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Difference between revisions of "Cohorts"

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=== Building A Cohort ===
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== Building A Cohort ==
 
Cohorts gain abilities based on their Hit Dice and race.
 
Cohorts gain abilities based on their Hit Dice and race.
  

Revision as of 23:07, 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

Building A Cohort

Cohorts gain abilities based on their Hit Dice and race.

The listed statistics are modified by the cohort’s race as normal. Cohorts are considered to have a CR equal to their Hit Dice - 2 for purposes that require it. Cohorts have class skills according to their creature type (Climb, Craft, Handle Animal, Heal, Profession, Ride, and Survival for humanoids), plus the ones listed in their profession. Select from the following professions to determine the cohort’s base statistics:

Student

Hit Dice d6; Saves Fort (bad), Ref (good), Will (good); Ability Scores Str 11, Dex 12, Con 13, Int 16, Wis 9, Cha 10; Practitioner Modifier Int; Skill Points per Hit Die 2; Class Skills Appraise, Knowledge (all), Use Magic Device

Magic Scholar: Students gain the Alchemy sphere as a bonus talent at 1 Hit Die. Students add half their level (minimum 1) to all Use Magic Device checks and may use their Intelligence in place of their Charisma for such checks.

Budding Academic: Students gain an additional 4 skill points per Hit Die that must be spent on Intelligence-based skills.

Starting Equipment: Alchemy kit, simple melee or ranged weapon with 20 pieces ammunition.

Thief

Hit Dice d8; Saves Fort (bad), Ref (good), Will (good); Ability Scores Str 12, Dex 16, Con 13, Int 11, Wis 9, Cha 10; Practitioner Modifier Int; Skill Points per Hit Die 4; Class Skills Appraise, Disguise, Disable Device, Perception, Sleight of Hand, Stealth

Rogue Training: Thieves may take rogue talents in place of feats.

Trapfinding: A thief cohort adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A thief cohort can use Disable Device to disarm magic traps.

Starting equipment: Studded leather armor, thieves tools

One of:

1. Simple or martial melee weapon and simple or martial ranged weapon with 20 pieces ammunition.

2. Simple or martial melee weapon and shield.

Warrior

Hit Dice d10; Saves Fort (good), Ref (bad), Will (good); Ability Scores Str 16, Dex 12, Con 13, Int 9, Wis 10, Cha 11; Practitioner Modifier Con; Skill Points per Hit Die 4; Class Skills Intimidate, Knowledge (dungeoneering), Knowledge (local), Knowledge (nobility), Perception, Swim

Athlete: Warrior cohorts gain a bonus equal to half their Hit Dice on all Climb and Swim skill checks as well as on Constitution-based ability checks.

Starting equipment: scale mail or studded leather armor

One of:

1. Simple or martial melee weapon and simple or martial ranged weapon with 20 pieces ammunition.

2. Simple or martial melee weapon and shield .

Woodsman

Hit Dice d10; Saves Fort (good), Ref (good), Will (bad); Ability Scores Str 12, Dex 16, Con 13, Int 9, Wis 11, Cha 10; Practitioner Modifier Wis; Skill Points per Hit Die 4; Class Skills Knowledge (geography), Knowledge (nature), Perception, Sense Motive, Stealth, Swim

Survivalist: Woodsman cohorts gain a bonus equal to half their Hit Dice on all Survival skill checks.

Starting equipment: Studded leather armor, a simple or martial melee weapon and simple or martial ranged weapon with 20 pieces ammunition.

When a cohort gains variable starting equipment (for example, a choice of weapons or shields) the total cost of the combined weapons, ammunition, and/or shield cannot exceed 100 gp.

All cohorts are proficient with simple weapons, light armor, and bucklers. Cohorts begin play with leather armor and a dagger in addition to any equipment listed in their descriptions; further equipment must be supplied to them. A cohort’s starting gear may not be used to increase PC wealth; it cannot normally be sold and if extreme circumstances occur where the PCs benefit from its loss, it must be replaced (or wealth sufficient to pay for replacements given) at the earliest possible time. If the cohort is deceased, this payment must be made to their next of kin or other designee (it is assumed that such a person always exists as part of normal recruitment). If a cohort is equipped with additional items, the cohort will not keep them if leaving your service.



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.