CR1 Forest Encounter Table

This is a potential encounter table. It was built with a party of 6 level 1 players in mind, randomly encountering various things while roaming a forest. This was written by Tracey, and as such there was a 1000 token bounty attached to its completion.

General Temperate Woodland Random Encounters
Standard Combat Encounters – 40
1. The party hears a loud crashing sound coming through the woods and sees a pissed-off wild boar chasing a terrified human child clutching a basket of blackberries (Boar SRD CR 2).
2. While trying to cross the river, the players are attacked by a bull shark (they can tolerate brackish and even fresh water, and have gone up the Mississippi as far as Chicago, so a shark attack in the woods, why not – surprise! SRD, Large Shark CR 2)
3. The party encounters a beautiful clear stream with sparkling water and sandy banks. A small crude sign is hammered into the ground beside it: DANGER. (redcap ambush, a CR 2 recap youngling is trying to impress his father and join the hunting band, so he’s decided to bag a party of adventurers. MM3 p 138)
4. Time to make Spot checks – the party is being stalked by a dire cougar up in the trees – use SRD leopard statistics CR 2.
5. When stepping off to use the potty off in the bushes, one of the party members (roll a d6 for lulz) disturbs the nest of a pair of ground nesting wasps. (use howler wasps as base? CR 1 MM4 p 74)
6. When camping, the party is overrun by a pair of semi aggressive curious lizards the size of dogs who really seem interested in getting into their actual backpacks and stealing their food and shiny stuff (thinking 2 swindlespitter dinosaurs, CR 1 out of MM3 p 38, treat as scaly raccoons that have learned that camping people are walking trashcans with food and shiny objects – tracking their nest might yield more loot?)
7. A satyr frat boy rolls up on the players, obviously already quite drunk and drinking some horrible curdled concoction out of a wineskin (DC something easy to identify as really bad stuff to drink, be a jerk if someone is dumb enough to try). When the players logically refuse, the satyr gets belligerent and attacks (CR 2 SRD.)
8. The party find a small, hastily erected sacrificial shrine dedicated to an Abyssal power with several freshly sacrificed wood pigeons upon it. Any examination of the shrine prompts an attack by 1-2 small, ugly, gangly almost birdlike creatures with no feathers covering their leathery wings. Their heads are elongated and covered with heavy horns, and their mouths are rimmed with needle-sharp teeth (Windrazors x 1-2 CR 1 MM4 p 176)
9. The path through the woods that the party is following is partially obstructed by a thorny bramble hedge – actually a bevy of twig blights ready to spring an ambush (MM2 p 197, CR 1/3 each, roughly 4-5 of them)
10. The party seeks refuge from a sudden rainstorm underneath a rock overhang – the ceiling of which is covered with Small monstrous spiders, which promptly attack – CR ½, 2-3?, SRD
11. The party finds the bodies of a young newlywed couple wearing their dirty and torn bridal clothes laying upon the ground. There are severed hands wrapped around their throats, which promptly attack – Crawling Claws x4 CR 1/3 each MoF p 29
12. A pair of hideously ugly animals that look like huge rats crossed with timber wolves are feasting upon the mangled body of someone in very fine blue clerical robes embroidered with silver thread – carcass eaters CR ½, 2-3? LM p 91
13. The party discovers a grove of tropical dragonfruit trees growing in the much too cool temperate forest. While examining the grove, they are attacked by a wolf-sized green lizard that looks a bit like a dragon from up in the branches – greenspawn leaper CR 2 MM4 p 144
14. The party gets adopted by a friendly raven that initially just seems interested in sitting on shoulders and occasionally cawing and bobbing its head. As the day goes on, the raven gets more and more annoying – pulling at hair and jewelry, undoing pouches and scattering their contents (especially money), flapping its wings in party members’ faces, suddenly making startling screams, etc, and nothing will make it stop. The raven will get outright destructive if they let it. The first serious attempt to get rid of it prompts a surprise attack from the bird, which is really an imp – CR 2 SRD
15. The party discovers a steep drop-off with a dramatic and lovely view of the woods below. Near the edge of the drop is a knee-high flat rock upon which is arranged an old worn handkerchief and a clay goblet that has since filled with rainwater. A skeleton wearing ragged linen robes and wearing the amulet of a nature god is slumped over the rock, and two skeletal dogs lay at her feet as if asleep – human skeleton CR 1/3, 2 wolf skeletons CR 1, SRD
16. What appears to be a Small-sized invisible creature wearing a very bloodstained Halfling-style peasant woman’s clothing is trudging slowly down the path towards the party, holding something swaddled like a baby to its chest. It doesn’t charge, but when it gets close enough it throws the bundle, full of Tiny venomous centipedes, at the party and attacks – Raiment CR 1 LM p 117 + 3-4 Tiny centipedes SRD
17. The party hears some very inexpert magical chanting – and a lot of cussing – coming from over yonder. They discover a harassed teenaged half-elf wearing the robes of an apprentice wizard lodged up a tree, menaced by two animated objects – an ash practice wand and his own spellbook. Animated Objects, 1 Tiny at CR ½, one Small at CR 1, SRD
18. The party smells meat roasting and a campfire. They will come upon a broad-chested gnoll with impressive tufts of red fur and rounded ears spit-roasting a bear haunch. This elite gnoll ranger is not amused to have their lunch interrupted by “softskins” and attacks. Flind Gnoll CR 2 MM3 p 62
19. The party hears an odd rustling disturbance off in the leaves, almost like something large is rolling around. Investigation will reveal a mass of snakes all coiled together in a single ball and rolling around a clearing. The snake mass disperses and attacks – CR 1 spider swarm from SRD reskinned as lots of little snakes, coupled with a small viper snake CR ½ also SRD
20. A big bull elk in full rut comes crashing through the trees, territorial as can be and taking extreme exception to the presence of the party. Use CR 2 bison animal from SRD, replace Stampede with Trample
21. The party discovers an old ruined chapel with cracked alabaster walls and broken stained glass windows. When they enter the zombie parishioners sitting on the moldy pews rise up and shuffle forward to attack. 2-3 human commoner zombies CR 1/2, SRD
22. Whoever was designated the camp maid that evening did a terrible job of burying trash (roll a d6 to assign a random guilty PC). Dire rats have come to investigate – dire rats x 4-5 CR 1/3 SRD
23. The party is attacked by a scurry of squirrels wearing little brown ninja outfits. Why? Because little ninja squirrels are awesome. Use stats for monkeys CR 1/6, 6-8 of them, from SRD
24. The party hears a long, low guttural animal howl – a sound of misery, not of pain or fear. They come upon a brown bear wearing a saddle standing guard over the body of its dead rider, a kobold wearing livery. An arrow is in his chest. The bear doesn’t see the humor in the party getting anywhere near – brown bear CR 2 SRD
25. The party encounters a poor covered traveling wagon, its canvas tarp covered in desperate patches. Whatever wretched animal pulled it has long since snapped its traces, and the thin sad body of middle aged man wearing threadbare wizard’s robes lays behind the wagon, his face a rictus of horror. Inside the wagon, the eyeball beholderkin that he was transporting have escaped their cages – and will aggro immediately to the party. Eyeball beholderkin x 2-3, CR ½, MoF 23
26. The party spies a scrap of rich fabric caught in a bush, then another, then another – someone’s leaving a fairly obvious trail. Following it will yield a richly dressed Gnomish woman in a wooden cage being carried by some apparently unobservant Medium sized crow men wearing dark deerskin clothing. She’s quietly tearing up her dress and tossing fragments out of her cage. 2-3 kenku CR ½ MM3 p 87
27. A large rotting log collapses while the party is climbing over it, releasing aggressive forest scorpions – tiny scorpions x 5-6 CR ¼ SRD
28. Walking along minding their own business when some jerk starts lobbing light crossbow bolts at them from max range. Said jerk is a Halfling with pointed and cruel features wearing dark clothing who is giggling with evil glee. He keeps running off to max range and lobbing more crossbow bolts. When the party finally gets within one round of closing, he grabs some glass spheres from one pouch and throws them at his feet, releasing fiendish dire rats – Wispling CR ½ FF p 139, fiendish dire rats x 2-3 CR 1/3 SRD
29. The party is walking across a meadow when the heaviest party member’s weight causes them to collapse the top of a dire weasel’s burrow – and boy, is it mad! Dire weasel CR 2 SRD
30. The party smells the incredible stench of rot and sewage. They encounter a small pond that is absolutely fouled with bodily waste – filth imp CR 2 FF p 100
31. The party comes upon a high rocky ridge with a lovely view of the trees below. As they pause for a moment to admire, they get divebombed by some eagles – eagle x 2-3 CR ½ SRD
32. A bugbear hunter spies the party and begins to stalk them, intent on a little fresh meat for his dinner – bugbear CR 2 SRD
33. The evening campfire attracts several giant fire beetles – giant fire beetles x 4-5 CR 1/3 SRD
34. The party comes to a crossroads and discovers a gory scene – the mangled corpse of a teenage human male wearing apprentice wizard robes laying on the ground in front of a crude shrine. The shrine is covered in puddles of black wax. Feasting on his corpse are a mane and a disreputable looking hawk with iron gray feathers. Mane demon CR 1 FF p 170 and a blood hawk CR ½ FF p 22
35. Early into evening as the party is selecting a good camp spot, they find that the location they scouted earlier has just been taken by an orc and his goblin companions, who quickly attack the party – Orc CR ½ SRD, 2-3 goblins CR 1/3 SRD
36. The party investigates a small cave a possible resting spot for the night, disturbing the bat swarm roosting on the ceiling – bat swarm CR 2 SRD
37. The party encounters an odd scene in a clearing: a large boulder has been set up as a table, with a nice linen tablecloth, two clay goblets, and an open bottle of wine. Slumped on one side of the rock is a skeleton wearing ragged but fashionable black clothing. On the opposite side are slumped two zombies, one wearing the red dress of a noblewoman, and the other one a tubby guy wearing a leather jerkin and breeches. When the party approaches, all rise and aggro. Human skeleton CR 1/3, human commoner zombies x2 CR 1/3, SRD
38. The party hears a steady stream of threats in a small growling voice. Coming around the corner they see an exhausted kobold with a long stick back away from several approaching orcs, apparently keeping them at bay with force of personality alone – and the orcs are starting to look tired of his crap. Orcs x 2-3 CR 1/3 SRD
39. The party hears the sounds of chopping wood. In a clearing they see a goblin shoveling up buckets of wet earth while another chops tree branches. They are carrying these to a lizardman in the center of the clearing who is building a mud and branch pyramid. Lizardfolk CR 1 SRD, goblins x2 CR 1/3 SRD
40. The party finds a small, stagnant pond. On the edge lies the still-warm body of an Elvish woman wearing a dirty gray shift, and her wrists and ankles are encircled with red rub marks from restraints. Sucking the blood from her body are several stirges, who rise from corpse buzzing when they smell the party. Stirges x 2-3 CR ½ SRD
Boss Fights – 10
1. The party decides to make camp under a big lovely flowering tree next to a nice stream – who could resist camping next to this beautiful weeping cherry tree? Pity there’s an assassin vine hidden up in the branches, very well concealed by all the damn flowers (have it drop down on someone during a watch and ambush attack since they have a move of 5 but they’re 20 feet long – yank PCs into the trees with their strength of 20 and Improved Grab? Can also animate plants to help hold people down as per entangle spell – CR 3 SRD)
2. At some point during the night, a groundling rogue tries to sneak into camp and will try to backstab whoever is currently on watch they deem most dangerous (its Int is 5, so they don’t start by quietly slitting throats of sleeping PCs, lol.) CR 3, MoF p 57 + SRD
Groundling with a Rogue Level
HD: 4 HD
HP: 25
Init: +5 (Dex + Improved Init)
Speed: 20 ft, burrow 30
AC: 20 (+1 Dex, +5 Natural, +4 armor)
Attacks: scimitar +5 1d6+1 (18×2)
Also: 2 claws +4 melee, bite -1 melee
Special Attacks: Grab, Sneak Attack +1d6 damage
Special Qualities: Resist Magic, resist Poison, scent, improved initiative
Saves: Fort +3, Ref +6, Will +4
Str 13, Dex 12, Con 15, Int 5, Wis 12, Cha 6
Skills: Escape Artist +5, Listen +5, Wilderness Lore +7, Hide +5, Spot +5, Tumble +5, Move Silently +5, Sense Motive +5, Search +5
Equipment: MW Scimitar, chain shirt, w/e makes the DM happy

3. A Dwarven knight wearing nightblack chainmail stands guard in front of a narrow bridge crossing a deep, fast moving river. His bastard sword is drawn and the tip is stabbed into the earth. He announces loudly in the name of his dread god that none may pass him on this bridge.
Sir Rhinehart the Scourge-Maker
3rd Level Dwarven Warblade (Tome of Battle p 21)
Str 16, Dex 12, Con 14, Int 16, Wis 10, Cha 8
3d12 HD (39 HP)
Speed: 20 feet
Saves: Fort +5, Reflex +2, Will +1 (+2 vs poison because dorf, +2 vs spells and spell like abilities because dorf, +3 Int bonus on reflex saves if not FF)
AC: 15 (+1 dex, +6 armor, – 2 stance)
BAB: +3
Attack – Bastard Sword (treated as one-handed weap because of EWP)
2H Bastard Sword – +7 (+3 BAB, +3 Str, +1 MW) vs AC for 1d8+5 +1d6 stance damage (19×2)
Special Attacks – Battle Ardor – +3 Int bonus to confirm crits
Special Defenses – +4 vs bull rush because dorf, Uncanny Dodge – Retains Dex bonus to AC when FF.
Other Qualities: Darkvision 60 ft
Feats: EWP Bastard sword, Power Attack, usual class stuff
Skills:– Concentration +8, Intimidate +9, Tumble +7, Spot +4
Equipment: MW bastard sword, +1 chainmail, whatever else floats the DM’s boat
Stance: Punishing Stance: Stance—Attacks deal +1d6 damage, but you have –2 to AC.
Maneuvers: Sir Rhinehart may ready 3 of 4 maneuvers. Recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon).
Maneuvers Known:
1. Charging Minotaur (attack casters and healers) – Charging bull rush deals damage, ignores attacks of opportunity (p 81)
2. Steel Wind: Strike—Attack two opponents (p 69)
3. Douse the Flames (use to continue pursuing healers and casters): Strike—Target cannot make attacks of opportunity for 1 round (p 91)
4. Stone Bones – Gain DR 5 / adamantine (p 84)
4. In the late evening players hear low, eerie music echoing through the trees that gets stronger and stronger, ultimately sounding like a B movie horror soundtrack (it sounds just like this). The source is a large iron harp being played by a woman made out of shadows and hatred; despite being incorporeal, she can still somehow interact with the harp. The grass around the base of the harp is dead, and the trees surrounding the woman have a sick and mottled appearance. Murk CR 3 LM p 112.
5. The party encounters a kobold wearing a turban and fanciful silk clothes camped near a crossroads. He has a little brightly painted wagon and he appears to have set up camp there for a few days. When the party approaches he is sitting crosslegged on a rug with a large basket beside him. He says he is an entertainer, and he’s stopped here for a while to perform for other travelers to make a little money before moving on. He offers to show them his act, which involves some “dancing mice.” Encounter is a CR ¼ Kobold (SRD) and a Cranium Rat Swarm CR 2, FF p 167. The rats are hanging out in his basket being all hive-mindy, and possibly somehow controlling the kobold? (DM option)
6. The party encounters a ruined country house surrounded by a garden that has become overgrown and run to seed. The garden features several large topiary plants shaped like women, rabbits, birds, etc – and one of the topiaries is an aggressive topiary boar. Topiary boar CR 2 MM3 p 174
7. The section of the forest through which the party travels grows gradually gloomier – the thick canopy of branches seems to block more sunlight than usual, and the sounds of birds and insects eventually ceases. The only sound is the faint breathy rush of air moving high up in the trees. The plants in the underbrush also take a decidedly more sinister turn – deadly belladonna growing lush and thick alongside toad lilies and poisonous monkshood. Then, the black unicorn whose territory the party has entered appears – may take exception to the female party member with the most good-type alignment and disposition and highest Charisma (ie, whomever a white unicorn would really like.) Black unicorn CR 3 MoF p 83
8. In the middle of the night, the party member with the most Lawful/Good-type of alignment and highest Wisdom modifier is attacked by a hell hound who is on a kill mission from Hell. Hell Hound CR 3 SRD
9. The party encounters the ruins of a still-smoking farmstead whose inhabitants and animals have since scattered. The barn is still standing, though, and for some reason 5-6 human commoner zombies have been herded into it (DM option to have players Listen at barn door to hear rustling inside, or just have the zombies wander out through an open back barn door when motivated to do so when hearing fresh meat themselves.) Human commoner zombies x 5-6 CR ½ SRD
10. The party is wandering along minding its own business when they hear a crashing snarl and a growl – a hungry and injured owlbear has spotted them, and it wants some fresh meat. CR 5 owlbear from SRD reduced to CR 2 roughly using the following stats, changed stats are bolded:

Size/Type: Large Magical Beast
Hit Dice: 5d10+25 (26 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 size, +0 Dex, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +0/+8
Attack: Claw +3 melee (1d6+3)
Full Attack: 2 claws +3 melee (1d6+3) and bite -2 melee (1d8+0)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Scent
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 17, Dex 10, Con 17, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Change list – Hit points reduced in half from 52 to 26 – owlbear is injured
AC reduced by 1 due to -2 Dex loss from injury, reflex save also reduced
Attack bonus and damage reduced by 2 due to -4 Str loss from injury
Con also reduced by 4, reflecting hit point loss and lack of fortitude from injury
Initiative -1 dropped due to dex loss
BAB dropped by 4 overall reflecting injury

Weird/Likely Non Combat Encounters – 35
1. The party comes upon a burnt and blackened clearing with a tall metal stake in the center. A comely young woman is chained to it, completely unburned, and begs the party for help.
2. As the party walks through the woods, a small stream of iridescent soap bubbles float through the trees and burst near the party. When they do, the party hears the words of a popular drinking song with each pop.
3. The party encounters a small, very well kept vegetable garden in the middle of the wilderness – and no signs of any intelligent habitation nearby.
4. After the party camps for the evening, a little Tinkerbell-type fairy arrives wanting to share some apple wine and trade for the silver buttons on the PC’s clothes – and has some odd little items themselves with which to barter.
5. The party find a fanciful adult-sized swing with colored scarves for ropes hanging in the lower branches of a huge oak tree. There’s not a single soul around, but the swing and components look brand new.
6. The party encounters a dirty half elf peasant girl making fish traps out of reeds on a riverbank. She’s making cute animal noises at her pet ground squirrel beside her.
7. A man is running down the path, shouting at a rock that is bouncing and hopping away from him as fast as it can.
8. The party sees a herd of rabbits apparently having a conversation by the roadside. As soon as the rabbits spot the players, they start acting like normal bunnies – hopping, feeding, nose twitching, the whole shebang.
9. A woodcutter sits on a stump having his lunch of bread, beer and cheese when the party wanders by. He is cheerful and talkative, but apparently spends too much time alone – he calls his axe “Lindy” and talks about it like it’s his spouse.
10. The next morning the party discovers the corpse of the last non-undead creature they killed standing just outside of camp. It doesn’t moan, groan, or attack, but it will faithfully follow like a dog whichever player got the “kill shot” on it for 24 hours. Destroying the creature doesn’t require any rolls basically – it will just stand there peaceably and let the players slaughter it. It will return every morning though without cease until it is allowed to follow its target for a full 24 hours, after which it finally and truly falls dead.
11. The party hears some sweet but tinny music filtering through the woods. It is being played by a band of mice playing itty-bitty string and wind instruments being conducted by a frog wearing a shiny top hat and waving a cane.
12. The party hears the sounds of silver bells ringing and jangling nearby. They encounter a small band of Halfling truffle-hunters with pet pigs wearing harnesses covered in bells. The Halflings are very pleasant and conversant.
13. A very old troll male wearing stitched bark clothing hobbling along with his walking stalk, occasionally stooping to gather herbs with his dull claws. When he finally notices the adventurers (he’s half blind and deaf, -5 to his Perception/Spot type checks) he’s quite fearful, cowering away from them and holding up his walking stick as if to ward off blows. He will hesitantly introduce himself as Grandfather Nightwort, “an expert in strange growing things,” if he is asked.
14. An ornately gilded carriage is stopped in the middle of the road. Four sweating footmen are struggling to replace the broken back axle with a spare while a fat human nobleman stands by the roadside being fanned by two servants. He is sighing and looking quite put upon.
15. An elderly human male riding a knock kneed horse followed by a younger guy riding a donkey who seems amused. The old man asks the party if they’ve heard of the great beauty of his lady love, Dulcinea
16. A doddering old Dwarven cleric carrying a fruitcake in a colorful knitted bag. He has the habit of happily blessing everything and everyone he comes into contact with.
17. A stream whose banks are covered with lush plants – and whose very river stones are sprouting leaves as well. Splashing in this water requires a DC 12 Will save or sprout leaves harmlessly from your head for 24 hours. Drinking the water requires the same, but the effect is permanent without a remove curse spell.
18. A fresh grave at the crossroads, with a note stuck into the earth with a stick – I’m so sorry, (signed) James
19. Several windchimes made out of fairy bones are hanging in the trees. The bones are bound together with rough cold iron wire. When the wind makes them clack and clatter softly, the party can hear a distant sobbing wail.
20. The party encounters a stand of trees that have been shaped into useful still-living furniture – a chair from a bent maple tree, a short pine tree with a flattened top and branches woven to make the surface of a table, and a thornless rose ottoman. Several birch trees have had their tops woven together to create a light rustling arbor of leaves. Think a druid’s living room.
21. The party encounters a Dwarven monk meditating over his weapon, a three-section-staff made out of ironwood (OA p 72-73). His head and beard are shaved, and he is wearing saffron colored robes. He sits on a beautifully woven red and gold rug and has a brass censer full of cedar wood smoking beside him.
22. That evening when the party is resting before bed, a Tiny, perfectly-formed woman made entirely out of gold walks calmly into camp carrying a golden tray filled with tiny sweet cakes on paper doilies. She does not speak, but she hands them out to the entire party in the manner of a serving girl before she balances the empty tray on her head, curtseys without dropping it, and disappears in a shower of golden sparks. The cake’s flavor is different depending on the alignment of the character –
a. LG – angel food cake with lemon cream filling
b. NG – strawberry shortcake
c. CG – sponge cake covered with dulce de leche
d. LN – rum cake with a coconut glaze
e. TN – checkerboard cake, white chocolate and dark
f. CN – pecan with a caramel glaze
g. LE – devil’s food cake with raspberry filling
h. NE – Burnt milk cake with blueberry icing
i. CE – Black pepper cake dusted with powdered sugar

23. A group of wandering priests of a religious sect that believes firmly in self-denial and personal penance passes the party. They are wearing rough robes made out of goat hair and walking barefoot over thorny and rocky ground. Their human leader is polite but sorrowful.
24. A group of armed individuals approaches! Fortunately, it’s just the local lord’s militia, which are more or less just conscripted farm boys. They’re out on patrol and in a good mood, and wave cheerfully to the adventuring party when they spy them.
25. The party hears the chorus of a very popular drinking song repeated over and over by someone with a rough, slurred voice. They keep screwing up the very simple lyrics. The party encounters a really drunk goblin laying against a log, waving a bottle of fine wine. He grins toothily at the party and calls them “my frenss.”
26. The party starts to scale the side of a large boulder embedded in a hillside when one of them slips down the smooth face a little. They’re unharmed, but their slide knocked a lot of dirt away from the face of the boulder, revealing the edge of a carved eye. The thing they have been climbing isn’t actually a naturally smooth boulder, but the broken-off head of a massive statue of a man that creates part of the hill that they are climbing.
27. The party encounters a tall, slightly rounded aged ivory column that arches through the taller branches of the pine trees. Fifteen feet away, they see another, slightly thicker, and yet another still – this is one side of Gargantuan-sized or better rib cage laying in the woods.
28. A goblin woman shoves her six children into the bushes when she sees the adventurers approach. She’s obviously frightened, but stands her ground with her digging stick ready to defend them with her life (use stats for a level 1 commoner in SRD if the PCs really fight her, but my god, why?)
29. The party encounters a glade surrounded by quaking aspen trees with silver-veined leaves. In the center of the glade is a perfect ring of tall granite stones. Several of them are cracked, and one of them is completely destroyed. The large oak stump in the center of the ring has a few green leafy shoots growing from it.
30. A few Large archery targets have been set up in a field made out of bales of hay. Each pile of hay bales is covered with a burlap target with an apparently scale-sized Large humanoid painted on it, generally looking like a man but with the massive head and horns of a prize bull.
31. A very odd sight indeed – sixty white mice are crossing the road, neatly herded by a pixie shepherdess and her green lizard “sheepdog.” She waves pleasantly when she sees the party.
32. Cussing, bored baa’s, and panicked bleating greet the party when they come around a corner. A shepherd is not-so-patiently cutting a frightened lamb out of a bramble bush while the rest of his small flock stands around waiting. The lamb has kicked him several times, and he’s bleeding from a cut on his lip.
33. A snow white pine tree isn’t so white anymore – someone has festooned this poor thing with severed body parts, turning it scarlet and making it look like a Christmas tree from hell.
34. The party discovers a shining steel lance embedded almost completely in the side of a rock face at horse height.
35. The party finds a spiraling path of flagstone in a meadow. The path itself is about five feet wide but gets narrower as it spirals towards the center where it terminates in a small, pure white marble tile carved with strange glyphs. The overall diameter of the spiral is pretty large, about seventy feet. If any party member walks the entire spiral towards the center, they will briefly get an image of someplace else when they reach the central tile. The effect only triggers 1d4 times.
Reward Without Combat – 15
1. A very large forest bat is laying on the ground squeaking piteously. It’s trying to flap its wings, but they are shredded and caked with blood. On the bat’s back is a saddle with saddlebags, but there’s no rider anywhere to be seen. Saddlebags contain some survival gear, gems, and possible quest items (or DM choice, obviously).
2. A Halfling is circling a big tree, cursing under his breath and waving a stick. He informs the party that a squirrel has stolen his silver tobacco pipe, and he asks for help getting it back.
3. The party sees the nest of a male bowerbird woven out of grass and willow sticks and decorated with colorful feathers. The bird scatters in fear when it sees the party approach, leaving the array of pretty objects it’s found to attract a mate unguarded. There’s a lot of stuff, though – requires an Appraise check DC 12 to tell what’s valuable and what isn’t.
4. The party comes upon a merchant whose wagon is stuck in a rut after a recent rain. He asks for their aid in getting him back on the road (probably a couple Strength checks.)
5. The party finds a hastily abandoned camp with patches of dark bloodstained earth here and there. There are clawed footprints all over the place. A DC 12 Search check reveals a bundle thrown under a nearby bush.
6. An old Dwarven man living in a cave greets the party warmly and offers them a chance to rest up “if one of you will indulge an old Dwarf in a game of chess.” The board he offers to play upon is carved into the top of the boulder, and the pieces are exquisite. – d20 rolloff, add Wisdom mod, give the old man a +1 or +2 – if players win, he is impressed and hands out some kind of treasure and/or quest clue
7. The party encounters a partially burned overturned cart stuck with arrows that were originally flaming. There are no bodies around, but the ground is covered with booted footprints. Righting the cart will give access to its contents and maybe a clue about the owner (Strength checks.)
8. While walking across a field one party member’s steps through the covered roof of a dry well filled with old rickety scaffolding. The bottom of the well has a small cache of supplies, but will require a Climb check to get down there – and blowing it will cause the scaffolding to fall. Investigating the cache will yield treasure of the DM’s choice as well as a sheaf of notes written by someone who was really paranoid that “They” were going to find all this stuff.
9. The party encounters a human woman wearing heavy armor who is examining the hoof of her warhorse and she looks very worried. The animal has thrown a shoe and also has a cut in the sole of its hoof, and she’s afraid the animal will get in infection and have to be put down. Heal check, Cure light or similar to resolve.
10. The party encounters two kobold sages, one with bronze-tinged scales and the other with blue. They are arguing over what answer best suits the following riddle:
I have heard of something wax in a corner,
swell and pop, lift up the covers.
A proud-minded woman seized with her hands
that boneless thing, a prince’s daughter;
covered with her dress the swelling thing.

The correct answer is “dough” (sauce: the Exeter Book.) The kobolds will accept a sufficiently amusing or fitting answer as correct since they don’t know the right answer, either; DM discretion, award loots depending on inventiveness or hilarity of answer.
11. A huge lush green patch of clover covering a small clearing. The leaves of the clover are splashed with brilliant color – recently, this place was the end of a rainbow. Allow each player a Search Check against a DC of 12. Success means they find and pick a 4 leaf clover, receiving +1 to all attacks and saves for the next 24 hours.
12. The party is walking along minding their own business when they hear three loud pops and smell the strong odor of brimstone. A fearsome looking but beautiful female creature that’s six feet tall with ice blue skin, jagged devil horns, and heavy eagle wings appears (It’s an Erinyes, a CR 8 LE devil from the SRD.) She’s wearing very formal black and silver pinstriped robes in addition to her usual weapons and armor, has her hair in a crisp bun, and is carrying a notebook bound in a questionable-looking skin. She holds up one claw – she’s not here to fight the party, but introduces herself as a hellish paralegal who works for the law offices of Reck and Ruwin. She wishes to ask “a few professional questions” about the standard practices of adventuring parties. If the party answers her and isn’t a bunch of jerks, she will pay them “their consultation fee” (DM choice, buffs or treasure or both) and disappear in three loud bangs.
a. Example questions:
a.i. When you encounter a sealed tomb of someone who is noble or royal-born, is it typical to reseal the tomb after it has been examined?
a.ii. If you encounter sanctified ground that has been consecrated in the name of a deity that is antithetical to yours, is it standard practice to claim ownership of the property by consecrating it in the name of your own deity?
a.ii.1. And what rights and responsibilities are typically conferred and assumed?
a.iii. What is the assumed difference between legal casualties and murder victims when sapient species are attacked in a state of undeclared war?
a.iii.1. What constitutes “self-defense” in the context of a well-armed and well-trained experienced adventuring party?
13. An enormous golden hawk flies overhead with a metallic clatter. It drops 1d6 golden feathers marked with the sign of a solar god. They are worth 100 gp each.
14. An elderly Halfling gentleman is standing on a low bridge over a cheerful little river fiddling with his fishing pole, and the line trails into the water. He plaintively asks for help; that’s his favorite fishing lure caught under the log down there in the river, and he’ll be very upset if he goes home without it. He’ll happily trade DM’s choice of items if “one of you strong adventurers” can retrieve it for him.
15. The party encounters two husky half orc boys, the older one beating the dogsnot out of the younger one while snapping “Dad is going to kill us!” After the party tears the two apart, the older boy explains that the younger one “borrowed Dad’s special bola” and like an idiot he somehow got it lodged high up in a tree. Dad must be quite a guy – each stone for the bola is actually made out of lead and weighs almost eight pounds. The older boy begs the party to get it down before his Dad comes home, and he offers them “this neat thing he found” in exchange (or neat things, depending what DM wants to give.)

Letter to Baron Valentino

To His Lordship, the Right Honorable Baron Valentino of Savona House at Evergrove,
I hope this missive finds you well, and your family also. I have arrived at XXXXX with your men-at-arms and the cleric of YYYYY, Miera. Thank you as well for your letters of passage which simplified our arrival here, given to your House’s long-standing friendship with the QQQQQ.

I met with Lord VVVVVV in Outport at your request to discuss the issue at hand. He is interested in supporting your claim as you suspected, given your mutually commingled lineages. He recommended that we seek the favor of Marthammor Duin, the Wandering God, at his temple there before we embarked. Taking his advice, we purchased twenty-eight rock doves at the sacrementalist’s stall and took them to the temple there, along with rings of braided sweetgrass and barley travel cakes. At the direction of the priests we released seven rock doves in each of the cardinal directions while burning the sweet offerings at the four altars while the priests prayed and chanted for our safe travels. I hope that these offerings will sweeten the Wandering God’s disposition towards us during this long journey.

Undead Leadership

Undead Leadership, by Camber

So, you want to lead the undead. First, take the following feat:

Undead Leadership (LM p.31)
It’s like Leadership, except for Undead. :thumbsup:

Requirements: 1 rank of Knowledge (Religion), character Level 6th, nongood alignment.–71/undead-leadership–3014/

There are some ways you can get the feat for free. (The worst one imho is to enter a symbiotic relationship with blood-sucking extraplanar plants, which could give you it at level one with just an LA+1, but that’s hideously broken, and your mental stats would suck (you get the plant’s mental stats) so don’t do it if you don’t want your DM to hate you and throw the DMG at you. If you want to get Leadership for free, just take a flaw and hold that slot in reserve til level 6. Problem solved.)

As per normal Leadership, you are going to get a Cohort, and you might get followers depending on how high your level is, your Charisma bonus is, or even how hight your Strength bonus is (if you take the Might Makes Right feat). First, you’ll need to know your base Leadership score (level + Cha). Here’s a table:

Table 1: Leadership
ship Cohort
Score Level Number of Followers by Level
1st 2nd 3rd 4th 5th 6th
0-1 — — — — — — —
2 1st — — — — — —
3 2nd — — — — — —
4 3rd — — — — — —
5 3rd — — — — — —
6 4th — — — — — —
7 5th — — — — — —
8 5th — — — — — —
9 6th — — — — — —
10 7th 5 — — — — —
11 7th 6 — — — — —
12 8th 8 — — — — —
13 9th 10 1 — — — —
14 10th 15 1 — — — —
15 10th 20 2 1 — — —
16 11th 25 2 1 — — —
17 12th 30 3 1 1 — —
18 12th 35 3 1 1 — —
19 13th 40 4 2 1 1 —
20 14th 50 5 3 2 1 —
21 15th 60 6 3 2 1 1
22 15th 75 7 4 2 2 1
23 16th 90 9 5 3 2 1
24 17th 110 11 6 3 2 1
25+ 17th 135 13 7 4 2 2

Notice that the table ends at the Leadership score of 25, and everything above that counts as 25. This isn’t entirely true. Your BASE Leadership score (level + Cha) is capped at 25 until you take the Epic Leadership feat. Your Effective Leadership Score (modified by the following tables, and also by Str if you take Might Makes Right) isn’t.

So now you’re going to modify your base Leadership score with other things that will make your Cohort and Followers happy. But you lead the undead, right? So a lot of the things on your standard Effective Leadership (ELS) tables won’t apply. See the tables below for extra stuff that make the undead respect you more, and add these on to your base Leadership score, but only in certain cases. The first table is for both Cohorts and Followers. Next is Cohort only. Last is Followers only. Since you’re smart, I’ll assume you know what I mean.

Table 2: Reputation for Followers and Cohort
Leader’s Reputation ELS Modifier
Great renown +2
Special power +1
Failure -1
Can cast animate dead, create undead, +2
or create greater undead, or can create
undead spawn through a supernatural

Next, when attempting to recruit (and keep) a Cohort, the following factor affects JUST your Cohort’s perception of your Effective Leadership Score (ELS). (In other words, Followers ignore Table 3 completely!)

Table 3: Attracting Cohorts
The Leader… ELS Modifier
Recruits a cohort of a different -1

Notice that Cohorts don’t care if you kill them (normally you get a negative for that, and it stacks for each Cohort you’ve gotten killed). Nifty, huh? The interesting part about this is that Undead Leadership allows you to take living Cohorts (albeit at a penalty). So it’s not just because your Cohort is undead. You just simply have special rules.

Finally, there is a list of factors affecting your perceived ELS when attempting to recruit (and keep) Followers. (Cohorts ignore Table 4 completely!)

Table 4: Attracting Followers
The Leader… ELS Modifier
Has a stronghold, base of operations, +2
guildhouse, or the equivalent
Moves around a lot -1

Next, throw out the idea of attracting normal commoners, experts, or warriors as followers. Your Followers will still have NPC classes by default (that hasn’t changed). But they get to be moldy maggot-infested NPC classes!

Undead Leadership attracts skeletons and zombies as Followers by default (see below). The Hit Dice of these followers do not count against the number of Hit Dice under control for purposes of animate dead spells, rebuking, and so on.

Table 5: Types of Undead Followers
Leadership Undead Leadership
1st-level follower Medium-size* skeleton warrior
2nd-level follower Medium-size* zombie warrior
3rd-level follower Large* skeleton warrior
4th-level follower Large* zombie warrior
5th-level follower Huge* skeleton warrior
6th-level follower Huge* zombie warrior
* The character with Undead Leadership can always choose smaller skeletons or zombies. For instance, instead of a 3rd-level follower, the character chooses from a Tiny, Small, Medium-size, or Large skeleton or a Tiny, Small, or Medium-size zombie

You treat your effective Leadership score as 2 higher than normal for purposes of attracting undead Cohorts and Followers, and 4 lower than normal for purposes of attracting living Cohorts and Followers. So pile on those undead Followers!

A Cohort can usually be no higher than 2 levels below the Leader’s level (the Improved Cohort feat raises this to 1 level below the Leader).

With the DM’s permission, a Cohort from a race different from the usual PC races may be chosen. For undead, that means you are often going to have a level adjustment (LA) to deal with. In some exotic cases where an LA isn’t given for a creature type, the creature’s HD or Challenge Rating (CR), whichever is higher, can be used instead, but the DM might adjust it upward or downward depending on special abilities, etc. CRs are notoriously inaccurate substitutes for LA. Savage Species has guidelines for setting LAs for exotic races, starting on p.10. The Cohort’s Effective Character Level (ECL, which is usually level + racial HD + LA) is what’s used to determine what level of Cohort you can attract using Table 1 above.

Although a PC can pick the class, alignment, race, and other basic demographics of a Cohort, the DM is responsible for the ability rolls, starting equipment, spells chosen, and other details in place before the cohort is recruited by you. The Cohort then becomes a player-controlled character.

The Cohort can gain experience and levels, as long as they remain at least 1 xp below the level that would cause them to break their level cap. Cohorts gain experience based on their level (formula: Cohort level divided by PC level, multiplied by the PC’s XP awarded in an encounter), but do not reduce the party’s share of XP. They generally take a PC-sized share of loot, but this is up to the party to decide.

Table 6: Sample Undead Cohort ECLs
Creature Level Equivalent
Wight 4
Ghoul 5
Ghost 5 + character level
Vampire 5 + character level
Ghast 7
Shadow 10
Mummy 11
Lich 4 + character level (minimum 11th level cleric, sorcerer, or wizard)

All Followers are NPCs and are designed and controlled by the DM. The DM might allow the PC to control them in battle, but that is up to the DM.

By default all Followers have NPC classes (even the undead ones – so sorry) and do not advance in levels. Followers are normally Warriors, Experts, or Commoners (even the undead ones!) Any who are Adepts or Aristocrats count as +2 ECL. Any who have levels in a player class count as +3 ECL. Any with a Prestige Class (PrC) count as +5 ECL. (see ELG p.37). Followers and Cohorts must have an alignment within one step of the leader’s.

Table 7: ECL Adjustments for Follower Classes
Class ECL Adjustment
Warrior, Expert, or Commoner +0
Adept or Aristocrat +2
Any base player class (PC) +3
Any prestige class (Prc)* +5
* Stacks with any ECL for base class

Note that changes to your reputation or effective Leadership score (ELS) have an immediate impact. If a player’s action causes their ELS to rise or fall (or if their Cha or level gets reduced, damaging their base Leadership score), the player could gain or lose Followers (and possibly their Cohort) accordingly. This is called a leadership check.

Likewise, if a leader changes drastically (such as switching sides in a war, abandoning a temple they had sworn to defend, or changing their faith or alignment), this can also cause all or some of their Cohort / Followers to abandon them.

If you fail a Leadership check, it doesn’t necessarily mean that your people will abandon you in the middle of a fight. But they become free-willed NPCs with an attitude of indifferent or worse, depending on the situation. You might be able to win them back, or recruit new ones over time (typically the base rate is 1d4 months).

Next, you’ll want to saddle up a Prestige Class that maximizes your Undead Leadership.

PRESTIGE CLASS: Lady/Lord of the Dead

I will not repeat the full features of the PrC. Usually what most players want to know is what the entrance requirements are, whether it has full BAB, good saves, full casting progression, and what the link is.

So here they are:

To qualify to become a lady/lord of the dead, a character must fulfill the following criteria.

Race: Any undead.
Alignment: Any nongood.
Feats: Iron Will, Undead Leadership.

Since you need to be undead, you might want to look at the Necropolitan template. But there are other methods of becoming undead.

Hit Die: d12. Great!

Class Skills: Alchemy (this is usually listed as a craft skill!), Concentration, Craft (any), Diplomacy, Intimidate, Knowledge (any), Listen, Profession (any), Sense Motive, Spellcraft, Spot. Not bad!

Skill Points at Each Level: 2 + Int modifier. Poor!

BAB and Saves: Poor and Poor (Will-focused)

Spellcasting: Full spellcasting progression for five levels. Great!

Abilities: Turning resistance +1 at Level 1, which increases by one for each of your 5 levels. Beginning at 2nd level you also gain an aura that gives all undead withing 30 feet of you +1 turning resistance. This goes up by +1 for each of the 4 remaining levels. Finally, at 4th level you can animate undead for free once a day, and at 5th level you can cast unholy aura once a day.

This feat and PrC originally appeared in the web enhancement: Dead Life. Here’s the link:
It also came with some special items and three alternative familiars (tiny monstrous centipede, giant fly, and wiggling maggot). Ewww! Go check it out.


This Prestige Class grants an undead cohort for “free” (though at 9th level is hardly for free).

Alignment: Any nongood
Skills: Knowledge (religion) 8 ranks
Feats: Skill Focus (Knowledge[religion])
Spells: Able to cast command undead and vampiric touch as arcane spells.
Special: The candidate must have spent three or more days locked in a tomb with animate undead. This contact may be peaceful or violent. A character who is slain by the undead and later raised still meets the requirement, although the resulting level loss may delay compliance with other prerequisites.

Hit Die d4. Poor!

Class Skills: Concentration, Craft (any), Diplomacy, Hide, Knowledge (any), Listen, Move Silently, Profession (any), Spellcraft. Pretty good list.

Skill Points at Each Level: 2 + Int modifier. Poor!

BAB and Saves: Poor and Poor (Will-focused)

Spellcasting: Full spellcasting progression after 2nd Level, for 9 more levels. Good!

Abilities: Gain an undead cohort at 9th level, undead graft at 6th, control undead at 5th, animate undead at 2nd, and other abilities. The big downside hear is that although levels 2-9 all have good features, the first level is a completely dead level, with no increase to BAB, and just a +2 to Will.

Might be worth a shot as something to do until you qualify for Lady/Lord of the Dead, but there are better PrC out there.

LA+5 Races

LA +5 Races
Gargoyle – MM p113
Wingwyrd – 5Nat p157
Quaraphon – MM3 p128
Giant, Jungle – SoX p78
Troll – MM p248
Troll, Crystalline – MM3 p178
Azer – MM p22
Diabolus – DMAG 327 p62
Hound Archon – MM p18
Janni – MM p116
Rakshasa, Naztharune – MM3 p136
Windscythe – MM4 p179
Dracotaur – MM3 p42

MM#=Monster Manual
DMAG=Dragon Magazine
5Nat = 5 nations

LA +4 Races

Warforged Charger – MM3 p190
Doppelganger – MM p68
Harssaf – MM3 p63
Giant, Hill – MM p124
Giant, Sand – MM3 p58
Giant, Stone – MM p125
Stonechild – RoS p92
Pixie – MM p236

MM#=Monster Manual
RoS=Races of Stone

LA +3 Races

Gnome, Deep (Svirfneblin) – MM p132/UND p18
Kuo-Toa – UND p16
Witchknife – MM3 p112
Ogre, Skullcrusher – MM p116
Bozak – DMAG e315 p42

MM# = Monster Manual
UND = Underdark
DMAG = Dragon Magazine

LA +2 Races

Format: Race Book (Edition#) Page #
Adu’ja (e317) p22
Armand MM3 p10
Cucian SAND p144
Centaur MM1/ROTW p32/p95
Chitine UND p7
Dragonkin DEN p151
Domovi FROST p122
Elf, Dark (Drow) MM1/UND p103/p10
Elf, Umbragen DMAG (e330) p45
Flind MM3 p62
Grimlock MM/UND p140/p13
Gloamling UND p12
Half-Ogre ROD p97
Lumi MM3 p98
Minotaur MM p189
Nycter MM3 p112
Ogre MM p198
Slyth UND p17
Satyr MM p219
Troglodyte MM p246
Varag MM4 p168
Windrazor MM4 p179
Worghest DMAG (e350) p56
Yuan-Ti Pureblood MM p262

Book Appendix
MM#=Monster Manual
DMAG=Dragon Magazine
ROTW=Races of the Wild
ROD=Races of Destiny

LA +1 Races

LA +1 Races (ECL = class levels +1), prepared by Camber

Aasimar MM p.209, PH p.6, RoF p.112, RoD p.92
Bariaur BoED p.165, PH p.7
Bladeling MM2 p.31, PGtF p.144
Blue (goblin) EPH aka XPH p.189
Catfolk RotW p.92
Chaond MM2 p.170
Dargonesti (Sea Elf) DCS p.22
Diabolus Dragon Compendium p.6
Dimernesti (Sea Elf) DCS p.22
Diopsid Dragon Compendium p.10
Dromite EPH aka XPH p.6
Duergar MM p.92
Dvati Dragon Compendium p.14
Dwarf, Frost PH p.113
Empty Vessel ECS p.291
Eneko SoS p.109
Feytouched FF p.71
Genesai, Air RoF p.114
Genesai, Earth RoF p.116
Genesai, Fire RoF p.121
Genesai, Water RoF p.127
Gnome, Chaos RoS p.86
Goblin, Forestkith MM3 p.64
Goblin, Snow Fr p.136
Goliath RoS p.53
Half-giant EPH aka XPH p.12
Half-ogre, Krynn DCS p.41
Hobgoblin MM p.153
Hobgoblin, Fire UA p.17
Hobgoblin, Sunscorch DM p.9
Jaebrin MM5 p.93
Lizardfolk, Poison Dusk MM3 p.96
Maeluth FF p.136
Mechanatrix FF p.137
Mephling, Air PH p.10
Mephling, Earth PH p.10
Mephling, Fire PH p.10
Mephling, Water PH p.10
Merfolk MM p.185
Orc, Gray RoF p.65
Shadowswyft PH p.13
Sharakim RoD p.102
Shyft FF p.138
Tiefling MM p.209
Uldra Fr p.158
Wildren PH p.16
Wispling FF p.139
Zenythri MM2 p.171

LA 0 races

LA+0 Races
Anthropomorphic Animals
Anthropomorphic Bat: savage species pg.215
Anthropomorphic Lizard: savage species pg.215
Anthropomorphic Monkey: savage species pg.215
Anthropomorphic Rat: savage species pg.215
Anthropomorphic Raven: savage species pg.215
Anthropomorphic Toad: savage species pg.215
Anthropomorphic Weasel: savage species pg.215

Asherati: sandstorm pg.37
Buomman: planar handbook pg.08
Changeling: races of eberron pg.40
Daelkyr Half-Blood: magic of eberron pg.37
Darfellan: stormwrack pg.37
Dragonborn: races of the dragon pg.5
Duskling: magic of incarnum pg.10

Hill Dwarf: players handbook pg.14
Aquatic Dwarf: unearthed arcana pg.7
Arctic Dwarf: unearthed arcana pg.9
Badlands Dwarf:, sandstrom pg.42
Dark Dwarf: dragonlance campaign setting pg.14
Deep Dwarf:, monster manual pg.92
Desert Dwarf: unearthed arcana pg.11
Dream Dwarf: races of stone pg.88
Earth Dwarf:) unearthed arcana pg.16
Fireblood Dwarf: dragon magic pg.7
Glacier Dwarf: frostburn pg.34
Gold Dwarf: dungeon master’s guide pg.171
Gully Dwarf: dragonlance campaign setting pg.15
Jungle Dwarf: unearthed arcana pg.14
Korobokuru: oriental adventures pg.12
Lesser Duergar: player’s guide to faerun pg.190
Mountain Dwarf: monster manual pg.93
Shield Dwarf: forgotten realms pg.13
Seacliff Dwarf: stormwrack pg.44
Stonefire Dwarf: expanded psionic handbook pg.6
Wild Dwarf: races of faerun pg.23

Elan: expanded psionics handbook pg.09

High Elf: players handbook pg.15
Aquatic Elf: monster manual pg.103
Arctic Elf: unearthed arcana pg.9
Desert Elf: unearthed arcana pg.12
Fire Elf unearthed arcana pg.17
Forestlord Elf: dragon magic pg.8
Gray Elf: monster manual pg.104
Illaeli Elf: expanded psionic handbook pg.6
Jungle Elf: unearthed arcana pg.14
Kagonesti: dragonlance campaign setting pg.18
Lesser Drow: player’s guide to faerun pg.191
Moon Elf: forgotten realms pg.13
Qualinesti: dragonlance campaign setting pg.19
Painted Elf: sandstorm pg.42
Silvanesti: dragonlance campaign setting pg.20
Snow Elf: frostburn pg.34
Star Elf: unapproachable east pg.10
Sun Elf: forgotten realms pg.15
Wild Elf: monster manual pg.104
Wood Elf: monster manual pg.104

Faun: deities and demigods pg.133

Rock Gnome: players handbook pg.16
Air Gnome: unearthed arcana pg.16
Aquatic Gnome: unearthed arcana pg.7
Arctic Gnome: unearthed arcana pg.9
Desert Gnome: unearthed arcana pg.12
Forest Gnome: monster manual pg.132
Ice Gnome: frostburn pg.35
Jungle Gnome: unearthed arcana pg.14
Lesser Deep Gnome: player’s guide to faerun pg.191
Mad Gnome: dragonlance campaign setting pg.27
Stonehunter Gnome: dragon magic pg.9
Tinker Gnome: dragonlance campaign setting pg.27
Wavecrest Gnome: stormwrack pg.44
Whisper Gnome: races of stone pg.96

Goblin: monster manual pg.133
Air Goblin: unearthed arcana pg.16
Aquatic Goblin: unearthed arcana pg.7
Arctic Goblin: unearthed arcana pg.9
Bhuka: sandstrom pg.39
Desert Goblin: unearthed arcana pg.12
Jungle Goblin: unearthed arcana pg.12
Vril: drow of the underdark pg.126

Hadozee: stromwrack pg.41

Half-Elf: players handbook pg.18
Aquatic Half-Elf: stormwrack pg.45
Arctic Half-Elf: unearthed arcane pg.10
Desert Half-Elf: unearthed arcana pg.12
Deepwyrm Half-Drow: dragon magic pg.6
Fire Half-Elf: unearthed arcana pg.18
Forestlord Half-Elf: dragon magic pg.8
Half-Drow: races of faerun pg.62
Half-Human Elf: dungeon master’s guide pg.171
Jungle Half-Elf: unearthed arcana pg.14

Half-Orc: players handbook pg.18
Aquatic Half-Orc: unearthed arcana pg.8
Arctic Half-Orc: unearthed arcana pg.8
Desert Half-Orc: unearthed arcana pg.12
Frostblood Half-Orc: dragon magic pg.10
Jungle Half-Orc: unearthed arcana pg.15
Scablands Half-Orc: sanstorm pg.43
Water Half-Orc: unearthed arcana pg.18

Lightfoot Halfling: players handbook pg.20
Aquatic Halfling: unearthed arcana pg.8
Arctic Halfling: unearthed arcana pg.10
Deep Halfling: monster manual pg.150
Desert Halfling: unearthed arcana pg.12
Ghostwise Halfling: forgotten realms pg.17
Glimmerskin Halfling: dragon magic pg.9
Jerren: book of vile darkness pg.13
Jungle Halfling: unearthed arcana pg.15
Shoal Halfling: stormwrack pg.45
Strongheart Halfling: forgotten realms pg.18
Tallfellow Halfling: monster manual pg.149
Tundra Halfling: frostburn pg.36
Water Halfling: unearthed arcana pg.18

Hellbred Fiendish Codex II pg.78
Hengeyokai: oriental adventures pg.10

Human: players handbook pg.12
Aventi: stormwrack pg.34
Azurin: magic of incarnum pg.7
Deep Imaskari: underdark pg.9
Extaminar: champions of ruin pg.14
Illumian: races of destiny pg.53
Mongrelfolk: races of destiny pg.98
Neanderthal: frostburn pg.36
Sea Kin: races of destiny pg.100
Silverbrow Human: dragon magic pg.6
Underfolk: races of destiny pg.108
Varsharan: book of vile darkness pg.12

Jermlaine: monster manual 2 pg.131

Kalashtar: races of erberron pg.55

Kender: dragonlance campaign setting pg.28

Kenku: monster manual 3 pg.86

Killoren: races of the wild pg.102

Kobold: monter manual pg.161 and Races of the Dragon pg. 39
Aquatic Kobold: unearthed arcana pg.8
Arctic Kobold: unearthed arcana pg.8
Desert Kobold: unearthed arcana pg.13
Earth Kobold: unearthed arcana pg.17
Jungle Kobold: unearthed arcana pg.13

Krinth: champions of ruin pg.36

Krynn Minotaur: dragonlance campaign setting pg.42
Lupin: dragon compendium volume one pg.21
Maenad: expanded psionics handbook pg.13
Muckdweller: monstrous , serpent kingdoms pg.71
Neraphim: planar handbook pg.12
Nezumi: oriental adventures pg.13

Orc: monster manual pg.203
Aquatic Orc: unearthed arcana pg.10
Arctic Orc: unearthed arcana pg.10
Desert Orc: unearthed arcana pg.13
Frostblood Orc: dragon magic pg.10
Jungle Orc: unearthed arcana pg.15
Water Orc: unearthed arcana pg.18

Lesser Aasimar player’s guide to faerun pg.191
Lesser Air Genasi player’s guide to faerun pg.191
Lesser Earth Genasi player’s guide to faerun pg.191
Lesser Fire Genasi player’s guide to faerun pg.191
Lesser Water Genasi player’s guide to faerun pg.191
Lesser Tiefling player’s guide to faerun pg.191

Raptoran: races of the wild pg.66
Rilkan: magic of incarnum pg.12
Shifter: races of eberrron pg.25
Skarns: magic of incarnum pg.15
Spellscale: races of the dragon pg.21
Spiker: planar handbook pg.14
Spirit Folk: oriental adventures pg.14
Synad: Complete Psionic pg. 140
Tibbit: dragon compendium volume one pg.25
Vanara: oriental adventures pg.15
Warforged: races of eberron pg.07
Warforged Scout: monster manual 3 pg.193
Xeph: expanded psionic handbook pg.15


Leadership Handbook, Or How to Use Leadership Effectively, by Camber 4/12/18


For some players, their ideal roleplaying fantasy might be a thief lord surrounded by minions and henchmen. Or a knight commanding a stronghold full of warriors that protects the surrounding countryside. Perhaps a half-orc with a barbarian horde at his back. Or a sorcerer-queen with a small town of peasants under her thumb.

For those whose visions of glory include masses of low-level followers and a few strong lieutenants, leadership provides a way to live out those fantasies. There are many benefits and advantages of this path of role-playing.

As all good game features in Dungeons and Dragons, leadership also comes with its share of responsibilities, costs, drawbacks, and risks.

An analogy: Getting the Leadership feat can be like a kid saying “I want a dog!”

If he has a good parent, after listening to his enthusiasm, she will help him understand all the things that come with getting a dog. “You have to feed and water it ever day, groom it, take it for walks, clean after its messes. If you get a puppy, it also needs to be potty-trained.” His mother won’t try to squash his dream, but she will help him see the big picture. “Are you sure you want to get a dog?”

Good game design means creating interesting choices, and Leadership is no exception. Before jumping into this feat, it is important to understand it well. This Handbook is here to help.


There are two basic types of leadership in D&D 3.5e.

1. The first type is based entirely on your role-playing.

Any player can use the hireling rules (see DMG p.105) to acquire non-player characters (NPCs) that they take with them adventuring. Likewise, any player can use diplomacy and other means to try to improve the attitude of an NPC, and then invite the NPC to join them. This type of leadership does not depend on feats or level. Very simply put, if you stop paying your hirelings, or do something to seriously annoy your NPC companions, they will stop accompanying you on your adventure. You have to earn their loyalty.

2. The second type of leadership also depends on role-playing, but is also built around the Leadership feat.

On p.106 of the DMG, the Leadership feat is introduced. It requires that the player character be at least level 6. And it adds, “A character with this feat is the sort of individual others want to follow, and he or she has done some work attempting to recruit cohorts and followers.”

In other words, the benefits of the feat are not automatic. If the player doesn’t behave like the sort of person others would want to follow, they won’t. And if the player doesn’t do some work trying to recruit others, he or she won’t have a cohort or follower.

Most of the duties associated with Leadership are not specified and are left undefined and up to the DM to determine as appropriate. An interesting exception is the Guildmaster feat (which requires Leadership). It spells out that the player-Guildmaster must spend at least 8 hours per week on guild-related administrative tasks and personnel issues. If the Guildmaster shirks her duties during a week, she loses the benefits of her Guildmaster feat the following week.

Obviously not every Leadership position will be as demanding as being a Guildmaster, but this provides an instructive example of the kinds of responsibilities that can come with greater rank. Likewise, a leader’s Cohort and Followers will expect that you not ignore them, and might abandon you if you leave for extended periods of time. They also expect fairness, adequate food and lodging, success on the battlefield, and so forth. And if you go the route of attracting a Dragon Cohort, it will even expect you to provide it with a lair and hoard.


A Cohort is like a lieutenant or sidekick. It can usually be no higher than 2 levels below the Leader’s level (the Improved Cohort feat raises this to 1 level below the Leader).

With the DM’s permission, a Cohort from a race different from the usual PC races may be chosen. In those cases, the Cohort’s Effective Character Level (ECL, which is level + racial HD + LA) is what’s used on Table 1 (below) to determine what level of Cohort you can attract.

Although a PC can pick the class, alignment, race, and other basic demographics of a Cohort, the DM is responsible for the ability rolls, starting equipment, spells chosen, and other details in place before the cohort is recruited. The Cohort then becomes a player-controlled character.

The Cohort can gain experience and levels, as long as they remain at least 1 xp below the level that would cause them to break their level cap. Cohorts gain experience based on their level (formula: Cohort level divided by PC level, multiplied by the PC’s XP awarded in an encounter), but do not reduce the party’s share of XP. They generally take a PC-sized share of loot, but this is up to the party to decide.

All Followers are NPCs and are designed and controlled by the DM. The DM might allow the PC to control them in battle, but that is up to the DM.

By default all Followers have NPC classes and do not advance in levels. Followers are normally Warriors, Experts, or Commoners. Any who are Adepts or Aristocrats count as +2 ECL. Any who have levels in a player class count as +3 ECL. Any with a Prestige Class (PrC) count as +5 ECL. (see ELG p.37). Followers and Cohorts must have an alignment within one step of the leader’s.


In the DMG, it explains that your base Leadership Score is your character level + your Charisma bonus. The higher this is, the higher level your Cohort can be, and the more and better Followers you can attract (these are low-level minions who usually don’t have much use in combat, unless used in teams).

Table 1: Leadership
ship Cohort
Score Level Number of Followers by Level
1st 2nd 3rd 4th 5th 6th
0-1 — — — — — — —
2 1st — — — — — —
3 2nd — — — — — —
4 3rd — — — — — —
5 3rd — — — — — —
6 4th — — — — — —
7 5th — — — — — —
8 5th — — — — — —
9 6th — — — — — —
10 7th 5 — — — — —
11 7th 6 — — — — —
12 8th 8 — — — — —
13 9th 10 1 — — — —
14 10th 15 1 — — — —
15 10th 20 2 1 — — —
16 11th 25 2 1 — — —
17 12th 30 3 1 1 — —
18 12th 35 3 1 1 — —
19 13th 40 4 2 1 1 —
20 14th 50 5 3 2 1 —
21 15th 60 6 3 2 1 1
22 15th 75 7 4 2 2 1
23 16th 90 9 5 3 2 1
24 17th 110 11 6 3 2 1
25+ 17th 135 13 7 4 2 2

Table 1 (above) represents your base Leadership Score. But there are other factors that modify your perceived leadership (Effective Leadership Score or ELS for short). This can get a wee bit confusing, because these factors only matter for certain audiences. Add these on to your base Leadership score. While your base Leadership score is capped at 25 unless you take the Epic Leadership feat, your ELS is uncapped (for the vanilla Leadership feat). This means that the following ELS modifiers can put your score in the epic range (see Epic Level Handbook p.36).

First, when attempting to recruit a Cohort or Followers, the following factors matter for both of those audiences (Table 2):

Table 2: Reputation
Leader’s Reputation ELS Modifier
Great renown +2
Fairness and generosity +1
Special power +1
Failure -1
Aloofness -1
Cruelty -2

Next, when attempting to recruit (and keep) a Cohort (remember, that’s your lieutenant or henchman), there is a list of specific factors affecting JUST your Cohort’s perception of your Effective Leadership Score (ELS). (In other words, Followers ignore Table 3 completely!)

Table 3: Attracting Cohorts
The Leader… ELS Modifier
Has a familiar, special mount, or -2
animal companion
Recruits a cohort of a different -1
Caused the death of a cohort -2*
* Cumulative per cohort killed.

Finally, there is a list of factors affecting your perceived ELS when attempting to recruit (and keep) Followers. (Cohorts ignore Table 4 completely!)

Table 4: Attracting Followers
The Leader… ELS Modifier
Has a stronghold, base of operations, +2
guildhouse, or the equivalent
Moves around a lot -1
Caused the death of other followers -1


A leader’s Effective Leadership Score (ELS) will be different for different communities. For example, if your leader has ties to a guild (economic community) and also leads troops in battle (military community) and is a cleric in a church (religious community), each of these communities would care about different things. When dealing with your guild, you may have a different ELS than you would when dealing with your church. If this is confusing, let’s look at one factor on Table 2, “Failure.” If you failed in a business venture, do you think your military troops would care much about it? Probably not. But it would matter more greatly to your guild associates.

Table 5: Military Community-Specific Modifiers (PoF p.26):
The Leader is… ELS Modifier
Commander +commander rating
Decorated veteran +decoration bonus

Note: rules for improving your commander rating and decoration bonus are given in Heroes of Battle p.88-92 A military unit that has at least 10% of its members as Followers of their commander gets a +1 morale check modifier, +1 morale bonus to melee attack rolls, and +2 rally check modifier.

Table 6: Religious Community-Specific Modifiers (PoF p.47):
The Leader is… ELS Modifier
Archbishop/Hierophant/High Prelate +4
Bishop/Speaker/High Priest(ess) +2
Disciple of Darkness -2
Favored of the Companions -2
Heretic of the Faith -2
Knight of Stars -2
Miracle worker +1
Prophet +1
Relic holder +1
Saint +2
Scion of Sorrow -2
Servant of the Fallen -4
Servant of the Heavens -2
Shaper of the divine +10
Sinner -1
Speaker of tongues +1
Thrall to Demon -2
Prophet of the Divine +2
Voice of the deity +1
*Chosen of your deity +8?
*PrC of your deity +1
*Vow to your deity +1
*Vow to another lord or power -2
*Exalted companion or cohort +1
*Major victory against a rival +1
faith or cult
*Major defeat against a rival -1
faith or cult
*suggested modifiers, not listed in PoF

Table 7: Economic Community-Specific Modifiers (PoF p.63):
The Leader is… ELS Modifier
Owner of a profitable business* +1/200gp of average
Owner of additional profitable +1 each
Owner of unprofitable business -2 each
Business Savy +1
Favored in Guild +1
Guildmaster +1
Member of Guild +1
Monopolist +5
Oligarch +3
* Ownership is measured by percent. If a PC is a 50% owner of a business, she only receives half of the leadership score modifier for the business’s profitability.

Table 8: Frontier Community-Specific Modifiers (PoF p.85):
The Leader is… ELS Modifier
The preeminent power within the claimed +2
Able to bequeath resources to those +2
who come and work the land
Offering a positive alternative to a +1
disliked aspect of an existing culture
In command of trade links to the rest +1
of civilization
The Leader’s community is… ELS Modifier
Self-sufficient in defense +1
Self-sufficient in basic necessities +1
Self-sufficient in raw resources +1
Self-sufficient in crafted goods +1
Self-sufficient in services +1
Self-sustaining in population +1


Acquiring a Cohort and Followers can be done several ways.

1. It can be role-played extensively, with a quest, diplomacy rolls, negotiation, etc. However, spotlighting one player for a large portion of campaign time in a shared party can bore and annoy other players. Discretion should be used. An individual role-play session may be most appropriate for some parts of acquiring or recruiting a Cohort or Followers.

2. However, the process can also be treated as other parts of leveling up. Most class features, feats, spells, skill ranks, etc. gained when leveling up, in standard cases, can occur off-screen with short explanations of how they are done, if any are needed. For example, most DMs don’t ask players to role-play how they acquired spells unless the spell is unusual. Gaining a mount, a familiar, or animal companion can create similar questions. If something specific or unusual is being sought, then there is a more obvious need for role-play. Otherwise, simpler can be better.

3. Instead of granting a player an instant set of Followers (not recommended), the DM can set up a mechanic for gradually building the number of Followers between sessions. For example, DMG p.136-139 has guidelines for determining the demographics for a settlement, including how many NPCs of each class are in a town or other sized settlement, and the maximum level for each class. Using these, a DM can generate a realistic pool of potential Followers in an area where the party has stopped for down time. Favorable alignments, religion, etc. can also be determined based on local demographics. Then rolls can be made to see how many NPCs the player can attract to their cause, their levels and basic stats. From the available pool, the player can then decide whether to take what is available before the DM fleshes them out further.

4. Replacing Followers: Although the rate of time needed to gain your initial Followers is not officially set in the rulebooks, the rate of replacing Followers is: 1d4 months, and extra time (up to a year) if the Leader’s actions were to blame for the Followers’ deaths. The feat Eye for Talent allows a leader to replace Followers at the faster base rate of 1d4 weeks.

Sometimes a leader will have a very specific Follower or Cohort in mind that they want to recruit. The following tables (Tables 9 and 10) gives some sample DCs from p.156 of Power of Faerun, and DC modifiers. The DCs are used with a Leadership check: roll 1d20 + ELS for that individual. Use the Community-Based Reputation section (above) to help you determine if there are any modifiers that apply because of the individual’s community identity.

Table 9: DCs for Attracting Specific Cohorts or Followers
You want to attract someone… Leadership
In an organization for which you have the 10
Guildmaster feat
In an organization for which you have the 15
Favored in Guild feat
In an organization of which you are a member 20
In an organization of which you are not a 25
In an organization of which you are not a Impossible*
member, who is hostile and unfriendly
* You can try to raise their disposition with a Diplomacy check before making the Leadership check, thus overcoming the impossible.

Table 10: Modifiers for Attracting Cohorts and Followers
Situation/Condition Leadership
DC Modifier
Specific individual who is helpful -10
Specific individual who is friendly -5
Specific individual who is in a position of +5
influence within an organization
Specific individual who is in a position of +10
leadership within an organization
Specific individual you previously lost as a +5
Cohort or Follower
In the same organization +0
In an allied organization +5
In a neutral organization +10
In a rival organization +15
In a hostile organization +20
You are believed to abuse your authority (if +5
you are the long arm of the law)
You are believed to be a coward (if you are a +10
military leader)*
You are believed to be a deal-breaker (if you +5
are an economic leader)
You are believed to be a heretic (if you are a +10
spiritual leader)**
You are believed to be a traitor to a cause +10
you espoused (if you are a temporal leader)***
You are believed to be indecisive (if you are +5
a frontier leader)
* This modifier can be removed by a public demonstration of valor.
** This modifier can be removed by a successful Atonement.
*** This modifier can be removed by a public pardon or declaration of innocence by a public court of law.

Spreading the Faith: Religious leaders will want to have followers of their same faith, and Cohorts benefit from sharing a leader’s alignment. Your leader may seek opportunities to proselytize, or attempt to convert others. Rules for redemption (converting an opposed character) are given in the Book of Exalted Deeds, p.28. These rules are complex and should be applied to key characters such as an important NPC prisoner with a PC class, or another divine caster.

Simpler rules for converting more common NPCs (such as those with NPC classes) are given on p.51 of Power of Faerun. They are roleplayed around the Diplomacy checks detailed in the Influencing NPC Attitudes sidebar in the Player’s Handbook p.72. Add 10 to the DC because religious beliefs are more deeply held than most attitudes. A friendly reaction means an NPC is willing to hear a sermon, and another check can be made after the preaching has been completed. A helpful reaction indicates the NPC is willing to convert. Additional checks (above helpful) may indicate whether the NPC is willing to give tithes and alms or help promote the faith.


Note that changes to factors listed in Tables 1-8 have an immediate impact, as soon as Followers or a Cohort learn of the changes. If a player’s action causes their ELS to rise or fall (or if their Cha or level gets reduced, damaging their base Leadership score), the player could gain or lose Followers (and possibly their Cohort) accordingly. This is called a leadership check.

Likewise, if a leader changes drastically (such as switching sides in a war, abandoning a temple they had sworn to defend, or changing their faith or alignment), this can also cause all or some of their Cohort / Followers to abandon them. One interesting way players have tried to “game” their reputation is by hiring bards to spread fictitious tales about their “great renown,” “generosity,” and so forth. This could possibly work for a time, but as soon as the truth gets out, their reputation will suffer. And they might get a penalty for dishonesty.

A Leadership check for each Follower can be time-consuming. A simpler option proposed in PoF p.156-7 is to make a single DC 35 Leadership check. You would then lose 5% (round down) of your followers of each level for each point by which you failed the check. Followers can be chosen at random by the DM. Then individual followers (who the DM chose at random) that a leader wants to retain (perhaps because of their level or position of authority) can have a second check against DC 25. If you have different ELS modifiers for different communities, you can make separate checks for each group of followers.

Table 11: Modifiers for Losing Cohorts and Followers
Situation/Condition DC Modifier
Cohort -5
Abuse your authority (if you are the long arm +5
of the law)
Cowardly act (if you are a military leader) +5
Breaking a deal (if you are an economic leader) +5
Heretic (if you are a spiritual leader) +5
Traitorous act (if you are a temporal leader) +5
Indecision (if you are a frontier leader) +5

If you fail a Leadership check, it doesn’t necessarily mean that your people will abandon you in the middle of a fight. But they become free-willed NPCs with an attitude of indifferent or worse, depending on the situation. You might be able to win them back, or recruit new ones over time (typically the base rate is 1d4 months).

Other situations that would require a Leadership check include when your Influence modifier is reduced (see the next section), whenever you fail to defend your people from an attack (literal or figurative), when your authority is challenged by a rival, when a Cohort dies, or whenever at least 10% of your Followers die in a 24-hour period.


Influence is a mechanic that represents how well you are doing as a ruler. It can grant a circumstance bonus to certain rolls. The only characters who have an Influence modifier are those with the Leadership feat (but not necessarily the equivalent; several Prestige Classes grant Leadership-like extraordinary abilities) and with a base Leadership score of at least 10.

Your base Influence modifier might be quite high; if you have 100 followers, it will be in the hundreds. To calculate your actual Influence modifier (the one that applies to certain checks, detailed in Table 12 below), take your base Influence modifier, divide it by 200, and round down. Note that the Rulership feat adds +100 to your base Influence modifier, and +4 to your base Leadership score.

Influence modifiers only apply in situations in which the character has influence over the target. You have Influence in an organization or group if you, or a Cohort or Follower, is a member of that organization or social group. You can also have Influence if a cohort-by-proxy or follower-by-proxy is a member of the organization or group. If your Cohort or Follower has cohorts or followers, they are considered your followers-by-proxy (PoF p.158). For example, if your Stronghold is a dungeon, and your Cohort is has the Dungeon Lord PrC, it would get the Leadership feat for free at 5th level. Any minions your Cohort gained through the feat would become your followers-by-proxy.

Table 12: Situations Where an Influence Modifier Applies
Social skills checks
Gather Information
Sense Motive
Bardic music checks
Charisma checks*
Knowledge check if relaying the information is an act
of rulership
* There are places in the rules where Leadership checks are defined as Charisma checks. However, Influence modifiers probably shouldn’t apply to Leadership checks, or else a positive feedback loop could be created.

Table 13: Base Influence Modifier Calculation
Base Influence
Situation/Condition Modifier
Per cohort level +1
Per follower level +1
Per follower-by-proxy (regardless of level) +1
Per organization with a follower or cohort in +5
a position of influence* within it
Per additional follower or cohort in a +1
position of influence* within the same org.
Per organization with a follower or cohort in +10
a position of leadership** within it
Per additional follower or cohort in a +2
position of leadership** within the same org.
Per organization with a follower-by-proxy +1
a position of influence or leadership
Per significant, public victory*** +10
Per significant, public defeat*** -10
* position of influence is up to the DM, but the Favored in Guild feat is a good example.
** position of leadership is up to the DM, but the Guildmaster feat is a good example.
*** one that is widely known and advances or hampers your goals or agendas.

A leader can “stretch” their Influence by recruiting Followers or Cohorts in different organizations or social groups. They can also attempt to place their subordinates in different organizations to expand their Influence.


Assemble the Horde (DR346 p.52)
Your leader character gets a bigger horde of followers. Gain a +1 bonus to your effective Leadership score. For each Follower who is above 1st level, gain an extra 1st level follower.
Requires Leadership, character level 6th, Leadership score 4 higher than your level.
Restriction: This feat may require the player have orc blood (ask your DM).

Class Champion (DR346 p.53)
Gain +1 bonus to your effective leadership score. Gain 2 additional followers of the highest level of follower available to you. Both must be of your class. If you have more than one class, they must have one of them, and both must be the same class.
Requires Leadership, character level 6th, Leadership score 4 higher than your level.

Close Cohort (DR 346 p.53)
Maximum cohort level increases by one, becoming one lower than yours, instead of two.
Requires Leadership, character level 6th, base Leadership score 2 higher than your level.
See Improved Cohort (identical except for prerequisites)

Dragon Cohort (Draconomicon p.104)
Gives a Dragon Cohort from the list on p.139 of Draconomicon, as if you had taken the Leadership feat. When using the Leadership tables to determine what level of cohort you can attract, treat the dragon’s effective character level (ECL) as 3 levels lower than its actual ECL.
Requires character level 9th, Speak Language (Draconic). Note: Does not require Leadership; you can take Leadership in addition to this feat. Also, keeping a dragon cohort happy and loyal requires that you create a lair and hoard for it of 1000gp per dragon hit dice. See p. 138 of Draconomicon for more details.–92/dragon-cohort–3250/

Dragon Steed (Draconomicon p.105)
You gain the service of a loyal dragonnele steed, like a cohort. If you have the Special Mount class feature, the dragonnel replaces your special mount. Requires 8 ranks of Ride, Cha 13, Speak Language (Draconic). Note: Like a dragon cohort, your dragon steed will require a hoard of at least 1000 gold per hit die. This belongs to the dragon, it’s not just keeping it warm for you.–92/dragon-steed–3255/

Ecclesiarch (ECS p.52)
Gain +2 to your effective Leadership score. You are respected by a church hierarchy. Add Gather Information and Knowledge (Local) your your class skills list, representing your ability to use local clergy as sources of information.
Requires 6 ranks of Knowledge (Religion).–12/ecclesiarch–804/

Epic Leadership (ELH p.54; PoF p.158)
Allows access to base Leadership scores above 25.
Requires Leadership, character level 6th, Cha 25, Leadership score 25.
Note that in Power of Faerun p.158, a Leader’s effective leadership score (ELS) is uncapped, allowing access to the Epic Leadership table before reaching epic levels. The Leader’s base leadership score, of character level + Cha modifier, however, remains capped by the limits of the Leadership feat.–41/epic-leadership–922/index.html

Extra Followers (HoB p.97)
Double the number of followers for each level of followers.
Requires Leadership, character level 6th, Cha 13.–69/extra-followers–1020/

Eye for Talent (DR346 p.53)
Gain +1 bonus to effective Leadership score. Your base replacement rate for lost/killed Followers is 1d4 weeks instead of 1d4 months. If a Leader’s actions directly caused a Follower’s death, there is still a penalty, slowing the rate up to 3x longer.
Requires Leadership, character level 6th, Leadership score 2 higher than your level, 9 ranks of Sense Motive

Fanatical Devotion (DR346 p.53)
You gain a permanent +1 bonus to your effective Leadership score. You ignore the penalty for causing a follower’s death when determining your Leadership effective score.
Requires Leadership, character level 6th, base Leadership score 3 higher than your level

Great Captain (Storm p.92)
While in command of a vessel, you can use Aid Another to help everyone on board who is performing the same action in the current round. You can also command a vessel in combat at a move action (instead of standard).
Requires Leadership, character level 6th, 7 ranks of Know (Geography), and 7 ranks of Profession (Sailor).–87/great-captain–1255/index.html

Great Diplomat (OA p.63)
Grants +2 on Diplomacy checks and on your effective Leadership score.
Requires Phoenix clan, must be taken at 1st level. Gives you descent from Asako; see also the Asako Champion PrC.–96/great-diplomat–3691/

Guildmaster (DMGII p.228)
Gain +2 bonus on guild-associated skills, no more guild dues, free perks (food, lodging, office, workshop, laboratory, or other space needed) at any guildhouse. Once per day, you can exchange your cohort for another qualifying cohort from the guild (the pool of available NPCs is determined by the DM). Duties: Spend 8 hours per week on administrative duties and dealing with people issues for the guild – or lose benefits the following week.
Requires Leadership, character level 6th, Favored in Guild (which also raises your effective leadership score), at least one Guildmaster-associated feat (see list in link), at least one maxxed guild-associated skill (keeping at least one maxxed as you level up), your followers and cohort must qualify to join the guild.
Special: this feat may be awarded as a bonus feat for a particularly dangerous and lengthy mission of great import to the guild.–40/guildmaster–3194/index.html

Improved Cohort (HoB p.98)
Maximum cohort level increases by one, becoming one lower than yours, instead of two.
Requires Leadership, character level 6th, base Leadership score 2 higher than your level, Cha 15.
See Close Cohort (identical except for prerequisites)–69/improved-cohort–1452/

Improved Leadership (DR317 p.82)
Gain a +2 bonus to your effective Leadership score.
Requires Leadership, Cha 15

Inspirtational Leadership (HoB)
Gain +5 bonus on checks to rally your cohort and/or followers. Followers in combat start with better morale. If it isn’t already lowered, they begin combat in a heartened condition (+1 morale bonus on Will saves against Fear effects, including morale checks). No benefit if your cohort/followers are already Shaken or worse at the beginning of battle.
Requires Leadership, character level 6th, Cha 17.–69/inspirational-leadership–1665/

Legendary Commander (ELH p.62)
Increases the number of followers tenfold.
Requires Leadership, character level 6th, Epic Leadership, 30 ranks of Diplomacy, Cha 25, rule of own kingdom and have a stronghold.–41/legendary-commander–1750/index.html

Mentor (DMGII p.179)
Gives you a +2 competence bonus to any of the 4 associated mentor skills for your mentorship category. Grants you an apprentice, which eventually becomes a mini-cohort. “When the apprentice reaches 5th level, he graduates and follows the mentor as a cohort, as if she had the Leadership feat.” Can be taken in addition to Leadership.
Requires Apprentice feat (which must be taken at 1st level), graduation from your own apprenticeship, 8 Ranks in at least two of the four skills associated with your Mentor Category.–40/mentor–3267/index.html

Might Makes Right (RoF p.166)
Add Strength modifier to your effective Leadership score (ELS).
Requires Leadership, Str 13

Natural Leader (DR346 p.53)
Gain a +2 bonus to your effective Leadership score.
Requires Leadership, character level 6th
(another version of this feat “Natural Leader” appears in Heroes of Battle, and only grants a +4 bonus on rally checks)

Noble Born (DR333 p.45)
You were born into a family of nobility and wealth, and have gained some benefits from your time with the family.
Benefits: Diplomacy and Knowledge (Nobility and Royalty) are considered class skills for you, even if you normally do not have them on your character skill list. In addition, you gain a +1 bonus on your effective Leadership score should you have the Leadership feat.
Restrictions: This must be taken at 1st level.

Practiced Cohort (HoB p.99)
Your Cohort gains Teamwork Benefits (see p.115 of HoB) for which you qualify, even if your Cohort doesn’t normally qualify for them. Your Cohort also doesn’t count against the usual limit of 8 members to a team, and doesn’t hinder other team members from qualifying for the teamwork benefit.
Requires Leadership, CHA 15–69/practiced-cohort–2229/

Recognized Leader (DR334 p.84)
Diplomacy & Knowledge (history) are always in-class skills for you. Receive a +1 bonus on Diplomacy & Knowledge (history) checks. You may gain a Cohort with levels in Barbarian as if your effective Leadership score was +1.
Requires Leadership, old age, membership in a tribe

Rulership (PoF p.158)
You are the ruler of a frontier, governmental, military, economic, religious, transport, or other community. Gain +4 benefit to your base Leadership score and +100 to your base Influence modifier. As a ruler, once per day you can exchange one of your followers for another that is available to you from the area or organization that you rule (the pool of available NPCs is determined by the DM).
Requires Leadership, character level 6th, effective Leadership score 10+–31/rulership–2474/

Undead Leadership (Web Enhancement, LM p.31)
Like Leadership, except for Undead. You treat your effective Leadership score as 2 higher than normal for purposes of attracting undead Cohorts and Followers, and 4 lower than normal for purposes of attracting living Cohorts and Followers.
Requires 1 rank of Knowledge (Religion) 1 ranks, character Level 6th, nongood alignment.–71/undead-leadership–3014/

Venerable Elder (DR334 p.84)
Gain +10 Insight bonus on any Diplomacy or Intimidate check. Usable 1/day. You may gain a Cohort with levels in Barbarian as if your effective Leadership score was +4 (supersedes bonus from Wise Elder).
Requires Leadership, Recognized Leader, Wise Elder, venerable age, membership in a tribe

Wild Cohort (Web Enhancement)
Grants a cohort that can function like a cohort and like an animal companion. Fulfills prerequisites for feats, spells, etc. that require Leadership, an animal companion, or cohort. Note that there isn’t a minimum character level for this feat. You can only have one Wild Cohort at a time. An undead Cohort can have an ECL no higher than 2 less than your character’s ECL.
Requires that you complete a story-based act that would earn the cohort’s loyalty.

Wise Elder (DR334 p.84)
When using Diplomacy or Intimidate to influence your own trip, you may reroll a check, though you must take the second roll (even if worse). Usable 1/day. You may gain a Cohort with levels in Barbarian as if your effective Leadership score was +2 (supersedes bonus from Recognized Leader).
Requires Leadership, Recognized Leader, old age, membership in a tribe


Leaders get a +2 ELS for Followers if you have a stable stronghold or other base of operations. To help you meet this goal, the Landlord feat provides a way to afford the cost of building a Stronghold, but comes with strings attached.

Landlord (SBG p.10)
You become a vassal to a liege lord who is your “landlord.” Requires character level 9th.

Benefits: You are granted land and funds to begin building a stronghold, but the land and funds still belong to the landlord. This must be role-played, and would likely involve making a vow of fealty and a pledge to provide ongoing services for your liege. The feat was designed to help offset some of the enormous costs associated with building a true stronghold in D&D (which easily exceed the player wealth-by-level table (DMG p.135).

The funds provided by the landlord comes with strings attached. Aside from the obligations of becoming a vassal or subordinate, the funds must be spent on stronghold purchases only. Matching funds are also available if the player spends additional money out of their own pocket on the stronghold (see the table below). For example, if you spend an extra 50,000 gp of your own money, this can be matched at level 10 by 25,000 gp, and at level 11 by another 25,000 gp from your landlord.

Like the Leadership feat, this is a feat that needs to be discussed with your DM before taking it. Perhaps you have completed quests for a bishop, a noble, a town, or a merchant. Perhaps someone passed away who you rescued in a mission. Perhaps you married a wealthy heir or heiress who came with a deed of undeveloped land and an overlord who wants to see it developed and defended properly. Perhaps a regional ruler has a corner of wilderness that needs to be reclaimed from an encroaching tribe of goblins. Or perhaps you are a cleric who has been charged by your Church hierarchy with establishing a Mission in a remote area. Maybe you inherited a derelict keep from a distant relative, and it came with a map to a treasure that could help pay for repairs.

On the Table: Landlord Funds, it lists the funds gained at each level that must be spent on the stronghold. Additional matching funds are also available. At each level, new funds are gained, and the allowance can be saved from level to level. For example, a player who takes the feat at level 10 would get the allowance for both 9th and 10th levels (25,000 + 50,000 = 75,000 gp total). And he could also receive up to another 25,000 gp if he spent 25,000 of his own money on his stronghold. This would give him a stronghold with a value of 125,000 gp, of which only 25,000 came from his own pocket. Multiple players can take the feat and pool their resources, and a cohort could even take the feat to increase a leader’s building allowance.

Table 14: Landlord Funds
Level Stronghold Funds Matching Funds
9 25,000 gp n/a
10 50,000 gp 25,000 gp
11 75,000 gp 25,000 gp
12 100,000 gp 25,000 gp
13 150,000 gp 50,000 gp
14 200,000 gp 50,000 gp
15 250,000 gp 50,000 gp
16 300,000 gp 50,000 gp
17 400,000 gp 100,000 gp
18 500,000 gp 100,000 gp
19 600,000 gp 100,000 gp
20 800,000 gp 200,000 gp


Powered by WordPress
Skip to toolbar