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The Tempter

Adventures: Fostering an aura of charm, the Tempter uses sensuality and


sexuality as irresistible lures to bring others to their doom. The Hyborian Age is
a time of great opportunity for Tempters. The world seems to be a place of
mind easily dominated to the will of another, where wars are waged to conduct
the business of the world. However, Tempters are ideally suited to taking
advantage of these souls proving that wit is stronger than physical power. They
ensure that the strength is nothing of the sort.

While the majority of Tempters use pleasure and wiles as their primary route to
power, they can also be politicians, crime lords, entertainers, traders or even
sorcerers, thieves and assassins.

Characteristics: Tempters use their bodies and their seduction techniques to


further their own ends. They use their charm to get men and women to do their
bidding; their sexuality is as honed as a weapon, as keen and deadly as any
sword. Like a noble, the Tempter favours brain over brawn – and knows full
well that sexuality can overcome both the minds and brawn of his enemies.

Religion: Tempters usually follow the religion of their native land, although they can choose the most
provocative of the available gods and goddesses of that land.

Background: Tempters usually come from urban settings, although some come from more rural areas. It is
this limitation and oppression that births the Tempter. he is a shadow cast by these cultural rules, dictating
peace and not the sword, so how else are they to fight for gain when none is supplied freely.

Game Rule Information


Abilities: Charisma, Wisdom and Intelligence are all crucial to the Tempter. He must be able to slip past the
resistance of others to see his will done. He is cunning, manipulative and ambitious. Furthermore, he should
cultivate his Dexterity if he plans to be lithe and quick, his Constitution to ensure he can endure as long as
possible and his Strength so that he is not unduly overpowered.

Hit Die: d6

Class Skills
The Tempter's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int),
Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis),
Hide (Dex), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Knowledge (Rumours)
(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis),
Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Skill Points at 1st Level: (6 + Int modifier) × 4

Skill Points at Each Additional Level: 6 + Int modifier

Class Features
All of the following are class features of the Tempter:

Weapon and Armour Proficiency: A Tempter is proficient with only daggers and knives and there like
(stilettos, see Daggers of Thurian). Note that armour check penalties for wearing medium or heavy armour
apply to the Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand and Tumble skills. Also,
Swim checks suffer a –1 penalty for every five pounds of armour and equipment the Tempter carries.

Comeliness: A Tempter takes a pride in his appearance and is naturally well-dressed and groomed. He also
has an exceptionally well-developed body. He receives a +2 circumstance bonus to all Charisma-based skill
checks in situations where his appearance might play a part. His Base Reputation increases by +2.
Savoir-Faire: The Tempter has a certain flair, dashing style, élan or bravura that marks him as someone
special. Everything he does is performed with style, whether it be entering a room and turning heads, carving
his initials into a tapestry with his knife or even savouring a meal at a banquet to impress his host.

The Tempter can intentionally attempt to stimulate others into admiring him with his style in any task. The
Tempter may make any required checks normally but if his result is five or more higher than the required DC
to succeed at the task, he has performed the deed with stunning flair. He gets a +2 circumstance bonus to his
next Charisma-based skill check.

It is very difficult to embarrass the Tempter, for he can turn even a fall into an successful tumble. Anytime he
fails badly at something he can make a Bluff skill check as a free action to mitigate the failure and make it look
intentional. The DC depends on the nature of what he has done wrong but it is usually 15 or 20. The higher the
result, the better his reaction to failure appears. As a free action, the Tempter may make a Diplomacy check to
oppose anyone who tries to embarrass him, even if he is unaware of what is going on.

The Games Master can make the roll for his.

Seductive Art: A Tempter gains an inherent understanding of sexuality as it pertains to social situations. He
gains a +1 competence bonus on Diplomacy, Gather Information, Intimidate, Perform and Sense Motive
checks at 2nd level. This bonus also applies to his magic attack bonus if he takes the Sorcery Secret art at third
level. This bonus increases by +1 every four levels thereafter. Further, the Tempter relishes the conquest of new
types of people. Whenever the Tempter successfully seduces a person who is of a culture and class combination
not previously seduced by him, he receives a +2 bonus to all attack rolls, magic attack rolls, damage rolls and
saving throws for the whole of the next day. He also has a +2 bonus to Reputation for the next week.

Compelling Performance: A Tempter with five or more ranks in Perform (any) can cause all those within
30 feet of him who are attracted to his gender (and not otherwise distracted, such as in combat) to become
fascinated with him. The targets are allowed a Will save (DC 10 + his Perform skill modifier). Those who
become fascinated receive a –4 penalty to Listen and Spot checks so long as the Tempter keeps performing.

Should a target make its save, the Tempter cannot attempt to fascinate that
same target again for 24 hours.

If the Tempter has 10 or more ranks in Perform, the fascinated audience’s


penalty to Listen and Spot checks is further increased to –6; if he has 15 or
more ranks in Perform the fascinated audience’s penalty to Listen and Spot
checks is further increased to –8.

The Tempter must be wearing no armour to use compelling performance.


At 2nd level, he can use this ability once per day; this increases as he gains
levels.

Secret Art: At third level, the Tempter must choose one secret art. He has
three options – sneak attack, sorcery or politics.

Sneak Attack: If he selects sneak attack, he gains the sneak attack ability,
which functions just like the thief ability of the same name (see page 73).
The Tempter has a sneak attack of +1d6.

Sorcery Style: If he selects sorcery, he gains one sorcery style from the table in the sorcery chapter on pages
239–240 along with the basic spell (and the defensive blast) associated with it. The sorcery styles are more
fully explained in Chapter 9: Sorcery.

He also learns to access his own personal magical energy. This is referred to as Base Power Points, or Base PP.
A Tempter has Base PP equal to 2 + Wisdom Modifier, to a minimum of one point. If for some reason a
character already has Base Power Points when he gains this ability, such as through the Dabbler feat, he does
not gain ‘new’ Base Power Points as above. Instead, he receives a one-time bonus of +2 to his already acquired
Base Power Points.

Politics: If the Tempter selects politics, he may select one of the following social abilities from the noble class:
ally, entertainer, improved standing, refuge, smear others or secrets.
Seductive Savant: A Tempter has a gift for using sex to enhance a single skill, using his manipulative nature
to dampen the resistance of others. The Tempter adds a competence bonus equal to half his Tempter class level
when making checks with one skill chosen from the following list: Bluff, Diplomacy, Gather Information,
Intimidate or Perform.

This does not stack with seductive art but can supersede it for the chosen skill.

Binding Contract: Tempters usually have a specific goals. These goals, which usually concern power, mean
the Tempter must usually enlist others to do his dirty work. Many people are willing to please a Tempter,
usually in the hopes that their compliance will lead to more mutual (and sometimes sexual) pleasure in the
future. The Tempter can use this weakness to create verbal contracts so binding the other person must hold to
the agreement for fear that breaking it will ultimately cost them dearly.

Creating a binding contract requires an opposed Diplomacy check between the Tempter and the primary
associate responsible for the other side of the deal. If the Tempter wins this contest, he creates a contract the
other person must uphold. If the Tempter fails the contest, then negotiations have failed and may not be
resumed for at least another day.

Note: There is a special effect if this is used against a sorcerer: a sorcerer who enters a binding contract with a
Tempter becomes subject to the Rule of Obsession (see page 230), either with the fulfilment of the contract or
with the Tempter.

Improved Secret Art: At 7th level, the tempter's secret art improves.

Sneak Attack: If he selected sneak attack, his sneak attack increases to +2d6. He also gains the ability to feint
as a free action. If he makes a successful Bluff check in combat, opposed by Sense Motive, his target becomes
flat-footed. This free feint can only be used once per fight.

Sorcery Style: If he selected sorcery, he gains two advanced spells from his school of sorcery.

He also gains the ability to generate Power Points through physical pleasure:

Tempter's Power Ritual: Much like a sorcerer's 'Power Rituals,' effect; a Tempter uses his Perform (Ritual)
skill against a single female.

* Time spent in passion: 1 hour +/- 10 minutes /Con modifier. A bonus reduces the time and a penalty extends
it. There is no limit to the amount of times he can try this on a victim, though after eight hour of continuous
passion, he may become fatigue as in the normal rule of excess activity.

* Fortitude roll after the assigned time for both participants, DC 10 + the participant's Strength and
Constitution modifiers. A failed Fortitude roll will cause the Character to sleep via exhaustion. This will halt the
process of power gain, whether the Tempter sleeps or his intended victim; for the power is only gained through
sexual activity.

Note: The Tempter gains a +2 bonus to his save if he has 5 ranks in Perform (Ritual) and another +2 bonus to
his save if he has 5 ranks in Knowledge (Arcana). This also works in reverse, for it does no good for the
Tempter to tire his sexual partner so she goes to sleep; he can use his skills to reduces the sexual partner DC
even further; -2 to the female's DC for 5 ranks in Perform (Ritual) and another -2 to the female's DC if he has 5
ranks in Knowledge (Arcana). He need not apply this reduction is he wants the target to sleep normally.

* Before the ritual is finished, the victim is allowed a Sense Motive roll versus the Temper's Bluff. If she
succeeds she can pull away at the last minute; sensing some discomfort, deception and possibly something
sinister in the Tempter's actions.

* If the victim does not sense any threat, the Tempter now rolls a D20 + Perform (Ritual) modifier + Magic
Attack + Tempter Class levels only vs Target's D20 + Sense Motive modifier + Will save + total levels. Then
note the difference between the two rolls and divide that by the victim's level to gain the total Power Points
drained (minimum 1 Power Point).

Politics: If he selected politics, he may select one of the following social abilities from the noble class: ally,
entertainer, improved standing, refuge, smear others or secrets.
Admirers: The Tempter has built up a regular group of admirers, hangers on or customers who provide him
with certain benefits. He gains a +2 bonus to Gather Information checks around his social clique and receives a
stipend from his admirers of 100 sp per point of Charisma per month. If he leaves a given area, it takes him a
month to rebuild his clique.

Further, one of the admirers is a powerful ally who will go out of his way to aid the Tempter. This ally uses the
same rules as the noble class feature (see page 49).

Inspire: The Tempter often inspires others to perform beyond their normal abilities. People want to gain the
Tempter admiration and his presence brings out their best. The Tempter knows how to use this desire. During
the Tempter's action, he can designate an ally within 30 feet of him to receive a +2 morale bonus on all attack
rolls, saving throws and skill checks. This is a free action on his part. If the ally is actively defending the
Tempter (not just fighting alongside him), he may also add a +2 circumstance bonus to his Defence (Dodge or
Parry).

Outrageous Flattery: From 9th level and above, the Tempter has faked sincerity countless times. When he
says that a person has a lovely physique or an impressive stance, his statements sound completely plausible,
regardless of how hackneyed his words may be. So convincing is his power that he may sometimes use it on the
most unlikely of targets. He may attempt to flatter any one target who could be plausibly attracted to his with
an Intelligence greater than three and that can comprehend his words.

While the Tempter is making compliments, the target must succeed in a Will save (DC 10 + half the Tempter's
class level + his Charisma modifier) in order to take any hostile action toward him at all. This may be because
the target is genuinely flattered or it may be out of complete bemusement and shock.

If the Tempter attempts to use this ability while in combat, the target receives a +2 circumstance bonus to his
saving throw. If the saving throw result totals more than 10 above the required number, the target is massively
offended at what he perceives as mockery. If this takes place in a combat situation, the intended target
subsequently attacks the Tempter in preference to other targets for at least one round.

The Tempter
Base Base Base Magic
Attack Dodge Parry Attack Fort Ref Will
Level Bonus Bonus Bonus Bonus Save Save Save Special
1 +0 +0 +0 +0 +0 +2 +2 Comeliness, Savoir-Faire
2 +1 +1 +0 +0 +0 +3 +3 Seductive Art +1,
Compelling Performance 1/day
3 +2 +1 +1 +0 +1 +3 +3 Secret Art
4 +3 +2 +1 +1 +1 +4 +4 Seductive Savant
5 +3 +2 +1 +1 +1 +4 +4 Binding Contract
6 +4 +3 +2 +1 +2 +5 +5 Seductive Art +2,
Compelling Performance 2/day
7 +5 +3 +2 +1 +2 +5 +5 Improved Secret Art, Admirers
8 +6/+1 +4 +3 +2 +2 +6 +6 Inspire
9 +6/+1 +4 +3 +2 +3 +6 +6 Outrageous Flattery
10 +7/+2 +5 +3 +2 +3 +7 +7 Seductive Art +3,
Compelling Performance 3/day
11 +8/+3 +5 +4 +2 +3 +7 +7 Advanced Secret Art, Exquisite
12 +9/+4 +6 +4 +3 +4 +8 +8
13 +9/+4 +6 +4 +3 +4 +8 +8 Use Weakness as Strength
14 +10/+5 +7 +5 +3 +4 +9 +9 Seductive Art +4,
Compelling Performance 4/day
15 +11/+6/+1 +7 +5 +3 +5 +9 +9
16 +12/+7/+2 +8 +6 +4 +5 +10 +10 Veiled In Darkness
17 +12/+7/+2 +8 +6 +4 +5 +10 +10 Perfected Secret Art
18 +13/+8/+3 +9 +6 +4 +6 +11 +11 Seductive Art +5
19 +14/+9/+4 +9 +7 +4 +6 +11 +11 Compelling Performance 5/day
20 +15/+10/+5 +10 +7 +5 +6 +12 +12 Glorious
Exquisite: A Tempter at 11th level is no longer merely comely and bless
with divine beauty. Experience has made him irresistible. He receives a +4
circumstance bonus to all Charisma-based skill checks in situations where
his appearance might play a part. He also receives a one-time bonus of +2 to
his Base Reputation as his eloquence is highly remarked upon wherever he
goes. This supersedes the comeliness ability.

Advanced Secret Art: At 11th level, the Tempter's secret art improves.

Sneak Attack: If he selected sneak attack, his sneak attack increases to +3d6.

Sorcery Style: If he selected Sorcery, he gains two advanced spells from his
school of sorcery and +2 base power points.

Politics: If he selected politics, he may select one of the following social


abilities from the noble class: ally, entertainer, improved standing, refuge,
smear others or secrets. He also becomes above suspicion – he is effectively
untouchable for lesser crimes and will not suffer arrest or interrogation for
anything short of premeditated murder. In his case, beauty and sexuality
hath its privileges. Investigators will automatically assume he is an innocent
party.

If the Tempter desires, he can actually shift the investigator toward another target by making a successful
opposed Diplomacy check against the investigator’s Sense Motive roll. Failure has no adverse effect unless the
crime is premeditated murder, in which case the investigator becomes sure the Tempter is the culprit.

Use Weakness as Strength: The Tempter is accomplished at using the weaknesses of his opponents to get
the better of them. When making an opposed Charisma, Intelligence or Wisdom based check against the
Tempter, the opponent must use the lowest of these three abilities as his modifier. For example, if a Tempter is
attempting to Bluff another character, and that character has Wisdom 16 (+3), Intelligence 10 (+0) and
Charisma 8 (–1), that character must use his –1 Charisma modifier instead of his Wisdom modifier on his
Sense Motive check.

Veiled In Darkness: A Tempter of 16th level or higher puts people off their guard. A willing partner in one of
his romantic or sexual endeavours may not act until the second round of combat if the Tempter attacks her. A
Will save (DC set by Bluff check) allows her to avoid this fate.

He may also have coition with a partner that is so energetic and exhausting that his partner may fall into a
deep slumber. After having coition with a Tempter with this ability, the partner must make a Fortitude save
(DC 10 + half Tempter's level + Tempter's Charisma modifier) or fall into a deep, peaceful sleep. Nothing short
of violence (or a bucket of water, or the equivalent) will rouse the target of this ability for 1d6+4 hours.

Perfected Secret Art: At 17th level, the Tempter's secret art improves.

Sneak Attack: If he selected sneak attack, his sneak attack increases to +4d6.

Sorcery Style: If he selected sorcery, he gains two advanced spells from his school of sorcery and +2 base
power points.

Politics: If he selected politics, he may select one of the following social abilities from the noble class: ally,
entertainer, improved standing, refuge, smear others or secrets.

Glorious: A Tempter at 20th level is a legendary beauty and adventurous. He is graceful in his age and more
attractive than ever. He receives a +6 circumstance bonus to all Charisma-based skill checks in situations
where his appearance might play a part. This supersedes the exquisite ability. He gains another +2 bonus to his
Base Reputation.

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