Variant Leadership Feats

***Monsters as Cohorts:*** Rules for using monsters as cohorts can be found here.

***Digital Leadership:***

Prerequisites: Charisma 16, Level 7, Computer Use 5 ranks

Benefit: This feat works like the feat Leadership, however you don't gain a cohort, and your followers are mostly followers through online activity and fan works. Because of this, you gain a +2 bonus on all Charisma based skill checks, and the following abilities.

* *Gather Information*: By spending a full round action, you can gather info from your allies on a certain topic. This grants you a +10 circumstance bonus on knowledge checks, Bluff checks, or diplomacy checks for 1 minute.
* *Spread Rumor*: You can effect one creature that you know of that is on the same plane of existence as you with the spell Pox of Rumors. This takes 1d6+3 days to do and costs 1,000 gold. That creature gains a saving throw and the save DC is 10+1/2 character level+ Charisma modifier, or your Leadership score, whichever is higher.
* *Locate Object*: You can rally your fans to locate specific items for you. This can be any item you know about, or a vague idea of an item. Doing so takes 1d6 weeks and costs 1,000 gold, but works like a Locate Object spell. This has no range, and so long as you have fans that span on other netherworlds, it can effect multiple planes of existence. In addition, a layer of lead does not effect this effect. At the end of the 1d6 weeks, the item may be found, or it may not depending on how difficult to locate the item is.
* *Locate Creature*: You can rally your friends to find a specific creature for you. This can be any creature you know about, or a vague idea of a creature, this can also be a specific person. Doing so takes 4d6 weeks of work and costs 8,000 gold. This works like Discern Location, however it can be used in anti-magic zones or areas of dead magic. At the end of the allotted time, the creature may be located unless something prevented the creature from being found. It is up to the DM on how powerful and useful your fans are, and whether or not they can copy the exact specifics of the Discern location spell to find something for you. It is also possible that the creature in question knows you are looking for it now and knows to lay low.

***Deva:***

Prerequisites: Charisma 16, Level 7

Benefit: You gain followers as listed in the Leadership feat, however you gain no cohort. If you possess leadership you add the number of followers together. When a creature sees you, they must make a knowledge check to learn about you if they possess the proper knowledge skill of your creature type, they gain a +10 bonus to the check, however if they succeed they are effected by a Order's Wrath Spell of your caster level, however it effects creatures of all alignments. This only effects the creature if it is hostile, if it is not hostile it is instead shaken for 1d4+2 rounds. This feat can substitute the Leadership feat for the purpose of taking prestige class levels.

***Yaksha:***

Prerequisites: Deva, Charisma 20, Level 15

Benefit: Once per day, you can create the effects of a Blasphemy spell using your level as your caster level. This spell effects creatures of all alignment. The save DC is 10+ 1/2 level+ Charisma modifier. Creatures slain with this spell heal you of 1 hit point per hit dice they possessed.

***Mythic Deva (Mythic):***

Prerequisites: Deva, Mythic Rank 1

Benefit: You add your mythic tier to your leadership score. In addition whenever you effect a creature with the Order’s wrath ability, the saving throw DC is increased by an amount equal to your mythic tier. Non mythic creatures that fail their saving throw are effected by an Overwhelming Presence spell in addition to the Order’s wrath effects.

***Mythic Yaksha (Mythic):***

Prerequisites: Yaksha, Mythic Rank 1

  Benefit: Whenever using this ability, you gain the effects of the Mythic Blasphemy spell instead.

***Groom:***

*You recruit a professional groom to care for your mount.*

Prerequisites: Level 4

Benefit: This feat is similar to the Leadership feat, with several exceptions to note. You can attract only a 1st-level cohort (referred to hereafter as a groom) with this feat, and cannot recruit followers of his own. You determine your Leadership score according to the rules presented in the Leadership feat, but your groom is always at least 3 levels lower than your level.

A groom can take levels in bard, fighter, or ranger. A groom can’t multiclass, though he can take any archetype for which he qualifies.

A groom finds the best place to stable and conceal your mount and the mounts of up to five allies while you and your allies are elsewhere. A groom adds half his level (minimum 1) to Stealth checks when concealing himself and any mounts that are left in his care. A groom also gains the ability to speak with animals as a supernatural ability, but he can use this ability only with horses, riding dogs, and other mounts of the animal type.

If a groom gains enough XP to bring him to 2 levels lower than your level, he doesn’t gain the new level until you gain your next level; until you advance, his XP total remains 1 less than the amount needed to attain the next level.

If you release your groom from service or otherwise lose your groom, you can recruit a new one.

At 7th level, you can swap this feat for the Leadership feat.

***Light Bearer:***

*You recruit a torchbearer who joins you on your adventures to help illuminate even the darkest dungeons.*

Prerequisites: Level 4

Benefit: This feat is similar to the Leadership feat, with several exceptions. You can attract only a 1st-level cohort (referred to hereafter as a light bearer) with this feat, and can’t recruit followers.

You determine your Leadership score according to the rules presented in the Leadership feat, but your light bearer is always at least 3 levels lower than your level.

A light bearer can take levels in alchemist, fighter, or rogue. The light bearer cannot multiclass, though he can take any archetype for which he qualifies.

The radius of normal and increased illumination shed by whatever alchemical or mundane light source the light bearer carries increases by 10 feet. He also gains a +4 bonus on all saving throws made against an effect that would extinguish any non-magical (including alchemical) light source he carries.

If a light bearer gains enough XP to bring him to 2 levels lower than your level, he doesn’t gain the new level until you gain your next level; until you advance, his XP total remains 1 less than the amount needed to attain the next level.

If you release your light bearer from service or otherwise lose your light bearer, you can recruit a new one. At 7th level, you can swap this feat for the Leadership feat.​

***Page:***

*You recruit a page who heralds your approach and has the ability to smooth the path of your diplomatic missions.*

Prerequisites: Level 4, proficiency with martial weapons.

Benefit: This feat is similar to the Leadership feat, with several exceptions. You can attract only a 1st-level cohort (referred to hereafter as a page) with this feat, and can’t recruit followers. You determine your Leadership score according to the rules presented in the Leadership feat, but your page is always at least 3 levels lower than your level.

A page can take levels in bard, cavalier, or paladin.

She cannot multiclass, though she can take any archetype for which she qualifies.

Whenever a page tries to influence a creature’s attitude by using the Diplomacy skill, she can use her total Diplomacy skill bonus or yours. Any improvement of a creature’s attitude toward the page also applies to you.

If a page gains enough XP to bring her to 2 levels lower than your level, she doesn’t gain the new level until you gain your next level; until then, her XP total remains 1 less than the amount needed to attain the next level and she gains no additional XP until you advance in level.

If you release your page from service or otherwise lose your page, you can recruit a new one. At 7th level, you can swap this feat for the Leadership feat.​

***Practiced Leadership:***

*Your cohort demonstrates improved devotion and tactical acumen.*

Prerequisites: Leadership, both you and your cohort must be members of the same organization.

Benefit: As long as you and your cohort maintain membership in good standing within the same organization, your cohort gains a +4 morale bonus on Will saves against enchantment spells and effects. Additionally, your cohort is treated as though she possessed the same teamwork feats you do for the purpose of determining whether you receive a bonus from your teamwork feats. Your Cohort does not benefit from these feats unless they also have them.

***Recruits:***

Prerequisites: Charisma 13, Level 5

Benefit: You gain a number of cohorts (as the Leadership feat) that represent NPCs you are responsible for instructing and overseeing. You have a number of such cohorts equal to half your character level. Unlike normal cohorts, these minor cohorts must be at least 4 levels lower than your character level. Since these students must spend most of their time studying and gaining experience, you can only have one minor cohort travel with you at a time (though they all gain experience at the same rate, as those not present are assumed to be studying and growing independently). Whenever you are in a major town or city, you may exchange your current minor cohort for a different member of your recruits.

As minor cohorts are busy learning and studying the basics of their careers, those not traveling with you cannot engage in mundane or magical crafting or Profession checks. Minor cohorts not traveling with you can serve as managers for your holdings if you are using downtime rules. If a minor cohort dies, you take only a –1 penalty to your Leadership score.

Special: ​Recruits counts as the Leadership feat for purposes of prerequisites. A character cannot have both Leadership and Recruits. A character with Recruits that later qualifies for Leadership may exchange this feat for Leadership immediately upon qualifying (selecting one minor cohort to become a full cohort, while the rest move on).

***Vile Leadership:***

*I don't wanna bother reformatting this whole fucking page around the tables, so here's a link:*

Vile Leadership

***Weapon Bearer:***

*You attract a weapon bearer to aid you in your endeavors.*​

Prerequisites: Level 4, proficiency with all martial weapons.

Benefit: This feat is similar to the Leadership feat, with several exceptions. You can attract only a 1st-level cohort (referred to hereafter as a weapon bearer) with this feat, and can’t recruit followers. You determine your Leadership score according to the rules presented in the Leadership feat, but your weapon bearer is always at least 3 levels lower than yourself.

A weapon bearer can take levels in only cavalier, fighter, or gunslinger. She cannot multiclass, though she can take any archetype for which she qualifies.

Once per round as a move action that does not provoke attacks of opportunity, you can retrieve an item carried by your weapon bearer. In addition, your weapon bearer can pick up items you drop as an immediate action. In order to use either of these abilities, you and your weapon bearer must be adjacent to each other and must both be able to move and communicate with each other.

If a weapon bearer gains enough XP to bring her to 2 levels lower than your level, she doesn’t gain the new level until you gain your next level; until you advance, her XP total remains 1 less than the amount needed to attain the next level.

If you release your weapon bearer from service or otherwise lose your weapon bearer, you can recruit a new one. At 7th level, you can swap this feat for the Leadership feat.​