House Rules

House Rules

This document covers the rules made up by past D&D groups and used in most games, including Pathfinder games. The rules are not set in stone, but are ones I prefer to use in my gamming groups.

"Track" is a phrase used to try and bring the group back into line. The phrase may be used by the Dungeon Master or any player whenever that person feels that the side talk is getting out of hand. The purpose of TRACK is to get the group back on the subject, the game at hand.

"Chuck" is a phrase used by the Dungeon Master to inform the party that the subject being discussed is not relevant to the game. Some NPCs might be named CHUCK, because they are of little importance. The purpose of CHUCK is to get the group moving past a point that matters little to the game as a whole. Not every NPC of little consequence will be named chuck, but if too much time is being wasted on them then the DM may announce that their middle name is CHUCK.

A natural 20, or a roll in a critical threat range can be a critical hit; roll again to confirm the critical. If a natural 1 is rolled then the attack is missed, and unless you are using natural attacks or unarmed attacks, that attack and all further attacks that round are missed. See combat rules for more detail.

When dice are rolled; and one dice falls to the floor then the whole group of dice must be re-rolled. If one dice comes up cocked, then only that dice must be re-rolled. This way we won't be scrambling to see what was rolled on the floor. I have dice trays for those who want one.

There has been an issue in the past with a person who cheated, back in my gaming group from Virginia. I told him that his cheating only hurt the party because I would be forced to make the encounters tougher. To prevent this happening again I want all party members to roll their die where others can see the results. I want to trust my players and we only win when the story we are telling comes out well, so I expect you all to roll your dice fairly. Once stated I don't think I will have to bring this issue up again.

It is important to remember that the game host has to clean up the mess afterwards. As such the game host can require the participants to help with the clean up after the game. If everyone cleans up after themselves, it will help make the mess easier to clean up (especially with the trash and cans). The game host and the DM will coordinate their schedules to determine when the game ends. Normally, that will be when the game host decides to end the game.

The current Dungeon Master is responsible, with approval from the host's householders, for who will be accepted in the game. This decision is made based upon a group decision, but the Dungeon Master for the current campaign is responsible for who can be invited to the game. Players who wish to bring other people (even if they are only going to observe) should try and contact the Dungeon Master at least one day prior to game, they also need to contact the game host and secure their permission prior to inviting someone into their home. I would prefer to have only players at a game, not observers. If you have a candidate for a new player, then give them my email address (danscififan@yahoo.com) and the web address for my site. Hopefully you will make the introduction in time for the new player to roll up their character prior to coming to the game. I have a pretty open schedule and with a little coordination I can meet with most people prior to the game in order to roll up their character with them.

Players who are absent for the game can request that another player or the Dungeon Master play their character. This insures the character will get a share of experience and treasure earned in that session. If the Dungeon Master has to play the character though expect that character to hang in the back ground and it may require a little prodding from the players to get the DM to make a move with the absent player's character. This is because the DM is concentrating on the game and what the NPCs are doing in response to the party's actions; he is not trying to be a party member as well. If another player plays your character, then they will be expected to act as they have seen the character operate in the past. They may be called for it by the DM or by other players if they don’t do this. However, whatever happens to that character will happen and this is the penalty for not being at the game. With this in mind your character should be accessed in Dropbox if needed. It hurts continuity when a character is suddenly absent for no logical reason and it strains the players sense of immersion in the game when the DM is scrambling to explain why a party member is suddenly absent. Therefore, it is encouraged for missing players to let someone else play their character. If experience, magic items and treasure are to be handed out then the character must be present to get their fair share and the player must be there or they have to accept whatever the party decides to give them. I do not encourage players to read other players character sheets or even accessing other players folders without that player’s permission. The DM will check character sheets regularly so he can determine what treasure would help the party and well as the party’s capabilities.

Treasure will be awarded to the party members and divided among those who are present for the adventure in a fashion that the party decides is fair. If a party member is present for when the treasure is found or taken, then they should be entitled to an equal split. Ideally a party fund will be set up to pay for party expenses like raise dead spells, restoration spells, travel, maybe even for meals. However, if this is done depends entirely on the party. Typically, a lawful character would like a deal like this and want to keep track of the money spent, chaotic characters would not care. Typically, if an item of major value is given out then the party will come upon wealth of similar value later on in the adventure. When wealth is given out it is meant to be used by the party. They may decide to utilize it, sell it, trade it, or dispose of it. It all depends on the item and the party's alignments. For example, there is a market for cursed items; however, dealing in that market is evil, since these items are typically given to harm another person or creature. If the party comes across a holy defender or a magic bow and no one in the party feels that they can utilize them, then they should be sold.

For example, in one game a ring of wizardry level one was found, and my character was a wizard. Therefore, it was logical for him to receive the treasure. Rings are expensive and there was a question raised about if it would be fair for my character to earn a share in future treasure. Trust that the DM will get around to handing out treasure that can be used by each party member. In that case I sited what the DM did and other players ended up with a good number of magic items and treasure for their character classes. When treasure is given out is typically meant to benefit the party and should be utilized by the one who can best use it. This is not always the case though. Trust the DM to adjust the characters' wealth by level.

Not all magic items can be found with a detect magic spell; but a detect magic spell can find 90% of magic items. Artifacts may or may not be reveled by a detect magic cantrip, it depends on the nature of the artifact. Some people might have nondetection cast upon their magic items to make sure that they don’t appear magical, however this is rarely done. The RAW description for a Holy Avenger says that it looks like a normal +1 sword in the hands of anyone except a paladin. A detect magic spell, with the proper Knowledge Check, along with an Appraise skill check should be enough to determine what most magic items are. The spell Identify simply adds to your Knowledge check. Remember that my games are psionic transparent, so psionic items and occult items are just mental magic items.

Selling mundane items is easy and can be done by characters; you can expect to sell mundane items for 50% price, this is actually better than the real world where having shops, employees and paying for all this until the item is sold means that items typically sell for 40% or less. For selling and buying magic items you typically need contacts. These contacts can be earned with a trait, a feat or in standard role playing—another words you can discover it in the game. A few rich people will have access to magic items, but only a few. Typically, NPCs with adventuring levels know the market better. Obviously, rulers, instructors in magical schools of knowledge, dragons, and other powerful creatures would have access to a market the has magic items. Finding these people will be an adventure in itself. There are rules on what size city would offer what kinds of magic items; typically, this would be for minor magic items. There are special markets that offer more powerful magic items, but those markets are rare and normally kept secret. This is true in most Pathfinder games and finding a magic item market or being able to sell a powerful magic item can be an adventure onto itself. This means if you tank your Charisma then don't expect to make a lot of contacts.

When in doubt refer to www.d20pfsrd.com and the Rules as Written (RAW). Any exceptions will be brought up in future installments of this article. For example; the rule on criticals and fumbles is different than the rules found in the book or on the website and are so noted. I do not consider any text to be flavor text. That means that a hide shirt only covers the shoulders and the chest, it does not include gauntlets, or a helm. A chain shirt, and a breastplate cover only the torso; since that is what they say they cover. When the description is too vague then I will make an on the spot ruling. For example, both leather armor and studded leather armor don't say what areas of the body they cover only what they are made out of. I say they cover the torso as does all light armor, unless noted otherwise. Gauntlets are only included with armor when the armor description says so as it does for chain mail, the same can be said for a helm. Unless noted otherwise light armor covers the torso, medium armor covers the torso, arms and legs, and heavy armor covers the entire body head to toe; read the individual armor descriptions to be sure. I will not be allowing the armored skirt or piecemeal armor rules. If the rule is listed as optional then I probably won't be using it.

Special House Rules

If a player wants to use an automatic die roller then they must use the on-line Brock Jones die roller or another die roller approved by the DM, they may not use some die roller they have on their phones.

Healing Potions: are treated as healing draughts and can be poured over the person to cure them. You do not have to force them down the subject's throat and worry about killing them if they choke on the potion.

Average damage is allowed for characters with high damage output. The player must announce they are using the average damage prior to making the attack.

Attacks can be pre-rolled for the combat that you are in. Any rolls made must record the die roll, the adjusted die figure (according to the proper modifiers), and the damage dealt for each attack. When that players turn comes up they can announce what armor class they hit and what damage they dealt. When their opponent's armor class is known they may simply give out the total amount of damage dealt. When energy damage or precision damage is applied to an attack that number should be written separately unless the players know that their foe is not immune to that type of damage. For example, standard goblins are not immune to fire damage, but until you know they are standard goblins, by either properly identifying them with a Knowledge check or by successfully damaging them you must track the damage separately. Pre-rolled attacks must be written down so that they can be referenced, after the combat is over and provided combat has not been reengaged within ten game minutes then those pre-rolled combat rolls and the damage associated with them is moot and thrown away; even if a fumble or a critical is made. Typically, casters have a more complex turn-trying to find a legitimate target, knowing what spell to cast and so on.so I won't be requiring them to pre-roll. Martial characters will be more likely to deal in time consuming multiple attacks and, so they need to make pre-rolls. When making pre-rolls; it is important to track which die is the first attack roll and which die is the second attack roll and so on (when I play always use the same sequence; red, white, blue and green, I also use the same colors of dice, so I can roll all at once and match the colors up, then record the results). When making multiple attacks against one creature, if that creature falls before the player's turn and another creature is eligible to be attacked (and is within that player character's threatened range) then the pre-rolled attacks can be made on that new creature. If a player character suddenly has no eligible opponents to attack, and they have made pre-rolled attacks for that turn, then those attacks can be held until that player character gets into combat again or until one minute has expired. Clearly, if a player has pre-rolled multiple attacks and they must move into range to bring another opponent into their threatened range then unless they have the feat Pounce (normally a monster feat) or can move into combat with a 5' step, they are only allowed to make a single attack roll and must wait until they can use their pre-rolled attacks and the corresponding damage rolls. Yes, this can involve some metagaming in that if you roll what you know is a series of misses you can be expected to not want to go through that, but I trust you as players that you will do that, I know when it has happened to me I have.

Initiative: Initiative Cards (numbering from 0-32) are provided and should be used. If you have a cohort, a familiar, an animal companion, or another NPC that attacks on your turn then they should go on your initiative count, using your initiative modifier. If there is a good reason for you to have a separate initiative, say you are mythic and have the dual initiative ability, or if you have a cohort who has a very different initiative modifier than your character has then you will roll once for Initiative and apply each initiative modifier to that roll for each character's initiative and you will post those initiatives. You will carry through with whichever method you use for initiative from game session to game session unless something major changes. It is easier to handle all your forces attacks on your initiative count so I encourage players to do so.

Praying for divine intervention: is a last-ditch method to gain a service from your God. It always comes with a price to be paid. Characters have a 10% chance to receive aid from their god (5% of it being directly from the god itself, 5% from an agent of the god). They may make only three such pleas per day before exhausting the patience of their god, who will then be deaf to further pleas for a week. To plea for divine intervention the character must ask what they want and make an offer of what they are willing to give in return. The DM will then make the divine intervention roll, it is possible to use up all three of your chances at once; you need to tell the DM if you want to do so. Remember the Robert A. Heinlein quote "Gods have the manners and morals of small children." Therefore, if divine intervention is called for and answered the gods may be petty, cruel and unreasonable; it all depends on the god. Deities will act according to their alignment and their description. Greed is usually universal though so if you offer something valuable to a divine source they will likely act favorably toward the one asking the favor; provided the item(s) offered are worth what it would take to grant the favor. An example of divine intervention is "I will give all the treasure I earn for the next two levels to my god if she brings my buddy back to life." Or "I will convert to worshiping Thor if you bring your fallen cleric of Thor back to life." You can't make promises for the other person, and you can't make promises that you have no intention to keep, nor can you make stupid promises like "I will give you twenty gold pieces if you bring my friend back to life." Unless of course you wish to be the subject of your god's ire. Deities prefer promises that can be kept immediately; like one to convert to worshiping them, or of treasure you currently have in your possession. Once a character has converted to worship of another deity, no deity will want them to take up the worship of another; nothing rankles gods more than fickle worshipers. If you call upon your deity too often, or for things that are considered too minor then you can expect to meet with their ill will, just as you will if you call upon your deity too frequently. For example--in the movie Conan the Barbarian; Conan called upon his deity Crom for almost every battle, with almost every hit. Yet when asked about his deity, he claimed Crom didn't listen or care about his pleas. When Conan was sacrificed, crucified at the tree, he called upon Crom, but Crom was deaf to him and Conan had to save himself. However, in the ultimate battle, when the life of Conan and his friends were at stake, and Conan really needed help, then Crom intervened, because it pleased him, and he did so in a minor action; he had an image of Conan's girl appear and blind his foe with her armor and sword. She said; "What's a matter do you want to live forever?" With that vital moment Conan was able to strike his foe down and he went on to win that battle. Thus, Conan's faith in his god was rewarded and he went on to rule a kingdom, won by his own hand, or so the legend goes. I once had a paladin, whose player was new to the game, have problems with an evil character. The evil character had problems with her as well and made a few minor moves against her. Finally, it came to a head and the paladin asked for divine intervention to handle her roleplaying problem. Her god was the paladin of dragons and when I rolled for divine intervention the god heard her plea and answered it. He spoke out; “Destroy the evil.” And smote the evil character’s master (she was a cohort) with a flame strike. The ranger made her saving roll and called out her folding boat in which to hide. The paladin again implored her god to help her. She had her god’s attention, and clearly the problem was not solved, so again he smote the ranger with a flame strike. After that the paladin tried a little role playing to settle things between her and the master of the evil cohort. Soon after the paladin left the game. Yes, the god answered her, and yes, he took the simple route to the solution, telling his paladin follower to follow the paladin’s code and to defeat evil. He wasn’t aware that there was a dynamic going on between the characters, nor did the god care, he simply knew that his worshiper was in trouble and he was going to defeat it in the easiest fashion possible. Once again, I remind you “that gods have the morals and manners of spoiled children.” I don’t mean this to caution you to avoid calling upon your god, I mean this caution to be clear in what you want and expect the god to take the shortest, most simple route to solving your problem. Seldom is a god going to manifest and talk to you to determine what exactly is wrong and to try and solve your problem. For that much guidance you should seek out a cleric of your god, who for a proper sacrifice, will happily help. Also there are times when divine intervention can be subtle and it will go unnoticed by the players, like when the boss monster misses a swing. So, feel free to call upon your gods, not that you have to have a god.

That leads me to sacrifices for gods, and religious observance. There is no rule that says you have to follow a god, unless you are say a cleric or a paladin. Druids often worship the concept of nature, rather than an impersonal god many follow the Green Faith. However, the action of the gods is present in minor miracles cast every day. Only a fool, or a very powerful person is willing to deny the existence of deities. To some deities are only adventuring characters who took the test of the starstone and ascended. For several of the gods this is true, but the majority of the gods predate the formation of Golarion and the fall of the starstone. No one, except for these gods, knows where they came from and what birthed them. For more information on deities see the article Faith in Golarion.

Spell Trigger devices: like wands, potions, rods, and staffs don't require a Concentration check to use, once the person commits to using them they operate and can't be interrupted, (unless the items is destroyed, sundered, or taken away; taking an item from someone would require an opposed CMB vs. CMD check), they can be counter-spelled as normal though. Counter-spelling a spell from an item would be difficult, they would have to know what the spell is being cast, and using an item doesn't require the use of somatic or any other visual components, but if you used a wand of fireballs on one round then your enemies might expect you to be using that same spell the next time you start waving a wand. Using a potion or scroll in combat typically provokes an attack of opportunity, using a scroll is just like casting the spell and requires a concentration check, if done in combat, or while taking continuous damage. Drawing a magic item like a potion, rod, scroll, staff, or wand is a move action, and if done in combat, provokes an attack of opportunity. Using a rod, staff or wand that is already in your hand does not provoke an attack nor does using a rod or wand in a masterwork bandoleer that you touch with your free hand (using a rod or wand in a normal bandoleer requires a move action, and doing so in combat can provoke an attack of opportunity, drawing a potion, rod, scroll, staff or wand cannot be done with the Quick Draw action). Activating a rod, staff or wand, does not require a concentration attack. This rule means it is more advantageous to use a rod, staff, or wand in battle. If you can't step out, if you are suffering continual damage, if you are riding, or if you are running you will not be required to make a Concentration check to activate the device, as you would when casting a spell (or using a scroll). Wondrous items don't necessary enjoy the same benefit they will be decided on a case by case basis; consult the DM. Most belts. Bracers. and headbands are constantly active and wouldn't require a Concentration check. A magical helm could be used constantly; as with a helm of comprehend languages, or require activation to be used, as in a helm of underwater action. Use of neither helm would require a Concentration check to activate though.

A 20 is always a success and a 1 is always a failure on an attack or saving roll, but not necessarily so for skill checks, if you have enough skill points in a skill a roll of a one may not mean a failure, and if you don't have enough points in a skill then even on a 20 you may not succeed.

A natural 20 is always a success; for saving rolls it is a success even if you normally don't have enough bonuses to make the roll. The same holds true for an attack, even if you don't have a realistic chance of hitting you will hit and probably score damage if you roll a natural 20. However, if a natural 20 is needed to hit then it will not be a critical hit.

The rules in the Core Rulebook allow you to add magical enhancements to any masterwork items. You are limited in the number of pluses you can add to a weapon to +10; half of these bonuses can be modifiers to hit, the rest have to be equivalent bonuses like flaming +1, shocking burst +2, or holy +2 (I do not allow the sharpness or vorpal enchantments). There are some enhancements that only cost money (and do not count as pluses toward an armor's final bonus), you may add up to 10 such enchantments. A weapon or armor that was previously enchanted, or an item that just has a magical plus value (like headbands bracers of defense and some belts), may be enchanted again and improved, however you must pay the difference between the price for the previous item and the price of the new enhancement, you must have a caster of the appropriate level and they must spend proper time in days for crafting the item (1 day per 1,000 gp. value round fractions up to the nearest day) and they must have the proper spells, or feats and skills required. Any caster, of the proper level and with the proper spells, and feats, as well as any skills required, may improve the enchantments on an existing set of armor, weapon headbands, and bracers of defense. If just a magical power, that has no plus assigned to it, is to be added to a set of armor then the cost, time, and level requirements for adding that enchantment must be paid. This means you can improve on existing magic items as long as you have the time for it.

For example; to turn a +2 sword into a flaming +2 sword the new sword would be the equivalent of a +3 sword the old sword cost 8,000 gp,. and a new +3 sword would cost 18,000 gp. the difference is 10,000 gp.. so that much money must be spent, the caster must be able to enchant a +3 sword; meaning they must be able to cast the spell magic weapon, equal to the minimum caster level (9th) or higher, the caster must possess the feat Craft Weapons and Armor and they must have a Spellcraft (in this game substitute the proper Knowledge, typically Knowledge (Arcane)) of 5+ the minimum caster level to create the spell which means a Spellcraft (Knowledge skill) of 14; this is the final skill check value not the number of ranks in the skill. The same holds true for improving on magical armor. For improving a set of Bracers of Armor from +2 to +3 the caster must have the feat Craft Wonderous Item, they must spend the difference in creation cost which is 4,000 gp, they must be able to use the spell mage armor and be at least 6th level with a Spellcraft (or Knowledge(Arcane)) of at least 11.

If any other magic item is to be enchanted to add powers to an existing item, then the cost for this enchantment is the difference between the original item and the new enchantment plus 50% in gold piece value. The time required is the time required to add the new enchantment (1 day/1,000 gp. value, using the total price to be paid, meaning you need to include the extra 50% value) and the spells, skills, and feats required are the spells, skills, and feats required to add the new enchantment. If they want to take an existing Cape of the Mountebank and add to it a Cloak of Elvenkind they must spend 2,500 +50% of the base price of 1,250 gp. for a total price of 3,750 gp. They must be 3rd level, able to cast the spell invisibility, they must be an elf, and they must possess the feat Craft Wonderous Item.

The time required to create a magic item is 8 hours of uninterrupted activity per 1,000 gp. of value, spent in consecutive days (round fractions of a day up to the nearest day). An adventurer may work on magic items if they work in 4 hours block, on consecutive days, doing 2 hours of work per 4 hours of work spent while adventuring. For the Cape of Montebank having the Cloak of Elvenkind added to it the caster must spend 3.75 days, round off to 4 days if they are adventuring and crafting then they must spend 60 hours meaning they can finish the item in 15 days, this assumes they have 4 hours to spare after adventuring, eating, sleeping and traveling. Clearly, it is more economical to spend downtime crafting. There are feats, familiars, and maybe even traits that can increase the amount of crafting that can be done.

If I haven't listed, the item here in this article then assume that to improve an item costs the base cost for the new item plus 50% of that cost for the increase. The time spent to craft the item will be based on the total cost at a rate of 1 day/1,000 gp. and all fraction of a days are rounded up. For example, boots, sandals, slippers, and pouches are not listed above so they will require the +50% price adjustment.

If you are a crafter and have the proper craft skills then you can craft items IN THE GAME, not prior to joining the game. That is not fair because the rest of the players didn't have that chance. This is usually tried by someone who come in during the middle of a game.

A maximum of 10 Ioun Stones can be used by one character. No limit is included in the rules, so I am creating a limit of my own.

The skill Spellcraft is removed from the game, replaced by the proper Knowledge skill. For example, the spell magic missile is a wizard/sorcerer spell so knowledge of it would fall under Knowledge (Arcane); to learn it, to know if it is being cast, to know about it, to identify it, and to understand it would all require a Knowledge (Arcane) roll. The spell bull’s strength is a cleric/oracle/druid/shaman or a summoner/wizard/sorcerer spell, so you can have the proper knowledge about it with either a Knowledge (Arcane) or a Knowledge (Religion) roll. Bull’s strength is also an alchemist, antipaladin/paladin and magus spell, Alchemist spells and Magus spells are considered Arcane spells. Druid and Witch spells are covered by Knowledge (Nature), while Cleric/Oracle/Antipaladin/Paladin, and Inquisitor spells are covered by Knowledge (Religion). There is no Knowledge (Occult) so Occult spells fall under both Knowledge (Arcane) and Knowledge (Religion), for more information see the article on Spellcraft.

Armor: The rules say that special armor is required for non-humanoids. Since this would include Native Outsiders I am modifying the rule by saying that any medium or small creature that resembles a human can wear humanoid armor. For example, an aasmar could easily pass for a human, most half-genies could as well, so they would qualify for normal armor. However, if an aasmar takes the feats that grant them wings then they will have to have their armor modified to accommodate those wings. A shapechanger like a kitsune or a skinwalker would not be able to wear their humanoid form’s armor when in their beastshaped form. If they are wearing this armor and shapechange then this is a wildshape effect which acts like beastshape, the spell. The armor and any worn items are absorbed into their new from and are no longer functional, while they are in this form. In order to use their items, they must be removed or dropped and redonned, to be taken up again when the shapechange effect is complete. There are in-game methods around this restriction, although they are not easy to come by. Monstrous humanoids, dragons, mounts and such unusual creatures would require unusual armor. Unusual Armor for most of the familiars, animal companions, and mounts found in the Core Rulebook are usually in stock. So, you could normally buy armor for a lion or a horse, or a fox. Mundane markets would also stock masterwork armor. However, if you take a feat like improved familiar and get a pseudo dragon then you would have to have that armor specially made, which takes time.

Psionic Transparency rule; Psionics are magical effects generated from the mind. So, a creature with Spell Resistance would have an equal chance of resisting a psionic effect. A psionic item would therefore be detected with a detect magic cantrip. Also, a detect psionics power would reveal both psionic and magic items and the caster would be able to determine, by the item’s aura, if it is psionic based or magic based. This also means that psionic effects don’t work in an antimagic aura. While you can identify a psionic item with a detect magic cantrip, you would still need Knowledge (Psionics) to determine what the item is, how to use it, or how to appraise it properly. Psionics are very rare, as are psionic creatures. Occult classes utilize spirits to perform their magic, but their effects are still magical effects. Typically Occult powers and items can be identified with either Knowledge (Arcane) or Knowledge (Religion).

Banned Feats and Traits: there are few feats that I am going to ban, but sacred geometry is one of them. It involves a lot of calculations that, if you can make, will let you use two metamagic feats for a spell. I fear it will slow down combat and is really not worth it. If I come across feats or traits that should be banned in the future I will add them here. Story Traits or Campaign Traits can be taken only with DM approval. Things like Finding your Kin is too powerful, as are many story traits. If you are playing in that campaign that the story trait or feat is meant for them I will allow it.

Leadership: I will allow Leadership in one of three forms. The first would be to take one of the lesser forms of Leadership from Ultimate Gamemastering where you can, for example, get a Torchbearer who accompanies your character on adventures and holds a light source for you or can be left behind to guard the wagon or the horses. Rarely, would they fight for you, clearly they would do so if their life was threatened. This feat can be taken at 5th level, as per the feat description. The torchbearer would be 3 levels lower that your primary character’s level and would remain at least 2 levels below your primary character’s level. Your leadership score would determine if you can attract someone like a torchbearer and the feat torchbearer turns into normal Leadership as soon as you reach 7th level. You would keep the same torchbearer, who would then turn into a normal cohort as soon as your primary character reaches 7th level. You could also take a cohort at 7th level and it would be a normal cohort, that is your second option. Both options later allow followers. The third option would be to forgo the followers and take a cohort who would be 1 level lower than your primary character’s level, while a normal cohort is two levels lower than your primary character’s level. However, a primary cohort comes with no followers. Rarely are followers used in the game, they are meant to run your stronghold while you are away, or your shop, or your castle.

Cohorts and followers can be used to run downtime businesses, even to make items and wealth for use by your primary character. For example; you could take a wizard as a cohort, give them crafting skills and let them make Wonderous Items for your use, your followers could take the proper feats to assist them. You could create an entire business where your followers, lead by your cohort would be creating magic items for the party. You can even have your followers and cohorts team up to work together with other cohorts and other followers from the same party working in the same or adjoining businesses. You would have to plan all this out though.

The traditional use of a cohort is to have them accompany you on your adventures and for them to fight by your side. Taking any form or Leadership, and a cohort, would change the Average Party Level and the strength of the encounters that the DM sends against the party. This is true even if the cohort doesn’t accompany the party on their adventures since they can contribute gold and items to the party’s overall wealth.

The traditional use of followers is to staff and guard your holdings; like your manor, your home, or your castle (if you ever earn or build one). It is not recommended that you bring followers with you on a mission since they will have lower levels and thus less a lower likelihood to survive. Bringing followers along with you on your adventures can be done if they don’t actually accompany you on the adventures, but only travel with you. They can guard your camp, care for your mounts, cook your food and do other mundane things for you. If you bring them along with your in the adventure then they will affect your Average Party Level, though not by much.

I don’t visualize everyone wanting a cohort, but I am going to limit it to a maximum of 3 cohorts in the party at one time. The number of followers will be determined by your Leadership score as per the Leadership feat. A cohort’s experience points will start at the minimum for their level and they will gain the same amount of experience points you earn divided by your level. When your level or Charisma score changes you can check the Leadership feat to determine the number of followers you would earn. If followers and cohorts die it will affect your leadership score. Bringing those characters back to life will restore your Leadership score as if it was never impacted. In previous editions of D&D bringing back a cohort from the dead insured their fanatical loyalty and could even improve your leadership score, that is no longer true. However, realistically and in manor of roleplaying it would have a positive effect on their loyalty to your primary character.

The primary character is responsible for equipping their cohorts and their followers. They come with basic stats, a set of clothing and what would be starting equipment for a first level character of their character class. They may not take flaws, they do not get a masterwork item, they would have the chance for militia training and the normal chance for Octorange vision as per their class. The cohort and followers are attracted because of the fame of the primary character and they would know a few rumors and legends about them. They do not need to be paid, but if they are not treated well then, they could leave, or even defect to serve your foes. How your treat your cohort and your followers will determine what their feelings are toward you, yet they will start as your primary character’s most enthusiastic supporters.

Octorange Vision is a way to see magical auras and requires a DC 15 Concentration check, that means you don't have to carry that cantrip or you can be a noncaster and gain Octorange Vision. The chances are explained in the Article Starting Out.