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Difference between revisions of "Cohorts"

From Titan's Teeth

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A cohort serves you loyally and will follow you into and aid you during combat, but will not obey obviously suicidal orders nor subject itself to harm for no obvious purpose. Cohorts are usually within 1 alignment step of you, though some exceptions may occur at the GM’s discretion.}}
 
A cohort serves you loyally and will follow you into and aid you during combat, but will not obey obviously suicidal orders nor subject itself to harm for no obvious purpose. Cohorts are usually within 1 alignment step of you, though some exceptions may occur at the GM’s discretion.}}
  
{{Gridless|type=begin}}<wbr>{| class="wikitable"
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{| class="wikitable" style="display:inline-table;width:23%"
 
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Settlement<br>Size !! DC<br>Modifier
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! Settlement<br>Size !! DC<br>Modifier
 
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| Thorp || +8
 
| Thorp || +8
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| Metropolis || -2
 
| Metropolis || -2
 
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Factor !! DC<br>Modifier
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! Factor !! DC<br>Modifier
 
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| Settlement is predominantly of a different alignment to you. || +1 per step (cumulative)
 
| Settlement is predominantly of a different alignment to you. || +1 per step (cumulative)
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| Settlement is particularly insular, isolated, or opposed to you. || Varies, GM decision
 
| Settlement is particularly insular, isolated, or opposed to you. || Varies, GM decision
 
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Revision as of 22:59, 24 August 2019

Main > > Combat > Martial Spheres > Leadership Sphere > Cohorts

Specialized NPCs called cohorts are willing to follow you on adventures. A cohort always acts on your initiative.

You gain the following ability:

Recruit

You may recruit adventurers, mercenaries, and sellswords to actively assist you. Recruiting requires spending 8 hours in a settlement and making a Diplomacy check. You may select the profession and martial tradition you are looking for, and may also specify a particular race from those available. Not all races, professions, and traditions will be available in all locations; the available pool is determined by the GM. The base DC of this check is 10 + the Hit Dice of the person you are looking to recruit, modified per Settlement Size Modifier and Miscellaneous Modifier. Modifiers are cumulative. You may take 10 on this check.

You may not recruit a creature with more Hit Dice than the maximum shown on Table: Cohort. The exact feats and talents the cohort possesses are up to the GM, though you may reject a given cohort and attempt to recruit another with the normal action. Recruits are usually humanoids with no racial Hit Dice, and are of races available in the region you are recruiting. Creatures with racial Hit Dice, templates, or abilities unsuitable to player races are not suitable to be cohorts.

You may have multiple recruited creatures under your control, but their total Hit Dice cannot exceed your ranks in Diplomacy. If you attempt to recruit a creature that would exceed your Hit Dice cap, you must choose which other creatures to release from your service.

A cohort serves you loyally and will follow you into and aid you during combat, but will not obey obviously suicidal orders nor subject itself to harm for no obvious purpose. Cohorts are usually within 1 alignment step of you, though some exceptions may occur at the GM’s discretion.

Settlement
Size
DC
Modifier
Thorp +8
Hamlet +6
Village +4
Small Town +2
Large Town +1
Small City +0
Large City -1
Metropolis -2
Factor DC
Modifier
Settlement is predominantly of a different alignment to you. +1 per step (cumulative)
Population of settlement is at least 50% of a particular race you are seeking. -2
5% to 25% of the population of the settlement is of a particular race you are seeking. +1
Less than 5% of the population is of a particular race you are seeking. +2
You are looking for your own race. -2
You do not specify the profession. -2
You do not specify tradition. -2
You are attempting to recruit a contact. -5, ignore DC modifications for alignment, race, profession, and tradition.
A cohort has been killed and not resurrected. +5 (cumulative for each death, reduced by 1 for each month since the cohort’s death)
Signing bonus of 10 gp per Hit Die. -1 (cumulative, may be applied up to 5 times)
Supplying magical equipment. Reduces DC equal to half the cumulative enhancement bonus of weapons and armor, (minimum reduction of -1)
Settlement is particularly insular, isolated, or opposed to you. Varies, GM decision



COPYRIGHT NOTICE

Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Advanced Player’s Guide © 2010, Paizo Publishing

Inner Sea Intrigue © 2016, Paizo Inc.

Pathfinder Player Companion: Black Markets © 2015, Paizo Inc.

Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing

Pathfinder Roleplaying Game: Ultimate Campaign. © 2013, Paizo Publishing

Player’s Guide to Skybourne © 2015, Drop Dead Studios

Ships of Skybourne © 2016, Drop Dead Studios

Spheres of Power © 2014, Drop Dead Studios LLC

Spheres of Might © 2017, Drop Dead Studios LLC

Champions of the Spheres © 2017, Drop Dead Studios LLC

The Inventor’s Handbook © 2019, Drop Dead Studios LLC

The Wraith © 2018, Drop Dead Studios LLC.