Followers for Upper Level Player Characters-


Character Classes - - - DMG

Your players know that upon reaching certain levels and doing certain things (such as building a stronghold)
    they will be entitled to attract a body of followers.
These followers might be fanatically loyal servants of the same deity (or deities) in the case of clerics,
    stalwart admirers of fighters, or whatever.
Your players will eventually turn to you for information on who or what they gain
    -- and, when the time actually comes and they have reached the level and done the right things,
    you will be able to quickly inform each and every one concerned of what fate has decreed by way of followers:

<helper links to the Rogue's Gallery>

Question: If a follower gains a higher level than his master, does the follower continue to serve?
Can a follower who has reached the proper level gain followers of his own?
If so, are they under the control of the master or the master’s follower?

Answer: The relationship between followers and their master is, on a
smaller scale, similar to the relationship between clerics and
their deities: So much depends on how the roles are played, and
on the particulars of each campaign, that it's impossible to
dictate in a set of rules how one side of the relationship will
interact with the other.
    With regard to followers and when (if ever) they stop being
followers, a few general statements may be risked:
If a follower ever gains an experience level equal to or higher
than the master’s — and the DM has been fair about awarding
experience when it is deserved — then the master probably
brought about the “role reversal” by not actively adventuring or
in some way causing a delay in his or her level advancement.
Human (and humanoid) nature is such that a follower who gets
close or equal to his master in powers and abilities will think
about striking out on his own, and sooner or later he’ll try to do
something about fulfilling that desire.
    If a follower remains subservient to his master while both the
master and follower keep rising in levels, it’s possible to devel-
op a hierarchy of followers beneath other followers, all of them
ultimately beholding to the master who originally became elig-
ible to have followers.
    In any sort of master-follower relationship, it isn’t possible for
the boss to “control” his followers the way you control an
undead (or vice versa). A follower’s allegiance to his master
may be strong, but it can’t be expected to remain unshakeable
for an indefinite length of time unless those who aid their
master’s cause are given credit (power and/or other rewards)
when credit is due. And followers are just like you and me: the
more they get, the more they want. . . .
    Maybe the master will opt for a pre-emptive strike, hoping to
subjugate or vanquish a follower who looms as a threat to the
master’s power and authority.

Q: When can a character build a
stronghold and attract followers?
A: Characters who are allowed to construct
strongholds in order to attract followers
may do so when they reach ?name? level.
?Name? level is the level at which a class
no longer gains additional hit dice or constitution
bonuses (see Unearthed Arcana,
page 12). DRAGON issue #117, pages 16-17
("Feuds and Feudalism"), has some suggestions
for midlevel strongholds as well. Any
PC with the money may build a stronghold
? but attracting followers other than the
usual henchmen and hirelings could be
difficult if the PC is of low level.
(144.6)

Clerics:

[Remember, these men-at-arms are in addition to the 20-200 fanatical followers. Use pilgrim stats for the followers?]

Roll for each category (all are 0 level men-at-arms)
 
 
2-8  heavy cavalry, plate mail & shield, lance, broad sword, and mace
3-12  medium cavalry, chain mail & shield, lance, flail and short sword
5-30  light cavalry, studded leather & shield, light crossbow and pick
5-20  heavy infantry, splint mail, battle axe and long sword
5-30  heavy infantry, chain mail, pole arm* and hand axe
5-30  heavy infantry, ring mail, heavy crossbow and short sword
10-60  light infantry, padded armor & shield, spear and club

* Select type or types randomly or assign whichever you desire

Fighters:

Roll once for leader type, once for troops/followers (all are 0 level men-at-arms).

Leader
01-40 5th level, plate mail & shield; +2 magic battle axe
41-75 6th level, plate mail & +1 shield; +1 magic spear and +1 dagger
76-95 6th level, +1 plate mail & shield; arms as above: lieutenant 3rd level, splint mail & shield; crossbow of distance
96-00 7th level, +1 plate mail & +1 shield; +2 magic sword (no special abilities); rides a heavy warhorse with horseshoes of 
speed

Troops/Followers
01-50 company of 20 light cavalry, ring mail & shield; 3 javelins, long sword, hand axe; 
and company of 100 heavy infantry, scale mail; pole arm* and club 
51-75 company of 80 heavy infantry -- 
    20 with splint mail, 
    60 with leather armor; 
    20 with morning star and hand axe, 
    60 with pike and short sword 
76-90 company of 60 crossbowmen, chain mail; 
    40 with heavy crossbow and short sword, 
    20 with light crossbow and military fork 
company of 60 cavalry -- <what kind?>
    10 with banded mail and shield, 
    20 with scale mail and shield, 
    30 with studded leather and shield; 
    10 with lance, bastard sword, and mace, 
    20 with lance, long sword and mace, 
    30 with lance and flail 

* Select type or types randomly or assign whichever you desire.


<
I’ve never been sure of what the point of this would be?
Wargaming?
Fielding an army (who would probably die very quickly) in the face of some high-level monster?
- Reading the DMG (Checking my work)

UA
ENCAMP > SETTLE (ON)
    explore the requisite # of squares (each overland square = 1 mi x 1 mi. Think early Ultima)
    go to a city
SHOP > HIRE
    engineers, etc.
    (remember, when you hire, you ADD hirelings to your party. there is no limit to party size)
SHOP > BUILD
    this takes you to the overland map (that part of the overland map you have settled)
    choose a square, click
    you're at an edit screen.
    choose your buildings (think of this like 'add to cart').
    (note: an option to deduct funds from a VAULT is there).
    keep an eye open. when you satisfy the pre-requisites, an ADD FOLLOWERS option appears.
    place these followers just like you would, if you were placing monsters on a dungeon level map.
    when all of the building is done, your followers will be ready & waiting.
    (note: you access BUILD from the city (really, like siege weapons, it's just another EQUIPMENT shop!).
    works 'begins' as soon as you PAY && and escort your engineers to the construction square.
    a certain amount of Construction Time has to pass.
    things are built sequentially, in the order you paid for them. you are advised to be on site.
    wandering monsters, weather, etc.
    you can DROP the engineers, etc., just like any other hireling, etc.
    they do their work, as usual.
    don't be surprised if they are dead when you return.
    you won't know if they are attacked, unless you have at least 1 PC on-site with them.
    as soon as construction is finished, the followers automatically appear, in the locations you chose for them.
    now, you can add them to your party, whenever you feel like it.
    remember, if you have a party of 6 PCs and 94 followers, then the XP for a successful combat is divided by 100!
    remember, if either side on a combat starts with 100+ figures, BATTLESYSTEM rules are used.
    remember, if you gain income from tithes, this increases your XP total.
>

<
game school (Tabletop)
the engineers, etc. are just another expense, if they are hired from the BUILD menu.
as soon as you click PAY, construction begins.
until it is completed, the construction square is empty.
the second construction is completed, voila!
the construction square contains a DUNGEON map, fully stocked with monsters. hmm.
in other words, the construction square contains your buildings, fully stocked with your followers.
ready & waiting.
>
 


garhkal wrote:
Got another one...... Forgot i posted this in the first ed forums (or was it general??).

Why is it, a fighters followers, have to be paid for? Is that not the same as the fighter just hiring men at arms? Do the followers have a higher morale, combat capability???
 


There is a considerable difference between hirelings--mercenary soldier types--and those that serve as henchmen.
Loyalty and morale are the main considerations, assuming that the followers are well-treated.
Of course henchmen do increase in capacity to perform while hirelings do not, leave as soon as they are not paid.

Cheers,
Gary


Elfdart wrote:
I think he's referring to the followers a high level fighter attracts when he builds a stronghold.

My answer would be that the fighter doesn't have to go out and recruit them. They come to him. Apparently, they show up with their gear, so the fighter doesn't have to pay for it.


If that's so, you are correct.
Of course the group of such followers does not come with magical equippage.
That must be gained and bestowed through the offices of the leigh lord.

Cheers,
Gary

Glaaki wrote:
Elfdart wrote:
I think he's referring to the followers a high level fighter attracts when he builds a stronghold.

My answer would be that the fighter doesn't have to go out and recruit them. They come to him. Apparently, they show up with their gear, so the fighter doesn't have to pay for it.
 

Right. It is the fighter in question's reputation that attracts these followers/men at arms. Now IMHO these need not necessarily be henchmen, though an officer of these men at arms may well be. I would agree that they do come reasonably equiped though any further upkeep is the provence of thier Lord.

Spencer


Ah but they are henchmen, vassals to their leige lord.
They come to serve, place their hands between his, and swear fealty and service.

Cheers,
Gary
 

Glaaki wrote:

I agree, Col. I was a little unclear. A fighter may only attract a certain number of "Henchmen" IIRC. In my mind these were NPCs with which the Lord had a certain bond and relationship. The X number of archers/med.-hvy. foot/horsemen, etc. that form up around that Lord would not count against his Max. number of henchmen as that number of rank and file soldiers could number in the hundreds.

But then that's just my $.02. 

Hope you are having fun at LGGC! How did the cook out go?

Spencer
 


You are correct.

Normal persons, and specially attained henchmen do not count against the number attracted to the successful PC lord.

Cheers,
Gary


Rangers:

1. Roll once on TABLE A.
2. Make all your rolls (& rerolls) on TABLE B.
    3. Then make all your rolls on SUB-TABLE I.
    4. Then make all your rolls on SUB-TABLE II.
    5. Then make any remaining rolls (max : one each) on SUBTABLES III-VI.

<Table A, Intro: Roll 2d12 to find the number of <rolls on 'Ranger Followers, Table B'>
followers (or creatures attracted to service).
When the number is generated, adiust the following percentile dice rolls as follows.>

RANGER FOLLOWERS+: TABLE A >
2d12 Result Modify d%<*> As Follows
2 add +25% to each roll
3 add +15% to each roll
4 add +10% to each roll
5-6 add +5% to the first roll<**>
7-9 no adjustment
10-12 deduct -5% from each roll
13-16 deduct -10% from each roll
17-20 deduct -20% from each roll
21-24 deduct -30% from each roll
    <* apply to 'Ranger Followers: Table B', & apply to 'Ranger Followers, Sub-tables I to VI'>
    <** a result of 5-6 is the exception on this table. only apply the +5% modifier to 'Ranger Followers', Table II.>
    <+ (or creatures attracted to service)>

When the number of rolls the ranger player character is entitled to is discovered,
    and the adjustment necessary noted,
    determine the followers/creatures using the tables below.

Table B, Intro: All scores over 70 on <Ranger Followers, Table II> are special,
    and the ranger is able to attract one<1 or one> follower/creature group only from each category <Subtable>, as noted.

Add all creatures of any sort to find total followers, demi-humans included.

<that's the general idea. the math is the same, but the presentation is shifted towards understandability, and, hence, playability>

RANGER FOLLOWERS: TABLE B
Dice Score* Result
01-50 see HUMANS, TABLE I
51-70 see DEMI-HUMANS, TABLE II
71-80** see ANIMALS, TABLE III
81-90** see MOUNTS, TABLE IV
96-00** see SPECIAL CREATURES, TABLE VI
* If a subtraction results in a score under 01, roll again.
** If any addition or subtraction falls within a category <Subtable> no longer permissible, roll again.

HUMANS, SUB-TABLE I
Dice Score* Character Class** Level Range
01-15 cleric 1-4
16-40 druid 2-5
41-85 fighter 1-6
86-95 ranger 1-3
96-00 magic-user 1-3
* If a subtraction results in a score under 01, roll again.
** All results are cumulative. Do not re-roll duplicates.

DEMI-HUMANS, SUB-TABLE II
Dice Score* Character Race & Class** Level Range Number
01-15 DWARF fighter 1-4 2
16-20 DWARF fighter/thief 1 1
21-40 ELF fighter 2-5 2
41-45 ELF fighter/magic-user 1 1
46-50 ELF fighter/magic-user/thief 1 1
51-60 GNOME fighter 1-3 3
61-65 GNOME fighter/illusionist 1 1
66-75 HALF-ELF cleric/ranger 1 1
76-80 HALF-ELF cleric/fighter/magic-user 1 1
81-85 HALF-ELF fighter/thief 1 1
86-95 HALFLING fighter 1-3 3
96-00 HALFLING fighter/thief 1 1
* If a subtraction results in a score under 01, roll again.
** All results are cumulative. Do not re-roll duplicates.

<after the WSG is done, do full linking to the MM:
as always, make sure that all relevant info for a creature is in the same place!>

ANIMALS, SUB-TABLE III (One Roll Only On This Table)
Dice Score Animal Number
01-20 bear, black 1
21-55 bear, brown 1
56-65 blink dog 2
66-80 lynx, giant 2
81-00 owl, giant 2

MOUNTS, TABLE IV (One Roll Only On This Table)
Dice Score Mount Number
01-35 centaur 1-3
36-75 hippogriff 1
76-00 pegasus 1

CREATURES, SUB-TABLE V (One Roll Only On This Table)
Dice Score Creature Number
01-50 brownie 1-2
51-75 pixie 1-4
76-80 pseudo-dragon 1
81-90 satyr 1
91-00 sprite 2-4

SPECIAL CREATURES, SUB-TABLE VI (One Roll Only On This Table)
Dice Score Special Creatures Number
01-05 copper dragon* 1
06-10 giant, storm 1
11-30 treant 2-5
31-75 werebear 1-2
76-00 weretiger 1-2

* Roll d4 + 1 to determine the age category of the dragon. It will, of course, possess no treasure.

Thieves:

Roll 4d6 to determine the number of lesser thieves which the character will attract.
Determine race and level of each thereafter, modifying the d% roll  for level as follows:
 
 
4d6 Result Level Modifier Percent
4 add +20% to each roll
5-6 add +15% to each roll
7-9 add +5% to each roll
10-15 no adjustment
16-20 subtract -5% from each roll
21-24 subtract -10% from each roll

RACE OF THIEF
Dice Score    Race
01-10                dwarven*
11-20                elven*
21-25                gnomish*
26-30                half-elven*
31-35                halfling*
36-55                half-orcish*
56-00                human

LEVEL OF THIEF
Dice Score    Level
01-20                1*
21-45                2
46-65                3
66-80                4
81-90                5
91-95                6
96-00                7

* 1st level non-human (or part human) thieves have a 25% chance of being multi-classed.
Use the table below if multi-class is indicated.

MULTI-CLASS THIEF FOLLOWER TABLE
Race Other Profession (Roll d6 As Indicated)
dwarf fighter
elf fighter (1-3), magic-user (4-5), fighter/magic-user (6)
gnome fighter (1-5), illusionist (6)
half-elf same as elf above
halfling fighter
half-orc cleric (1-3), fighter (4-6)


-
 

Assassins:

Upon attaining Guildmaster/Guildmistress status,
    roll 7d4 to determine the number of lower level assassins in the local guild.
You may adjust this result according to the population of the area if you deem it necessary.
After determining this number,
    find the race and level (below)
    and then find which will stay (75% will desert the guild, as noted in the PLAYERS HANDBOOK).
<"It might be me, but there is also no clear statement of how many new assassins the Guildmaster will attract either, though a number less than 28 is implied" - Reading the DMG, page 18>
<Naturally, should a NPC Grandfather/Grandmother of Assassins be displaced by a player character,
    After 75% of the followers have left,
    but the new Guildmaster will eventually attract a following of up to up to 7d4 (28 + 4-16) assassins.>
<See the New Follower Arrival Timetable to see when the new followers arrive.>
All new assassins coming to fill the ranks will be 1st level,
    but race must be determined on the RACE OF ASSASSIN TABLE.

RACE OF ASSASSIN TABLE
Dice Score    Race
01-05                dwarven*
06-10                elven*
11-15                gnomish*
16-25                half-elven*
26-50                half-orcish*
51-00                human

LEVEL OF ASSASSIN TABLE
Dice Score    Level
01-15                1*
16-30                2
31-45                3
46-65                4
66-75                5
76-85                6
86-95                7
96-00                8

* 1st and 2nd level non-human (or part human) assassins have a 25% chance of being multi-classed.
Use the table below if multi-class is indicated.

MULTI-CLASS THIEF FOLLOWER TABLE
Race Other Profession (Roll d6 As Indicated)
dwarf no other class permitted
elf no other class permitted
gnome fighter (1-4), illusionist (5-6)
half-elf no other class permitted
half-orc fighter (1-2), cleric (3-6)

Grandfather/Grandmother of Assassins: The leader of all assassins (a nomial title at times . . . .) will always have 28 followers of 2nd through 8th level as follows:

    1 8th level, 2 7th level, 3 6th level, 4 5th level, 5 4th level, 6 3rd level, and 7 2nd level ( = 28).

In addition, there will be from 4-16 1st level followers.
Dice for race using the table above.
It is recommended that you develop henchmen for the Grandfather/Grandmother after discovering the abilities of his or her followers.
Mercenary fighters and men-at-arms should suit the circumstances,
but in general they should be very well armed and equipped and include cavalry, infantry, and missile-armed troops as well. Naturally, should a NPC Grandfather/Grandmother of Assassins be displaced by a player character,
    followers will be 75% likely to leave, as usual,
    but the new leader will eventually attract a following of up to 44 (28 + 4-16) assassins,
    the newcomers being found as if they were attracted to a new Guildmaster of Assassins, i.e. 1st level newcomers.
<See the New Follower Arrival Timetable to see when the new followers arrive.>

<note: H3 gives full details for the 'Old Man of the Mountain'>

<New Guildmasters & the New Grandfather: New Follower Arrival Timetable>
<This rule applies to both new Guildmasters, & to the new Grandfather.>
Unless the followers are a body, they will not come at the same time.
After the conditions for obtaining such a following have been met,
    generate a random number from 1 to 30
    (d10 using d6 to determine 10’s, 1-2 = no addition, 3-4 = add 10, 5-6 = add 20 to the score of the d10).
    The result is the day after completion of the requirements on which the first follower(s) will appear
    -- in some cases, all of those coming.
Thereafter, additional followers due the character will arrive at intervals of 1-8 days until all have arrived.
    If there is no one available to receive them they will wait from 1-4 days and then depart forever.
        In the latter case the character has lost that follower forever.
It is permissible to allow some henchman or servant to care for followers if the character designates such duty.

    <Problem>
<"Now, I’ve heard of some absurdities in gaming (Traveler characters who can die during character generation for example) but rolling up 7d4 characters to only then drop 3/4ths of them seems mighty foolish." - Reading the DMG, page 18>
    <Concept>
1. Assassin's Guilds are found in "most towns or cities" : PH.29. + town = population of 1,500+
2. A Guild controls a radius of from 10 to 100 miles around the city : PH.29.
3. This is the Guild's territory.
4. Remember, assassins are like hirelings. in other words, just another 'equipment' option. in other words, like constructions, assassins are another 'EQUIPMENT shop!'
    <Example>
    <go to a city>
    <SHOP > ASSASSINATE>
        <choose your assassin: you will have 7d4+1 options>
        <type in name of character>
        <pay fee>
        <if that character is within the territory (a constant), check the assassination table>
        <the character is dead, removed from the game.>
       <note: this will shift the alignment of the one who initiates the contract, but don't let your players on to this!>
        <A. hit happens right away> OR
        <B. figure travel time to target, then add 1-24 hours. this spawns rumours in the case of a noble/popular/important target> OR
        <C. see Time Require to Accomplish Mission for ideas on the length of time required>

The Paladin’s Warhorse


:
When the paladin reaches 4th or higher level,
he or she will eventually call for a warhorse (as detailed in the PH).
It will magically appear, but not in actual physical form.
The paladin will magically “see” his or her faithful destrier in whatever locale it is currently in,
and it is thereafter up to the paladin to journey to the place and gain the steed.
    As a rule of thumb, this journey will not be beyond 7 days ride, and gaining the mount will not be an impossible task.
The creature might be wild and necessitate capturing,
or it might be guarded by an evil fighter of the same level as the paladin,
    and the latter will then have to overcome the former in mortal combat in order to win the warhorse.
In short, the gaining of the destrier is a task of some small difficulty which will take a number of days,
possibly 2 or more weeks,
and will certainly test the mettle of the paladin.
Once captured or won,
the warhorse knows its role and relationship to the paladin,
and it will faithfully serve thereafter for 10 years.
Thereafter, the paladin must seek another mount, as the former one will be too old to be useful.
The intelligence of a paladin’s warhorse is 5-7 points.
The number of hit points per hit die of the steed will never be fewer than 50% of the level of the paladin,
i.e., a 4th level paladin means the warhorse he or she gains will have at least 2 hit points per hit die, excluding the additional bonus of +5,
while a 16th level paladin’s special steed will have maximum hit points (8) per die, of 5 X 8 = 40 +5 (additional hit points) = 45 total hit points for 5 + 5 hit dice.



If the character loses paladinhood for any reason,
there will be an immutable enmity between character and mount,
and the former will not be able to ride the latter,
while the steed will escape at first opportunity.


 


<begin.alt

HUMANS, SUB-TABLE I
Dice Score* Character Class** Level Range
01-04 C1 (1st level cleric) 1-4
05-08 C2
09-12 C3
13-15 C4
16-22 D2 (2nd level druid) 2-5
23-28 D3
29-36 D4
36-40 D5
41-48 F1 (1st level fighter) 1-6
49-56  F2
57-64 F3
65-72 F4
73-80 F5
81-85 F6
86-89 R1 (1st level ranger)
91-93 R2
94-95 R3
96-97 MU1 (1st level magic-user) 1-3
98-99 MU2
00 MU3
* If a subtraction results in a score under 01, roll again.
** All results are cumulative. Do not re-roll duplicates.

<
<just an idea. the level range column is just there to for comparison (it's scaffolding!). note that it doesn't say d4, d4+1, etc.>
<linear curve, bell curve, game curve>
<someone asked why not write d4, d4+1><actually other ranges were in the question>
<judicious use of ranges can give a certain flexibility, hopefully towards playability.
<the alternate table is BtB, no?>
<succubus>
>

<
ok, nice idea.
the result is that a ranger's human & demi-human followers are slightly less powerful.
who knows, maybe the revised table is off by 1.5%.
try a bell curve: that should close some, or most, of the gap.
>

end.alt>


Quote:
Originally Posted by Gray Mouser
Also, regarding hirelings, if a PC hires a group of 0 level mercenaries or acquires followers due to reaching "name" level do you give them any information regarding the hirelings' stats (although in the case of 0 levels this would besically be limited to Hit Points) or are those the sole purview of the DM?

Thanks in advance.

Gray Mouser


Followers that are ranked with levels should be treated as henchmen.
Hirelings ade, as you suggest above, only rated by HPs and what they can do--mostly bear arms.
The plyer need not know their HPs, or may have such information, at the DM's discretion.

Cheers,
Gary
 
 








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