Love Princess (3.5e Class)

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Love Princess[edit]

Love Princes is through and through an enchantment specialist. All of her abilities focus on this one spell school. She is the epitome of enchantment, at the cost of most everything else. As she progresses, she becomes both more social, and more manipulative, bending others will to her own on a whim.

Making a Love Princess[edit]

Love Princess are the symbol of love, beauty, pleasure, and procreation. A Love Princess shines most brightly in more subtle settings, either in infiltration, or simply gathering knowledge she shouldn't have. Where many mages have issues socially, it is a devoted enchanter's home field.

Abilities: Charisma is most important for the Princess, as it allows her to cast spells and increases the difficulty to resist them, and it aids her in social settings, as well as providing non-magical ways to accomplish her goals. Wisdom is less useful, but still helpful to avoid making simple mistakes. Dexterity and constitution are only slightly useful, as the Princess shouldn't be directly facing opponents in the first place. Strength is the least useful attribute for the Princess, who will be manipulating others to do the jobs that's require strength.

Races: Most any race would do.

Alignment: Any good

Starting Gold: 4d4×10 gp (average: 100 gp).

Starting Age:Any.


Table: The Sorcerer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Bonus Feats, Summon Familiar, Beautiful+1, Attractive 5 3
2nd +1 +0 +0 +3 6 4
3rd +1 +1 +1 +3 Love Protection 6 5 2
4th +2 +1 +1 +4 Beaytiful+2 6 6 3
5th +2 +1 +1 +4 Bonus Feats, Enchantment Specialization 2 6 6 4 2
6th +3 +2 +2 +5 Charming Wit, Beaytiful+3 6 6 5 3
7th +3 +2 +2 +5 6 6 6 4 2
8th +4 +2 +2 +6 Beaytiful+4 6 6 6 5 3
9th +4 +3 +3 +6 6 6 6 6 4
10th +5 +3 +3 +7 Beaytiful+5 Enchantment Specialization 3 6 6 6 6 5 3
11th +5 +3 +3 +7 6 6 6 6 6 4
12th +6/+1 +4 +4 +8 Beaytiful+6 6 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 Love Resistance 6 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 Beaytiful+7 6 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 Enchantment Specialization 4 6 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 Beaytiful+8 6 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 Beaytiful+9 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Beaytiful+10, Enchantment Specialization 5 6 6 6 6 6 6 6 6 6 6

Skill points per level: Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (All, chosen individually), Perform (Cha), Sense Motive (Wis), Spellcraft (Int), Tumble (Dex)

Class Features[edit]

Weapon and Armor Proficiency: Love Princess are proficient with simple weapon, but not with any type of armor or shield.


Spells: A Love Princess casts arcane spells which are drawn from the Love Princess spell list.

To cast a spell, the Princess must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a enchanter’s spell is 10 + the spell level + the wizard’s Charisma modifier.

Like other spellcasters, a Love Princess can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Love Princess. In addition, she receives bonus spells per day if she has a high Charisma score.

Familiar: A Princess can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The Princess chooses the kind of familiar he gets. As the princess advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the princess, the princess must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a princess’ experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Consitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Beautiful: A Love Princess' know how to move, speak and make every single breath a come on. They know cosmetics and perfumes and they know how to dress the best way for how they look. At 1st level the Love Princess gains a +1 inherent bonus to thesis Charisma and the character appereance is enhanced, this bonus increase to +2 at level 4, +3 at level 6, +4 at level 8, +5 at level 10, +6 at level 12, +7 at level 14, +8 at level 16, +9 at level 18 and +10 at level 20. Additionally the Character receives a +2 bonus to any Charisma-based rolls; this bonus will increase to +4 at level 6, +6 at level 12.

Attractive: The attractive power of the Love Princes is so strong that woman forget their husbands, kings forget their queens and clerics forget their gods. If a Love Princes sets their sights on someone they can almost always get them regardless of age, preference or vow. They only thing that will stand in their way is physical incapacity or death. Given sufficient time the Princes should be allowe to seduce anyone. The subject of the Princes attentions must make a Will save (DC 10 + Princes level + Charisma modifier) every hour that they are in contact with the Princess.

Bonus Feats: At 1st, 5th, 10th, 15th, and 20th level, a Princess gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The Princess must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The Princess is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

Love Protection: At level 3, when unarmored a Love Princess may add his CHA modifier to AC (as a deflection bonus) and to all his saves.

Enchantment Specialization: At level 5 all Enchantment spells you cast may be improved by the effects of the Heighten Spell metamagic feat, treating them as spells 2 levels higher (for the purpose of overcoming spell resistance and Will saves). Spells cast in this way do not use up a spell slot higher than they normally would. The bonus will increase at level 10, at level 15 and t level 20.

Charming Wit: Love Princess can use their charm to remain aware. Starting at level 6, Princess can use their Charisma modifier on Spot, Listen, Search and Seanse Motive skill checks instead of the normal ability score.

Love Resistance: :At 13th level you gain DR -15/evil and DR -10 against any type of energy.

0—Cure Minor Wounds, Resistance, Virtue, Message, Guidance, Amanuensis, Arcane Mark, Disrupt undead, Mage Hand, Detect Magic, Detect poison, Flare, Mending, Purify food and drink, Read Magic, Virtue. Light, Dancing Lights, Ghost Sound, Prestidigitation

1st—Alarm, Animate Rope, Bless, Bless Water, Cure Light Wounds, Detect Evil, Charm Person, Identify, Hypnotism, Obscuring Mist, Erase, Expeditious Retreat, Feather Fall, Identify, Grease, Mage Armor, Magic Weapon, Magic Missile, Remove Fear, Resurgence (SpC), Shield, Sleep, Sanctuary.

2nd—Aid, Bear's Endurance, Blast of Force (SpC), Blur, Bull's Strength, Calm Emotions, Cat’s Grace, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Daze Monster, Hideous Laughter, Touch of Idiocy, Invisibility, Fox's Cunning, Hold Person, Levitate, Lesser Restoration, Owl's Wisdom, Remove Paralysis, Resist Energy, See Invisibility, Spider Climb, Suggestion, Whispering Wind.

3rd—Arcane Sight, Chain Missile (SpC), Clairaudience/Clairvoyance, Create Food and Water, Cure Serious Wounds, Displacement, Daylight, Dispel Magic, Fly, Greater Mage Armor, Hold Person, Magic Circle against Evil, Prayer, Protection from Energy, Remove Curse, Remove Disease, Searing Light Tongues.

4th—Arcane Eye, Backlash (SpC), Break Enchantment, Charme Monster, Cure Critical Wounds, Confusion, Dimension Door, Divination, Divine Power, Discern Lies, Force Missiles (SpC), Forcewave (SpC), Lesser Geas, Locate Creature, Minor Creation, Resilient Sphere, Restoration, Leomund's Secure Shelter, Sending, Thunderlance, Tongues.

5th—Break Enchantment, Dispel Evil, Bigby's Interposing Hand, Dominate Person, Greater Command, Lucent Lance (SpC), Mass Cure Light Wounds, Mordenkainen’s Private Sanctum, Hold Monster, Overland Flight, Permanency, Revivify, Raise Dead, Sending, Telekinesis, Teleport, True Seeing, Zone of Respite, Zone of Revelation.

6th—Antimagic Field, Bolt of Glory (SpC), Contingency, Mass Bear's Endurance, Guards and Wards, Greater Heroism, Mass Bull's Strength, Mass Cure Moderate Wounds, Greater Dispel Magic, Contingency, Mass Eagle's Splendor, Bigby's Forceful Hand, Geas/Quest, Mass Fox's Cunning, Heal, Hardening, Heroes' Feast, Mass Owl's Wisdom, Undeath to Death.

7th— Antimagic Ray, Blind, Energy Immunity, Forcecage, Greater Arcane Sight, Power Word, Greater Teleport, Holy Word, Mass Cure Serious Wounds, Mordenkainen's Magnificent Mansion, Mass Hold Person, Power Word, Resurrection, Refuge, Spell Turning.

8th—Antimagic Field, Cloak of Chaos, Dimensional Lock, Holy Aura, Mass Cure Critical Wounds, Mind Blank, Moment of Prescience, Protection from Spells, Power Word Stun, Protection from Spells, Temporal Stasis

9th—Absorption (SpC), Mass Heal, Miracle, True Resurrection, Freedom, Mordenkainen's Disjunction, Foresight, Power Word Kill, Teleportation Circle.

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