Belit (A Temptress)

I seem to remember a rewrite of Belit as having a few levels of Temptress somewhere, but I can't seem to find it any where. Can any one help? Or am I just imagining it? :shock:

If it hasn't been done, it should be. 8)
 
Note on Character Versions: The Bêlit offered here varies somewhat from the Bêlit offered in Conan: Pirate Isles, using rules not available when that publication was published. The temptress ability of dance of desire, for example, perfectly emulates her mating dance, which had an almost magical effect on all who watched; thus this version has ranks in Perform (dance) and levels in temptress. This version does not supersede the other but may be used as an alternative. Her statistics here reveal her capabilities shortly before she took the ill-fated journey up the Zarkheba River.

Bêlit, Queen of the Black Coast
Medium Pelishtim Noble 2/ Temptress 2/ Pirate 10
Hit Dice: 8d8+2d6+10+8 (65 hit points)
Initiative: +13 (+3 Dex, +10 Ref)
Speed: 30 ft. (unarmoured)
Dodge Defence: 22/24 (+8 level, +3 Dex, +1 light-footed; +2 seamanship when on board a ship)
Parry Defence: 17/19 (+5 level, +2 Str; +2 seamanship when on board a ship)
DR:
Base Attack Bonus/Grapple: +9/+11
Attack: Dagger +12 melee finesse or Shemite bow +14 ranged
Full Attack: Dagger +12/+7 melee finesse or Shemite bow +14/+9 ranged
Damage: Dagger 1d4+2/ 19-20 x2/ AP 3 or Shemite bow (+2) 1d10+2 (+3 within 100 ft)/ x3/ AP 6
Special Attacks: +1 special regional attack bonus to Shemite bows and scimitars, ferocious attack (additional attack), to sail a road of blood and slaughter, sneak attack +4d6, sneak subdual
Special Qualities: Pelishtim traits, title, rank hath its privileges, wealth, special regional feature +1 (bonus to Fort save and all Bluff and Sense Motive skill checks), comeliness, savoir-faire, seductive art +1, dance of desire 1/day, seamanship +2, pirate code (black coast drums), uncanny dodge, bite sword, improved uncanny dodge, poison resistance +1
Space/Reach: 5 ft./5 ft.
Saves: Fort +8, Ref +12, Will +7
Abilities: Str 15, Dex 17, Con 12, Int 18, Wis 8, Cha 23
Skills: Appraise +16, Bluff +20, Gather Information +20, Handle Animal +9, Hide +6, Intimidate +16, Knowledge (arcana) +9, Knowledge (geography)+16, Knowledge (religion) +10, Move Silently +6, Perform (dance) +13, Profession (sailor) +11, Sense Motive +10, Spot +8 (Bêlit gains a +2 circumstance bonus to Balance, Climb, Profession (sailor) and Use Rope skills when on board a ship)
Feats: Combat Expertise, Improved Feint, Improved Mobility, Leadership, Master of the Waves*, Mobility, Navigation, Skill Focus (profession (sailor)), Steely Gaze
Reputation: 89 (Villain) (Bêlit may add a +9 bonus to all Bluff, Intimidate and Gather Information checks)
Leadership: 21/23 (10th level cohort; 300 1st level, 12 2nd level, 4 3rd level, 2 4th level, 1 5th level followers)
Code of Honour: None
Allegiances: Conan
Possessions: Silk girdle with jewelled dagger, sandals.
* feat from Conan: Pirate Isles

Bêlit is the energetic and passionate Queen of the Black Coast, the leader of the most ruthless gang of cutthroats and reavers ever to sail the Hyborian age seas. She is a slender ivory-skinned woman, formed like a goddess. She is both lithe and voluptuous. Bêlit's hair is a rich black, falling in rippling clusters down her supple back. She wears only a broad silken girdle which holds a jewelled dagger and some sandals. Otherwise she is completely nude.

Bêlit was born to a king of Asgalun from a line of kings. She is Shemite through and through, keeping their rituals and their gods, despite no longer living the life of a Shemite noble-woman. Kidnapped as a young woman (noble level 2) by Zingaran pirates, Bêlit lived for a while as the mistress of a Zingaran captain. The Zingaran ship took to the Black Coast and, driven by attrition, recruited men from the Southern Isles. As the mistress of the captain, she gained two levels of temptress (learning the mating-dance of Bêlit), learning to control her master somewhat and learning to read charts. After one raid went poorly, the Zingaran captain was killed. Bêlit found herself in a precarious situation but she was able to lead the ship back to the Southern Isles as she was the only one who could read the charts and maps. She soon began leading the corsairs herself on successful raids, and her success made her a bone fide queen of the corsairs along the Black Coast. She began taking levels in pirate. Over time, the entire ship was comprised of Southern Islander corsairs, who regarded Bêlit with some superstition because she was always successful.

Her rate of success was the only thing keeping her alive and in command. She would play powerful members of the crew off on each other in order to retain that command as the crew grew in experience. She knew if she failed it would be all over for her. When she encountered Conan on board Tito's ill-fated ship out of Argos, she knew she had an answer to her dilemma. She spared his life and took him as her mate. The only thing saving Conan from the spears of the blacks was Bêlit. In return, Conan likewise protected Bêlit from a crew that might otherwise grow to think they could command themselves. Bêlit understood Conan in a manner few other women ever understood him. She knew that as long as his life was filled with sex and violence, Conan would stay. Sex and violence are concepts well understood by Bêlit and she used them to keep Conan at her side for three years.

She seduced Conan upon meeting him. Her dance of desire was such dying men forgot death as they watched her dance, a quivering line of naked white. Her inner strength showed through here – she took charge of the seduction and did not become seduced herself. She will not allow herself to be dominated, even by those she loves.

Bêlit's main strengths are her innate tactical and strategic genius and her irresistible charm. Her mind is a fertile field for ideas and suggestions. Her brain is always at work, turning things around in her head, trying to grasp everything from all angles. However, she struggles with patience. Part of her screams to be patient and the other part just wants to plunge right in and see what happens. Sometimes one wins, other times the other wins. Part of her charm is that she puts the whole of her personality behind every endeavour. A natural lone wolf in some ways, she is a remarkable leader. She believes strongly in the gods, in the power of love and in an afterlife. She believes the Shemite gods are the most powerful of all the gods. She prefers to talk about serious subjects and does not want to waste time in idle chit-chat. She is sure of her opinions and does not like to be contradicted.

Bêlit is ambitious, motivated by success, money and status. Although she was unaware of it before she met Conan, she is also motivated by a desire for love. Her entire personality is geared toward leadership and power. She can be melancholy and stern, practical and determined. She always looks for the top from whatever bottom she is at and strives upward at all times. She does not waste time in idle hedonism, for that would interfere with her sense of great purpose and her constant strive upwards toward her goals. She has a dry sense of humour but it tends to be incisive. Her success is usually attributed to a skill at preparation and noticing small details. Bêlit has a hidden need to be appreciated, so she continually tests the loyalty of those around her in small ways. She cherishes and protects those she loves, for her loyalties run deep – and she sticks around even when the going is toughest. Her loyalty and love eventually brings her back from the dead briefly to aid Conan in a dire moment.

Bêlit has a reputation for having a sharp temper. She will use any scrap of information in order to win a fight or argument, even to the point of being cruel. She is a woman of powerful emotions, as well as a woman of indomitable purpose and persistence. She will win if at all possible; in a head-to-head contest, Bêlit can outlast a glacier. Her passions run deep and her impact on others is also deep – no one ever really gets over Bêlit or forgets her.

She has quite the taste for wealth and opulence. Like many Shemites, the sight of precious objects engenders a bright drunkenness akin to madness. Although she did not initially choose the pirate's life, she took to it with a passion once she saw the power and wealth to be had from the vocation.

Bêlit does not wield any weapons during the events of Queen of the Black Coast, although she is described as carrying a dagger in her silken belt. She lets her corsairs and Conan fight for her; hers is the brain of the pirate crew, the planner and plotter. She decides where, when and against whom her pirates will fight. She prefers to act behind the scenes in a fight.

Note: So far as I can remember, this version of her has never been published. Some portions of her history are derived from Dale Rippke's analysis of her, found in his book "The Hyborian Heresies."
 
Thanks. Here is her cohort and some crew just for fun.

N'Yaga
Medium Southern Islander Barbarian 5/Pirate 5
Hit Dice: 5d10+5d8+20 (75 hit points)
Initiative: +10 (+2 Dex, +8 Ref)
Speed: 30 ft. (unarmoured)
Dodge Defence: 20/23 (+6 level, +2 Dex, +1 light-footed, +1 dodge; +1 seamanship and +2 sea dog when on board a ship)
Parry Defence: 18/19 (+3 level, +1 Str, +4 shield; +1 seamanship when on board a ship)
DR:
Base Attack Bonus/Grapple: +8/+9
Attack: Hunting Spear +10 melee or Shemite Bow +8 ranged (non-proficient)
Full Attack: Hunting Spear +10/+5 melee or Shemite Bow +8/+3 ranged (non-proficient)
Damage: Hunting Spear 1d8+2/ x2/ AP 3 or Shemite bow (+1) 1d10+1 / x3/ AP 5
Special Attacks: Ferocious attack, to sail a road of blood and slaughter, versatility (-2 penalty), crimson mist, sneak attack +1d6, sneak subdual
Special Qualities: Southern Islander traits, illiterate, seamanship +1, pirate code (black coast drums), fearless, sea dog*, bite sword, trap sense +1, uncanny dodge, improved uncanny dodge
Space/Reach: 5 ft./5 ft.
Saves: Fort +9, Ref +10, Will +6 (+4 vs. Terror)
Abilities: Str 12, Dex 14, Con 15, Int 16, Wis 19, Cha 13
Skills: Appraise +8, Balance +9, Climb +8, Craft (herbalism) +10, Heal +19, Intimidate +10, Knowledge (geography) +9, Perform (dance) +5, Profession (sailor) +13, Survival +9, Spot +11, Tumble +6, Use Rope +8 (N'Yaga gains a +1 circumstance bonus to Balance, Climb, Profession (sailor) and Use Rope skills when on board a ship)
Feats: Dodge, Endurance, Fighting Madness, Improved Mobility, Light-footed, Mobility, Pirate Cure**, Self-Sufficient
Reputation: 12 (Cruel)
Leadership:
Code of Honour: None
Allegiances: Bêlit
Possessions: Hunting spear, shield, healer's kit, feather plumes.

* took Sea Dog instead of Track, per the variant rules in Conan: Hyboria's Fallen. It gives the character a +2 bonus to dodge and attack rolls when fighting aboard a ship (the bonus to attack rolls is not calculated in the Black Corsair statistics)
** feat from Conan: Pirate Isles. When performing a Heal check, he may add +1d4 to his roll, but the patient takes that much Con damage from the cure.


Old N'Yaga is a sub-chief on Bêlit's pirate ship, the Tigress. He is a superstitious southern islander and is a healer with knowledge of herbs and harsh remedies. N'Yaga, along with 19 black corsairs, was driven insane by the Winged One during the events at the end of Queen of the Black Coast. He was killed by Conan when his insanity drove him to attack his queen's lover.

Black Corsairs
Young Adult Corsair: Medium Southern Islander Barbarian 1/Pirate 2; Hit Dice: 1d10+2d8+3 (18 hit points); Initiative: +7 (+2 Dex, +5 Ref) ; Speed: 30 ft. (unarmoured); Dodge Defence: 15/18 (+1 level, +2 Dex, +1 racial, +1 light-footed; +1 seamanship and +2 sea dog when on board a ship); Parry Defence: 19/20 (+1 level, +3 Str, +4 shield, +1 parry; +1 seamanship when on board a ship); DR: –; Base Attack Bonus/Grapple: +2/+5; Attack: Hunting Spear +6 melee or Shemite Bow +2 ranged (non-proficient); Damage: Hunting Spear 1d8+3/ x2/ AP 4 or Shemite bow (+3) 1d10+3 / x3/ AP 7; Special Attacks: Ferocious attack, to sail a road of blood and slaughter, versatility (-2 penalty) ; Special Qualities: Southern Islander traits, illiterate, seamanship +1, pirate code (black coast drums), fearless, sea dog* ; Space/Reach: 5 ft./5 ft.; Saves: Fort +6, Ref +7, Will +1 (-1 vs. Terror); Abilities: Str 17, Dex 14, Con 13, Int 10, Wis 12, Cha 6; Skills: Climb +7, Intimidate +4, Jump +7, Perform (dance) +2, Profession (sailor) +7, Spot +3, Survival +3, Tumble +4, Use Rope +2 (Character gains a +1 circumstance bonus to Balance, Climb, Profession (sailor) and Use Rope skills when on board a ship); Feats: Fighting Madness, Light-footed, Parry ; Reputation: 2 (Cruel) ; Leadership: –; Code of Honour: None; Allegiances: Bêlit; Possessions: Hunting spear, loincloth, shield with mostly white hide

Average Adult Corsair: Medium Southern Islander Barbarian 2/Pirate 2; Hit Dice: 2d10+2d8+4 (24 hit points); Initiative: +8 (+2 Dex, +6 Ref) ; Speed: 30 ft. (unarmoured); Dodge Defence: 16/19 (+2 level, +2 Dex, +1 racial, +1 light-footed; +1 seamanship and +2 sea dog when on board a ship); Parry Defence: 20/21 (+1 level, +4 Str, +4 shield, +1 parry; +1 seamanship when on board a ship); DR: –; Base Attack Bonus/Grapple: +3/+7; Attack: Hunting Spear +8 melee or Shemite Bow +3 ranged (non-proficient); Damage: Hunting Spear 1d8+4/ x2/ AP 5 or Shemite bow (+4) 1d10+4 / x3/ AP 8; Special Attacks: Ferocious attack, to sail a road of blood and slaughter, versatility (-2 penalty), crimson mist ; Special Qualities: Southern Islander traits, illiterate, seamanship +1, pirate code (black coast drums), fearless, sea dog*, bite sword ; Space/Reach: 5 ft./5 ft.; Saves: Fort +7, Ref +8, Will +1 (-1 vs. Terror); Abilities: Str 18, Dex 14, Con 13, Int 10, Wis 12, Cha 6; Skills: Balance +3, Climb +9, Intimidate +5, Jump +8, Perform (dance) +2, Profession (sailor) +7, Spot +4, Survival +3, Tumble +4, Use Rope +4 (Character gains a +1 circumstance bonus to Balance, Climb, Profession (sailor) and Use Rope skills when on board a ship); Feats: Fighting Madness, Light-footed, Parry ; Reputation: 3 (Cruel) ; Leadership: –; Code of Honour: None; Allegiances: Bêlit; Possessions: Hunting spear, loincloth, white shield with many black spots

Veteran Adult Corsair: Medium Southern Islander Barbarian 2/Pirate 3; Hit Dice: 2d10+3d8+5 (29 hit points); Initiative: +8 (+2 Dex, +6 Ref) ; Speed: 30 ft. (unarmoured); Dodge Defence: 17/20 (+3 level, +2 Dex, +1 racial, +1 light-footed; +1 seamanship and +2 sea dog when on board a ship); Parry Defence: 20/21 (+1 level, +4 Str, +4 shield, +1 parry; +1 seamanship when on board a ship); DR: –; Base Attack Bonus/Grapple: +4/+8; Attack: Hunting Spear +10 melee or Shemite Bow +4 ranged (non-proficient); Damage: Hunting Spear 1d8+4/ x2/ AP 5 or Shemite bow (+4) 1d10+4 / x3/ AP 8; Special Attacks: Ferocious attack, to sail a road of blood and slaughter, versatility (-2 penalty), crimson mist, sneak attack +1d6, sneak subdual; Special Qualities: Southern Islander traits, illiterate, seamanship +1, pirate code (black coast drums), fearless, sea dog*, bite sword ; Space/Reach: 5 ft./5 ft.; Saves: Fort +7, Ref +8, Will +2 (+0 vs. Terror); Abilities: Str 18, Dex 14, Con 13, Int 10, Wis 12, Cha 6; Skills: Balance +3, Climb +9, Intimidate +6, Jump +8, Perform (dance) +3, Profession (sailor) +8, Spot +4, Survival +3, Tumble +5, Use Rope +4 (Character gains a +1 circumstance bonus to Balance, Climb, Profession (sailor) and Use Rope skills when on board a ship); Feats: Blooded Spear**, Fighting Madness, Light-footed, Parry ; Reputation: 4 (Cruel) ; Leadership: –; Code of Honour: None; Allegiances: Bêlit; Possessions: Hunting spear, loincloth, shield (mostly black with some white)

Veteran Adult Corsair (crew chief): Medium Southern Islander Barbarian 3/Pirate 3; Hit Dice: 3d10+3d8+12 (42 hit points); Initiative: +8 (+2 Dex, +6 Ref) ; Speed: 30 ft. (unarmoured); Dodge Defence: 18/21 (+4 level, +2 Dex, +1 racial, +1 light-footed; +1 seamanship and +2 sea dog when on board a ship); Parry Defence: 21/22 (+2 level, +4 Str, +4 shield, +1 parry; +1 seamanship when on board a ship); DR: –; Base Attack Bonus/Grapple: +5/+9; Attack: Hunting Spear +11 melee or Shemite Bow +5 ranged (non-proficient); Damage: Hunting Spear 1d8+4/ x2/ AP 5 or Shemite bow (+4) 1d10+4 / x3/ AP 8; Special Attacks: Ferocious attack, to sail a road of blood and slaughter, versatility (-2 penalty), crimson mist, sneak attack +1d6, sneak subdual; Special Qualities: Southern Islander traits, illiterate, seamanship +1, pirate code (black coast drums), fearless, sea dog*, bite sword, trap sense +1; Space/Reach: 5 ft./5 ft.; Saves: Fort +8, Ref +8, Will +3 (+1 vs. Terror); Abilities: Str 19, Dex 15, Con 14, Int 11, Wis 13, Cha 7; Skills: Balance +3, Climb +9, Intimidate +7, Jump +9, Perform (dance) +4, Profession (sailor) +9, Spot +4, Survival +3, Tumble +5, Use Rope +4 (Character gains a +1 circumstance bonus to Balance, Climb, Profession (sailor) and Use Rope skills when on board a ship); Feats: Blooded Spear**, Endurance, Fighting Madness, Light-footed, Parry, Power Attack; Reputation: 5 (Cruel) ; Leadership: –; Code of Honour: None; Allegiances: Bêlit; Possessions: Hunting spear, loincloth, shield

* took Sea Dog instead of Track, per the variant rules in Conan: Hyboria's Fallen. It gives the character a +2 bonus to dodge and attack rolls when fighting aboard a ship (the bonus to attack rolls is not calculated in the Black Corsair statistics)
** feat from Pirate Isles; it increases a Southern Islander's racial bonus with spears to +2
 
Damn, are those corsairs though !

I think I'll arrange some unfriendly meeting between them and my Pirate Isles PC's...
 
Getting bonus bits like this and the omitted Stygian hairstyles section is one of the highlights of this forum. It's like the deleted scenes on a DVD.
 
Ashigaru said:
Getting bonus bits like this and the omitted Stygian hairstyles section is one of the highlights of this forum. It's like the deleted scenes on a DVD.

Too true! Too true! Much appreciated Vincent! :)
 
Here's another character I thought should be remade as a temptress.

Nafertari (Alias: Zabibi)
Medium Humanoid (Zamboulan Temptress 12/ Noble 4)
Hit Dice: 6d6+4d8+6+20 (65 hp)
Initiative: +16 (+5 Dex, +9 Reflex save, +2 Lightning Reflexes)
Speed: 40 ft.
Dodge Defence: 23 (+7 level, +5 Dex, +1 Dodge)
Parry Defence: 18 (+6 level, +2 Str)
DR:
Base Attack Bonus/Grapple: +12/+14
Attack: Dagger +17 melee finesse; or thrown dagger +17 ranged
Full Attack: Dagger +17/+12/+7 melee finesse; or thrown dagger +17 ranged
Damage: Dagger 1d4+2
Special Attacks: Sneak Attack +3d6
Special Qualities: Zamboulan traits, Comeliness, Savoir-Faire, Seductive Art +3, Dance of Desire 3/day, Poison Use, Seductive Savant, Exquisite, Social Ability (entertainer), Wealth, Title (satrap's mistress), Rank Hath Its Privileges, Special Regional Feature +1, Binding Contract, Art of Distraction, Admirers, Inspire, Outrageous Flattery, Above Suspicion
Space/Reach: 5 ft. (1)/5 ft. (1)
Saves: Fort +7, Ref +16, Will +13
Abilities: Str 15, Dex 20, Con 14, Int 13, Wis 12, Cha 24
Skills: Appraise +17, Balance +14, Bluff +16, Diplomacy +21, Disguise +9, Escape Artist +12, Gather Information +27, Handle Animal +11, Intimidate +16, Jump +14, Knowledge (arcana) +7, Knowledge (nobility) +6, Perform (dance) +34, Perform (ritual) +16, Ride +9, Search +5, Sense Motive +9, Sleight-of-Hand +13, Spot +5, Tumble +17
Feats: Acrobatic, Agile, Dodge, Fleet-Footed, Leadership, Lightning Reflexes, Performer, Run, Skill Focus (Perform (dance))
Reputation: 35 (Talented) (She may add a +5 bonus to his Bluff and Profession checks; she suffers a -2 penalty to disguise)
Leadership: 25/27 (12th level cohort; 600 1st level, 24 2nd level, 6 3rd level, 3 4th level, 1 5th level)
Code of Honour: None
Allegiances: Jungir Khan, Zamboula
Possessions: Noble-quality dancing girl outfit (often goes nude, however), dagger

Nafertari is obviously one of Zamboula's many mixed breeds; judging from her name she is descended from ancient Stygian nobility, though her ancestors most certainly also include Shemites and Turanians. Her influence in the city of Zamboula is unparalleled. She has also taken advantage of the city's Turanian rulers by becoming mistress of the satrap, Jungir Khan, which allowed her to take levels in noble. It is widely believed in Zamboula that Nafertari is the true ruler, and that Jungir Khan is no more than her pawn. Given her captivating beauty, this is entirely plausible. She is a shadow of civilisation who uses the power of sexuality in order to ensnare others.

Nafertari is a smouldering siren whose passions run deep. She is described by Howard as white-skinned, again showing she has a lot of ancient Stygian noble, if not royal, blood flowing through her veins. She is also a definite brunette with thick glossy locks. She is tall, with a slender, supple form. She is noted for her splendid bosom and her lithe limbs. She has a beautiful bone structure. She generally does not wear much, and wears nothing at all when she dances. She is nude throughout the entire short story, Man-Eaters of Zamboula (also published as Shadows in Zamboula).

Nafertari is the personification of the melding of authority and responsibility strengthened by passionate desires and energetic drive. She is reserved, prudent, patient, acquisitive, disciplined and determined. As seen in Howard's short story, she is quick to seize opportunity and uses cunning instead of force. She seeks security, as can be seen by her desire for the magic ring Conan stole, the ring with the jewel men call the Star of Khorala. She is ambitious. As one of Zamboula's mixed breeds, she was not born into a powerful station in life, but she felt she was marked by destiny, and she pursued her chosen destiny with relentless bloody-mindedness. Her motivation and drive comes from a passionate desire for success, money, status, position, authority and, although she really does not realise it, love. She studied as a dancer and won through her reputation and success an opportunity to dance for the young satrap. The satrap fell in love with the nude dancer and made her his mistress. She managed, through intelligence and cunning, to prove to be a vital advisor to the satrap, and so she successfully entered the political arena of Zamboula.

Her personality is geared toward leadership and power. She will do anything to preserve her social status. She has a powerful sense of the passage and importance of time, making her a superb planner and organiser. She also has learned to wait for the things she wants. She wants the Star of Khorala (to keep her lover from learning how to use it) and laid a detailed plan to steal it from her satrap lover. She is practical and determined, as evidenced by Howard's lines, 'She obviously loved Alafdhal sincerely. Whatever business arrangement she made with Conan would have no bearing on her relationship with Alafdhal. Women are more practical about these things than men.'

She has a sense of purpose and a great deal of poise and self-confidence. This self-confidence lends her an aura of coldness and reservation – but hidden beneath her reserve is a sensitive person, sympathetic to others. Her basic concern is for security, as shown by her desire to steal the Star of Khorala – she was afraid the satrap would learn how to use it and pursue the queens of the world and forget about her. Without the satrap, she would have no power whatsoever. Her goal of security is always first and foremost in her mind. As Howard wrote, she once pressed close to Conan 'as if seeking security in the contact.'

Nafertari will do anything to preserve or improve her social status. She is materialistic and is spiteful toward anyone who stands in her way. She does try to hide her ruthlessness and her relentless climb to the top lest someone pull the ladder out from beneath her. She has a great sense of pride and will not forgive anyone that belittles or insults her. In the same manner, she will go out of her way to repay a favour done for her, much as she offered a lucrative job to Conan toward the end of Howard's Zamboulan short story. Her pride does not allow her to live under any sort of an obligation.

She will often appear aloof when she first meets someone because she is trying to calculate the risks of a new friendship. She will try to mask her feelings because she is afraid of exposing too much of themselves (thus the high ranks in Bluff). Even when she is at her most open she is difficult to really understand. Nafertari is interested in art and music and is drawn to people who are intellectually stimulating and willing to talk about serious subjects. She will not put herself beneath the yoke of any man. Her reserve of inner strength will not allow that. She dominates the relationship with the satrap because she does not want to be in the power of anyone (hence the temptress class). She continually tests the loyalty of those close to her. She wants to be independent but she has a great need to be loved and appreciated by others. The satrap has managed to penetrate her shell of reserve, however, and she protects and cherishes him, sticking with him even when a potion drove him mad.

Nafertari has been trained in the best Zamboulan dancing schools and is accustomed to both nudity and erotic dance, both tools for her to acquire power. She has often danced before Jungir Khan and all the lords and royal ladies of Zamboula. Her main game, though, is politics, at which she is good – but she thinks she is better than perhaps she really is, and relies overmuch on her beauty to get her through most situations. She is so good at hoodwinking others, and so used to be obeyed at once even if said others realise they are being hoodwinked, that a bold and perceptive adventurer could certainly turn the tables and deceive her in return.

Her cohort is a 12th level Wadai tribesman (commoner) who is skilled with matters of healing. She can also call up several hundred loyal followers in Zamboula, a mixture of Stygians, Kushites, Turanians, Shemites and mongrels for the most part. These include 24 Turanian solders (2nd level soldier), a few of the Pelistim city watch (1st level soldier), younger warrior-nobles from the old Stygian families of the city (Stygian noble 1), her three court magicians (Stygian scholar 4, Stygian scholar 4 and Stygian scholar 5), and ordinary folk of the city (Kushite, Shemite or Zamboulan commoner, nomad or barbarian 1).

Cohort: Medium Humanoid (Wadai tribesman Barbarian 2/Commoner 10); Hit Dice: 2d10+10d4+20 (56 hp); Initiative: +9 (+6 Reflex save, +3 Dex); Speed: 40 ft.; Dodge Defence: 20 (+6 level, +3 Dex, +1 racial dodge) ; Parry Defence: 19 (+5 level, +4 Str); DR: –; Base Attack Bonus/Grapple: +7/+11; Attack: Unarmed Strike +11; Full Attack: Unarmed Strike +11/+6; Damage: Unarmed Strike 1d3+4; Special Attacks: +1 attack bonus to all spears or javelins, simple weapon proficiency, versatility (-2), crimson mist; Special Qualities: Southern black tribesman traits, illiterate, fearless, bite sword; Space/Reach: 5 ft. (1)/5 ft. (1); Saves: Fort +8, Ref +9, Will +7 (+5 vs. Terror); Abilities: Str 18, Dex 17, Con 15, Int 12, Wis 13, Cha 12; Skills: Craft (herbalism) +6, Heal +11, Listen +18, Move Silently +5, Perform (dance) +6, Profession (sailor) +3, Profession (servant) +5, Spot +15, Survival +8; Feats: Alertness, Endurance, Fleet-footed, Improved Grapple, Improved Unarmed Strike, Self-Sufficient, Skill Focus (heal), Skill Focus (profession (servant)), Track; Reputation: 14 (Honest) (He may add a +2 bonus to his Bluff, Sense Motive and Gather Information checks; he suffers a -1 penalty to disguise); Leadership: –; Code of Honour: Barbaric; Allegiances: Nafertari ; Possessions: None

Note: Another author's version of Nafertari appears in The Road of Kings. That version is driven by greed, as opposed to this version, who has a high need for security. The ROK version has her as a downright thief, wanting to steal the Star of Khorala because she desired it and wanted a collection of magic items. This version makes her more independently spirited, and less traitorous. She only wants to steal the Star because she is desperately afraid of being replaced, a remarkably human fear. The Games Master can use whichever version he wishes.
 
VincentDarlage said:
Here's another character I thought should be remade as a temptress.

Nafertari (Alias: Zabibi)
Medium Humanoid (Zamboulan Temptress 12/ Noble 4)
Zamboulan traits, (...)Special Regional Feature +1
  • Nafertari is obviously one of Zamboula's many mixed breeds; judging from her name she is descended from ancient Stygian nobility, though her ancestors most certainly also include Shemites and Turanians.
I want to thank you once again for those kind of "web enhancements". They are greatly appreciated. :) I do have a question: do you consider her as a Stygian, a Turanian, a Shemite, or did you make something specific for Zamboulans ?
 
Axerules said:
I do have a question: do you consider her as a Stygian, a Turanian, a Shemite, or did you make something specific for Zamboulans ?

Oh, I created something specific for Zamboulans a long time ago (2005, I think) - but it never got published (it was an unsolicited submission, not something they actually asked for, and it wasn't edited out of any existing sourcebooks).

Any thoughts on the actual character? I changed her quite a bit from her appearance in ROK (I think, but do not know for sure, that Ian Sturrock wrote the one in ROK).
 
Here is another Temptress I found among my files:

Sancha of Kordava
Medium Female Zingaran Noble 1/Temptress 3
Hit Dice: 1d8+3d6 (18 hit points)
Initiative: +5 (+2 Dex, +3 Ref)
Speed: 30 ft.
Dodge Defence: 13 (+1 level, +2 Dex)
Parry Defence: 11 (+1 level, +0 Str)
Base Attack Bonus/Grapple: +2/+2
Attack: Unarmed strike +3 melee finesse
Damage: Unarmed strike 1d4 non-lethal
Special Attacks: Sneak attack +2d6
Special Qualities: Zingaran traits, title, rank hath its privileges, wealth, comeliness, savoir-faire, seductive art +1, dance of desire 1/day
Space/Reach: 5 ft./5 ft.
Saves: Fort +1, Ref +5, Will +10 (+13 vs. Corruption)
Abilities: Str 11, Dex 15, Con 10, Int 15, Wis 14, Cha 18
Skills: Appraise +7, Balance +7, Bluff +9, Climb +2, Diplomacy +13, Escape Artist +4, Gather Information +9, Knowledge (nobility) +4, Listen +5, Perform (dance) +11, Profession (sailor) +5, Search +3, Sense Motive +12, Spot +4, Swim +9, Use Rope +5
Feats: Agile, Athletic, Negotiator
Reputation: 8 (Observer)
Leadership:
Code of Honour: Civilised
Allegiances: Zaporavo (at beginning of story) or Conan (at end of story)
Possessions: Short silk kirtle, leather sandals (spends much of the story nude, however)

Sancha, once of Kordava, yawned daintily, stretched her supple limbs luxuriously, and composed herself more comfortably on the ermine-fringed silk spread on the carack's poop-deck. That the crew watched her with burning interest from waist and forecastle she was lazily aware, just as she was also aware that her short silk kirtle veiled little of her voluptuous contours from their eager eyes.
~Robert E. Howard, The Pool of the Black One

Sancha is the daughter of a duke of Kordava, with thick black tresses and olive skin. She is a young woman, once spoiled and petted, now the plaything of a pirate. She was stolen from her father by Zaporavo during a raid. Her will is strong; she bends without breaking and lives where other women would die. She has come to terms with her kidnapping and her new life, finding pleasure in it. A bit narcissistic, Sancha feels she is the jewel of the Wastrel, the centre of beauty and loveliness, states she takes for granted. She judges people by their outward appearances and accepts that as the whole of their being. She does not like to do hard work and has frivolous tastes, yet is an altogether charming woman and a natural diplomat. She is intellectual and analytical, but willing to compromise in order to avoid conflict.

Zaporavo was the first man to possess Sancha. Although she did not love him, her life is centred around partnerships, so his death unnerved her because it left her alone. She quickly latched onto Conan.

She dislikes conflict and tries to keep any relationship harmonious – often to the extent of masking her own feelings on any given matter. She hides her feelings so often and so well she is not always even aware of how she truly feels. She often struggles to make decisions because she does not trust her instincts and does not want anything so badly she would risk conflict to obtain it. Sancha is apt to simply stand rooted to the spot, squealing, if faced with supernatural terrors. She also has a tendency to giggle when nervously scared.
 
VincentDarlage said:
Oh, I created something specific for Zamboulans a long time ago (2005, I think) - but it never got published (it was an unsolicited submission, not something they actually asked for, and it wasn't edited out of any existing sourcebooks).
Any chance to see it published one day ?

Any thoughts on the actual character? I changed her quite a bit from her appearance in ROK (I think, but do not know for sure, that Ian Sturrock wrote the one in ROK). Another author's version of Nafertari appears in The Road of Kings. That version is driven by greed, as opposed to this version, who has a high need for security.
Of course, the "woman in need for security" is a cliché, but no more than the greedy woman. And REH wrote using clichés and stereotypes. IMO this version is more interesting than the other. We have enough greedy characters in the different sourcebooks. I like it. :)
 
Axerules said:
Of course, the "woman in need for security" is a cliché, but no more than the greedy woman. And REH wrote using clichés and stereotypes. IMO this version is more interesting than the other. We have enough greedy characters in the different sourcebooks. I like it. :)

Another motive for a Temptress would be power : in most of Hyboria, the only way for a woman to rise to power in by manipulating a powerful man. Hence the Temptress MO.
 
Great work, Vincent!
I just discovered this thread while using the 'Search' option.
I don't have the the three Hyborias F-est books, and I son't think I will get them either due to monetary consideration or the incoming 2nd Edition considerations.

Is there anyway someone could PM me a synopsis of the temptress class, feats, and related stuff? How does it copmpare to Iron Chef's Temptress many moons ago?
 
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