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8/23/2019 Carnal Blossom.docx http://slidepdf.com/reader/full/carnal-blossomdocx 1/22 Carnal Blossom Only in knowing how to satisfy oneself and embrace the intense pleasure can one face the world in peak condition. Students of the Carnal Blossom discipline learn to harness their own intense sexual energy and transform it into their strength. Among the many skills of the discipline are abilities to stun and daze opponents, channel sexual energy into pain and pleasure, seduce hapless enemies, and produce tentacles of pure lust. The best way to defeat a foe is with pleasure rather than pain. Perform (Sexual Techniques) is the key skill for the Carnal Blossom discipline. The associated weapons for the Carnal Blossom are the dagger, short sword, mace, bastard sword, spiked chain, unarmed strike, whip, and tentacle. Carnal Blossom Maneuvers By Level * Level 1 Maneuvers: Pheromone Infatuation: Stance -- Enemies go easy on you o Tentacle Growth (Su): Boost -- Gain a pair of tentacles o Torn Dress: Strike -- Target's clothes are torn or destroyed * Level 2 Maneuvers: o Carnal Fury I: Strike -- Sexual energy manifests briefly as speed and power o Kiss of Infatuation: Strike -- Target voluntarily comes to your arms o Sustain Hunger: Boost -- Refresh your body and HP with sex * Level 3 Maneuvers o Disorienting Caress: Strike -- Daze a target with a successful touch attack o Futanari Strength (Su): Stance -- Equip yourself for all occasions o Pleasure to Pain: Strike -- Pleasure yourself for power and profit o Tentacle Growth II (Su): Boost -- Gain 4 dazing tentacles * Level 4 Maneuvers: o Carnal Fury II: Strike -- Sexual energy manifests briefly as speed and power o Pain to Pleasure: Counter -- Gain bonuses after taking damage

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Carnal Blossom 

Only in knowing how to satisfy oneself and embrace the intense pleasure

can one face the world in peak condition. Students of the Carnal Blossom

discipline learn to harness their own intense sexual energy and transform

it into their strength. Among the many skills of the discipline are abilities

to stun and daze opponents, channel sexual energy into pain and pleasure,

seduce hapless enemies, and produce tentacles of pure lust. The best way

to defeat a foe is with pleasure rather than pain.

Perform (Sexual Techniques) is the key skill for the Carnal Blossom

discipline. The associated weapons for the Carnal Blossom are the dagger,

short sword, mace, bastard sword, spiked chain, unarmed strike, whip,and tentacle.

Carnal Blossom Maneuvers 

By Level 

* Level 1 Maneuvers: 

o Pheromone Infatuation: Stance -- Enemies go easy on you

o Tentacle Growth (Su): Boost -- Gain a pair of tentacles

o Torn Dress: Strike -- Target's clothes are torn or destroyed* Level 2 Maneuvers: 

o Carnal Fury I: Strike -- Sexual energy manifests briefly as speed

and power

o Kiss of Infatuation: Strike -- Target voluntarily comes to your

arms

o Sustain Hunger: Boost -- Refresh your body and HP with sex

* Level 3 Maneuvers 

o Disorienting Caress: Strike -- Daze a target with a successful

touch attack

o Futanari Strength (Su): Stance -- Equip yourself for all occasionso Pleasure to Pain: Strike -- Pleasure yourself  for power and profit

o Tentacle Growth II (Su): Boost -- Gain 4 dazing tentacles

* Level 4 Maneuvers: 

o Carnal Fury II: Strike -- Sexual energy manifests briefly as speed

and power

o Pain to Pleasure: Counter -- Gain bonuses after taking damage

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o Tattered Dress: Strike -- Target's clothes are heavily damaged or

destroyed

* Level 5 Maneuvers: 

o Kiss of Seduction (Su): Strike -- Target becomes pleasingly

obediento Sexual Energization: Stance -- Heavily boost Perform (Sexual

Techniques) checks

o Tentacle Growth III (Su): Boost -- Gain 6 dazing tentacles

* Level 6 Maneuvers: 

o Bliss to Agony: Strike -- Satisfy yourself to destroy your enemy

o Carnal Fury III: Strike -- Sexual energy manifests briefly as speed

and power

o Razed Dress: Strike -- Target's clothes are severely damaged or

destroyed

o Sustain Lust: Boost -- Refresh your body and HP with sex timestwo

* Level 7 Maneuvers: 

o Carnal Enrapture: Strike -- Stun onlookers with an amazing

display

o Tentacle Growth IV (Su): Boost -- Gain 8 dazing tentacles

* Level 8 Maneuvers: 

o Agony to Bliss: Counter -- Derive an extreme boost in an ability

from pain

o Carnal Fury IV: Strike -- Sexual energy manifests briefly as speed

and powero Ensnaring Tentacles (Su): Stance -- Your tentacles become

extremely dangerous

o Kiss of Enslavement (Su): Strike -- Target becomes your willing

slave

* Level 9 Maneuvers: 

o Tentacle Storm (Su): Strike -- Unleash a violent storm of 

tentacles

CARNAL BLOSSOM MANEUVERS 

[size=14]Agony to Bliss[/size] 

Carnal Blossom (Counter)

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Level: Ecchinobi 8

Prerequisite: Three Carnal Blossom maneuvers

Initiation Action: 1 immediate action

Range: Personal

Target: YouDuration: 1 round + 1 round per 4 initiator levels

When you would take damage from any source, you may activate this

maneuver. You gain a +1 ecchi bonus per 2 initiator levels to the ability of 

your choice.

[size=14]Bliss to Agony[/size] 

Carnal Blossom (Strike)

Level: Ecchinobi 6Prerequisite: Two Carnal Blossom maneuvers

Initiation Action: 1 standard action

Range: Melee Attack

Target: One creature

This maneuver functions like Pleasure to Pain, except you deal damage

equal to 2 x your Perform (Sexual Techniques) check.

[size=14]Carnal Enrapture[/size] Carnal Blossom (Strike)

Level: Ecchinobi 7

Prerequisite: Two Carnal Blossom maneuvers

Initiation Action: 1 full-round action

Range: 30 ft.

Duration: 2 rounds

Saving Throw: Will negates

You slowly begin pleasuring yourself and cause all eyes to turn in your

direction. All humanoids and monstrous humanoids within 30 feet of you

who look directly at you must succeed on a Will save versus 17 + your

Charisma modifier or be stunned for 2 rounds.

[size=14]Carnal Fury I[/size] 

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Carnal Blossom (Strike)

Level: Ecchinobi 2

Initiation Action: 1 standard action

Range: Melee Attack

Target: One creature

You gain a surge of energy for a few brief moments. As part of this

maneuver, make a Perform (Sexual Techniques) check. You may make

one attack at your highest BAB per 8 points of the check to a maximum of 

4 attacks.

[size=14]Carnal Fury II[/size] 

Carnal Blossom (Strike)

Level: Ecchinobi 4Prerequisite: One Carnal Blossom maneuver

Initiation Action: 1 standard action

Range: Melee Attack

Target: One creature

You gain a surge of energy for a few brief moments. As part of this

maneuver, make a Perform (Sexual Techniques) check. You may make

one attack at your highest BAB per 8 points of the check to a maximum of 

5 attacks.

[size=14]Carnal Fury III[/size] 

Carnal Blossom (Strike)

Level: Ecchinobi 6

Prerequisite: Two Carnal Blossom maneuvers

Initiation Action: 1 standard action

Range: Melee Attack

Target: One creature

You gain a surge of energy for a few brief moments. As part of this

maneuver, make a Perform (Sexual Techniques) check. You may make

one attack at your highest BAB per 8 points of the check to a maximum of 

6 attacks.

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[size=14]Carnal Fury IV[/size] 

Carnal Blossom (Strike)

Level: Ecchinobi 8

Prerequisite: Three Carnal Blossom maneuvers

Initiation Action: 1 standard actionRange: Melee Attack

Target: One creature

You gain a surge of energy for a few brief moments. As part of this

maneuver, make a Perform (Sexual Techniques) check. You may make

one attack at your highest BAB per 8 points of the check to a maximum of 

7 attacks.

[size=14]Disorienting Caress[/size] Carnal Blossom (Strike) [Mind-Affecting]

Level: Ecchinobi 3

Initiation Action: 1 standard action

Range: Melee Touch Attack

Target: One creature

You make a single melee touch attack as part of this maneuver. If you

successfully strike the target, the target is dazed for 1 round plus 1

additional round per 5 initiator levels.

[size=14]Ensnaring Tentacles[/size] 

Carnal Blossom (Stance) [Mind-Affecting]

Level: Ecchinobi 8

Prerequisite: Three Carnal Blossom maneuvers

Initiation Action: 1 swift action

Range: Personal

Target: You

Duration: Stance

You gain 4 tentacles which function as per the Tentacle Growth IV boost

maneuver. Whenever you use a maneuver which grants additional

tentacles, you generate an additional 4 tentacles more than you normally

would. If you would daze a target with them as per the effects of Tentacle

Storm maneuver and Tentacle Growth series of maneuvers, you may

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instead choose to dominate the target for a duration of 1 round per

initiator level. All tentacles you possess gain an additional 5' reach.

This maneuver is a supernatural ability.

[size=14]Futanari Strength[/size] 

Carnal Blossom (Stance)

Level: Ecchinobi 3

Initiation Action: 1 swift action

Range: Personal

Target: You

Duration: Stance

You gain both humanoid reproductive organs appropriately sized for your

race and may also gain full round breasts. If you already possess one orboth reproductive organs, you only gain those organs you are missing. As

part of this stance, you gain a +2 ecchi bonus along with an additional +1

bonus per 4 initiator levels to Perform (Sexual Techniques), grapple

checks, and Disguise checks when attempting to disguise as the opposite

gender. When determining the effects of spells on you which vary based

on gender, you may choose the gender to be treated as.

Also you gain a special grapple action called Penetrate and Ride. This

action only affects opponents within 1 size category of your own who are

wearing no armor or have been affected by one of following maneuvers:Torn Dress, Tattered Dress, or Razed Dress. As part of this action, you

make a Perform (Sexual Techniques) check; opponents must make a will

save versus the result.

Opponents who fail the save may not voluntarily end the grapple for one

round however they may still take other offensive actions.

Opponents who fail the save by more than 10 points are dazed for 1

round.

Opponents who fail the save by more than 15 points take 2 points of 

Wisdom drain.

This maneuver is a supernatural ability.

[size=14]Kiss of Enslavement[/size] 

Carnal Blossom (Strike) [Mind-Affecting]

Level: Ecchinobi 8

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Prerequisite: Three Carnal Blossom maneuvers

Initiation Action: 1 standard action

Range: Melee Attack

Target: One humanoid or monstrous humanoid creature

Duration: 2 rounds per initiator level

You make a single melee touch attack as part of this maneuver in the form

of a kiss. If you successfully kiss the target, the target becomes the your

willing slave and will dutifully follow your orders as per the domination

effect. The duration of this effect may be lengthened to 1 hour per initiator

level if the target engages in intercourse with the kisser before the end of 

the effect. No more than one creature per 2 initiator levels may be

affected by this maneuver at the same time.

This maneuver is a supernatural ability.

[size=14]Kiss of Infatuation[/size] 

Carnal Blossom (Strike) [Mind-Affecting]

Level: Ecchinobi 2

Initiation Action: 1 standard action

Range: Melee Attack

Target: One creature

You make a single melee touch attack as part of this maneuver in the form

of a kiss. If you successfully kiss the target, the target immediately and

voluntarily (deactivates/ignores any protections which may prevent it)enters into a grapple with you.

[size=14]Kiss of Seduction[/size] 

Carnal Blossom (Strike) [Mind-Affecting]

Level: Ecchinobi 5

Prerequisite: Two Carnal Blossom maneuvers

Initiation Action: 1 standard action

Range: Melee Attack

Target: One humanoid or monstrous humanoid creature

Duration: 1 round per initiator level

You make a single melee touch attack as part of this maneuver in the form

of a kiss. If you successfully kiss the target, the target drops whatever it is

holding and begins to take its clothes off. For the duration of the effect,

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the target will take any non combat actions you desire. No more than one

creature per 2 initiator levels may be affected by this maneuver at the

same time.

This maneuver is a supernatural ability.

[size=14]Pain to Pleasure[/size] 

Carnal Blossom (Counter)

Level: Ecchinobi 4

Prerequisite: One Carnal Blossom maneuver

Initiation Action: 1 immediate action

Range: Personal

Target: You

Duration: 1 round + 1 round per 4 initiator levels

When you would take damage from any source, you may activate this

maneuver. You gain a +1 ecchi bonus to all attack, damage, and saving

throw rolls with an additional +1 per 4 initiator levels.

[size=14]Pheromone Infatuation[/size] 

Carnal Blossom (Stance)

Level: Ecchinobi 1

Initiation Action: 1 swift action

Range: 30'Target: You

Duration: Stance

Your body releases pheromones that disturb enemies trying to attack you.

Enemies' attacks, spells, or the like suffer a -1 penalty to attack and

damage rolls as well as an additional -1 penalty per 4 initiator levels after

the first (5, 9, 13, 17...etc) when used against you.

[size=14]Pleasure to Pain[/size] 

Carnal Blossom (Strike)

Level: Ecchinobi 3

Initiation Action: 1 standard action

Range: Melee Attack

Target: One creature

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As part of this maneuver, make a melee attack. If this attack hits, you do

not deal normal damage. Instead, you make a Perform (Sexual

Techniques) check and deal damage equal to the check result. Your

Strength modifier, your weapons' magic properties (if any), and any otherextra damage you normally deal do not modify this check (including extra

damage from class abilities, feats, or spells).

[size=14]Razed Dress[/size] 

Carnal Blossom (Strike)

Level: Ecchinobi 6

Prerequisite: Two Carnal Blossom maneuvers

Initiation Action: 1 standard action

Range: Melee AttackTarget: One creature

You make a single melee attack as part of this maneuver. If you

successfully strike the target, you shred the clothes they are wearing.

Enemies affected take a penalty to armor class derived from armor and

armor enhancement equal to 5 plus 1 point per 4 initiator levels. If this

penalty would be greater than armor class bonus provided by the armor,

the armor is rendered unusable until a DC 5 Craft Armor check is made to

repair it. Armor that is cursed otherwise unable to be removed normally

may be removed if the armor is rendered unusable by this maneuver.

[size=14]Sexual Energization[/size] 

Carnal Blossom (Stance)

Level: Ecchinobi 5

Prerequisite: Two Carnal Blossom maneuvers

Initiation Action: 1 swift action

Range: 30'

Target: You

Duration: Stance

You and your allies gain a +1 bonus per initiator level to Perform (Sexual

Techniques) and make take 10 on Perform (Sexual Techniques) even when

distracted or threatened.

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[size=14]Sustain Hunger[/size] 

Carnal Blossom (Boost)

Level: Ecchinobi 2

Initiation Action: 1 swift actionRange: Personal

Target: You

You may initiate this maneuver whenever you would make a Perform

(Sexual Techniques) check. You gain hit points equal to the result of the

check which you may divide however you choose between yourself and

anyone participating in the check with you. These hit points may not raise

you current hit points above your maximum hit points.

[size=14]Sustain Lust[/size] 

Carnal Blossom (Boost)

Level: Ecchinobi 6

Prerequisite: Two Carnal Blossom maneuvers

Initiation Action: 1 swift action

Range: Personal

Target: You

You may initiate this maneuver whenever you would make a Perform

(Sexual Techniques) check. You gain hit points equal to twice the result of the check which you may divide however you choose between yourself and

anyone participating in the check with you. Hit points which would raise

you above your maximum hit points become temporary hit points.

[size=14]Tattered Dress[/size] 

Carnal Blossom (Strike)

Level: Ecchinobi 4

Prerequisite: One Carnal Blossom maneuver

Initiation Action: 1 standard action

Range: Melee Attack

Target: One creature

You make a single melee attack as part of this maneuver. If you

successfully strike the target, you shred the clothes they are wearing.

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Enemies affected take a penalty to armor class derived from armor and

armor enhancement equal to 3 plus 1 point per 4 initiator levels. If this

penalty would be greater than armor class bonus provided by the armor,

the armor is rendered unusable until a DC 5 Craft Armor check is made to

repair it. Armor that is cursed otherwise unable to be removed normallymay be removed if the armor is rendered unusable by this maneuver.

[size=14]Tentacle Growth[/size] 

Carnal Blossom (Boost) [Mind-Affecting]

Level: Ecchinobi 1

Initiation Action: 1 swift action

Range: Personal

Target: You

Duration: 1 roundSaving Throw: Special (See text)

You gain a pair of tentacles which may act as natural weapons. If you

already possess tentacles from another source these will have the same

base damage or 1d4 bludgeoning damage, whichever is greater. Upon a

successful attack with a tentacle, you may attempt a grapple as a free

action without provoking an attack of opportunity as though you possessed

the Improved Grab ability.

Should you gain more tentacles via the Ensnaring Tentacles stance, anopponent struck by three tentacles in the same round must make a will

save against a DC of 11 plus the your Charisma modifier or be dazed for

one round. Each successful tentacle attack against a target beyond the one

that dazed it forces another will save or be dazed for one additional round

to a maximum of 3 rounds.

This maneuver is a supernatural ability.

[size=14]Tentacle Growth II[/size] 

Carnal Blossom (Boost) [Mind-Affecting]

Level: Ecchinobi 3

Initiation Action: 1 swift action

Range: Personal

Target: You

Duration: 1 round

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Saving Throw: Special (See text)

You gain 4 tentacles which may act as natural weapons. If you already

possesses tentacles from another source these will have the same base

damage or 1d6 bludgeoning damage, whichever is greater. Upon asuccessful attack with a tentacle, you may attempt a grapple as a free

action without provoking an attack of opportunity as though you possessed

the Improved Grab ability.

An opponent struck by three tentacles in the same round must make a will

save against a DC of 13 plus the your Charisma modifier or be dazed for

one round. Each successful tentacle attack against a target beyond the one

that dazed it forces another will save or be dazed for one additional round

to a maximum of 3 rounds.

This maneuver is a supernatural ability.

[size=14]Tentacle Growth III[/size] 

Carnal Blossom (Boost) [Mind-Affecting]

Level: Ecchinobi 5

Prerequisite: Two Carnal Blossom maneuvers

Initiation Action: 1 swift action

Range: Personal

Target: You

Duration: 1 roundSaving Throw: Special (See text)

You gain 6 tentacles which may act as natural weapons. If you already

possesses tentacles from another source these will have the same base

damage or 1d8 bludgeoning damage, whichever is greater. Upon a

successful attack with a tentacle, you may attempt a grapple as a free

action without provoking an attack of opportunity as though you possessed

the Improved Grab ability.

An opponent struck by three tentacles in the same round must make a will

save against a DC of 15 plus the your Charisma modifier or be dazed for

one round. Each successful tentacle attack against a target beyond the one

that dazed it forces another will save or be dazed for one additional round

to a maximum of 3 rounds.

This maneuver is a supernatural ability.

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[size=14]Tentacle Growth IV[/size] 

Carnal Blossom (Boost) [Mind-Affecting]

Level: Ecchinobi 7Prerequisite: Two Carnal Blossom maneuvers

Initiation Action: 1 swift action

Range: Personal

Target: You

Duration: 1 round

Saving Throw: Special

You gain 8 tentacles which may act as natural weapons. If you already

possesses tentacles from another source these will have the same base

damage or 1d10 bludgeoning damage, whichever is greater. Upon asuccessful attack with a tentacle, you may attempt a grapple as a free

action without provoking an attack of opportunity as though you possessed

the Improved Grab ability.

An opponent struck by three tentacles in the same round must make a will

save against a DC of 17 plus the your Charisma modifier or be dazed for

one round. Each successful tentacle attack against a target beyond the one

that dazed it forces another will save or be dazed for one additional round

to a maximum of 3 rounds.

This maneuver is a supernatural ability.

[size=14]Tentacle Storm[/size] 

Carnal Blossom (Strike) [Mind-Affecting]

Level: Ecchinobi 9

Prerequisite: Three Carnal Blossom maneuvers

Initiation Action: 1 full-round action

Range: 30'

Duration: Instantaneous

You immediately gain one additional tentacle per two initiator levels.

Unlike tentacles granted by other maneuvers, these are much larger and

longer. If you already possesses tentacles from another source these will

have the same base damage or 2d6 bludgeoning damage, whichever is

greater. They have a reach of 30' and are considered magical and

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shadowstriking for the purposes of piercing damage reduction. As part of 

this maneuver, you may make a full-attack action using all your newly

gained tentacles.

An opponent struck by three tentacles in the same round must make a willsave against a DC of 19 plus the your Charisma modifier or be dazed for

one round. Each successful tentacle attack against a target beyond the one

that dazed it forces another will save or be dazed for one additional round

to a maximum of 3 rounds.

This maneuver is a supernatural ability.

[size=14]Torn Dress[/size] 

Carnal Blossom (Strike)

Level: Ecchinobi 1Initiation Action: 1 standard action

Range: Melee Attack

Target: One creature

Duration: Special (see text)

You make a single melee attack as part of this maneuver. If you

successfully strike the target, you shred the clothes they are wearing.

Enemies affected take a penalty to armor class derived from armor and

armor enhancement equal to 1 plus 1 point per 4 initiator levels. If this

penalty would be greater than armor class bonus provided by the armor,the armor is rendered unusable until a DC 5 Craft Armor check is made to

repair it. Armor that is cursed otherwise unable to be removed normally

may be removed if the armor is rendered unusable by this maneuver.

« Last Edit: February 26, 2009, 03:45:42 AM by Prak, the Mad » Logged

http://invisiblecastle.com/ 

Prak, the

Mad Donkey Kong

Posts: 648

Re: This needs to live on: "The Carnal Blossom

Discipline and the Ecchinobbi" « Reply #1 on: February 26, 2009, 03:41:17 AM »

Ecchinobi "He was a fun opponent; it's a shame he's dead now,

but his sword came up a bit too short, in more ways than

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one."

- Riina Aikihara

The Ecchinobi, a lady of the night as well as the battlefield,

whose tempestuous wrath combined with a storm of savageand beautiful tentacles ensure that those who oppose her

wind up in paradise moments before death. While all

Ecchinobi are share a similar affection for tentacles,

Ecchinobi vary greatly from one to another. One may focus

on assaulting foes with dozens and dozens of tentacles

whereas others may focus on harnessing their own sexual

energy or controlling that of others. Whatever her pursuit,

an Ecchinobi is a force to be reckoned with.

MAKING AN ECCHINOBI 

Though her power is very real, the Ecchinobi probably isn't

going to replace your front line fighter as she has a bit of a

problem taking damage due to her low hit die and since she

is dependent on multiple attributes, she may not have as

many points to spare for Constitution as one may like. At the

same time, while her class skill list is much larger than that

of many, it lacks many of the skills that would allow it to fill

in the Rogue's niche such as Search and Disable Device.

Finally, her maneuvers are not a replacement for spellcastingin any shape or form. While the Ecchinobi isn't like to put

any character "out of a job" in an adventuring party, she can

fill in a variety of roles and allow other characters to

specialize further while she diversifies.

Abilities: Charisma is the key skill of Ecchinobi as it boosts

many class abilities such as Heart Ward, Heart Sympathy,

and Tentacle Allure. Dexterity and Intelligence factor in as

Dexterity provides much needed armor class for the lightly

armored Ecchinobi and Intelligence allows the Ecchinobi totake full advantage of her diverse skill portfolio.

Races: Humans are probably the best suited for the role of 

the Ecchinobi and really the only race that known Ecchinobi

have arisen from.

Alignment: An Ecchinobi can choose any alignment. While

their exotic desire for pleasure in and out of battle may lure

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many many Ecchinobi to a more chaotic alignment, the

rigors of disciplining oneself and honing one's natural

abilities may lead to the very opposite style of life. And for

as many Ecchinobi as there are that would use their powers

towards an evil goal, there are an equal number who woulduse their gifts to put a stop to such. The good Ecchinobi will

work toward a better future fighting for those who often

would have no one else to protect them. The evil Ecchinobi

will use their powers to get ahead in any way they can.

Hit Die: d8

Starting Gold: 3d4x10 (80).

Starting Age: As Rogue.

Class Skills (6 + Int Modifier per level, x4 at 1st level): 

Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int),

Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex),Gather Information (Cha), Hide (Dex), Intimidate (Cha),

Jump (Str), Knowledge (local) (Int), Listen (Wis), Move

Silently (Dex), Open Lock (Dex), Perform (Cha), Profession

(Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot

(Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha),

and Use Rope (Dex).

Code:

Base Fort Ref Will

Level Attack Bonus Save Save Save Special

1 +0 +0 +2 +0 Heart Ward, Maneuvers

2 +1 +0 +3 +0 Guardian Tentacles +2,

Evasion

3 +2 +1 +3 +1 Uncanny Dodge

4 +3 +1 +4 +1 Tentacle Evolution

5 +3 +1 +4 +1 Heart Sympathy

6 +4 +2 +5 +2 Tentacle Evolution

7 +5 +2 +5 +2 Guardian Tentacles +3

8 +6/+1 +2 +6 +2 Tentacle Evolution

9 +6/+1 +3 +6 +3 Improved Uncanny Dodge

10 +7/+2 +3 +7 +3 Tentacle Evolution

11 +8/+3 +3 +7 +3 Improved Evasion

12 +9/+4 +4 +8 +4 Guardian Tentacles +4,

Tentacle Evolution

13 +9/+4 +4 +8 +4

14 +10/+5 +4 +9 +4 Tentacle Evolution

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15 +11/+6/+1 +5 +9 +5

16 +12/+7/+2 +5 +10 +5 Tentacle Evolution

17 +12/+7/+2 +5 +10 +5 Guardian Tentacles +5

18 +13/+8/+3 +6 +11 +6 Tentacle Evolution

19 +14/+9/+4 +6 +11 +6 Timeless Body20 +15/+10/+5 +6 +12 +6 Tentacle Evolution

Code:

Maneuvers Maneuvers Stances

Level Known Readied Known

1 3 3 1

2 4 3 1

3 5 3 2

4 5 4 2

5 6 4 3

6 7 4 3

7 8 5 3

8 8 5 3

9 9 5 3

10 10 6 3

11 11 6 4

12 11 6 4

13 12 7 4

14 13 7 4

15 14 7 4

16 14 8 4

17 15 8 4

18 16 8 5

19 17 9 5

20 17 9 5

Weapon and Armor Proficiency: Ecchinobi are proficient with

all simple weapons, plus the hand crossbow, rapier, short

bow, short sword, sai, shuriken, whip, and bastard sword

(both ways). Ecchinobi are proficient with light armor, but

not with shields.

Maneuvers:

Initiator Level: The Ecchinobi's Initiator level is equal to her

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Ecchinobi class level plus one half her other levels and any

racial hit die she may possess.

Maneuvers Readied: The Ecchinobi may ready maneuvers as

per the table above.

Maneuvers Recovery: The Ecchinobi recovers maneuverswhile pleasuring herself which she may do as a Move-

Equivalent Action. Upon reaching 10th level, this may be

done as a Swift Action. No maneuvers may be used on a

turn in which the Ecchinobi recovers maneuvers.

Maneuver Re-selection: The Ecchinobi may reselect

maneuvers readied as a full-round action which also recovers

maneuvers. Upon reaching level 10, the Ecchinobi may

reselect as a Move-Equivalent Action and upon reaching level

15, the Ecchinobi may reselect as a Swift Action.

Maneuvers Known: The Ecchinobi may learn maneuvers fromthe Shadow Hand, Diamond Mind, and Carnal Blossom

disciplines.

Maneuver Relearning: The Ecchinobi may choose to unlearn

a maneuver and learn a new one in its place upon reaching

4th level and every even-numbered Ecchinobi level

afterwards.

Heart Ward: At 1st level, the Ecchinobi's beauty and

presence is enough to ward oncoming blows. She may apply

her Charisma bonus, if any, to her AC in an amount nogreater than twice her Ecchinobi class level. Upon reaching

5th level, this AC bonus is no longer limited to twice her

Ecchinobi class level. This ability only functions while wearing

light or no armor.

Evasion: At 2nd level, the Ecchinobi gains Evasion as per the

Rogue class feature (see Player's Handbook page 50).

Guardian Tentacles: At 2nd level, the Ecchinobi gains the

ability to produce and retract a mass of tentacles of size and

number determined by the Ecchinobi as a free action. Two

tentacles of this mass are considered to be Guardian

Tentacles which are, for all intents and purposes, treated as

natural weapons, deal damage as appropriate to the

Ecchinobi's size category (1d4 for medium creatures), have

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5' reach, and provide a +1 ecchi bonus per tentacle to

grapple checks. Each tentacle has 3 HP per Ecchinobi class

level and regrows within 5 rounds of being severed. Every 5

levels after 2nd level, the Ecchinobi gains an additional

Guardian Tentacle.

An Ecchinobi may enhance her Guardian Tentacles as though

they were weapons and follow all the rules of enhancing

weapons such as needing a +1 enhancement before any

others. By spending 10 minutes practicing with her Guardian

Tentacles an Ecchinobi may select a weapon enhancement or

combination of weapon enhancements to bestow upon them.

Guardian Tentacles are enhanced as a group and not

individually. At level 2, the Ecchinobi may place only a +1

enhancement on her tentacles. Upon reaching level 5 andevery 3 levels after (8, 11, 14...etc), the Ecchinobi may gain

an additional +1 enhancement bonus to apply to her

Guardian Tentacles.

Uncanny Dodge: At 3rd level, the Ecchinobi gains Uncanny

Dodge as per the Rogue class feature (see Player's

Handbook page 50).

Tentacle Evolution: At 4th level and every 2 levels after, the

Ecchinobi may select one new ability to bestow upon hertentacles from the list below. No ability may be selected

more than once unless otherwise noted.

* Tentacle Allure: The Ecchinobi's Guardian Tentacles

become a sight of beauty to behold and the Ecchinobi may

use this to her advantage. Attacks made with Guardian

Tentacles use her Charisma bonus in place of her Strength

bonus.

* Improved Grab: The Ecchinobi may initiate a grapple as

a free action without provoking an attack of opportunity

upon a successful tentacle attack. The Ecchinobi may

immediately deal damage as though she had won an

opposed grapple check.

* Improved Natural Attack: The Ecchinobi's Guardian

Tentacles become stronger and more powerful as per the

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Improved Natural Attack feat. This ability may be selected

up to 3 times and its effects stack.

* Improved Reach: The Ecchinobi's Guardian Tentacles

gain an additional 5' reach.

* Improved Defense: The Ecchinobi's Guardian Tentaclesprovide a +2 ecchi bonus AC. This ability may be selected

more than once; each time it is selected, the tentacles

provide an additional +2 ecchi AC bonus.

* Hinder: The Ecchinobi's Guardian Tentacles become

nasty barriers to those moving around the Ecchinobi and the

squares they threaten are treated as difficult terrain.

* Movement: The Ecchinobi's Guardian Tentacles become

extensions of the Ecchinobi's own movement granting her a

+1 ecchi bonus per tentacle used to the Climb and Jump

skills.* Block: The Ecchinobi's Guardian Tentacles become a last

resort defense against attackers. Once per round, if the

Ecchinobi would be dealt damage, she may use put a

tentacle in harm's way and have it take the damage instead.

This power may be selected more than once, each time it is

selected the Ecchinobi may block one additional time each

round.

* Tentacle Endurance: The Ecchinobi's Guardian Tentacles

become stronger and gain an additional 1 HP per Ecchinobi

class level. Severed tentacles regenerate 1 round soonerthan they would otherwise to a minimum of 1 round. This

power may be selected more than once, its effects stack.

* Suction Cups: The Ecchinobi's Guardian Tentacles may

produce small round suction cups. The Ecchinobi may choose

at the beginning of each turn to forgo the use of a number of 

her tentacles and gain that number as a bonus to grapple

checks until her next turn.

* Material Growth: The Ecchinobi must select one material

from which weapons may be made; the Ecchinobi's Guardian

Tentacles are treated as the chosen material for the

purposes of bypassing damage reduction. This ability may be

selected more than once; each time the Ecchinobi must

select a different material.

* Aligned Tentacles: The Ecchinobi may select one

alignment which corresponds to one part of her own

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alignment; the Ecchinobi's Guardian Tentacles are

considered to be so aligned for the purpose of bypassing

damage reduction. This ability may be selected twice; each

time the Ecchinobi must select a different alignment.

* Tentacle Mutation: The Ecchinobi may select onedamage type (slashing or piercing); the Ecchinobi's Guardian

Tentacles may now deal their normal damage as bludgeoning

damage or as this extra type. This ability may be selected

twice; each time the Ecchinobi must select a different

damage type.

* Multiattack: The Ecchinobi's Guardian Tentacles may be

used as secondary attacks with a penalty of -2 to their

attack bonus instead of the normal -5. This power does not

stack with the effects of the Multiattack feat.

* Improved Multiattack: The Ecchinobi's GuardianTentacles may be used as secondary attacks with no penalty

to their attack bonus. This power may only be selected if the

Ecchinobi has also selected the Multiattack power or

possesses the Multiattack feat.

Heart Sympathy: At 5th level, the Ecchinobi's inner strength

is focused enough to avert unwanted affects. The Ecchinobi

may apply her Charisma bonus, if any, to her saves. This

ability only functions while wearing light or no armor.

Improved Uncanny Dodge: At 9th level, the Ecchinobi gains

the Improved Uncanny Dodge class feature as per the Rogue

class feature (see Player's Handbook page 50). Ecchinobi

class levels stack with Rogue and other class levels when

determining flanking against targets with Improved Uncanny

Dodge.

Improved Evasion: At 11th level, the Ecchinobi gains the

Improved Evasion class feature as per the Rogue class

feature (see Player's Handbook page 51).

Timeless Body: Upon attaining 19th level, the Ecchinobi no

longer takes penalties to her ability scores for aging and

cannot be magically aged. Any such penalties that she has

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already taken, however, remain in place. Bonuses still

accrue, and the Ecchinobi still dies of old age when her time

is up.