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Courtier (Follower)

Courtier (Follower)

Courtiers are experts in body language and humanoid behavior. These educated advisors are well-versed in courtly etiquette and political intrigue, whispering in their master’s ear whether or not someone can be trusted or if they can be won over (whether with words or by gold).

Unlike other followers, you may only acquire a courtier by way of nobility. This may be from your background, the results of a campaign’s story, or because you have gained the favor of royalty.

Inexperienced. Once per day your courtier can evaluate someone you are conversing with to determine if they are lying or not, subtly messaging you cues. You gain a 1d8 expertise die on your next Insight check.

Seasoned. As inexperienced. In addition, once per day your courtier can tell whether someone can be bribed, reasoned with, or if they just want their ego stroked, granting you advantage on either a Deception check or Persuasion check.

Expert. As seasoned. In addition, once per week while in a city you can spend 1 hour with your courtier to automatically succeed on a Culture or History check.

Mobile (Stronghold Feature)

Mobile (Stronghold Feature)

Choosing the mobile feature means that a stronghold can also double as a vehicle. The cost for this feature should be handled on a case-bycase basis by the narrator. For strongholds that start as vehicles, such as the ship, there is no cost modifier. Adventurers who want a walking castle, however, will likely be spending far more to cover the cost of engineers, spellcasters, and components.

Sailor (Follower)

Sailor (Follower)

Sailors form the crew on seafaring vessels, with duties including raising sails, keeping watch, and cleaning decks.

Inexperienced. Once per day, you gain advantage on a Perception check made at sea.

Seasoned. Once per day, you gain a 1d6 expertise die on Intimidation checks made at sea

Expert. If you have a ship, it can travel one-quarter faster than it could normally.

 

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