Femme Fatale (3.5e Class)

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Making a Femme Fatale[edit]

Femininity, Beauty, and Seduction are wielded by the Femme Fatale as a Warrior wields a weapon. She uses the gifts she was given in adolescence as a means to reach her goals and objectives; for "the world sees with the eyes of men...". Though as the saying goes "hell hath no fury as a woman scorned" and as such the Femme Fatale knows how to bide her time to deliver devastating strikes to her opponents. It is unknown how each individual came about to have the magical gift of beauty they do. Some say it is a blessing from a divine, some say illusion or enchantment magic, some even say its just good genes. What is clear though is that it requires time and effort to keep looking as good as they do throughout an adventure; and the time spent on maintaining one's beauty is time not spent on one's physical prowess.

Abilities: Charisma, Dexterity, and Intelligence are the main attributes of this class. Charisma, as many of her abilities are based on it as well as using it to provide enhancements to other features. Dexterity is for defence since she cannot wear armour and to ensure she can act sooner in combat. A high Intelligence is useful as it affects some class features and she has a wide array of skills to choose from. Wisdom and Constitution are beneficial as they usually are.

Races: This class is limited to races known for their beauty and elegance such a Fey, Elves, and Humans.

Alignment: This class is limited to any non-lawful alignment. Lawful women tend to abhor using their “feminine charms” to get what they want.

Starting Gold: 10d6 x10g, “beautiful women by their smiles draw tears from men’s purses”.

Starting Age: "Simple" or "As rogue"

Table: The Femme Fatale

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Personalised Weapon
Fort Ref Will Range Increment Threat Range Crit Multiplier Weapon Enhancement
1st +0 +0 +2 +0 Sneak Attack +1d6, Trapfinding, Personal Weapon, Feminine Charms [1], Insightful Strikes, Bonus Feat +5 ft. x1 +0 + 0
2nd +1 +0 +3 +0 Evasion, Weapon Finesse, Bonus Feat +5 ft. x1 +0 +0
3rd +2 +1 +3 +1 Sneak Attack +2d6, Ambidextrous, Feminine Charms [2] +10 ft. x1 +0 +1
4th +3 +1 +4 +1 Twin Weapon Dance, Unearthly Grace, Bonus Feat +10 ft. x1 +0 +1
5th +3 +2 +4 +2 Sneak Attack +3d6, Uncanny Dodge, Feminine Charm [3] +15 ft. x2 +0 +2
6th +4 +2 +5 +2 Improved Evasion, Bullseye, Bonus Feat +15 ft. x2 +1 +2
7th +5 +3 +5 +3 Sneak Attack +4d6, Dexterous Grappling, Feminine Charm [4] +20 ft. x2 +1 +2
8th +6/+1 +3 +6 +3 Improved Uncanny Dodge, Dramatic Tumble, Bonus Feat +20 ft. x2 +1 +2
9th +6/+1 +4 +6 +4 Sneak Attack +5d6, Lady Temptress, Feminine Charm [5] +25 ft. x3 +1 +3
10th +7/+2 +4 +7 +4 Performance Routine, Bonus Feat +25 ft. x3 +1 +3
11th +8/+3 +5 +7 +5 Sneak Attack +6d6 +30 ft. x3 +2 +3
12th +9/+4 +5 +8 +5 Performance Routine, Bonus Feat +30 ft. x3 +2 +3
13th +9/+4 +6 +8 +6 Sneak Attack +7d6 +35 ft. x4 +2 +4
14th +10/+5 +6 +9 +6 Performance Routine, Bonus Feat +35 ft. x4 +2 +4
15th +11/+6/+1 +7 +9 +7 Sneak Attack +8d6 +40 ft. x4 +2 +4
16th +12/+7/+2 +7 +10 +7 Performance Routine, Bonus Feat +40 ft. x4 +3 +4
17th +12/+7/+2 +8 +10 +8 Sneak Attack +9d6 +45 ft. x5 +3 +5
18th +13/+8/+3 +8 +11 +8 Performance Routine, Bonus Feat +45 ft. x5 +3 +5
19th +14/+9/+4 +9 +11 +9 Sneak Attack +10d6 +50 ft. x5 +3 +5
20th +15/+10/+5 +9 +12 +9 Madame of the Arts +50 ft. x5 +3 +5

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist(Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha)), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Femme Fatale.

Weapon and Armour Proficiency: The Femme Fatale has spent most of her time developing her personal skills rather than marshal. As such, she is only proficient in any Simple Light Melee and/or Ranged Weapons as well as any Exotic Light Melee and/or Ranged weapons. She can also be proficient in the Whip or any racial Exotic weapon when appropriate.

The Price of Beauty: The Femme Fatales beauty enables her to some super natural and extraordinary abilities, however she must maintain her beauty in order to do so. Before and After a long rest she must spend 30mins tending to herself and her appearance. She must spend another 30mins at least once a day and 10mins after a battle bathing/washing to maintain her appearance. The DM may also impose a penalty to the Femme Fatale’s Charisma Score for situations where she does not act gracefully nor lady-like nor maintains her appearance for a significant period of time. Also while a Femme Fatale my still try to disguise herself as a particular person or another gender by magical means, she cannot use any features that are dependent on her appearance while doing so.

Truly Feminine Features: Unless under the influence of the Alterself or Polymorph spell a Femme Fatale can never disguise herself as a different gender or to look like a particular person. Furthermore any non-magical attempt to disguise herself as a race not known for its beauty such as Orc, Dwarf, or Goblin; shall receive a -5 competence modifier to the disguise check as her own beauty triggers people’s sense of disbelief.

Tailored Outfit As the Femme Fatale places a lot of emphasis on her appearance, she must spend 1.5x the usual cost for clothing to have it tailored and fitted to her measurements in order to gain the usual benefits from them without compromising her appearance. Any-time she wears untailored clothing or armour she will receive a -1 penalty to her charisma modifier. This penalty also applies in cases where she is wearing tailored clothing but the clothing has become damaged or dirtied due to activity.

Dancing Elegance: As a Femme Fatale wears no armour, she has trained and practised to dodge attacks with such fluidity and grace he appears as a blur. While wearing no armour, adds double her dexterity bonus to their AC (as opposed to just once). Should she multi-class into another class and is then allowed to wear armour, this bonus still occurs but This new dexterity bonus is limited by an armour's inherent dexterity penalty, meaning once the Dexterity bonus meets your max dex bonus from your armour, this feat will add no more AC.

Sneak Attack (Ex): If a Femme Fatale can catch an opponent when they are unable to defend themselves effectively from her attack, she can strike a vital spot for extra damage.

A attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when she flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three Femme Fatale levels thereafter. Should she score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, she can make a sneak attack that deals non-lethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A Femme Fatale can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Femme Fatale must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. She cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding: Femme Fatales can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

She can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

If she beats a trap’s DC by 10 or more with a Disable Device check she can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Personalised Weapon (Ex): Though a Femme Fatale spends most of her time focusing on her appearance, she understands the value of having a weapon by her side for self-defence, and learning how to use that weapon effectively. When purchasing a weapon for her own use, a Femme Fatale can buy the weapon at double the cost, ordering the personalising of the weapon. In doing so it becomes unique and, as she learns to better use it, she becomes more deadly with the weapon.

At 1st level she adds 5 ft to the range increment of any thrown or projectile weapon she personalises. At every level thereafter this increases by another 5 ft, i.e.: Seraphina a 1st level Elf Femme Fatale wielding a Personalised Composite Great Bow would have an effective range increment of 135 ft. This bonus stacks with all other types and is to be applied before the effects that multiply the range increment like Far Shot.

At 3rd level any of her personalised weapons act as if with an enhancement bonus to attack and damage rolls when she wields them. Thrown weapons gain this bonus to ranged and melee attacks made with them, and projectile weapons bestow this to both the ammunition and weapon itself. At 5th level and every four levels thereafter this bonus increases by +1. The weapon must observe the rules for magically enhancing their weapon and cannot apply enchantments to the weapons, i.e. Seraphina a 5th level Elf Femme Fatale wielding a +1 Returning Dagger would act as if it were a +3 Returning Dagger. The enhancement bonus cannot exceed +5 for non-epic characters and any additional enhancement beyond that is not applied.

At 3rd level she also increases the critical damage multiplier by one. At 5th level and every four levels thereafter this bonus increases by one, i.e.: Seraphina a 10th level Femme Fatale wielding a Personalised Composite Great Bow would have a range increment of 155 ft, and a critical threat range of 18-20/x4.

At 6th level she also doubles the critical threat range of any weapons she personalises. At 9th level and every four levels thereafter this bonus doubles again following the rules for doubling (two doublings are a tripling and three doublings are a quadrupling), i.e.: Seraphina a 6th level Elf Femme Fatale wielding a Personalised Composite Great Bow would have a critical threat range of 19-20/x3 and an effective range increment of 145 ft. This bonus doesn’t stack with other types of critical threat range doubling except weapon enchantment.

Bonus Feat: At first, second, and every other level after, a Femme Fatale can choose any non-fighter feat, that she has the pre-requisites for, as a bonus feat.


Feminine Charms (Ex): The Femme Fatales beauty enables her to some extraordinary abilities, with increasing effectiveness and potency as she learns how to better channel her beauty into a tool for her own ends. As such all the following abilities are dependent on her appearance:

Feminine Charms [1]): At first level a Femme Fatale gains a +4 bonus to all charisma-based checks against a creature attracted to her. This bonus increases by +1 for every 2 HD above 1 she has. To confirm attraction she must make a Attraction check, using her Bluff skill against the target’s Sense Motive skill (check modifiers on the table below). This check can even be made whilst in combat and is considered different from a Feint check, as both the Femme Fatale and the target can add their BAB to their rolls. The attraction lasts for 10 minutes, and can be re-applied at any time.

Feminine Charms [2]): If a 3rd level Femme Fatale successfully performs an Attraction check against an opponent whilst in combat, she convinces that target that she is not a threat and they will not recognise her as an enemy (If the enemy was already attracted to her before combat started then the enemy still does not recognise her as an enemy). This effect lasts until after she is seen performing a hostile action against them or one of their allies. She also gains 1d6 sneak damage against targets who do not recognise her as an enemy or did not see her due to hiding or invisibility. This sneak attack damage stacks with other sources.

Feminine Charms [3]): A 5th level Femme Fatale is able to use Charm Person (extraordinary ability) as a immediate action at will against any attracted target who can see her (Caster level equals HD).

Feminine Charms [4]): Attraction comes in many forms and the Femme Fatale has learned them all. A 7th level Femme Fatale receives a +5 modifier to her Attraction Checks. This ability is dependent on her appearance.

Feminine Charms [5]): At 9th level, whenever a Femme Fatale uses or casts Charm Person, on an attracted target, it is instead treated as Charm Monster, additionally her charm spell now bypasses spell resistance and immunities to mind-affecting spells.


Evasion (Ex): At 2nd level, a Femme Fatale can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if she is wearing light armour or no armour. A helpless Femme Fatale does not gain the benefit of evasion.

Insightful Strike (Ex): A Femme Fatale’s training has enabled her to better place her attacks for greater effect. Beginning at 1st level she adds their Intelligence Bonus to both attacks rolls and damage rolls, in addition the main modifier used, with any personalised weapon she wields.

Weapon Finesse: A Femme Fatale always emphasise grace and elegance above strength and raw power, even in her weapon training. At 2nd level she gains the Weapon Finesse feat as a bonus feat even if she doesn’t qualify for it. If she has already gained the feat, she can choose another weapon feat, that she has the pre-requisites for, as a bonus feat.

Ambidextrous: A Femme Fatale emphasis on grace and elegance means being able to use both hands equally. Combat application: You can fight equally well with a single weapon using either hand. When using two-weapons this feat allows you to add your whole strength bonus to damage for both weapons - all other normal penalties for using two-weapons in combat still apply. Non-combat application: may reduce or eliminate some penalties for picking locks and disarming traps due to a dominant right or left hand (ie a lock may be located where it would be difficult to reach with your right hand while facing it thus giving a penalty to right-handed thieves).

Twin Weapon Dance: The Femme Fatale wields her personalised weapons with the grace and elegance she wields herself. At 4th level, this ability grants the Femme Fatale the Two Weapon Fighting Feat reducing the penalties for fighting with two weapons. However if the Femme Fatale wields two of the same personalised weapons the penalties for fighting with two weapons is reduced to 0.

Unearthly Grace (Su): So beautiful and sure of her beauty the Femme Fatale is that she truly believes she is stronger and better than she is. At 4th level she adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her AC. This feature is dependent on her appearance.

Uncanny Dodge(Ex): Starting at 5th level, a Femme Fatale can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If she already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Improved Evasion(Ex): At 6th Level a Femme Fatale gains this ability which works like evasion, except that while she still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Femme Fatale does not gain the benefit of improved evasion.

Bullseye(EX): With great practice and effortless grace the Femme Fatale strikes true even from afar. At 6th level, a Femme Fatale increases the range at which she can cause a sneak attack by 30 ft.

Agile Brawler (Ex): A Femme Fatale of 7th level has become so aware of her body and is so naturally fluid and dexterous, she can use her Dexterity modifier instead of her Strength modifier while in a grapple. Also, enemies of up to 2 sizes larger, do not gain their size bonus to the grapple as long as the Femme Fatale is attempting to escape the grapple. All other bonuses still apply.

Improved Uncanny Dodge(Ex): A Femme Fatale of 8th level or higher can no longer be flanked.

This defence denies another rogue/Femme Fatale the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.

Dramatic Tumbling: The 8th level Femme Fatale has a flair for the dramatics and knows how to use them to get out of a sticky situation. When the Femme Fatale is hit by an attack and takes damage she can choose to preform a Tumble check (DC 15). If she succeeds, she dramatically flings herself away from the opponent, tumble at full speed movement directly away from the attacker without provoking attacks of opportunity, but landing prone at the end of your movement. If the check is taken at the beginning of a full attack, the opponent ceases their onslaught and is allowed a move action as if they had only attacked as a standard action. If the check is failed then the Femme Fatale may not tumble away and remains where she is, though she can attempt the tumble check again for any subsequent attacks where she takes damage.

Lady Temptress: With experience and practice comes a greater understanding of how to win friends and influence people. The 9th level Femme Fatale now add half her Femme Fatale levels (rounding down) as a bonus modifier to all her charisma-based checks. This effect stacks with other sources and is dependent on her appearance.


Performance Routines: With mastery of her physique and allure obtained, the Femme fatale focuses her beauty and grace into performances to bring her audience to tears or euphoria. On attaining 10th level, and at every other levels thereafter (12th, 14th, 16th etc), a Femme Fatale gains a special Performance of her choice from among the options below. All performances are dependent on her appearance and the Femme Fatale can choose the relevant Perform Skill she uses if she has more than one skill.

Performance of Seduction: The Femme Fatale focuses all her skills and grace into a performance that seduces and clouds all who hear/gaze upon it. As a full-round action she may perform to try and attract all who can see/hear her (friend and foe). The Femme Fatale first makes a Perform Check (DC15) and then makes a single Attraction check against each creature (each creature resolves individually) that can see her, adding half the amount she succeeded or failed the Perform Check to her roll as a modifier. This performance can be attempted both in and out of combat situations.

Performance of Horror: The Femme Fatale focuses all her skills and grace into a performance that horrifies and shakes all who hear/gaze upon it. As a full-round action she may perform to try and demoralise all enemies who can see/hear her. The Femme Fatale first makes a Perform Check (DC15) and then makes a single Demoralise check against each creature (each creature resolves individually) that can see her, adding half the amount she succeeded or failed the Perform Check to her roll as a modifier.

Performance of Courage: The Femme Fatale focuses all her skills and grace into a performance that energises and rallies all who hear/gaze upon it. As a full-round action she may perform to try and inspire all allies who can see/hear her. The Femme Fatale can use inspire courage as a Bard of 14th level, giving a +3 morale bonus on saving throws against charm and fear effects and a +3 morale bonus on attack and weapon damage rolls.

Performance of Pacify: The Femme Fatale focuses all her skills and grace into a performance that calms and soothes all who hear/gaze upon it. As a full-round action she may perform to try and pacify all creatures who can see/hear her in a 30ft radius. The Femme Fatale first makes a Perform Check (DC20), and then can cast Calm Emotions on each creature in a 30ft radius of the Femme Fatale.

Performance of Suggestion: The Femme Fatale focuses all her skills and grace into a performance that influences and suggest to all who hear/gaze upon it. As a full-round action she may perform to try and pacify all creatures who can see/hear her. The Femme Fatale first makes a Perform Check (DC25), and then can cast Mass Suggestion. Her caster level is the same as her HD.

Madame of the Arts: Truly it is every woman’s dream to reach the heights of fame and influence the Femme Fatale has now reached. She now adds all her levels to her Charisma-based checks as a modifier. Also all her Performance Routines now add the full amount she succeeded or failed the Perform Check as a modifier to her relevant roll.

Ex-Femme Fatale[edit]

Should a Femme Fatale not maintain her appearance or become to lawful or proud to use her good look to her advantage she will lose her abilities that are dependent on her appearance.


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