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Mastering Intrigue / Leadership

Leadership Modifiers

Source Ultimate Intrigue pg. 130
The leadership modifiers in the description of the Leadership feat are concise, so some GMs may appreciate more guidance on adjudicating them. With the reputation and fame system from Pathfinder RPG Ultimate Campaign, or the new influence system, it is possible to create a more detailed framework to determine when those modifiers apply.

Great Renown: If using the reputation and fame system from Ultimate Campaign, a character gains a +1 bonus to her Leadership score if she has at least 30 Fame and a +2 bonus if she has at least 55 Fame. Alternatively, if using the organizational influence system and recruiting cohorts or followers from an organization, a character gains a +1 bonus to her Leadership score for those cohorts and followers if she is Rank 2 or 3 with that organization and a +2 bonus if she is Rank 4.

Generosity and Stinginess: To receive a +1 bonus from fairness and generosity, a character must provide above-average remuneration to her cohort and followers. In the case of an adventuring cohort, an average amount of remuneration would be an equal or slightly less than equal cut of the treasure. If a leader provides her cohort and followers with poor remuneration, she still retains the loyalty of her cohort and followers, but she takes a – 1 penalty to her Leadership score. If she doesn’t pay them enough to subsist (or provide subsistence for them), she takes a –2 penalty and risks double or even triple that penalty if such behavior lasts more than a week.

Special Power: This refers to something beyond the typical power that a character gains from increasing in level (which is already reflected in her Leadership score by the inclusion of character level). A mythic character would definitely gain the +1 bonus to her Leadership score, as would one who possesses an artifact or knows a number of powerful and rare occult rituals.

Success and Failure: A character who achieves a significant string of successes gains a +1 bonus to her Leadership score, and a character who meets with a significant string of failures takes a –1 penalty to her Leadership score. If using social conflicts, a character who wins a significant long-term social conflict might gain a permanent +1 bonus to her Leadership score each time she does so, and one who loses such a conflict might instead take a permanent –1 penalty to her Leadership score.

Aloofness and Camaraderie: A character who is aloof and elitist takes a –1 penalty to her Leadership score, while a character who is friendly, supportive, and accessible gains a +1 bonus to her Leadership score. If using the relationships system, a character instead gains a +1 bonus for camaraderie with a cohort if their Relationship Level is fellowship, which increases to +2 if their Relationship Level is devotion; this bonus doesn’t stack with modifiers incurred for aloofness or camaraderie toward other characters.

Cruelty: A character who is cruel and callous toward her cohorts and followers takes a –2 penalty to her Leadership score. In the case of a particularly evil character whose cruelty is part of her legend and who is recruiting equally horrific individuals, this penalty might not apply, but she might take a similar penalty if she performs too many acts of kindness, ruining her reputation for cruelty. This is not to say that most evil leaders work this way, however, as kindness can be an exceptionally useful tool for a manipulative leader.

Other Modifiers from the Core Rulebook: The other modifiers from the Core Rulebook, such as having a familiar, recruiting a cohort of a different alignment, or causing deaths, are simpler to adjudicate. Many characters qualify for having a guildhouse or base of operations, gaining a +2 bonus to their Leadership scores specifically for the purpose of followers.