TEXT: Errata Edition 2 
   
  
   
  
  Errata Edition 2
   
  
  Chapter One: Love’s Blessed
  Table of Contents
  Introduction.......................................3
  Chapter One: Love’s Blessed...................4
  	
  The	Sister	of	Rapture....................4
  Chapter Two: Love’s Chosen.................10
  	
  Inamorare................................10
  	
  Patron	Mother.............................12
  	
  Spellswinger	...............................15
  	
  Stormsister	..................................17
  Chapter Three: Love’s Method..............18
  	
  Skills.........................................20
  	
  Feats	...........................................21
  	
  Carnal	Domain............................23
  	
  Spells........................................23
  	
  Magic	Items................................26
  Chapter Four: Love’s Divinity..............30
  	
  Aphrodite....................................31
  	
  Isis..............................................32
  	
  Freya...........................................34
  	
  Other	Love	Goddesses.................35
  	
  Parvati.........................................35
  Chapter Five: Love’s Order...................36
  	
  Apprentice..................................37
  	
  Honored	Sister............................37
  	
  Divine	Sister...............................38
  	
  Honored	Mother.........................38
  	
  Divine	Mother.............................39
  	
  The	Sacred	Council....................39
  	
  Oversister...................................39
  	
  Overmother................................39
  Chapter Six: Love’s Relations..............40
  	
  Archon,	Passion..........................41
  	
  Beloved......................................42
  	
  Congress	of	the	Wolf...................44
  	
  Demon,	Lileetha	.........................47
  	
  Half-Nymph..............................48
  	
  Huldra........................................50
  	
  Ooze,	Pleasure............................52
  	
  Venus	 Mantrap..........................53
  Appendix 1:Who’s	Who........................56
  Appendix 2:	Modern	Rapturous.............62
  Credits
  Design & Development: T.Catt
  Graphics, Layout & Art Direction:	T.Catt
  Editing:	Carl	Bowen
  System Consultant:	Chris	G.
  Errata Consultant: Shane	O’Connor
  Interior Illustration:	Anthony	Carpenter,	Thom	Chiaramonte,	JPo,
  Matthew	Manard,	Miravi,	Oni,	Sean	Parnell,	Terry	Pavlet,	T.Catt
  Cover Art and Design: T.Catt
  Character Sheet Provided by Arcane-Marks.com
  Internet Contributors: Ingo	Lattek,	Lord_Foulcault, Lurker	Bob,	Q99,	James	Stubbs
  Special thanks	to	the	members	of	the	CHCC,	EAW	and	EroticRPG	internet	communities.
  Product Identity:	The	following	items	are	hereby	designated	as	Product	Identity	in	accordance	with	Section	1	of	the	Open	Gaming	Licence,	version	
  1.0a,	section	e:	Any	and	all	Fantastic	Gallery	logos	and	trade	dress;	any	and	all	logos	and	trade	dress	related	to	T.Catt	and	the	Sisters	of	Rapture;	any	
  specific	characters,	monsters,	creatures	and	places;	original	names	of	places,	artifacts,	characters,	races,	creatures,	geographic	locations,	magic	items,	
  organizations,	feats,	powers	and	abilities;	unique	thematic	elements;	all	artwork,	symbols,	designs,	depictions,	illustrations,	likenesses,	poses,	logos	
  symbols	or	graphic	designs.		The	above	Product	Identity	is	not	Open	Game	Content.
  The Sisters of Rapture	is	©2008-2011	by	T.Catt.		Published	by	Fantastic	Gallery,	All	rights	reserved.
  Any	reference	to	other	copyrighted	material	in	no	way	constitutes	a	challenge	of	the	copyright.		The	T.Catt	sigil,	
  the	Sisters	of	Rapture	logo,	emblem	and	all	related	graphics	are	a	trademark	of	T.Catt.		The	Fantastic	Gallery	
  OGL	logo	is	a	trademark	of	the	owners	of	Arcane•Marks:	The	Gallery	Fantastic	and	is	used	with	permission.
  The	following	material	is	designated	as	Open	Game	Content:	all	classes,	prestige	classes,	abilities,	powers,	skills,	
  feats,	spells,	magic-items	and	monsters,	excluding	proper	names	of	characters,	organizations,	creatures,	settings	
  or	places.		No	other	material	is	to	be	consider	Open	Gaming	Content.
  Email:	tcatt@comcast.net.		Free	supplemental	material	may	be	found	at	www.arcane-marks.com/rapture.html
  Stock	#	FG0108
  2
   
  
  Since the dawn of civilization, poets have spoken of the 
  power of love. To most, their words are entertaining or inspiring. 
  To the Sisters of Rapture, the concept of love’s power is literal 
  truth. Love is a divine state worthy of all effort to preserve and 
  promote. To love, to be loved and to perform the act of love 
  is to touch the divine graces of the deities themselves. For the 
  Rapturous, love is more than a simple idea or frame of mind. 
  Love is the ultimate obtainable state of being. They devote their 
  lives to serving it and the goddesses who embody it.
   
  The Sisters of Rapture compose a close-knit 
  organization of warrior-priestesses, dedicated to preserving 
  and protecting the ideals of the various goddesses of love, 
  beauty, sex, passion and other related concepts. They spend 
  their lives in constant pursuit of love and pleasure, doing 
  battle against those who would deny it to others—the cruel, 
  the wasteful, and the spiritually ugly. They are champions of 
  sexual purity and feminine empowerment, as dangerously 
  powerful as they are stunningly beautiful.
  How to Use This Book
  This book is intended for mature readers and roleplayers 
  interested in introducing adult-oriented, sexual themes into 
  their D&D™ campaigns. While it deals with love and sex 
  as tools of worship and spiritual enlightenment, as well as 
  weapons of war, it must be understood that this work is all done 
  in fun. It’s fiction, pure and simple, albeit based on figures from 
  real-world mythology and ancient stories. To anyone offended 
  by the material in this book, we offer this advice: Get over it. 
  It’s just sex.
   
  This book is intended for players and gamemasters 
  alike, though we recommend that players skip Chapter Six: 
  Love’s Relations, which is intended for the GM alone.
  Inspirational Source Material
  Many sources inspired the creation of this class and the 
  subsequent writing of this book, but we cannot deny that the 
  main source of inspiration was fantasy art and the prevalence 
  of beautiful, scantily clad women therein. As such, we 
  recommend viewing these artists’ work for inspiration for your 
  Rapturous characters:
  •	
  Luis Royo. The women in his works always manage to 
  retain a sense of strength and beauty, even surrounded 
  by the most squalid or violent of environments. Specific 
  books include Secrets, Dreams, Visions and Prohibited 
  Books I, II & III. His website is www.luisroyo.com.
  •	
  Masamune Shirow. Arguably one of the most 
  popular manga artists of all time, Shirow specializes 
  in illustrations of amazingly cute young women 
  dressed in unapologetically revealing outfits (and 
  usually ready to kick someone’s ass). All three of 
  his art books, all titled Intron Depot, are great for 
  inspiration, but only the second one, Intron Depot 
  2: Blades deals specifically with figures in a fantasy 
  setting.
  •	
  Boris Vallejo. No one can deny Vallejo’s mastery of 
  the craft or ignore his near legendary status in the 
  industry. When it comes to the chain mail bikini, 
  Vallejo is king. Specific books include Mirage and 
  Dreams. He shares a website with fellow fantasy artist 
  Julie Bell at www.imaginistix.com.
  •	
  Clyde Caldwell. Caldwell is one of the old school 
  AD&D™ illustrators. His work often includes bare-
  breasted warrior-women, any one of whom would 
  make a good Sister of Rapture. His book, The Art 
  of Clyde Caldwell has some great examples in it. His 
  official website is www.clydecaldwell.com.
  •	
  Joseph Michael Linsner. The creator of the popular 
  comic book, Cry For Dawn, Linsner has become a fan 
  favorite because of his ability to draw wonderfully 
  curvy women and his willingness to draw them nude. 
  His book, The Art of Joseph Michael Linsner, primarily 
  comprises illustrations of his signature character, 
  Dawn, but the spirit of the paintings is spot-on for 
  Sisters of Rapture. You can find him online at www.
  linsner.com.
  Other Sources
  In addition to the three core D&D™ rulebooks, we also 
  recommend the following game manuals for supplemental 
  use with this book:
   
  Deities & Demigods, The Book of Vile Darkness, The Book 
  of Exalted Deeds, Complete Divine, Complete Warrior, published 
  by Wizards of the Coast.
   
  The Book of Erotic Fantasy, published by the Valar 
  Project, Inc.
  Introduction
  Hail, sweetly winning, coy-eyed goddess! Grant that I may 
  gain the victory in this contest, and order you my song.
   
   
   
  —Homeric Hymn IV, To Aphrodite, II. 19–21
  3
   
  
  Chapter One: Love’s Blessed
  The Sisters of Rapture (SoR) are warrior-priestesses 
  dedicated to the service of love goddesses and their churches. 
  Any female volunteer from any humanoid PC race may 
  become a Sister of Rapture, although most novitiates are 
  adolescents introduced to the Sisterhood by older members. 
  As such, the starting age for a first-level human SoR is (12 
  +1d4) years. For longer-lived nonhuman races, subtract five 
  from the starting age listed in the Core Rulebook I and add 1d4. 
  Critics have often chastised the Rapturous for indoctrinating 
  girls at so young an age, but the Sisters do so only in order to 
  properly shape novitiates’ sexuality at their most crucial stage 
  of development. SoR novitiates are always volunteers and are 
  never prepubescent.
   
  The Sisters of Rapture are very sexual, sensuous 
  creatures. They exist to spread pleasure and love throughout 
  the world in the name of their patron goddesses and do so 
  with abandon. Most of them are bisexual, seeing no difference 
  between the love of a woman for a woman and the love of a 
  woman for a man. For the Rapturous, love knows no gender 
  or race and has no intrinsic boundaries. Love is divine and sex 
  is a celebration of love’s divinity. Sisters of Rapture are not, 
  however, promiscuous sluts willing to jump into bed with 
  Chapter One: Love’s Blessed
  So soon as ever I saw you with my eyes, goddess, I knew that you were divine; but you did not tell me truly. 
  Yet by Zeus who holds the aegis I beseech you, leave me not to lead a palsied life among men, but have pity on 
  me; for he who lies with a deathless goddess is no hale man afterwards. 
   
   
   
   
   
   
   
  —Homeric Hymn to Aphrodite
  4
   
  
  Chapter One: Love’s Blessed
  just anyone. They’re always selective and always make sure 
  their partners understand that the act is as much a religious 
  experience as a pleasurable one.
   
  Alignment: The SoR must be good or neutral, 
  according to her patron deity’s alignment.
   
  Religion: While they generally are not clerics, religion 
  and religious ceremony plays an important part in the lives of 
  the Sisters of Rapture. Every Sister must pledge herself to the 
  service of one good- or neutral-aligned goddess (never a god) 
  of love, beauty, fertility, lust, marriage or other similar theme. 
  Most Sisters choose from among the common pantheons of 
  the culture and setting in which they were raised, though 
  that’s only a matter of exposure and convenience. The most 
  common goddesses chosen as patrons (outside of setting-
  specific pantheons) are Aphrodite (Olympian pantheon), Isis 
  (Pharaonic pantheon) and Freya (Asgardian pantheon). The 
  Sisters refer to these three deities as the “Trinity of Love,” 
  and their worshipers make up the majority of the Sisterhood. 
  Ultimately, the GM must decide which goddesses are available 
  in the campaign prior to anyone taking levels in this class.
   
  Background: All SoR are women. No males may 
  gain levels in this class. To be eligible for membership in the 
  Sisterhood, a girl must be of a humanoid race, at least 13 years 
  of age (human equivalent) and have experienced her first 
  menstrual cycle (if that process is appropriate to the race). 
  Since the SoR put such a strong emphasis on Charisma, the 
  most common races found within their sect are humans, elves 
  and half-elves. Aasimar Rapturous are not unheard of, but 
  they tend to be as rare in the Sisterhood as the race itself is in 
  general.
   
  Hit Dice: d8
   
  Starting Wealth: 4d6 x 10 gp.
   
  Class Skills (* indicates a new skill): Bluff (Cha), 
  Concentration (Con), Diplomacy (Cha), Disguise (Cha), 
  Gather Information (Cha), Heal (Wis), Knowledge (arcana) 
  (Int), Knowledge (carnal)* (Int), Knowledge (local) (Int), 
  Knowledge (nobility and royalty) (Int), Knowledge (religion) 
  (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), 
  Spellcraft (Int)
   
  Skill Points at 1st level: (2 + Int modifier) x 4
   
  Skill Points Each Addition Level: 2 + Int modifier
  Table 1: The Sister of Rapture   
   
   
   
   
        Spells Per Day
  Level
  Attack Bonus
  Fort
  Reflex
  Will
  Special
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1
  +0
  +2
   +0
  +2
  Divine Health, Carnal 
  Spells, Distracting 
  Beauty 
  5
  3
  -
  -
  -
  -
  -
  -
  -
  -
  2
  +1
  +3
   +0
  +3
  Kiss of Power 1
  6
  4
  -
  -
  -
  -
  -
  -
  -
  -
  3
  +2
  +3
   +1
  +3
  6
  5
  -
  -
  -
  -
  -
  -
  -
  -
  4
  +3
  +4
   +1
  +4
  Love’s Blessing
  6
  6
  3
  -
  -
  -
  -
  -
  -
  -
  5
  +3
  +4
   +1
  +4
  6
  6
  4
  -
  -
  -
  -
  -
  -
  -
  6
  +4
  +5
   +2
  +5
  Kiss of Power 2
  6
  6
  5
  3
  -
  -
  -
  -
  -
  -
  7
  +5
  +5
   +2
  +5
  6
  6
  6
  4
  -
  -
  -
  -
  -
  -
  8
  +6/+1
  +6
   +2
  +6
  Sisterhood
  6
  6
  6
  5
  3
  -
  -
  -
  -
  -
  9
  +6/+1
  +6
   +3
  +6
  6
  6
  6
  6
  4
  -
  -
  -
  -
  -
  10
  +7/+2
  +7
   +3
  +7
  Love’s Blessing
  6
  6
  6
  6
  5
  3
  -
  -
  -
  -
  11
  +8/+3
  +7
   +3
  +7
  6
  6
  6
  6
  6
  4
  -
  -
  -
  -
  12
  +9/+4
  +8
   +4
  +8
  Kiss of Power 3
  6
  6
  6
  6
  6
  5
  3
  -
  -
  -
  13
  +9/+4
  +8
   +4
  +8
  6
  6
  6
  6
  6
  6
  4
  -
  -
  -
  14
  +10/+5
  +9
   +4
  +9
  Motherhood
  6
  6
  6
  6
  6
  6
  5
  3
  -
  -
  15
  +11/+6/+1
  +9
   +5
  +9
  6
  6
  6
  6
  6
  6
  6
  4
  -
  -
  16
  +12/+7/+2
  +10
   +5
  +10
  Love’s Blessing
  6
  6
  6
  6
  6
  6
  6
  5
  3
  -
  17
  +12/+7/+2
  +10
   +5
  +10
  6
  6
  6
  6
  6
  6
  6
  6
  4
  -
  18
  +13/+8/+3
  +11
   +6
  +11
  Kiss of Power 4
  6
  6
  6
  6
  6
  6
  6
  6
  5
  3
  19
  +14/+9/+4
  +11
   +6
  +11
  6
  6
  6
  6
  6
  6
  6
  6
  6
  4
  20
  +15/+10/+5
  +12
   +6
  +12
  Kiss of Power 5
  6
  6
  6
  6
  6
  6
  6
  6
  6
  6
  5
   
  
  Chapter One: Love’s Blessed
   
  Armor and Weapon Proficiencies: SoR are proficient in 
  all simple and martial weapons as well as light armor and 
  shields.
  Spells: A Sister of Rapture casts divine spells (the same type 
  of spells that clerics cast), which are drawn primarily from 
  the cleric spell list. She can cast any spell she knows without 
  preparing it ahead of time, the way a cleric must.
   
  To learn or cast a spell, a SoR must have a Charisma 
  score equal to at least (10 + the spell level). The Difficulty 
  Class for a saving throw against a SoR’s spell is (10 + the spell 
  level + the SoR’s Charisma modifier).
   
  Like other spellcasters, a SoR can cast only a certain 
  number of spells of each spell level per day. Her base daily 
  spell allotment is given on Table 1: The Sister of Rapture. In 
  addition, she receives bonus spells per day if she has a high 
  Charisma score.
   
  Unlike a cleric, a SoR’s selection of spells is limited. A 
  SoR begins play knowing four 0-level spells and three 1st-level 
  spells of your choice. At each new Sister of Rapture level, she 
  gains one or more new spells, as indicated on Table 2: Sister 
  of Rapture Spells Known. (Unlike spells per day, the number 
  of spells a SoR knows is not affected by her Charisma score. 
  The numbers on Table 2: Sister of Rapture Spells Known are 
  fixed.) These new spells can be common spells chosen from 
  the cleric spell list, or they can be unusual spells of which the 
  Rapturous has gained some understanding by study, prayer 
  and experience (i.e., GM-approved spells found in other 
  sources). The SoR can’t use this method of spell acquisition to 
  learn spells at a faster rate, however.
   
  Upon reaching 4th level, and at every even-numbered 
  Sister of Rapture level after that (6th, 8th, and so on), a SoR can 
  choose to learn a new spell in place of one she already knows. 
  In effect, the SoR loses the old spell in exchange for the new 
  one. The new spell’s level must be the same as that of the spell 
  being exchanged, and it must be at least two levels lower than 
  the highest-level spell the SoR can cast. A SoR may swap only 
  a single spell at any given level, and she may choose to do so 
  only at the same time that she gains new spells known for the 
  level.
   
  Unlike a wizard or a cleric, a SoR need not prepare 
  her spells in advance. She can cast any spell she knows at any 
  time, assuming she has not yet used up her spells per day for 
  that spell level.
   
  Furthermore, at 1st level, Sisters of Rapture gain 
  access to the spells of the Carnal Domain (see Chapter Three). 
  Unlike true clerics, however, these spells are automatically 
  added to the Sister’s Spells Known list, instead of being 
  applied as a domain. They gain neither the domain’s granted 
  power, nor any additional castings per day.
  Divine Health (Ex): A SoR is immune to all diseases, including 
  magical diseases such as mummy rot and lycanthropy. In 
  addition, the SoR gains the ability to control her fertility. 
  While her reproductive system still functions as normal, she 
  produces no fertile eggs unless she so desires, thus nullifying 
  the risk of unwanted pregnancy.
  Carnal Spells (Ex): At 1st level, a SoR’s chosen goddess 
  grants her access to the sexually oriented spells of the Carnal 
  Domain. While these spells are divinely granted, the SoR’s 
  Patron Mother, her sponsor and mentor in the Sisterhood, 
  teaches the actual secrets of their casting. See Chapter Three 
  for more details.
  Distracting Beauty (Su): The Sisters of Rapture are generally 
  women of incredible beauty who know how to wield their 
  comeliness like a shield in combat. Enemies often find it 
  difficult to concentrate on the battle when faced with such 
  exquisite examples of womanhood. Therefore, each SoR gains 
  a sacred bonus to her AC equal to her Charisma modifier. 
  This bonus is divinely granted, thus working even against 
  creatures that would not normally be sexually attracted to 
  humanoid females (including creatures generally immune 
  Table 2: Sister of Rapture Spells Known
  Level
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1
  4
  3
  -
  -
  -
  -
  -
  -
  -
  -
  2
  5
  3
  -
  -
  -
  -
  -
  -
  -
  -
  3
  5
  4
  -
  -
  -
  -
  -
  -
  -
  -
  4
  6
  4
  2
  -
  -
  -
  -
  -
  -
  -
  5
  6
  5
  3
  -
  -
  -
  -
  -
  -
  -
  6
  7
  5
  3
  2
  -
  -
  -
  -
  -
  -
  7
  7
  6
  4
  3
  -
  -
  -
  -
  -
  -
  8
  8
  6
  4
  3
  2
  -
  -
  -
  -
  -
  9
  8
  6
  5
  4
  2
  -
  -
  -
  -
  -
  10
  9
  6
  5
  4
  3
  2
  -
  -
  -
  -
  11
  9
  6
  6
  5
  4
  3
  -
  -
  -
  -
  12
  9
  6
  6
  5
  4
  3
  2
  -
  -
  -
  13
  9
  6
  6
  5
  5
  4
  3
  -
  -
  -
  14
  9
  6
  6
  5
  5
  4
  3
  2
  -
  -
  15
  9
  6
  6
  5
  5
  5
  4
  3
  -
  -
  16
  9
  6
  6
  5
  5
  5
  4
  3
  2
  -
  17
  9
  6
  6
  5
  5
  5
  4
  4
  3
  -
  18
  9
  6
  6
  5
  5
  5
  4
  4
  3
  2
  19
  9
  6
  6
  5
  5
  5
  4
  4
  4
  3
  20
  9
  6
  6
  5
  5
  5
  4
  4
  4
  4
  6
   
  
  Chapter One: Love’s Blessed
  to mind-affecting powers such as constructs or undead). The 
  bonus is available only if the Sister of Rapture is nude or 
  scantily clad, so wearing armor or overly concealing clothing 
  negates the bonus.
  Kisses of Power (Su): The kisses of the Sisters of Rapture are 
  widely known for being nearly irresistible and unexpectedly 
  potent. At 2nd, 6th, 12th, 18th and 20th levels, a SoR may pick 
  from one of the following Kiss of Power abilities. Thereafter, 
  she has access to that Kiss of Power and any previous 
  ones she already has. Using a Kiss of Power against an 
  unwilling target, requires a successful melee touch 
  attack.  Save DCs are 10 + ½ the Sister of Rapture’s class 
  levels + the Sister of Rapture’s Charisma modifier unless 
  otherwise specified. Each Kiss may be used only once per 
  day and against only corporeal, living creatures.  Failure 
  to hit does not cost the SoR the use of that Kiss.
  Kiss of Power 1:
  Good Morning Kiss (Compulsion) [Mind-
  Affecting]: This Kiss instantly wakes a normally 
  or magically sleeping person. Additionally, the 
  sleeper must make a Will save or be charmed as 
  per a charm person spell for (1d6 x 10) minutes. 
  This Kiss also instantly cures hangovers.
  Burning Kiss: This Kiss inflicts (1d4 + 1/SoR 
  level) of nonlethal damage, with a Fortitude 
  save for half damage.
  Kiss 
  of 
  S w e e t 
  D r e a m s 
  (Compulsion) 
  [Mind-Affecting]: The target of the Kiss 
  must make a Will save or fall into a coma-like 
  sleep as if under the effect of a sleep spell. While 
  asleep, the victim experiences pleasurable, erotic 
  dreams. This Kiss has no effect on a normally 
  sleeping target.
  Kiss of Power 2:
  Kiss of Curses: This Kiss places a sexual 
  curse on the victim. The recipient must make 
  a Will save or be afflicted with one of the 
  following random sexual curses. The curse 
  is indefinite, remaining until someone 
  removes it with remove curse. The 
  Sister bestowing the curse can never 
  determine which curse the victim 
  will receive. 
  Roll 1d6:
  1 = Polymorphic Arousal: Each time the victim 
  becomes sexually aroused, he or she is polymorphed 
  into a random animal (GM’s choice) as per the baleful 
  polymorph spell, except with a duration of 10 minutes. 
  No additional save is allowed.
  2 = Emotional Instability: The victim suffers from 
  extreme and seemingly random mood swings, ranging 
  from extreme euphoria to deep depression to total 
  apathy. The GM determines the specific moods and 
  their triggers.
  3 = Aberrant Sexuality: Victim suffers from 
  a 
  common 
  aberrant 
  sexuality—such 
  as 
  pedophilia, 
  necrophilia, 
  sadomasochism, 
  nymphomania 
  or 
  exhibitionism—chosen 
  by the GM. The curse does not force 
  the victim to take any action, but it 
  does make the aberrant urges seem 
  extremely desireable. At GM’s discretion, 
  the affected person must make a Will 
  save, DC (5 + 1/day since receiving 
  the curse or last acting on it), in 
  order to ignore the 
  unnatural urges.
  4 = Repulsion: 
  Members of the 
  opposite 
  sex 
  automatically 
  find the victim 
  repulsive 
  no 
  matter 
  how 
  charismatic and charming 
  he or she is. NPC attitudes 
  automatically 
  begin 
  at “unfriendly” on the 
  Influencing NPC Attitudes 
  chart (see Core Rulebook I).
  5 = Sexual Inadequacy: The victim 
  becomes incapable of physical sexual 
  arousal. As a result, he or she loses one point 
  of Charisma per month until the curse is 
  removed. As his or her Charisma 
  decreases, he or she loses self-
  confidence and grows deeply 
  depressed. A victim might 
  seriously contemplate suicide 
  in the latter stages of affliction.
  6 = GM’s option (these or any).
  Kiss of Exhaustion: The target of 
  this Kiss must make a Fortitude save 
  or become exhausted.
  Dalen Halstradt, Sister of Rapture
  7
   
  
  Chapter One: Love’s Blessed
  Kiss of Power 3:
  Kiss of The Mistress (Compulsion) [Mind-Affecting]:
  The recipient of this Kiss must make a Will save or act as 
  if under the effect of a charm monster or charm person spell 
  for a number of hours equal to twice the SoR levels of the 
  one who bestowed the Kiss.
  Stolen Kiss: The victim of this Kiss must make a Fort save 
  or take 1d6 Strength, Constitution or Charisma damage 
  (Kisser’s choice).
  Kiss of Power 4:
  Agony’s Kiss: This kiss deals 1d6 lethal damage per SoR 
  level, max 10d6. Fortitude save for half damage.
  Vampiric Kiss: The victim must make a Fortitude save or 
  be affected as per the energy drain spell.
  Kiss of Power 5:
  Kiss of Life [Healing]: This kiss can restore health and/
  or life to a living creature, as per the heal, regenerate, 
  greater restoration or resurrection spells. The Sister may 
  choose which Kiss to bestow, but she can use only one of 
  the choices per day. No additional spell components or 
  extra casting time is required. This Kiss channels positive 
  energy and may be used to harm undead, as per the 
  aforementioned spells’ descriptions.
  Kiss of Death [Death]: If the recipient of this Kiss does 
  not make a successful Fortitude save, he dies. A victim 
  who makes a successful save takes (5d6 + 1/SoR level) in 
  damage and suffers the effects of the cause orgasm spell. 
  (See Chapter Three for spell description.)
  Love’s Blessing (Su unless otherwise noted): The goddesses 
  to whom the SoR have pledged their lives reward their 
  servants with certain blessings. At 4th, 10th and 16th levels, 
  the SoR receives a blessing of her choice, as determined by her 
  deity. These gifts are usable at will unless otherwise noted.
  Olympian (Aphrodite)
  • 
  Add the spells of one of your goddess’s domains 
  to your Spells Known.
  • 
  Matchmaker: (Affects two sexually aware, 
  emotionally inclined people.) Both people fall 
  madly in love with one another unless at least 
  one of them makes a Will save, DC (10 + SoR’s 
  Charisma modifier).
  • 
  Beauty Sleep: Recover hit points equal to 
  Charisma modifier per full night’s (eight hours) 
  rest in addition to normal healing.
  • 
  Lying Eyes: Receive a +6 competence bonus to 
  Bluff and Sense Motive.
  Pharaonic (Isis or Hathor)
  • 
  Add the spells of one of your goddess’s domains 
  to your Spells Known.
  • 
  Kiss of Protection: Add a resistance bonus equal to 
  (1/2 character’s SoR level) to another character’s 
  next saving throw. The SoR must kiss the person 
  in order to bestow the bonus.
  • 
  Patron’s Blessing: Bestow a bard, wizard or other 
  arcane caster a +20 competence bonus to her next 
  Perform (Hathor) or Knowledge (arcana) (Isis) 
  roll. This blessing may be bestowed a number of 
  times per day equal to 1/2 character’s SoR levels.
  • 
  Mother’s Magic (Isis only): Gain spell resistance 
  equal to (10 + 1/2 SoR level).
  • 
  Mother’s Luck (Hathor only): Once per day, reroll 
  any one roll. The result of the second roll applies 
  even if it is worse. This ability gives a cleric with 
  the Luck Domain a second reroll per day, but not 
  on the same action.
  Asgardian (Freya)
  • 
  Add the spells of one of your goddess’s domains 
  to your Spells Known.
  • 
  Cast charm person as a spell-like ability a number of 
  times per day equal to 1/2 SoR levels.  The caster 
  level is equal to the SoR’s class level.
  • 
  Righteous Rage: Gain the ability to rage as a 
  barbarian of 1/2 SoR levels.
  • 
  Comforts of Home: Once per day as a spell-like 
  ability, the SoR is able to use tiny hut as a spell-
  like ability. Additionally, when she and at least one 
  lover of hers (any person with whom she has had 
  consensual sexual contact) are present in the tiny 
  hut, they all gain the benefits of protection from evil 
  while inside it. The caster level for these effects is 
  equal to her sister of rapture level.
  Sisterhood: At 8th level, the novitiate rises to the rank of 
  Honored Sister among the Sisters of Rapture (see Chapter 
  Five). She is freed from the service of her Patron Mother and 
  expected to go out into the world and make her own life in the 
  service of her goddess. The ceremony that marks this occasion 
  is a carefully guarded secret shared only with members of the 
  Sisterhood, but the result of the ceremony is very apparent. 
  The SoR ceases to age, retaining the beauty and benefits of 
  youth throughout her life. She can never suffer additional 
  age-related penalties (or benefit from age-related bonuses) 
  after reaching this level. Barring accident or violence, the SoR 
  dies in her sleep at the end of her normal life span, looking 
  as radiant in death as she did in life.  Also a SoR’s corpse 
  never suffers the ravages of decomposition, as though under 
  a permanent gentle repose effect.
  Motherhood: At 14th level, the Sister is eligible to become a 
  Patron Mother, taking on a young novitiate as an apprentice. 
  8
   
  
  Chapter One: Love’s Blessed
  As such, the SoR gains the Leadership feat for free, allowing 
  her to attract followers and cohorts. If the Rapturous takes 
  an apprentice at this level, however, she forgoes the ability to 
  retain a cohort but may still attract followers as per the rules in 
  the Core Rulebook II. (Note that a Sister of Rapture cannot take 
  an apprentice without taking at least one level in the Patron 
  Mother prestige class presented in Chapter Two: Love’s 
  Chosen.) Not all Rapturous become Patron Mothers. 
  Many are content to remain Honored Sisters, serving in 
  the same capacity as they have since their indoctrination (see 
  Chapter Five: Love’s Order). Many Sisters who do not choose 
  the path of the Patron Mother retain the services of a loyal 
  handmaiden or bodyguard cohort. The standard rules for 
  cohorts in the Core Rulebook II apply. The option to attract 
  any follower, cohort or apprentice is voluntary. Inform 
  your GM if you wish to attract followers via this ability 
  or wish to gain levels in the Patron Mother prestige class.
  Freyan Rapturous sometimes refer to their Righteous Rage ability  as “the beutiful death.”
  9
   
  
  Chapter Two: Love’s Chosen
  Despite the rigid organization within the Sisterhood and 
  its component sects, not every Sister of Rapture is alike. Some 
  choose to follow different paths, learning to love and worship 
  their goddesses in their own ways. The following prestige 
  classes represent some of the more common variations found 
  within the ranks of the Sisterhood. As with all prestige classes, 
  a PC must meet the requirements and have GM approval 
  before picking up levels in any of these classes.
  Inamorare
  The Inamorare (inah-mo-rhar-ay) are Sisters of Rapture 
  who find satisfaction in inspiring greatness in others. Like 
  the Muses, these Sisters seek out artists and bards (and 
  occasionally even warriors) to inspire with their grace and 
  beauty. They are some of the most passionate of all the 
  Rapturous, living life with a gusto that most people can only 
  envy. An Inamorare lives to help others be the best they can 
  Chapter Two: Love’s Chosen
  Divinest, supremest,
  Crowned Queen of the Quick and the Dead;
  She is more than thou dreamest,
  O soul of desire and of dread!
  She is Spring-time and Gladness,
  And rapture all glory above;
  She is Longing and Sadness;
  She is Birth-she is Death-she is Love!
   
  —William Gibson, “Hymn To Freya,” 1876
  10
   
  
  Chapter Two: Love’s Chosen
  be in whatever they choose to do. A bit on the haughty side, 
  many Inamorare believe that their mere presence in any 
  given situation improves that situation greatly. Inamorare 
  are the ultimate optimists, seeking to bring light, joy and love 
  with them wherever they go. They love to love and be loved, 
  and they rarely leave anyone they encounter unaffected by 
  the experience.
  Hit Dice: d6
  Requirements
  To qualify to become an Inamorare, a 
  character 
  must fulfill the following criteria:
  •Sisterhood: Must have acquired the Sisterhood SoR 
  class feature.
  •Skills: Diplomacy 5 ranks, Knowledge (nobility and 
  royalty) 5, Sense Motive 8 ranks 
  •Special: Must have had a positive 
  and  emotionally fulfilling sexual 
  and/or romantic relationship 
  lasting a minimum of one month   
  (according to the local calendar) with 
  a character of any race or gender at 
  least one level higher than herself. This 
  relationship represents the Inamorare’s 
  own inspiration and the discovery of the joy of 
  inspiring others.
  Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), 
  Craft (Int), Diplomacy (Cha), Heal (Wis), all Knowledge 
  skills (Int), Perform (Cha), Profession (Wis), Search (Int) 
  Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot 
  (Wis)
  Skill Points Each Level: 6 + Int modifier
  Class Features
  All of the following are class features of the Inamorare 
  prestige class:
  Weapon and Armor Proficiency: Inamorare gains no 
  proficiency in any weapons or armor.
  Spells per Day: At every odd level, the Inamorare advances 
  in divine spellcasting ability just as if she had gained a level 
  in the base Sister of Rapture class. Therefore, upon gaining 
  the 1st, 3rd and 5th levels of Inamorare, the character gains 
  new divine spells and Spells Known as if she had also gained 
  a level in her Sister of Rapture class. She does not, however, 
  benefit from any other ability she would have attained 
  had she gained a level of SoR.
   
  The Inamorare’s additional spellcasting abilities 
  may not be added to any other divine spellcasting class 
  the character has. This prestige class’s spellcasting 
  abilities may supplement only the Sister of Rapture class.
  Inspire Greatness (Ex): The Inamorare exists to inspire 
  her allies to the greatness she knows 
  they can achieve. She takes great 
  pleasure when they succeed 
  where they might otherwise 
  have failed had her presence 
  been lacking. Starting at 1st level, 
  the Inamorare gains the ability to 
  inspire greatness by bestowing 
  bonuses upon the actions of 
  those she deems her allies. To 
  do so, the Inamorare must 
  first bestow a physical kiss 
  (be it a peck on the cheek or 
  a full-blown kiss of passion) 
  upon her chosen allies. She 
  then speaks the phrase, “Be 
  confident,” (for skills), “Be 
  strong,” (for saves), “Be true,” (for 
  attacks), “Be safe,” (for AC) or 
  “Be powerful,” (for spells). Once 
  so chosen, those characters receive 
  a competence bonus to certain 
  rolls, as chosen by the Inamorare, 
  equal to the Inamorare’s class level. 
  The specific actions the Inamorare 
  may affect depend on her class level. 
  At 1st level, the Inamorare’s kiss can 
  bestow a bonus to all skill checks. At 
  2nd level, she can inspire saving 
  throws. At 3rd level, she can inspire 
  attack rolls. At 4th level, she can 
  inspire Armor Class. At 5th 
  level, the Inamorare can bestow 
  a special boon to spellcasters, 
  increasing their effective caster 
  level by two.
   
  The bonuses provided by 
  Inspire Greatness last two 
  rounds per Inamorare level 
  (for a total of 10 rounds at 5th 
  level) and may be provided as 
  many times as the Inamorare 
  wishes. Multiple bestowments 
  do not stack, however, and a 
  character 
  cannot 
  receive 
  the 
  Callidora, Inamorare
  11
   
  
  Chapter Two: Love’s Chosen
  benefit of more than one inspiring kiss at a time. Once the 
  duration of the inspiration has elapsed, the Inamorare must 
  repeat the kissing ritual in order to bestow the bonus again. 
  Inspiring greatness is a full-round action.
   
  Furthermore, because of the joy she feels at inspiring 
  greatness in others, the Inamorare automatically receives 
  a competence bonus to all Charisma-based rolls and skill 
  checks, equal to her class level, for every ally currently under 
  the influence of one of her inspiring kisses (+20 max).
  Gift of Beauty: At 2nd level, the Inamorare grows in self-
  confidence, poise and physical attractiveness. She gains a 
  permanent +4 increase to her Charisma score.
  Gift of Grace: At 4th level, the Inamorare’s inner confidence 
  affects her posture and physical grace, granting her a 
  permanent +4 increase to her Dexterity score.
  Patron Mother
  The concept of motherhood is a natural and important part of 
  the female mystique and experience—one celebrated among 
  the Sisters of Rapture. The reality, 
  however, is that few Sisters are willing 
  to put aside their active calling to 
  bear and raise children. Therefore, the 
  concept of the Patron Mother exists as 
  a practical form of ritualistic training as 
  well as a form of adoptive mothering.
   
  A Patron Mother is a Sister of Rapture 
  who has chosen to introduce a young 
  apprentice to the Sisterhood and train 
  her in the ways of the Rapturous. After 
  a ceremony performed by other Patron 
  Mothers and witnessed by the Sacred 
  Council confirms that the would-be 
  novitiate is entering the Sisterhood of 
  her own volition and is worthy to learn 
  its secrets, the Patron and apprentice are 
  spiritually and magically bonded. This 
  bond represents the connection between 
  mother and child. The Patron Mother 
  is considered to be the novitiate’s true 
  mother from that day forth, even to the 
  exclusion of the woman that actually 
  bore the apprentice.
  Table 3: The Inamorare
  Level
  Attack 
  Bonus
  Fort
  Reflex
  Will
  Special
  Spells Per Day
  1
  +0
  +0
  +0
  +2
  Inspire Greatness (skills)
  +1 Level of SoR class
  2
  +1
  +0
  +0
  +3
  Gift of Beauty, Inspire 
  Greatness (saves)
  3
  +2
  +1
  +1
  +3
  Inspire Greatness (attacks)
  +1 Level of SoR class
  4
  +3
  +1
  +1
  +4
  Gift of Grace, Inspire 
  Greatness (AC)
  5
  +3
  +1
  +1
  +4
  Inspire Greatness (spells)
  +1 Level of SoR class
  An Inamorare bestows a kiss of inspiration.
  12
   
  
  Chapter Two: Love’s Chosen
   
  Patron Mothers are not allowed to engage in sexual 
  or romantic relationships with their novitiates. The Patron 
  Mother is expected to instruct her adoptive daughter in 
  the ways of love and sex, but she must do so at a maternal 
  remove—never succumbing to temptation herself. That 
  being said, Patron Mothers and apprentices do occasionally 
  fall in love, heedless of the potential for embarrassment or 
  tragedy. Those who break this taboo must be forever wary of 
  discovery, lest the Sacred Council nullify their bond and 
  separate them.
  Hit Dice: d8
  Requirements
  To qualify to become a Patron Mother, a 
  Character must fulfill the following criteria:
  •Motherhood: Must have acquired 
  the Motherhood SoR class feature.
  •Skills: Knowledge (carnal) 10       
  ranks, Knowledge (religion) 10 
  ranks, Sense Motive 10 ranks
  •Special: Must have Sacred 
  Council’s approval and have 
  undergone the Rite of Sacred 
  Motherhood. Also, cannot have 
  any living natural 
  offspring or have any other 
  adopted children or wards or 
  retain the services of a cohort 
  (from the Leadership feat).
  Class 
  Skills: 
  Bluff 
  (Cha), 
  Concentration 
  (Con), 
  Craft 
  (Int), 
  Diplomacy (Cha), Heal (Wis), Intimidate 
  (Cha), Knowledge (arcane) (Int), Knowledge 
  (carnal) (Int), Knowledge (religion) (Int), 
  Perform (Cha), Profession (Wis), Search (Int), 
  Sense Motive (Wis), Spellcraft (Int), Spot (Wis)
  Skill Points Each Level: 2 + Int modifier
  Class Features
  All of the following are class features of the 
  Patron Mother prestige class:
  Weapon and Armor Proficiency: Patron 
  Mothers gain no proficiency in any weapons or 
  armor.
  Spells per Day: The Patron Mother 
  advances in divine spellcasting ability 
  just as if she had gained a level in the 
  base Sister of Rapture class. When she gains a new level of 
  Patron Mother, the character gains new divine spells and 
  Spells Known as if she had also gained a level in her Sister of 
  Rapture class. She does not, however, benefit from any other 
  ability she would have attained had she gained the level of 
  SoR.
   
  The Patron Mother’s additional spellcasting abilities 
  may not be added to any other divine spellcasting 
  class the character has. This prestige class’s 
  spellcasting abilities may supplement only the 
  Sister of Rapture class.
  Apprentice: At 1st level, the Patron Mother takes 
  a novitiate as an apprentice. This apprentice 
  counts as a 1st-level cohort and replaces any 
  other cohorts provided by the Motherhood 
  Sisters of Rapture class ability or other use of 
  the Leadership feat. The apprentice is always 
  a willing female of the appropriate age (see 
  Chapter One) and may be of any humanoid 
  race. Optionally, the GM may allow the 
  apprentice to be brought in as a PC under 
  the control of another player. A single 
  player may even portray both Patron 
  Mother and novitiate, though the level 
  difference makes doing so a challenging 
  proposition.
  Mental Bond (Su): The Patron Mother 
  shares a unique bond with her apprentice. At 
  1st level, this bond is purely mental and works just 
  like a permanent status spell as long as the Patron 
  Mother and her apprentice remain on the same 
  plane of existence. This aspect of the mental bond 
  is one-way only, from Patron Mother to novitiate. 
  The bond can also act like a permanent telepathic 
  bond between Patron Mother and apprentice, 
  allowing the two to communicate telepathically as 
  long as they remain within long range of one another.
  Inspire Confidence (Ex): A Patron Mother can inspire 
  confidence in SoR novitiates, even apprentices under 
  the guidance of a different Patron Mother. To inspire 
  confidence, the Patron Mother must speak aloud (and 
  the apprentices must hear her speaking) for at least 
  one round, after which she must make a Diplomacy 
  check, DC (10 + 1 for every five apprentices to be 
  inspired).
   
  An apprentice inspired with confidence gains a +1 
  competence bonus on attack rolls, skill checks 
  and Will saves. These effects begin as soon 
  as the Patron Mother ends her inspirational 
  Tarena, Patron Mother, and her 
  Apprentice, Kadira
  13
   
  
  Chapter Two: Love’s Chosen
  speech. They last for 10 minutes for each round the Patron 
  spent inspiring her allies, up to a maximum of five hours for 
  30 rounds (three minutes) of inspiration. A Patron Mother 
  may attempt to use this ability once per day. Whether the 
  Diplomacy check succeeds or not, the Patron cannot attempt 
  to inspire confidence again for at least 24 hours.
   
  The confidence that the Patron Mother instills 
  increases as the Patron Mother 
  attains levels. For every two 
  levels after 1st level, the 
  bonus increases by one, to a 
  maximum of +3 at 5th level.
  Love’s Blessing (Su): At 2nd 
  level, the Patron Mother gains 
  an additional blessing from 
  the sect-based lists provided 
  for the base Sisters of Rapture 
  class. 
  This 
  blessing 
  must 
  be chosen from those listed 
  for her patron goddess and 
  cannot be a blessing she has 
  already received.
  Physical Bond (Su): By 3rd 
  level, 
  the 
  bond 
  between 
  the Patron Mother and her 
  apprentice has increased to 
  include their physical beings 
  as well as their mental beings. 
  As such, once per day, a 
  Patron Mother may choose 
  to transfer any damage her 
  apprentice has received, up to 
  her apprentice’s maximum hit points, to her own hit point 
  total, effectively healing her apprentice of that damage. This 
  transfer may be for any amount of hit points, up to (the 
  apprentice’s total + 9), but must be transferred as a lump 
  sum. Furthermore, the Patron Mother and apprentice need 
  not be in the same location but must be on the same plane of 
  existence. If the apprentice has reached -10 hit points, she is 
  dead and this ability no longer 
  functions.
  Spiritual Bond (Su): At 4th 
  level, 
  the 
  bond 
  between 
  the Patron Mother and her 
  apprentice reaches the spiritual 
  level, essentially linking the 
  two women’s souls. As a 
  result, the Patron Mother may 
  choose once per day to activate 
  a spiritual link that allows 
  her to stand in for her lower-
  level 
  apprentice, 
  suffering 
  any ill effects her apprentice 
  would otherwise suffer. When 
  activated, all successful hit 
  point damage, ability damage 
  or drain, level drain or negative 
  spell effects directed at the 
  apprentice affect the Patron 
  Mother instead. The apprentice 
  still must make all appropriate 
  saving throws herself, but the 
  effects of failure go directly 
  to the Patron Mother, not the 
  apprentice. While under the 
  Table 4: The Patron Mother
  Level
  Attack 
  Bonus
  Fort
  Reflex
  Will
  Special
  Spells Per Day
  1
  +0
  +0
  +0
  +2
  Apprentice, Mental Bond, 
  Inspire Confidence +1
  +1 Level of SoR class
  2
  +1
  +0
  +0
  +3
  Love’s Blessing
  +1 Level of SoR class
  3
  +2
  +1
  +1
  +3
  Physical Bond, Inspire 
  Confidence +2
  +1 Level of SoR class
  4
  +3
  +1
  +1
  +4
  Spiritual Bond
  +1 Level of SoR class
  5
  +3
  +1
  +1
  +4
  Mother’s Sacrifice, Inspire 
  Confidence +3
  +1 Level of SoR class
  A Patron Mother instructs her Apprentice in the ways of love.
  14
   
  
  Chapter Two: Love’s Chosen
  effects of the Spiritual Bond, the apprentice cannot suffer any 
  negative effect or take any kind of damage. The Patron Mother 
  must be within line of sight of her apprentice (not including 
  any magical forms of remote viewing such as scrying or 
  clairvoyance) to activate and maintain the Spiritual Bond. Its 
  effect lasts for a number of rounds equal to one half the Patron 
  Mother’s total levels from Sisters of Rapture and Patron Mother 
  classes.
   
  It is possible for a Patron Mother to be killed under the 
  effects of the Spiritual Bond. If she is reduced to -10 hit points, 
  for instance, she dies just as if she had received the hit point 
  damage herself. The only exception is instant death effects. 
  In such a case, the Patron Mother is allowed to make her 
  own additional saving-throw against the effect, just as 
  if she were the original target.
   
  damage
  All
  received while 
  under this effect may 
  be 
  healed 
  normally, 
  through magic or any 
  other form of healing. 
  The 
  Patron 
  Mother 
  may 
  deactivate this ability at any time. The 
  apprentice may do so only if the Patron Mother 
  is unconscious. If the Patron Mother dies, the 
  bond is instantly severed. 
  Mother’s Sacrifice (Su): At 5th level, 
  the Patron Mother gains the ability 
  to make a great sacrifice to keep her 
  charge alive. Should her apprentice 
  be killed by any means, other than 
  total level loss due to level drain—
  including being reduced to -10 or 
  more hit points, being reduced 
  to 0 Con or even disintegration—
  the Patron Mother may choose to 
  instantly resurrect her apprentice, as 
  per the true resurrection spell. Doing 
  so requires the permanent sacrifice of 
  one of the Patron Mother’s own levels 
  in the prestige class. The Patron Mother 
  m u s t 
  choose to resurrect her apprentice within 10 minutes of 
  her apprentice’s death or forfeit the ability to use this 
  power ever again. (S\he may still bring back a fallen 
  novitiate through the use of the actual resurrection or 
  true resurrection spells at a later date if she can cast such 
  spells.)
   
  After using this ability, the Patron Mother may 
  never regain her lost Patron Mother class level and must 
  fill that level with a level of another class once she has 
  regained the appropriate amount of experience points to 
  do so. Even if the character chooses to take a new apprentice, 
  she may never again become a 5th-level Patron Mother.
   
  There is no physical range for this ability, except that 
  the Patron Mother must be able to sense her apprentice’s status 
  via their Mental Bond.
  Spellswinger
  These Sisters of Rapture combine natural arcane 
  magic and divine magic, fueling them with 
  sexual energy. The most promiscuous of all 
  Sisters of Rapture, the Spellswingers have a 
  reputation as wanton sluts who’re willing to 
  bed anyone or anything that can give them 
  the energy they need. Some Spellswingers 
  deserve this reputation, but most are as 
  careful in the selection of their partners 
  as any other SoR is. (They simply 
  make said selection more often than 
  the others do.)
   
  Spellswingers 
  are 
  rare 
  among the Rapturous, but their 
  promiscuity 
  and 
  outrageously 
  extroverted 
  personalities 
  attract 
  more attention on average. They 
  are overtly sexual and unabashedly 
  forward in their presentation of 
  themselves to others. That’s not to 
  say they are rude, crass or uncouth, 
  but local sexual mores (or repressive 
  laws) do not greatly concern them. 
  They 
  are 
  confident, 
  forceful, 
  sensual, straightforward and 
  hedonistic. To them, life is 
  one long celebration of love, 
  magic and sensual pleasure.
  Hit Dice: d4
  Requirements
  To qualify to become a 
  Spellswinger, a character must 
  fulfill the following criteria:
  •Alignment: chaotic, non-evil 
  •Love’s Blessing: Must have received first Love’s 
  Blessing SoR class feature.
  •Skills: Perform (sexual techniques) 6 ranks, 
  Knowledge (carnal) 6 ranks
  •Feat: Any metamagic feat
  •Spells: Ability to spontaneously cast 2nd-
  level  arcane spells.
  Neala, Spellswinger
  15
   
  
  Chapter Two: Love’s Chosen
  Class Skills: Bluff (Cha), Concentration (Con), Diplomacy 
  (Cha), Gather Information (Cha), Knowledge (arcana) 
  (Int), Knowledge (carnal) (Int), Knowledge (nature) (Int), 
  Knowledge (religion) (Int), Perform (Cha), Profession (Wis), 
  Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot 
  (Wis), Survival (Wis)
  Skill Points Each Level: 2 + Int modifier
  Class Features
  All of the following are class features of the Spellswinger 
  prestige class:
  Weapon and Armor Proficiency: Spellswingers gain no 
  proficiency in any weapons or armor.
  Spells per Day: At every level, the Spellswinger advances in 
  both arcane and divine spellcasting ability just as if she had 
  gained a level in both her base arcane and her base divine 
  (Sister of Rapture) spellcaster classes. This includes both 
  Spells Known and Spells per Day. She does not, however, 
  benefit from any other ability she would have attained had 
  she gained the level of her base classes.
   
   
  The 
  Spellswinger’s 
  additional 
  divine 
  spellcasting abilities may not be added to any other divine 
  spellcasting class the character has. This prestige class’s 
  divine spellcasting abilities may supplement only the Sister 
  of Rapture class.
  Table 5: The Spellswinger
  Level
  Attack 
  Bonus
  Fort
  Reflex
  Will
  Special
  Spells Per Day
  1
  +0
  +2
  +0
  +2
  Sexual Channeling
  +1 Level of existing 
  arcane and divine 
  spellcasting classes
  2
  +1
  +3
  +0
  +3
  +1 Level of existing 
  arcane and divine 
  spellcasting classes
  3
  +2
  +3
  +1
  +3
  Bonus Metamagic Feat
  +1 Level of existing 
  arcane and divine 
  spellcasting classes
  4
  +3
  +4
  +1
  +4
  +1 Level of existing 
  arcane and divine 
  spellcasting classes
  5
  +3
  +4
  +1
  +4
  Bonus Metamagic Feat
  +1 Level of existing 
  arcane and divine 
  spellcasting classes
  A Spellswinger performs her daily ritual.
  16
   
  
  Chapter Two: Love’s Chosen
  Sexual Channeling (Su): When a Spellswinger engages 
  in sexual activity, she generates a great amount of mystical 
  energy, which she can store and channel into her spells at a 
  later date. The energy she can store and channel is finite and 
  bleeds off slowly. To maintain a constant state of readiness, 
  most Spellswingers incorporate some variety of sexual 
  activity into their daily rituals. The amount of energy gained 
  from the sexual act depends on how long she engages in it. 
  To gather sexual energy, the Spellswinger must perform 
  some form of sexual act, gaining one Sexual Energy Point 
  (SEP) per 15 minutes spent engaged in sexual activity, 
  up to a maximum of five points (75 minutes). While 
  Spellswingers claim that the energy derived from 
  sex acts performed with others is more pure, any 
  sexual activity, from masturbation to intercourse, 
  that lasts a minimum of 15 uninterrupted minutes 
  accumulates SEPs.
   
  Sexual Energy Points may 
  be spent for on-the-fly applications 
  of metamagic feats and may be 
  replenished at any time, up to the maximum 
  of five, however, the Spellswinger may not 
  gain more than twice her level in a single day.
   
  Sexual Energy Points can be stored 
  for 16 hours, after which the Spellswinger 
  must sleep for eight hours to regain her 
  natural energy. If she does not sleep after 16 
  hours or engage in sexual activity to replenish 
  her stores, she loses stored SEPs at a rate of one 
  point every two hours. Lost SEPs may not be 
  restored until the Spellswinger sleeps for eight 
  hours and performs a new sexual act.
   
  SEPs may be spent to offset the level 
  increase for using any one metamagic feat to 
  which the Spellswinger already has access, 
  at a rate of one point per level removed. 
  For example, Neala the Spellswinger has 
  the Maximize Spell metamagic feat and 
  wishes to maximize the effect of a magic 
  missile spell. By spending three Sexual 
  Energy Points she may cast it using a 
  1st-level slot.
  Bonus Metamagic Feat: At 3rd and 5th levels, the 
  Spellswinger gains an additional metamagic feat.
  Stormsister
  Throughout history all too many women have 
  been the victims of abuse at the hands of men and 
  monsters. Many societies place women in a subservient 
  role, treating them as property to be traded, sold or used as 
  political pawns. Women in some grim cultures are considered 
  less important than livestock or pets. Stormsisters are the self-
  appointed champions of these women, seeking out the abused 
  and enslaved, bringing them to a better life and their abusers 
  to justice. They are the ultimate feminists, seeing the female 
  as a creature of equal standing with males, deserving of 
  the same respect as their brothers, fathers, husbands 
  and sons. Driven by righteous fury, Stormsisters 
  investigate any rumor of abuse and wreak 
  vengeance on those who deserve it. They are 
  creatures of extremes—tender and gentle to those 
  who respect the power of woman; wrathful and 
  merciless to those who don’t.
   
  When Stormsisters fight for causes 
  that go against accepted social norms, 
  they walk a thin line between law and 
  lawlessness. They must forever be on their 
  guard, lest they become targets of lawful 
  justice 
  themselves. 
  Many 
  patriarchal 
  cultures view Stormsisters as deviants 
  and criminals and do not suffer their 
  lawless ways. The Rapturous revere 
  the memory of a great many Sisters 
  who have lost their lives to the 
  noose or the stake in the pursuit of 
  their righteous goals.
  Hit Dice: d8
  Requirements
  To qualify to become a Stormsister, a 
  character must fulfill the following 
  criteria:
  •Alignment: Any non-lawful, good
  •Kiss of Power: Must have acquired 
  the Kiss of Curses SoR class feature.
  •Skills: Knowledge (local) 8 ranks, 
  Gather Information 8 ranks, Sense 
  Motive 10 ranks.
  •Special: Must have been the 
  victim of (or witnessed) sexual, 
  physical or emotional abuse at 
  some point in her life. Note 
  that combat does not count as 
  abuse.
  Class 
  Skills: 
  Bluff 
  (Cha), 
  Diplomacy (Cha), Escape Artist (Dex), 
  Heal (Wis), Intimidate (Cha), Knowledge 
  Hjordis, Stormsister
  17
   
  
  Chapter Two: Love’s Chosen
  (carnal) (Int), Knowledge (local) (Int), Knowledge (nobility 
  and royalty) (Int), Listen (Wis), Profession (Wis), Search (Int) 
  Sense Motive (Wis), Speak Language, Spot (Wis), Survival 
  (Wis)
  Skill Points Each Level: 4 + Int modifier
  Class Features
  All of the following are class features of the Stormsister 
  prestige class:
  Weapon and Armor Proficiency: Stormsisters gain no 
  proficiency in any weapons or armor.
  Spells per Day: At every odd Stormsister level, the Stormsister 
  advances in divine spellcasting ability just as if she had gained 
  a level in the base Sister of Rapture class. Upon gaining the 
  1st, 3rd, and 5th levels of Stormsister, the character gains new 
  divine spells and Spells Known as if she had also gained a 
  level in her Sister of Rapture class. She does not, however, 
  benefit from any other ability she would have attained had 
  she gained the level of SoR.
   
  The Stormsister’s additional spellcasting abilities 
  may not be added to any other divine spellcasting class the 
  character has. This prestige class’s spellcasting abilities may 
  only supplement the Sister of Rapture class.
   
  Judge the Soul (Su): Stormsisters’ patron goddesses grant 
  these champions of the abused the ability to read a person’s 
  nature in an attempt to ferret out possible domestic abuse. At 
  1st level, Stormsisters gain the ability to look into a person’s 
  eyes and see what darkness lingers in his soul. To do so, the 
  Stormsister must be within 10 feet (two squares) of the target 
  and able to see his eyes clearly for three consecutive rounds 
  (18 seconds). On the first round the target must make a Will 
  save, DC (5 + Stormsister levels + Cha modifier). If the save 
  succeeds, the Stormsister gains no knowledge of the target 
  and cannot attempt another reading on him for 24 hours. If the 
  save fails, the Stormsister gleans the following information by 
  round:
   
  Round 1: The Stormsister learns whether the target’s 
  alignment is good, neutral or evil.
   
  Round 2: The Stormsister learns if her target has been 
  involved in an abusive incident within the last month.
   
  Round 3: The Stormsister learns the target’s role (i.e., 
  victim, abuser, bystander, defender, confidant, etc.) in any 
  incident of abuse in which he was involved within the last 
  month. She also learns whether the target has been involved 
  in an incident of abuse within the last year, though she can 
  discern no further details.
   
  This ability sees the undeniable truth behind such 
  abuses and is not affected by the target’s interpretation or 
  rationalization of the event in question. The Stormsister’s 
  patron goddess provides this insight. What constitutes 
  “abuse” is up to the goddess’s (and therefore the GM’s) 
  interpretation. Examples of abuses generally include non-
  consensual sexual contact, non-consensual beating (except in 
  combat) and psychological or physical torture.
   
  The Stormsister makes no gestures or other 
  indications of spellcasting while using this ability; its use does 
  not provoke an attack of opportunity. She must, however, 
  be able to maintain concentration (see Concentration skill 
  description in the Core Rulebook I) for the duration of the 
  reading. Regardless of whether he makes the save, the target 
  of this ability is never aware that anything has occurred, 
  Table 6: The Stormsister
  Level
  Attack 
  Bonus
  Fort
  Reflex
  Will
  Special
  Spells Per Day
  1
  +1
  +2
  +2
  +0
  Judge The Soul, Insightful 
  Understanding
  +1 Level of SoR class
  2
  +2
  +3
  +3
  +0
  Favored Enemy: abusers +2
  —
  3
  +3
  +3
  +3
  +1
  Defend The Innocent
  +1 Level of SoR class
  4
  +4
  +4
  +4
  +1
  Favored Enemy: abusers +4
  —
  5
  +5
  +4
  +4
  +1
  Lying Eyes
  +1 Level of SoR class
  18
   
  
  Chapter Two: Love’s Chosen
  other than having been closely scrutinized by the Stormsister 
  (assuming he is aware of her presence). Note that although 
  Stormsisters mostly concern themselves with abuses against 
  women and children, the sex of the victim does not limit this 
  ability.
  Insightful Understanding (Ex): Stormsisters are amazing 
  judges of character and motivation. At 1st level they gain a +8 
  insight bonus to all Sense Motive checks.
  Favored Enemy: Abusers (Ex): At 2nd level the Stormsister 
  gains special insight regarding those she determines to be the 
  perpetrators of abuse toward the innocent. In order to gain 
  this insight, the Stormsister must be completely sure of her 
  target’s guilt by either witnessing the abuse herself (the actual 
  incident, not just evidence after the fact) or by use of the Judge 
  the Soul class feature. The Stormsister gains a +2 competence 
  bonus on Bluff, Listen, Sense Motive, Spot and Survival checks 
  when using these skills against those she has determined to be 
  guilty of domestic abuse. Likewise she gets a +2 competence 
  bonus on weapon damage rolls made against such abusers. 
  These bonuses increase by +2 (for a total of +4) at 4th level.  If a 
  Stormsisters never hesitate to come to the defense of a woman in trouble.
  Stormsister has a favored enemy ability from another source 
  (such as ranger levels), favored enemy (abusers) stacks with 
  any other favored enemy categories as creature may fall into.
  Defend the Innocent (Ex): At 3rd level, the Stormsister may 
  choose another character, usually an innocent, as a charge 
  and place herself in the path of danger in order to protect that 
  charge. Any time her charge is within five feet of her and is 
  attacked, the Stormsister may choose to switch places with 
  the charge and receive the attack in her place. The Stormsister 
  must declare this action before the attack roll is made. The 
  charge is declared when the Stormsister rolls initiative and 
  may not be changed for the duration of the combat.
  Lying Eyes (Su): At 5th level, the Stormsister automatically 
  gains the benefits of the Lying Eyes blessing (see Chapter 
  One). This ability stacks with any uses of Lying Eyes she has 
  already gained from previous classes, so a character who 
  already has the Lying Eyes blessing who gains this ability 
  increases her bonus to +4, four times per day.
  19
   
  
  Chapter Three: Love’s Method
  Chapter Three: Love’s Method
  …O King, I have given to you your sister Isis, that she may lay hold of 
  you and give to you your heart for your body.
   
   
   
              —The Pyramid Texts, Utterance 4
  The Sisters of Rapture are blessed with many abilities, 
  powers, skills and feats that aid them in their quest against 
  corruption and sexual oppression.
  Skills
  Knowledge (carnal)
  This skill represents knowledge of the general sexual practices, 
  preferences and tendencies of specific races and creatures the 
  Rapturous may encounter on her journeys and adventures. 
  It is gleaned from the education each Sister receives during 
  her tutelage under her Patron Mother, as well as practical 
  experience learned on her feet (or on her back, as the case 
  may be).
   
  Check: Answering a question regarding a race’s or 
  creature’s sexual habits has a DC of 10 for common races 
  (generally, those found in the Core Rulebook I) and 15 for rarer 
  races (those found in supplemental rulebooks). Other races or 
  creatures (such as those found in the Core Rulebook III) impose 
  a DC based on their rarity in your campaign. As a general rule, 
  the more “alien” a creature is, the higher the DC of the check 
  should be. Knowledge (carnal) may also be used to determine 
  the capability and/or likelihood of producing offspring with 
  a member of a particular race or creature.
   
  Synergy: Having five or more ranks in Knowledge 
  (carnal) provides a +2 synergy bonus to Perform (sexual 
  techniques) and Heal checks involving sexual diseases or 
  injuries.
  20
   
  
  Chapter Three: Love’s Method
  ft/2 levels). To activate the Kiss, you must succeed in a ranged 
  touch attack against the target. Failure results in the loss of 
  that Kiss for the day.
   
  Normal: Kisses of Power may normally only be used 
  against willing targets or targets the Sister has sucessfully hit 
  with a melee touch attack.
  Charmed, I’m Sure
  Your natural poise, grace and charm makes others putty in 
  your hands.
   
  Prerequisites: Cha 19+
   
  Benefit: You may make Diplomacy checks as full-
  round actions with no penalty.
   
  Normal: Performing Diplomacy checks as full-round 
  actions normally incurs a -10 penalty. Otherwise, they take at 
  least a full minute (10 rounds) to perform.
  Ethereal Kiss
  You are able to use your Kisses of Power against ethereal 
  creatures or while ethereal yourself.
  Perform (sexual techniques)
  This specialization of the Perform skill covers a Sister of 
  Rapture’s ability to be a pleasing lover, both to her sexual 
  partner and to her chosen goddess. Where Knowledge 
  (carnal) covers a character’s understanding of the sexual 
  preferences of a race or culture, Perform (sexual techniques) 
  is the practical application of that knowledge.
   
  This skill cannot be used when one would not 
  be able to take 10, such as when threatened or distracted. 
  Unless otherwise stated, any results from a Perform (sexual 
  techniques) check last for 24 hours or until the character’s 
  next sexual encounter with that person.
   
  To the Sisters of Rapture, lovemaking is more than a 
  skill or even an art; it’s a form of worship. As such, they take 
  the act very seriously. To displease a lover is to displease the 
  goddess. As such, this skill is very important to the Rapturous 
  way of life, even if it doesn’t actually come up in game very 
  often.
   
  Check: The character uses this skill to particularly 
  impress or satisfy a lover. At GM’s option, a terrible Perform 
  (sexual techniques) roll might result in the displeasure of the 
  character’s goddess, causing some form of minor retribution 
  to befall the character, such as a run of bad luck or even an 
  imposed penalty to certain rolls. This retribution could last 
  until the character succeeds in a certain task for the goddess 
  or perhaps just until her next successful Perform (sexual 
  techniques) roll.
  Profession
  While the majority of the Rapturous are either adventurers or 
  temple-bound priestesses, it is not unusual for Sisters to learn 
  a trade. While Sisters of Rapture can practice any trade for 
  which they are physically or mentally qualified, the domestic 
  trades typical of traditional female rolls are unexpectedly 
  common. 
  Cook, 
  seamstress, 
  nurse, 
  nanny, 
  herbalist, 
  handmaiden, housemaid, bar-wench or even prostitute, 
  are common examples for the more hearth-oriented Sisters. 
  Those prone to more active lives take ranks in trades such as 
  huntress, sailor, soldier or bodyguard.
   
  Check: As detailed in Core Rulebook I.
  Feats
  Blown Kiss
  You are able to use your Kisses of Power at range in the form 
  of a blown kiss.
   
  Prerequisite: Kiss of Power class feature
   
  Benefit: By kissing your fingers or the palm of your 
  hand and blowing in the direction of your target, you may 
  use one of your Kisses of Power at range of Close (25 ft + 5 
  21
   
  
  Chapter Three: Love’s Method
   
  Prerequisite: Blown Kiss
   
  Benefit: You may now use your Kisses of Power 
  against incorporeal targets, provided you are aware of their 
  presence and location. In addition, you may use your Kisses 
  of Power against physical targets while you are ethereal. Note 
  that even with this feat, Kisses of Power do not work against 
  non-living targets.
   
  Normal: Kisses of Power may normally be used 
  against only physical targets.
  Healing Caress
  The potency of your healing spells is increased with sexual 
  stimulation.
   
  Prerequisites: Cha 13+, ability to cast spells or use 
  spell-like abilities of the healing subschool.
   
  Benefit: You may add your Charisma modifier to 
  the roll for any healing spell or spell-like ability you use, 
  such as cure light wounds, provided you sexually stimulate 
  the recipient of the spell first.For instance, under the effects 
  of Healing Caress, a cure light wounds spell would heal (1d8 
  +1/level + Cha modifier). The stimulation granted must be 
  physical stimulation, meaning the caster must first touch the 
  recipient in an intimate manner, such as a kiss or manual 
  fondling of erogenous areas in order to apply the bonus. A 
  character incapable of sexual stimulation, such as a eunuch or 
  an unconscious person, cannot receive the bonus of Healing 
  Caress. The Healing Caress modifier may still be added to a 
  healing spell roll, even if the normal, level-based modifier has 
  been maxed.  When using Healing Caress, casting a healing 
  spell or using a healing spell-like ability requires 1 round.
  Improved Distracting Beauty
  You are more capable at fighting in the buff.
   
  Prerequisite: Distracting Beauty, Cha 18+
   
  Benefit: You may add (your Charisma bonus + 2) to 
  your AC using your Distracting Beauty class feature.
   
  Special: Any circumstance that would negate the 
  bonus granted by Distracting Beauty also negates this bonus. 
  (See Distracting Beauty class feature description.)
  Orgasmic Spell [Metamagic]
  You can give your spells a little something extra.
   
  Benefit: In addition to the spell’s normal effect, the 
  target of the spell also experiences a sudden, instant orgasm, 
  with all the physical manifestations that entails. The target 
  is considered dazed for 1 round. If the orgasmic spell has a 
  saving throw that negates the effect, then the orgasmic quality 
  of the spell is negated as well. Applying this feat to a spell 
  uses up a spell slot one level higher than the spell’s actual 
  level.
   
  Special: This feat may be applied only to spells with 
  a single, living creature as its target. It cannot affect multiple 
  targets or any kind of creature that does not naturally 
  experience orgasm, such as constructs, undead or any creature 
  that reproduces asexually.
  Pillow Talk
  You are adept at using sex to extract information from people.
   
  Prerequisite: Cha 15+, Perform (sexual techniques) 4 
  ranks, Gather Information 4 ranks
   
  Benefit: By bedding a willing partner, you may 
  attempt to coax him into divulging information he might not 
  have divulged otherwise. To do so, you must first perform a 
  sexual act with the target and make a DC 15 Perform (sexual 
  techniques) check to determine how well you coax the 
  information. The amount by which you beat the DC is then 
  added as a competence bonus to a Gather Information check 
  to determine the amount and/or quality of the information 
  gleaned.
   
  Special: In this case, the Gather Information check 
  takes only as long as the sexual encounter plus 30 minutes. 
  Also, since the check is made against only a single person, the 
  information gleaned is limited to information that individual 
  has. Therefore, this feat may be used only to gain knowledge 
  of specific information.
   
  Normal: Without this feat, Gather Information checks 
  represent information gleaned from multiple sources over a 
  period of (1d4 + 1) hours.
  Popular
  Your beauty, charm and charisma have made you friends in 
  high places.
   
  Prerequisites: Charmed, I’m Sure; Sisterhood
   
  Benefit: Due to your previous social and sexual 
  encounters, you have a group of influential individuals 
  who are friendly toward you and your cause. As a result, a 
  number of contacts can aid you in certain situations. The GM 
  determines the exact nature of these contacts and the aid they 
  provide. The contacts’ levels, however, are determined by 
  adding your class level to your Charisma modifier. This sum 
  provides a “level pool” from which your contacts’ levels may 
  be drawn.
   
  For example, Myria is a 6th-level Sister of Rapture 
  with a Charisma of 19. Therefore, her contacts’ levels may 
  all be drawn from a level pool of 10. She may have a single 
  10th-level contact, 10 1st-level contacts or any combination in 
  between.
   
  Once determined, the contacts provided by this feat 
  cannot be changed, nor do you gain more contacts when you 
  increase in level. Your contact level pool is calculated when 
  you take this feat. It does not increase unless you take the feat 
  again. Contacts need not be fleshed out immediately, though. 
  If the GM wishes, he may draw new contacts from the contact 
  level pool at any time, until the pool runs dry. If a contact is 
  lost or killed, a new contact of equal level may be substituted 
  at a later date, at the GM’s discretion.
   
  Special: You may take this feat more than once, 
  each time increasing your possible contact level pool by the 
  aforementioned amount. There is no limit on how large the 
  pool may be, although no single contact may be over 20th 
  level for a non-epic-level campaign.
  22
   
  
  Chapter Three: Love’s Method
  Myria has many friends thanks to the Popular feat.
  Spells
  Much of the power of the Sisters of Rapture comes in the form 
  of divine magic, granted by their goddesses in exchange for a 
  life of service and dedication.
  The Carnal Domain
  The Carnal Domain is a clerical domain granted to worshipers 
  of the various deities of love, lust and beauty. Any deity with 
  beauty, birth, childbirth, fertility, love, lust, marriage, passion 
  or other such descriptor in her portfolio may grant access to 
  the Carnal Domain in addition to the normal domains listed 
  for that deity. Spells from the Carnal Domain are added to 
  the Sisters of Rapture’s Spells Known at 1st level. Unless they 
  also have levels of cleric, however, they cannot gain access to 
  the domain’s granted powers.
  Carnal Domain
   
  Deities: Aphrodite, Isis, Freya or any good-aligned 
  deity of love, beauty, marriage, lust or other related portfolio
   
  Granted Powers: You can cause arousal in any living, 
  intelligent creature capable of sexual arousal. The target gains 
  no saving throw versus this power and is unaware that he is 
  being affected by an outside source. You cannot control the 
  target’s focus of the arousal or how he reacts to it. You may 
  use this power a total number of times per day equal to your 
  Charisma modifier. This granted power is a supernatural, 
  mind-affecting ability.
  Carnal Domain Spells
  1. Cause Orgasm: You cause another person to 
  instantly orgasm.
  2. Crystal Balls: Target takes (1d4 + 1/level) nonlethal 
  damage to the groin. Males become nauseated and 
  prone.
  3. Disarming Smile: Gain an enhancement bonus to 
  social skills.
  4. Eyes of Green: Cause two targets to become 
  intensely jealous of each other.
  5. Striptease: Target performs a striptease for one 
  round/level.
  6. Lovesickness: Target becomes so obsessed with 
  someone that he takes Charisma damage when 
  separated from her.
  7. Sex Change: You cause someone’s gender to 
  reverse permanently.
  8. Orgiastic Frenzy: Multiple targets are instantly 
  compelled to copulate as a group.
  9. Heartbreaker: Induces a possibly fatal heart attack 
  in a single target.
  Carnal Spell Descriptions
  These spells are presented in alphabetical order.
  Cause Orgasm
  Enchantment (compulsion) [mind-affecting]
  Level: Carnal 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25’ + 5’ / 2 Levels)
  Target: 1 person
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
   
  This spell causes the target, regardless of sex or age, 
  to experience a sudden, intense orgasm, with all the normal 
  physical results. The target can be any humanoid of Large 
  size or smaller. While in the throes of this orgasm, the target 
  is considered dazed. In addition, once the spell’s duration is 
  complete, the target remains fatigued until she rests.
  23
   
  
  Chapter Three: Love’s Method
  Crystal Balls
  Transmutation
  Level: Carnal 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: Fort negates (see description)
  Spell Resistance: Yes
   
  The target of this spell takes [1d6 per two caster levels 
  (maximum 5d6)] nonlethal damage in the form of excruciating 
  pain from a perceived blow to the groin. If the target makes 
  a Fortitude save, he negates the effects. In addition, male 
  targets who fail their saves, must make a second Fortitude 
  save or become nauseated and prone for 1d6 rounds. Female 
  targets, or targets without testicles, do not need to make the 
  second save. Targets without sexual organs of any kind are 
  immune to this spell.
  Disarming Smile
  Illusion (glamer)
  Level: Carnal 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour / level (D) or until discharged
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
   
  This spell improves the target’s ability to manipulate 
  others, or to extract or gather information, by causing her 
  to appear innocent and non-threatening. It provides +2 
  competence bonus to Diplomacy, Bluff, Gather Information 
  and Sense Motive for one hour per caster level.
   
  As an immediate action, the target of the spell can 
  choose to discharge the magic to gain a +8 competence bonus 
  to a single Diplomacy, Bluff, Gather Information or Sense 
  Motive skill check, after which the spell ends.
  Eyes of Green
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Carnal 4
  Components: V, S, DF
  Casting time: 1 standard action
  Range: Medium (100’ + 10’/ Level)
  Target: Two living, intelligent creatures within 10’ of each 
  other.
  Duration: 1 round / level
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
   
  When this spell is cast, both targets must make a Will 
  save. If either target succeeds, the spell fails. If both targets 
  fail, their natural, covetous feelings of jealousy are instantly 
  magnified to the exclusion of any other source of distraction 
  or danger. The subject of their jealousy is up to the GM but 
  should usually pertain to something each has that the other 
  wants. Examples include a particular magic item, a valuable 
  piece of mundane equipment, a position of power or even the 
  affections of a lover.
   
  This spell’s effects differ depending on the alignment 
  of the targets. A good-aligned creature simply quarrels 
  verbally for the spell’s duration and will only defend 
  himself from the other affected person. A creature of neutral 
  alignment quarrels for a minimum of two rounds before 
  the player makes a second save at the same DC on the third 
  round. If that second save fails, the neutral character attacks 
  the other affected person. If the neutral character makes the 
  save, he remains under the spell’s effect for the duration but is 
  not compelled to attack. An evil creature instantly attacks the 
  other affected party in a jealous rage. Regardless of alignment, 
  the compulsion to quarrel and/or fight ends at the end of the 
  spell’s duration. The targets may continue their dispute on 
  their own as the GM allows.
   
  Quarreling subjects are considered flat-footed in 
  regard to attacks from outside parties, but every time they 
  take damage from such an attack, they may make a new save 
  to break the effect of the spell. Success affects the attacked 
  target only. His partner continues to harangue him until either 
  he too is granted an additional save or the spell’s duration 
  ends.
  Heartbreaker
  Necromancy
  Level: Carnal 9
  Components: V, S, DF
  Casting Time: 1 round
  Range: Close (25’+5’ /2 Levels)
  Target: 1 living creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
   
  This spell induces a sudden heart attack in a single 
  living creature. If the saving throw fails, the target is stunned 
  for 1d4 minutes and takes 1d8 Constitution damage and 1d8 
  Strength damage. Furthermore, the target takes one point of 
  Constitution damage every round thereafter. At 0 Constitution 
  the target dies. The casting of restoration, heal, miracle or wish 
  upon the victim ends the heart attack but does not restore lost 
  ability points without further castings. Note that this spell 
  requires the victim to have a functioning heart, so only living 
  creatures can be affected.
  Lovesickness
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Carnal 6
  Components: V, S, DF
  24
   
  
  Chapter Three: Love’s Method
  Casting time: 1 round
  Range: Close (25’ + 5’ / 2 Levels)
  Target: One living creature
  Duration: 1 day/level
  Saving Throw: Will negates
  Spell Resistance: Yes
   
  This spell makes its recipient become infatuated with 
  another person of the caster’s choice. This infatuation is so 
  intense that the victim begins to waste away upon losing sight 
  of the object of his desire. He might lose sleep, turn to drinking 
  or become basically unable to concentrate on anything other 
  than his obsession. Along with the accompanying social 
  problems this spell creates (the abandonment of friends and 
  family, loss of work, health issues, etc.), the victim takes one 
  point of Charisma damage per day while it is in effect. 
   
   
  Furthermore, the victim is treated as if under the 
  effects of a dominate person spell in regard to any commands 
  given by the object of his obsession, including actions 
  intended to separate them (such as, “Leave me alone!”). There 
  is no save versus these commands unless the command is 
  directly against the target’s alignment or directly endangers 
  the target’s life, at which point he gets to make another Will 
  save against the spell’s normal DC. Success means he does 
  not have to perform the commanded action but is still under 
  the effects of lovesickness.
   
  The target gets an additional save every day to shake 
  off the spell’s effects. Once the spell is broken, the Charisma 
  damage heals as normal.
  Orgiastic Frenzy
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Carnal 8
  Components: V, S, DF
  Casting Time: 1 round
  Range: Medium (100’ + 10’ / Level)
  Area of Effect: 20’ radius emanation
  Duration: 10 min + 1 min / level
  Saving Throw: Special
  Spell Resistance: Yes
   
  This spell compels any living creature within its 
  range to immediately engage in sexual activities with wild 
  abandon with anyone else within the zone, without regard 
  to sex, orientation or race (although no one so affected will 
  cross species unless it is already in her nature to do so). Those 
  within the area of effect may individually make a Will save 
  to stave off the effects, but they must save again if they come 
  into physical contact with anyone else within the zone until 
  they leave the spell’s area or the spell’s duration lapses. In 
  particularly dense crowds, Tumble or Dexterity checks may 
  be required to exit the spell’s area without touching an 
  affected person. The compulsion to engage in sexual activity 
  is all but overwhelming. Regardless of alignment, victims of 
  the spell might attempt to force themselves on those in the 
  area of effect who are not affected. Those affected by the spell 
  are unable to do anything other than perform sexual acts or 
  grapple with intent to do so. As a result, everyone affected is 
  considered flat-footed. Targets engaged in sexual congress are 
  considered grappled and possibly prone.
   
  Furthermore, after the end of the spell’s duration (or 
  the natural conclusion of the orgy, whichever comes first), 
  everyone affected falls prone (assuming they’re not already) 
  and is considered exhausted. Normal rules regarding sexually 
  transmitted disease and pregnancy apply.
   
  If only one viable target is in the area of effect, that 
  target will masturbate until another viable target enters 
  the zone, at which point the affected victim will attempt to 
  copulate with that person.
  Sex Change
  Transmutation
  Level: Carnal 7
  Components: V, S, DF
  Casting time: 1 standard action
  Range: Medium (100’ + 10’/ Level)
  Target: 1 living creature
  Duration: Permanent
  Saving Throw: Fort negates
  Spell Resistance: Yes
   
  The target of this spell permanently changes to the 
  opposite sex, causing males to become females and vice-
  versa. The target’s new body is an extrapolation of what the 
  person would have looked like if he or she had been born 
  of the opposite sex originally. This change is more than just 
  skin-deep. All sexual organs, both internal and external, are 
  present and function normally, and the target’s skeleton and 
  musculature changes to match. Cosmetic details, such as 
  skin, hair and eye color, remain the same, although weight 
  and height may be adjusted appropriately. Race and age are 
  not affected. Despite the new sex, the person’s mind remains 
  largely the same. While the victim will adopt certain inherent 
  gender-related psychological tendencies as the result of 
  altered brain-chemistry, the overriding personality remains 
  unchanged. (That is, alignment, racial abilities, sexual 
  preference, basic likes, basic dislikes and learned quirks all 
  remain the same.) As a result, targets of this spell often feel 
  extremely awkward and even embarrassed by their new 
  body. If they fail to have the effects reversed, their altered 
  brain chemistry will eventually cause them to adjust, even to 
  the point of switching their sexual preference appropriately. 
  About 5% of the time, the target of the spell is unable to cope 
  and goes slowly insane. A successful Fortitude save at the 
  time of the casting negates all effects.
   
  The change takes one full round to complete. On 
  the round after the change is complete, the target becomes 
  immediately nauseated for one round and simultaneously 
  shaken and stunned for 1d4 rounds.
  25
   
  
  Chapter Three: Love’s Method
  Brass Balls of Tyr
  Striptease
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Carnal 5
  Components: V, DF
  Casting Time: 1 standard action
  Range: Close (25’ + 5’/ 2 levels)
  Target: one living creature
  Duration: 1 minute / level
  Saving Throw: Will negates
  Spell Resistance: Yes
   
  This spell compels a person 
  to perform a striptease act, dancing in 
  an erotic manner to spectral music 
  while taking off all armor, clothing, 
  weapons, jewelry, worn magical 
  items, et cetera until she is totally 
  nude. Removing armor takes 
  the minimum amount of time shown in the Core 
  Rulebook I, though the target attempts to do so in as sexually 
  arousing a manner as possible. The affected target can take no 
  other action until either the performance ends (resulting in 
  total nudity) or the spell’s duration elapses. The spell compels 
  the victim to perform enthusiastically and to the best of her 
  ability. (She cannot drag the performance out in an attempt to 
  run out the duration.) If she has ranks in Perform (dancing), 
  she may make a skill check to determine the quality of her 
  dance. Normal skill check rules apply.  If the spell’s duration 
  is greater than the amount of time it takes the victim to remove 
  her armor and clothing, the victim is not only totally nude 
  when the striptease ends but also fatigued for 1d4 rounds. 
  Tipping is customary.
  Magic Items
  Most magic items created by the Sisters of Rapture come from 
  the Isisian sect, since the goddess Isis doubles as a deity of 
  love and arcane magic. The Freyans, too, have been known 
  to dabble in the art of arcane crafting but not to the extent of 
  the Isisians. Those of Aphrodite’s sect usually have very little 
  skill in crafting magic items. They usually patronize local 
  artisans or other Sisters to create the items they need.
  Brass Balls of Tyr 
  (Medium Wondrous Item)
   
  This pair of small brass spheres, decorated with Norse 
  runes and knot-work, provides anyone who possesses it a +4 
  enhancement bonus to Will saves, Charisma and Charisma-
  based skill checks, as well as total immunity to fear (natural 
  and otherwise). This immunity is a double-edged sword, 
  however, as it tends to make the wielder act in a reckless 
  manner while providing no actual added protection against 
  danger.
   
  To use the brass balls of Tyr, the wielder need only 
  carry them on her person, in a pouch or backpack for 24 hours. 
  After that, the effects are automatic as long as the spheres 
  remain in close proximity (five feet) of the wielder. If either or 
  both of the spheres are lost, stolen or destroyed, the effects are 
  immediately lost, and the former wielder takes 1d4 Charisma 
  damage.
   
  Moderate abjuration and transmutation; CL 8th; 
  Craft Wondrous Item, eagle’s splendor, owl’s wisdom, remove 
  f e a r ; Price: 16,500 gp; Weight: 1/2 lb. each.
  Bedroll of Constant Comfort 
  (Minor Wondrous Item)
   
  This item looks like a well-crafted 
  feather 
  bedroll, 
  of 
  the 
  sort 
  many adventurers carry for 
  use in camping outdoors. 
  It is naturally thick and 
  soft and includes a sturdy, 
  silk-lined wool blanket with an 
  embroidered edge. The bedroll portion 
  is also made of silk or satin and is 
  enchanted so that anyone sleeping on it is 
  amazingly comfortable regardless of the weather or 
  environmental conditions. No root, rock or inclement 
  weather can disturb the slumber of anyone sleeping 
  on a bedroll of constant comfort. The bedroll and its occupant 
  remain clean, warm and dry.
   
  Furthermore, the bedroll of constant comfort staves 
  off nightmares or other minor mental effects that could 
  potentially disturb the user’s sleep. Should some outside 
  source such as the sounds of combat or the nudging of party-
  members provoke her, however, a character wakes instantly 
  without the need for a Listen check. Otherwise, the sleeper has 
  only the most pleasant of dreams and always wakes refreshed 
  and happy. Any wounded character sleeping on a bedroll of 
  constant comfort heals one more hit point than the amount his 
  natural healing normally provides.
   
  Finally, anyone having sexual relations on a bedroll of 
  constant comfort gains a +1 to any Perform (sexual techniques) 
  check—or any other check—pertaining to the performance of 
  the act.
   
  Faint abjuration and enchantment; CL 4th; Craft 
  Wondrous Item, alarm, calm emotions; Price: 1,200 gp; Weight: 
  5 lbs (1/2 weight for Small characters).
  Boots of the Harlot 
  (Minor Wondrous Item)
   
  These high, soft ladies’ boots are made of supple 
  leather and sport medium-high to stiletto heels. When worn 
  by a female humanoid with a Charisma of 10 or higher, the 
  boots enhance her sex appeal, making her appear even more 
  sexy and self-confident than she already is. That is, they 
  provide a +4 competence bonus to all Charisma-based skill-
  checks except Use Magic Device.  
   
   
  Furthermore, NPCs who are naturally inclined 
  to find the wearer sexually attractive and are meeting the 
  wearer for the first time automatically start as “friendly” on 
  26
   
  
  Chapter Three: Love’s Method
  Kieran discovers Boots of Nakedness.
  the Influencing NPC Attitudes chart in the Core Rulebook I 
  (modified by circumstance, of course).
   
  Finally, the boots provide the wearer with the ability 
  to cast charm person once per day, as an arcane caster of a level 
  equal to the wearer’s Hit Dice.
   
  Boots of the harlot have a downside, though. They 
  tend to attract unwanted attention from unsavory sorts 
  who automatically assume that anyone wearing such boots 
  is actively looking for sex. Also, the boots are designed for 
  looks, not comfort. As such, they inflict one point of nonlethal 
  damage per consecutive hour worn.
  (A version for males—boots of the rake—is available, but far 
  less common. They have the same magical abilities as boots of 
  the harlot.)
   
  Faint enchantment; CL 4th; Craft Wondrous Item, 
  charm person; Price: 2,000 gp.
  Boots of Nakedness 
  (Medium Wondrous Item, Cursed)
   
  These boots initially appear to be any of the other 
  kinds of magical boots (GM’s choice). When the unfortunate 
  wearer puts them on, however, she finds herself instantly 
  naked, wearing only the boots. Her clothes, magic items 
  and equipment are teleported off her body, materializing 
  five feet away, neatly folded and stacked. (Items held in the 
  character’s hand are not affected.) Anything else the character 
  tries to wear while she continues to wear the boots is likewise 
  teleported off her body to appear, neatly folded, five feet 
  away.
   
  Furthermore, the cursed boots cannot be removed 
  without the casting of remove curse.
   
  Strong Conjuration; CL 13th; Craft Wondrous Item, 
  teleport object; Price: 20,000 gp.
  Necklace of Attention 
  (Medium Wondrous Item)
   
  This elegant chain of gold and silver causes the 
  wearer to become highly noticeable to the opposite sex (and 
  homosexual members of the same sex) upon command. It 
  does not increase her Charisma, but any living humanoid 
  or monstrous humanoid within 60 feet of the wearer who is 
  capable of sexual attraction to the wearer’s sex must succeed 
  in a Will save, DC 13. Those whose saves fail become fascinated 
  with the wearer.
   
  In addition, once per day, the wearer may target a 
  single fascinated person with the enthrall spell, as cast by a 
  bard of a level equal to the wearer’s Hit Dice.
   
  (The standard necklace is of feminine design, but 
  masculine versions do exist.)
   
  Faint enchantment; CL 4th; Craft Wondrous Item, 
  enthrall: Price 10,500 gp.
  27
   
  
  Chapter Three: Love’s Method
  Penelope’s Portable Playroom is an invaluable tool for 
  adventuring mothers.
  Penelope’s Portable Playroom 
  (Major Wondrous Item)
   
  This item looks like a miniature wooden door from 
  a dollhouse, painted and decorated like the entrance to a 
  beloved child’s room. When the door is set on the ground 
  and the proper incantation is spoken, it grows to the size of a 
  normal door. It stands upright in a freestanding frame firmly 
  affixed to the ground and seems to lead nowhere. When 
  opened, however, the door leads to a large, extra-dimensional 
  dwelling that has a single-room interior 10 to 40 cubic feet in 
  size. The room is thickly carpeted and decorated as a child’s 
  playroom, complete with toys, finger-paints, books and other 
  things to occupy a child’s time, as well as a variety of Small-
  sized furniture (including a single bed and crib) and a single 
  Medium-sized rocking chair and side table. The room remains 
  dry and comfortable, regardless of the conditions outside. In 
  addition, the walls contain unbreakable glass-paned windows 
  that overlook an illusory pastoral scene and allow the room to 
  be lit by strong, warm sunlight. The illusory scene follows the 
  standard day/night pattern of the world upon which the item 
  was created, including a colorful sunset, a starry night with 
  a crescent moon and a beautiful sunrise. The room does not 
  provide food or water, but the air is constantly refreshed. At 
  night, a simple everburning chandelier that can be dimmed 
  with a vocal command lights the room. A single adjustable, 
  everburning lamp is also provided for use as a night-light.
   
  In addition to the toys and other objects, Penelope’s 
  portable playroom also comes equipped with a large, friendly 
  looking toy bear. This bear is fully animate, it answers to the 
  name Grumbletum, and it functions as a friend and nanny 
  to any child left inside the room. Grumbletum is perfectly 
  capable of taking care of a single child between the ages of 
  one month to six years (human equivalent) for a period of 
  one month and is qualified to watch up to four children at 
  a time, albeit with divided attention. It can change diapers, 
  tell stories, sing songs and perform the regular functions of a 
  babysitter. It cannot, however, provide the child with love. It 
  can only emulate human affection.
   
  This animate toy has no defensive capabilities, but 
  it mentally alerts the playroom’s owner if a child within the 
  room is suddenly endangered and requires assistance. There 
  is no range limit for this mental contact, except that it cannot 
  cross planar boundaries other than the extra-dimensional 
  threshold of the doorway. Grumbletum extends this courtesy 
  only for sentient children left in its care. It ignores any other 
  creature left in the room (such as a pet or familiar) once the 
  mother or other designated guardian has left. Grumbletum’s 
  basic abilities are Str 18, Dex 10, Con —, Int 8, Wis 12, Cha 14. It 
  has Profession (nursemaid) +23, is Medium sized (barely) and 
  has 75 hit points. If Grumbletum is reduced to 0 hit points, the 
  room collapses, unceremoniously spitting the child and all 
  28
   
  
  Chapter Three: Love’s Method
  foreign contents out into normal space. The room cannot be 
  reactivated for 24 hours thereafter. After that time, the room 
  is reset, complete with a new Grumbletum. The new bear is 
  identical to the old one but has no memories of prior events.
   
  A child left in Penelope’s portable playroom is safe in 
  Grumbletum’s care for a total of one month, assming adequate 
  provisions are provided. After the first week, however, 
  Grumbletum begins to periodically invite the parent to open 
  the door and visit her child. This invitation grows 
  more urgent and frequent (and less polite) as the 
  one-month limit approaches. When the month has 
  elapsed, the chance of the room spontaneously 
  collapsing and the child being ejected increases 
  by 10 percent each day.
   
  Grumbletum’s 
  personality 
  is 
  exceedingly pleasant as long as it’s caring 
  for a child. Adventurers who use the room as 
  nothing more than a storage area, however, 
  find the objects they store there broken 
  or vandalized upon retrieval. The 
  longer the room is used for purposes 
  other than childcare, the less pleasant 
  Grumbletum’s personality becomes. 
  It never physically attacks anyone, 
  but it might hurl insults and/or 
  toys at them.
   
  Nothing created by the 
  room can be removed from it, 
  though objects brought in from the 
  outside remain until removed. The room 
  is magically cleaned, and any damage 
  done to the objects it creates is automatically 
  repaired 
  every 
  time 
  the 
  room 
  is 
  reactivated. It will not repair or clean 
  outside items.
   
  Finally, from without, a second 
  verbal command causes the door to return to its 
  miniature size, which can be easily stored in a pouch or 
  pocket. (The room’s extra-dimensional interior retains its 
  full size.) The door cannot be minimized unless it is shut and 
  locked with the key. If the key is lost or destroyed, the door 
  cannot be re-opened until an arcane caster of equal or greater 
  level than the caster who created the original forges a new 
  key. In its miniature form, the door has 250 hit points and a 
  hardness of 15. The key is a normal iron key.
   
  Penelope’s portable playroom is named for a legendary 
  Aphroditan Sister who bore 32 daughters after proclaiming to 
  a prince that she would give him a son more beautiful than 
  Eros.
   
  Moderate conjuration; CL 10th; Craft Wondrous Item, 
  secure shelter; Price: 30,000 gp.
  Persistent Lipstick 
  (Minor, Medium or Major Wondrous Item)
   
  This item looks like an ordinary bottle of cosmetics 
  for the lips. It comes in a variety of colors and includes a 
  single applicator. The cosmetic itself is a bit heartier than the 
  average variety, however. When used in conjunction with a 
  touch spell or touch-based spell-like ability, such as a Sister 
  of Rapture’s Kiss of Power, it automatically extends the 
  duration by 10, 30 or 60 minutes, depending on the 
  lipstick’s strength (10 for minor, 30 for medium and 
  60 for major). The touch spell or spell-like ability 
  must be delivered via a kiss for the lipstick to 
  work. The kiss always leaves a telltale impression 
  on the skin, which must remain intact for the 
  entirety of the extended duration. The mark 
  may be removed as easily as normal 
  lipstick (with soap and water), but if 
  it is removed before the spell’s new 
  duration has expired, the spell effect 
  ends immediately.
   
  A single bottle holds enough lip-
  color for 50 kisses.
   
  Moderate evocation; CL 10th; Craft 
  Wondrous Item, Extend Spell, imbue 
  with spell ability; Price 2,500 gp 
  (Minor), 15,000 gp (Medium), 56,000 
  gp (Major).
  Rings of Faithfulness
  (Minor Rings)
   
  These rings come as a matched set of 
  his-and-hers wedding bands. Once placed 
  on someone’s finger by a lawfully wedded 
  spouse, it cannot be removed, except by the 
  spouse who put it there. Furthermore, if either 
  party is ever unfaithful (i.e., commits any sex act 
  with a person other than the person wearing the 
  partner ring), the wearer of the other ring is instantly aware 
  of the transgression. No other information is granted.
   
  Strong divination; CL 12th; Forge Ring, augury; Price 
  8000 gp.
  29
   
  
  Chapter Four: Love’s Divinity
  Chapter Four: Love’s Divinity
  How should one periphrase Freyja? Thus: by calling her Daughter of 
  Njördr, Sister of Freyr, Wife of Ódr, Mother of Hnoss, Possessor of the 
  Slain, of Sessrúmnir, of the Gib-Cats, and of Brísinga-men; Goddess 
  of the Vanir, Lady of the Vanir, Goddess Beautiful in Tears, Goddess of 
  Love.
   
   
   
  —Skáldskaparmál (Brodeur’s translation)
  To the Sisters of Rapture, love is a divine state of being. 
  They believe that, just as mortals are created by love, so too 
  was the universe. For them, the faces of love, the individual 
  deities themselves, are but multiple aspects of the same force. 
  They venerate such names as Aphrodite and Freya, but it is 
  love that they truly worship. It is in this that all Sisters of 
  Rapture are united. Indeed, this notion of the divinity and 
  power of love itself is the core of their Sisterhood.
  The Faces of Love
  Although they are not the only goddesses of love to be 
  found, three specific deities have the strongest influence 
  on the hearts and minds of the Sisters of Rapture. This 
  holy trinity of romantic relationships consists of Aphrodite, 
  of the Greek Olympian pantheon; Isis, of the Egyptian 
  Pharaonic pantheon; and the Norse Asgardian goddess, 
  Freya. Worshipers of these three goddesses make up the 
  vast majority of the Sisterhood’s membership and represent 
  the most powerful figures of its hierarchy. The Sisterhood’s 
  30
   
  
  Chapter Four: Love’s Divinity
  current Overmother, Theophania, is dedicated 
  to Aphrodite, as are her three closest advisors 
  (see Chapter Five: Love’s Order).
   
  Despite the differences in deities, 
  pantheons and cultures, the unifying belief 
  in the utter and total power of love keeps the 
  Sisters unified. But even in this unity, close 
  attention is paid to respecting the spiritual 
  beliefs and practices of each individual 
  goddess’s sect within the Sisterhood. The 
  only restriction placed on a Sister’s choice of 
  deity is sex. Although the Sisters of Rapture 
  respect and honor male love gods, such as the 
  Olympian god Eros, the Sisterhood insists that 
  its members worship only female dieties. This 
  restriction has led to some criticism over the 
  years, but the sheer rarity of appropriate male 
  gods keeps the goddesses securely foremost in 
  the Sisters’ hearts.
  Aphrodite (a.k.a., Venus, Cytherea, 
  “The Cyprian”)
  The goddess Aphrodite (aff-ro-dite-ee) 
  hails from the Olympian pantheon of 
  Ancient Greece. Of the Trinity of Love, 
  Aphrodite most represents the ideals of 
  pure, romantic passion. She is the goddess 
  of romantic love, sexual desire and physical 
  beauty. Born of the sea, Aphrodite’s dalliances 
  with her fellow deities are legendary. Despite being 
  married to the repugnant god of the forge, Hephaestus, 
  she has conceived six children with other gods 
  and at least one with a mortal man.
   
  Aphrodite represents the joy of 
  passion and the passion of life. She is the great 
  creator of life and bringer of happiness. She 
  promotes the ideals of goodness, love and 
  laughter, and she expects her worshipers 
  to venerate these things as they venerate her. 
  Like all the Olympians, she is a proud, fickle 
  goddess, quick to anger and vengeance, but 
  equally quick in her forgiveness and warmth. 
  As the goddess of passion, Aphrodite puts her 
  all into every endeavor and smites those who 
  offend her with a fury as strong as her love. It 
  is this capacity for passionate anger that some 
  Olympian cultures have come to appreciate in 
  her, making it not unheard of (though rare) to 
  find her depicted in the role of a vengeful war-
  goddess known as Aphrodite-Areia.
  31
   
  
  Chapter Four: Love’s Divinity
   
  Aphrodite usually appears as an impossibly 
  beautiful human woman with long, flowing 
  blonde hair and creamy skin that shimmers 
  like the sea. Her eyes are deep blue pools that 
  flash like storms when she’s angry. She is often 
  depicted dressed in simple robes or diaphanous 
  gowns of woven sea-foam and adorned with 
  jewelry made of pearls, gold and opalescent 
  seashells.
  Aphrodite and the Sisters of Rapture
  Sisters who revere Aphrodite usually come from 
  a Greek/Olympian civilization and culture, 
  although many from other cultures are drawn 
  to the purity of her portfolio. Many see her as 
  an unadulterated symbol of love. Still others are 
  drawn to her Aphrodite-Areia aspect, choosing 
  t o 
  embrace her passion for vengeance as well as her 
  passion for love.
   
  Those Sisters of Rapture who worship Aphrodite 
  and wish to multiclass usually do so with cleric or 
  bard, although paladins are not out of the question. 
  They are never barbarians, rangers, druids or rogues.
  Isis (a.k.a., Menkhet, Ankhet, “The Great 
  Lady”)
  Isis (eye-sis) is the goddess of love, fertility, marriage 
  and magic within the Egyptian/Pharaonic pantheon. 
  Although she shares her mantle with the cow-headed 
  Hathor, it is Isis who commands feminine power 
  among the Egyptians and has earned a place of power 
  with the Rapturous. She is unique among the Trinity 
  of Love, in that she is best known for her patronage 
  of arcane magic. Those who worship her and her 
  fellows in the Pharaonic pantheon claim her as 
  the ultimate source of arcane magic, crediting 
  her with bringing that power, as well as the 
  secrets of eternal life, to the living realm.
   
  Isis is a deity of pure goodness, free of malice 
  or anger. She is a being of love, and all her actions 
  flow from this wellspring of emotion. Still, she 
  is a practical goddess, known for her generosity 
  in the dispensing of wisdom and knowledge. 
  She is a consummate teacher and mother, 
  seeking to stimulate her worshipers spiritually 
  and intellectually as well as emotionally. She is 
  serious, calm, centered, wise, crafty and clever, 
  representing the very best of the female psyche.
   
  In her physical guise, Isis always appears 
  as a statuesque human woman in her 30s. Like 
  32
   
  
  Chapter Four: Love’s Divinity
  her people, she is dark of feature and exotic in 
  her beauty. She always dresses in fine, flowing 
  linens and adorns herself with jewelry made of 
  lapis, onyx and gold. A golden, glowing sun-
  disc often appears above her head as a symbol 
  of her power and divinity.
  Isis and the Sisters of Rapture
  Sisters who follow Isis as their patron goddess 
  usually hail from the desert lands of the 
  Egyptian/Pharaonic 
  peoples. 
  Those 
  who 
  hail from foreign lands who choose her sect 
  usually have some connection to or interest in 
  the arcane arts. Isis’s emphasis 
  on 
  arcane 
  magic 
  over 
  divine 
  often 
  confuses 
  clerics of other pantheons, 
  but those who revere her 
  understand the power she 
  represents and shares with 
  her spiritual children. Of all 
  the Sisters who worship 
  from the Trinity of Love, 
  those who follow Isis are 
  the least likely to follow a 
  marshal lifestyle, choosing 
  the ways 
  of words, wisdom and magic 
  over that 
  of the sword, bow and spear. Some even go 
  so far as to reject violence altogether.
   
  Those Sisters of Rapture who 
  worship Isis and wish to multiclass 
  usually do so with wizard, sorcerer, bard 
  or other arcane-casting class. Cleric is also 
  not an uncommon choice, although it is 
  rare to find an Isisian with cleric levels 
  who does not also sport levels in an 
  arcane spellcasting class. They are never 
  fighters, paladins, barbarians, rogues or 
  druids.
  Freya (a.k.a., Freja, Gefn, “Lady of 
  the North”)
  Freya (fray-ah), the goddess of physical love 
  from the Norse/Asgardian pantheon, is 
  the most passionate, sensual and outright 
  erotic goddess of the Trinity of Love. Where 
  Aphrodite represents pure romance and Isis 
  represents feminine power, Freya embodies 
  raw sexual passion and the happiness that 
  33
   
  
  Chapter Four: Love’s Divinity
  Kendra is dedicated to the Celtic goddess, Branwyn.
  such passion can bring. Although she is lustful, she does not 
  list lust as part of her portfolio. Freya celebrates the positive 
  aspects of passionate love: joy, fellowship and spiritual 
  togetherness, rather than the negative connotations that lust 
  can often represent.
   
  Like all the deities of the Asgardian pantheon, Freya 
  is attracted to strength and forcefulness. In her case, she 
  emphasizes strength of spirit, personality and character over 
  raw strength of arms. She sees glory in any conquest, be 
  it on the battlefield or in the marriage-bed, and is quick 
  to point out that a victory won without bloodshed is 
  just as sweet as a victory won by axe 
  and sword. Freya herself is a strong-
  willed deity, not above trading 
  sexual favors to get what she wants. 
  She does what she pleases and 
  follows her heart with a single-
  minded passion that sometimes 
  places her at odds with the rest of 
  her pantheon.
   
  As 
  the 
  Queen 
  of 
  the 
  Valkyries, Freya is one of the 
  choosers of the slain. One half of all 
  Norse men and all Norse women 
  who die in battle come to reside 
  in her hall, Sessrumnir, on 
  the plane of Asgard. It is 
  also said that, like Isis, 
  Freya 
  is 
  responsible 
  for introducing arcane 
  magic not only to the 
  mortal realm, but to 
  the Asgardians as well. 
  Very few of her worshipers 
  choose to emphasize that quality in 
  her, though.
  Freya and the Sisters of 
  Rapture
  Sisters of Rapture who choose to 
  follow Freya are among the most 
  passionate, willful and martial of 
  the Sisterhood. They generally hail 
  from the cold, harsh realms of the 
  Vikings, but those from other lands 
  who choose her sect often do so out 
  of respect for her role as a warrior-
  goddess. The overt sexuality and 
  bull-headedness 
  of 
  most 
  Freya-
  worshiping Rapturous has earned them a reputation as 
  indiscriminate lovers who will bed anyone who shows them 
  the least bit of fancy. While this level of promiscuity surely 
  exists in greater abundance among Freya’s sect than in the 
  other two, the truth is that Freya’s Rapturous tend to be more 
  discriminating than most when it comes to sexual partners. 
  Many require potential lovers to best them in some sort of 
  contest, be it of arms or wit before bestowing 
  favors upon them. Rare is the Freyan who will 
  bed a partner who has not proved himself 
  worthy first.
   
  Despite the fact that this 
  sect holds the least amount 
  of political power within the 
  Sisterhood, Sisters dedicated to 
  Freya make up the majority of the 
  Sisterhood’s total membership. 
  This imbalance of warriors to 
  clerics and spellcasters reinforces 
  the 
  misapprehension 
  of 
  the 
  Sisterhood as a warrior cult.
  Those Sisters of Rapture who 
  worship Freya and wish to 
  multiclass, usually do so 
  with 
  barbarian, 
  fighter, 
  paladin 
  or 
  some 
  other 
  martial class. Levels of ranger 
  are less common, but not 
  excluded. Those few who choose 
  to emphasize Freya’s connections 
  with arcane magic sometimes 
  take levels of wizard, sorcerer or 
  bard as well. More rare are Freyan 
  Sisters with levels of cleric or 
  druid. Freyans are never rogues.
  Other Goddesses of 
  Love
  The Sisters of Rapture 
  make up a diverse 
  drawing
  group,
  members from many 
  worlds, planes and cultures. 
  As a result, the goddesses of 
  the Greeks, Egyptians and Norse 
  are not the only goddesses they 
  revere. Many of the Sisters choose 
  to worship goddesses from other, 
  less common pantheons. While 
  34
   
  
  Chapter Four: Love’s Divinity
  Sample Goddess: Parvati
  Greater Deity
  Symbol: Jasmine flower
  Home Plane: The Seven Heavens
  Alignment: Lawful Good
  Portfolio: Love, Devotion, Family
  Worshipers: Women, wives and mothers
  Domains: Good, Law, Protection, Carnal
  Favored Weapon: Kukri
  Parvati (par-vha-tee) is the supreme feminine force in 
  the Indian pantheon.  She is the second consort of the 
  pantheon’s chief deity, Shiva, the god of destruction 
  and rejuvenation, and the reincarnation of Sati, the 
  original goddess of marriage and Shiva’s first consort. 
  She is the mother of the elephant-headed Ganesha, god 
  of beginnings, art and wisdom.  In many circles, she 
  is considered to be the mother of the universe itself. 
  Parvati is a powerful patron of women and feminine 
  power and those that worship her tend to reflect that 
  in their lives.
  Parvati and the Sisters of Rapture
  Sisters of Rapture who choose Parvati as their patron 
  deity may choose from the following for their Love’s 
  Blessing class ability:
  • 
  Add the spells of one of your goddess’s domains 
  to your Spells Known.
  • 
  Lion’s Rage (Su): Once a day, the Rapturous may 
  channel her righteous rage and transform into 
  the form of a lion, as per the polymorph spell, 
  without that spell’s hit-point gain. Instead, the 
  transformed Sister of Rapture gains hit-point 
  and save increases as barbarian rage, including 
  the same duration and reduction in Armor 
  Class. At the end of the duration, the rage ends 
  and the Sister regains her natural form and 
  statistics.
  • 
  Wife’s Devotion (Sp): The Rapturous 
  may cast status at will.
  • 
  Shared Love of Life (Su): Once per day, 
  the Sister of Rapture may “loan” Charisma 
  to a single target, on a point-by-point basis, 
  lowering her own Charisma score and raising 
  her target’s by an equal amount. She may 
  transfer as much or as little of her Charisma 
  score as she wishes, although she cannot be 
  reduced to 0 Charisma through direct use of 
  this ability. The character must touch her target 
  to make the transfer. Shared Charisma returns 
  at a rate of 1/hour.
  Parvati’s Holy Synbol
  these fringe sects wield little political power in the Sisterhood 
  at large, they are respected components of the Sisterhood 
  nonetheless.
   
  It is possible that the goddesses of the Trinity of 
  Love are not appropriate for every setting, particularly those 
  settings with their own, unique pantheons. In such cases, 
  deciding exactly which goddesses are appropriate to the 
  Sisters of Rapture and what gifts are available via Love’s 
  Blessing, is up to the GM.
   
  The following is a handful of goddesses—of love, 
  beauty, lust, fertility, marriage, et cetera—from mythological 
  sources who could be represented among the Sisters of 
  Rapture: Ama-no-Uzume (fertility, Shinto), Ashtoreth (love, 
  Syrian), Astarte (sexual love, Canaanite), Branwyn (love, 
  Celtic), Briget (fertility, Celtic), Hathor (love and mirth, 
  Egyptian), Inanna/Ishtar (love and war, Babylonian/
  Sumerian), P’an-Chin-Lien (prostitution, Chinese), Parvati 
  (feminine power, Indian), Rati (passion and lust, Indian), 
  Siwa (love, Slavic), Tlazolteotl (fertility, Aztec), Xochiquetzal 
  (love, Aztec).
   
  Gamemasters who include these or other love 
  goddesses in their campaigns are encouraged to create 
  powers appropriate to the goddess’ specific portfolio, 
  personality and mythos for the Love’s Blessing ability of 
  the Sisters of Rapture  class.
  35
   
  
  Chapter Five: Love’s Order
  Chapter Five: Love’s Order
  I am the consolation of the pain of birth
  I am the wife and the husband
  And it was my man who created me
  I am the mother of my father
  I am the sister of my husband
  And he is my rejected son
  Always respect me
  For I am the shameful and the magnificent one…
  —Hymn to Isis, from the Nag Hammadi documents. 
  3rd or 4th century BC
  The Rapturous Sisterhood consists of a simple hierarchy of 
  ranks. Rank, however, is not automatic. Generally speaking, 
  the average member can never expect to rise beyond the status 
  of Honored Sister. Rank is earned by greatness of deed and 
  gifted only to those who have proved themselves exceptional 
  in some way. Only a Sister who worships the same goddess 
  may bestow a new rank on another Sister. The higher-ranking 
  Sister may bestow any rank lower than her own current rank. 
  For example, an Honored Mother who worships Freya may 
  bestow the rank of Divine Sister on any worthy Honored 
  Sister who also worships Freya. The gifting of rank is always 
  accompanied by much pomp and ceremony as dictated by the 
  sect involved.
  36
   
  
  Chapter Five: Love’s Order
  Rapturous Novitiates often form lasting bonds of friendship.
  Table 7: Hierarchy of the Sisters of Rapture
  Rank
  Average Levels
  Apprentice (Novitiate)
  1-7
  Honored Sister
  8+
  Divine Sister
  10+
  Honored Mother
  13+
  Divine Mother
  15+
  Oversister (Sister Of...)
  18+
  Overmother
  20
  Apprentice (a.k.a., “Novitiate”)
  Apprentice, or novitiate, is the lowest Rapturous rank. These 
  young girls have recently been introduced to the Sisterhood 
  by a Patron Mother and approved for apprenticeship by the 
  Sacred Council. They hold no political power whatsoever but 
  are the most cherished of all ranks. While a Patron Mother 
  is ultimately responsible for her apprentice’s upbringing 
  and training, all Sisters keep a protective eye on those of the 
  apprentice rank. They do, after all, represent the Sisterhood’s 
  future.
   
  Aside from a daily regimen of training in the ways of 
  one’s sect, duties of the apprentice rank include most of the 
  menial chores required in a temple. In addition to being her 
  Patron Mother’s personal handmaiden, all apprentices in a 
  Rapturous temple are expected to cook, clean and maintain 
  the temple grounds, including tending the gardens and any 
  other simple agricultural needs the temple has. Apprentice life 
  is specifically designed to be difficult, in order to better shape 
  apprentices’ minds and bodies and to prepare them for service 
  as full-fledged Sisters of Rapture.
   
  Not all novitiates are tied to a temple, however. Many 
  Patron Mothers choose to remain active adventurers, teaching 
  their apprentices as they go. Still others choose to send their 
  apprentices out into the world alone, so as to teach them to 
  learn on their feet. This laissez-faire method of apprenticeship 
  is more controversial, as many consider it to be less effective 
  than when the Patron Mother takes a more active role.
   
  Sisters are considered apprentices until they reach 
  8th level, after which they automatically achieve the rank 
  of Honored Sister, assuming they have performed their 
  apprenticed duties to their Patron Mothers’ satisfaction. In 
  the rare case that an apprentice reaches 8th level without 
  satisfactorily meeting the standards set by her Patron Mother 
  and the Sacred Council, she may not gain her 8th level in the 
  Sister of Rapture class. She must, instead, either prove that she 
  is worthy or leave the Sisterhood by taking a level in a new 
  class. Note that this is the only circumstances under which 
  multiclassing can permanently halt a character’s progression 
  in the Sisters of Rapture class and is entirely at the discretion 
  of the GM and/or Patron Mother PC.
   
  The title given to Sisters of this rank is “novitiate.” The 
  nickname “Little Sister” is commonly heard but unofficial. It is 
  also common to hear apprentices referred to simply as “Sister” 
  if their ascension to the Honored Sister rank is assured.
  Honored Sister
  Honored Sisters are the rank-and-file Sisters of Rapture. They 
  are acknowledged as true Sisters but awarded no other special 
  privilege or honor. They are free to leave the service of their 
  Patron Mother and are encouraged to travel and adventure on 
  their own, to spread the word of their goddesses and celebrate 
  the divinity of love as they’ve been taught to do. Most Honored 
  Sisters never progress past this rank.
   
  The honorific applied to Sisters of this rank is 
  “Honored Sister.” Such formality is rare, however, outside of 
  ceremonies or worship services. “Sister” is the more common 
  appellation.
  37
   
  
  Chapter Five: Love’s Order
  Honored Mothers preside over important religious ceremonies.
  Patron Mother
  Patron Mother is a title given to any Rapturous of at least 
  Honored Sister rank who chooses an apprentice (and therefore, 
  the Patron Mother prestige class). Becoming a Patron Mother 
  does not represent an official increase in rank, but most Sisters 
  who choose to take an apprentice enjoy a slightly elevated 
  level of respect and power among the Sisters of their particular 
  sect.
   
  The honorific applied to Sisters who chose to take an 
  apprentice is “Mother.”
  Divine Sister
  Divine Sisters are Rapturous who are given dominion over 
  the care of a Sister of Rapture temple. Sisters who achieve this 
  rank have proven themselves to be of a highly pious and well-
  organized mindset (and likely multiclassed with cleric). Divine 
  Sisters are the religious leaders of a local group of Rapturous 
  and are usually revered and loved by the Sisters who operate 
  out of their temples.
   
  The honorific applied to Sisters of this rank is “Divine 
  Sister.”
  Honored Mother
  The Rapturous divide any land with a large population of 
  Sisters into districts. A district has several temples, each 
  overseen by a  Divine Sister. The ultimate authority over all the 
  temples in that district falls on a figure known as the Honored 
  Mother. The number of temples under an Honored Mother’s 
  care generally varies from three to six from location to location 
  and from sect to sect. Ten is the upward limit. If more than 
  10 temples are erected in close proximity, the Sacred Council 
  will usually vote to split the district in two, appointing a new 
  Honored Mother to care for the newly created district.
   
  Honored Mothers serve as mediators of disputes 
  between temples and officiate matters too large or important 
  for one Divine Sister to handle alone. Twice a year, Honored 
  Mothers call a conclave of Divine Sisters in order to exchange 
  stories and ideas, to hear disputes and generally to touch base 
  with the various temples in her district. These conclaves, often 
  referred to by Sisters as “ecstatic assemblies,” have become 
  something of an excuse for Sisters to gather and celebrate their 
  beliefs in three nights of song, drink, dance and orgiastic sex.
   
  An Honored Mother is always a multiclassed cleric 
  operating out of a cathedral or other large religious building 
  appropriate to her sect. The honorific applied is “Honored 
  Mother.”
  38
   
  
  Chapter Five: Love’s Order
  Aphroditans bring news to the Sister of Venus.
  Divine Mother
  Divine Mothers are Honored Mothers chosen to represent 
  a district before the Sacred Council. Those chosen to do so 
  relocate to the Councils’ seat at the Temple of the Beloved 
  Flame where they represent their districts’ concerns. A 
  Divine Mother also represents the ultimate leader of 
  the district, although her absence from the district 
  means that the district’s actual day-to-day 
  duties fall to the Honored Mother. If the 
  Honored Mother cannot settle a dispute or 
  is otherwise unable to handle a particular 
  crisis, however, the Divine Mother must 
  either attend to the final decision or—should 
  the issue warrant it—present the case to the 
  Sacred Council.
   
  It is also the duty of the Divine 
  Mother to review all applications for sect and 
  Sisterhood membership. She then presents 
  those she finds legitimate and worthy to the 
  Sacred Council for final approval.
   
  The honorific applied to Sisters 
  of this rank is “Divine Mother.”
  The Sacred Council
  The Sacred Council is the 
  ruling 
  body 
  of 
  the 
  Sisters of Rapture. Eight 
  members make up the 
  council—two from each of 
  the sects of the Trinity of 
  Love and two representing 
  an aggregate of the various 
  smaller sects. The Council 
  has the final say over all 
  official policies and rules 
  governing the Sisters of 
  Rapture, including who 
  joins the Sisterhood and 
  who is promoted through 
  the ranks. Although any Sister may 
  promote another Sister of a lower rank, 
  it is ultimately the duty of the Council 
  to ratify that promotion. The approval 
  of apprentices involves the ceremonial presentation of the 
  applicant to the Council by the Divine Mother of her district. 
  The Council then puts the apprentice through a detailed, 
  intimate interview to assess her understanding of the choice 
  she is making, as well as her general sexual maturity and her 
  potential benefit to the Sisterhood. An accepted candidate is 
  then ceremonially and magically bonded to her Patron Mother 
  in a brief but elaborate ritual, not unlike a marriage ceremony.
   
  The Council enjoys its power over the Sisters of 
  Rapture due to the belief that it retains the ability to commune 
  with any goddess of love the sect’s members worship. The 
  Sacred Council is highly revered because it represents a living 
  link between the Sisterhood and the divine. It is believed that 
  the goddesses themselves choose which Sisters have the honor 
  of becoming members of the Sacred Council. Those so chosen 
  are elevated to the rank of Oversister.
  The Oversisters
  An Oversister is one of two ultimate leaders of a sect, 
  representing the sect in the Sacred Council. Oversisters 
  command a great deal of respect individually, and they often 
  apply pressure to the Divine Mothers beneath them to decide 
  a certain way over matters that interest them. In Council, 
  their power is near absolute. When the Sacred Council 
  speaks as one, it is assumed that its pronouncements are 
  the words of the goddesses themselves.
   
  The honorific applied to a Sister of this rank 
  is “Sister of…” followed by the name of 
  the goddess she represents. For example, 
  the representatives of the Freyan sect 
  hold the title “Sister of Freya,” while 
  the Oversisters of Aphrodite’s 
  sect are called “Sisters of 
  Aphrodite” or “Sisters of 
  Venus” (depending on the 
  preferred local name of the 
  goddess).
  The Overmother
  the
  is
  Overmother
  highest rank achievable 
  Sisterhood.
  the
  in
  Hailing from any sect, 
  the Overmother represents 
  the will of all the goddesses 
  whom the Sisterhood exists to 
  serve. She is considered to be an 
  oracle of sorts, speaking the mysteries of 
  the goddesses’ wishes for the Sacred Council 
  to interpret. Although she is not a divine being 
  herself, her office is revered as sacred.
   
  Each Overmother is handpicked 
  by her predecessor and may be chosen 
  from any rank of the Sisterhood. (Even 
  a novitiate could be chosen, though none ever has been.) 
  The Overmother’s choice must be ratified by the Sacred 
  Council, but since it is believed that the official actions of 
  the Overmother are guided by the goddesses themselves, no 
  choice for successor has ever been turned down, regardless of 
  how controversial some choices have been.
   
  Overmothers hold their positions for life, although 
  most chose to retire in their twilight years.
   
  The honorific applied to the Sister of this rank is 
  “Her Lady Grace, Overmother to the Sacred Council of the 
  Sisters of Rapture.” The more common appellation is simply 
  “Overmother” or “Your Lady Grace.”
  39
   
  
  Chapter Six: Love’s Relations
  Chapter Six: Love’s Relations
  Spousal, lupercal, and to men inclin’d,
  Prolific, most-desir’d, life-giving, kind:
  Great sceptre-bearer of the Gods, ’tis thine,
  Mortals in necessary bands to join;
  And ev’ry tribe of savage monsters dire
  In magic chains to bind, thro’ mad desire.
            —Orphic Hymn to Aphrodite, LVI.
  Many beings, creatures and deities throughout the 
  universe equate love with weakness and seek to dominate 
  those who venerate it. The Sisters of Rapture exist to combat 
  these beings. Sisters often refer to their enemies as “the ugly 
  ones,” which has led to the inaccurate belief that a Sister will 
  kill anything or anyone she finds unattractive. The truth is far 
  less sinister and more complex. The enemies of the Sisters of 
  Rapture are many and varied, but all have a single aspect in 
  common: They all possess an “ugliness of the soul.”
   
  In simplest terms, the Rapturous consider anyone 
  or anything of an evil alignment—regardless of its physical 
  beauty—to be an enemy of their goddesses and their 
  Sisterhood. They do not, however, rely on alignment alone 
  to determine who or what they oppose.  They will generally 
  stand against any creature that denies free will, oppresses the 
  weak or mistreats the innocent, especially if the victims are 
  female.
   
  The following is a collection of new creatures that 
  represent the enemies and allies of the Sisters of Rapture.
  40
   
  
  Chapter Six: Love’s Relations
  Archon, Passion (Theliel)
  Medium Outsider (Archon, Extraplanar, Good, Lawful)
  Hit Dice: 6d8+6 (33 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares), fly 50 ft. (average)
  Armor Class: 21 (+2 Dex, +9 natural), touch 12, 
  flat-footed 19
  Base Attack/Grapple: +6/+7
  Attack: slam +7 melee (1d4+1/x3) or 
  +1 thundering longbow +9 ranged 
  (1d8+1/x3) 
  Full Attack: slam +7/+2 melee 
  (1d4+1/x3) or +1 thundering 
  longbow +9/+4 ranged 
  (1d8+1/x3) 
  Space/Reach: 5 ft./5 ft.
  Special Attacks: spell-
  like abilities
  Special Qualities: 
  Aura of menace, 
  damage reduction 
  10/evil, 
  darkvision 
  60 ft., Kiss of 
  Restoration, 
  immunity 
  to electricity 
  and 
  petrification, magic circle against evil, 
  spell resistance 18, teleport, tongues
  Saves: Fort +6, Ref +7, Will +8
  Abilities: Str 13, Dex 14, Con 13, Int 14, Wis 
  16, Cha 26
  Skills: Bluff +17, Concentration +9, Diplomacy 
  +19, Disguise +16 (+18 act in character), 
  Escape Artist +8, Heal +9 (+11 sexual diseases or 
  injuries), Knowledge (carnal) +11, Knowledge (religion) 
  +9, Knowledge (any one) +8, Listen +9, Perform (sexual 
  techniques) +14, Search +8, Spot +9 
  Feats: Healing Caress, Point Blank Shot, Precise Shot
  Environment: The Seven Heavens
  Organization: Solitary
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always lawful good
  Advancement: 7–12 HD (Medium)
  Level Adjustment: +6
  She stands before you, her lithe, flawless body radiating a holy light. 
  Her beauty is otherworldly and so great that it’s almost painful to 
  behold her radiant nakedness. Her golden-white hair flows in waves 
  around her heart-shaped face. From her back, feathered wings of 
  the purest white and gold stretch gracefully out to fine points. She 
  wears only a bejeweled quiver of golden arrows slung around her 
  slender hips and a single, silver holy symbol hanging between her 
  perfect breasts.
  Mortal scholars often describe Passion Archons (also known 
  as Theliel) as the celestial answer to the fiendish succubus. 
  They are the heralds of divine love and sacred union, bringing 
  passion, healing and inspiration to mortals deserving of their 
  blessing. They also sometimes serve as avatars of the gods, 
  who send them to make love to exceptional 
  mortals who have caught their eye, so 
  that the god in question may share the 
  experience when a true dalliance 
  would be unwise. In some 
  cultures that do not allow 
  sexual contact outside of 
  marriage, Passion 
  Archons serve as 
  enforcers of that 
  sacred institution. 
  They 
  strengthen 
  unions that the 
  gods 
  favor, 
  destroy those 
  of 
  which 
  the 
  gods 
  disapprove 
  and punish 
  the 
  unfaithful 
  (or those who otherwise abuse 
  their sacred union).
   
   
  For  all practical 
  purposes, Passion Archons are sacred 
  love incarnate. They embody whatever 
  ideals of pure, holy love a particular god 
  or pantheon supports, and they always act 
  in the name of those gods in whatever they 
  do. To make love to a Theliel is to make love to 
  the gods themselves.
   
   
  Passion Archons exist in both sexes 
  but have no particular sexual preferences. They 
  perform whatever act of passion their patron deity 
  requires of them.
  Combat
  The Theliel are creatures of passion and, as such, 
  approach everything they do (from making love to 
  making war) with unrestrained zeal. They are quick 
  to love but just as quick to righteous anger. They 
  never attack without just provocation, but it doesn’t 
  take much to find provocation in even the slightest 
  injustice. Theliel cannot abide disloyalty, especially 
  toward one’s spouse, and strike out with a great and furious 
  anger against those who break their marriage vows.
   
  They prefer to attack from the air, using their magic 
  arrows and high Dexterity to their greatest advantage. 
  Although they are no strangers to the use of blades and melee 
  41
   
  
  Chapter Six: Love’s Relations
  weapons, they prefer to use their natural slam attacks when 
  forced into hand-to-hand combat.
   
  A Passion Archon’s natural weapons, as well as any 
  weapon it wields, are treated as good-aligned and lawfully 
  aligned for the purpose of overcoming damage reduction.
  Spell-Like Abilities: At will—continual flame, cure light 
  wounds, detect evil, enthrall. Caster level: 6th.
   
  Aura of Menace (Su): A righteous aura surrounds 
  Passion Archons when they fight or become angry. Any 
  hostile creature within a 20-foot radius of the passion archon 
  must succeed on a Will save, DC 21 (10 + 1/2 hit-dice + 
  Charisma mod +2 racial bonus), to resist the effects. The save 
  is Charisma-based. Those who fail take a -2 penalty on attacks, 
  AC and saves for 24 hours or until they successfully damage 
  the Passion Archon that generated the aura. A creature that 
  has resisted or broken the effect cannot be affected again by 
  the same Passion Archon’s aura for 24 hours.
   
  Kiss of Restoration (Su): As the divine spell greater 
  restoration, except that it can only restore levels lost from 
  contact with creatures of evil alignment, such as succubi or 
  certain undead. For this power to work, the Theliel must kiss 
  the target for at least one full minute (10 rounds). If the kiss is 
  interrupted before a full minute is complete, the magic is lost 
  and no levels are restored. The Passion Archon may use this 
  ability once per day.
  Passion Archons as Characters
  Passion Archon characters have the following racial traits.
   
  – +2 Str, +4 Dex, +2 Con, +4 Int, +6 Wis, +16 Cha
   
  – Medium size
   
  – A Passion Archon’s base land speed is 30 feet.  
  They fly at 50 ft. (average)
   
  – Racial Hit Dice: a Passion Archon begins with six 
  levels of outsider, which provide 6d8 Hit Dice, a base attack 
  bonus of +6 and base saving throw bonuses of Fort +5, Ref 
  +5 and Will +5.
   
  – Racial Skills: A Passion Archon’s outsider levels 
  give it skill points equal to 9 x (8 + Int modifier). Its class 
  skills are Bluff, Concentration, Diplomacy, Disguise, Escape 
  Artist, Heal, Knowledge (carnal), Knowledge (religion), 
  Knowledge (any one), Listen, Perform, Search and Spot.
   
  – Racial Feats: a Passion Archon’s outsider levels 
  give it three feats.
   
  – +9 natural armor bonus
   
  – Natural weapons: slam (1d4)
   
  – Archon Traits (see Core Rulebook III): darkvision 60 
  ft., aura of menace [Will save, DC (15 + character’s Charisma 
  modifier)], immunity to electricity and petrifaction, magic 
  circle against evil (Su), teleport (Su) and tongues (Su), +4 racial 
  bonus on saves against poison
   
  – Special Attacks: spell-like abilities
   
  – Special Qualities: Kiss of Restoration, damage 
  reduction 10/evil, spell resistance equal to 18 + class levels
   
  – Automatic Languages: Celestial, Common. Bonus 
  Languages: Abyssal, Draconic, Infernal
   
  – Favored Class: Bard
   
  – Level-Adjustment: +6
  Beloved
  While most victims of a succubus’s affections simply die at 
  the end of their encounter with the demon, some souls linger, 
  becoming a type of demonic undead known as the Beloved.
   
  The Beloved are unfortunate mortals, usually males, 
  who have had their life force totally drained by an extended 
  encounter with a succubus. Although they have given the 
  demon all of their life essence, they still cling to mortal 
  existence. Like an addict, they exist in a constant state of 
  hunger, lusting for just one more taste of their demon lover’s 
  affections. Used, abused and discarded, they are tormented 
  souls, cursed to wander the land, forever searching for their 
  former extraplanar lover, willing to harm or kill anyone who 
  gets in the way of that goal.
   
  It is said, however, that should a Beloved actually 
  manage to track down and capture the succubus that created 
  him, that succubus must return the life-essence she stole from 
  him, lifting the curse and returning him to life before being 
  forced to flee the mortal plane forever. For this reason, succubi 
  usually seduce others into hunting down any Beloved they 
  leave behind—a task most find worthwhile anyway.
  Sample Beloved
  This wretched, pitiable man seems weighed down by despair and 
  defeat. His dried, desiccated skin marks him as one of the walking 
  dead. His cold lips are black and mottled, as if stained by the kiss 
  of some foul creature. His fiery red eyes study you with open 
  desperation.
  This example uses a 7th-level human fighter as the base 
  creature.
  Beloved, 7th-level Human fighter
  Medium Undead (Augmented Humanoid, Demon)
  Hit Dice: 7d12 (45 hp)
  Initiative: +8
  Speed: 40 ft. (8 squares)
  Armor Class: 23 (+3 Dex, +4 Natural +5 breastplate, +1 
  deflection), touch 14, flat-footed 20
  Base Attack/Grapple: +7/+11
  Attack: +1 longsword +13 melee (1d8+5/19-20) or slam +11 
  melee (1d6+4) or longbow +11 ranged (1d8/x3)
  Full Attack: +1 longsword +13/+8 melee (1d8+5/19-20) or 
  slam +11 melee (1d6+4) or longbow +11/+6 ranged (1d8/x3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Fascinating Gaze, Beloved’s Embrace
  Special Qualities: damage reduction 10/cold iron or good, 
  42
   
  
  Chapter Six: Love’s Relations
  immunity to electricity, resistance to acid 10, cold 10 and fire 
  10, demon sense
  Saves: Fort +5, Ref +6, Will +5
  Abilities: Str 19, Dex 18, Con —, Int 15, Wis 16, Cha 8
  Skills: Climb +10, Disguise +8, Gather 
  Information +12, Handle Animal +1, Hide 
  +8, Intimidate +15, Jump +5, Listen 
  +5, Move Silently +8, Ride +6, 
  Search +15, Sense Motive +11, 
  Spot +5, Survival +5, Swim -3
  Feats: Alertness, Cleave, 
  Combat Reflexes, Dodge, 
  Improved Initiative, 
  Point Blank Shot, 
  Power Attack, Precise 
  Shot, Rapid Shot, 
  Track, Weapon Focus 
  (longsword)
  Environment: Any
  Organization: 
  Solitary
  Challenge Rating: 9
  Treasure: Double 
  standard
  Alignment: Chaotic 
  neutral
  Advancement: By 
  character class
  Level Adjustment: +6
  Combat
  Beloved are tenacious, obsessed 
  creatures who don’t like to be 
  distracted from their relentless 
  search.  As such, most Beloved will 
  fight only to defend themselves 
  from attack or if the combat 
  somehow furthers their quest. 
  When they do engage in combat, 
  they generally attempt to 
  use their Fascinating Gaze 
  and 
  Beloved’s 
  Embrace 
  abilities whenever possible, 
  and resort to deadly force 
  (generally by use of their 
  natural slam attack or by 
  weapons) only when it 
  becomes clear that their 
  opponent cannot be forced to 
  aid them in their unholy pursuit.
   
  Possessions: ring of protection +1, breastplate, +1 
  longsword, longbow. (Different Beloved may have different 
  possessions.)
  Creating a Beloved
  “Beloved” is an acquired template that can be added to any 
  living, corporeal humanoid creature (referred to hereafter as 
  the base creature).
   
  A Beloved uses all of the base creature’s 
  statistics and abilities except as noted here.
  Size and Type: The creature’s type changes 
  to undead (augmented humanoid, 
  demon). Do not recalculate base 
  attack bonus, saves or skill points. 
  Size is unchanged.
  Hit Dice: Increase all current 
  and future Hit Dice to d12s.
  Speed: Increase the creature’s 
  base speed by +10.
  Armor Class: The base 
  creature’s natural armor is 
  increased by +4.
  Attack: A Beloved retains 
  all the attacks of the base 
  creature and also gains 
  a slam attack if it didn’t 
  already have one.  If the base 
  creature can use weapons, 
  then the Beloved retains 
  this ability. A creature with 
  natural weapons retains 
  those natural weapons. A 
  Beloved fighting without 
  weapons uses either its slam 
  attack or its primary natural 
  weapon (if it has any). A 
  Beloved with a weapon uses 
  its slam or a weapon as it 
  desires.
  Full Attack: A Beloved 
  fighting without weapons 
  uses either its slam attack 
  (see below) or its natural 
  weapons (if it has any). If 
  armed with a weapon, it 
  usually uses the weapon as 
  its primary attack along 
  with a slam or other 
  natural weapon as its 
  natural secondary attack.
  Damage: 
  Beloved 
  have 
  slam 
  attacks. If the base creature does 
  not have this attack form, use the 
  appropriate damage value from the 
  table below according to the Beloved’s size. Creatures that 
  have other kinds of natural weapons retain their old damage 
  values or use the appropriate value from the table below—
  whichever is better.
  43
   
  
  Chapter Six: Love’s Relations
  Special Attacks: A Beloved retains all the special attacks of the 
  base creature and gains those described below. Saves have a 
  DC of 10 + 1/2 Beloved’s HD + Beloved’s Charisma modifier 
  unless noted otherwise.
   
  Fascinating Gaze (Su): Meeting a Beloved’s gaze can 
  cause its victim to become fascinated. The range is 30 feet; a 
  Will save negates. The save is Charisma-based.
   
  Beloved’s Embrace (Su): To initiate a Beloved’s Embrace, 
  the Beloved must kiss its intended victim on the lips or 
  mouth. If the victim is not willing to be kissed, the Beloved 
  must first initiate a successful grapple with its intended 
  victim, provoking an attack of opportunity. If the Beloved is 
  successful in its grapple, the victim must attempt a Will save 
  or fall under the effects of a geas/quest spell and be forced to 
  aid the Beloved in its quest to find its former succubus lover. 
  If the victim succeeds at the Will save, she immediately gains 
  one negative level. A character who has successfully saved 
  against Beloved’s Embrace is automatically immune to further 
  uses of the geas portion of the ability from that particular 
  Beloved for 24 hours. Should the same Beloved attempt to 
  use the ability a second time in that period against a victim 
  who has already successfully saved against it, the victim only 
  gains additional negative levels (though only if she fails her 
  Will save). Further successful saves negate the effect.
  Special Qualities: A Beloved retains all the special qualities of 
  the base creature and gains those described below:
   
  Damage Reduction (Su): A Beloved has damage 
  reduction 10/cold iron or good. 
   
  Demonic Traits (Su): Although not technically demons 
  or outsiders, Beloved possess the demon subtype and gain 
  the following demonic traits:
   
  – Immunity to electricity
   
  – Resistance to acid 10, cold 10 and fire 10
  Furthermore, Beloved are treated as demons for the purposes 
  of weapons or spells that specifically target the demon 
  subtype.
   
  Demonic Sense (Su): Beloved gain the ability to sense 
  the presence of any demon within a 30-foot radius of itself. 
  The Beloved is automatically aware of the presence of any 
  creature bearing the demon subtype that passes into this zone 
  without the need for any kind of skill or ability check.
  Abilities: Increase from the base creature as follows: Str +4, 
  Dex +2, Int +2, Wis +2, Cha -4. As an undead creature, a 
  Beloved has no Constitution score.
  Skills: Beloved have a +8 racial bonus on Disguise, Gather 
  Information, Hide, Intimidate, Move Silently, Search and 
  Sense Motive checks. Otherwise, same as base creature.
  Feats: Beloved gain Alertness, Dodge and Track, assuming 
  that the base creature meets the prerequisites and doesn’t 
  already have these feats.
  Environment: Usually same as base creature
  Organization: Solitary (plus 1–3 geased victims)
  Challenge Rating: Same as base creature +2
  Treasure: Standard
  Alignment: Always chaotic (neutral or evil)
  Level Adjustment: Same as base creature +6
  Congress of the Wolf
  The Congress of the Wolf is an organization that believes 
  strongly in the idea of a totally male-dominated society. The 
  ultimate misogynists, the brothers of the Congress support 
  and actively promote the complete domination of the female 
  sex, regardless of race. They regularly engage in such acts as 
  slavery, rape, torture and murder, sometimes even against 
  their own mothers and sisters. In their eyes, women are not 
  only weak and inferior, but also a lesser race of beings unto 
  themselves, deserving of no more respect than the average 
  beast of burden.
   
  This culture of degradation, has made the Congress 
  of the Wolf the sworn enemies of the Sisters of Rapture. The 
  Stormsisters especially despise the men of the Congress of 
  the Wolf, and many have undertaken strict religious vows to 
  attack and kill any they encounter.
  Organization: The Congress of the Wolf is extremely 
  widespread but generally disorganized. Each chapter is unique 
  and autonomous, free to pursue the goals of the brotherhood 
  as it sees fit. The various chapters’ membership and methods 
  differ greatly. Some chapters resemble secret societies of elite 
  nobles who gather in secret to negotiate new laws to oppress 
  the female population of their lands. Others are more akin to 
  roving rape-gangs, striking from the fringes of society, carrying 
  out daring raids on local villages and making off with women 
  and girls to sate their pleasures. Still others mix their hatred of 
  women with the worship of dark gods, raping and murdering 
  young girls in elaborate blood-rituals meant to bring about 
  the total supremacy of the male species. The only thing these 
  chapters have in common, aside from their devout belief in 
  the superiority of men, is the sacred vow each member must 
  take upon his initiation. The origin of this vow is a mystery, 
  Table 8: Slam Atack Damage by Size
  Size
  Damage
  Fine
  1
  Diminutive
  1d2
  Tiny
  1d3
  Small
  1d4
  Medium
  1d6
  Large
  1d8
  Huge
  2d6
  Gargantuan
  2d8
  Colossal
  4d6
  44
   
  
  Chapter Six: Love’s Relations
  though they claim it has remained unchanged throughout 
  the history of the brotherhood. Strangely, no member of the 
  brotherhood who has taken the vow has ever knowingly 
  betrayed the Congress, leading to speculation that the vow 
  contains some kind of powerful magic compulsion. Stories of 
  convicted, condemned members mysteriously dying in their 
  cells on the eve of their executions are common folklore.
  Members: Typically, members of the Congress of the Wolf 
  are aggressive types, meaning warriors, fighters, rangers 
  or barbarians. Rogues, assassins and even bards have been 
  known to join the ranks as well. Wizards, sorcerers and clerics 
  of evil gods are less common, but not unheard of. Paladins 
  who wish to join must renounce their previous vows and 
  sever ties to their good-aligned churches (and generally 
  become blackguards) before joining. Druids usually find 
  the Congress’s extremist views in contrast to their neutral, 
  balanced ways and will rarely have anything to do with 
  them.
  Typical members of the Congress of the Wolf:
  Low-level: Cyrvrim C’vel
  Male elf Rgr 3: CR 3; SZ M Humanoid 
  (elf); HD 3d8; hp 22; Init +7; Spd 30 ft.; 
  Space/Reach 5 ft/5 ft;  AC 16 (touch 13, 
  flat-footed 13); BAB/Grapple +3/+5; 
  Atk longsword +5 melee (1d8+2/19-20) 
  or dagger +5 melee (1d4+2/19-20) or 
  masterwork longbow +7 ranged (1d8/x3); 
  AL NE; SV Fort +6, Ref +6, Will +3; Str 15, 
  Dex 17, Con 16, Int 13, Wis 15, Cha 16
  Skills: Climb +3, Concentration +6, Handle Animal +4, Heal 
  +3, Hide +9, Jump +3, Knowledge (dungeoneering) +5, 
  Knowledge (geography) +5, Knowledge (nature) +5, Listen 
  +9, Move Silently +4, Spot +10, Survival +8, Use Rope +4
  Feats: Endurance, Point-Blank Shot, Rapid Shot (light or no 
  armor only), Improved Initiative, Track
  Special Abilities: +2 racial saving throw vs. enchantment 
  spells and effects; Favored Enemy (females) +2
  Languages: Common, Elven, Sylvan
  Possessions: dagger, longsword, masterwork longbow, +1 
  leather armor, ring of mind shielding, wand of cure light wounds 
  (43 Charges), 50 gp
   
  Roleplaying Tips: Cyrvrim C’Vel is a cold, cruel loner 
  who dislikes company and despises the presence of females 
  of any race in any capacity that does not include submissive 
  servitude. His reasons for this unyielding intolerance are as 
  unknown as they are unwavering. Mostly, he wishes to be 
  left alone and will generally ignore anyone he encounters, 
  though he has been known to track, rape and murder helpless 
  females foolish enough to enter his domain without a male 
  escort. If addressed, he rarely responds except to deliver rude 
  and sexist comments.
  Mid-Level: Rhem Rammerspike
  Male half-orc Bar 7: CR 7; SZ M Humanoid 
  (orc); HD 7d12; hp 69; Init +1; Spd 30 ft.; 
  Space/Reach 5 ft/5 ft; AC 20 (touch 11, 
  flat-footed 19); BAB/Grapple +7/+10; 
  Atk +1 warhammer +11 melee (1d8+4/
  x3 plus 2d8 somic) or dagger +10 melee 
  (1d4+3/19-20); Fill Atk +1 warhammer 
  +11/+6 (1d8+4/x3 plus 2d8 sonic) or dagger +10/+5 melee 
  (1d4+3/19-20); AL CE; SV Fort +7, Ref +3, Will +4; Str 17, Dex 
  13, Con 15, Int 12, Wis 14, Cha 9
  Skills: Climb +10, Handle Animal +4, Intimidate +9, Jump +5, 
  Listen +9, Ride +5, Survival +11, Swim -1
  Feats: Cleave, Improved Sunder, Power Attack
  Special Abilities: Damage Reduction 1/–, fast movement, 
  illiteracy, improved uncanny dode, rage 2/day (7 rounds), 
  trap sense +2, uncanny dodge
  Languages: Common, Orc, Goblin
  Possessions: amulet of natural armor +2, +2 breastplate, dagger, 
  potion of bear’s endurance, potion of bull’s strength, potion of 
  enlarge person, a braid of silver elven hair, +1 thundering 
  warhammer, 500 gp
   
  Roleplaying Tips: Rhem Rammerspike is a monstrous 
  brute of the first order. Essentially a bully, he relishes 
  brutalizing weaker opponents, especially females. Rhem’s 
  favorite hobby is raping young women and girls, and he often 
  leads raids into human and elven settlements for the purpose 
  of collecting “brides.” He takes the hair of his victims as 
  trophies, which he braids and proudly displays on his person. 
  He is loud, insulting, crude and incredibly vain, especially 
  about his “conquests” and the size of his phallus.
  High-Level: Karl Reichart
  Male human Rog 7/Asn 8: CR 15; SZ 
  M Humanoid; HD 15d6; hp 67; Init +8; 
  Spd 30 ft.; Space/Reach 5 ft/5 ft; AC 23 
  (touch 19, flat-footed 19); BAB/Grapple 
  +11/+14; Atk +4 human bane punching 
  dagger +18 melee (1d4+7/19-20/x3) or 
  +1 short sword +15 melee (1d6+4/19-20) 
  or masterwork light crossbow +16 ranged 
  (1d8 plus poison); Full atk +4 human bane punching dagger 
  +18/+13/+8 melee (1d4+7/19-20/x3) or +1 short sword 
  +15/+10/+5 melee (1d6+4/19-20) or masterwork light 
  crossbow +16 ranged (1d8 plus poison); AL LE, SV Fort +5, 
  Ref +15, Will +5; Str 16, Dex 18, Con 12, Int 16, Wis 12, Cha 
  13
  Skills: Appraise +8, Balance +12, Bluff +15, Climb +8, 
  Decipher Script +5, Diplomacy +6, Disable Device +5, 
  Disguise +13, Escape Artist +7, Gather Information +8, 
  Hide +22, Intimidate +8, Jump +10, Knowledge (local) +15, 
  Knowledge (carnal) +5, Listen +11, Move Silently +15, Open 
  Lock +13, Search +10, Sense Motive +5, Sleight of Hand +8, 
  45
   
  
  Chapter Six: Love’s Relations
  Spot +7, Tumble +14, Use Magic Device +9
  Feats: Blind-Fight, Dodge, Improved Critical (punching 
  dagger), Improved Initiative, Mobility, Power Attack, Spring 
  Attack
  Special Abilities: +4 save vs. poison, Death Attack (DC 21), 
  Evasion (Ex), Hide in Plain Sight (Su), Improved Uncanny 
  Dodge (can’t be flanked), Poison Use, Sneak Attack +8d6, 
  Trap Sense (Ex), Trapfinding
  Languages: Common, Elven, Dwarven, Orc
  Possessions: ring of protection +5; cloak of displacement, major 
  (as Displacement, 15 rounds, total); masterwork crossbow; 
  masterwork bolts x10; +4 human-bane punching dagger; 
  gloves of dexterity +2; goggles of night; handy haversack; +2 
  glamered leather armor of etherealness; poison case (2 doses 
  each)—arsenic (ingested DC 13, Init.: 1 Con, Sec.: 1d8 Con), 
  deathblade (injury, DC 20, Init.: 1d6 Con, Sec.: 2d6 Con), 
  medium spider venom (injury DC 14, Init.: 1d4 Str, Sec.: 1d4 
  Str), shadow essence (injury DC 17, Init.: 1 permanent Str, 
  Sec.: 2d6 Str); masterwork potion belt (cure light wounds x5, 
  invisibility, protection from arrows 10/magic, protection from 
  good, spider climb); +1 shortsword, 500 pp
  Asassin Spells Known (4/4/4/1; CL 8th; save DC 13 + spell 
  level); 1st - disguise self, feather fall, obscuring mist, true strike; 
  2nd - cat’s grace, darkness, invisibility, undetectable alignment; 
  3rd - deep slumber, false life, misdirection, nondetection; 4th - 
  clairaudience/clairvoyance, dimension door, locate creature
   
  Roleplaying Hints: Karl Reichart is a conniving, 
  psychopathic serial killer who derives erotic pleasure from 
  murdering young women in their sleep, usually without 
  waking their husbands sleeping next to them. When not 
  killing for fun, he is an assassin for hire, with a reputation for 
  absolute secrecy. He is quiet, calm, calculating, perverse and 
  patient. Strangely, he also believes himself to be something of 
  a ladies’ man, although his predatory nature actually tends 
  to frighten most women away. He does not actively support 
  the Congress of the Wolf’s goals of total male domination, 
  but he finds comfort in the company of others who share his 
  utter disdain for women and respect his murderous leisure 
  activities.
  46
   
  
  Chapter Six: Love’s Relations
  Demon, Lileetha (Succubus Queen)
  Lileetha is a powerful succubus demon from the infernal 
  planes, one of many claiming to be the mother and queen of 
  her kind. The validity of this claim is unknown, but Lileetha is 
  powerful enough to see that few who openly question her live 
  to receive her answer. Little is known about how she managed 
  to gain such respect among demonkind, especially given that 
  there are many other succubi with greater strength and ability 
  throughout the Lower Planes.  Regardless, Lileetha remains 
  one of the most politically powerful succubi in the demon 
  realms, ruling her own level of the Abyss and a great 
  legion of succubi, incubi and other demons who serve 
  her without question (mostly). Her loyal lady in 
  waiting, Heleia, a fiendish greater medusa, is 
  never far from her side.
   
  Lileetha’s palace, Polgeatha, 
  is a warm, inviting and 
  comfortable castle of flawless 
  black and white marble 
  and obsidian that lies at 
  the center of a perfectly 
  groomed estate that 
  sports a seemingly 
  endless collection 
  of lush gardens 
  full of rare and 
  exotic (even 
  extinct) 
  flora. The 
  beauty of 
  the palatial 
  grounds 
  is in stark 
  contrast to 
  the blasted 
  landscape outside 
  its black iron gates. 
  Surrounded by a 
  vile, stinking moat of 
  boiling effluvia, Polgeatha is an oasis in a barren 
  wasteland of ash, soot and violent storms of raining 
  ammonia. The palace is literally an endless maze that is 
  home to thousands of succubi and incubi as well as the 
  souls of those mortals claimed by the demons’ insatiable 
  desires. In the royal chambers, Lileetha oversees a never-
  ending orgy of lust, avarice and gluttony where she and her 
  ilk feast on the souls of the selfish and innocent alike. Below, 
  her dungeons ring with the lustful screams of the tortured 
  damned writhing somewhere between ecstasy and agony. 
  Above, a small army of fiercely loyal balors patrols the castle 
  walls while vrocks circle overhead.
  Relaxing on an oversized bed of giant satin pillows lies a voluptuous, 
  youthful woman of such unearthly beauty as to bring tears to your 
  eyes and flames to your thoughts. Her perfect, naked, honeyed skin 
  is tinged with a dim, red glow, as is her flowing black hair. Her eyes 
  flicker and burn with a lusty fire, and she seems to gaze past your 
  mortal form into your most secret desires. From her back, two ebony 
  bat-like wings unfurl in graceful symmetry. She is the perfect image 
  of everything you’ve ever feared and desired… and more.
  Lileetha, 
  Succubus Queen
  Female Succubus 
  Sor 5/Rog 5: 
  CR 14; SZ M 
  Outsider (chaotic, 
  extraplanar, evil, demon); 
  HD 6d8/5d4/5d6; hp 89; 
  Init +8; Spd 30 ft., fly 50 
  ft. (perfect); Space/
  Reach 5 ft/5 ft; AC 
  33 (touch 19, flat-
  footed 33); BAB/
  Grapple +11/+13; 
  Atk +3 scythe of wounding +16 
  melee (2d4+6 plus 1 Con/
  x4) or dagger of venom +14 
  melee (1d4+3/19-20) or claw 
  +13 melee (1d6+2); Full 
  Atk +3 scythe of wounding 
  +16/+11/+6 melee 
  (2d4+6 plus 1 Con/
  x4) or dagger of venom 
  +14/+9/+4 melee 
  (1d4+3/19-20) and 
  claw +8 melee 
  (1d6+1) or 2 claws 
  +13 melee (1d6+2); 
  AL CE, SV Fort +9, Ref +14, 
  Will +13; Str 14, Dex 18, Con 14, Int 
  23, Wis 16, Cha 30
  Skills: Appraise +9, Balance 
  +8, Bluff +30, Climb +4, 
  Concentration +20, Craft 
  (Alchemy) 
  +12, 
  Craft 
  (Trapmaking) 
  +9, Diplomacy +27, Disable 
  Device +6, Disguise 
  +23, Escape Artist +9, Hide 
  +11, Intimidate +19, Knowledge (arcana) +29, Knowledge 
  (carnal) +27, Knowledge (nobility and royalty) +17, 
  Knowledge (religion) +17, Knowledge (the planes) +17, Listen 
  +22, Perform (sexual techniques) +20, Search +20, Spellcraft 
  +28, Spot +25, Tumble +18
  Feats: Dodge, Eschew Materials, Improved Initiative, Martial 
  47
   
  
  Chapter Six: Love’s Relations
  Weapon Proficiency, Mobility, Persuasive
  Special Abilities: +10  bonus to Disguise checks while using 
  change shape ability; Change Shape (Su): Lileetha can 
  assume the form of any Small or Medium humanoid; 
  damage reduction 10/cold-iron or good; darkvision, 60 ft.; 
  Energy Drain (Su) (Kiss bestows negative level. Will save, 
  DC 21, or fall under effects of suggestion. Fort save, DC 21, 
  to remove the negative level. Saves are Charisma-based); 
  Evasion (Ex); Immunity to poison and electricity; Lustful 
  Presence (Su) (All humanoids within 30 feet, regardless of 
  gender or sexual preference, must make a Will save, DC 
  20, or become dazzled by lustful desire. If the creature has a 
  Wisdom score lower than 10, it is automatically dazzled and 
  must make a Will save, DC 20, or become fascinated. This 
  effect lasts as long as the mortal creature remains within 30 
  feet of Lileetha); outsider traits; resistance to acid 10, cold 10 
  and fire 10; Sneak-Attack +3d6; Spell Resistance 18; Summon 
  Familiar; Summon Demon; Telepathy 100 ft.; Tongues (Su); 
  Trap Sense (Ex) (+1 Ref save and +1 Dodge bonus to AC vs. 
  Traps); Trapfinding; Uncanny Dodge (Dex bonus to AC)
  Languages: Common, Abyssal, Draconic, Fiendish, Celestial, 
  Orc, Elven, Dwarven, Ignan
  Possessions: amulet of natural armor +5; +3 scythe of wounding; 
  sandals (boots) of speed (haste spell 10 total rounds/day); 
  dagger of venom (as poison spell, DC 14, 1/day); ring of 
  invisibility; ring of protection +5; rod of enemy detection (pulses 
  and points in direction of creatures hostile to the bearer, 10 
  minutes, 3/day); wand of fireball (8th-level caster, 43 charges); 
  “Pruri” (viper familiar)
  Spell-like Abilities: At will – charm monster (DC 24), detect good, 
  detect thoughts (DC 22), ethereal jaunt (self plus 50 pounds of 
  objects only), suggestion (DC 23), greater teleport (self plus 50 
  pounds of objects only). Caster level 12th. The save DCs are 
  Charisma-based.
  Spells: Sorcerer Spells Known (6/9/7; CL 5th; save DC 20 + 
  spell level); 0 – arcane mark, detect magic, mage hand, message, 
  prestidigitation, ray of frost; 1st – cause fear, mage armor, protection 
  from law, shocking grasp; 2nd – blur, flaming sphere 
  Roleplaying Hints: Lileetha is passionate, temperamental, 
  perverse and evil to the core. She speaks and acts with an 
  extreme sense of self-confidence and hubris, behaving as 
  if she considers herself the literal center of the universe. 
  Eternally prurient and wracked by constant, insatiable lust 
  and selfishness, she revels in sexual perversity, delighting in 
  the corruption of innocent mortal souls, which she consumes 
  with the exuberance of an addict on a bender. She especially 
  delights in the corruption of preadolescent children and 
  high-ranking clerics of lawful good deities, whom she often 
  travels to the mortal plane to personally seduce and destroy. 
  She speaks in sultry tones and moves with the uncanny, 
  silent grace of a predator stalking hapless prey. She exudes 
  sexuality, causing those in her presence to desire her above all 
  other considerations.
  Pruri, viper familiar: Tiny magical beast; HD 15; hp 44; 
  Init +7; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 20, touch 15, 
  flat-footed 17 (+2 size, +3 Dex, +5 natural); BAB Atk +11; 
  Grapple +0; Atk bite +16 melee (1 plus poison); Space/Reach 
  2-1/2 ft./0 ft.; SA deliver touch spells, poison (DC 10, initial 
  1d6 Con, secondary 1d6 Con); SQ Alertness, empathic link, 
  improved evasion, share spells, speak with master; AL N; SV 
  Fort +7, Ref +13, Will +11; Str 4, Dex 17, Con 11, Int 8, Wis 12, 
  Cha 2.
  Skills: Appraise +2, Balance +13, Bluff +11, Climb +13, 
  Concentration +18, Craft (alchemy) +5, Craft (trapmaking) 
  +2, Diplomacy +11, Disable Device -1, Disguise +9, Escape 
  Artist +8, Hide +22, Intimidate -3, Knowledge (arcana) +20, 
  Knowledge (carnal) +15, Knowledge (nobility and royalty) 
  +3, Knowledge (religion) +3, Knowledge (the planes) +3, 
  Listen +16, Perform (sexual techniques) +4, Search +13, 
  Spellcraft +8, Spot +19, Tumble +17, Swim +5.
  Feats: Improved Initiative, Weapon Finesse.
  Half-Nymph
  Although the fey creature known as the nymph (see Core 
  Rulebook III) is generally a shy, quiet creature prone to avoiding 
  the presence of men, a mortal who impresses one enough 
  may be gifted with her affections. The result of this union is 
  usually a full-blooded nymph, but some rare offspring favor 
  the father’s race instead. In such cases, the nymph abandons 
  the child, leaving her in a place where she is sure to be found 
  by caring, peaceful druids or elves, if such can be found within 
  the nymph’s domain.
   
  A half-nymph is a mortal creature who inherits a 
  small amount of her mother’s beauty and fey nature. Half-
  nymphs are usually chaotic, fickle people, equally quick to 
  take offense and to forgive. They have a natural connection to 
  and love for nature and magic, and often become sorcerers or 
  rangers. Despite often be raised in druid communities, their 
  generally chaotic nature makes them unsuitable for druidic 
  life.
   
  Unfortunately, like half-elves, half-nymphs often find 
  life in their adopted communities difficult. Their fey-enhanced 
  beauty tends to attract more attention than they might seek 
  and can often lead them into trouble, especially during their 
  adolescent years.
  Sample half-nymph
  This humanoid woman is young and lovely. While dressed in simple 
  peasant garb, she moves with the grace and confidence of nobility. 
  Her smile is warm and inviting, her eyes sparkling and flirtatious. 
  Her smooth skin and thick hair seem to glint in the sunlight, like a 
  flower covered in morning dew.
  48
   
  
  Chapter Six: Love’s Relations
  This example uses a 7th-level human sorcerer as the base 
  creature.
  Half-nymph, 7th-level sorcerer
  Medium fey
  Hit Dice: 2d6 + 7d4 (24 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 20 (+1 Dex, +6 Cha, +1 natural, +2 deflection), 
  touch 19, flat-footed 19
  Base Attack/Grapple: +4/+4
  Attack: +1 dagger +5 melee (1d4+1/19-20) or +1 quarterstaff 
  +5 melee (1d6+1)
  Full Attack: +1 dagger +5 melee (1d4+1/19-20) or +1 
  quarterstaff +5 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Dazzling Beauty 
  (DC 17), spells
  Special Qualities: Amazing Grace 
  (Cha to AC), DR 3/cold-iron, 
  low-light vision, 
  fey traits
  Saves: Fort +2, 
  Ref +6, Will +11
  Abilities: Str 11, 
  Dex 13, Con 11, Int 
  18, Wis 16, Cha 23
  Skills: Bluff +16, 
  Concentration +12, 
  Craft (alchemy) +10, 
  Escape Artist +3, Gather 
  Information +8, Heal 
  +5, Hide +4, Knowledge 
  (arcana) +14, Knowledge 
  (nature) +5, Listen +6, 
  Search +5, Spellcraft +16, 
  Spot +7, Tumble +2
  Feats: Brew Potion, 
  Eschew Materials, Spell 
  Focus (enchantment), Spell 
  Penetration, Alertness
  Environment: Urban or 
  temperate forest
  Organization: Solitary
  Challenge Rating: 9
  Treasure: Standard + items
  Alignment: Usually chaotic 
  good
  Advancement: by character class
  Level Adjustment: +2
  Combat
  The half-nymph would rather make love than war, but 
  when forced to fight, she relies on her spells and magic items 
  to defeat her enemies, often in conjunction with her Dazzling 
  Beauty ability.
   
  Possessions: amulet of natural armor +1, cloak of 
  resistance +1, +1 dagger, +1 quarterstaff, ring of protection +2.  
  (Different half-nymphs may have different possessions.)
   
  Spells: Typical Sorcerer Spells Known: (6/8/8/5; CL 
  7th; save DC 16 + spell level, enchantment spells 17 + spell 
  level); 0 – dancing lights, detect magic, disrupt undead, mage 
  hand, open/close, prestidigitation, touch of fatigue; 1st – charm 
  person, disguise self, feather fall, mage armor, magic missile; 2nd 
  – blur, eagle’s splendor, invisibility; 3rd – fly, lightning bolt
  Creating a half-nymph
  “Half-nymph” is an inherited 
  template that can be added to any 
  living, corporeal humanoid creature 
  of 
  Medium or smaller 
  size and of 
  good alignment 
  (referred to 
  hereafter as the 
  base creature).
   
  A half-nymph uses all of 
  the base creature’s statistics 
  and abilities except as noted 
  here.
  Size and Type: The 
  creature’s type changes to 
  fey (2d6 racial Hit Dice, +1 
  base attack bonus, good 
  Reflex saving throws). Size 
  is unchanged.
  Hit Dice: By class, +2d6 
  (max first level)
  Speed: 
  Same 
  as 
  base 
  creature
  Armor Class: Same as 
  base creature
  Attack: A half-nymph 
  retains all the attacks of 
  the base creature.
  Full Attack: A half-
  nymph 
  fighting 
  without 
  weapons 
  uses 
  its 
  natural 
  weapons (if it has any). 
  If armed with a weapon, it 
  usually uses the weapon 
  as its primary attack along 
  with 
  any other natural weapon 
  or attack granted by the base creature as its 
  natural secondary attack.
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  Chapter Six: Love’s Relations
  Damage: Half-nymphs gain no additional natural attacks and 
  deal no additional damage from natural weapons.
  Special Attacks: A half-nymph retains all the special attacks 
  of the base creature and gains those described below. Saves 
  have a DC of (10 + 1/2 half-nymph’s HD + half-nymph’s 
  Charisma modifier) unless noted otherwise.
   
  Dazzling Beauty (Su): A half-nymph can call upon her 
  fey blood to momentarily increase her beauty so that 
  anyone looking at her may become dazed for one 
  round. The range is 30 feet; a Fort save negates. 
  The save is Charisma-based.
  Special Qualities: A half-nymph 
  retains all the special qualities of 
  the base creature and gains those 
  described below:
   
  Amazing Grace (Su): A 
  half-nymph gains a racial bonus 
  equal 
  to 
  her 
  Charisma 
  bonus to either her saving 
  throws or her Armor Class, 
  but never both. The target 
  of this bonus is chosen at 
  character creation and cannot 
  be changed later.
   
  Damage Reduction (Su): 
  A 
  half-nymph 
  has 
  damage 
  reduction 5/cold iron.
   
  Fey 
  Traits 
  (Su): 
  Half-
  nymphs are fey creatures and gain 
  all the supernatural abilities of that 
  type, including racial Hit Dice, 
  base attack bonus, saving throws, 
  skills and low-light vision.
  Abilities: Increase from the base 
  creature as follows: Dex +2, Int +2, 
  Wis +2, Cha +6.
  Skills: A half-nymph gains skills as a 
  fey creature and has skill points equal to (6 + 
  Int modifier), with quadruple for the first racial Hit Die. Do 
  not include Hit Dice from class levels in this calculation—the 
  half-nymph gains fey skill points only for its racial Hit Dice 
  and gains the normal amount of skill points for its class levels. 
  Its racial skill list is: Concentration (Con), Escape Artist (Dex), 
  Heal (Wis) and Hide (Wis).
  Feats: Half-nymphs gain no additional feats.
  Environment: Usually same as base creature or temperate 
  forests
  Organization: Solitary
  Challenge Rating: Same as base creature +2
  Treasure: Standard
  Alignment: Usually chaotic, always good
  Level Adjustment: Same as base creature +2
  Huldra
  Medium Fey
  Hit Dice: 2d6 (7 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 12 (+2 leather armor), touch 10, flat-footed 12
  Base Attack/Grapple: +1/+0
  Attack: quarterstaff +1 melee (1d6-1) or sickle +1 melee 
  (1d6-1)
  Full Attack: quarterstaff +1 melee (1d6-1) or sickle 
  +1 melee (1d6-1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: spell-like Abilities
  Special Qualities: aging, gracelessly, low-
  light vision
  Saves: Fort +0, Ref +3, Will +4
  Abilities: Str 8, Dex 10, Con 11, Int 10, 
  Wis 12, Cha 14
  Skills: Concentration +5, Craft 
  (weaving) +1, Diplomacy 
  +3, Disguise +3, Handle 
  Animal +4, Hide +2, 
  Knowledge (carnal) +4, 
  Knowledge (nature) +9, 
  Listen +4, Profession (farmer) 
  +3, Spellcraft +5, Spot +2, 
  Survival +11 (+13 in above-
  ground natural environs)
  Feats: Skill Focus (survival)
  Environment: Temperate or 
  cold plains, forests or fjords
  Organization: Solitary, pair or 
  family (3-4)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Usually good or neutral, usually 
  chaotic
  Advancement: By character class
  Level Adjustment: +1
  Dressed as a simple farm-girl, she appears to be a normal, if 
  hauntingly beautiful, human female. She is tall, fair of complexion 
  and voluptuous, and she regards you with flirtatious humor. From 
  below the petticoats of her dress, the tip of a long, brown cow’s tail 
  betrays her inhuman nature.
  The huldra (hool-dra), also known as skogsrå, is a fey race 
  hailing from the farms, forests and fjords of Viking lands, 
  who appear to be lovely human women. Their fey nature 
  is revealed, however, at the sight of their long, slender tail, 
  which resembles that of a cow or a fox.
   
  Female huldra are tall, beautiful, voluptuous 
  50
   
  
  Chapter Six: Love’s Relations
  creatures with blonde, auburn or light-brown hair and blue or 
  brown eyes that glint like sunlight reflecting off waving grain 
  or forest leaves. In contrast, male huldra, who are exceedingly 
  rare, are squat, fat and ugly, resembling trolls more than fey. 
  For this reason most huldra females prefer to seek out mates 
  among the common humanoid races. (Due to their strongly 
  sexual nature, they do so quite often.)
   
  While they share the mischievous nature of their kind, 
  the huldra tend to be more practical and “earthy” than other 
  types of fey. They are excellent woodsmen and farmers, well 
  known for their ability to coax crops out of even the harshest 
  environments. They love the company of other races and are 
  generally at home anywhere they go. They prefer the simple 
  dress of the peasant to the complex frills of the nobility, but 
  most don’t complain if such fancy attire is required. They love 
  nature and rarely settle in urban areas for long.
   
  Huldra females are generally peaceful, fun loving and 
  self-assured. While usually pleasant and friendly, they place 
  great emphasis on politeness and can easily become angry if 
  slighted in the least. This is especially true in regard to their 
  tail, which they see as the only flaw in their beauty. Huldra age 
  very quickly, reaching puberty at 6 and full adulthood at 13. 
  (That is, a 13-year-old huldra bears the physical appearance 
  and maturity of an 18-year-old human.) Their beauty flowers 
  fully at adulthood and remains virtually unchanged until they 
  approach middle age at or around their hundredth year. At 
  this point, if the huldra has not wed and mated with a male of a 
  humanoid race, her beauty and temperament rapidly fade. By 
  the time she is venerable, she resembles the males of her race, 
  becoming a foul-tempered, troll-like hag. This transformation 
  can be halted only by marriage to a mortal humanoid before 
  the age of 100. If she chooses to mate with a male huldra, at 
  any time, the transformation is accelerated. Her tail drops 
  off if she marries a humanoid before her 100th birthday, but 
  she retains her youthful beauty and fey nature until the end 
  of her days. Any children produced with a humanoid male 
  will always be a full female huldra. Children produced with a 
  mail huldra have a 50% chance of being either sex.
   
  If a married huldra becomes single again, by divorce 
  of death, her tail grows back, reaching its full original length 
  within a year, unless halted by re-marriage. Given the huldra 
  dislike of their own tails, this can sometimes lead to frantic, 
  ill-conceived second marriages.
   
  Huldra speak Sylvan and Common.
   
  While adventuring huldra are uncommon, most 
  encountered outside of their homes will be druids (if neutral) 
  or rangers (if good); the information presented here is for a 
  druid of 1st level.
  Combat
   
  Female huldra do not like to fight and will generally 
  avoid violence if they can, preferring to rely on their wit and 
  seductive skills to see them through trouble. If they must 
  resort to violence, though, they generally do so defensively or 
  from a distance where they can apply spells or ranged attacks 
  in relative safety. Convincing males to do their fighting for 
  them is a common tactic as well.
   
  Male huldra, unmarried females over the age of 100 
  and females married to other huldra are ill tempered and 
  aggressive. They are not particularly violent or any more 
  dangerous than their more common counterparts, though, 
  usually choosing to try to intimidate or frighten enemies 
  away if they cannot avoid them altogether.
  Aging Gracelessly (Ex): A huldra’s Charisma score decreases 
  with age.  Huldra take a -1 penalty to Charisma at middle age, 
  a -2 penalty at old age and a -3 penalty at venerable age.  These 
  replace the normal aging adjustments to their Charisma.
  Spell-Like Abilities (Sp): Once per day—create water, 
  guidance (DC 13), purify food and drink (DC 13), resistance (DC 
  13), entangle (DC 14), speak with animals; Caster level: 2nd. The 
  save DCs are Wisdom-based.
  Huldra as Characters
  Huldra Characters possess the following racial traits.
   
  – +4 Charisma, +2 Wisdom, -2 Strength (female) or 
  +2 Strength, +2 Constitution, -2 Charisma (male)
   
  – Medium size
   
  – Fey type
   
  – Racial Hit Dice: Huldra begin with two levels of 
  fey, which provide 2d6 Hit Dice, a base attack bonus of +1 
  and base saving throw bonuses of Fort +0, Ref +3 and Will 
  +3.
   
  – Racial Skills: A huldra’s fey levels give her skill 
  points equal to (6 + Int modifier, minimum 1) per Hit-Die, 
  with quadruple skill-points for the first Hit Die. Her class 
  skills are Climb (Str), Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), 
  Hide (Dex), Knowledge (carnal) (Int), Knowledge (nature) 
  (Int), Listen (Wis), Perform (Cha), Profession (Int), Spellcraft 
  (Int), Spot (Wis) and Survival (Wis).
   
  – Racial Feats: A huldra’s fey levels give it one feat.
   
  – A huldra’s base land speed is 30 feet.
   
  – +2 racial bonus on Knowledge (carnal), Knowledge 
  (nature) and Survival checks
   
  -Aging Gracelessly: see above
   
  – Special Attacks: spell-like abilities (see above)
   
  – Automatic Languages: Common, Sylvan. Bonus 
  Languages: Elven, Draconic, Gnome, Gnoll, Goblin, Terran.
   
  – Favored Class: Druid
   
  – Level Adjustment: +1
  Random Starting Age
   
  Base 10 years, +1d4 (Barbarian, Rogue, Sorcerer, Sister 
  of Rapture) or +1d6 (Bard, Fighter, Paladin, Ranger) or +2d6 
  (Cleric, Druid, Monk, Wizard).
  51
   
  
  Chapter Six: Love’s Relations
  Aging
   
  Child (NPC) 1–5 years, Adolescent (NPC) 6–9 years, 
  Young Adult 10–12 years, Adult 13 years, Middle-Age 100 
  years, Old 175 years, Venerable 200 years. Maximum age: 
  +3d20 years.
  Random Height and Weight
   
  Height, female: base 4’ 10”; modifier: +2d10
   
  Height, male: base 3’ 10”; modifier: +2d4
   
  Weight, female: base 85 lbs.; modifier: x (2d4) lbs.
   
  Weight, male: base 135 lbs.; modifier: x (x2d6) lbs.
  Ooze, Pleasure
  Medium Ooze (Shapechanger)
  Hit Dice: 5d10+30 (40 hp)
  Initiative: -4
  Speed: 10 ft. (2 squares) in ooze form, 20 ft (4 squares) in 
  humanoid form
  Armor Class: 6 (-4 Dex), touch 6, flat-footed 6
  Base Attack/Grapple: +3/+5
  Attack: slam +5 melee (1d6+2 plus 1 Wis damage)
  Full Attack: slam +5 melee (1d6+2 plus 1 Wis damage)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Wisdom damage, euphoric aura
  Special Qualities: blindsight 60 ft., immunity to cold and 
  fire, ooze traits, change shape
  Saves: Fort +7, Ref -3, Will -4
  Abilities: Str 15, Dex 2, Con 22, Int —, Wis 1, Cha 22
  Skills: —
  Feats: —
  Environment: Temperate marshes or urban
  Organization: Solitary
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral
  Advancement: 6–7 HD (Medium); 8–10 HD (Large)
  Level Adjustment: —
  What appeared at first to be a puddle of gelatinous goo, rises from 
  the ground taking the form of a very beautiful, very naked member 
  of the opposite sex, who beckons you forward with a lusty gaze. 
  Sexual desire floods your mind…
  Pleasure oozes are gelatinous oozes that prey on the sexual 
  desires of passing creatures. Using its euphoric aura ability, it 
  takes the shape of whatever creature its victim finds the most 
  sexually stimulating. Filled with a near-unshakable craving 
  for sex, the pleasure ooze’s prey is forced to give in lustful 
  desires. While intercourse with the ooze occurs, the victim is 
  drained of Wisdom until falling unconscious. The ooze then 
  moves on.
   
  In its gelatinous form, a pleasure ooze can grow to 
  a diameter of 20 feet and has a thickness of about six inches. 
  It must take on a humanoid form in order to attack or feed, 
  however. In ooze form, the creature can do little more than 
  move at a speed of 10 feet per round. A typical specimen 
  weighs about 200 pounds, regardless of its shape.
   
  Pleasure oozes are naturally found in temperate 
  marshes and other warm, wet environments, however their 
  preference for humanoid victims has drawn them into urban 
  areas where feeding is more abundant. Many dungeons and 
  dark alleyways contain puddles of the lustful oozes lying in 
  wait for unsuspecting passersby.
  Combat
   
  A pleasure ooze must take on a humanoid shape 
  before it can attack. When it does, it strikes its opponents 
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  Chapter Six: Love’s Relations
  with a slam attack, inflicting both physical and ability (Wis) 
  damage.
   
  Change Shape (Su): A pleasure ooze has the ability to 
  take on the form of its victim’s most desirable sexual partner. 
  Once it has done so, its speed increases to 20 feet (regardless 
  of its new size) and it gains a slam attack and the ability to 
  feed through sexual intercourse. No other traits are gained or 
  lost. As a mindless creature, a pleasure ooze cannot control 
  the form it takes. The appearance of its new form is solely 
  dictated by the sexual desires of its victim. For instance, a male 
  human who is sexually attracted to tall, blonde, female elves 
  will cause the ooze to form a tall, blonde, female elf. The ooze 
  retains its overall mass regardless of the size of the creature it 
  copies. It cannot become a creature larger than itself, but it can 
  take on the shape of a creature one size lower. For the pleasure 
  ooze, changing shape is a standard action.
   
  Euphoric Aura (Su): A pleasure ooze constantly exudes 
  an aura that affects the subconscious minds of living creatures, 
  filling them with sexual desire for the ooze. Whenever a 
  living creature moves within 30 feet of a pleasure ooze, he 
  must make a Will save, DC (10 + 1/2 pleasure ooze’s HD + 
  Charisma modifier). Failure indicates that the ooze has made 
  an empathic connection with its target, pulling the shape of 
  her greatest sexual desire from her mind. In addition, the 
  victim becomes filled with lust for the ooze’s new shape and 
  desires nothing more than to have sexual intercourse with it. 
  She is effectively stunned, except that she may take actions to 
  fulfill her sexual desire (such as disrobing and engaging in 
  intercourse with the ooze). Those who make the save are not 
  driven to have sex, but are filled with feelings of euphoria, 
  becoming fascinated with the pleasure ooze and must save 
  again next round. All living creatures within the range of 
  euphoric aura are affected, but a pleasure ooze may feed from 
  only one victim at a time. In the case of multiple targets, the 
  ooze will take the shape of the victim that failed the saving 
  throw by the greatest amount. Anyone else who failed the 
  save is affected by the aura, but remains fascinated while 
  waiting his turn.
   
  Wisdom Damage (Su): Any living creature that has 
  sexual intercourse with a pleasure ooze automatically takes 
  Wisdom damage equal to the ooze’s HD per round. The form 
  of the intercourse is whatever the victim considers intercourse 
  to be—generally involving genital-to-genital contact. After the 
  first round, the victim may make an additional Will save each 
  round to break the effect. A pleasure ooze will continue to feed 
  until the victim succeeds in a Will save or falls unconscious 
  or until it becomes “full.” A pleasure ooze generally becomes 
  “full” when it has absorbed (20 + its HD) points of Wisdom 
  per day, and will usually retreat to a safe lair after it has done 
  so. There is no actual limit to how much Wisdom a pleasure 
  ooze can drain, though.
   
  In addition, a pleasure ooze may choose to inflict 
  Wisdom damage via its slam attack, but in this case, the 
  damage is equal to only one point per successful attack.
  Venus Mantrap
  Huge Plant
  Hit Dice: 18d10+126 (225 hp)
  Initiative: +0
  Speed: 0 ft. (0 squares)
  Armor Class: 14 (-2 size, +6 natural), touch 8, flat-footed 14
  Base Attack/Grapple: +13/+31
  Attack: tentacle +20 melee (1d8+10)
  Full Attack: 4 tentacles +20 melee (1d8+10) or Constrict 
  (1d8+15)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Constrict, Illusory Bait, Improved Grab, 
  Swallow Whole
  Special Qualities: blindsense 60 ft.; immunity to all mind-
  affecting effects; immunity to poison, sleep, paralysis, 
  polymorph and stunning; skill bonuses.
  Saves: Fort +18, Ref —, Will +6
  Abilities: Str 30, Dex —, Con 24, Int 2, Wis 6, Cha 15
  Skills: Knowledge (carnal) +11, Listen +3, Perform (illusory 
  bait) +18, Spot +3
  Feats: Alertness, Improved Initiative, Improved Sunder, Iron 
  Will, Persuasive, Power Attack, Skill Focus (Bluff)
  Environment: Temperate marshes
  Organization: Solitary
  Challenge Rating: 12
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 19–25 HD (Huge)
  Level Adjustment: —
  A helpless, beautiful young woman appears to at the mercy of a giant 
  carnivorous plant. It holds her by the ankle with a long, tentacle-like 
  vine, dangling her above one of its open maws as if to swallow her 
  whole. The swampy ground around the plant is littered with the 
  skeletal remains of past meals.
  The venus mantrap is a carnivorous plant that feeds on any 
  living creature of Small size or larger that happens its way. 
  It resembles its more natural cousin, the venus flytrap, only 
  roughly 100 times larger. A single specimen can grow to sizes 
  18 feet across and weigh as much as two tons. They typically 
  have 8–16 prehensile vines that are used to grab prey, 
  depositing them in one of 4–8 Medium- to Large-sized traps 
  for slow death and digestion.
   
  The most unusual thing about the venus mantrap, 
  though, is its method of attracting intelligent prey. A semi-
  intelligent, semi-magical creature, the venus mantrap has 
  the ability to cast powerful illusions, usually of an attractive 
  member of the opposite sex in need of aid. Many a brave 
  adventurer has been lured to his death by the promise of 
  saving the life of a nubile young maiden.
  53
   
  
  Chapter Six: Love’s Relations
  Combat
  A venus mantrap lures its prey by the use of magical illusions. 
  When it detects a passing creature, it attempts to create an 
  illusion that that type of creature would find appealing (based 
  on its instinctual understanding of the creature in question). 
  Once the victim comes within reach of its creeper tendrils, 
  it attempts to grapple then swallow the victim whole. 
  Particularly troublesome prey might find itself constricted 
  first before being swallowed.
   
  If attacked, a venus mantrap defends itself 
  with its creepers, attempting to grapple and 
  constrict any enemies it cannot defeat with blunt 
  attacks alone. If desperate, it might attempt to lure 
  or frighten away attackers with the use of another 
  illusion.
   
  A venus mantrap is rooted to the ground 
  and cannot move from its spot of its own accord. 
  An uprooted venus mantrap loses one point 
  of Con every two hours and dies within 48 
  hours unless it is replanted. Cutting and 
  replanting one of its traps will result 
  in a new venus mantrap (with a 
  successful Survival check, DC 
  18).
   
  Constrict 
  (Ex): 
  A 
  venus 
  mantrap 
  can 
  use 
  its constricting attack to 
  crush an opponent it has 
  successfully grappled, for 
  at least one round. Dealing 
  constrict damage counts as 
  a full attack for the venus 
  mantrap. Standard rules for 
  the constrict ability apply (see 
  Core Rulebook III).
   
  Illusory 
  Bait 
  (Sp): 
  Venus mantraps can cast 
  major image as a spell-
  like 
  ability 
  at 
  will, 
  in an attempt to lure 
  unsuspecting creatures 
  to 
  it. 
  The 
  mantrap 
  uses 
  its 
  instinctual 
  knowledge 
  of 
  living 
  creatures 
  (represented 
  by its Knowledge (carnal) skill) to 
  attempt to create illusions to which 
  the creature in question may respond. 
  The illusions can make simple sounds, 
  such as screams, moans, grunts, et cetera, 
  but are controlled by the plant and thus, unable to speak. 
  Upon first seeing the illusory bait, the potential victim 
  may make a Will save with a DC based on the Mantrap’s 
  performance of the illusion (DC 10 + Perform (illusory bait) 
  skill check total).  If this save is failed, the target believes the 
  illusion to be real, but is under no special compulsion to react 
  to it.  Upon interacting with the illusion, the target may make 
  a second Will save (DC 15) to disbelieve it.  The spell is cast as 
  a sorcerer of equal Hit Dice.  This ability is the equivalent of a 
  5th-level spell.
   Improved Grab (Ex): Upon making a successful 
  melee attack, a venus mantrap may make a grapple 
  attempt as a free action, without provoking an attack 
  of opportunity. Once it has grappled its prey, a venus 
  mantrap can deal constrict damage or use its swallow 
  whole ability (see below). Standard rules for the 
  improved grab ability apply (see Core Rulebook III).
   
  Swallow Whole (Ex): One it has 
  successfully 
  initiated 
  a 
  grapple, 
  a venus mantrap may attempt to 
  swallow its opponent whole by making 
  another 
  successful 
  grapple 
  check. Swallowed creatures 
  take 2d6+10 bludgeoning 
  damage and 10 points of 
  acid damage per round 
  from 
  the 
  Mantrap’s 
  powerful digestive fluids. 
  A 
  swallowed 
  creature 
  can free itself with a light 
  slashing or piercing weapon 
  to deal 40 points of damage 
  to the digestive sac (AC 
  13).  Once the creature exits, 
  the 
  wound 
  immediately 
  seals behind him; another 
  swallowed creature must 
  find its own way out.  The 
  average Venus Mantrap 
  has 4 digestive sacs at 
  18 hit-dice, +1 for every 
  2 hit-dice past 18.  The 
  individual digestive sacs 
  never grow larger than Large 
  size and each sac can only contain 
  a single Meduim- sized creature, 
  two Small-sized creatures or four 
  Tiny-sized creatures at one time.  It 
  may only attempt to swallow one 
  creature per round, regardless of 
  size.
  54
   
  
  Appendicies
  Appendix One: Who’s Who Among The Rapturous
  The following entries contain information on the current 
  Overmother of the Sisters of Rapture as well as the current 
  Oversisters, representing Aphrodite, Freya, Isis and the Indian 
  goddess Parvati. These four characters make up exactly one-
  half of the current members of the Sacred Council (see Chapter 
  Five for details). The remaining four representatives have 
  been left open for the GM to create. GMs are free to replace 
  these characters with others of their own design as well. All 
  statistics, attributes, skill bonuses, et cetera, have been totaled 
  and include modifiers from exterior sources such as feats or 
  magic items.
  Theophania, the Overmother
  The current Overmother of the Sisters of Rapture was born and 
  bred to the position. As the daughter of the former Overmother, 
  Theophania (thee-oh-fahn-ee-ah) represents the latest in a line 
  of domination of the Sacred Council by the Aphroditian sect, 
  which has lasted six 
  generations. 
  While 
  it has been fair and 
  just, some Sisters are 
  beginning to resent 
  the 
  sect’s 
  power 
  and 
  feel 
  that 
  the 
  Aphroditians should 
  stand aside and allow 
  a member from one 
  of the other sects to 
  ascend to the position 
  of Overmother.
   
  Theophania 
  has ruled the Sacred 
  Council for 30 years, 
  and many anticipate 
  retirement,
  her
  although 
  she 
  has 
  made no indication 
  that she is currently 
  it.
  considering
  The 
  Sisters 
  have 
  prospered under her 
  leadership, although 
  she has mostly striven 
  to maintain the status 
  quo established by 
  predecessors
  her
  rather than take on 
  more ambitious goals.
  This exotic, statuesque 
  woman is fair of skin, 
  with green eyes and rich, dark hair, worn up in the traditional 
  Olympian style. She wears a loose, diaphanous toga embroidered 
  with silver and gold, which falls open in the front, revealing soft, 
  dark nipples. She is adorned with expensive jewelry made of gold, 
  opals, pearls and seashells.
  Theophania Leandros
  Female human SoR 20: SZ M Humanoid (human); 
  HD 20d8+20; hp 110; Init +1; Spd 30 ft.; Space/Reach 5 
  ft/5 ft; AC 24 (touch 24, flat-footed 23); BAB/Grapple: 
  +15/+16; Atk +5 holy dagger of speed +21 melee (1d4+6 
  plus 2d6 vs. evil creatures/19-20); Full Atk +5 holy dagger 
  of speed +21/+21/+16/+11 melee (1d4+6 plus 2d6 vs. evil 
  creatures/19-20); AL NG; SV Fort +13, Ref +7, Will +15; Str 
  12, Dex 12, Con 12, Int 14, Wis 16, Cha 23
  Skills: Bluff +10, Concentration +16, Diplomacy +20, Gather 
  Information +13, Heal +11 (+13 involving sexual diseases 
  or injuries), Knowledge (arcana) +12, 
  Knowledge (carnal) +12, Knowledge 
  (local) +9,  Knowledge (nobility & royalty) 
  +8, Knowledge (religion) +10, Perform 
  (string instruments) +9, Perform (sexual 
  techniques) +13, Sense Motive +11, 
  Spellcraft +20
  Feats: Blown Kiss; Charmed, I’m Sure; 
  Dodge; Healing Caress; Improved 
  Distracting Beauty; Leadership; Orgasmic 
  Spell; Popular; Spell Penetration
  Special Abilities: Carnal Spells, Distracting 
  Beauty, Divine Health, Kiss of Power: 
  Agony’s Kiss, Kiss of Power: Good 
  Morning Kiss, Kiss of Power: Kiss of 
  Curses, Kiss of Power: Kiss of Life, 
  Kiss of Power: Stolen Kiss, Love’s 
  Blessing (Domain Spells: Good), Love’s 
  Blessing (Lying Eyes), Love’s Blessing 
  (Matchmaker), Motherhood, Sisterhood
  Languages: Celestial, Common, Giant
  Possessions: amulet of the planes; boots, 
  winged; cloak of charisma +4; ring of freedom 
  of movement; ring of protection +5; staff of 
  divination
   
  Spells Known: (0-level, 6/day, DC 
  16) create water, detect magic, detect poison, 
  guidance, light, mending, purify food and 
  drink, read magic, resistance; (1st-level, 7/
  day, DC 17) bless, cause orgasm, command, 
  cure light wounds, detect evil, protection from 
  evil, sanctuary, shield of faith; (2nd-level, 7/
  day, DC 18) aid, crystal balls, cure moderate 
  Theophania Leandros
  55
   
  
  Appendicies
  wounds, eagle’s splendor, hold person, owl’s wisdom, sound burst, 
  status; (3rd-level, 7/day, DC 19) cure serious wounds, disarming 
  smile, dispel magic, magic circle against evil, magic vestment, 
  remove curse, speak with dead; (4th-level, 7/day, DC 20) cure 
  critical wounds, discern lies, divination, eyes of green, holy smite, 
  restoration, tongues; (5th-level, 6/day, DC 21) atonement, cure 
  light wounds—mass, dispel evil, flame strike, striptease, spell 
  resistance, true seeing; (6th-level, 6/day, DC 22) banishment, 
  blade barrier, eagle’s splendor—mass, heal, lovesickness, symbol of 
  persuasion; (7th-level, 6/day, DC 23) greater restoration, holy 
  word, refuge, regenerate, resurrection, sex change; (8th-level, 
  6/day, DC 24) cure critical wounds—mass, discern location, 
  fire storm, greater planar ally, holy aura, orgiastic frenzy; (9th-
  level, 6/day, DC 25) heal—mass, heartbreaker, miracle, storm of 
  vengeance, summon monster IX, true resurrection
   
  Roleplaying Hints: Theophania is a practical, pragmatic 
  individual. Having been trained in the arts of diplomacy 
  and leadership since a very young age, she is strong-willed, 
  confident and accustomed to getting her way. She dislikes 
  excess drama and tends to get flustered when situations 
  become more difficult than expected.
   
  She is also a woman of deep sadness, although she 
  manages to hide it well. As a teenager, she fell madly in love 
  with local adventurer, a member of her Patron Mother’s 
  party. The two shared a deep connection and she considered 
  leaving the Sisterhood to become his bride. The decision was 
  tragically made for her, however, when the boy was killed 
  during an attack on their camp by a band of orcs. The loss 
  affected her greatly, and she has never quite gotten over it. 
  Although she now has many lovers, Theophania remains 
  alone.
  Althea, Sister of Aphrodite
  Althea (all-thay-ah) is something of a legend among the 
  Rapturous, as she is one of the only half-nymphs known to 
  exist, much less become an important member of the Sisters 
  of Rapture. Raised by the Aphroditians, the story of her 
  parentage is actually unknown. She was found as an infant, 
  swaddled in a blanket of woven flower petals and lying in an 
  enchanted glen. The Rapturous who found her and claimed 
  her as her apprentice has searched extensively and fruitlessly 
  for the nymph who bore her.
   
  Althea is an exceedingly beautiful woman, as a direct 
  result of her fey lineage. Devoutly religious, she has taken the 
  extra step and devoted herself fully to Aphrodite, splitting her 
  time between her duties to the Sacred Council of the Sisters of 
  Rapture and to Aphrodite’s official church.
   
  Although she has assisted in the pietistic studies of 
  many Rapturous apprentices over the years, Althea has yet to 
  take on a student herself.
  Tall and slender, this woman’s otherworldly beauty, pointed ears 
  and pale, golden skin hint at a bloodline beyond mortal ken. She 
  has honey-brown hair and blue eyes that glint like reflective pools of 
  clear water. Her smile is warm and welcoming and she wears a 
  shimmering, short toga and a stylized girdle bearing the holy symbol 
  of Aphrodite.
  Althea Acarides
  Female human (half-nymph), SoR 9/Clr 5: SZ M fey; HD 
  2d6+6/14d8+42; hp 118; Init +4; Spd 30 ft.; Space/Reach 
  5 ft./5 ft.; AC 26 (touch 26, flat-footed 22); BAB/Grapple 
  +9/+10; Atk +4 dagger of returning +14 melee (1d4+5/19-20) 
  or +3 adamantine short sword +13 melee (1d6+4/19-20) or 
  +4 dagger of returning +17 ranged (1d4+5/19-20); Full Atk 
  +4 dagger of returning +14/+9 melee (1d4+5/19-20) or +3 
  adamantine short sword +13/+8 melee (1d6+4/19-20) or +4 
  dagger of returning +17 ranged (1d4+5/19-20); AL CG; SV 
  Fort +19, Ref +14, Will +20; Str 12, Dex 18, Con 16, Int 16, Wis 
  19, Cha 22
  Skills: Bluff +14, Concentration +22, Diplomacy +20, Disguise 
  +7, Escape Artist +9, Gather Information +16, Heal +14, 
  Hide +7, Knowledge (arcana) +8, Knowledge (carnal) +17, 
  Knowledge (history) +7, Knowledge (local) +8, Knowledge 
  (nobility and royalty) +7, Knowledge (religion) +13, 
  Knowledge (the planes) +8, Perform (sexual techniques) +15, 
  Althea Acarides
  56
   
  
  Appendicies
  Sense Motive +8, Spellcraft +19
  Feats: Blown Kiss; Charmed, I’m Sure; Combat Casting; 
  Healing Caress; Improved Distracting Beauty; Orgasmic 
  Spell; Pillow Talk
  Special Abilities: Amazing Grace (saves) (racial), Carnal 
  Spells, Dazzling Beauty (racial), Distracting Beauty, Divine 
  Health, DR 5/cold iron, Kiss of Power: Burning Kiss, Kiss of 
  Power: Kiss of Exhaustion, Love’s Blessing (Domain Spells: 
  Chaos), Low-Light vision, Sisterhood
  Languages: Celestial, Common, Giant, Sylvan
  Possessions: bracelet of friends, cape of the mountebank, chaos 
  diamond, potion of bull’s strength, potion of protection from evil, 
  potion of shield of faith +2, ring of protection +4, ring of evasion, 
  scrolls (divine, 5th/9th: true seeing, 6th/11th: animate objects, 
  5th/9th: plane shift, 5th/9th: wall of fire, 6th/11th: heal), wind 
  fan
   
  Sister of Rapture Spells Known: (0-level, 6/day, DC 
  16) cure minor wounds, detect magic, detect poison, guidance, 
  light, mending, purify food and drink, read magic; (1st-level, 8/
  day, DC 17) bless, cause orgasm, comprehend languages, cure 
  light wounds, detect evil, doom, protection from evil, protection 
  from law; (2nd-level, 8/day, DC 18) augury, bull’s strength, cure 
  moderate wounds, crystal balls, eagle’s splendor, resist energy, 
  shatter; (3rd-level, 7/day, DC 19) blindness/deafness, disarming 
  smile, dispel magic, magic circle against law, remove curse; (4th-
  level, 7/day, DC 20) chaos hammer, cure critical wounds, eyes of 
  green, freedom of movement
   
  Cleric Domains: Charm, Good
   
  Recommended Prepared Cleric Spells: (*indicates 
  domain spell) (0-level, 5/day, DC 14) create water, detect 
  magic, detect poison, guidance, light; (1st-level, 4/day+D, DC 
  15) charm person*, command, divine favor, endure elements, 
  sanctuary; (2nd-level, 3/day+D, DC 16) aid, calm emotions*, 
  enthrall, silence; (3rd-level, 2/day+D, DC 17) dispel magic, 
  searing light, suggestion*
  Level Adjustment: +2
   
  Roleplaying Hints: True to her fey heritage, Althea is a 
  flighty, fun-loving “party girl,” as at home in the middle of a 
  bacchanal as she is in the midst of the most solemn of religious 
  rituals. Carefree and generally pleasant, she is all smiles, good 
  humor and sex appeal… until something angers her. She 
  fights just as passionately as she parties and rarely leaves her 
  opponents the opportunity to regret their misdeeds.
   
  Despite her chaotic, seemingly ditsy nature, Althea is 
  anything but stupid. She takes her duties as a member of the 
  Sacred Council seriously. Indeed, she regularly uses people’s 
  assumptions that she is unintelligent to gain the upper hand 
  in diplomatic negotiations. She dislikes violence, preferring 
  to lie in the sun, drink wine and make love than to see to the 
  matters of war. If she must fight, though, she does so with a 
  wild grin.
   
  Although the two are just as likely to engage in heated 
  debate as passionate lovemaking, Althea’s closest friend and 
  regular lover is the elven Sister of Freya, Saereid.
  Saereid, Sister of Freya
  Saereid’s (saer-ee-id) past is a tragic story of pain and loss. As 
  a toddler, barbaric Viking raiders allied with orcish slavers 
  attacked her village, killing all the adults and taking the 
  children for sale to local barbarian warlords as slaves. This 
  is how she became the crown jewel in the harem of a young 
  barbarian prince with ties to the Congress of the Wolf and 
  an appetite for young girls. Her red hair and elven beauty, a 
  rarity in her part of the world, quickly earned her a position 
  as his most coveted prize.
   
  For thirty-eight long years, Saereid lived in bondage, 
  subject to the perverse desires of an evil brute who delighted 
  in his nearly unaging child-bride. During that time she 
  learned many things, chief of which was how to hate. When 
  she was 74 years old, having just reached adolescence, she 
  managed to sneak a kitchen knife into his bedchamber while 
  he was distracted and plunge it into his neck. As he died, she 
  escaped out the window and into the harsh wilderness.
   
  Saereid did not fare well alone in the woods and 
  snow. Within a week she lay at the banks of a fjord, exposed, 
  starving and near death. This is when she claims to have seen 
  a vision of the goddess Freya, who told her that if she let go of 
  her hatred and embraced love, she would be saved. Despite all 
  she’d been through, the desperate young elf vowed it would 
  be so. Within minutes, a Freyan Sister of Rapture aboard a 
  passing longboat found her and rescued her.
   
  Once she returned to health, Saereid told the Sisters 
  about the warlord and of the girls still held in captivity. 
  Twenty-four hours later, the warlord’s keep was in flames, his 
  men defeated and the harem freed. Remembering her promise 
  to Freya, Saereid pledged herself to the Sisters of Rapture, 
  becoming a novitiate under the woman who had rescued her. 
  Since then, her crusade against the Congress of the Wolf and 
  their slaver allies has earned her much respect and a position 
  of power within the Sisterhood.
  What she lacks in height and build, this elven beauty makes up for 
  in attitude. Her confident stance and cold blue eyes blaze in contrast 
  of her soft, feminine features. Her fire-red hair is long, tied into twin 
  braids and accented with flowers. What little clothes she wears are 
  soft and lined with fur.
  Saereid
  Female elf SoR 12/Stormsister 5: SZ M Humanoid (elf); 
  HD 17d8+34; hp 110; Init +4; Spd 30 ft.; Space/Reach 
  5ft./5 ft.; AC 28 (touch 23, flat-footed 24); BAB/Grapple 
  +14/+16; Atk +5 longsword of wounding +21 melee (1d8+7 
  plus 1 Con/19-20) or +1 merciful short sword of speed +17 
  melee (2d6+3 nonlethal/19-20) or adamantine dagger +17 
  melee (1d4+2/19-20) or +3 orc-bane longbow +21 (+23 vs. 
  orcs) ranged (1d8+3 plus 2d6+2 vs. orcs/x3) or adamantine 
  dagger +19 ranged (1d4+2/19-20); Full Atk +5 longsword 
  of wounding +21/+16/+11 melee (1d8+7 plus 1 Con/19-
  57
   
  
  Appendicies
  20) or +1 merciful short sword of speed +17/+17/+12/+7 melee 
  (2d6+3 nonlethal/19-20) or adamantine dagger +17/+12/+7 
  melee (1d4+2/19-20) or +3 orc-bane longbow +21/+16/+11 
  (+23/+18/+13 vs. orcs) ranged (1d8+3 plus 2d6+2 vs. orcs/
  x3) or adamantine dagger +19 ranged (1d4+2/19-20); AL CG; 
  SV Fort +19, Ref +17, Will +16; Str 14, Dex 18, Con 14, Int 13, 
  Wis 14, Cha 18
  Skills: Bluff +7, Concentration +12, Diplomacy +8, Gather 
  Information +12, Heal +4, Intimidate +6, Knowledge 
  (arcana) +3, Knowledge (carnal) +5, Knowledge (local) +9, 
  Knowledge (nobility and royalty) +3, Knowledge (religion) 
  +3, Listen +4, Search +3, Sense Motive +12, Spot +4, 
  Spellcraft +11, Survival +3
  Feats: Blown Kiss, Cleave, Combat Reflexes, Improved 
  Distracting Beauty, Orgasmic Spell, Power Attack
  Special Abilities: Carnal Spells, Distracting Beauty, Divine 
  Health, Favored Enemy: Abusers +4, Harm’s Way, Insightful 
  Understanding, Judge the Soul, Kiss of Power: Burning 
  Kiss, Kiss of Power: Kiss of Curses, Kiss of Power: Kiss of 
  the Mistress, Love’s Blessing (Domain Spells: Air), Love’s 
  Blessing (Rage), Sisterhood, Zone of Truth
  Languages: Common, Elven, Sylvan
  Possessions: bracers of armor +5, chaos diamond, cloak of 
  resistance +5, handy haversack, periapt of proof against poison, 
  potion of barkskin +4, potion of cure serious wounds, potion of 
  endure elements, potion of enlarge person, ring of protection +4, 
  ring of X-ray vision
   
  Spells Known: (0-level, 6/day, DC 14) create water, 
  cure minor wounds, detect magic, detect poison, guidance, light, 
  mending, read magic, resistance; (1st-level, 7/day, DC 15) 
  bane, bless, cause fear, cause orgasm, cure light wounds, detect 
  evil, obscuring mist, shield of faith; (2nd-level, 7/day, DC 16) 
  align weapon, bear’s endurance, calm emotions, crystal balls, cure 
  moderate wounds, hold person, restoration—lesser, wind wall; 
  (3rd-level, 7/day, DC 17) bestow curse, cure serious wounds, 
  disarming smile, dispel magic, gaseous form, remove curse, searing 
  light; (4th-level, 7/day, DC 18) air walk, cure critical wounds, 
  eyes of green, freedom of movement, restoration, sending, true 
  seeing; (5th-level, 6/day, DC 19) command—greater, commune, 
  control winds, cure light wounds—mass, flame strike, striptease; 
  (6th-level, 5/day, DC 20) chain lightning, dispel magic—greater, 
  geas/quest, heal, lovesickness; (7th-level, 3/day, DC 21) control 
  weather, holy word, restoration—greater, sex-change
   
  Roleplaying Hints: Saereid is a woman capable of 
  great and furious anger, which she struggles every day to 
  purge from her heart. While she is marginally successful, 
  her temper still flares whenever she is faced with injustice 
  toward the innocent and weak, especially when the victims 
  are women and children. While she treats honorable men 
  with respect and caring, their touch still reminds her of her 
  days of captivity. She has rarely found comfort in a man’s 
  arms, preferring instead the gentle touch of other women.
   
  For the most part, Saereid is a pleasant, serious 
  woman. She is slow to laugh, but still personable enough to 
  have earned the friendship and respect of many of her fellow 
  Rapturous. Her passionate nature has, however, earned her 
  a reputation as someone who tends to think with her heart 
  and sword instead of her mind. Saereid’s closest friend and 
  frequent lover is Althea, the Sister of Aphrodite, to whom she 
  is fiercely loyal and protective.
  Ninythys, Sister of Isis
  The current Sister of Isis is a mysterious and exotic Egyptian 
  woman named Ninythys (neen-uh-thes). Little is known about 
  her past except that she came to the Sisters of Rapture at the 
  remarkable age of 17. The circumstances of her indoctrination, 
  her Patron Mother’s name or even the temple where she 
  received her training are all a mystery—one Ninythys seems 
  inclined to take to her grave. Nevertheless, her exploits as 
  a representative as the goddess Isis are nearly as legendary 
  among the Rapturous as her rampant sexuality is.
   
  One of the foremost Spellswingers in her sect, 
  Saereid
  58
   
  
  Appendicies
  Ninythys maintains a moderate harem of attractive men and 
  women of a variety of different races, all of whom voluntarily 
  and enthusiastically serve their mistress. Although she has 
  held the title of Sister of Isis 
  for several decades and 
  performs her obligations 
  to the Sacred Council with 
  competence 
  and 
  grace, 
  her political rivals often 
  accuse her of paying more 
  attention to her “pets” 
  than to her duties.
  Dark of skin and features, 
  this exotic woman is adorned 
  with gold jewelry, elaborate 
  makeup and gleaming body-
  paint. Her chest is bare, and 
  a flowing, diaphanous gown 
  hangs from her round hips. 
  Her entire body is smooth, 
  hairless and well oiled, and 
  she wears a thick, black wig 
  in the Egyptian style atop 
  her head, along with a golden 
  headdress of avian styling. 
  She smells of jasmine and 
  spice.
  Ninythys
  Female human SoR 7/
  Sorcerer 6/Spellswinger 
  5: SZ M Humanoid 
  (human); HD 7d8+14 plus 
  6d4+12 plus 5d4+10; hp 95; 
  Init +1; Spd 30 ft.; Space/
  Reach 5 ft./5 ft.; AC 22 (touch 22, flat-footed 21); BAB/
  Grapple +11/+11: Atk +3 defending short sword +14 melee 
  (1d6+3/19-20) or desert scimitar +14 melee (1d6+3 plus 1d6 
  and Cleave in desert climates/18-20) or +1 dagger +12 melee 
  (1d4+1/19-20) or +1 dagger +13 ranged (1d4+1/19-20); Full 
  Atk +3 defending short sword +14/+9/+4 melee (1d6+3/19-
  20) or desert scimitar +14/+9/+4 melee (1d6+3 plus 1d6 and 
  Cleave in desert climates/18-20) or +1 dagger +12/+7/+2 
  melee (1d4+1/19-20) or +1 dagger +13 ranged (1d4+1/19-20); 
  AL CG; SV Fort +13, Ref +6, Will +18; Str 11, Dex 12, Con 14, 
  Int 14, Wis 16, Cha 19
  Skills: Bluff +11, Concentration +15, Diplomacy +11, 
  Disguise +9, Gather Information +9, Heal +7, Intimidate 
  +6, Knowledge (arcana) +11, Knowledge (carnal) +13, 
  Knowledge (local) +5, Knowledge (nature) +8, Knowledge 
  (nobility and royalty) +5, Knowledge (religion) +7, Perform 
  (sexual techniques) +17, Sense Motive +7, Sleight of Hand 
  +3, Spellcraft +17, Survival +7
  Feats: Charmed, I’m Sure; Eschew Materials; Greater Spell 
  Penetration; Healing Caress; Improved 
  Distracting Beauty; Leadership; 
  Maximize Spell; Orgasmic Spell; 
  Quicken Spell; Spell Penetration
  Special Abilities: Carnal Spells, 
  Distracting Beauty, Divine Health, 
  Extra Metamagic Feat, Extra 
  Metamagic Feat, Kiss of Power: Kiss 
  of Exhaustion, Kiss of Power: Kiss 
  of Sweet Dreams, Love’s Blessing 
  (Domain Spells: Magic), Sexual 
  Channeling, Summon Familiar
  Languages: Common, Draconic, Sylvan
  Possessions: desert scimitar (+3 scimitar, 
  +1d6, Cleave in desert conditions), 
  handy haversack, mantle of faith (DR 
  5/evil), periapt of Wisdom +2, potion 
  of magic weapon (oil), potion of reduce 
  person, potion of spider climb, ring of 
  protection +5, ring of telekinesis, scrolls 
  (divine: 3rd/5th magic circle vs. evil, 
  3rd/5th remove blindness/deafness, 
  2nd/3rd make whole), +3 defending 
  shortsword, staff of divination, wand of 
  fireball (5th level, 18 charges)
   Sisters of Rapture Spells Known: 
  (0-level, 6/day, DC 14) create water, 
  cure minor wounds, detect magic, detect 
  poison, guidance, light, read magic, 
  resistance; (1st-level, 7/day, DC 15) 
  bless, bless water, cause orgasm, cure light 
  wounds, doom, endure elements, magic aura, 
  shield of faith; (2nd-level, 7/day, DC 16) 
  augury, crystal balls, cure moderate wounds, eagle’s splendor, 
  gentle repose, identify, zone of truth; (3rd-level, 7/day, DC 17) 
  animate dead, cure serious wounds, dispel magic, heart’s desire, 
  meld into stone, speak with dead; (4th-level, 7/day, DC 18) cure 
  critical wounds, eyes of green, imbue with spell ability, poison
   
  Sorcerer Spells Known: (0-level, 6/day, DC 14) disrupt 
  undead, flare, mage hand, open/close, prestidigitation, ray of frost, 
  resistance, touch of fatigue; (1st-level, 7/day, DC 15) detect 
  undead, mage armor, magic missile, protection from evil, unseen 
  servant; (2nd-level, 7/day DC 16) acid arrow, resist energy, 
  scorching ray; (3rd-level, 6/day, DC 17) fireball, gaseous form; 
  (4th-level, 4/day, DC 17) dimension door
   
  Roleplaying Hints: She’s not quite the wanton 
  nymphomaniac she allows people to think she is, but 
  Ninythys does have a voracious sexual appetite and deserves 
  her reputation as an eager lover. That’s not to say she’s easy 
  Ninythys
  59
   
  
  Appendicies
  to bed, just that she’s always looking for her next sexual 
  thrill. Flirtatious and passionate, she’s a borderline hedonist. 
  What most don’t realize, though, is that her love of pleasure 
  isn’t necessarily selfish. She truly does believe that sexual 
  love is the most appropriate way to honor Isis, especially if 
  arcane magic is somehow involved. To her, having magically 
  enhanced sex is to truly touch the divine.
   
  In contrast to her passionate lovemaking, Ninythys 
  is generally a quiet woman, who purposefully maintains an 
  air of mystery. When she’s not engaged in sexual activity 
  or performing her duties as Sister of Isis, she can be found 
  in the temple archives or at the local library, poring over 
  ancient tomes of forgotten lore seeking some magical secret 
  or another.
  Kamala, Sister of Parvati
  The more powerful of the two Oversisters representing the 
  smaller sects of the Sisters of Rapture, 
  Kamala is a strong voice from a group with 
  little political clout. A consummate teacher 
  and mother, she has earned the respect of 
  the more influential members of the Sacred 
  Council with her wisdom and firm belief in 
  feminine power.
   
  Kamala hails from an ancient 
  Oriental land and devoutly worships the 
  Indian goddess of love, devotion and 
  feminine strength, Parvati. She was literally 
  born into the sect, and some say the position 
  of Oversister. Her mother, Ahmina, was a 
  very popular representative of the lesser 
  sects, and began training Kamala as soon 
  as she was old enough to understand the 
  concept of love. Her apprenticeship was cut 
  short at age 15, however, when her mother 
  was slain in combat and the lesser sects 
  controversially elevated her to her mother’s 
  position on the Sacred Council. Although 
  Theophania and the Aphroditians opposed 
  the nomination, the Council ratified Kamala 
  anyway. She thus became the youngest 
  and lowest-ranked Sister to ever hold the 
  position of Oversister, a position she has 
  successfully held for 23 years.
   
  Before prematurely ascending to 
  the Sacred Council, Kamala had planned 
  to follow her devotion and become a full-
  fledged priestess of Parvati. The demands 
  of Council membership have kept her from 
  following that path, though. Mostly temple-
  bound, she has recently decided to become a teacher and 
  Patron Mother instead, taking in a young orphan girl, Máire, 
  who follows the Celtic goddess, Branwyn.
  This swarthy beauty has long, thin features and large, piercing 
  brown eyes. She wears very little other than elaborate jewelry of 
  gold and precious stones that dangle from multiple piercings, and a 
  colorful, short sari and a long shawl elaborately tied under her bare 
  breasts and across her arms. She stands with supreme confidence 
  and grace.
  Kamala Siddah
  Female human SoR 14/Patron Mother 2: SZ M Humanoid 
  (human); HD 14d8+28 plus 2d8+4; hp 104; Init +5; Spd 
  30 ft.; Space/Reach 5 ft./5 ft.: AC 21 (touch 21, flat-footed 
  20); BAB/Grapple +11/+12; Atk +3 kukri of wounding +15 
  melee (1d4+4 plus 1 Con/18-20) or +1 short sword +13 melee 
  (1d6+2/19-20) or adamantine dagger +13 melee (1d4+1/19-
  20) or adamantine dagger +13 ranged (1d4+1/19-20); Full 
  Atk +3 kukri of wounding +15/+10/+5 melee (1d4+4 plus 
  1 Con/18-20) or 
  +1 short sword 
  +13/+8/+3 melee 
  (1d6+2/19-20) or 
  adamantine dagger 
  +13/+8/+3 melee 
  (1d4+1/19-20) 
  or adamantine 
  dagger +13 ranged 
  (1d4+1/19-20); AL 
  LG; SV Fort +11, Ref 
  +5, Will +14; Str 12, 
  Dex 13, Con 14, Int 
  13, Wis 14, Cha 19
  Skills: Bluff +7, 
  Concentration +10, 
  Diplomacy +10, 
  Disguise +7, Gather 
  Information +7, 
  Heal +5, Knowledge 
  (arcana) +5, 
  Knowledge (carnal) 
  +5, Knowledge 
  (local) +4, 
  Knowledge (nobility 
  and royalty) +4, 
  Knowledge (religion) 
  +14, Perform (dance) 
  +8, Perform (sexual 
  technique) +7, 
  Sense Motive +17, 
  Spellcraft +6, Spot +5
  Feats: Blown Kiss, 
  Charmed, I’m Sure, Combat Expertise, Healing Caress, 
  Improved Distracting Beauty, Improved Initiative, Popular
  Kamala Siddah
  60
   
  
  Appendicies
  Special Abilities: Apprentice, Carnal Spells, Distracting 
  Beauty, Divine Health, Inspire Confidence +1, Kiss of Power: 
  Good Morning Kiss, Kiss of Power: Kiss of Exhaustion, Kiss 
  of Power: Kiss of the Mistress, Love’s Blessing (Domain 
  Spells: Protection), Love’s Blessing: Lion’s Rage*, Love’s 
  Blessing: Shared Love of Life*, Mental Bond, Motherhood, 
  Sisterhood (*See Chapter Four for description)
  Languages: Celestial, Common
  Possessions: adamantine dagger, carpet of flying (5’x10’), iun 
  stone: lavender and green ellipsoid, minor ring of spell-storing, 
  pearl of power (6th-level), potion of cure light wounds, +1 
  shortsword, ring of protection +4, scrolls (divine: 3rd/5th, 
  searing light, 4th/7th freedom of movement, 4th/7th tongues, 
  4th/7th divine power), wand of summon monster III, +3 
  wounding kukri
   
  Spells Known: (0-level, 6/day, DC 14) create water, 
  cure minor wounds, detect magic, guidance, light, mending, purify 
  food and drink, read magic, resistance; (1st-level, 7/day, DC 15) 
  bless, cause fear, cause orgasm, comprehend languages, cure light 
  wounds, detect evil, protection from evil, sanctuary; (2nd-level, 
  7/day, DC 16) aid, bear’s endurance, crystal balls, cure moderate 
  wounds, eagle’s splendor, hold person, restoration –lesser, shield 
  other; (3rd-level, 7/day, DC 17) blindness/deafness, cure serious 
  wounds, dispel magic, heart’s desire, invisibility purge, protection 
  from energy, remove curse; (4th-level, 7/day, DC 18) cure critical 
  wounds, discern lies, divine power, eyes of green, magic weapon 
  –greater, restoration, spell immunity; (5th-level, 6/day, DC 19) 
  commune, dispel evil, flame strike, raise dead, spell resistance, 
  striptease, true seeing; (6th-level, 6/day, DC 20) anti-magic 
  field, blade barrier, cure moderate wounds –mass, eagle’s splendor 
  –mass, lovesickness, word of recall; (7th-level, 5/day, DC 21) 
  holy word, repulsion, resurrection, sex-change, scrying –greater; 
  (8th-level, 3/day, DC 22) discern location, mind-blank, orgiastic 
  frenzy, symbol of death
   
  Roleplaying Hints: Kamala is a self-assured but 
  humble woman who places a great deal of emphasis on the 
  ideals of politeness, hospitality and courtesy to others. She 
  has a reputation for selfless piety that is not undeserved. 
  Following the example of her patron goddess, however, she 
  is not without her moments of ire and scorn. She takes the 
  concept of feminine power and independence very seriously 
  and will not hesitate to strike down any who attempt to deny 
  her Sisters their rightful place.
   
  When dealing with others, Kamala is caring, 
  generous, kind and almost motherly. She aims to be a strong 
  role model and surrogate mother and approaches both her 
  duties as Patron Mother and Oversister from this point of 
  view. She is aware that she has not yet worked her way out of 
  her popular mother’s shadow and struggles to live up to the 
  responsibility given her at such a young age.
  Appendix Two: Rapturous in the 
  Modern World
  Love is my religion—I could die for that.
   
   
  —John Keats, 1819.
  Although they most commonly appear in medieval-style 
  fantasy settings, the Sisters of Rapture faction can and does 
  exist in modern settings where divine spellcasting is possible. 
  In such settings, the Rapturous represent a very old, very 
  secret group of pagans whose origins go back to the Ancient 
  World and the dawn of Western civilization. They are very 
  few in number and face persecution not only from larger, 
  more formal religions that view paganism as a threat, but from 
  human society as a whole, which would find their blatantly 
  sexual natures and beliefs offensive (if not illegal). Most who 
  know of their existence tend to see them as a corruptive 
  influence; an organization that stands to bring young girls 
  from the protective fold of righteousness and transform them 
  into whores, sluts and wanton harlots. This preconception is 
  far from the truth, but in a sexually repressed society, such are 
  the risks that those who choose the Rapturous way take.
   
  In a modern game, the Sisters of Rapture follow a 
  path not unlike their fantasy counterparts. They are brought 
  into the sect early by full-fledged members, tutored in the 
  ways of love and taught a singular devotion to an ancient 
  goddess of love. As they compose a group dedicated to an 
  ideal, the Dedicated Hero is the fastest, and most logical, path 
  into this advanced class.
  Requirements
  To qualify to become a Sister of Rapture, a character must 
  fulfill the following criteria.
  •Base Attack Bonus: +2
  •Skills: Knowledge (carnal) 6 ranks, Knowledge 
  (theology and philosophy) 6 ranks, Perform (sexual 
  techniques) 3 ranks or Profession (prostitute) 6 ranks. 
  [For purposes of this supplement, add Knowledge 
  (carnal) to the class skill list of the Dedicated Hero.]
  •Dedication: At the time she takes her first level in 
  the Sister of Rapture advanced class, the character 
  must dedicate herself to a pagan love goddess. 
  This goddess need not be from her native culture. 
  Goddesses of the Trinity of Love—Aphrodite, Freya 
  and Isis—remain the most commonly chosen. This 
  choice determines how the Rapturous uses certain 
  aspects of her faith.
  •Sponsorship: To become a Sister of Rapture, a 
  character must earn the sponsorship of a full-fledged 
  member. The sponsor presents the candidate character 
  to the Sacred Council who judges her worthiness and 
  61
   
  
  Appendicies
  willingness to follow the Rapturous path. If accepted, 
  the sponsor becomes the character’s Patron Mother 
  and the character becomes a novitiate under her care.
  Class Information
  The following information pertains to the Sister of Rapture 
  advanced class.
  Hit Die
  The Sister of Rapture gains 1d8 hit points per level. 
  The character’s Constitution modifier applies.
  Action Points
  The Sister of Rapture gains a number of action 
  points equal to (6 + 1/2 her character level, 
  rounded down), every time she attains a new 
  level in this class.
  Class Skills
  The Sister of Rapture’s class skills are as 
  follows:
  Bluff (Cha), Concentration (Con), Craft 
  (pharmaceutical, 
  visual 
  art, 
  writing) 
  (Int), Diplomacy (Cha), Escape Artist 
  (Dex), Gamble (Wis), Gather Information 
  (Cha), Intimidate (Cha), Investigate (Int), 
  Knowledge (arcane lore, art, behavioral 
  sciences, carnal, current events, history, 
  popular culture, streetwise, theology and 
  philosophy) (Int), Listen (Wis), Perform 
  (Cha), Profession (Wis), Read/Write 
  Language (none), Research (Int), Ride 
  (Dex), Sense Motive (Wis), Sleight 
  of Hand (Dex), Speak Language 
  (none), Spellcraft (Int), Treat Injury 
  (Wis)
  Skill Points at Each Level: 5 + Int 
  modifier
  Class Features
  All of the following features 
  pertain to the Sister of Rapture 
  advanced class.
  Divine Health
  A SoR is immune to all diseases, including 
  magical diseases such as mummy rot 
  and lycanthropy. In addition, the SoR 
  gains the ability to control her fertility. 
  Her reproductive system functions as 
  normal, but she produces no fertile 
  eggs unless she so desires, thus 
  nullifying the risk of unwanted 
  pregnancy.
  Divine Spells
  A Sister of Rapture has the ability to cast divine spells just as 
  the standard Acolyte can, including the number of spells per 
  day and the bonus spells by level for a high Wisdom bonus 
  (See Chapters Nine and Ten of the Modern Core Rulebook). The 
  SoR uses the standard Divine Spell List with the addition 
  of the first five spells listed under the Carnal Domain (See 
  Chapter Three of this book). No other feature of the Acolyte 
  class is granted to the Sister of Rapture.
  Distracting Beauty
  The Sisters of Rapture are generally women of incredible 
  beauty who know how to wield their comeliness like a 
  shield in combat. 
  Enemies often find it difficult to 
  concentrate on the battle when 
  faced with such exquisite 
  examples of womanhood. 
  Therefore, the SoR gain a 
  sacred bonus to their Defense 
  equal 
  to 
  their 
  Charisma 
  modifier. This bonus is divinely 
  granted, so it works even against 
  creatures that would not normally 
  be sexually attracted to humanoid females 
  (including creatures generally immune to 
  mind-affecting powers such as constructs 
  or undead). The bonus is available only 
  if the Sister of Rapture is nude or scantily 
  clad, so wearing armor or overly concealing 
  clothing negates the bonus.
  Kisses of Power
  The kisses of the Sisters of Rapture are 
  widely known for their nearly irresistible 
  and often deadly effects. At 2nd, 4th, 7th 
  and 10th levels, the SoR may pick from one 
  of the Kisses of Power listed in Chapter 
  One. Thereafter, they have access to 
  that Kiss of Power and any previous 
  Kisses they already have. Using a Kiss 
  of Power against an unwilling target, 
  requires a successful grapple check. If 
  that grapple check fails, the intended 
  Kiss is lost for that day. Each Kiss 
  may be used only once per day 
  and against only corporeal, living 
  creatures.
  Bonus Feats
  At 3rd, 6th and 9th level, 
  the Sister of Rapture gets a 
  Anna Tamaguchi, Sister of Rapture
  62
   
  
  Appendicies
  bonus feat. The feat must be selected from the following list, 
  and the Rapturous must meet all the prerequisites of the feat 
  to select it. (An * indicates a new feat found in Chapter Three 
  of this book.)
  Archaic Weapon Proficiency; Armor Proficiency (light); 
  Attentive; Blown Kiss*; Charmed, I’m Sure*; Educated; 
  Ethereal Kiss*; Healing Caress*; Improved Distracting 
  Beauty*; Pillow Talk*; Popular*; Studious; Trustworthy
  Love’s Blessing
  The goddesses to whom the SoR have pledged their lives 
  reward their servants with certain blessings. At 3rd, 6th and 
  9th levels, the SoR receives a blessing of her choice, with the 
  exception of the gaining of Domain spells, as determined by 
  her deity (see Chapter One). These gifts are usable at will 
  unless otherwise noted.
  Sisterhood
  At 5th level, the Rapturous has completed her apprenticeship. 
  She is freed from the service of her Patron Mother and 
  expected to go out into the world to make her own life in the 
  service of her goddess. The ceremony that marks this occasion 
  is a carefully guarded secret shared only with members of 
  the Sisterhood. The result of this ceremony, however, is very 
  apparent, as the inductee ceases to age, retaining the beauty 
  and benefits of youth throughout her life. She can never suffer 
  additional age-related penalties (or benefit from age-related 
  bonuses) after reaching this level. When her time comes—
  barring accident or violence—the SoR simply dies in her sleep 
  looking as radiant in death as she did in life. Also a SoR’s 
  corpse never suffers the ravages of decomposition.
  Motherhood
  At 8th level, the Sister of Rapture is eligible to become a 
  Patron Mother, taking on a young girl as an apprentice. In so 
  doing, the SoR gains the ability to attract a retinue of followers 
  whose total levels equal her Reputation bonus. (A SoR with a 
  Reputation bonus of +4, for instance, can have four 1st-level 
  followers, a single 4th-level cohort or any combination of 
  cohorts whose levels add up to four.) If the Rapturous chooses 
  to take an apprentice at this level, however, she forgoes the 
  ability to retain a cohort and may only attract followers of 
  first level. In either case, these followers may represent the 
  Sister’s personal assistants, young acolytes of her faith or 
  simply a circle of close friends. Not all Rapturous become 
  Patron Mothers. Many are content to remain Honored Sisters, 
  serving their various sects in the same capacity as they have 
  since the end of their apprenticeships (see Chapter Four). 
  Sisters who do not choose the path of the Patron Mother often 
  retain the services of a loyal assistant or bodyguard cohort. 
  The option to attract any follower, cohort or apprentice is 
  voluntary. Inform your GM if you want your character to 
  begin attracting followers via this ability.
  Table 9: The Sister of Rapture (Modern) 
   
   
   
                                Spells Per Day
  Level
  Attack 
  Bonus
  Fort
  Reflex
  Will
  Special
  Defense 
  Bonus
  Rep 
  Bonus
  0
  1
  2
  3
  4
  5
  1
  +0
  2
  0
  2
  Divine Health, 
  Carnal Spells, 
  Distracting Beauty 
  +1
  +1
  3
  2
  -
  -
  -
  -
  2
  +1
  3
  0
  3
  Kiss of Power 1
  +1
  +1
  4
  3
  -
  -
  -
  -
  3
  +2
  3
  1
  3
  Bonus Feat, Love’s 
  Blessing
  +2
  +1
  4
  3
  2
  -
  -
  -
  4
  +3
  4
  1
  4
  Kiss of Power 2
  +2
  +2
  5
  4
  3
  -
  -
  -
  5
  +3
  4
  1
  4
  Sisterhood
  +3
  +2
  5
  4
  3
  2
  -
  -
  6
  +4
  5
  2
  5
  Bonus Feat, Love’s 
  Blessing
  +3
  +2
  5
  4
  4
  3
  -
  -
  7
  +5
  5
  2
  5
  Kiss of Power 3
  +4
  +3
  6
  5
  4
  3
  2
  -
  8
  +6/+1
  6
  2
  6
  Motherhood
  +4
  +3
  6
  5
  4
  4
  3
  -
  9
  +6/+1
  6
  3
  6
  Bonus Feat, Love’s 
  Blessing
  +5
  +3
  6
  5
  5
  4
  3
  2
  10
  +7/+2
  7
  3
  7
  Kiss of Power 4
  +5
  +4
  6
  5
  5
  4
  4
  3
  63
   
  
    Name ______________________________________________
     CLASSES / LEVELS___________________________________________________________
     PRESTIGE CLASSES / LEVELS____________________________________________________
     RACE ___________________ TYPE _______________________ Level Adj ______________
    ALIGNMENT ______________________ Rapturous  Sect ___________________________
    CAMPAIGN / SETTING_______________________________________________________
  Weapons
  Attributes
  MOD
  TEMP
  SCORE
  TEMP
  MOD
  S T R
  D E X
  C O N
  I N T
  W I S
  C H A
  modifier
  TOTAL        DEX         MISC
                     MOD         MOD
  =         +
  Initiative
  A-C
  10 +         +          +          +          +         +         +         +          =
  DEX MOD        CHA MOD             SIZE             ARMOR          SHIELD          NATURAL       DEFLECT.
      TOTAL         flat-foot         touch
  Saves
  FORTITUDE (CON)            =           +          +          +          + 
  REFLEX  (DEX)               =           +          +          +          + 
  WILL  (WIS)               =           +          +          +          + 
  TOTAL                  BASE            ABILITY          MAGIC              MISC               TEMP
                                SAVE              MOD               MOD                MOD                MOD
  CONDITIONAL MODIFIERS
  Resistances
  Combat
         TOTAL                                        BASE                         ABILITY                 SIZE                    MISC                  MAGIC                 TEMP
                                                             ATT +                           MOD                    MOD                    MOD                    MOD                    MOD
  MELEE  (STR)
  RANGED (DEX) 
  =                     +            +            +            +            +
  =                     +            +            +            +            +
   
  ❑❑❑❑❑❑❑❑❑❑
  ❑❑❑❑❑❑❑❑❑❑
  SR
  DR
   
  +            +
  =
   ATTK+      SIZE+     MISC+
  Grapple
  TOTAL                 STR+
     Weapon                                       MW+    MGK+    MISC.+     TOTAL Atk +     Size     Type       Damage              Crit             Range        WT
  Ammunition
  TYPE:
  NOTES:
  Hit-Points
  hit-dice
  MAX                              WOUNDS   HEALING (______/______)        NONLETHAL         VILE
  ❑❑❑❑❑❑❑❑❑❑
  ❑❑❑❑❑❑❑❑❑❑
  TYPE:
  ❑❑❑❑❑❑❑❑❑❑
  ❑❑❑❑❑❑❑❑❑❑
  TYPE:
  ❑❑❑❑❑❑❑❑❑❑
  ❑❑❑❑❑❑❑❑❑❑
  ❑❑❑❑❑❑❑❑❑❑
  ❑❑❑❑❑❑❑❑❑❑
  TYPE:
  Character
  Level
   
  
  Proficiencies
  W e a p o n s :   ❑ S i m p l e    ❑ M a r t i a l 
  Armor:  ❑ Light  ❑ Medium  ❑ Heavy
  ❑ Shields
  Specific/Exotic Weapons______________
  ________________________________
  ________________________________
  ________________________________
  ________________________________
  ________________________________
  ________________________________
  Skills &	Personal
  Given Name __________________________
  •sex____________•age___________•Apparent age____________
  •height________•weight________•eyes________•hair_________
  •Leige / Patron ________________________________________
  •relatives___________________________________________
  _________________________________________________
  •Homeland__________________________________________
  •Religion / diety _______________________________________ 
  •personality / quirks____________________________________
  _________________________________________________
  •Personal Ethos _______________________________________
  •Languages  (•native____________________________________)
  _________________________________________________
  ________________________________________________
  ________________________________________________
  Class     SKILLS                     Key     TOTAL          ABL       Ranks       Misc.     Syn.
                                                     Ability    MOD           MOD                        MOD      MOD
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  craft (________)
  craft (________)
  craft (________)
  craft (________)
  k n o w  ( A r c a n a )
  know (Arc & Eng)
  k n o w  
  ( C a r n a l )
  know (Dungeons)
  know (Geography)
  know ( H i s t o r y )
  k n o w  
  ( L o c a l )
  k n o w  
  ( N a t u r e )
  know ( N o b i l i t y )
  know ( R e l i g i o n )
  know (The Planes)
  know (_________)
  know (_________)
  know (_________)
  know (_________)
  Perform ( S e x u a l )
  Perform (_______)
  Perform (_______)
  Perform (_______)
  Prof. (_________)
  Prof. (_________)
  Prof. (_________)
  Prof. (_________)
  I N T
  I N T
  I N T
  I N T
  I N T
  I N T
  I N T
  I N T
  I N T
  I N T
  I N T
  I N T
  I N T
  I N T
  I N T
  I N T
  I N T
  I N T
  I N T
  C H A
  C H A
  C H A
  C H A
  W I S
  W I S
  W I S
  W I S
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  Variable Skills
  Character History
  ________________________________________________
  ________________________________________________
  ________________________________________________
  ________________________________________________
  ________________________________________________
  ________________________________________________
  ________________________________________________
  ________________________________________________
  Miscellaneous
  Skill Points per Level
  •1st_______________: (____+INT___)x ___ =_____
  •Class___________________:____+INT ___ =_____
  •Class___________________:____+INT ___ =_____
  •Class___________________:____+INT ___ =_____
  •Class___________________:____+INT ___ =_____
  I N T
  D E X
  C H A
  S T R
  C O N
  I N T
  C H A
  I N T
  C H A
  D E X
  I N T
  C H A
  C H A
  W I S
  D E X
  C H A
  S T R
  W I S
  D E X
  D E X
  D E X
  I N T
  W I S
  D E X
  ------
  I N T
  W I S
  W I S
  S T R
  D E X
  C H A
  D E X
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  ___ =___+___+___+___
  Skills
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  __
  Class     SKILLS                     Key     TOTAL         ABL      Ranks       Misc.       Syn.
                                                     Ability    MOD          MOD                       MOD        MOD
  appraise
  balance
  bluff
  climb
  concentration
  decipher script
  diplomacy
  disable device
  disguise
  escape artist
  forgery
  gather info
  handle animal
  heal
  hide
  intimidate
  jump
  listen
  move silently
  open lock
  ride
  search
  sense motive
  sleight of hand
  Speak Language
  spellcraft
  spot
  survival
  swim
  tumble
  use magic device
  use rope
   
  
     Ability                                                                                                  from        lvl 
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
    Feat                                                                                                        from            lvl 
  Feats
  Class Abilities
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  0
  1,000
  3,000
  6,000
  10,000
  15,000
  21,000
  28,000
  36,000
  45,000
  55,000
  66,000
  78,000
  91,000
  105,000
  120,000
  136,000
  153,000
  171,000
  190,000
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  2
  2 1/2
  3
  3 1/2
  4
  4 1/2
  5
  5 1/2
  6
  6 1/2
  7
  7 1/2
  8 
  8 1/2
  9
  9 1/2
  10
  10 1/2
  11
  11 1/2
  1st
  -
  2nd
  -
  -
  3rd
  -
  -
  4th
  -
  -
  5th
  -
  -
  6th
  -
  -
  7th
  -
  -
  -
  -
  -
  1st
  -
  -
  -
  2nd
  -
  -
  -
  3rd
  -
  -
  -
  4th
  -
  -
  -
  5th
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  Experience Chart
  Class         CC
  er
  Charact
         
  y
  Abilit
    
  l    XP
  Leve
                 Class                 Max       Max  
  s
  Feats     Increa es
                                               LVLs                Ranks     Ranks
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  Exp.
  Multi-Class Penalty: _____ %
     ABILITY                                                                                                                     lvl 
  Racial Abilities
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  ____
  Feats &	Abilities
  Divine Health, 
  S
  Carnal Domain
  oR           1
  Distracting Beauty
  Kiss of Power:                                          SoR           2
  Love’s Blessing:                                         SoR           4
  Kiss of Power:                                          SoR           6
  Sisterhood                                               SoR           8
  Love’s Blessing:                                         SoR           10
  Kiss of Power:                                          SoR           12
  Motherhood                                            SoR           14
  Love’s Blessing:                                         SoR           16
  Kiss of Power:                                          SoR           18
  Kiss of Power:                                          SoR           20
   
  
    Round             tactical               swim                    fly 
  Movement*
  Base
  Hustle
  Run (x3)                                     X
  Run (x4)                                     X
   Item                                                                              Cost           Location             Wt. 
  Standard Currency                                                                                       WT.
  Platinum
  Gold
  Silver
  Copper
  Other Currencies                                                                                           WT.
  Money & Treasure
  Gems and Valuables                                                                                        WT.
     #                     Type                         Value
  consumables                                                                     Location                Wt.
  Provisions
  Waterskins (# 1/2 gl) ❑❑❑❑❑❑❑
  Wineskins     (# 1/2 gl) ❑❑❑❑❑❑❑ 
  Rations (# days)  ❑❑❑❑❑❑❑❑
  ❑❑❑❑❑❑❑❑❑❑❑❑❑❑❑
  other foods
  Feed (# days) ❑❑❑❑❑❑❑❑❑❑
  Encumberance
  *Refer to tables 9-1 and 9-3 of Core Rulebook 1, v.3.5.
  Weight Tally
  From Armor________________________________
  From Weapons______________________________
  From Equipment_____________________________
               Current Load
  lbs.
  Carrying Capacity *
   load           wt carried      max dex     check      run
  LIGHT
  MEDIUM
  HEAVY
  NORM
  +3
  +1
  NORM
  -3
  -6
  NORM
  X4
  X3
  Feats of Strength
  Max Load                          Max Load X2                     Max Load X5
      Lift Over                              Lift Off                               Push Or
        Head                                Ground                                 Drag
  Equipment
  TYPE________________________Spell Fail______Don-Time__________
      AC +________ Max DEX________ Check_______Spd_______ wt______
  TYPE________________________Spell Fail______Don-Time__________
      AC +________ Max DEX________ Check_______Spd_______ wt______
  Armor & Shields
  Record additional magic-item info, such as weight and slots, on magic-item sheet.
  Defensive Magic-Items
  ITEM_______________________________AC +____Type______________
  ITEM_______________________________AC +____Type______________
  ITEM_______________________________AC +____Type______________
  ITEM_______________________________AC +____Type______________
  Gear &	Movement
   
  
   Item                                                                                              Description                                                                                                                                                        Location/slot                  Wt. 
  Potions ____________________________________________
  _________________________________________________
  _________________________________________________
  _________________________________________________
  ________________________________________________
  ________________________________________________
  ________________________________________________
  Wands
  TYPE________________________Description________________________________________Charges_________Location______________wt______
  TYPE________________________Description________________________________________Charges_________Location______________wt______
  TYPE________________________Description________________________________________Charges_________Location______________wt______
  TYPE________________________Description________________________________________Charges_________Location______________wt______
  TYPE________________________Description________________________________________Charges_________Location______________wt______
  TYPE________________________Description________________________________________Charges_________Location______________wt______
  Staffs
  TYPE________________________Spells/Charges___________________________________________________________________________________
        Charges Left_______Location_____________wt______
  TYPE________________________Spells/Charges___________________________________________________________________________________
        Charges Left_______Location_____________wt______
  TYPE________________________Spells/Charges___________________________________________________________________________________
        Charges Left_______Location_____________wt______
  Miscellaneous Items
  Scrolls _____________________________________________
  _________________________________________________
  _________________________________________________
  _________________________________________________
  ________________________________________________
  ________________________________________________
  ________________________________________________
  Magic Items
   
  
  Special Qualities_____________
  ________________________
  ________________________
  ________________________
  ________________________ 
  Skills_____________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  Feats_____________________
  ________________________
  ________________________
  ________________________
  ________________________
  Druidic special abilities
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
     LVL        + HD           +AC             +STR/DEX             +Tricks            Special
  +0
  +2
  +4
  +6
  +8
  +10
  +12
  +0
  +1
  +2
  +3
  +4
  +5
  +6
  1
  2
  3
  4
  5
  6
  7
  Link, share spells
  Evasion
  Devotion
  Multiattack
  Improved evasion
  Carrying Cap:_______________
  Current Load:______________
  Turning Check 
  Result
  Undead Affected
  ( Maximum Hit Dice )
  0 or lower
  1-3
  4-6
  7-9
  10-12
  13-15
  16-18
  19-21
  22 or higher
  Cleric’s level -4
  Cleric’s level -3
  Cleric’s level -2
  Cleric’s level -1
  Cleric’s level
  Cleric’s level +1
  Cleric’s level +2
  Cleric’s level +3
  Cleric’s level +4
  Turning Undead
  Clerical Title:______________________________________
  Clerical Ranking:______________________________
  Diety: ______________________________
  Holy Symbol
  Domain: _____________________________________
  Granted Power:__________________________________
  _____________________________________________
  _____________________________________________
  Domain: _____________________________________
  Granted Power:__________________________________
  _____________________________________________
  _____________________________________________
  Clerical Information
  Familiar/Animal Companion
  Specialist School:________________________________
  Prohibited Schools:_____________________________
  Familiar special abilities
  Abilities
  Alertness, imp. evasion, 
  share spells, empathic link
  Touch 
  Speak with master
  Speak with like animals
  Spell resistance
  Scry on familiar
   LVL
  1-2
  3-4
  5-6
  7-8
  9-10
  11-12
  13-14
  15-16
  17-18
  19-20
    +AC 
  +1
  +2
  +3
  +4
  +5
  +6
  +7
  +8
  +9
  +10
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  ❑
  1-2
  3-5
  6-8
  8-11
  12-14
  15-17
  18-20
  +0
  +2
  +4
  +6
  +8
  +10
  +12
  Turn As_______
  Per  Day_______
  ❑❑❑❑❑❑❑❑❑
  ❑❑❑❑❑❑❑❑❑
  Checks________
  DMG_________
  _____________
  Range_________
  Notes_________
  _____________
  _____________
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  Level
  Spells Known
  Spells Per Day    
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  Caster
  Level
     Class:  Sister of Rapture (10 + Spell Level + Cha Modifier)
  DC
  Current  Daily  Spell  Allotment
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  Level
  Spells Known
  Spells Per Day    
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
     Class:_________________________________________
  DC
  Cureent  Daily  Spell  Allotment
  Sister of Rapture
  Caster
  Level
  species: __________________
  Alignment:_______________
  * Familiar’s base INT is 6, +1 per 2 Master’s lvl
  hit dice(Familiar = master’s lvl): ______
  Hit Points (Familiar=1/2 master’s total)
  CURRENT
  TOTAL
  STR
  DEX
  WIS
  CHA
  CON
  INT*
  A-C
  TOUCH
  FLATFOOT
  TOTAL
    mele
        TOTAL      Master’s    ABILITY       SIZE
                             ATK+         MOD          MOD
  attacks: ________________
  full attack:______________
  size/type: _____________
  initiative: ______________
  speed: _______________
  Tricks: _______________
  ___________________
  ___________________
         TOTAL        Master’s     ABILITY        TEMP
                               Base           MOD            MOD
   Saving Throws     
  FORT 
  R E F
  W I L L
  =
  =
  =
  +
  +
  +
  +
  +
  +
  Attack Bonus     
  =
  +
  +
  Name: __________________________________________
    Abilities              MOD       
  Magical Information
   
  
  Per Day
  1st
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  Per Day
  2nd
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  Per Day
  3rd
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  Per Day
  4th
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  Per Day
  5th
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  Per Day
  6th
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  Per Day
  7th
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  Per Day
  8th
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
    Orisons 
  Per Day 00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  Per Day
  9th
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  00000_____________
  Divine Spell List
   
  
  Ref
  School / Domain
  Duration
    Spell 
  Cast T
  Comp.
  Level
  ime
  Range
  Target / Effect / Area
  Resistance
  Saving Throw
  Material Componants
  Description
  Ref
  School / Domain
  Duration
    Spell 
  Cast T
  Comp.
  Level
  ime
  Range
  Target / Effect / Area
  Resistance
  Saving Throw
  Material Componants
  Description
  Ref
  School / Domain
  Duration
    Spell 
  Cast T
  Comp.
  Level
  ime
  Range
  Target / Effect / Area
  Resistance
  Saving Throw
  Material Componants
  Description
  Ref
  School / Domain
  Duration
    Spell 
  Cast T
  Comp.
  Level
  ime
  Range
  Target / Effect / Area
  Resistance
  Saving Throw
  Material Componants
  Description
  Ref
  School / Domain
  Duration
    Spell 
  Cast T
  Comp.
  Level
  ime
  Range
  Target / Effect / Area
  Resistance
  Saving Throw
  Material Componants
  Description
  Ref
  School / Domain
  Duration
    Spell 
  Cast T
  Comp.
  Level
  ime
  Range
  Target / Effect / Area
  Resistance
  Saving Throw
  Material Componants
  Description
  Ref
  School / Domain
  Duration
    Spell 
  Cast T
  Comp.
  Level
  ime
  Range
  Target / Effect / Area
  Resistance
  Saving Throw
  Material Componants
  Description
  Ref
  School / Domain
  Duration
    Spell 
  Cast T
  Comp.
  Level
  ime
  Range
  Target / Effect / Area
  Resistance
  Saving Throw
  Material Componants
  Description
  Ref
  School / Domain
  Duration
    Spell 
  Cast T
  Comp.
  Level
  ime
  Range
  Target / Effect / Area
  Resistance
  Saving Throw
  Material Componants
  Description
  Ref
  School / Domain
  Duration
    Spell 
  Cast T
  Comp.
  Level
  ime
  Range
  Target / Effect / Area
  Resistance
  Saving Throw
  Material Componants
  Description
  Spell Descriptions
   
  
  License
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	2000	
  Wizards	of	the	Coast,	Inc	(“Wizards”).	All	Rights	Reserved.	
  1.	Definitions:	(a)”Contributors”	means	the	copyright	and/or	trademark	owners	who	
  have	contributed	Open	Game	Content;	(b)”Derivative	Material”	means	copyrighted	
  material	including	derivative	works	and	translations	(including	into	other	computer	
  languages),	 potation,	 modification,	 correction,	 addition,	 extension,	 upgrade,	 im-
  provement,	compilation,	abridgment	or	other	form	in	which	an	existing	work	may	
  be	recast,	transformed	or	adapted;	(c)	“Distribute”	means	to	reproduce,	license,	rent,	
  lease,	 sell,	 broadcast,	publicly	display,	transmit	or	 otherwise	distribute;	(d)”Open	
  Game	Content”	means	the	game	mechanic	and	includes	the	methods,	procedures,	
  processes	 and	 routines	 to	 the	 extent	 such	 content	 does	 not	 embody	 the	 Product	
  Identity	and	is	an	enhancement	over	the	prior	art	and	any	additional	content	clearly	
  identified	as	Open	Game	Content	by	the	Contributor,	and	means	any	work	covered	
  by	this	License,	including	translations	and	derivative	works	under	copyright	law,	
  but	specifically	excludes	Product	Identity.	(e)	“Product	Identity”	means	product	and	
  product	line	names,	logos	and	identifying	marks	including	trade	dress;	artifacts;	crea-
  tures	characters;	stories,	storylines,	plots,	thematic	elements,	dialogue,	incidents,	lan-
  guage,	artwork,	symbols,	designs,	depictions,	likenesses,	formats,	poses,	concepts,	
  themes	and	graphic,	photographic	and	other	visual	or	audio	representations;	names	
  and	descriptions	of	characters,	spells,	enchantments,	personalities,	teams,	personas,	
  likenesses	 and	 special	 abilities;	 places,	 locations,	 environments,	 creatures,	 equip-
  ment,	magical	or	supernatural	abilities	or	effects,	logos,	symbols,	or	graphic	designs;	
  and	any	other	trademark	or	registered	trademark	clearly	identified	as	Product	identity	
  by	the	owner	of	the	Product	Identity,	and	which	specifically	excludes	the	Open	Game	
  Content;	(f)	“Trademark”	means	the	logos,	names,	mark,	sign,	motto,	designs	that	are	
  used	by	a	Contributor	to	identify	itself	or	its	products	or	the	associated	products	con-
  tributed	to	the	Open	Game	License	by	the	Contributor	(g)	“Use”,	“Used”	or	“Using”	
  means	to	use,	Distribute,	copy,	edit,	format,	modify,	translate	and	otherwise	create	
  Derivative	Material	of	Open	Game	Content.	(h)	“You”	or	“Your”	means	the	licensee	
  in	terms	of	this	agreement.	
  2.	The	License:	This	License	applies	to	any	Open	Game	Content	that	contains	a	no-
  tice	indicating	that	the	Open	Game	Content	may	only	be	Used	under	and	in	terms	of	
  this	License.	You	must	affix	such	a	notice	to	any	Open	Game	Content	that	you	Use.	
  No	terms	may	be	added	to	or	subtracted	from	this	License	except	as	described	by	
  the	License	itself.	No	other	terms	or	conditions	may	be	applied	to	any	Open	Game	
  Content	distributed	using	this	License.	
  3.Offer	and	Acceptance:	By	Using	the	Open	Game	Content	You	indicate	Your	ac-
  ceptance	of	the	terms	of	this	License.	
  4.	Grant	and	Consideration:	In	consideration	for	agreeing	to	use	this	License,	the	
  Contributors	grant	You	a	perpetual,	worldwide,	royalty-free,	non-exclusive	license	
  with	the	exact	terms	of	this	License	to	Use,	the	Open	Game	Content.	
  5.Representation	of	Authority	to	Contribute:	If	You	are	contributing	original	material	
  as	Open	Game	Content,	You	represent	that	Your	Contributions	are	Your	original	cre-
  ation	and/or	You	have	sufficient	rights	to	grant	the	rights	conveyed	by	this	License.	
  6.Notice	of	License	Copyright:	You	must	update	the	COPYRIGHT	NOTICE	por-
  tion	of	this	License	to	include	the	exact	text	of	the	COPYRIGHT	NOTICE	of	any	
  Open	Game	Content	You	are	copying,	modifying	or	distributing,	and	You	must	add	
  the	title,	the	copyright	date,	and	the	copyright	holder’s	name	to	the	COPYRIGHT	
  NOTICE	of	any	original	Open	Game	Content	you	Distribute.	
  7.	Use	of	Product	Identity:	You	agree	not	to	Use	any	Product	Identity,	including	as	an	
  indication	as	to	compatibility,	except	as	expressly	licensed	in	another,	independent	
  Agreement	with	the	owner	of	each	element	of	that	Product	Identity.	You	agree	not	
  to	indicate	compatibility	or	co-adaptability	with	any	Trademark	or	Registered	Trade-
  mark	in	conjunction	with	a	work	containing	Open	Game	Content	except	as	expressly	
  licensed	in	another,	independent	Agreement	with	the	owner	of	such	Trademark	or	
  Registered	Trademark.	The	use	of	any	Product	Identity	in	Open	Game	Content	does	
  not	constitute	a	challenge	to	the	ownership	of	that	Product	Identity.	The	owner	of	any	
  Product	Identity	used	in	Open	Game	Content	shall	retain	all	rights,	title	and	interest	
  in	and	to	that	Product	Identity.	
  8.	Identification:	If	you	distribute	Open	Game	Content	You	must	clearly	indicate	
  which	portions	of	the	work	that	you	are	distributing	are	Open	Game	Content.	
  9.	Updating	the	License:	Wizards	or	its	designated	Agents	may	publish	updated	ver-
  sions	of	this	License.	You	may	use	any	authorized	version	of	this	License	to	copy,	
  modify	and	distribute	any	Open	Game	Content	originally	distributed	under	any	ver-
  sion	of	this	License.	
  10.	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	every	copy	
  of	the	Open	Game	Content	You	Distribute.	
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  Content	using	the	name	of	any	Contributor	unless	You	have	written	permission	from	
  the	Contributor	to	do	so.	
  12.	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	the	terms	
  of	this	License	with	respect	to	some	or	all	of	the	Open	Game	Content	due	to	statute,	
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  Material	so	affected.	
  13.	Termination:	This	License	will	terminate	automatically	if	You	fail	to	comply	with	
  all	terms	herein	and	fail	to	cure	such	breach	within	30	days	of	becoming	aware	of	the	
  breach.	All	sublicenses	shall	survive	the	termination	of	this	License.	
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  provision	shall	be	reformed	only	to	the	extent	necessary	to	make	it	enforceable.	
  15.	COPYRIGHT	NOTICE	
  Open	Game	License	v	1.0a	Copyright	2000,	Wizards	of	the	Coast,	Inc.	
  Sisters	of	Rapture	and	Sisters	of	Rapture	logo,	art	and	graphics	Copyright	2008,	
  Talon	Dunning	and	T.Catt
  System	Reference	Document	Copyright	2000-2003,	Wizards	of	the	Coast,	Inc.;	Au-
  thors	Jonathan	Tweet,	Monte	Cook,	Skip	Williams,	Rich	Baker,	Andy	Collins,	David	
  Noonan,	Rich	Redman,	Bruce	R.	Cordell,	John	D.	Rateliff,	Thomas	Reid,	James	
  Wyatt,	based	on	original	material	by	E.	Gary	Gygax	and	Dave	Arneson.	
  Modern	System	Reference	Document	Copyright	2002-2004,	Wizards	of	the	Coast,	
  Inc.;	Authors	Bill	Slavicsek,	Jeff	Grubb,	Rich	Redman,	Charles	Ryan,	Eric	Cagle,	
  David	Noonan,	Stan!,	Christopher	Perkins,	Rodney	Thompson,	and	JD	Wiker,		based	
  on	material	by	Jonathan	Tweet,	Monte	Cook,	Skip	Williams,	Richard	Baker,	Peter	
  Adkison,	Bruce	R.	Cordell,	John	Tynes,	Andy	Collins,	and	JD	Wiker.
  “Perform	(sexual	techniques)”	skill	rules	originally	published	in	The Book of Erotic 
  Fantasy; Authors	Gwendolyn	F.M.	Kestrel	and	Duncan	Scott	and	designated	as	Open	
  Gaming	Content	therein.		The	Book	of	Erotic	Fantasy	Copyright	2003	Valar	Project,	
  Inc.
  Open Game License Version 1.0a 
  72
   
  
   
  
   
  Aphrodite.  Isis.  Freya.  Since the dawn of civilization, these names 
  have been synonymous with passion, beauty and pleasure.  But even 
  the goddesses of love have their enemies!  Join this sexy sisterhood of 
  magic and steel in their struggle to protect the innocent from sexual 
  oppression and the mad desires of the cruel, the wasteful and the ugly.
   
  Born from the imagination of popular erotic artist, T.Catt, 
  the Sisters of Rapture is an OGL compatible sourcebook detail-
  ing the exploits and organization of a sect of all-female warrior-
  priestesses who fight against the forces of darkness with mag-
  ic, blade and raw sexual power, all in the name of divine love!
  Inside you’ll find all you 
  need to integrate this class 
  into your campaign, includ-
  ing:
   
  • The Sister of Rapture base class!
   
  • Four sexy prestige classes!
   
  • A version of the class for modern settings!
   
  • New erotic feats, spells and magic items!
   
  • New erotic monsters and enemies!
   
  • Details on the various goddesses of love and the 
   
      Sisters of  Rapture sect!
   
  • An eight-page, full color character sheet
   
     designed specifically for this book!
   
  Also included is a host of all-new original erotic illustrations 
  by internet favorites, T.Catt, Miravi, Anthony Carpen-
  ter, Thom Chiaramonte and more!
  US $12.00
  © 2008 T.Catt & Fantastic Gallery OGL.  All rights reserved.
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/Fantastic Gallery/FG - Sisters Of Rapture.pdf