single character for multiple pools of allies.
Leadership Score:
The base for Leadership scores are handled as per RAW mostly, with GM reference to be informed and addressed by the Pantheon. Misuse and abuse of the feat, on a continual minor level may result in permanent modifications of Leadership score on the character, but correct usage may award a boost too. There exist several legal ways to change the score from Charisma to other scores, as long as this is properly stated, they can be used.
Regular modifiers on the Leadership feat are handled as follow:
Reputation:
-Great Renown: leader is above level 10.
-Fairness and Generosity: Leader has given their Cohort(s) enough gold or gear to put them above 50% of a Basic NPC wealth by their level as given in the table of Character Advancement
-Special Power: TBD *Suggestions Welcome*
-Lead a Faction: Faction leaders gain +1 leadership
-Failure: Cumulative and applies for each time the Leader has being fully dead and brought back though a Reincarnate, Raise Dead or a similar spell.
-Aloofness: Not keeping the Cohort’s sheet up to date. Level ups should be done with Leader, as well as a new sheet for major gear being granted. You have a 1 week window in which to
update their sheet.
-Cruelty: Using Allies in a way that violates the rules of the Setting.
Cohort Modifiers are applied as written.
Follower Modifiers:
-Having a base: For Cohorts this counts as having a separate room for them to stay in any building the Leader owns like a Bedroom or Shack. This room can not also be in use by the
Leader. For Followers the rooms that applies for this are bunks or other rooms where multiple people can reside. These rooms are included in downtime checks.
Additional:
-Living with Allies: Leader takes a cumulative -1 to their score for every week they decide to live in a space owned by one of their allies, which fades fully and resets after 1 week living on their own.
Allies and Downtime:
Allies do NOT get a full day of downtime under the player’s control. Instead, Allies are assumed to spend their off time in their own training or business, unless directed to a few select works by their leader.
Followers can be used in a few fashions, while they may be able to aid in large crafting, building and mass social situations, anything where a large group of commoners may be found, these activities should go through Pantheon approval and are not regular, everyday acts. Followers won’t risk their life too easily even if armed and won’t likely leave the town for long without an escort of some kind. Followers can also be taken as Managers for full buildings, but they must be paid the same salary as noted in the downtime rules. When not in town, out adventuring or in some form of travel, these Followers still make downtime check for this rooms and building and provide benefit, but they take 5 on their roll. Followers in the town can increase the amount of Labor or Influence Capital spent by up to 50%, adding up to 1 Capital per every 2 Followers available, as per RAW.
Cohorts can similarly also act as managers with the same restrictions and are actually favored for the spot, but they first and foremost activity usually is adventuring along with the Leader. Cohorts can also regularly and daily aid on their Leader’s profession and craft checks, including on magical checks, keeping in line with other rules related to this.
Cohorts within town limits can initiate the building of a room that is already approved and the Capital already spent if the Leader is out of the settlement.
Building and Leveling:
Followers do not get stat blocks as they hardly ever use them. When used as managers they get a modifier of +8 to the related check and, in the case of some downtime event that calls for a check the hired manager doesn’t have as skill on the related block its modifier is +5. Cohorts are built on the regular sheet using all the same rules as a regular PC including the house rules limits, special rulings on feats and the like and Community Level limits, but with the exception that Cohorts can NOT take gold-giving traits (Rich Parent's Chosen One, etc.), any left over gold from a Cohorts base gold is theirs and not for the Leader to keep or use. A Cohort doesn’t get any benefit from Tier and the respective restriction are background effects to its daily life not linked to the Leader, so power feat are not accounted.
Allies built above level 1 start with their respective Wealth by Level that must be spent on their own gear, it can't be used for magical consumables like wands and potions and any remaining gold is kept by the Ally and out of the leader's reach.
Pantheon discretion options are not allowed for Cohorts.
Both Followers and Cohorts have a maximum level determined by the feat they come from. To keep balance and simplicity all Allies gain level as soon as the Leader does, effectively keeping them on their level cap and eliminating the need to do XP calculations for them, even if their new level cap is more than 1 level higher than the current level. Having a Cohort in a game does not change gold or XP distribution as they are fully managed by their Leader in this sort of situation.
Cohorts do not get the free rebuild awarded to players nor are they affected should the Leader take his. A Leader can take downtime days and pay the cost to do retraining for his Cohorts, effectively treating himself as the main source of training for them and, should it apply, the teacher.
Removal of the feat that grants Leadership or similar feats, effectively disbands all Allies from following the Leader.
Tier and Community restriction:
As Followers always use NPC classes and don’t even need to keep stat blocks due to their generous number, they are not really affected by CL. Cohorts however are held under the same restriction as their Leader, meaning that a freshly arrived player that hits 5 with his first character as CL1 can’t have an Ifrit Page for example.
Tier is not tracked on Cohorts, as their actions are more dependent of their Leader. Because of this using allies for anything where Tier may affect they are considered of the same one of their Leader. Cohorts may be able to gain a lot doing professions or own a full house and shop but these are role-play elements that don’t affect the game and are not tracked, nor does it interact with their Leader, a Cohort can, at best, offer his Leader a place to sleep, but not mechanical bonus at all.
Allies can act in certain contingencies for their Leader but they can not replace the Leader for voting, Council duties or any other personal interaction between Player Characters.
Gear and Loot:
All forms of Leadership represent a relationship that is not quite of business or intimate. As such, loot gained from adventures and work is always handled and kept by the Leader, and it is assumed they also cover the normal living expenses or training aides his people require. This goes both ways as an Ally can have their own lives and not share it with the Leader.
A leader can gift gold and gear to their people and they will use it to their best desire free of their Leader’s limit, they can be loaned items for adventuring or actions and those are returned, but this has to be stated from the very beginning. Any gear bought with the Cohort starting wealth is theirs and can be loaned but never given to their Leader. Any remaining starting gold is also theirs and not for the Leader to use. The player may spend this gold for the cohort to equip them with appropriate equipment. This acquired equipment may not be used for the Leader’s direct benefit (IE: cohort buys wand of mage armor, and then uses it only on the leader. This is not allowed).
Special Abilities:
Cohorts with special abilities can use them for games or downtime. In the case of games, without joining the adventure, a Cohort may be able to share something with the Leader, for example, a Witch using Scar Hex to aid from a distance or an Alchemist giving the Leader some of his Infused Extracts. Out of battle, a cohort can use spells to complete magical crafting with the respective aid roll, use healing abilities on their Leader or other allies (others having to pay for spell casting services, and everybody cover the material component), and provide other benefits of class abilities, provided they are supervised and consume little time, or are done in some point during the downtime check they aid.