Domain and Regency » Government » Able Assistance » Cohort
Part of a series on Government
How many rule
Monarchy · Oligarchy · Anarchy
Who is served
Aristocratic · Theocratic · Plutocratic
Magocratic · Kleptocratic · Autocratic
Feudal
Domains
Realm · Law · Temple · Guild · Source
Assistants
Vassal · Lieutenant · Cohort · Advisor
Specialist · Follower · Court · Officials
Succession
Dynasties · Bloodline · Investiture
Heir · Ceremony · Cadet
Scions are people of evident greatness and power. Whether as rulers, heroes, or what have you, blooded characters and other exceptional characters often attract followers. Cohorts are loyal servants who follow a particular character hoping to rise along with their patron to better things.

Lieutenants and cohorts are very similar and a character can be both. The difference is that lieutenant is loyal to the realm while a cohort is loyal to the person. When a cohort is also a lieutenant, they are loyal to both. A cohort can be loyal to the ruler but not the realm, but given the personal nature of rule there will only be a few cases where a cohort harms the realm while being loyal to the ruler. The most notable case is where the ruler himself orders part of his realm occupied or declares an inquisition. Personal loyalty can be very useful in these circumstances.

[top]Attracting Cohorts

There are two basic ways to attract cohorts, and a third way to produce them. The first way is through the Leadership feat. The second way is through the Mentor feat. Normally the Leadership feat requires a character to be 6th level to take this feat, but lower level characters who are regents may be allowed to take the feat earlier, as any ruler will have followers eager to take up service. Of course DMs can also decide that lower level rulers can only recruit lieutenants. Generally, a character does not look for a cohort, a cohort looks for a leader to follow. Unless a character is constantly on the move, or laying low, there will be a steady stream of potential cohorts recommended to the character by family, friends, and associates.

Another related feat is the Mentor feat. This feat reflects a character offering to take on a lower level NPC and train him. Some apprentices may stay on and become cohorts of the mentor. Other apprentices may be duties undertaken for another ruler, and not eligible to become cohorts, although they very likely could be allies. A wizard, knight, priest, or merchant might all have a mentor who taught them their class skills and prepared them to go off into the world. Then later each might take on students and build a network of cohorts and allies, who continue to regard them as friend and teacher.

A third way of producing cohorts, is to sire offspring. As suggested in the Heir section of the Dynasties chapter, when offspring come of adventuring age, the ruler should begin to try out this new character, because regents do not live for ever, and some day this heir will become the ruler.

[top]Powers of Cohorts

Cohorts have not been invested with any authority in the realm and cannot perform any realm actions. But a cohort can perform any personal action that a regent could, even standing in for the regent as long as the regent pays the costs in time, gold, and regency. After all only a court 0 requires the personal action of a regent for a domain action. The key is that without investing a cohort with the lieutenancy for the realm, all the costs are borne by the ruler because they cannot be borne by a cohort. Cohorts may also be personal servants such as champions, bodyguards, or advisors. Cohorts are friends and personal admirers of the PC. They are under the control of the player, within the limits set by the DM. Unlike NPC lieutenants, cohorts, whether lieutenants or not, can always use their skills and abilities at the behest of the player, but don't take a leadership role on their own.

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