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 everypiece
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 beenselected 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


