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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
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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.