TEXT: Re-envisioning 
  Leadership
  Born to Follow
  #103
  
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a ©2000, Wizards of the Coast, Inc.
  System Reference Document ©2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook ©2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  Pathfinder Roleplaying Game Ultimate Campaign ©2013, Paizo Publishing, LLC; 
  Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam 
  Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, 
  Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean 
  K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen 
  Townshend.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
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  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR.
  #1 With a Bullet Point: Two Options for the Leadership Feat. Copyright 2011, 
  Super Genius Games. Author: Owen K.C. Stephens
  Player Paraphernalia #103 Re-envisioning Leadership, Born to Follow © 2017, 
  The Knotty-Works; Author: John Buckley.
  A Calvary Skirmish, “With the King at Oxford. A tale of the Great Rebellion ... With 
  sixteen illustrations”, Alfred John Church, 1886; The British Library Flikr group, 
  https://www.flickr.com/photos/britishlibrary/11185757974
  A Halt of Officers, “With the King at Oxford. A tale of the Great Rebellion ... With 
  sixteen illustrations”, Alfred John Church, 1886; The British Library Flikr group, 
  https://www.flickr.com/photos/britishlibrary/11184524086 
  d20pfsrd.com. Copyright 2010, John Reyst.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not 
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  1
  Player Paraphernalia #103
  By The Knotty-Works
  Welcome to issue one hundred and three of  the 
  Player Paraphernalia series, short supplements 
  designed to offer players new options for use with 
  the Pathfinder RolePlaying Game (©Paizo, Inc.).   
  This issue takes a stab at the issue of  Leadership, its 
  strengths and pitfalls.
  Re-envisioning LeadeRship
  The Leadership feat is often seen as a boon or 
  a bane at the gaming table.  In small groups, 
  it effectively allows players to run more than 
  one character to make up the difference, 
  but in larger groups it can slow things down 
  and some may see it as an unfair advantage 
  or it can lead to a veritable small army 
  which can easily overwhelm encounters  in 
  the player’s advantage.  This supplement 
  attempts to address some of these issues 
  as well as present a mechanic that makes 
  leadership viable to everyone as well as 
  introduce elements from Paizo’s Ultimate 
  CampaignTM.
  A note on terminology
  This supplement attempts to present a 
  cohesive and functional mechanic for 
  handling leadership.  As a result, the 
  terminology being used is in reference to this 
  concept which not only includes individuals 
  but locations.  Cohorts may be considered 
  devoted to the character’s ideals and overall 
  mission.  Associates are followers as defined 
  by the Leadership feat.  However, associates 
  apply more loosely to those willing to assist aid 
  to the character when called upon as 
  defined below.  Recruitment is the 
  process of attempting to convince an NPC 
  or monster to become a cohort or associate.  
  And locale is the physical location where 
  the cohort or associate resides when being 
  recruited.
  Leadership as Innate Skill
  First, everyone has a leadership score, 
  equal to ½ the character’s total class level 
  + the character’s Charisma modifier with 
  a minimum leadership score of 0.  The 
  character’s leadership score determines 
  the total levels of possible associates as 
  well as attracting others that believe in the 
  character and willing to provide aid.  
  The character’s leadership score gains a 
  bonus equal to +1 for every 10 points of fame 
  (maximum of +5) if the Reputation rules from 
  Ultimate CampaignTM is used.  A negative 
  fame score gains the same bonus (treating 
  the negative fame as positive in regards 
  to calculating the bonus) as long as the 
  character has a ranks in Intimidate equal to 
  their total class level.
  Ranks in Bluff, Diplomacy, or Intimidate equal 
  to the character’s total class level grants a 
  +1 bonus to the character’s leadership score 
  (applies for each skill).   If the character 
  is chaotic or evil, a -1 penalty is suffered 
  for each aspect that applies.  In the same 
  regards, being good or lawful grants a +1 
  bonus for each aspect that applies.  Other 
  bonuses and penalties may apply as listed in 
  the Influence table.
  
  2
  Influence Table
  Influence
  Modifier
  Character has familiar or animal 
  companion (including mounts)
  -2
  Character has an eidolon or phantom
  -4
  Character has a spirit
  -6
  Character already has an active cohort
  -2
  Character has base of operations in 
  cohort’s or associate’s locale
  +2
  Character has base of operations 
  in an area that is not the cohort’s or 
  associate’s locale
  +1
  Character moves around a lot
  -1
  Character offers to pay cohort or 
  associates fair compensation
  +1
  Character gives gift worth at least 10 
  gp per class level of the cohort.
  +2
  Character gives cohort a minor magic 
  item including a +1 weapon, armor, or 
  shield.
  +4
  If the character cast an enchantment 
  (charm) spell or effect on the individual being 
  recruited, the individual is automatically 
  treated as either a cohort or associate for the 
  duration of the spell.  Once the spell wears off, 
  the affected individual is not longer a cohort 
  or associate and if the character attempts 
  to recruit the individual, a -5 penalty to the 
  recruitment check (see below).  This penalty 
  may be doubled if the affected individual 
  did something that was not its nature or 
  harmed others.
  Bards, Skalds, and Other Social Classes
  While characters of any class may attempt 
  to gain a cohort or attract associates, there 
  are certain classes built around the social 
  aspects of play whose leadership and fame 
  benefit their ability to attract others.  Any 
  character class that has a class feature 
  that focuses on either the Diplomacy or the 
  Perform skill grants bonuses to the character 
  when making leadership checks.  Such 
  characters gain a bonus equal to ¼ their 
  class level of the relevant socially adept class 
  to their leadership score for the purpose of 
  recruiting cohorts and associates.  Also, 
  such characters may also attempt to recruit 
  multiple associates simultaneously 
  while performing for groups.  Bards, 
  skalds, and other such classes may attempt 
  to recruit a number of associates by making 
  a Perform skill check with a DC of 20.  If 
  successful, they may recruit a number of 
  associates equal to their Charisma modifier 
  plus an additional individual for every 5 points 
  over the DC 20 requirement rolled for the 
  check.  The maximum number of associates 
  based on the character’s leadership score 
  still applies (see below).
  Cohorts
  Any character may attempt to attract one 
  or more cohorts, though the character may 
  not have more cohorts than their Charisma 
  modifier (minimum of 1) at any one time.  The 
  total levels (or HD) of cohorts cannot exceed 
  ½ the character’s total class level unless the 
  character has the Leadership feat.
  Attracting a cohort takes time and effort. 
  First, the individual being recruited must have 
  an indifferent or better attitude towards the 
  character. The character may attempt to 
  use Diplomacy or Intimidate may be used to 
  influence the attitude of the desired recruit 
  before starting the recruitment process.  The 
  character must spend at least an hour with 
  the eligible cohort and try to convince the 
  individual to become a cohort.  After the 
  hour, the character makes leadership check 
  with a DC equal to 10 + ½ the cohort’s class 
  level (minimum of 1) + the cohort’s Charisma 
  modifier.  Individuals with a helpful attitude 
  during the time of recruitment grant the 
  character a +1 bonus to the leadership 
  check.  Characters that use Intimidate to 
  treat the individual as friendly suffer a -1 
  penalty to the leadership check.  In addition, 
  once the effect of the intimidation wears off, 
  the character must make another leadership 
  check with the same penalties or the cohort 
  leaves the character’s service.
  When recruiting a cohort of another character 
  (PC or NPC), subtract the leadership score 
  of the other leader from the character’s 
  leadership check to recruit the cohort.  The 
  same applies while recruiting associates that 
  follow another leader, though only ½ the 
  leadership score of the other leader 
  
  3
  is subtracted from the character’s leadership 
  check.  The character may attempt to recruit 
  an associate as a cohort, gaining a +2 bonus 
  to the leadership check unless the associate 
  was ill-treated by the character.
  A character that has been linked to the 
  death of one or more previous cohorts suffers 
  a -2 penalty per known death.  This may 
  include death that resulted from the cohort 
  aiding or protecting the character during 
  an encounter.  Characters that are known 
  to have caused one or more cohorts to quit 
  due to ill treatment suffer a -1 penalty for 
  each such cohort that stopped following the 
  character.
  A successful leadership check indicates that 
  the individual agrees to become a cohort.  
  The GM has final approval for any NPCs.  
  Failing the leadership check indicates thtat 
  the individual refuses to become a cohort 
  and the individual’s attitude worsens by one 
  step for every 5 points by which the character 
  failed the leadership check.
  Offering adequate compensation requires 
  offering at least 1 gp per day per class level 
  of the cohort.  Alternate–but comparable–
  compensation may include a percentage 
  of treasure acquired by the character while 
  adventuring (at least 10% + 2% per class level 
  of the cohort is a good benchmark).
  Nonstandard Cohort Recruiting
  The character may attempt to recruit a 
  magical beast, monstrous humanoid, or 
  even an outsider.  The maximum HD that 
  may be recruited as a cohort is equal to ½ 
  the character’s total class level (HD includes 
  any class levels the recruit may possess).  
  The leadership check DC is equal to 10 + ½ 
  the cohort’s total HD (minimum of 1) + the 
  cohort’s Charisma modifier.  Other modifiers 
  and cohort limits apply.  The creature being 
  recruited must have an Intelligence of at 
  least 3 and be able to understand and 
  communicate 
  with 
  character 
  (magical 
  effects may be used to facilitate such 
  communication).
  
  4
  Maintaining a Cohort
  Those that agree to become a cohort may 
  expect the character to be financially 
  responsible for upkeep while traveling with 
  the character even if they did not agree to be 
  compensated.  Unless other arrangements 
  are negotiated as part of the negotiation, 
  the cohort will expect the character to cover 
  the cost of food and lodging commensurate 
  to their class level.
  Losing a Cohort
  The character may dismiss a cohort at any 
  time for any reason.  However, attempting 
  to recruit that same individual again causes 
  the character’s leadership check to suffer 
  a cumulative -2 penalty for each time that 
  individual has been dismissed.
  There are also situations in which the cohort 
  may decide to abandon the character 
  as well.  At such times, the character must 
  make another leadership check to prevent 
  the cohort from leaving him.  If the cohort 
  suffers more than half its hit points in damage 
  in battle on behalf of character, a leadership 
  check must be made after battle with a -2 
  penalty (-4 if the cohort was reduced to 0 or 
  less hit points).  A cohort that was killed and 
  then raised from the dead will automatically 
  be released from the character upon 
  returning to life.  The character may attempt 
  to recruit the individual again, but with a 
  cumulative -4 penalty for each time the 
  cohort died on the character’s behalf.
  Treating the cohort with disrespect including 
  any sort of abuse also requires a leadership 
  check to maintain the relationship.  If the 
  abuse was physical, a -4 penalty is applied 
  to the check.
  Requesting the cohort to perform an act that 
  would run counter to its own sense of morals 
  or ethics, especially if it is opposed by the 
  cohort’s alignment, automatically requires 
  a new leadership check.  Penalties from -1 
  to -5 may be applied depending on the 
  severity of the schism between the request 
  and the cohort’s alignment or conscience as 
  deemed necessary by the GM.
  Other situations may also require a leadership 
  check based on GM discretion.
  When a cohort chooses to leave a character’s 
  service, it may do so immediately or wait 
  until the situation presents itself to extricate 
  itself from the character.  Once a cohort has 
  chosen to leave a character, the cohort is 
  considered a normal NPC under the GM’s 
  direct control.
  Cohort Progression
  The cohort is not counted as a party member 
  while traveling with the character and 
  partaking in combat or other events that 
  award XP.  Rather, the cohort gains XP equal 
  to a fraction of the character’s awarded 
  XP by taking ½ the cohort’s class level (or 
  total HD) and dividing it by the character’s 
  level and multiplying it by the character’s XP 
  reward.  A cohort gains all the benefits of the 
  new level, but if the new class level exceeds 
  the total cohort class (HD) level allowed by the 
  character, the cohort is immediately lost.  The 
  character may attempt to recruit the cohort 
  at a later time, but with the normal penalties 
  associated with re-recruiting individuals.
  Cohorts and Reputation
  Cohorts can impact the character’s fame 
  if the Reputation and Fame rules are used 
  from Ultimate CampaignTM as listed in the 
  table below.
  Cohort Fame Modifiers
  Event or Situation
  Fame 
  Modifier
  Each humanoid cohort successfully 
  recruited by the character.
  +1
  Each cohort that is not humanoid.
  -1
  Each cohort with bard class levels.
  +2
  Each cohort death attributed to the 
  character.
  -2
  Each cohort that left the character 
  due to unfavorable circumstances.
  -1
  Character kills cohort.
  -4
  Character fails to recruit a potential 
  cohort.
  -1*
  * This penalty is temporary, lasting one 
  day per class level (or HD) of recruit that 
  rebuffed the character.  However, 
  
  5
  these penalties do stack if the character 
  attempts to recruit multiple individuals while 
  being so penalized.
  Associates
  Associates can be followers, or they may be 
  trusted contacts willing to aid the character in 
  nearly any type of situation.  This terminology 
  is changed to reflect that characters don’t 
  necessarily have to have a constant throng 
  of individuals following blindly at their side.
  Associates are recruited in the same fashion 
  as cohorts, requiring a leadership check to 
  gain the recruit’s trust and willingness to be 
  an associate.  The same DC applies when 
  attempting to successfully recruit a cohort, 
  though the time may be reduced to 10 
  minutes rather than an hour.  As with cohorts, 
  only those whose attitude is indifferent or 
  greater may be recruited, and the character 
  may use any relevant Charisma based skill in 
  an attempt to change the attitude for the 
  better.  Those that attempt strong arm an 
  individual through the Intimidate skill suffer a 
  -2 penalty to the leadership score and once 
  the intimidation wears off, another leadership 
  check is required to keep the associate.
  Where the total cohort levels (or HD) is tied to 
  the character’s total class levels, associates 
  are based upon the character’s leadership 
  score as given in the Leadership table 
  used for the Leadership feat description 
  in the Pathfinder Roleplaying Game Core 
  RulebookTM as represented here.
  Associates may be considered passive or 
  active followers of the character.  Passive 
  associates will generally not travel with the 
  character, but the character may call upon 
  the associate for aid when in the associate’s 
  locale.  Active associates are willing to 
  travel with the character in some sort of 
  support role.  Note that being an active or 
  passive associate does not necessarily imply 
  the willingness to dive into battle for the 
  character.  Active associates may be willing 
  to handle assigned tasks, such as taking care 
  of the character’s possessions, providing 
  services, etc.
  Offering adequate compensation to an 
  associate is equal 1 sp per day per class level of 
  the active associate while passive associates 
  may expect some sort of compensation for 
  services rendered (though this may be half of 
  the standard cost of the service).
  Associates may be of any class, but they do 
  not gain XP while servicing the character 
  and do not gain levels while in service to 
  the character.  Associates may gain XP 
  independantly as granted by the GM, in which 
  case they may no longer be associated with 
  the character depending on the character’s 
  current number of associates and class levels 
  granted based on their leadership score.
  Nonstandard Associates
  The character may attempt to recruit a non-
  humanoid creature whose Intelligence is 
  at least 3 or greater and has the ability to 
  understand the character and possess the 
  free will to accept the bond of association.  
  Use the creature’s HD as its effective character 
  level.  Thus, creatures with more than 6 HD 
  cannot be recruited as an associate.  The 
  DC required to successfully recruit a 
  Leadership Followers By Level
  Leadership 
  Score
  Number of Followers By Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  9 or less
  –
  –
  –
  –
  –
  –
  10
  5
  –
  –
  –
  –
  –
  11
  6
  –
  –
  –
  –
  –
  12
  8
  –
  –
  –
  –
  –
  13
  10
  1
  –
  –
  –
  –
  14
  15
  1
  –
  –
  –
  –
  15
  20
  2
  1
  –
  –
  –
  16
  25
  2
  1
  –
  –
  –
  17
  30
  3
  1
  1
  –
  –
  18
  35
  3
  1
  1
  –
  –
  19
  40
  4
  2
  1
  1
  –
  20
  50
  5
  3
  2
  1
  –
  21
  60
  6
  3
  2
  1
  1
  22
  75
  7
  4
  2
  2
  1
  23
  90
  9
  5
  3
  2
  1
  24
  110
  11
  6
  3
  2
  1
  25 or higher
  135
  13
  7
  4
  2
  2
  
  6
  monstrous associate is the same as that for 
  attempting to recruit a monstrous cohort.
  Associates Coming and Going
  Associates may require some level of upkeep 
  in a similar fashion to cohorts, especially 
  those that actively follow the character.  
  While the expectations are not the same as 
  the cohort in regards to food and lodging, 
  some minimal level is expected (even if the 
  associate is compensated).
  The character may relieve an active 
  associate of their services at any time, 
  though  the same penalties apply if the 
  character attempt to recruit that same 
  associate again.  In addition, if the character 
  attempts to recruit other associates in the 
  same locale where the last associate was 
  dismissed, there is a cumulative -1 penalty 
  applied to the character’s leadership score 
  in the recruitment process for each associate 
  dismissed.  This penalty is temporary, lasting 
  only for a week after the last associate being 
  dismissed.
  Passive associates may also be dismissed, 
  though the character must either do 
  so in person or through some sort of 
  correspondence to the associate being 
  released.  The same penalties apply in 
  regard to recruiting the same individual 
  again or attempting to recruit others in the 
  same locale.
  Associates that are treated poorly may 
  require another leadership check to keep 
  their loyalty and association.  The same 
  situational events that may cause another 
  leadership check to retain a cohort also 
  applies to associates as well.
  Loyalty
  Leadership assumes loyalty to some degree.  
  A cohort or associate facing a situation 
  where loyalty may come into question may 
  rely on the character’s leadership score to 
  resist performing any disloyal acts.  As listed 
  above for recruiting cohorts, if someone else 
  attempts to recruit an associate or cohort, 
  the character’s leadership score is 
  
  7
  used to modify the tempter’s leadership 
  check.
  A cohort or associate that is coerced or 
  tricked into acts that would be disloyal to 
  the character may use the character’s 
  leadership score in place of any other skill used 
  to determine a required DC or an opposed 
  skill check unless the associate’s or cohort’s 
  own score would be higher.  The character’s 
  leadership score may be modified by several 
  factors as listed in theLoyalty Table in regards 
  to loyalty checks.
  LeadeRship Feats
  The following feats may be used to enhance 
  the leadership mechanic presented in this 
  supplement.
  Brilliant Mentor
  You’re intelligence seems to attact others.
  Prerequisite:   Intelligence 15+.
  Benefits: You use your Intelligence modifier 
  in place of your Charisma when calculating 
  your leadership score.
  Leadership
  You have the extraordinary ability to attract 
  the devotion and  loyalty of another.
  Prerequisite:  Character level 7th.
  Benefits: Your leadership score is equal 
  to your character level + your 
  Charisma modifier when attempting to 
  recruit a cohort.  You may recruit a total level 
  (or HD for nonstandard cohorts) of cohorts 
  equal to your level -2, though the limitation 
  to total number of Cohorts possible based on 
  your Charisma modifier still applies.  Cohorts 
  also gain more XP, taking a percentage of 
  your reward multiplied by their class level 
  divided by your class level.
  Normal: The leadership score is ½ your class 
  level + your Charisma modifier and the total 
  levels (or HD) of cohorts is limited to ½ our 
  total class levels).
  Seasoned Hand
  You are wise beyond your years when it 
  comes to your skills of leadership.
  Prerequisite:  Wisdom 15+.
  Benefits:  You use your Wisdom modifier in 
  place of your Charisma when calculating 
  your leadership score.
  Speaker to the Masses
  You are an orator of remarkable persuasion.
  Prerequisites:  Leadership feat, Charisma 
  15+, Perform (oratory) 5 ranks.
  Benefit:  You can use your oration to attempt 
  to recruit multiple associates at one time as 
  if you possessed class levels as a bard, skald, 
  or other socially adept class, using your total 
  class level as your effective class level for the 
  effect.
  Unnaturally Charismatic
  You seem to have the knack to bond with 
  others quite easily.
  Prerequisites:  Leadership feat, Character 
  level 10th.
  Benefits:  You treat your leadership score equal 
  to your class level + your Charisma modifier  
  in regards to the number of associates you 
  may recruit at any one time.  For every point 
  your leadership score reaches beyond 25, 
  you add 10 more 1st level associates, 4 2nd 
  level associates, 2 3rd level associates, and 1 
  additional 4th level associate .
  Loyalty Table
  Condition
  Modifier
  Each full week the character has 
  been absent.
  -1
  Character owes associate or cohort 
  money, service, or favor.
  -1
  Associate or cohort owes character 
  money, service, or favor.
  -2
  One aspect of character’s alignment 
  opposes the associate’s or cohort’s 
  alignment.
  -1
  Both aspects of the chracter’s 
  alignment opposes the associate’s or 
  cohort’s alignment.
  -2
  Character has mistreated the 
  associate or cohort
  -4
  
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  Pathfinder compatible 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 103 - Re-envisioning Leadership; Born to Follow.pdf