Amechra
2013-01-31, 07:17 PM
So, umm... this is something that I hope will help out with fixing leadership? Maybe?
New System Term: [Follower]
A Follower is a weak creature that is fully drawn to the glory and majesty of a fully heroic or monstrous being; they aren't very strong individually, but under the direction of a proper leader, they tend towards being a semi-effective force.
Unless a feat or class feature modifies what capabilities a follower has, they are a member of a humanoid race with an LA of at most +0 and no racial HD, have the non-elite ability array, and may have a number of Commoner levels up to the amount listed in the following table:
{table=head]Leader's Level|Maximum Commoner Levels
1-3|NA
4-6|1st
7-9|2nd
10-12|3rd
13-15|4th
16-18|5th
19+|6th[/table]
Followers do not gain levels or experience normally; they also cannot take feats that allow them to gain their own followers. Followers are, by default, Helpful towards their leader, and may not be increased to Fanatical (because reasons); however, depending on the actions of their leader, their attitude towards them may become more hostile; if a Follower would be reduced to Indifferent, they cease to be a Follower, but do not lose the benefits of any Training effects that they have received.
If a Follower dies, you can obtain new ones based on the standard method of how you, you know, got them in the first place. The limit on how many followers you may have at one time is determined by what feats you have.
Unless otherwise stated, the DM selects the feats and skills that the followers have. It is suggested that they give them feats and skills that would be helpful in their normal, day-to-day life.
A group of Followers is referred to as their leader's Posse.
New System Term: [Training]
If a feat or an ability states that they are a "training effect", they modify the effects of the training that the Leader can give due to the Leadership feat, or through an ability that says that it works in a similar manner.
A Training effect takes what is referred to as a Training action, which normally takes 8 hours involving drilling and instructing your Followers. You may normally only apply one Training effect for each Training action you take.
Training effects do not automatically affect all of your Followers; they only affect those that are present for the Training action that you take. In addition, if your Training effect gives you a choice, that choice is the same for all Followers affected by that particular use of the effect.
Training effects cannot be modified or removed by spells or effects unless those spells or effects explicitly interact with Training effects.
Auspicious Aid Another [Fighter]
You are good at being helpful. Very good.
Benefits: You may make an Aid Another check as a swift action.
In addition, whenever you successfully use aid another on a creature's attack roll, you may have the bonus instead apply to the damage that they deal with that attack.
Leadership [Fighter][Leader]
You are good at leading a small force; they look up to you, and are generally your gophers.
Prerequisites: Character level 4th, Charisma 13+
Benefits: You gain a number of Followers equal to either half your level or your Charisma modifier, plus your highest ability modifier; temporary effects and magical items that increase or decrease your ability scores are ignored for the purposes of Leader feats.
You do not automatically gain these Followers; instead, over the course of an 8-hour period spent in an area where there are at least 50 people that are not unfriendly to you, you may add one follower plus another for every 10 extra creatures comprising that group to your Posse.
Additionally, you gain the following two abilities:
Rudimentary Combat Training: You may, as a Training effect, grant your Followers proficiency with all Simple weapons and one Martial weapon of your choice; in addition, as part of the same action, you may retrain any of their non-bonus feats, granting them access to any Fighter or General feats that they qualify for.
Bettering Your Lessers: You may, as a Training effect, grant your Followers an additional level in the Commoner class, subject to the limits on the highest number of hit-dice that any of your Followers may have. You may select what skills and feats that your Followers gain through leveling.
Glorious Troop Morale [Fighter][Leader]
It's not a bad deal following you; your Followers are healthier and happier following you that they were before you brought them into your service.
Prerequisites: Leadership
Benefits: Upon taking this feat, all of your Followers gain a +1 morale bonus to all d20 rolls and to their AC. In addition, you gain access to the following abilities:
Loyalty Unto Death: You may, as a Training effect, permanently grant your Followers a morale bonus to Will saves against Fear, Charm, and Compulsion effects equal to either your Charisma modifier or +4, whichever is higher. In addition, they treat any command that would, to their knowledge, harm you or damage one of your plans as if it were an obviously suicidal order.
Teachings from Above: You may, as part of another Training effect, make an Aid Another check; all of your Followers permanently gain the normal benefits of that Aid Another check, except that you may choose to use your Charisma modifier in place of the normal bonus granted by your Aid Another action, and that the bonus granted by this ability is a morale bonus instead of a circumstance bonus.
Finally, you may, at the end of any actual combat in which you are personally involved, take a single Training action as a free action, targeting all of your Followers that participated in that battle.
Make A Man Out of You [Fighter][Leader]
Did I recruit a group of men, or did I recruit a scared group of little girls? I will break you down and rebuild you, harder, better, faster, and stronger!
Prerequisites: Leadership, Auspicious Aid Another, Intimidate 9 ranks
Benefits: Upon taking this feat, you gain the following abilities:
Building Better Soldiers: You may, as a Training effect, trade any number of Commoner levels that your Followers have as either Warrior or Expert levels; these retrained levels may be granted in any combination that you wish.
Charles Atlas Methodologies: You may as a Training effect, replace your Follower's ability scores with the Elite array, which is then modified as normal by their racial ability score modifiers. In addition, any Follower that has been affected by this Training effect before increases all of their ability scores by 2, which replaces the normal benefits of this Training effect. This cannot increase any of their ability scores above your own permanent ability scores.
Feared Above the Gods: You may, as a Training effect, grant your Followers a number of temporary hit points equal to your Charisma modifier (minimum 1) times their hit dice. You may, by taking 10 minutes to speak to them (or otherwise instill in them the fear of godyou), refill this pool of temporary HP.
Finally, this feat modifies the effects of Bettering your Lessers; you may now grant additional Expert or Warrior levels in place of Commoner levels.
Special: If you use a different ability score in place your Charisma for the purposes of Intimidate checks, you may replace your Charisma modifier with that ability score's modifier for the purposes of this feat.
Expansive Training [Fighter][Leader]
You have learned just enough to teach people how to do things that you yourself don't know how to do. Man, are you proud of yourself.
Prerequisites: Make A Man Out of You
Benefits: Upon taking this feat, your Bettering your Lessers and Building Better Soldiers abilities are expanded; you may use them to retrain or grant levels in any NPC class except for Aristocrat that you wish, instead of just Commoner, Expert, or Warrior.
In addition, you gain the following two abilities:
Instructions on Hygiene: You may, as a Training effect, grant your Followers immunity to all non-supernatural Diseases and a +4 bonus on saves against Poison.
Superior Bivouacking Skills: You may, as a Training effect, grant your Followers the ability to refill their temporary hit points from Feared Above the Gods by sleeping for 8 hours, at the same rate that they heal from normal hit point damage.
In addition, they may heal ability drain as if it were ability damage, treating each point of ability drain as if it were two points of ability damage.
Squamous Leader of Cults [Leader][Aberrant]
As the saying goes, there is nothing in this world that will not be worshiped or followed by men.
Prerequisites: Leadership, Aberration Blood, Charisma 15+
Benefit: All of your Leader feats are treated as Aberrant feats for all purposes. In addition, you may use Rudimentary Combat Training to retrain any of your Followers' non-bonus feats into Aberrant feats.
Finally, treat any penalties to skills that you might have due to the Aberrant feats that you have as if they were bonuses instead.
Leader of Many [Leader][Fighter]
You have learned how to lead a greater number of the weak than of the strong; the better to police a town with, of course!
Prerequisites: Leadership, ECL 9, Cha 15+
Benefits: When determining the number of creatures that you may lead, multiply the number of creatures that you can lead by your Charisma modifier (min. 1).
Community Leader [Leader][Fighter]
You have learned the skills necessary to manage a large area, not just a few people.
Prerequisites: Leadership, Diplomacy 12 ranks, Cha 15+
Benefits: You may, over the course of a week, convert a single District (http://www.wizards.com/default.asp?x=dnd/we/20030719a) that is at least Indifferent towards you into a Stronghold. When attempting to recruit Followers inside a Stronghold, it only takes 1 hour and you may double the population of the Stronghold when determining how many Followers you gain.
Each Stronghold you control counts as a single Follower when determining how many Followers you may control. The inhabitants of the Stronghold are not counted as Followers, and as such their attitudes are not automatically improved to Helpful.
Bustling Community [Leader][Fighter]
Communities that you lead show a marked decrease in their crime rates and a marked increase in their profitability.
Prerequisites: Leadership, Community Leader, Glorious Troop Morale
Benefits: You may teach Loyalty Unto Death and Teachings from Above to any Stronghold that you have as if it were a single Follower; the benefits of each taught effect only apply to residents of the Stronghold who are at least Friendly towards you.
When using Teachings from Above, you no longer have to have ranks in the skill you are granting a bonus to, as long as you are inside a Stronghold where you would have access to someone who has ranks in that skill.
Finally, any building in one of your Strongholds that is damaged recovers a number of hit points each hour equal to your Charisma modifier, as your leadership bolsters and repairs the decay of the masonry and subconsciously directs inhabitants to maintain their surroundings.
Unity of Purpose [Leader][Fighter]
Your stunningly exemplary nature inspires your followers to pattern their lives after you.
Prerequisites: Leadership
Benefits: Whenever a creature is affected by one of your Training effects, they may move their alignment one step towards your alignment.
You may choose to make your training contingent on them making this shift; if you do so, they do not receive the benefits of the training unless they make the shift.
Religious Revival [Leader][Fighter]
Your rulership fundamentally alters the very nature of a community.
Prerequisites: Unity of Purpose, Community Leader
Benefits: Any Stronghold that you control for at least one week is treated as if it were on a plane with a Mild alignment trait matching your alignment. If you control a Stronghold for at least a month, the trait improves to Strong.
Promote Lieutenants [Leader][Fighter]
You can teach a few of your followers to be half as good as you; that's good enough, right?
Prerequisites: Leadership, Leader of Many, Make a Man Out of You, Cha 17+
Benefits: You may spend 8 hours to promote a number of your Followers to Lieutenants equal to your Charisma modifier. For the purposes of the benefits your Lieutenants derive from your [Leader] feats and teaching effects, the maximum level of Follower you can have is equal to half your character level, and your Charisma modifier is considered to be 2 points higher.
You may only have a number of Lieutenants at one time equal to your highest ability score plus the higher of charisma modifier or half your class level; Lieutenants still count towards the number of followers that you may have.
In addition, you may use Building Better Soldiers to retrain or grant levels in any NPC prestige class (http://www.giantitp.com/forums/showpost.php?p=10951428&postcount=115) that they qualify for.
Exemplar Community [Leader][Fighter]
You lead communities, yes, but some communities draw your attention far more than others.
Prerequisites: Community Leader, Promote Lieutenants
Benefits: You may, over the course of a week, choose to promote one of your Strongholds to a Citadel. A Citadel is treated as if it were in a city one size larger or smaller whenever it would be advantageous to you or one of your Followers. In addition, whenever you hire Followers from a Citadel, you may apply one Training Effect to them for free.
A Citadel counts towards the number of Lieutenants you can have at one time.
Urban Renewal [Leader][Fighter]
Sometimes, you simply need to change the nature of a community you control.
Prerequisites: Community Leader
Benefits: You may, over the course of a month, change what type of District (http://www.wizards.com/default.asp?x=dnd/we/20030719a) one of your Strongholds is. Over this period of time, the population alters until it matches the target District.
Ruler of Cities [Leader][Fighter]
Your leadership flows like an all-consuming tide.
Prerequisites: Exemplar Community
Benefits: As long as you have a Citadel in a given city, Strongholds in that city don't count towards the number of Strongholds that you can have at one time.
Emperor Above All [Leader][Fighter][Epic]
The world has simply acquiesced to your control. Long live the King.
Prerequisites: Leader of Many, Ruler of Cities
Benefits: There is no limit to how many Followers you may have at one time; additionally, the number of Lieutenants that you may have at one time is multiplied by your Charisma modifier (minimum 1.)
Furthermore, any feat that affects one of your Strongholds over the course of a week instead affects it over the course of a day; any feat that affects one of your Strongholds over the course of a period longer than a week affect it over the course of a week.
Finally, you no longer have to be inside a community to convert a District into a Stronghold or recruit Followers.
New System Term: [Follower]
A Follower is a weak creature that is fully drawn to the glory and majesty of a fully heroic or monstrous being; they aren't very strong individually, but under the direction of a proper leader, they tend towards being a semi-effective force.
Unless a feat or class feature modifies what capabilities a follower has, they are a member of a humanoid race with an LA of at most +0 and no racial HD, have the non-elite ability array, and may have a number of Commoner levels up to the amount listed in the following table:
{table=head]Leader's Level|Maximum Commoner Levels
1-3|NA
4-6|1st
7-9|2nd
10-12|3rd
13-15|4th
16-18|5th
19+|6th[/table]
Followers do not gain levels or experience normally; they also cannot take feats that allow them to gain their own followers. Followers are, by default, Helpful towards their leader, and may not be increased to Fanatical (because reasons); however, depending on the actions of their leader, their attitude towards them may become more hostile; if a Follower would be reduced to Indifferent, they cease to be a Follower, but do not lose the benefits of any Training effects that they have received.
If a Follower dies, you can obtain new ones based on the standard method of how you, you know, got them in the first place. The limit on how many followers you may have at one time is determined by what feats you have.
Unless otherwise stated, the DM selects the feats and skills that the followers have. It is suggested that they give them feats and skills that would be helpful in their normal, day-to-day life.
A group of Followers is referred to as their leader's Posse.
New System Term: [Training]
If a feat or an ability states that they are a "training effect", they modify the effects of the training that the Leader can give due to the Leadership feat, or through an ability that says that it works in a similar manner.
A Training effect takes what is referred to as a Training action, which normally takes 8 hours involving drilling and instructing your Followers. You may normally only apply one Training effect for each Training action you take.
Training effects do not automatically affect all of your Followers; they only affect those that are present for the Training action that you take. In addition, if your Training effect gives you a choice, that choice is the same for all Followers affected by that particular use of the effect.
Training effects cannot be modified or removed by spells or effects unless those spells or effects explicitly interact with Training effects.
Auspicious Aid Another [Fighter]
You are good at being helpful. Very good.
Benefits: You may make an Aid Another check as a swift action.
In addition, whenever you successfully use aid another on a creature's attack roll, you may have the bonus instead apply to the damage that they deal with that attack.
Leadership [Fighter][Leader]
You are good at leading a small force; they look up to you, and are generally your gophers.
Prerequisites: Character level 4th, Charisma 13+
Benefits: You gain a number of Followers equal to either half your level or your Charisma modifier, plus your highest ability modifier; temporary effects and magical items that increase or decrease your ability scores are ignored for the purposes of Leader feats.
You do not automatically gain these Followers; instead, over the course of an 8-hour period spent in an area where there are at least 50 people that are not unfriendly to you, you may add one follower plus another for every 10 extra creatures comprising that group to your Posse.
Additionally, you gain the following two abilities:
Rudimentary Combat Training: You may, as a Training effect, grant your Followers proficiency with all Simple weapons and one Martial weapon of your choice; in addition, as part of the same action, you may retrain any of their non-bonus feats, granting them access to any Fighter or General feats that they qualify for.
Bettering Your Lessers: You may, as a Training effect, grant your Followers an additional level in the Commoner class, subject to the limits on the highest number of hit-dice that any of your Followers may have. You may select what skills and feats that your Followers gain through leveling.
Glorious Troop Morale [Fighter][Leader]
It's not a bad deal following you; your Followers are healthier and happier following you that they were before you brought them into your service.
Prerequisites: Leadership
Benefits: Upon taking this feat, all of your Followers gain a +1 morale bonus to all d20 rolls and to their AC. In addition, you gain access to the following abilities:
Loyalty Unto Death: You may, as a Training effect, permanently grant your Followers a morale bonus to Will saves against Fear, Charm, and Compulsion effects equal to either your Charisma modifier or +4, whichever is higher. In addition, they treat any command that would, to their knowledge, harm you or damage one of your plans as if it were an obviously suicidal order.
Teachings from Above: You may, as part of another Training effect, make an Aid Another check; all of your Followers permanently gain the normal benefits of that Aid Another check, except that you may choose to use your Charisma modifier in place of the normal bonus granted by your Aid Another action, and that the bonus granted by this ability is a morale bonus instead of a circumstance bonus.
Finally, you may, at the end of any actual combat in which you are personally involved, take a single Training action as a free action, targeting all of your Followers that participated in that battle.
Make A Man Out of You [Fighter][Leader]
Did I recruit a group of men, or did I recruit a scared group of little girls? I will break you down and rebuild you, harder, better, faster, and stronger!
Prerequisites: Leadership, Auspicious Aid Another, Intimidate 9 ranks
Benefits: Upon taking this feat, you gain the following abilities:
Building Better Soldiers: You may, as a Training effect, trade any number of Commoner levels that your Followers have as either Warrior or Expert levels; these retrained levels may be granted in any combination that you wish.
Charles Atlas Methodologies: You may as a Training effect, replace your Follower's ability scores with the Elite array, which is then modified as normal by their racial ability score modifiers. In addition, any Follower that has been affected by this Training effect before increases all of their ability scores by 2, which replaces the normal benefits of this Training effect. This cannot increase any of their ability scores above your own permanent ability scores.
Feared Above the Gods: You may, as a Training effect, grant your Followers a number of temporary hit points equal to your Charisma modifier (minimum 1) times their hit dice. You may, by taking 10 minutes to speak to them (or otherwise instill in them the fear of godyou), refill this pool of temporary HP.
Finally, this feat modifies the effects of Bettering your Lessers; you may now grant additional Expert or Warrior levels in place of Commoner levels.
Special: If you use a different ability score in place your Charisma for the purposes of Intimidate checks, you may replace your Charisma modifier with that ability score's modifier for the purposes of this feat.
Expansive Training [Fighter][Leader]
You have learned just enough to teach people how to do things that you yourself don't know how to do. Man, are you proud of yourself.
Prerequisites: Make A Man Out of You
Benefits: Upon taking this feat, your Bettering your Lessers and Building Better Soldiers abilities are expanded; you may use them to retrain or grant levels in any NPC class except for Aristocrat that you wish, instead of just Commoner, Expert, or Warrior.
In addition, you gain the following two abilities:
Instructions on Hygiene: You may, as a Training effect, grant your Followers immunity to all non-supernatural Diseases and a +4 bonus on saves against Poison.
Superior Bivouacking Skills: You may, as a Training effect, grant your Followers the ability to refill their temporary hit points from Feared Above the Gods by sleeping for 8 hours, at the same rate that they heal from normal hit point damage.
In addition, they may heal ability drain as if it were ability damage, treating each point of ability drain as if it were two points of ability damage.
Squamous Leader of Cults [Leader][Aberrant]
As the saying goes, there is nothing in this world that will not be worshiped or followed by men.
Prerequisites: Leadership, Aberration Blood, Charisma 15+
Benefit: All of your Leader feats are treated as Aberrant feats for all purposes. In addition, you may use Rudimentary Combat Training to retrain any of your Followers' non-bonus feats into Aberrant feats.
Finally, treat any penalties to skills that you might have due to the Aberrant feats that you have as if they were bonuses instead.
Leader of Many [Leader][Fighter]
You have learned how to lead a greater number of the weak than of the strong; the better to police a town with, of course!
Prerequisites: Leadership, ECL 9, Cha 15+
Benefits: When determining the number of creatures that you may lead, multiply the number of creatures that you can lead by your Charisma modifier (min. 1).
Community Leader [Leader][Fighter]
You have learned the skills necessary to manage a large area, not just a few people.
Prerequisites: Leadership, Diplomacy 12 ranks, Cha 15+
Benefits: You may, over the course of a week, convert a single District (http://www.wizards.com/default.asp?x=dnd/we/20030719a) that is at least Indifferent towards you into a Stronghold. When attempting to recruit Followers inside a Stronghold, it only takes 1 hour and you may double the population of the Stronghold when determining how many Followers you gain.
Each Stronghold you control counts as a single Follower when determining how many Followers you may control. The inhabitants of the Stronghold are not counted as Followers, and as such their attitudes are not automatically improved to Helpful.
Bustling Community [Leader][Fighter]
Communities that you lead show a marked decrease in their crime rates and a marked increase in their profitability.
Prerequisites: Leadership, Community Leader, Glorious Troop Morale
Benefits: You may teach Loyalty Unto Death and Teachings from Above to any Stronghold that you have as if it were a single Follower; the benefits of each taught effect only apply to residents of the Stronghold who are at least Friendly towards you.
When using Teachings from Above, you no longer have to have ranks in the skill you are granting a bonus to, as long as you are inside a Stronghold where you would have access to someone who has ranks in that skill.
Finally, any building in one of your Strongholds that is damaged recovers a number of hit points each hour equal to your Charisma modifier, as your leadership bolsters and repairs the decay of the masonry and subconsciously directs inhabitants to maintain their surroundings.
Unity of Purpose [Leader][Fighter]
Your stunningly exemplary nature inspires your followers to pattern their lives after you.
Prerequisites: Leadership
Benefits: Whenever a creature is affected by one of your Training effects, they may move their alignment one step towards your alignment.
You may choose to make your training contingent on them making this shift; if you do so, they do not receive the benefits of the training unless they make the shift.
Religious Revival [Leader][Fighter]
Your rulership fundamentally alters the very nature of a community.
Prerequisites: Unity of Purpose, Community Leader
Benefits: Any Stronghold that you control for at least one week is treated as if it were on a plane with a Mild alignment trait matching your alignment. If you control a Stronghold for at least a month, the trait improves to Strong.
Promote Lieutenants [Leader][Fighter]
You can teach a few of your followers to be half as good as you; that's good enough, right?
Prerequisites: Leadership, Leader of Many, Make a Man Out of You, Cha 17+
Benefits: You may spend 8 hours to promote a number of your Followers to Lieutenants equal to your Charisma modifier. For the purposes of the benefits your Lieutenants derive from your [Leader] feats and teaching effects, the maximum level of Follower you can have is equal to half your character level, and your Charisma modifier is considered to be 2 points higher.
You may only have a number of Lieutenants at one time equal to your highest ability score plus the higher of charisma modifier or half your class level; Lieutenants still count towards the number of followers that you may have.
In addition, you may use Building Better Soldiers to retrain or grant levels in any NPC prestige class (http://www.giantitp.com/forums/showpost.php?p=10951428&postcount=115) that they qualify for.
Exemplar Community [Leader][Fighter]
You lead communities, yes, but some communities draw your attention far more than others.
Prerequisites: Community Leader, Promote Lieutenants
Benefits: You may, over the course of a week, choose to promote one of your Strongholds to a Citadel. A Citadel is treated as if it were in a city one size larger or smaller whenever it would be advantageous to you or one of your Followers. In addition, whenever you hire Followers from a Citadel, you may apply one Training Effect to them for free.
A Citadel counts towards the number of Lieutenants you can have at one time.
Urban Renewal [Leader][Fighter]
Sometimes, you simply need to change the nature of a community you control.
Prerequisites: Community Leader
Benefits: You may, over the course of a month, change what type of District (http://www.wizards.com/default.asp?x=dnd/we/20030719a) one of your Strongholds is. Over this period of time, the population alters until it matches the target District.
Ruler of Cities [Leader][Fighter]
Your leadership flows like an all-consuming tide.
Prerequisites: Exemplar Community
Benefits: As long as you have a Citadel in a given city, Strongholds in that city don't count towards the number of Strongholds that you can have at one time.
Emperor Above All [Leader][Fighter][Epic]
The world has simply acquiesced to your control. Long live the King.
Prerequisites: Leader of Many, Ruler of Cities
Benefits: There is no limit to how many Followers you may have at one time; additionally, the number of Lieutenants that you may have at one time is multiplied by your Charisma modifier (minimum 1.)
Furthermore, any feat that affects one of your Strongholds over the course of a week instead affects it over the course of a day; any feat that affects one of your Strongholds over the course of a period longer than a week affect it over the course of a week.
Finally, you no longer have to be inside a community to convert a District into a Stronghold or recruit Followers.