Heartwarder (Campaign Class)

Prime Requisite: WIS and CHA
Requirements: CHA 11
Hit Dice: 1d6
Maximum Level: 14

Heartwarders are the religious order of Sune Firehair, the Lady of Love, and of her servants Lliira Our Lady of Joy and Sharess the Dancing Lady. They are devoted to the ideals of beauty and love, which they see as far from trivial: to champion beauty is to oppose evil and ruin, and most especially the Demon Princes that would corrupt it. Through Lliira and Sharess, they also worship joy, celebration, dance, hedonism, and sensuality. Sune's faithful see all of these as positive powers of life, creation, and good, and strive to make all lives more pleasurable.

Heartwarders advance in attack throws and saving throws by two points every four levels of experience. At first level, heartwarders hit an unarmored foe (AC 0) with an attack throw of 10+. They are trained to fight using bolas, clubs, daggers, darts, nets, saps, staffs, and whips, and can fight with a weapon in each hand or wielding a weapon two-handed. They can wear armor up to leather. Heartwarders can use magic items usable by clerics.

Starting at 2nd level (Aesthete), heartwarders may cast divine spells, as standard clerics. They cannot turn undead. When a heartwarder reaches 5th level (Heartwarder), he may begin to research spells, scribe scrolls, and brew potions as a cleric. At 9th level (Mistress of Revels), he is able to create more powerful magic items such as weapons, rings, and staffs. At 11th level, a heartwarder may learn and cast rituals spells of great power (6th and 7th level), and craft magical constructs such as golems and animated statues.

Heartwarders are bound to a code of conduct: they must protect beauty and foster love, never ruin beautiful thing, treat their own body as a temple, and oppose the corruption of beauty and sensuality. They may not be Chaotic.

Heartwarders are alluring, both physically and in manner, and receive a +2 bonus on all reaction rolls when they attempt to parley with intelligent characters.

Starting at 3rd level (Joydancer), a heartwarder can provoke the passions of an intelligent creature that is potentially attracted to them. Provoking the passions of a creature requires one round (10 seconds), during which time the heartwarder must remain stationary and take no other action (but may e.g. dance, flirt, etc.). A creature must be within 30' of the character and able to both see and hear them in order to be the target of provocation. The targeted creature must make a saving throw versus Spells. The Judge may grant bonuses or penalties to the saving throw depending on circumstances, the temperament of the creature, and its training or familiarity with the heartwarder. If the save succeeds, the creature is not provoked. If the save fails, the creature is provoked for 1d4 rounds plus 1 round per level of the heartwarder. The effect depends on the creature's current reaction to the heartwarder. A hostile creature will become enraged, attacking the heartwarder in preference to all others without regard for its own safety for the duration of the provocation. An unfriendly creature will become hostile, seeking to verbally or physically harass the heartwarder for the duration. A neutral creature will become distracted, ignoring other duties or activities to pay attention to the heartwarder for the duration. An indifferent creature will become friendly, seeking to assist the heartwarder for the duration. A friendly creature will become enamored, helping the heartwarder as if charmed for the duration of the provocation. If the heartwarder or one of their allies attacks a creature while it is provoked, it immediately becomes enraged.

Starting at 5th level (Heartwarder), heartwarders can perceive intentions, and always know the exact reaction result (Hostile, Unfriendly, etc.) of creatures they interact with, even if they attempt to lie or conceal their reactions. Creatures with CHA greater than the character's WIS are immune to this power (and the heartwarder will know they are immune).

Starting at 6th level (Firehair), heartwarders are supernaturally charming, and receive a +2 bonus to reaction rolls with anyone who is potentially attracted to them. If this bonus results in a total of 12 or more, the subjects act as if charmed while in the heartwarder's presence. Creatures with CHA greater than the character's WIS are immune to this power (and the heartwarder will know they are immune).

Starting at 7th level (Silkwhisper), heartwarders possess a flawless form: they are immune to all forms of disease, including magical diseases caused by spells, mummies, or lycanthropes.

Starting at 8th level (Prioress), heartwarders possess an immaculate body, becoming ageless and enjoying a lifespan three times longer than normal. They are also immune to ghoul paralysis.

Upon attaining 9th level (Mistress of Revels), a heartwarder may establish or build a fortified church. So long as the heartwarder is currently in favor with his faith, he may buy or build his fortified church at half the normal price due to the help of fervent worshippers. Once a fortified church is established, the heartwarder's reputation will spread and he will attract 5d6×10 0th level soldiers armed with various weapons, plus another 1d6 heartwarders of 1st – 3rd level of the same religion to serve the order. They are completely loyal (morale +4). While in the heartwarder's service, his followers must be provided food and lodging, but need not be paid wages. The Judge determines which proportions of followers are archers, infantry, etc. Additional rules for fortified churches are detailed in the Campaign chapter.

Heartwarder Proficiency List: Acrobatics, Apostasy, Art, Battle Magic, Beast Friendship, Bribery, Command, Contemplation, Contortionism, Disguise, Divine Blessing, Eavesdropping, Healing, Illusion Resistance, Knowledge, Language, Laying on Hands, Leadership, Lip Reading, Loremastery, Magical Engineering, Magical Music, Martial Training, Performance, Quiet Magic, Swashbuckling, Theology, Weapon Finesse

Heartwarder Level Progression

Spell Progression
Experience Title Level Hit Dice 1 2 3 4 5
0 Celebrant 1 1d6
1,500 Aesthete 2 2d6 1
3,000 Joydancer 3 3d6 2
6,000 Joybringer 4 4d6 2 1
12,000 Heartwarder 5 5d6 2 2
24,000 Firehair 6 6d6 2 2 1 1
50,000 Silkwhisper 7 7d6 2 2 2 1 1
100,000 Prioress 8 8d6 3 3 2 2 1
200,000 Mistress of Revels 9 9d6 3 3 3 2 2
300,000 Mistress of Revels, 10th level 10 9d6+1* 4 4 3 3 2
400,000 Mistress of Revels, 11th level 11 9d6+2* 4 4 4 3 3
500,000 Mistress of Revels, 12th level 12 9d6+3* 5 5 4 4 3
600,000 Mistress of Revels, 13th level 13 9d6+4* 5 5 5 4 3
700,000 Ruby Rose 14 9d6+5* 5 5 5 5 4
* Hit point modifiers from Constitution are ignored

Heartwarder (Cleric) Attack and Saving Throws

Level Petrification & Paralysis Poison & Death Blast & Breath Staff & Wands Spells Attack Throw
1–2 13+ 10+ 16+ 13+ 15+ 10+
3–4 12+ 9+ 15+ 12+ 14+ 9+
5–6 11+ 8+ 14+ 11+ 13+ 8+
7–8 10+ 7+ 13+ 10+ 12+ 7+
9–10 9+ 6+ 12+ 9+ 11+ 6+
11–12 8+ 5+ 11+ 8+ 10+ 5+
13–14 7+ 4+ 10+ 7+ 9+ 4+

Heartwarder Divine Spell List

First Level Divine Spells
1Angelic Choir PC
2Command Word
3Cure Light Wounds *
4Detect Magic
5Fellowship
6Light *
7Protection from Evil *
8Purify Food and Water
9Salving Rest PC
10Sanctuary
Second Level Divine Spells
1Augury
2Bless *
3Cure Moderate Wounds * PC
4Detect Charm * PC
5Enthrall PC
6Hold Person
7Shimmer
8Silence 15' radius
9Speak with Animals
10Ventriloquism
Third Level Divine Spells
1Alter Self PC
2Charm Person
3Continual Light *
4Cure Blindness
5Cure Disease *
6Cure Major Wounds * PC
7Glitterdust PC
8Glyph of Warding
9Locate Object
10Remove Curse *
Fourth Level Divine Spells
1Create Water
2Cure Serious Wounds *
3Dispel Magic
4Divination
5Neutralize Poison *
6Protection from Evil, Sustained *
7Smite Undead *
8Speak with Plants
9Sticks to Snakes
10Tongues *
Fifth Level Divine Spells
1Atonement
2Charm Monster
3Commune
4Create Food
5Cure Critical Wounds * PC
6Dispel Evil
7Quest
8Restore Life and Limb *
9Strength of Mind *
10True Seeing
* Reversible spell
PC Spell found in the Player's Companion