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The Warsword of Impiltur is the martial branch of the nation's defense forces. Its ranks contain common citizens and minor criminals who serve temporarily, but its heart consists of professional soldiers. The most promising among them are trained to lead the rabble, drawing loyalty and courage to the fore. These are the Sword Leaders, although the term is no longer unmistakably linked to the army.

Most are fighters, rangers or paladins, but a few bards, priests, and rogues have been known to act as Sword Leader. Sorcerers and Wizards tend to join the Warwands instead, while barbarians are too undisciplined, and druids and monks too "different" to enter this career.




1  -  Rallying Cry, Heroic Shield
2  -  Inspire Courage I
3  -  Instill Fear
4  -  Inspire Courage II, Oath of Wrath
5  -  Final Stand


  • Rallying Cry - Three times per day, the Sword Leader can activate an effect which removes Fear and increases the speed of nearby allies by 20% for 3 rounds.
  • Heroic Shield - Once per round, a single ally gains +4 AC for one round. This counts as the Sword Leader's Special Move if activated.
  • Inspire Courage - 2x/day, the Sword Leader grants allies +1 AB and damage and +2 saves vs Mind Affecting Spells for 10 rounds. This increases to 4x/day and a +4 saving throw bonus at level 4.
  • Instill Fear - Once/day for 5 turns, the Sword Leader can activate a Fear aura (DC = 10 + CHA + Class Level). Enemies who fail their saving throw are frightened for CHA + d4 rounds. Those who pass their will save become immune to the ability for the rest of the day.
  • Oath of Wrath - Once/day, the Sword Leader can activate an effect which grants him a +2 bonus to attack, damage, saving throws and skills against a single opponent. This effect lasts for 2 rounds per class level.
  • Final Stand - Once/day, the Sword Leader grants 2 + 2x CHA allies 4d10 temporary hitpoints, +3 AC, +2 to saving throws and a 25% movement speed penalty for 3 turns. The effect ends early for individual allies if they lose all bonus HP.