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Whether warlord, captain of the guard, or fervent believer, the leader inspires zealous power in his allies and fear in his enemies.


Hit Die: d8

Class Skills

Bluff, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (history, nobility), Linguistics, Perception, Perform, Profession, Ride, Sense Motive

Skill Ranks per Level: 6


Lvl   BAB   F     R     W     Special                                                       

1     +0    +2    +0    +2    Inspire courage +1, Air of command

2     +1    +3    +0    +3    Inspire dread, Bonus feat

3     +2    +3    +1    +3    Inspire competence +2

4     +3    +4    +1    +4    Restore strength, Bonus feat

5     +3    +4    +1    +4    Inspire courage +2

6     +4    +5    +2    +5    Inspire terror, Quick inspiration


Weapon and Armor Proficiency: All simple weapons, short sword, long sword, light and medium armor, and shields (excluding tower shields).


Bonus feats: Alertness, Dazzling display, Improved Iron Will, Iron Will, Persuasive, Shatter Defenses, Skill focus


Air of command: The Leader receives a bonus equal to half Leader level to Bluff, Diplomacy, Intimidate, and Perform skills (minimum 1). However, he also receives an equal penalty to Disguise skill – it is quite difficult for a leader to hide who he is.

In addition, a leader may substitute Leader level for BAB for the purpose of qualifying for Shatter Defenses.


Leaders can shape the attitudes, hopes, and fears of others. An Inspiration takes a standard action, and generally affects allies or enemies within 50 feet, capable of hearing or seeing the leader.

Inspiration Level is equal to Leader level or ranks in the applied skill, whichever is less. Applied skills may be Bluff, Diplomacy, Intimidate, or Perform.

Tools (instruments) will generally expand the scope of effects.

While inspiration has a duration, certain events, such as succumbing to fear, will halt the effect early. Also, a leader may continue one inspiration indefinitely, so long as he makes a move action every round to do so.

All inspiration effects are mind-affecting, emotion-based effects.


Inspire courage (Ex): As an inspiration, all allies within initial range gain a +1 morale bonus to attacks and saves vs. fear. This lasts 1 round per Inspiration level. This bonus increases to +2 at 5th level.


Inspire dread (Ex): With calculated words, threats, or fearful drumming, the leader inspires fear in his enemies. The leader can make an Intimidate check to demoralize all enemies within 30 feet. If he also has the Dazzling Display feat, the effect of Dazzling Display expands to 60 feet.


Inspire competence (Ex): An ally is inspired, gaining a +2 morale bonus to a single skill for 1 round per Inspiration level. Alternately, the Leader can inspire an ally for 1 minute per Inspiration level, but the bonus only applies to a single skill check. In either case, an ally can only benefit from a single inspiration of competence at a time.

If the leader's inspiration skill is +20 or more, this morale bonus is +3.


Inspire strength (Ex): The leader can boost flagging spirits in the injured or fearful. The leader must be adjacent to the ally in question, and makes a skill check with one of his Inspiration skills, DC 20. If successful, the target gains a +2 to the next Fortitude save made within the hour, and anyone who attempts to heal the target gains a +2 circumstance bonus.

Inspire strength is a full round action and is not sped up with Quick inspiration.


Inspire terror (Ex): The leader can attempt to push shaken enemies to a state of frightened. The attempt is the same as inspiring dread, but enemies gain a +5 to resist. Also, terror can only be inspired if the leader’s strength is credible – if the leader’s men have been dropping like flies, the enemy may be inspired to be cautious, but not frightened.


Quick inspiration: The leader can inspire with a move action instead of standard. Maintaining a single inspiration is a swift action per round.