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Sandslice wrote:

The first problem is, how are you taking the feat? If you don't actually have favored enemy, you don't qualify for the feat; the FAQ only covers situations where your class features would break due to... unanswered calls to the favored enemy bonus.

But assuming you somehow got the feat by bypassing the requisite, you'd want to ask your GM that question. I'd probably allow it, personally.

Fair point: I guess if you've already homebrewed the prereq to apply to Freebooter's Bane instead, why would you not apply the effect to Freebooter's Bane.


Sandslice wrote:

There is a FAQ that covers that; fortunately, the answer to your question is YES.

Quote:

Pirates of the Inner Sea, Freebooter: A freebooter ranger has quarry but not favored enemy. How does a freebooter use quarry?

A freebooter’s quarry must be the target of the freebooter’s freebooter’s bane ability, rather than a favored enemy.

Oh, one further question: can I apply the Favored Defense feat to the target of my Freebooter's Bane ability instead?


Sandslice wrote:

There is a FAQ that covers that; fortunately, the answer to your question is YES.

Quote:

Pirates of the Inner Sea, Freebooter: A freebooter ranger has quarry but not favored enemy. How does a freebooter use quarry?

A freebooter’s quarry must be the target of the freebooter’s freebooter’s bane ability, rather than a favored enemy.

Cool, thanks for the quick reply.


I'm playing a Freebooter and I had a question about the Quarry, Improved Quarry, and capstone powers.

The archetype replaces the Favored Enemy feature with a different class feature, Freebooter's Bane.

Freebooter's Bane (Ex) wrote:

At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target.

This ability replaces favored enemy.

My question: Should I just consider any mention of "favored enemy" in other class features to apply to the current target of Freebooter's Bane instead? The writers of Pirates of the Inner Sea neglected to clarify that.


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Here4daFreeSwag wrote:
Good to haz some free homebrewed take on such an infamous part from the Kingmaker computer/video-game out there- and in PF1e form, too. ;)

Definitely some of my best DM work ever. The players loved the result.

The real trick was sidestepping the whole question of the trade deal with Brineheart that the game pushes you into, by making the player characters the Heroes of Another Story: hirelings of the Baroness handling the Darven/Hellknight matter on her behalf because she had to go deal with Armag. After that, it all came together pretty quickly. I used a Let's Play series of the game to get some of the scripting for Darven.

The last original thing I did was for 3.5E. My cleric of Amaunator (Lathander's old Netherese identity at the time, I was aiming her for the Sunmaster prestige class from Lost Empires of Faerun) got an assignment to travel into the Anauroch Desert to cleanse and rededicate an old temple (I repurposed a desert ruin from the Sandstorm sourcebook), but RL interfered after the first on-site encounter and we never finished.


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I’m in a Pathfinder group that meets once a week, and occasionally one of us can’t be there because of other commitments, the usual. The first time we just rescheduled, but the second time I offered to run a one-shot instead. I grabbed an old 3.5E free module and recoded it, and the team had a good time. Which was a relief to me, given I’m pretty sure George Bush was still in office the last time I GM’d anything.

A month or so later we had another cancellation, and I told the guys and gal to get their character sheets from the last one I ran – it’s become less one-shots and more “episodes”, which is kind of the way my brother and I played 3.5E together back in the day – and I’d figure out something for them to do. Our usual GM makes a comment, I forget the context, about his character, a CN Inquisitor of Lamashtu, hating devil-worshippers (which makes sense given his alignment and Lamashtu being a demon).

And I get this weird idea. I had set the previous episode in the Narlmarches during the Varnhold Vanishing chapter of the Kingmaker AP and CRPG, just for flavor, but I thought, why not take it one step further and make my Baroness (paladin of Erastil) the quest giver?

Furthermore, why not take everybody’s least favorite quest in Pathfinder: Kingmaker and make it actually fun to play?

I refer, of course, to “Deal with the Devil”, i.e. the one where a Kickstarter backer railroaded the PC into fawning over his smarmy a!+&%%@ pirate GMPC for a kingdom project.

Since it had been forever since I’d written anything original and I had very little experience balancing encounters, I got some assistance from my buddy Ian G, the player who wouldn’t be there: he’s played PKM and immediately knew the quest I was talking about without me even having to name it (“Oh god, that one?” “Yep, that one”), plus at the time he was GM’ing the Hell’s Rebels AP for another group so he knows how to set up encounters.

On his advice, I borrowed Linxia Benzekri’s statblock from Hell’s Vengeance Volume 4: Wrath of Thrune, added a third level of Hellknight, and built her an NPC Hellknight squad of a cleric (hellspawn tiefling Asmodean advocate 5/Hellknight Signifier 1), fighter (armor master) 5, archer (slayer 5/Hellknight 1), and magus 6. Darven became a thug 4/infernal bloodline sorcerer 4 and, since he’s a pirate-turned-gangster king, I grabbed a half-dozen random mooks from the d20PFSRD to be his goons.

Personality-wise, I wrote Linxia as being less of an outright a!@!%!# and more out of her depth in dealing with the libertarianism of the River Kingdoms, and Darven as more of a narcissistic organized crime boss with delusions of grandeur. I made a PDF of the adventure here if anyone wants to try running it.

After-Action Report

The party was 6th level and had previously seen off a green dragon druid in the northwestern hinterlands while the Baroness and her companions were handling Vordakai, and word got around.

The quest picks up after Natali Cervi, paladin of Erastil and Baroness of Cervosia, has already run the Hellknights out of town; however, she’s learned while she prepares to march her army to fight Armag that Linxia is still causing trouble in the southern villages, so she sends word through the priesthood of Erastil that she’d like to hire the group that took out the dragon. The party consists of:

  • Kira Goldheart, LG human paladin of Iomedae
  • Sebassis “Bas” Uller, CN hungerseed tiefling Inquisitor of Lamashtu
  • Katya, human rogue
  • GLIMNA PUNCHFORGE! (yes, it’s always yelled), dwarf magus

They’re given the mission by Baroness Natali at Stag Keep. There’s discussion about how she had the Hellknights escorted out of town after they started harassing citizens and then tried to break into Linzi’s printing house to destroy the presses. She impresses upon them that she’d prefer if they ejected the Hellknights from Cervosia without killing them, in large part because she has more than enough on her plate as it is without fielding angry queries from Infernal Cheliax. It’s suggested that since Darven is a pirate, they might try the docks district on the lakeshore.

Darven finds them, he’s smarmy and a bit of a dick, offers them five grand up front to kill Linxia, five more upon proof of death. Bas offers to fake his death by cutting out a section of skin with identifiable tattoos on it, Darven makes a crack along the lines of “We’re not friendly enough for me to show you any of my tattoos.” Kira notices with a Knowledge (religion) roll his cufflinks are unholy symbols of Mammon and he spills the beans about his contract to “found a kingdom”. They take his money anyway, get the Hellknights’ location, and he vamooses, but afterwards Kira remarks that it seems like the only actual good person in this whole mess is the Baroness. Still, they agree to at least check out the Secluded Lodge.

They take a riverboat to get to a dock near the lodge, and Bas, being a monster hunter by trade, suggests heading along the riverbank instead of taking the main trail up to the lodge. I decree they get jumped by (roll on encounter generator) 8 goblin dogs.

They make short work of the pack of dogs, killing 6, scaring off the other two, and then they hear a bowshot and a yelp from up the hill: the Hellknight slayer archer, Giulietta Turchi, was out patrolling and heard the fighting. She invites them up to meet her boss.

Things are tense: behind the screen they’ve picked up on Bas’s Chaotic Neutral alignment, and the hellspawn tiefling, Quintillus Pagano, takes an instinctive dislike of his oni blood. Bas tries to Bluff that they haven’t met Darven, fails by at least 10 points against Quintillus’s obscene Sense Motive score. The Hellknights all go for their weapons… and Kira saves the day with a well-timed Diplomacy check. They manage to hash out a contract that if the party helps deliver them Darven, the Hellknights will stop harassing the Cervosians and leave.

They figure out the location of Brineheart by talking to the locals and the party heads that way. They find a dingy, depressed little fishing village on the Little Sellen River that has been taken over by Darven’s pirate gang, and after foiling a pickpocketing attempt by some local children they are led to his manor, such as it is. They get inside, deliver Linxia’s suitably bloodstained signet ring (the agreed-upon proof of death), and then Katya jumps the nearest goon.

I give them a surprise round, they take out a mook and the cleric of Mammon in nothing flat, Kira gives Darven a nasty slash with her greatsword but he escapes with a potion of invisibility and goes to fetch help while the other goons fight the party. Said help is a gilded devil, a third-party creature I grabbed from d20PFSRD.

Bas and Katya deal with the rest of the mooks while Kira tries to pursue the invisible Darven; GLIMNA PUNCHFORGE! manages to hit him with glitterdust and foil his invisibility. The mook alchemist surrenders in exchange for letting him treat the ranger’s wounds, while Kira gamely holds off a CR 8 devil by herself until the others can catch up. (As Bas’s player said afterwards, “That thing hits like a bus.”) For his part, Darven was blinded by the glitterdust and is hiding behind the devil and casting spells to buff up.

As Bas and Kira cut the gilded devil down to size, they hear a screech from above and see a black-winged woman with a flaming longbow drawing a bead on them. The players start swearing because I threw an erinyes at them after the gilded devil because I’m evil. Then an arrow hits the erinyes from down the street: the Hellknights have arrived and joined the fight.

The Hellknights and the party spend the remainder of the session plinking the erinyes to death. Linxia cuts off the unconscious Darven’s head as proof of death for her superiors, and Bas takes the cleric of Mammon’s unholy symbol as a trophy. I had to wrap the session up very quickly at that point because dinner was ready, but the players had a blast (which is good, I was worried that last fight had turned into a bit of a slog), and I told them to level-up their characters for later reuse because, screw XP, they resolved the problem with the Hellknights, freed a village from a criminal gang, and killed two CR 8 fiends.

Overall, not a bad outcome for a quest everybody who plays the game hates.


I used the Pathfinder RPG Conversion Guide to rework the Doomguide prestige class from the Forgotten Realms[i] 3E supplement [i]Faiths & Pantheons as a Pharasmin religious order, for use with an undead-hunting cleric I built for our current campaign. While I was doing that, the group got to talking about some of the other classes in the book, and my friend mentioned the Heartwarder, so I did that one too.

DOOMGUIDE

The Order of Doomguides schismed from the Voices of the Spire in the 4610s. Formed by moderates appalled at the Voices’ complicity in crimes against refugees from the growing Worldwound to the north, the Doomguides sought to regain some balance in the approach to the Pharasmin faith.

Doomguides train themselves hard to slay undead and their mortal or immortal masters, but are expected to display compassion for the living, recognizing that they serve the goddess of fate, not merely the goddess of the dead.

Further, doomguides serve the church in a less obvious way, often acting as couriers from one temple to another. Seldom attached to a particular temple, doomguides are expected to travel the world, spreading the word of Pharasma.

Doomguides often lead bands of adventurers to clear out enclaves of undead or punish a particularly powerful or vile necromancer. Occasionally, they officiate at important funerals or provide life-restoring magic to those who have served the church in the past and still have important work to conduct in this world. Their requirement for travel makes encountering a doomguide in the wilderness nearly as likely as encountering one in more urban surroundings.

Like all Pharasmin priests, doomguides carry a skane, a ceremonial dagger used to cut the umbilical cord and cloth for burial shrouds. A typical skane has Pharasma’s symbol depicted on the pommel and a gray finish on the blade.

REQUIREMENTS

  • Alignment: Any neutral.
  • Base Save Bonus: Will +4.
  • Skills: Diplomacy 2 ranks, Knowledge (the planes) 2 ranks.
  • Feats: Extra Channel, Great Fortitude.
  • Spells: Ability to cast speak with dead as a divine spell (3rd level cleric list, for reference).
  • Patron: Pharasma.
  • Special: The character must have destroyed an undead of at least 5 HD, whether by using weapons, spells, or positive energy. He does not need to have done this alone.
    The character must own a skane, a dagger of at least masterwork quality. It does not have to be their main weapon.

CLASS FEATURES

  • Hit Die: d8.
  • Weapon and Armor Proficiency: A doomguide gains no weapon or armor proficiencies.
  • Class Skills: The doomguide’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
  • Good saves: Fort, Will (see Pathfinder RPG Conversion Guide p. 15)
  • Base Attack Bonus: +0, +1, +2, +3, +3, +4, +5, +6, +6, +7
  • Skill Points at Each Level: 2 + Int modifier.
  • Spells per Day: At each doomguide level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as increased level of channel energy—however, see the Pharasma’s Boon ability below). If the character had more than one divine spellcasting class before becoming a doomguide, the player must decide to which class to add each doomguide level for the purpose of determining spells per day and spells known.
  • Pharasma’s Boon: By grace of the Lady of Graves, doomguides add their doomguide class levels to their cleric levels for purposes of channeling energy.
  • Rite of the Passing (Su): As a standard action, a doomguide may touch a corpse to protect it from those who would seek to animate it. A dead creature for whom the ritual has been performed may not be animated in any way except the direct intervention of a deity. A doomguide may perform the rite of the passing upon one creature per doomguide level per day. Corpses of creatures with four or more Hit Dice more than the doomguide are immune to the ritual.
  • Converse with Dead (Ex): Beginning at 2nd level, the doomguide’s study of the process of death has granted him the guile and understanding to coax additional information from corpses when using the speak with dead spell. Instead of the usual one question per two caster levels, doomguides may ask one question per caster level.
  • Bonus Feat: At 3rd, 6th, and 10th level, a doomguide may select any feat affecting their Channel Energy class ability as a bonus feat. They must still meet all relevant prerequisites.
  • Save Bonus (Ex): At 4th level, doomguides get a +4 bonus on saving throws against death effects and to saving throws to overcome a negative level. Upon reaching 8th level, a doomguide always makes his saving throw to overcome a negative level.
  • Bond of the Spiral (Su): The doomguide’s devotion to Pharasma and dedication to the teachings of the Lady of Graves has helped him to establish certain supernatural links to Pharasma's spiral dagger. These links manifest in the form of a pale green nimbus around the weapon, representing the ability of the doomguide to increase the power of weapons he wields.
    The ability lasts for 1 round each time it is used, and can be invoked as a free action a number of times per day equal to the doomguide’s Charisma bonus (minimum one). A doomguide must decide to use the ability before attacking, and if the attack misses that use is wasted.
    At 5th level, the bond grants wielded weapons the ghost touch property. At 7th level, weapons wielded by the doomguide gain both ghost touch and the undead bane properties. At 9th level, wielded weapons gain the ghost touch, undead bane, and disruption properties even if they are not bludgeoning weapons. The weapon’s normal abilities still apply.
  • Ethereal Purge (Sp): At 8th level, once per day the doomguide may surround himself with a sphere of power with a radius of 5 feet per class level that forces all ethereal creatures in the area to manifest on or shift themselves to the Material Plane, as appropriate. For example, it forces ghosts to manifest, and ethereal filchers or creatures using an ethereal jaunt spell are forced into the Material Plane. Such creatures may attempt a Will save (DC 10 + 1/2 doomguide’s class level + doomguide’s Wisdom bonus) to resist this effect. Those who fail suffer the above effects and are prevented from returning to the Ethereal Plane for 1 minute per class level.
  • Pharasma’s Grace (Su): At 10th level, a doomguide gains complete immunity to energy drain and death effects. Furthermore, allies within 10 feet of him gain a +4 bonus on saving throws against death effects and to saving throws to overcome a negative level.

Homebrew Feat: Empower Channel [Channeling] (was: Empower Turning and Heighten Turning)

You can trade decreased energy-channeling penetration for greater damage, or vice versa.

Prerequisites: Ability to channel positive or negative energy, Cha 13, Extra Channeling
Benefit: When you channel positive or negative energy, you may choose a number no higher than your effective class level for channeling energy. Either subtract that number from your save DC (to a minimum of 10), while adding it to your channeling damage roll, or add it to your save DC, while subtracting it from your channeling damage roll.

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The design process for the Heartwarder was a little more complicated. Where doomguides are specific to Kelemvor—who converts pretty easily to Pharasma—heartwarders are specific to Sune, who doesn’t cleanly map onto the pantheon of Golarion. Shelyn is the closest match, but sexuality is part of her purview as well, which Pathfinder gives wholly to Calistria.

But then I had a brainstorm: there’s a longstanding bit of lore that Shelyn, Sarenrae, and Desna are in a polyamorous relationship. I decided to use this as a jumping-off point for a prestige class that venerates all three goddesses together as a trinity—there's an official one in 2E called the Prismatic Ray, but I named mine the Triune Heart—and revolves around fostering love and happiness, particularly in regards to healthy relationships and sexuality. To that end, I changed out one class feature in particular that came off as running contrary to that (the Tears of Evergold supernatural power became a spell-like ability tied to Sarenrae due to consent issues with the potion of love effect), and added a code of conduct feature like a paladin’s.

The class is one of the more powerful ones in the original source, especially for Charisma-based spellcasters; the main mechanical balancing is the wizard-level hit die (now d6, up from d4 in the original). I also dropped the alignment requirement to “any Good” from Chaotic Good only, since two of the three deities in the trinity are Neutral Good.

HEARTWARDER

It is widely known among the faithful of Golarion that Desna, Sarenrae, and Shelyn are lovers. It was perhaps inevitable that a splinter cult would develop to venerate all of them at once. The Sodality of the Triune Heart was built to nurture and protect love, and lovers, in all its myriad forms, and worship the three goddesses together as a trinity. Those who follow this belief system are known as heartwarders.

The Sodality of the Triune Heart attempts to emulate the love that Desna, Shelyn, and Sarenrae have for one another. They celebrate each goddess’s high holy days in turn. They guard lovers who are under threat and work to smooth their way through the world.

Most heartwarders are clerics, cleric/bards, cleric/rogues, or cleric/sorcerers, although other class combinations, particularly those including enchanter, are not unknown. Paladins are even rarer among the heartwarders, and come almost exclusively from the knighthood of Shelyn and not Sarenrae, whose paladins tend to focus more on martial pursuits.

Heartwarders are relatively rare, and usually found in large cities in the company of the cultural elite. In public, most are active patrons of the arts, and all play the role of matchmaker for persons in all levels of society, as well as officiating weddings and counseling couples. Many are employed as artists, crafters, performers, or instructors. Those who teach instruct in such varied subjects as art, choral music, cosmetics, dance, deportment, etiquette, fashion, handiwork, instrumental music, and manners. A few travel the world to promote beauty and love, and adventure.

Heartwarder private ceremonies have been compared to Calistrian bacchanals but tend to be more subdued and discreet and resemble arts exhibitions. These ceremonies often do involve sex, but couples or groups of celebrants prefer to enjoy one another’s charms in private rooms or groves rather than in plain view for all to see. Like their divine patrons, heartwarders are almost always polyamorous and pansexual, but often select one lover in particular to be their primary consort.

Heartwarders are often closely allied with the kindlier followers of Calistria, particularly in the roles of protecting and healing prostitutes. However, heartwarders are forbidden to prostitute themselves—those who repeatedly violate this rule outside of extreme circumstances may lose their class features until an atonement spell can be cast—and are staunch opponents of the slave trade, making them natural allies of Andoren agents and missionaries.

REQUIREMENTS

  • Alignment: Any good.
  • Base Save Bonus: Ref +2.
  • Skills: Bluff 1 rank, Diplomacy 3 ranks.
  • Feats: Dodge, Mobility, Spell Focus (Enchantment).
  • Spells: Ability to cast 3rd-level spells.
  • Patron: Desna, Sarenrae, or Shelyn. The character’s patron deity changes to the Triune Heart (considered NG for the purposes of permitted spells and divine spellcasters and any Aura class feature) at 1st level.
  • Special: The character must be proficient with at least one of the starknife, glaive, or scimitar.

CLASS FEATURES

  • Hit Die: d6.
  • Weapon and Armor Proficiency: A heartwarder gains no weapon or armor proficiencies.
  • Class Skills: The class skills of a heartwarder (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Knowledge (religion) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
  • Skill Points at Each Level: 2 + Int modifier.
  • Good saves: Fort, Will (see Pathfinder RPG Conversion Guide p.15).
  • Base Attack Bonus: +0, +1, +2, +3, +3, +4, +5, +6, +6, +7.
  • Spells per Day/Spells Known: At each heartwarder level, the character gains new spells per day (and spells known, if applicable) as if they had also gained a level in a spellcasting class to which they belonged before adding the prestige class level. They do not, however, gain any other benefit a character of that class would have gained (improved uses of channel energy, metamagic or item creation feats, and so on). If the character had more than one spellcasting class before becoming a heartwarder, the player must decide to which class to add each heartwarder level for the purpose of determining spells per day and spells known.
    Divine spellcasters must select one of the three goddesses of the Triune Heart each month to grant their spells. If they change to a new patron and have the Domain or Inquisition class feature, they must check their selected domain(s) or inquisitions against the list of available domains, subdomains, or inquisitions of that goddess, and switch any unavailable ones to one granted by their new patron. This requires 1d20 hours of meditation and prayer.
  • Code of Conduct: A heartwarder must be of good alignment and loses all class features if they ever willingly commit an evil act. This functions as the paladin class feature of same name, but with the following tenets:
    -- A heartwarder is expected to promote and protect healthy relationships. This may take the form of providing matchmaking services, aiding lovers whose relationship has been forbidden by others, assisting gender-nonconforming persons in transitioning (such as crafting them an elixir of sex shifting), or helping someone escape an abusive relationship.
    -- A heartwarder may not turn a blind eye to abusive relationships, and engaging in abusive conduct themselves may lead to permanent loss of class features. Nor is a heartwarder permitted to engage in slavery of sapient beings of any kind.
    -- A heartwarder may never accept or offer sex for services or payment (exceptions can be made for offering sex as payment in extreme situations).
    -- Associates: While they may adventure with good or neutral allies, a heartwarder avoids working with evil characters or with anyone who consistently offends their moral code. Under exceptional circumstances, a heartwarder can ally with evil associates, but only to defeat what they believe to be a greater evil. A heartwarder should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should they feel it is doing more harm than good. A heartwarder may accept only henchmen, followers, or cohorts who are good-aligned.
  • Sarenrae’s Light (Sp): At 1st level, a heartwarder gains the ability to cast either daylight or searing light once per day as an oracle of their heartwarder level (that is, each day they may cast daylight once, or searing light once; they are not permanently locked to one or the other). This increases to twice per day at 5th level, and three times per day at 10th level.
  • Charisma Increase (Ex): As the heartwarder gains levels in this prestige class, they become increasingly more persuasive and attractive. At level 1 they gain a +1 inherent bonus to their Charisma score, and every other heartwarder level after that this bonus increases by +1 to a maximum of +5 inherent bonus at level 9.
  • Desna’s Voice (Ex): At 2nd level, a heartwarder evinces such passionate belief in whatever they do or say that they can sway the thoughts of the most rigid critic. This ability translates into a +2 bonus on all Charisma-based skill checks.
  • Bonus Teamwork Feat: The heartwarder recognizes that love is not a solitary pursuit, nor does beauty have value without eyes to appreciate it, and even the freedom of the open road is better enjoyed with companions. The heartwarder gains a bonus teamwork feat at 3rd, 6th, and 9th levels. They must still meet all relevant prerequisites.
  • Shelyn’s Kiss (Su): At 4th level, a heartwarder’s kiss confers a state of bliss upon its recipient, conferring a +2 morale bonus on attacks, weapon damage, checks, and saves. Moreover, it temporarily suspends the effects of exhaustion, fatigue, and nausea. An enraptured recipient receives a +2 saving throw bonus against enchantment spells and effects. This ability lasts 5 rounds, and can be used a number of times per day equal to their Charisma bonus. The one downside to a heartwarder’s kiss is that it also has the effect of a daze spell upon the recipient (the normal saving throw applies) as if cast by a sorcerer of heartwarder’s caster level.
  • Song of the Trinity (Su): At 7th level, a heartwarder’s voice is so enticing that they weaken the ability of opponents to resist their spells. They gain the Greater Spell Focus (Enchantment) and Spell Penetration feats, but they only apply to spells with a verbal component (and are not altered with the Silent Spell feat).
  • Fey Metamorphosis: At 10th level, a heartwarder is so attuned to the forces of natural beauty that they transcend mortal definitions of beauty. Their type changes to “fey,” which means, among other things, that they are no longer affected by spells that specifically target humanoids, such as charm person.