Over the Crown of the World
Leadership and NPC allies
How I’m interpreting Leadership & allied NPCs: Players do not automatically get (or get to make) Followers or Cohorts, nor do they get to decide how said NPCs level up over the course of play – NPCs are the providence of the GM, and as such, will develop as the GM sees fit. When the potential for adding NPCs to a PC’s retinue comes up, the GM will let them know, and they can accept or decline an NPC’s service as they chose. Players (and their PCs) may make suggestions, but ultimately the GM has final say.
When selecting the Leadership, a player must select one of two options (because there are two options, Leadership can perforce be taken twice, each time with a different specialty):
- Followers & Cohort: this option is pretty much as described in the Core book, where the PC has a retinue following them around on adventures. What they are not are Craft-bots to transform wealth into hand-picked gear – if a player wants Crafted Items, they can have their PC spend the feats and take the time to make their own, or take Option 2 (Allies & Associates) of the Leadership feat. Cohorts should be named NPCs who are traveling with the Caravan whom the PC has managed to increase their Relationship score to Friendly or better. Followers & Cohorts will work Caravan jobs without pay, but expect their monthly expenses to be covered. An NPC will only be one PCs Cohort, but can still be cultivated for Relationship awards. They are NOT “flunkies” or servants, but loyal friends and allies. If their Relationship score ever drops bellow Friendly, they will quit being a Cohort however.
- Allies and Associates: Rather than gain a single cohort and a slew of followers who go adventuring with you, the Leadership feat gives you access to three skilled characters (an artificer, a healer, and a sage) who are willing allies and associates, but explicitly unable or
unwilling to risk their lives on front-line adventuring. The character with Leadership is considered to have a small team of supporters supporting him from the safety of the Caravan (or some other base of operations). Access to these characters allows the character to have spells cast, magic items created, and research performed – but only when he can make it back to their safe location. When the character is at this safe location, he can gain any of the following benefits:
- Information or services that can be obtained
with any Intelligence-based skill (including all
Knowledge skills) with a skill bonus equal to the
character’s Leadership score (to a maximum of the
character’s level +8). One skill check can be made
each day. This npc counts as 1 Passenger for the Caravan.
- The casting of any spell available to one divine
and one arcane spellcasting class (normally a cleric
and a wizard) of half the character’s Leadership
score or less (to a maximum of half the character’s
level), with a caster level equal to the character’s
Leadership score (to a maximum of the character’s
class level). While there is no cost for the
spellcasting itself, the character does have to pay
for any expensive material components required,
and a maintenance fee equal to 2% of the cost of
any expensive focus. A total number of spell levels
equal to the character’s Leadership score may be
cast each day. This NPC counts as either a Healer,
Passenger or Spellcaster for the Caravan.
- The creation of magic items that could be created by
one divine and one arcane character class (normally
a cleric and a wizard) of a level equal to half the
character’s Leadership score (to a maximum of
half the character’s level). All item creation feats
available to a spellcaster of this level are considered
to be available. Such items must require a Spellcraft
check with a DC of 10 + the character’s Leadership
score or less to create. Items can be created for
75% of the normal cost (allies give the character
a discount, but they still must make some profit),
but this must be paid in advance. Creation of
such items takes the normal enchanting time, but
enchanting can continue after the character leaves
the safe location (and thus the item may be waiting
for the character when he next returns). Only a
single item can be on order at a time. This NPC
counts as a Passenger for the Caravan.
- Information or services that can be obtained
What these NPCs are:
- Companions and supporters – Wither it be in preparing PCs food or running errands or mending clothes or actively joining to help in fights with not-unreasonable odds, such NPCs will do what is within their preview to make life easier for those they are loyal to.
- Entertainment – NPCs are fun for rp and character development, and allow players new and distinct ways to express their characters above and beyond opportunities presented within the adventure or offered through interaction with their fellow PCs.
What these NPCs are not:
- Cannon-fodder or chumps – allied NPCs will do what they can to help, but will not accept disrespect or untenable behavior from PCs. If mistreated or forced to witness behavior unacceptable to them, they WILL leave or even actively seek to cause trouble for the PC/PCs in question. Don’t forget, an NPC will not willingly or knowingly serve a PC of an opposed alignment if that alignment conflicts with their own.
Credit where credit is due dept: the latter option is taken from the Super Genius Games #1 Bullet Point: Options for the Leadership Feat document.