D&D LEADERSHIP in theory and practise [GENERAL Feat] Prerequisite: Character level 6th or “Born to lead” feat. Version:
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D&D LEADERSHIP in theory and practise [GENERAL Feat] Prerequisite: Character level 6th or “Born to lead” feat. Version: 1.04, year 2008 Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist him or her. See the table below for what sort of cohort and how many followers the character can recruit. Leadership Modifiers: Several factors can affect a character’s Leadership score, causing it to vary from the base score (character level + Cha modifier). A character’s reputation (from the point of view of the cohort or follower he or she is trying to attract) raises or lowers his or her often fluctuating Leadership score: Leader’s Reputation Great renown or bearer of an suiting artefact or stronger (>33) bloodline (Bld) Fairness and generosity, tainted blood degree but of cohorts favoured deity Special power / favoured Deity (cleric as adept) for faithful cohorts Failure, from minor setback to complete defeat Aloofness or Arbitrariness, is of a hostile bloodline Overdosed cruelty or misplaced mercy, obvious insanity or dire disease Other modifiers may apply when the character tries to attract a cohort: The Leader . . . Has a familiar, special mount, or animal companion Recruits a cohort of a different alignment, hostile culture or opposed deity (like a paladin of Moradin to lead orogs) Caused the death, torment or imprisonment of a cohort * Cumulative per cohort.
Modifier +2 for each +1 for each +1 for each –1 to –4 –1 to –4 –2 for each Modifier –2 –1 to – 4 –2* (each?)
Followers & adjutants may have different priorities from cohorts. When the character tries to attract a new follower or adjutant, use any of the following modifiers that apply in addition. The Leader . . . Has a stronghold, base of operations, guild, or equivalent Makes dedicated efforts to educate, train & equip his or her cohort(s) Has risked life or rank or title to take cohort(s) out of harms way Moves around a lot, has a mate who does not share the goals/vision/agenda Caused the death of other followers or adjutants
Modifier +2 +1 each +1 for each –1 to – 4 –1 to – 4
ALL yellow tables are based on OGL SRD content from the SRD 3.5 compiled by Sovelior!
Yokels for life? I published my own NPC class revision, like many others did. Will they really all learn nothing, while heroes and villains get dozens of feats, skills and extraordinary abilities? Make it your own decision. The following table has reduced levels for followers. It works with the intent of granting one feat for levels 1, 5, 10, 15 & 20 to balance this. ●
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If those NPC followers, which will mostly be commoner (peasant or burgher), expert or warrior by class, are cohort members or equivalent, you may decide that those 5 feats made available to them by class are not picked but instead used like slots: Each featslot allows them to learn one feat which the hero, leader or adjutant teaches them! Remember that even NPC figures get their feats by level (1, 3, 6, 9...) but those are personal selections. If in example Johnny & Jane Yokel decide to take leadership as their 6th level feat and maybe even the lead skill (see Birthright) they might become adjutants or even start their on ilk with whatever agenda.
Leadership Score
Cohort Level
1 or lower 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 or higher
— 1st 2nd 3rd 3rd 4th 5th 5th 6th 6th 7th 8th 8th 9th 9th 10th 10th 11th 11th 12th 12th 13th 13th 14th 14th
—— Number of Followers by Level —— 1st — — — — — — — — — 5 6 8 10 15 20 25 30 35 40 50 60 75 90 110 135
2nd — — — — — — — — — — — — 1 1 2 2 3 3 4 5 6 7 9 11 13
3rd — — — — — — — — — — — — — — 1 1 1 1 2 3 3 4 5 6 7
4th — — — — — — — — — — — — — — — — 1 1 1 2 2 2 3 3 4
5th — — — — — — — — — — — — — — — — — — 1 1 1 2 2 2 2
6th — — — — — — — — — — — — — — — — — — — — 1 1 1 1 2
Leadership Score: A character’s base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect a character’s Leadership score, as detailed above. Exception: Birthright nobles due “Born to lead” feat start level 3. Cohort Level: The character can attract a cohort of up to this level. Regardless of a character’s Leadership score, he can only recruit a cohort who is two or more levels lower than himself. The cohort should be equipped with gear appropriate for its level. A character can try to attract a cohort of a particular race, class, and alignment. The cohort’s alignment may not be opposed to the leader’s alignment on either the lawvschaos or goodvsevil axis, and the leader takes a Leadership penalty if he recruits a cohort of an alignment different from his own. Cohort Type: Gangs, pirates, tribals, cults, pagans and vigilantes are my main contemplated directions. Cohortmembers earn XP as follows: The cohort does not count as a party member when determining the party’s XP. Divide the cohort’s level by the level of the PC with whom he or she is associated (the character with the Leadership feat who attracted the cohort). Multiply this result by the total XP awarded to the PC and add that number of experience points to the cohort’s total. Exception: If a cohort gains enough XP to bring it to a level one lower than the associated PC’s character level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed attain the next level. Number of Followers by Level: The character can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they’re generally lowlevel NPCs. Because they’re generally five or more levels behind the character they follow, they’re rarely effective in combat.
Followers (usually) don’t earn experience and thus don’t gain levels. However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You don’t consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.) Birthright unique skills: Administration, Lead and Warcraft (I still would prefer it named Strategy&Tactics). The skills are crucial and remain it. Like a rogue handles a thieves guild, like a cleric does a temple or a regent reigns an entire realm, on smaller scale the leader has to assure similar. By my own decision, I judged: A leader who lacks skills can appoint an “adjutant” or such a gorgeous indispensable number two, who has the skills the leader lacks. Tribal warriors often had shamans or medicine men or wise women as advisers. Citizens often form interest groups or councils, vigilantes often listen to feedback for they are part of the neighbourhood, not hired thugs. Thugs then listen to who pays them or who kills or cripples them with ease. Pirates usually have two or more 2nd in line characters, to support or replace the captain as situation (or whim, vice or greed) seemingly demand. This adjutant is one level above the cohort (including check how many adjutants are possible) in a “full” class, but always remains one level below the leader. The main benefit of each adjutants is: They gain monthly experience for competent fulfilment of their tasks, in addition to those “which the leader earns for them & the cohort”. Such adjutant experience I take inspired from a Birthright table. See it as a general hint of what kind of task is worthy of what amount in generic circumstances.
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It is nothing but “Regent & Lieutenant” on smaller scale, to keep full Birthright compatibility yet some transparency for other D&D as D20 gamers & readers.
Task or duty, monthly XP
Warrior
Adept Aristocrat Commoner/Expert
Agitation HQMaintenance Raise cohorts funds Contest or build successfully: Guild/Shop Order/Security Source (arcane cults) Shrine/Temple (arcane cults)
150 50 150
250 50 150
250 50 300
150 50 150
250 300 50 50
150 150 50 (250) 250 (50)
300 200 50 100
150 150 150 150
Contribute (purchase or conquer) useful equipment, weapons, armours or potions, scrolls/relics: 250 250 250 250 Espionage Neutralization Diplomacy Research Training cohort(s)*2 Pact with officials*
50 500 50 150 150 150
50 250 150 250 150 150
150 250 150 150 150 150
150 250 100 150 150 150
Routine can be a villain, allied with fatigue, boredom, frustration or anger/anxiety...
Note: I never wrote all is done each month! More than four (3 by leader & one by adjutant) tasks per month may result in worse than just fatigue. Rebellion, deserters, traitors...This way the purpose/duty of an adjutant (or equivalent) comes with experience gain. Negotiating payment from the leader is an additional ordeal, from my humble point of view. * Like vigilantes with permission of the cityguard, as rules on what goes too far. *2 Either treat the adjutant as leader for the XP calculation or simply reduce it to training basic feats or weapon as armour proficiency, knowledges as SUITING profession.
Mini – FAQ (frequently anticipated/asked questions) ●
A Birthright noble by class gets all his or her unique feats in addition to what all mortals can roll and handle here. Same is true for those who earn feats which give further benefits.
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Yes, once more I hold back the idea which really made me work out my own solution.
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The officials from www.birthright.net get my answers/hints along with my solution, this is simply my whim, style or lack of such. Muse?
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My testrun would mean the group plays warriors, adepts, commoners, experts or aristocrats, maybe as I recently uploaded them to the address mentioned at 3 rd point/dot here. My class definitions may hint, that when the class is weaker, there may be a special bloodline or pact regulation to balance the scales and odds!
Friend or Foe – Cohort or Follower I imagined “followers” to be people like the servant who always holds the heroes horse while hero or heroine adventures. I dislike that solution though. By my own game guidance, all creatures gain experience points. Even the spider at the wall could. Simply for except by aphasia or equivalent, any creature learns and develops due life. A young spider is not as stealthy, alert and deadly, as it will be with more practical experience. Henceforth even a spider raises sneak skill, learns to improve sneak attack and webusage as poisonous stealth kills. I never said that this makes a spider defeat an epic dwarven defender or what. Just that this fatalistic or always negative implication...do they only publish to share their complexes and disorders with the world? Damn, yokel level one is weaker than yokel level six. And epic yokel outmatches both of them, for good or bad. I reduced me to commoner level 14 in my contemplation, henceforth only assigning the feats by level (completely NO class feats from level 2 to 20!). Even such a type still may have moments. Hero class level 14 would, obviously, be very much more competent/powerful. What we need to know: Adjutants are special figures, not just followers. The maximum number of adjutants is (in this basic version): your leaders charisma, intelligence as wisdom bona added together. A noble with intelligence 12, wisdom 12 and charisma 16 would henceforth be able to live with 5 adjutants. As the butler, cook and steward fall under followers, this offers him or her a number of fullclass “wildcards” which help on whatever is needed or decided by the noble or forced upon the noble by circumstances. ●
In my own youth it was still considered humour to state that game masters or mistresses, storytellers and narrators are mostly want to be tyrants or slavewhippers with a drug crazed fantasy, but nowadays such truthspeaking is considered insulting. So I don' repeat it.
This allows to be quite an important member of the city already. Imagine the boss of a pirate ship, who is in command of the smugglers, harbourworkers and seafarer guild. Even in his or her absence, he or she has three adjutants who have the skills to keep the business functional (and hopefully away from guards investigation). That makes you quite an influential figure compared to ... a simple beggar? Or compared to a generic barmaid? If this file is welcome by the officials and community, then MAYBE I write a version for player classes, too. I really expect any DM (dungeon master or mistress) to instantly understand what this file is about and how to handle this as “inspiration” without stealing my ideas or violating any copyright!
Weighing options When I testread it for most obvious mistakes, I already thought about how a hero leads a troop into battle in that classic Birthright PC game. Naturally, if cohorts fight, they are treated like units which Birthright has already defined. By the way, a quite sufficient definition for most ideas I got about it? The unit type will depend on equipment, training and class. For warriors specials like tough or berserker make sense. Pirates would be irregulars yet with marine special. I will attempt (difficulty by bank account number) to check feedback and make a test scenario with NPC classes. Leaders & adjutants function like heroes, giving a bonus to unit morale or more. That scenario will offer officials and community DM's (dungeon masters or mistresses) the chance to experience it first hand. Then they will surely have loads of additional ideas, how to “translate” my concept for player classes. That way, updated and playtested quality will be brought into the Birthright product line (as far as I can imagine it at least). As much as I like to be stubborn: I stick to the NPC approach for atmospheric and compatibility purposes. If this concept gets acceptance and will be implemented into the rules (I admit, it is not that decisive), then is the time for the “best shots” of the muse. See my point? Five NPC classes must first work in Anuirean, Brecht, Khinasi, Rjurik or Vos as halfling, (half)elven and dwarven ways. If that is achieved, allowing player classes the same is mostly just a handful of adaptations away. Of course you are free to notice, that something about the rules spoiled my fun with the hero classes. Yet who am I to admit it? I am...me.
This file was worked out with a notch of humour and best intentions. Hopefully some of it comes across to your understanding? Certain posts made me often doubt that there is any understanding left in the real world. ☺ That license included is not just there to fill pages. It is even more than legal responsibilities. I write to fit with the official product line, adaptations (if legal) may follow. Yet your group is your duty, not mine! Dear lazy DM or proud parasite? This is a functional solution, yet part of a larger work in progress.
Companionship Playing a saga instead of group goes into dungeons. If all players (or NPC figures) are part of one hero or heroine around which all the story evolves (Conan is one example, the TVSeries of Beastmaster with Dar & Tao another), then this may make sense. Unpleasant is, they get often less experience for their own ideas. Pleasant is, they get full experience even for stuff which they were a petty or minor part of. Pleasant as well, the group can all act adjutant to the hero or heroine and all units, cohorts and such, which only the hero or heroine could muster. Imagine the hero or heroine to be some powerful noble, but on proper occasion the stealthy engineer leads a cohort for covert operations and sometimes an “adept” leads a cohort to discover or seize scrolls, relics and paraphernalia or sources. It works with the official players classes as well. Using the formula keeps them united though. Henceforth do it and remember that whenever initiative is theirs, then they are the ones named leader in the formula and this includes them gifting experience to their followers. I wrote it above about “adjutants”.
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Divide the cohorts as companions level by the leaders level each. Now multiply the gained amount of experience with that result. Example: Leader Roland the Bavarian, here still a typical BR noble of major Vorynn bloodline, made his stand at the river of Thule. With him were his companion Pauper the beggarmystic (adept) and two cohorts of Roland's skirmishers (or irregulars) each level 3. After the glorious battle (desperate bloodshed for the own survival) is done, it's time to plunder. Meanwhile the game master or mistress calculates experience. Roland gains 3000 experience here, as the surprise attack was tough and fierce. To grant Pauper his experience it comes as follows: Roland is ECL 10 and Pauper here is ECL 4. 4 divided by 10 is 0.4 for the formula. 3000 multiplied by 0.4 is 1200. Pauper henceforth gains 1200 experience as he is companion to Roland, the Bavarian! The survivors of the two cohorts each get 900 experience as their level was 3 and the formula (3 divided by 10 = 0.3 multiplied by 3000) gives this result. Now Roland orders/asks/bribes Pauper to organize the healing. Pauper henceforth acts adjutant as all in the cohort heard he is legitimated to do so. Pauper uses his healing spells and is considered helpful on the first aid rolls, giving examples and hints. Saving lives of loyal followers due his spells stabilizing up to five of those cohortmembers hurt beyond firstaid furthers the story and is his duty, he gets 500 experience.
Now the formula is 3 divided by 4 multiplied by 500 to see, how much experience the cohorts earn under Pauper. It comes to 375 additional experience points. Having earned enough experience points to level up, the cohorts do so as they remain well under Roland's level. Now Pauper levels as well and he surely will be remembered as one who healed and helped them for a while... as Pauper finally gets his share of the loot, he stumbles for his sleeproll and the scene is left here.
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My monthly experience table shows how orders like Pauper, teach the cohort firstaid and concentration or Phaenix Starborn, teach the cohort “point blank shot” feat could be handled. Duration of such training and learning should be by the official table or game master or mistresses decision.
Personalities in the Companionship
THIS TABLE ABOVE HERE IS FROM OGL D20 Game of Thrones! As this comes from storytelling oriented gaming, I took a table from “D20 Game of Thrones”. It gives a nice formula of how to instantaward certain moments of roleplaying. Not always the pleasant ones as well. Darkling players might chuckle when they imagine, how many ways to make the righteous suffer and the paladins roast this may imply. If their competences cover all they imagine. ;o) ●
Leaders and heroes appreciate tremendous successes and reaching their personal goals.
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Adjutants are often already happy with minor successes and reaching their personal goals. Adjutants may be more motivated, when it pays off well. Mistreated adjutants may decide to turn against the leader, even reducing his or her goals into devastating failures. If bad blood is caused they may even attempt to usurp or go for the personal goals of the leader or hero, if they know those.
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Cohort members and followers usually like to survive, benefit from the ordeal and fulfil their personal goals mostly. They may appreciate to be part of successes though. Deserters, traitors, usurpers and rebels may occasionally be suiting.
D20 True RPG One of the best rulebooks I had a chance of reading. If one uses the SRD in addition, D&D becomes superfluous. More than twelve background worlds to play in as well, from Arabian Nights to science fiction, murder mystery, Cthulhu or fantasy and dark fantasy. The idea to replace the entire spell system by feat-like “powers” shortens the amount of administration and futile study of rules nobody needs anyway. Most worlds have unique feats in addition, but the base pack is already well crafted. Expect simple variants of druid, healer, psion or sorcerer to work swift and atmospheric. Not much time wasted on ingredients or other cliché. Concepts like faith points, magic points and psi points were blended into “conviction”. This defines how often one can fuel spell-like or extraordinary abilities in example. Effect is: If one does not play one character per player, but one character with adjutants and cohorts or units, this makes handling it all much simpler. Reputation is already implemented and from the point of using the approach, it is a fine blend somewhere between Birthright and D20 Game of Thrones. In my imagination it does not only allow low-magic campaigns, but easy to handle high-magic or dark-magic ideas as well. Dark magic may be Book of vile Darkness minded, or like in Conan that magic is always baleful and treacherous, more of an affliction or haunting than the benefit that priests, magicians and witches claim it to be! Opinions vary of course and most of my side-notes are more dedicated to the poorer people who simply do not waste money on all the books by circumstances. Or the fact that the “war against poverty” is far from even pushing the enemy back.
The helpful feat ●
Helpful : A character who takes this feat has learned to be extremely helpful when adding her expertise to a group effort. When the courtier Aids another with a skill, he or she adds a +4 bonus to the acting character’s skill check instead of the normal +2. This ability may be used against some regent, villain or noble, inflicting a penalty of 2 to 4 per conspiring or rebelling adjutant involved! “Disloyal intricate scum sabotaging prowess among power hungry fops.”
This description of the helpful feat was based on the 3 rd revision Birthright Pdf by Richard Baker as sanctioned chapter 1 magician and later modified by me, as the red-coloured part was my extension.
The Bavarian of vile darkness If Birthright blend: Then Roland the Bavarian would be noble level 9 and blooded scion of Azrai level 1 at game start. Pauper would like to be a psion, but would be forced to play a shadowworld halfling magician level 4. Phaenix Starborn would be an elf, scout level 4 OR ranger level 2 and rogue level 2 at game start. Roland's other adjutants and his most powerful cohorts, units and agents would be in his provinces, henceforth outside of the adventure at start. QUOTED OGL Birthright Info; “Gheallie Sidhe: (Gaylil SHE) Literally translated from elvish as "Hunt of the Elves", this term refers to the hunting of humans or other intruders in elven domains. During the wars between human and elf, groups of elven knights roamed Cerilia, slaying all humans they found. Although most elven realms called a halt to the gheallie Sidhe hundreds of years ago, some realms and groups continue the hunt to this day. Human intruders in elven domains are often at great risk.”
If the official book of vile darkness is preferred: Roland starts as a humanoid noble (see Birthright sanctioned chapter 1) level 10, but is of a major demon or devil bloodline as defined in the Unearthed Arcana Bloodlines section of the SRD (System Reference Document 3.5). Pauper starts as a level 4 humanoid favoured soul (or adept) of medium devil or demon bloodline. His deity is unknown to Roland, the author intended “The Patient One”. Phaenix Starborn too a humanoid of medium devil or demon bloodline and scout level 4 OR ranger level 2 and rogue level 2. Roland's other adjutants and his most powerful cohorts, units and agents would be in his infernal or abyssal provinces, henceforth outside of the adventure at start. ●
NOTE: The choice of bloodlines must be compatible which means: all of the bunch are demon or devil blooded. As tastes vary, I discourage to use existing lords of evil or archfiends, just use the table for bloodlines and invent from what devil or demon they were sired.
Authors note on vile darkness The playing of lesser outsiders and aberrations came up mostly, to avoid too much faith. There are still people who fail to distinguish between gaming and real world faith. Splatter movies have a large, global fan community and my own application is more abstract and of fictional spirituality, much less cruelty and bloodshed which superficial looks into the books may seem to suggest. Another great option is: No matter, if it will be heroes, villains or monsters – there will be people who perceive them as opponents anyway. In roleplay that is an option. If I define a pious paladin then players of evil may consider it a villain. If I define demon or devil spawn, then good aligned groups may oppose them. This doesn't stop just because they have adjutants or lead cohorts. Antagonism is part and tool of the genre. If the only villain of the entire adventure is a level 1 goblin who sprays nasty messages upon walls at night, then there is less need for veteran (called high level) heroes if compared to a dark cult who already conquered a town, raised an army, desecrated the chapel and is ready to summon infernal or abyssal minions to assault, defile and conquer the realm.
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