Master Seducer. When making a seduction check, the seductress' persuasion bonus changes to + 20.
Socialite Chameleon. The seductress is trained to change her behaviour and voice patterns to fit into any environment, whether that be as a barmaid at a tavern, or as a courtier in fantastic dress in the gilded halls of a palace.
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Poison Vial. The seductress can pour poison onto food or into a drink. When fully ingested, the poison immediately deals 4d8 + 15 poison damage, and the target is also poisoned for 1 minute.
Description
An often underrated weapon, a seductress can be extremely deadly to an entire kingdom. Seductresses specialise in infiltrating the court of a monarch, seducing a king, duke, emperor, general or other official, and either assassinating him, or wrapping him around her finger. Seductresses are beautiful, deceptive, highly manipulative, and are loyal only to the spymaster who has assigned them their mission. To a man seduced by a seductress, he will always follow her advice, hate any criticism of her from his friends, and be at the beck and call of her honeyed voice.
Seductresses can often cause devastating effects, such as spying and exposing top secret information, assassinating vital generals or heroes during a war or crisis, and even worse, taking control of an entire kingdom by manipulating the ruler. An infatuated ruler might even begin a murderous purge of his own officials who are opposed to the seductress, and (unknown to him) change the course of his kingdom to the interests of enemy kingdoms.
Seductresses are trained by various dark guilds, and are recruited from the underground criminal underbelly of cities.
Previous Versions
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