”I’m not going to die like that!” -Dan, Human Follower, moments before he died some other way
Rather than being amazing at anything the follower is often in the back ground just being a pal for the big bad protagonist as they are getting stuff done. The follower is wandering forward to trigger the traps, then fall down a chute into the cavern full of treasure just to find the artifact that the villain has been searching for over the past century.
Adventures: They usually adventure because they saw someone cool looking go adventuring and tagged along.
Characteristics: That depends, who are they friends with?
Alignment: Any, most commonly though they match the alignments of their friends.
Religion: Any, their powers arent tied to any following in particular, its an individual choice.
Background: The followers are those most often not in the lime light all of their lives, until now.
Races: Basically any race could become a follower, generally if your race could be considered “normal” or a “background character” you would make a fine follower.
Other Classes: A Follower can get along with darn near everybody, so as long they don’t have any issues with the Followers shortcomings, or how the followers seem to just get through existence without any real training or work.
Role: The Follower can do anything if they get lucky enough, though early on when their luck has not fully culminated they aren’t terribly amazing at anything. They could work their way into being a skill monkey or even a halfway competent combatant.
Adaptation: The Follower fit in everywhere, except where people don’t like someone who seems to be as incompetent as they come.
GAME RULE INFORMATION
Followers have the following game statistics.
Abilities: Dexterity and Constitution are rather important for getting out of the way and surviving being on the outer rim of all those fireballs. And charisma is the other important stat, seeing as how most of the abilities they pick up on the side are based off of charisma.
Hit Die: d6
Starting Age:As barbarian
Starting Gold: As fighter. They have picked up a decent amount of pocket change in their time in the background.
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Skills: Climb (Str), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (history) (Int) Knowledge (local) (Int), Move Silently (Dex), Search (Int). Tumble (Dex), Use Rope (Dex).
Level Base Attack Bonus Fort Save Ref Save Will Save Special Galactic Luck 1st +0 +0 +0 +0 Galactic Luck Reserve (0.5x), Traps, 3 2nd +1 +0 +0 +0 Pickup Tricks 5 3rd +1 +1 +1 +1 Get Out of the Way 8 4th +2 +1 +1 +1 Pickup Tricks 13 5th +2 +1 +1 +1 When Nobody is Looking 1/day 21 6th +3 +2 +2 +2 Pickup Tricks 34 7th +3 +2 +2 +2 Galactic Luck Reserve (1x) 55 8th +4 +2 +2 +2 When Nobody is Looking 2/day, Pickup Tricks 89 9th +4 +3 +3 +3 Treasure, 144 10th +5 +3 +3 +3 Pickup Tricks 233 11th +5 +3 +3 +3 When Nobody is Looking 3/day 377 12th +6 +4 +4 +4 Pickup Tricks 610 13th +6 +4 +4 +4 Galactic Luck Reserve (1.5x) 987 14th +7 +4 +4 +4 When Nobody is Looking 4/day, Pickup Tricks 1597 15th +7 +5 +5 +5 I’m Just Over Here 2584 16th +8 +5 +5 +5 Pickup Tricks 4181 17th +8 +5 +5 +5 When Nobody is Looking 5/day 6765 18th +9 +6 +6 +6 Galactic Luck Reserve (2x), Pickup Tricks 10946 19th +9 +6 +6 +6 ... And The Plot 17711 20th +10 +6 +6 +6 When Nobody is Looking 6/day, Pickup Tricks 28657
All of the following are class features of the The Follower.
Weapon and Armor Proficiencies: The Follower is proficient with light and one handed improvised weapons, and takes no penalty for wielding light or one handed improvised weapons. They are also proficient in light or medium improvised armors.
Galactic Luck: (Ex) Followers are subconsciously reliant on the outside universe to save their lives. Each day, after 8 hours of rest, the Follower may expend points from their Galactic Luck reserve to increase any roll by 1/2 the points expended on it (Minimum bonus granted is 1). They may expend a number of points each round equal to their Class level x2, but on any one roll/action they may only spend up to their level. At level 7, 13, and 19 the amount of luck the universe imbues a follower with each round increases. The ratio of points spent to bonus gained increases at these levels to 1x, 1.5x, 2x respectively. The bonus granted by this ability is a luck bonus. The bonus can be applied to any roll the Follower makes or AC (cannot be added to HD rolls for HP).
Traps: (EX) Every once and awhile, namely whenever a follower find a trap by triggering it, you trigger it in some comical manner that the trap narrowly misses you by fractions of an inch. The follower gains a bonus to their saves or armor class to resist/stop traps from harming them equal to ⅓ of their follower level (minimum 1). This ability also provides a passive search check for traps within 15 feet, and causes any traps the follower notices to trigger and target the follower, and traps that target more than one target (such as a collapsing ceiling) only targets the follower (I.E. only one block of the collapsing ceiling falling inward).
When Nobody is Looking: (Ex) Starting at level 5 the Follower starts to shine, when none of their friends are around to notice them. While alone a Follower can double any luck bonus they are receiving once per day at 5th level and one additional time per day per 3 levels after to a max of 6 times per day at level 20. This doubling lasts for 1 minute per 4 follower levels, and doubles any luck bonuses the follower has or gains durring this time. A Follower considers themselves alone when they cannot see or hear any of their party/cohorts, I.E. if you have leadership your cohort makes you not alone, but if your party pushes you around the corner to check for traps in a dungeon you become alone.
Pickup Tricks: (Ex/Su/Sp/Ps) The follower starts to pick up a trick or two by following and watching all those heroes out there. Now whether this trick was show to them by someone taking pity on the Followers stint in life. Though they learn this trick and can use it fairly reliably, it never looks like they know what they are doing when someone who is trained in that area is watching them do said trick, other creatures take a penalty to identify what exactly the follower is doing equal to the followers level. They gain a single class feature from another class based on the table below. Caster level or manifester level is equal to half of their Follower levels, and can be augmented with Galactic Luck and spells and powers granted give true spell casting rather than spell like abilities.
Pick Up Tricks Level Available Possible Pick Up Tricks Description 2 Cantripts/Orisons Learn 2 cantripts/orisons, each usable at will, can be taken multiple times 2 Learn 2 Psionic talents (right column of the table) Each usable as long as you are psionicly focused, gain 1 power point, can be taken multiple times 2 Fighter bonus feat Gain a bonus feat from the fighter feat list, you do not count as a fighter for any purposes unless you have fighter levels, can be taken multiple times 2 More skill ranks Gan an additional 2 skill ranks per level, recalculate all skill ranks using the increased base, can be taken multiple times 2 I’ve Seen Some Things Add half of your follower level to all knowledge checks, and the ability to make knowledge checks untrained, can be taken multiple times, each time increasing the bonus by half of your level 4 First level spell Learn a first level spell, and gain 2 first level spell slots, any DC is charisma based, can be taken multiple times 4 First level power Learn a first level psionic power, gain 4 power points, can be taken multiple times 4 Eldritch blast Gain an eldritch blast that deals 1d6 damage. Each additional time you take this the damage increases by 1d6, and this may be taken once per 3 levels of follower 4 HD size increase Increase your HD by one step d6>d8>d10>d12>d20, can be taken multiple times 4 Sneak attack Gain 1d6 sneak attack dice, this functions as the rogue feature of the same name. You make take this trick once per 3 follower levels 4 Gain one rogue talent, using half of your follower level as your rogue level to determine what abilities you qualify for 6 Second level spell Learn a single second level spell, and gain one second level spell slot, Can be taken multiple times 6 Second level power Learn a single second level psionic power, and gain 6 power points, can be taken multiple times 6 Smite Opposition Gain the ability to smite, as a paladin of your follower level, once per day, this can be taken multiple times gaining an additional daily use of smite opposition 6 Befriend a Critter Gain an animal companion with an effective druid level of your follower level -4, if taken a second time increase your effective druid level to your follower level 6 Get Angry Gain the ability to rage as a barbarian once per day, and gain one Rage Power, you count as a barbarian of half of your Follower level for choosing this Rage Power. This rage has all the normal restrictions of a barbarian's rage. Taking this power more than once grants an additional rage per day, and an additional rage power 6 Evasion Dodge Roll! Gain evasion as per the rogue ability 8 Increased Caster/Manifester Level Increase your caster level and manifester level for spells and powers granted by piick up tricks by 1. This trick can be taken multiple times, and cannot increase your caster level to over your Follower level 8 Mettle Gain Mettle, as per the Hexblade class feature 10 Third level spell Learn one third level spell, and gain one third level spell slot. This can be taken multiple times 10 Third level power Learn one third level power, and gain 8 Power Points, This can be taken multiple times 14 Fourth level spell Learn one fourth level spell, and gain one fourth level spell slot, this can be taken multiple times 14 Fourth level Power Learn one fourth level power and gain 10 Power Points, this can be taken multiple times 18 Fifth level Power Learn one fifth level power and gain 12 Power Points, this can be taken multiple times 18 Fifth level spell Learn one fifth level spell, and gain one fifth level spell slot, this can be taken multiple times 20 I Think I See You You gain the ability to scry any target once per day, as a spell like ability. This functions as the Scry spell but you must know the targets name, and the target does not get a save versus the effect 20 Wish Gain wish as a spell like ability usable once per week, each additional time you take this you may use wish an additional time per week.
Get Out of the Way: (Ex) Starting at the third level The Follower has the option to take a hit comically hard. Once per round as an immediate action after being hit by an attack and dealt damage The Follower may get knocked out of the way. By exaggerating the hit the follower may move 5 ft per class level away from where the attack came from. This movement doesn’t provoke attacks of opportunity, because everyone is cringes as they see you get bashed away by even the lightest attack. This movement can be in any direction away from the source of the attack, but you cannot move closer to the source than you were when you were hit (i.e. if an orc is in front of you and punches you you couldn’t be blasted over their square and land 10 feet behind them.) You may also opt to not move the whole distance you could move based on your level. This movement is also in a straight line, so you could be knocked over a chasm by this and not fall in, or you could be knocked at an angle up to the edge of a cliff. As a side effect of this The follower always lands on his feat while using this ability.
Treasure, : (SP) For those Followers who have survived this long, their ability to stumbleupon events has progressed, rather than just triggering traps they have started to walk into the wall in just a way that they find exactly where that hidden door is, and then by walking into said door it shakes the mechanisms just enough that any triggers holding the door shut are flipped. Or if they just so happened to notice a treasure chest hiding in a corner under a trapdoor they could have slipped, sliding their foot along the ground and forcing the door open and fallen into the small pit with the chest in just a fashion that their elbow lands in the weak point of the top of the chest causing it to crack open revealing its contents, undamaged. Starting at level 9 the Follower gains Detect Secret Doors as a constant spell like ability, but its area is a 15 foot radius circle around the Follower rather than a 60 ft cone. Any doors or chest that they find in this radius (and interact with) are affected as by the Knock spell.
I’m Just Over Here: (SU) Sometimes people forget out the followers, but they are still in the background, being important and such. Starting at level 15 should a Follower die, they realize they are really just over there. Where there is has to be within 60 feet of where they were when they should have died. To everyone else the follower seems to die and them along with all of their equipment fades into the background. The Follower then yells as loud as possible “I’M JUST OVER HERE” from their new square of their choosing within the area. The follower did in fact die, and are resurrected as per true resurrection at the start of their next turn in combat (or about 6 seconds later if they aren’t in combat. This ability functions once per week.
... And The Plot: (EX) Those followers that have made it this far, have truly broken themselves out from the back ground and stormed into the plot, though should the bards of the next age recant the story they are in they will be but a mere footnote on the last page. Once per round a Follower may spend 1000 points of Galactic luck to replace their last d20 roll with a 20, and this 20 counts as a natural 20 for all purposes. The Follower no longer automatically fails skill checks or saves on a natural 1.
Extra Pick Up Trick:
Prerequisites: Two Pick Up Tricks
Benefit: Learn an additional Pick Up Trick
Special: This Feat may be taken once per two tricks you have attained through levels in the Follower class.