Peril in Echo Wood
Leadership and NPC allies
How I’m interpreting Leadership & other allied NPCs: Players do not automatically get (or get to make) Squires, 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.
Squires, Followers & Cohorts: (Default option) this is the option described in the Core book, where the PC has a retinue following them around on adventures. Unless the group drops down to a much smaller, more reasonable to manage size, such retinues will not be allowed (in whole or in part) to join for active adventuring duty without express GM consent. Instead, when selecting the Leadership, a player must select one of two options (because there are two options, Leadership can perforce be taken more than once, each time with a different specialty):
- 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.
- 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.
- 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.
- Patron Country: As a founder of your young kingdom, the locals love you and do what they can to support and aid you.
- You get the following benefits: The character treats all hexes within the kingdom as favored terrain, and treats creatures he knows to be sworn enemies of the country (as defined by the GM) as favored enemies. In both cases these abilities work as the ranger abilities of the same name, except the bonus to appropriate checks and rolls is +1 bonus for every 5 points of his Leadership score. The character also gains this bonus to all Diplomacy checks made with creatures that are friendly or helpful to his kingdom. The character also makes trips through his kingdom more quickly (add Leadership score as a percentile bonus to overland speeds), and buys goods and services more cheaply there (gain a percent discount to prices equal to half Leadership score).
Benefit to the Player: Rather than depend on how your GM will interpret the actions of allied NPCs who are supposed to follow you, you gain a set of solid numerical advantages and know exactly when you can depend on them.
Benefit to the GM: Nothing to keep track of but a few numerical bonuses to the PC, and you gain a strong incentive for the player to stay in or return to a specific geographic location (often useful for starting new adventures and knowing what to prepare for sandbox campaigns).
What these NPCs are:
- Companions and supporters – Wither it be in preparing PCs’ food or running errands or mending clothes, 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 Leadership options are taken from the Super Genius Games #1 Bullet Point: Options for the Leadership Feat document.