House and Extended Rules

Here we have the spare rules that I have come up with to support the campaign at large.  If you have questions, fire off an e-mail to me.

Ulterior Rewards
    Given that we are playing in a low-magic setting, we aren't going to be seeing numerous magical objects being thrown around like candy.  Magical items are going to be few and far between.  Therefore, in order to make up for the relative power imbalance, I have come up with a few other ways to increase player power.  Awarded feats, perks, flaws, and even levels may be handed out during the campaign.  In place of a magical item, I will instead be providing you some kind of alternate benefit.  I may award you bonus experience, a perk or flaw appropriate to a situation, bonus feats appropriate to situations, or a level in a class appropriate to your accomplishments.
    Awarded class levels provide all the benefits of having actually gained a level in the class, without counting towards your level total.  For example, if a character becomes a nobleman due to his actions in the campaign, I could award that character a level of aristocrat instead of a magical item.  This is more of a heads-up than some kind of system; I can choose to do this at will, and there may or may not be any rhyme or reason to it.  I'll try and make certain that there is, in fact, rhyme and reason, but there is no system here to exploit.

Last Resorts
    In a low-magic setting, with high prices for healing and resurrection, it can be understandably more upsetting when a character dies.  Likewise, a higher degree of caution is only to be expected from most players.  In order to help combat this, and add an extra something to the campaign at large, I'm introducing a concept ripped straight from the pages of Alternity, the Last Resort.  Basically, a Last Resort can be used to edit out an interminable situation, avoid a fatal occurrence, or otherwise fix a problem.  Last Resorts are limited in number, and thus rare and valuable, but have high potential value - be certain that a situation merits their use.
    A character has a number of last resorts equal to 1 + CHA modifier.  This number is the amount he starts with, and his maximum number of Last Resorts.  A character can never, regardless of charisma, start with less than one, or more than 4.  If he uses one, that Last Resort is gone - permanently.  Characters 'replenish' Last Resorts once every 5 levels.  In other words, you will gain more last resorts at 5th, 10th, 15th, and 20th levels.  This number will not merely add on; this gained Last Resort can only replace one you have used.  In other words, if you start with 2 and use one, at 5th level you'll be back at 2.  However, if you use none, when you gain 5th level you will still have only 2 last resorts.  Therefore, it is in your best interest to make use of them when appropriate situations present themselves.
    A Last Resort can be spent to creatively edit a situation in the game.  For example, suppose the party is wandering a castle, and runs into a group of guards.  They may be on a set time limit, or can't afford to fight too many peons and waste precious power before dealing with their intended goal.  One player could volunteer to use a Last Resort to remove himself and the guards from the situation - essentially the character runs in to take the guards head on, shouting something like, "I'll hold 'em off, you guys take care of the mission!" or what have you.  Your character would be removed from the session, as would the dilemma, but the party could carry on.  However, your character would rejoin the others alive and well later - probably scratched up, but alive.
    A Last Resort can also be used to avoid a fatal wound.  If a blow lands which would kill your character, you can use a last resort and some creative editing of the situation to avoid that hit.  This highlights an important point: Last Resorts can be used after dice have been rolled.  Unlike just about anything else in the game, Last Resorts can be used to fix an action that has been determined numerically already.
    Another way to consider Last Resorts is a moment of necessity - if you really need to land a blow, cause a certain amount of damage, pull a skill check off, and such, you can use a Last Resort to do this.  Any such use ensures an automatic 20 on the dice roll, and can be used to ensure critical hits.  Keep in mind that a Last Resort can be used to rig only one roll - thus you cannot rig both a to-hit roll and a damage roll on the same Last Resort.
    Last Resorts represent your character drawing upon hidden reserves of talent, emotion, power, and skill - thusly, Last Resorts can be catalysts for new abilities.  On occasion, as the situation merits, the use of a Last Resort may result in a permanent benefit to your character.

Leadership Expanded
    In addition to the normal function of leadership, several new values and concepts are emulated in this campaign via leadership.  One is the concept of morale, another is the concept of influence.  Both are sort of 'subdivisions' of the advantages of the leadership feat, but both morale and influence can (and should) be tracked whether or not you pick up the leadership feat.
    The core values of leadership are not going to be changed, nor the impact - it still functions as listed on page 106 of the DMG.  However, I have provided a new chart for the score and follower numbers and more example modifiers to greater illustrate how dynamic conditions can affect leadership.  Here we present a more expanded list of these.

Extended leadership modifiers
Quality
Modifier
Aloofness -1
Controls a stronghold +2
Cruelty -2
Fairness and Generosity +1
Great Reputation I +2
Great Reputation II +4
Great Reputation III +6
High Casualties
-1
Infamy I
-2
Infamy II
-4
Infamy III
-6
Noble lineage
+2
Protects followers
+1
Tactical Failure I -1
Tactical Failure II -2
Tactical Failure III -4

Extended leadership table
Score
Cohort Level
1st
2nd
3rd
4th
5th
6th
7th
8th
2
1st
-
-
-
-
-
-
-
-
3
2nd
-
-
-
-
-
-
-
-
4
2nd
-
-
-
-
-
-
-
-
5
2nd
5
-
-
-
-
-
-
-
6
3rd
6
-
-
-
-
-
-
-
7
3rd
8
-
-
-
-
-
-
-
8
3rd
10
1
-
-
-
-
-
-
9
4th
15
1
-
-
-
-
-
-
10
4th
20
2
1
-
-
-
-
-
11
4th
25
2
1
-
-
-
-
-
12
5th
30
3
1
-
-
-
-
-
13
5th
35
3
1
-
-
-
-
-
14
5th
40
4
2
1
-
-
-
-
15
6th
45
5
2
1
-
-
-
-
16
6th
50
6
3
1
-
-
-
-
17
6th
60
7
3
1
-
-
-
-
18
7th
70
9
4
2
1
-
-
-
19
7th
80
11
5
2
1
-
-
-
20
7th
90
13
6
3
1
-
-
-
21
8th
100
15
7
3
1
-
-
-
22
8th
115
20
10
5
2
1
-
-
23
8th
130
25
12
6
3
1
-
-
24
9th
145
30
15
7
3
1
-
-
25
9th
160
35
17
8
4
2
1
-
26
9th
175
45
22
11
5
2
1
-
27
10th
190
55
27
13
6
3
1
-
28
10th
205
65
32
16
8
4
2
1
29
10th
235
75
37
18
9
4
2
1
30
11th
265
90
45
22
11
5
2
1
31
11th
295
105
52
26
13
6
3
1
32
11th
325
120
60
30
15
7
3
1
33
12th
370
135
67
33
16
8
4
2
34
12th
415
150
75
37
18
9
4
2
35
12th
460
170
85
42
21
10
5
2

Morale Bonus
    Regardless of whether your character has the leadership feat or not, when placed into a 'command' position, he applies a morale bonus to the troops under him.  The morale bonus translates out to a bonus to attacks, initiative, saves, and skill checks.  It cannot have a larger total effect than a +5 bonus to these rolls, but it can be a larger number.  When the morale bonus provided to troops is in excess of 5, the spare is used as buffer space against penalties.  For example, suppose a commander has a total +9 morale bonus.  Only +5 of that is used to provide bonuses to his troops, but the other 4 can nullify opposing modifiers, such as fear effects, being placed into a poor tactical position, high casualty rates, and other things which negatively impact morale.

Basic Morale
Effect
Modifier
Great Renown I
+1
Great Renown II
+2
Great Renown III
+3
Infamy I
-1
Infamy II
-2
Infamy III
-3
Renowned Tactician I
+1
Renowned Tactician II
+2
Renowned Tactician III
+4
Leadership +10
+1
Leadership +20
+2
Leadership +30
+3

Circumstance modifiers
Circumstance
Modifier
Avenue of escape
+1
Avenue of escape cut off
-1
Familiar Terrain
+1
Fatigued -1
Good Position +1
Numerical Advantage +2
Numerical Disadvantage -2
Poor Position -1
Unfamiliar Terrain
-1
Additional Circumstances
Varies

Sway
    In a feudal society, there's a constant distinction of social precedence and 'sway' with the peasantry.  'Sway' is a numerical value to display how much influence your character has over the peasantry, and therefore how easy it is for that character to influence the population.  'Sway' is public opinion and your immediate leadership rolled into one.  'Sway' can be used as a check to try and influence the populace into a particular decision or action; this includes recruitment, religious goals, the damaging of another character's sway, and the shift of popular opinion for particular events.  Sway is directly connected to what you do, but is likewise connected to what is attributed to you.  If nasty rumors are spread about you, your sway value will go down.
    Your sway is based upon your class, your charisma, and your reputation.  Different classes have different base values, and it's important to keep in mind who you are when you try and convince people of a position.  If your character is multiclassed, you use the primary (whatever class has the largest number of levels) to determine what your base sway is.  It is possible to have a negative sway.  In this circumstance, people tend to ignore you, unless you've actively made a spectacle of yourself.  If you have done something to raise the populace's ire, they will jeer and insult you to your face, and if you've been sufficiently naughty, they might form lynch squads.  Either way, no one will listen to you.
    When attempting to recruit peasantry, collect taxes from them, spread rumors about another character, or rally support for a project or action, make a sway check.  Roll a d20 and add your sway modifier.  Check against the listed DCs here.

Base Sway
Class
Base Sway
Aristocrat
+8
Barbarian
+1*
Bard
+4
Cleric
+6*
Druid
+3*
Fighter
+3
Monk
+1
Paladin
+4
Peasant
+0
Ranger
+2
Rogue
+0*
Sorceror
-2*
Warrior
+1
Wizard
-3*
* Sway varies based upon the alignment of this class; if evil, the base sway is the listen value -2.

Sway modifiers
Circumstance
Sway Modifier
Great Reputation I
+2
Great Reputation II
+4
Great Reputation III
+6
Infamy I
-2
Infamy II
-4
Infamy III
-6
High noblemn (Duke or higher)
+4
Fabulously Wealthy
+2
Dirt Poor
-2
Uses/used magic
-4
Mercenary
-4
Knighted
+2
Pious
+2*
Other circumstances
varies
* Does not apply to religious classes, such as paladins and clerics.