Seducer Class

Ability Requirements:	Dexterity 12
			Wisdom 13
			Charisma 15
Prime Requisite:	Dexterity, Charisma
Races Allowed:		Human, Elf, Half-Elf
The seducer is an optional character class that can be used if you DM allows. This class is limited to women. The seducers uses body language and seductive ways to deceive males to get what they want. Seducer's thaco, saving throws, hit pionts, and experience value are the same as a thief.

To become a seducer, a character must have a dexterity of 12 or more, a wisdom of 13 or more, and a charisma of 15 or more. The prime requisites are dexterity and charisma. A seducer can be all chaotic alignments or neutral evil.

A seducer can only use thief weapons and cannot wear armor or use a shield. The character can choice from priest, rogue, and general proficiency slots. Clothes must be enticing to males and elder seducers of the are often make beauty and clothing codes.

A seducer can heal once per day 1d8 +1 per level. The person getting healed will experience a great amount of pleasure. The seducer master the mystical powers of the eyes, voice, and beauty aura. To uses these powers, spell are cast after memorizing. Each spell is stored on jewelry instead of spell books. So for every piece of jewelry a seducer has, she has a spell. Spells on jewlry are absorbed into memory when resting.

To memorize spells, the character must get six hours of beauty sleep. Which in that time, spells are selected subconsciously. If awaken before the six hours pass, all spells that had been selected are lost. Seducers magic only effects male creatures. Priest scrolls can be used on 9th level. Spells come from charm preist spells and special seducer spells.

One great advantage of a seducer is that only they can charm the charm resistant creatures, because the charm affects the sexual part of a creature, which is not resistant to this magic. The creature still gets to save like other non resistant creatures.

In general, seducers think that males are weaker when in love or lust. So, the seducers take advantage of this and often get something out of enticing that person. If in a party, the seducer must find one male she likes or loves, when she finds him she can not cast any of her magic except healing on him. If she does then she can not use her spell abilities for 1d3 days. This may sound like an advantage to the person being liked by the seducer, but if the player is the jealous type or over protective can become deadly. Some seducers are knoiwn to rent themselves out, but most often they get things they want by casting a spell or pickpocketing.

Proficiencies

Since the seducer uses general, rogue, and priest proficiencies; this is a wide range to select from. This will describe new proficiencies and give suggestions for selecting them. One of the following is required to be a seducer: Artistic ability, dancing, cooking, pottery, weaving, etiquette, or seduction.

Dancing 1 slot, dexterity, 0 modifier.

The character knows many syles and varieties of dances, from folk dances to formal court balls. Dancing is a seductive way the for the dancer to help increase seduction proficiency modified by one if attemped.

Endurance 2 slots, constitution, 0 modifier.

This proficiency is normally restricted to warriors. For more description see the PH.

Herbalism 2 slots, intelligence, -2 modifier.

A knowledge of herbs, particulary those that make sweet fragrances. Thye also uses herbs to heal, but most often use herbs for cosmetics and perfumes. For more description see the PH.

Seduction 2 slots, charisma, special modifiers.

Seduction is the art of conning or fooling someone. Some what like fast-talk in the thief's handbook, if a successful proficiency check is made, the seducer may get what she wants from the males. The more targets the more difficult it will become. Most commonly is used for getting a seducers way or persuade someone to agree by making a pass at the person or group of people. If trying to fool one of the same race of the character, she will get a +1 to seducing them and one modification unless more than one taget. See table #1.

Table #1
Number of Targets		Target modifiers
	1				0
	2			       -1
	3			       -2
	4			       -3
	5			       -4
   6 and above			       n/a
Role Playing

Seducer's Guilds

These are mostly in large cities and often found in matriarch cities. The guilds provide training for seducers and will provide most often cheap room and board. The seducer guilds are often connected to the government officials. This way they can provide service without any need for secrecy. The guild will give information on other guild locations and places where males are the minority of a population. That way she can be financed easily. The guilds are often against any male ruledkingdoms and will pay for services of destabilize these governments. The dues are paid by training and using the facilities of the guild. Such as baths, cosmetics, spells, ect. The guilds are run by older seducers. They often have headmasters and a small council. They set up rules and dress codes for the area. Some seducers guild provide the community with escort services, but most often the seducers convince the person they had a good time by using spells and then the girls get paid for it.

Races

Human

Human women are usually the most wild and care free seducer race. They will seduce anything for what they want. The human seducers are often not excepted by towns and cities ruled by men, unless they provide services.

Elf

Being an elf seducer in some counties is a great honor. They are less likely to seducer other races. They tend to only select elf and half-elf targets. Elves also make good seducers because of there high charisma which help in seducing males.

Half-elf

Often caught in the middle of the human and elf world, these seducers are not well excepted by elves. Humans, on the other hand, seem to except the half-elf seducers even more than human seducers.

Race table:  Table #2
Seducer race			Max level
    human			Unlimited 
     elf			   20
  half-elf			   15
Other Abilities

Seducers hold the ablitity to pick pockets, move silently, hide in shadows, and detect noise. The seducer gets 15 points to distribute every advancing level. The seducers are weak in combat, but find surprise from behind an effective attack. The seducers can backstab as a thief.

Starting abilities.

Pick pocket		10%
Move silently		30%
Hide in shadows		30%
Detect noise		10%
Seducer Spells
Seducer		
level	#1	#2	#3	#4	#5	#6	#7
1	1
2	2
4	2	1
6	3	1
8	4	2
10	4	3
12	4	3	1
14	4	3	2
16	4	4	3
18	4	4	3	1
20	4	4	4	2
22	4	4	4	3	1
24	4	4	4	3	2
26	4	4	4	4	3	1
28	4	4	4	4	3	2
30	4	4	4	4	4	3	1
I have a spell list, but I have run out of time. I will post the spells some other time. Tell me what you think about my ideas.

Todd "Lord Skigg the Wort of the Polish Vikings" Camplin