Choosing followers from leadership [Archive] - Wizards Community

Post/Author/DateTimePost
Prince_of_Parkness

03-21-08, 05:37 PM
So what are some good choices for leadership, conserning followers, assuming it was taken by an 18th level paladin? What kind of effective "comboes" can you make?

E.G. One user on this forume suggested the BBEG paladin (UA altered aligment ones) takes the feats and has 1st level halfling rogues to gather loads of gold for him.

Also, what are effective choices for each level?

1st level: I'd say barbarians since they can rage which goves them a significant advantage over over classess. Warlocks are also elite early bloomers, and whilst I don't have acess to them artificers are said to be good.

2nd. A ranger could have two weapon figthing without needing the 15 dex which allows more strength. Paladins have devine grace and lay on hands.

3rd. By this time rogues has evasion and 2d6 sneak attack, plus non human ones can have improved faint. Id choose them. Wizards can cast 2nd level spells, but I wouldn't choose them. Swashbucklers get their signiture move at this point.

4th. Human fighters can have 5 feats by now (more with flaws) and one of them is weapon specialization, so these are a choice to consider. Momks now deal 1d8 damage with their unarmed attacks and have some pretty need class features

5th. Druids. Wildshape. Also wixards wizards for 5th level spells (same apllies for clerics)

6th. Sorcerors get 3rd level spells, but at 6th level other factors play alot more importance in what followers you pick.
unundindur

03-22-08, 06:31 AM
My ranger/wizard use leadership to have an armada of beguiler diplomats who spread my agenda throughout the world.

And when I gain higher level followers I will net myself a neat little honour-guard, as well as a spymaster and a sheriff for my city.

EDIT: For the heck of it, here are the stats for my followers.

Elavel of Seldulath (Green knight)
NG male moon elf fighter 1; CR 1/2

Initiative: +5
AC: 17 (Flat footed: 16, Touch: 11)
Hit points: 11
Fort: +3 Ref: +1 Will: +1

Grapple: +1
Melee: +4 (Bastardsword 1d10+3 / 19-20*2)
Melee: +4 (Long spear 1d8+3 / 20*3)
Ranged: +3 (Shortbow 1d6 / 20*3)

Special abilities: Immune to sleep, Detect secret doors, +2 save vs. enchantment
Languages: Elven, Common
Feats: Quickdraw, improved initiative
Skills: Spot +5, Listen +3, Intimidate +1, Sense motive +5, Search +3, Ride +2
Str: 14 Dex: 12 Con: 12 Int: 10 Wis: 12 Cha: 11
XP: 0
Equipment: Banded mail [M], Longspear [M], Bastard sword [M], Short sword [M], Short bow [M]


Veravel of Seldulath (Peace sword)
NG male moon elf beguiler 1; CR 1/2

Initiative: +1
AC: 15 (Flat footed: 14, Touch: 11)
Hit points: 5
Fort: -1 Ref: +1 Will: +3

Grapple: -1
Melee: +0 (Rapier 1d6-1 / 18-20*2)

beguiler spells 5/4 CL 1
Level 0:
Ghost sound
Read magic
Detect magic
Message
Open/close
Level 1:
Charm person (Will DC 13)
Comprehend languages
Disguise self
Hypnotism
Silent image
Undetectable alignment
Sleep

Special abilities: Trapfinding, Armored casting, Immune to sleep, Detect secret doors, +2 save vs. Enchantment
Languages: Elven, Common, Any one
Feats: Skill focus (Diplomacy)
Skills: Listen +4, Intimidate +7, Sense motive +5, Diplomacy +10, Gather information +7, bluff +5, Spellcraft +4, Concentration +1, knowledge (nobility and royality) +6, Speak language (any one) +2, Apprise +3
Str: 9 Dex: 12 Con: 8 Int: 14 Wis: 12 Cha: 16
XP: 0
Equipment: Chain shirt [M], Rapier [M], Dagger, Nobles outfit, Signet ring

Sel’elavel (High Green knight)
NG male moon elf cleric (of Corellon) 2; CR 1

Initiative: +1
AC: 21 (Flat footed: 20, Touch: 11)
Hit points: 16
Fort: +3 Ref: +1 Will: +4

Grapple: +3
Melee: +5 (Long sword 1d8+2 / 19-20*2)

Cleric spells 4/4 CL 1
Level 0:
Light
Mending
Guidance
Resistance
Level 1:
Bless
Bane
Remove fear
Sancuary (Will DC 12)

Special abilities: Protective ward (+2 savesfor 2 rounds) 1/day, War and Protection domain,Turn undead 4/day, Immune to sleep, Detect secret doors, +2 save vs. Enchantment
Languages: Elven, Common
Feats: Weapon focus (longsword), Toughness
Skills: Listen +5, Intimidate +3, Sense motive +3, Diplomacy +3, Concentration +4
Str: 14 Dex: 12 Con: 10 Int: 12 Wis: 12 Cha: 13
XP: 1000
Equipment: Full plate [M], Long sword [M], Dagger, Large steel shield [M]


Firon (Dark keeper)
CG male sun elf warlock 1; CR 1

Initiative: +2
AC: 16 (Flat footed: 14, Touch: 12)
Hit points: 6
Fort: +0 Ref: +2 Will: +2

Grapple: -1
Melee: -1 (Quarterstaff 1d6-1 / 20*2)
Ranged: +3 Ranged touch (Eldritch blast 1d6 /20*2) Range 250 feet.

Invocations known: Eldritch spear

Special abilities: Immune to sleep, Detect secret doors, +2 save vs. Enchantment
Languages: Elven, Common
Feats: Weapon focus (eldritch blast)
Skills: Listen +2, Spot +2, Intimidate +7, Sense motive +1, Spellcraft +4, Concentration +0
Str: 8 Dex: 14 Con: 10 Int: 13 Wis: 10 Cha: 16
XP: -
Equipment: Chain shirt, Quarterstaff
ninja1

03-25-08, 02:44 PM
Here's a couple of threads you may find useful:


by Kelan:
Compilation of Low Level builds
http://forums.gleemax.com/showthread.php?t=803839


This one may be kinda difficult to read as it is archived, but it is still valuable:

by Lilt:
The D&D 3.5 Minions Thread (Followers)
http://boards1.wizards.com/showthread.php?t=763024
Shaggy_Shaggs

03-25-08, 03:07 PM
Artificers (or barring that, experts). Dozens or hundreds of pairs of hands working on those craft and profession checks that have reasonably easy DCs but just take a crazy amount of time that you can't afford. Got a patch of land and always wanted your own fortified castle? Hire a NPC wizard to quickly get your base materials ready with Move Earth, Transmute Mud to Rock, and Stone Shape, then set your army of masons to work while you go off adventuring for funds. Hell, forget the wizard and have a bunch of your followers mine out a quarry, if there's a decent source of rock on your land.

Rogues, also very good followers. Not quite as flexible in the class skills department as experts, and not magic wielders like artificers, but they still get a ton of skill points per level, a long and good class skill list, and they're a bit more combat-ready. Proficiency with shortbows (faster loading than crossbows) matters a lot if you're playing probability of natural 20s to try and take a big target down with tons of low-level followers - handy for defending your territory.
Howland Reed

03-26-08, 01:33 PM
Bards, Marshals, and other buffers are nice. A low-level marshal can still stack his Cha bonus to give you nice bonus from his minor aura, and there are lots of ways to twink Inspire Courage.
Baninor

03-27-08, 11:34 AM
Be a Red Wizard of They (DMG) with Leadership all wizards.
Beginning of every day spend an hour preparing spells.

At lvl 10 you can cast a Maximized Empowered Cone of Cold thats +5 caster level and +6 DC I believe.

What encounter?