LEADERSHIP FEATS

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**BATTLEFIELD INSPIRATION [LEADERSHIP FEAT]**

You inspire courage in your allies.

**Prerequisite:** Cha 13.

**Benefit:** As a free action, you can inspire courage in your allies. Each ally within 30 feet of you (not including you) that can hear you and has an Intelligence of 3 or higher gains a +2 circumstance bonus on saving throws against fear effects.

**Special:** You may select this feat multiple times. Its effects stack. Each time you take the feat, your bonus increases by +2.

**EPIC LEADERSHIP [LEADERSHIP FEAT]**

You attract more powerful cohorts and followers than normally possible.

**Prerequisites:** Cha 25, Leadership, Leadership Score 25.

**Benefit:** You attract a cohort and followers as shown on the accompanying table.

**Normal:** Without this feat, you must use Table 2–25: Leadership (page 106 of the Dungeon Master’s Guide) to determine your cohort and followers.

**EXTRA CONTACTS [LEADERSHIP FEAT]**

You make connections and alliances easily.

**Prerequisite:** Cha 11.

**Benefit:** Your maximum number of contacts increases by four.

**EXTRA FOLLOWERS [LEADERSHIP FEAT]**

Your charismatic magnetism attracts even more followers to your banner.

**Prerequisites:** Cha 13, Leadership.

**Benefit:** You can lead twice as many followers as indicated for your Leadership score.

For example, a character with this feat and a Leadership score of 15 can lead forty 1st-level followers, four 2nd-level followers, and two 3rd-level followers.

**GREAT CAPTAIN [LEADERSHIP FEAT]**

You are a master pilot and battle leader; your crew anticipates your every command and leaps to do your bidding.

**Prerequisites:** Profession (sailor) on ocean going ships or Profession (starship officer) for space going ships 7 ranks, Knowledge (geography)on ocean going ships or Knowledge (astrogation) for space going ships 7 ranks, Leadership.

**Benefit:** If you are in command of a vessel, you can use the aid another action to assist all other persons on board who are performing the same action in the current round—for example, making an attack, making Profession (siege engineer) or Profession (Starship gunner) checks, making Profession (sailor) or Profession (starship officer) checks, and so forth. Commanding the vessel in combat is a move action for you.

**Normal:** You can only use the aid another action to assist one character at a time. Commanding a vessel in combat requires a standard action.

**INFORMATION NETWORK [LEADERSHIP FEAT]**

You have informants on the ground that will alert you of trouble.

**Prerequisite:** Leadership

**Effect:** Each follower the character devotes to keeping tabs on things grants a +1 to Gather Information or Spot skill checks. However, there will still be costs associated for information, so the character must still pay the usual “fee” to obtain information.

**IMPROVED COHORT [LEADERSHIP FEAT]**

You attract a more powerful cohort than you normally would.

**Prerequisites:** Cha 15, Leadership.

**Benefit:** The maximum level of the cohort you gain from the Leadership feat is one lower than your character level.

**Normal:** Without this feat, a cohort’s maximum level is two levels below the associated PC’s level.

**INSPIRATIONAL LEADERSHIP [LEADERSHIP FEAT]**

Your cohort and followers are exceptionally faithful to your cause.

**Prerequisites:** Cha 17, Leadership.

**Benefit:** As long as their morale is already no worse than normal (see Morale Conditions, page 73), the cohort and followers you gain from the Leadership feat always begin combat in a heartened condition. (A heartened character gains a +1 morale bonus on Will saves against fear effects, including morale checks). If your cohort or followers are already shaken or worse at the start of a battle, the benefit of this feat does not apply. You also gain a +5 bonus on rally checks made to rally the cohort and/or followers you have gained from the Leadership feat.

**LEADERSHIP [LEADERSHIP FEAT]**

You attract followers to your cause and a companion to join you on your adventures.

**Prerequisite:** Character level 7th.

**Benefits:** This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs. See Table 5–2 for what level of cohort and how many followers you can recruit.

**Leadership Modifiers:** Several factors can affect your Leadership score, causing it to vary from the base score (character level + Cha modifier). Your reputation (from the point of view of the cohort or follower you are trying to attract) raises or lowers your Leadership score

**Leadership Score:** Your base Leadership score equals your level plus your Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but you must still be 7th level or higher in order to gain the Leadership feat. Outside factors can affect your Leadership score, as detailed above.

**Cohort Level:** You can attract a cohort of up to this level. Regardless of your Leadership score, you can only recruit a cohort who is two or more levels lower than yourself. The cohort should be equipped with gear appropriate for its level (see Chapter 14). A cohort can be of any race or class. The cohort’s alignment may not be opposed to your alignment on either the law/chaos or good/evil axis, and you take a –1 penalty to your Leadership score if you recruit a cohort of an alignment different from your own. A cohort does not count as a party member when determining the party’s XP. Instead, divide the cohort’s level by your level. Multiply this result by the total XP awarded to you, then add that number of experience points to the cohort’s total.

If a cohort gains enough XP to bring it to a level one lower than your level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed to attain the next level.

**Number of Followers by Level:** You can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they’re generally low-level NPCs. Because they’re usually 5 or more levels behind you, they’re rarely effective in combat.

Followers don’t earn experience and thus don’t gain levels. When you gain a new level, consult Table 5–2 to determine if you acquire more followers, some of whom may be higher level than the existing followers. Don’t consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.

**LEGENDARY COMMANDER [LEADERSHIP FEAT]**

You attract and lead great armies of followers through sheer force of personality.

**Prerequisites:** Cha 25, Epic Leadership, Leadership, Diplomacy 30 ranks, must rule own kingdom and have a stronghold.

**Benefit:** Multiply the number of followers of each level that you can lead by 10. Thus, a Leadership score of 25 would allow you to lead 1,350 1st-level followers, 130 2nd-level followers, and so forth. This has no effect on cohorts.

**NATURAL LEADER [LEADERSHIP FEAT]**

You have a natural commanding presence.

**Prerequisites:** Cha 13.

**Benefit:** You gain a +4 bonus on rally checks.

**PRACTICED COHORT [LEADERSHIP FEAT]**

Your cohort works well as part of your team.

**Prerequisite:** Cha 15, Leadership.

**Benefit:** Your cohort gained from the Leadership feat gains any teamwork benefit for which you qualify, even if he or she doesn’t meet the team member prerequisite for the benefit. In addition, your cohort doesn’t count against the normal limit of eight members on a team, and his or her presence on the team doesn’t affect any other character’s ability to qualify for the teamwork benefit.

**Normal:** If you do not have this feat, every member of a team must meet the team member prerequisite in order for anyone on the team to enjoy the teamwork benefit. Also, the maximum number of members in a team is eight.

**RULERSHIP [LEADERSHIP FEAT]**

You are a ruler of an economic, frontier, governmental military, religious, transport, or other community.

**Prerequisites:** Cha 25, Leadership, Epic Leadership, Leadership Score 40.

**Benefits:** You gain a +4 bonus to your base Leadership score. You gain a +100 bonus to your base Influence modifier. As a ruler, you have some degree of authority over members of organizations in which you have followers. Once per day you can exchange a follower you gained from your Leadership feat for a different follower from the same organization.