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These are typical clerics of the goddess Bess Carita, whose domains are seduction, trickery, glory, law and evil. All have Seduction as one domain. Clerics who operate in a city's temple have Law as their second; those enlisted in the army have Glory. Clerics who hold positions in the city's bureacracy have Trickery or Evil.

They wear the official garb of the temple; alluringly beautiful robes or skimpy pieces of cloth and jewelry, depending on the occasion. Their favoured weapon is a heavy, flanged, mace.

The Seduction domain is from the Dragon magazine article "Of Thieves Will: Evil Enchanters" (issue 312)

Seduction Temple ClericEdit

The temples of Bess Carita do not generally make healing spells, holy water or suchlike available for the public. Revenue is generated from the crafting and sale (at profit) of alchemical items, including special incense sticks and narcotics.


Seduction Temple Cleric    CR 2

Female Human Cleric 2

LE Medium Humanoid (Human)

Init +1, Senses Listen +2; Spot +2

Aura Strong law and evil

Languages Common, Infernal


AC 14, touch 11, flat-footed 12 (+1 Dex, +1 shield, +1 armour)

hp 10 (2 HD)

Fort +2, Ref +1, Will +5


Spd 30 ft.

Melee Masterwork heavy mace +2 (1d8)

Ranged Light crossbow +2 (1d8, 19+)

Base Atk +1; Grp +1

Space 5 ft.; Reach 5 ft.

Combat Gear Masterwork heavy mace, light crossbow, 10 bolts, light steel shield, 2 tanglefoot bags, 1 sunrod, bracers of armour +1, elixier of love

Spells Prepared (CL 2)

1st — command (DC 14), detect chaos, comprehend languages, charm persondomain (DC 14)

Cantrips — light, read magic, detect magic, inflict minor wounds

Domains Seduction, Law


Abilities Str 10 (+0), Dex 13 (+1), Con 8 (-1), Int 12 (+1), Wis 15 (+2), Cha 14 (+2)

SQ Rebuke undead, Domain powers (casts law spells at +1 caster level, +1 bonus on all Charisma checks and all opposed Charisma-based skill checks.), Spontaneous inflict spells.

Feats PersuasiveBonus, human, Spell Focus (Enchantment)

Skills Knowledge(religion) +5, Knowledge (history) +5, Concentration +3, Craft (alchemy) +5, Bluff +5, Intimidate +5

Possessions Silver armbands (15 sp each) and headband (4 gp)

Seduction Battle ClericEdit

The Glory domain is an SRD additional domain [1]. These clerics of military regime are lawful neutral, rather than their lawful evil city sisters, and specialize in smashing "icky" undead in addition to charming their humanoid foes. They are also usually the army's medics, prefering spontaneous cure over inflict.


Seduction Battle Cleric    CR 2

Female Human Cleric 2

LN Medium Humanoid (Human)

Init +1, Senses Listen +2; Spot +2

Aura Strong law

Languages Common, Elven


AC 17, touch 11, flat-footed 16 (+1 Dex, +4 armour, +2 shield)

hp 12 (2 HD)

Fort +3, Ref +1, Will +5


Spd 30'

Melee Masterwork heavy mace +3 (1d8+1)

Ranged Light crossbow +2 (1d8, 19+)

Base Atk +1; Grp +2

Space 5 ft.; Reach 5 ft.

Atk Options Power Attack

Combat Gear Masterwork heavy mace, light crossbow, 10 bolts, heavy steel shield, masterwork chain shirt, potion of hide from undead, potion of cure light wounds, potion of sanctuary

Spells Prepared (CL 2)

1st — command (DC 13), detect undead, shield of faith, charm persondomain (DC 13)

Cantrips — guidance, light, resistance, virtue

Domains Seduction, Glory


Abilities Str 13 (+1), Dex 12 (+1), Con 10 (+0), Int 8 (-1), Wis 15 (+2), Cha 14 (+2)

SQ Turn undead, Domain powers (Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll; +1 bonus on all Charisma checks and all opposed Charisma-based skill checks.), Spontaneous cure spells.

Feats PersuasiveBonus, human, Power Attack

Skills Concentration +4, Knowledge (religion) +3, Bluff +5, Intimidate +4

Possessions Silver armbands (15 sp each) and headband (4 gp)

Seduction Council ClericEdit

The council clerics help with the running of the city, designing complicated forms and seducing visiting officials.


Seduction Council Cleric    CR 2

Female Human Cleric 2

LE Medium Humanoid (Human)

Init +1, Senses Listen +2; Spot +2

Aura Strong law and evil

Languages Common, Infernal


AC 14, touch 11, flat-footed 12 (+1 Dex, +1 shield, +1 armour)

hp 10 (2 HD)

Fort +2, Ref +1, Will +5


Spd 30'

Melee Masterwork heavy mace +2 (1d8)

Ranged Light crossbow +2 (1d8, 19+)

Base Atk +1; Grp +1

Space 5 ft.; Reach 5 ft.

Combat Gear Masterwork heavy mace, light crossbow, 10 bolts, light steel shield, bracers of armour +1, elixier of love, 2x scrolls of doom, 2 x scrolls of summon monster I

Spells Prepared (CL 2)

1st — command (DC 13), comprehend languages, protection from good, disguise selfdomain

Cantrips — detect magic, detect poison, read magic, purify food and drink

Domains Seduction, Trickery


Abilities Str 10 (+0), Dex 13 (+1), Con 8 (-1), Int 14 (+2), Wis 15 (+2), Cha 12 (+1)

SQ Rebuke undead, Domain powers (Bluff, Disguise, and Hide are class skills, +1 bonus on all Charisma checks and all opposed Charisma-based skill checks.), Spontaneous inflict spells.

Feats DeceitfulBonus, human, Scribe Scroll

Skills Knowledge (religion) +6, Knowledge (history) +6, Bluff +6, Disguise +6, Diplomacy +6, Forgery +3

Possessions Silver armbands (15 sp each) and headband (4 gp)