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Adventuring Leader Prestige Class
Entry Requirements:
Base Attack Bonus: +5
Feats: Leadership
Skills: Diplomacy 8 ranks or Intimidation 8 ranks, Knowledge (Local) 4 ranks, Knowledge (Dungeoneering) 4 ranks
Special: Must have a Charisma 13+
Must lead an organized group which has 3 or more members (which may include his cohort from the Leadership Feat).
Must have successfully been part of a group of 3 or more that defeated a creature with a CR that is 2 greater than the party’s email.
The Adventuring Leader:
Hit Die: d8
Class Skills (6 + Int Modifier per level): Appraise, Balance, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Knowledge (Local), Knowledge (Dungeoneering), Listen, Move Silently, Profession (Any), Search, Sense Motive, Spot, Survival, Swim, Speak Language
Level Base Fort Ref Will
Attack Save Save Save Special
1 +0 +0 +0 +2 Aura of Confidence
2 +1 +0 +0 +3 Leadership +1 / Boost Allies +1
3 +2 +1 +1 +3 Teamwork
4 +3 +1 +1 +4 Second Cohort
5 +3 +1 +1 +4 Leadership +2 / Boost Allies +2
Weapon and Armor Proficiency: An adventuring leader is proficient with all
simple weapons and light armor.
Restrictions: If the Adventuring Leader doesn’t have 3 members in his organization, he has one month to recruit enough new members to build the organization to at least 3 members; or create a new organization and recruit 3 members. If a month passes without leading an organization with 3 members, all benefits of being and Adventuring Leader are lost.
Class Features:
The Adventuring Leader serves as not just a leader, but a cohesive force for his team. He is willing to sacrifice himself and his opportunities in order to benefit his team. After all, without his team, where would he be?
Aura of Confidence: Your presence emboldens allies within 30 feet who can see you (including yourself). They add your class level as a morale bonus on their Will saves. This effect is lost if you fall unconscious or die.
Leadership: At 2nd level, you gain a +1 bonus to your effective character level for purposes of the Leadership feat to attract followers. This bonus increases to +2 at 5th level.
Boost Allies: You may take a standard action, that does not provoke an attack of opportunity, to rally his allies. All combatants who are members of the champion’s group who can see or hear the leader’s rallying cry gain a +1 morale bonus to all attack rolls, damage rolls, saving throws and skill and ability checks. Boost Allies has a maximum range of 20 feet per Adventuring Leader level. The bonus lasts one round per level of the leader. This bonus goes up to +2 at level 5.
Teamwork: You are skilled at creating a strong bond of teamwork between yourself and
your allies. Starting at 3rd level, whenever you or an ally within 30 feet who can see or
hear you uses the aid another action, the bonus provided on attack rolls, AC, or skill checks improves by 2 (from +2 to +4).
Second Cohort: Your interaction with others gains you another cohort as if you had taken the leadership feat a second time. The second cohort’s character level can be no greater than one level lower than your first cohort’s character level, regardless of your leadership score. Your first cohort’s level may now be equal to that of one less than your character level.