Seduce to Deceive (3.5e Other)
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Seduce to Deceive
You gain a new Bluff ability called Seduce to Deceive, which allows you to make a target temporarily friendly toward you. It can only be used against a creature that finds you attractive and is willing to be seduced. A successful check temporarily increases the creature's disposition, much like using the Intimidate skill. The check is opposed by a Sense Motive check which the user adds his or her Charisma modifier to.
If the opposed check is successful, the creature becomes friendly toward you as long as you stay with it and for 1d6x10 minutes thereafter. In this state, the target also take a −6 penalty on Sense Motive checks to see through your Bluff. After this time, the creature's disposition returns to normal, or worsens by one step if it was taken advantage of. If you take a −5 penalty to your check, you may double the time the creature stays friendly toward you: this is cumulative (tripling at −10, quadrupling at −15, etc).
A typical Seduce to Deceive check takes 1d4+1 hours and requires seduction and usually fornication. If the check succeeded by 10 or more, the attempt takes 1d4+1x10 minutes and only requires flirtation. If the check succeeded by 20 or more, the attempt takes 1d4+1 minutes and merely requires charm. Retries are not possible, as the target becomes too suspicious.
Some targets have loose or strong moral fibers, lowering or increasing the DC accordingly. The increase or decrease to the DC is usually in increments of 5, usually to a max of +10. As above, a creature unwilling to be seduced simply cannot be affected by this ability. Attempting to seduce a target that is particularly suspicious toward you also inflicts a −10 penalty on the check; this becomes −15 if your reputation as a seducer is well-known.
This is a replacement to the Seduce to Learn Secret ability.
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