All characters will receive leadership for free at level 7
these rules are from an article matt found, which i approve of.
- Followers are never assumed. If you want to attract followers, that’s awesome, but you have to actually go out and recruit them. Make some impassionate speeches or become an important governmental figure or something. I don’t require my players to write stat blocks for every little follower they possess, but if you want followers you need to act like a leader.
- Cohorts are rooted in the story. While I usually allow my players to construct their own cohorts, I do require them to possess a backstory connection to the campaign if the cohort isn’t an existing character already. That said, my players are also welcomed to recruit low-level NPCs that they’ve encountered and enjoyed and train them/help them rise to the challenge of being a cohort.
- Replacing cohorts is a pain. I don’t like the idea that there are tons of high-level characters waiting around that are just itching to be your cohort. I like my players to be attached to all of my campaign’s NPCs, so I encourage raising dead cohorts from the grave from both a mechanical and story-based standpoint when possible. If the PC wishes to replace his or her cohort, they have to go out and search for one; only one free cohort creation per PC at my table!
- One Cohort per Adventure. This rule isn’t really a problem at my table because I explain the rule as soon as my PCs reach 7th level, when I dropped my Leadership bomb on them. My PCs are only ever allowed to bring one cohort with them on their adventures with them. The other four cohorts are to wait outside and secure a camp, scout, or act as sort of a “call for backup” if something goes wrong. If a cohort dies, they can backtrack and call the other cohorts in to retrieve the body and/or replace him. The reason I hold this policy is for encounter planning; it is easy to adjust my XP track to account for four PCs and one cohort, but four PCs and four cohorts is too much to keep track of. Additionally, not all of my players are advanced enough to want to keep track of multiple characters during a combat. Even at an advanced table I don’t think that I would allow all of my PCs to bring all of their cohorts because it would make a balanced combat take FOREVER.
- It no longer costs gold to purchase earned capital. GP earned by organizations and buildings goes into downtime coffers and cannot be withdrawn by the player.
- Downtime capital can no longer be used to purchase personal items. Note: You can still have a crafter make something for you but now you have to buy it from them at market price.
- Recruiting a team takes that many actual days since you spend the time looking for / reviewing candidates. It does not consume downtime on behalf of the player
- Costs for managers have been changed from daily to weekly. They do not contribute to the rolls of the buildings
- Organizations can still earn capital even when you are not running them.
- You can only recruit a team if the character levels of its individual members are equal to or lower than your Leadership score. Even if you don’t have the Leadership feat, calculate your Leadership score as your character level + your Charisma modifier.
150 exp per explored hex, 2400 exp per completed quest,
Founding a Kingdom- 3,600XP, Establishing a Capital City- 1,800XP, Reaching a Kingdom Size of 5- 2,400XP, Reaching a Kingdom Size of 10- 3,600XP, Reaching a Kingdom Size of 25- 4,800XP, Reaching a Kingdom Size of 50- 7,200XP, Reaching a Kingdom Size of 75- 9,600XP, Reaching a Kingdom Size of 100- 19,200, Reaching a Kingdom Size of 150- 38,400XP, Reaching a Kingdom Size of 200- 115,200XP, Filling a square with four blocks of buildings- 2,400XP, Filling three city squares with buildings- 7,200XP, Filling an entire city grid with buildings- 19,200XP.