DESCRIPTION: Where the Houri tends to be bubbly and perhaps a little
indiscriminate, the Seducer (Seductress if female) is more subtle and
discreet in his efforts. He will be dressed elegantly but not showy,
have excellent taste in all that matters, and be very capable of
following through on everything he promises... but whether he does,
is
another story. Seducers are the Valmonts and the Casanovas of the magic
world. In addition to the normal requirements for a magic user, the
Seducer must have a minimum 15 Charisma and 12 Wisdom (to be able to
figure out all the tricky angles to use on which particular person).
PREFERRED SCHOOLS: Seducers may not specialize.
ROLE: The Seducer is the man that all the women swoon over and the
Seductress the woman men fight over. They are manipulators in cunning
and subtle ways -- yet they are not all evil, some merely wish to
explore their sexuality in as many ways as they can, and some are
merely looking for a mutual good time.
WEAPON SKILL: RECOMMENDED: Dagger, or some other small weapon easily
hidden and carried about.
NONWEAPON SKILL: BONUS: Etiquette, Dancing, Artistic Ability, any one
sexual NWP. The Seducer is assumed either to have come from a high-
class background or to be aspiring to/pretending to have one.
RECOMMENDED: Languages (Modern), Singing (Rogue, no penalty), Gaming.
EQUIPMENT: The Seducer should spend a fair amount of money on good
clothing, and should bear in mind if male that taking all those lovely
ladies to dinner will cost a pretty penny.
SPECIAL BENEFITS: The Seducer uses a special power of seduction
described in the "Seduction For The Professional" section with the
following formula rather than the one given:
Seducer's level + his Charisma
---------------------------------------------
Victim's level + modifiers + Wisdom bonus
vs. charm spells
Additionally, the Seducer receives a kind of
"professional
courtesy" from fellow charmers. Such creatures as mermaids, succubi,
medusae, vampires, sirines, or others that use natural charm spells
(GM's discretion) will not attack the Seducer and will be friendly
toward him as long as he is the same toward them. Same creatures will
be neutral to the Seducer's companions so long as those companions
are
same toward them, but even should the companions attack the creatures
will not attack the Seducer until he attacks them.
SPECIAL HINDRANCES: The Seducer must maintain his wardrobe, and is
constantly replacing articles which have been muddied or torn. They
are
such perfectionists in their craft that they will dispose of anything
that will harm their seductive craft unless it can be perfectly mended.
They will also pay 10%-100% more than the normal cost whenever making
a
purchase due to their exacting standards.
The longer a Seducer practices, the more charming
he becomes -- so
much so, in fact, that any humanoid of the opposite sex who comes in
contact with him must save vs. spell at a penalty equal to the
Seducer's level, and with no magical protective aid (no rings of
protection, etc., but Wisdom bonus is allowed) or become mildly
enamoured of him and disposed towards jealousy of any perceived rivals.
This can work to the Seducer's advantage, but not when he's trying
to
seduce the Duchess and the enamoured chambermaids are putting mud in
her stockings.
Additionally, should a natural 1 be rolled
on the saving throw,
the victim will become completely obsessed with the Seducer. The victim
will do anything (even violate his alignment) to gain the Seducer's
love, and will deal ruthlessly with all rivals, real or perceived.
This condition will last until negated by a Cure Insanity cast by a
cleric of higher level than the Seducer, a Heal, a Limited Wish, a
Wish, an Alter Reality or an Angel's Negation is cast on the afflicted.
Alternately, 2d12 sessions psychotherapy lasting one hour each will
grant the same result as an Angel's Negation.
WEALTH OPTIONS: The Seducer begins with 5d4x10 gold pieces of starting
money to simulate his higher standing. However, he must spend
50% of
it on clothing.
RACES: A Seducer can theoretically be any race, although most GMs would
probably prefer to limit it to humans, elves and half- elves.