Well, this series on sex in D&D has so far covered romance (ho hum), and wemics (huh?), but how about the explicit content you've been waiting for -- tips that you can use for practical purposes? That's right, it's time for hardcore, meaty, bang-up, balls-to-the-walls ... Dungeons and Dragons game rules!
In addition to these Wold rules, here are three other domains based on love. You might have to search the page for the domain you seek.
But all of these have an idea in common -- influencing others, with the idea of making them fall in love. But what about those who are already in love? What is there for lovers?
Many couples who want to express their commitment do so by getting married; in a fantasy world, it is possible to go even further. Lovers (when capitalized, meaning those who take this prestige class) are married couples whose devotion is so strong that their bond is supernaturally reinforced. These Lovers act as one, sharing everything, so that their differences complement each other, and their combined abilities are potent indeed. However, they depend on each other, and and have special vulnerabilities as well.
Lovers can come from any class or race, but they have the experience in the World to know the value of a committed relationship. But most of all, they have each other -- a person can take this prestige class only if his or her spouse takes the prestige class at the same time.
As NPCs, Lovers are often advocates for true love and marriage. They are matchmakers and romantics, and they often go out of their way to help other (lower case) lovers.
Hit die: d8
- Base Attack Bonus: +4
- Saves: Base Will Save +3
- Feat: Negotiator
- Skills: Sense Motive 4 ranks, Diplomacy 4 ranks, Bluff 4 ranks
- Special: Must be in a dedicated relationship, and spouse must also take the Lovers prestige class.
.5....+3......+4.....+1.....+4.....Imbue with Skills
.8....+6......+6.....+2.....+6.....Imbue with Spells
Restrictions: (1) For every full day that passes in which you do not touch your Lover, you suffer a point of Constitution damage that cannot be cured by mundane healing nor by any mortal magic. When your Constitution is reduced to zero, you die of a broken heart. (2) If you ever willingly betray your lover or cause him or her malicious harm, both you and your lover lose all Lover class levels permanently. (3) Due to the exclusive nature of your bond, you may not have a familiar, animal companion, or special Paladin's mount; if you had one before becoming a Lover, you may dismiss it without penalty. And (4) your Lover level and your spouse's Lover level must be equal; you must both level up at the same time.
Class Skills: Appraise (Int), Bluff (Chr), Concentration (Con), Craft (Int), Diplomacy (Chr), Gather Information (Chr), Hide (Dex), Knowledge (All) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex).
Skill Points per level: 4 + Int modifier
Weapon & Armor Proficiencies: Lovers are proficient with light armor and simple weapons.
Spells: Beginning at 1st level, a Lover gains the ability to cast a number of arcane spells. To cast a spell, a Lover must have a Charisma score of at least 10 + the spellís level, so a Lover with an Charisma of 10 or lower cannot cast these spells. Lover bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + Lover's Charisma bonus. Lovers learn new spells and cast spells just as Wizards do, but a pair of Lovers starts with just one shared spell book, called a manual, with two first level Lover spells. Two Lovers can read and use each other's manuals freely, and can create copies of their manuals just as wizards can make copies of their spell books. Also, like a Bard, you can cast Lover spells in light armor with no chance of spell failure.
Table: Lover Spells
Lover Spell List
Note: *When cast by a Lover, these spells can only affect the Lover or spouse.
- First: Cure Light Wounds*, Detect Magic, Expeditious Retreat, Feather Fall, Helping Hand*, Read Magic, Sanctuary*, Shield Other*, Status, Unseen Servant
- Second: Calm Emotions, Cure Moderate Wounds*, Eagle's Splendor, Find Traps, Hold Person, Make Whole, Rope Trick, Sending*, Zone of Truth
- Third: Create Food and Water, Cure Serious Wounds*, Dispel Magic, Heroism*, Nondetection*, Phantom Steed, Scrying, Tiny Hut
- Fourth: Break Enchantment*, Cure Critical Wounds*, Dominate Person, Hold Monster, Refuge*, Secure Shelter, Shout
Devoted Link: You and your spouse share an empathic link, just like a mage and familiar, that allows you to communicate emotions and share spells.
Spousal Code: You gain a bonus equal to twice your Lover level when using your Bluff skill to Deliver a Secret Message to your spouse.
Aid Spouse: When using the Aid Another action to help your spouse with a skill attempt or in combat, the bonus is doubled to +4. Also, the Aid Another bonus to attack or to armor class lasts for a full round, not just for a single attack.
Co-Cast: If one Lover uses the Ready action to cast the same spell as his or her spouse at the same time, then both spells use the combined caster level of the two spouses, and any spell DC gains a +2 bonus. For example, two fourth level Lovers cast Hold Person at the same time. The caster level of the two spells is 4+4 = 8, and the save DC for both spells is boosted by 2.
Imbue with Skills: You can lend ranks to your spouse as a free action on your turn. Ranks you lend are not available to you, and they do not stack with your spouse's ranks. You can only lend ranks from one skill at a time. For example, If you have 10 ranks in Hide, you can lend your spouse from 1 to 10 of those ranks. You might lend 4 to your spouse and keep 6 for yourself. If the spouse had three ranks in Hide already, those three do not stack with ranks you lend.
Back-To-Back: If you and your spouse are within five feet, you cannot be surprised, flanked, or sneak attacked. If you are fighting defensively or using the total defense action, your spouse gains the benefits as well.
Steadfast Heart: You are immune to all Charm and Compulsion spells, spell-like abilities, and supernatural effects except for those created by your spouse.
Imbue with Spells: You can grant your spouse the ability to cast any one spell that you can cast. While your spouse is imbued with that spell, it is not available to you. Use your caster level, relevant feats, and ability scores to determine the spell's effects and DC. You can imbue your spouse with a spell as a spell-like ability that requires a standard action; you can do so at will, but your spouse can be imbued with only one spell at given time.
Spousal Telepathy: Your Devoted Link strengthens, so that you can communicate with your spouse with telepathy over any distance. You can also Scry your spouse as a high level mage can scry a familiar, once per day.
Double Team: If you and your spouse are flanking an opponent, then the flanking bonus to attack is doubled to +4, and you gain the ability to sneak attack the opponent for 1d6 extra damage. This is just like a rogue's sneak attack, and the +1d6 sneak attack damage stacks with other sneak attack damage dice.