From Compendium of Worldly Lore
The Akodo form the massive army of the Lion clan, disciplined, tightly structured, and unmatched in battle prowess. The Akodo put less weight on individual glory than other clans do, recognizing the strength of samurai fighting side by side. They learn coordinated efforts and tight maneuvers, training under the Akodo motto: "Duty, Honor, Leadership." They are perhaps not as furious in battle as the Matsus, but their unison battle cries and coordinated charges decimate their foes on the battlefield. The Akodo champions are the leaders of this mighty army, an inspiration to the soldiers they lead.
Akodo champions are almost exclusively drawn from the samurai character class.
Role: DPS Support
Characteristics: Battlefield leaders who can bolster themselves and others with their force of will
Source: Oriental Adventures
Game Rule Information
The Akodo Champion has the following game statistics.
Abilities: Charisma for your leadership abilities, Strength and Constitution for being able to rally the troops and be alive for it.
Alignment: Lawful Good
Hit Die: d10
Starting Gold: N/A
Class Skills
The Akodo Champion's class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Sir), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the Akodo Champion.
Weapon and Armor Proficiency: A Akodo Champion is proficient with whatever they were already proficient with prior to taking levels in this class.
Detect Evil Sp: At will, the Akodo champion can use Detect Evil.
Ancestral Favor Ex: At 2nd level and higher, an Akodo champion applies his Charisma modifier (if positive) as a bonus on all saving throws.
Leadership Feat Ex: At 2nd level, an Akodo champion gains the Leadership feat for free.
Smite Evil Su: Once per day, an Akodo champion of 2nd level or higher may attempt to smite evil with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per level. If the champion accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day.
Aura of Courage Su: Beginning at 3rd level, an Akodo champion is immune to fear (magical or otherwise). Allies within 10 feet of the champion gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.
Great Leader Ex: At 4th level, an Akodo champion's Leadership score is increased by 1. This bonus increases by 1 every three levels thereafter (to 2 at 7th level and 3 at 10th level). This bonus stacks with other bonuses to Leadership, including the Great Diplomat feat.
Inspire Greatness Su: An Akodo champion of 5th level or higher can inspire greatness in another creature, granting extra fighting capability. For every two levels the champion attains beyond 5th, he can inspire greatness in one additional creature. To inspire greatness, the Akodo champion must meet his ally's gaze, and the ally must be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as the Akodo champion continues participating in the same battle. The target gains the following boosts:
+2 Hit Dice (d10s that grant temporary hit points).
+2 competence bonus on attacks.
+1 competence bonus on Fortitude saves.
Apply the target's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a mind-affecting ability.