"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 one."
- Riina Aikihara
The Ecchinobi, a lady of the night as well as the battlefield, whose tempestuous wrath combined with a storm of savage and 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 spellcasting in 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 to take 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 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 would use 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:
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).
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
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 Body
20 +15/+10/+5 +6 +12 +6 Tentacle Evolution
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.
Initiator Level: The Ecchinobi's Initiator level is equal to her 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 maneuvers while 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 from the 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 no greater 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 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 and every 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 her tentacles 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 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 Tentacles provide 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 sooner than 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 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 one damage 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 Guardian Tentacles 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 already taken, however, remain in place. Bonuses still accrue, and the Ecchinobi still dies of old age when her time is up.
PLAYING AN ECCHINOBI
Normally, time spent in battle is sadly time not spent in more amorous enjoyable pursuits, but not for you. There is a joy to be found in battle, in opponents who are overcome, and who cannot stop your onslaught. Often your battle may not even be fought on a conventional battlefield rather, sometimes it is fought in the bedroom. You belief is a simple one: anyone can kill and that only becomes a mutually disgusting affair but your power is something very different. The trip to the afterlife need not be a grizzly affair but rather a pleasant and enjoyable one.
As an Ecchinobi, your motivations for adventuring may be quite different from your compatriots. Any excuse to see some new scenery, in bed or out, is a good one. Gold is always welcome. If there's a little battle involved, well that's just another opportunity to have some fun.
Ecchinobi may have great religious fervor following deities such as Olidammara and St. Cuthbert or lesser more passion-inclined deities. Ecchinobi may also be entirely separate from religion choosing to worship the body (especially theirs...).
Ecchinobi often get along well with others on an individual by individual basis rather than in general. Should someone get past whatever biases or fear they possess of Ecchinobi they often find themselves wanting to get along very well with the Ecchinobi for obvious reasons. Ecchinobi themselves can get along well with those such as Bards and Rogues and the like as they are more likely to embrace the Ecchinobi's ways as well as practices in more ways than one. The Ecchinobi can also get along with those of more strict guidelines and dedication such as the Monk and Paladin as the Ecchinobi may often share similar dedication albeit to a very different pursuit.
Ecchinobi may approach combat with a variety of tactics depending on the maneuvers they know and the evolutionary path their guardian tentacles have taken.
While they may stand shoulder to shoulder with stronger more powerful warriors, they often work to weaken or distract the enemy. Other times they may take the path of stealth to strike an enemy from the shadows with a furious barrage of tentacles and quickly remove that enemy from battle. Ecchinobi should recognize that their Guardian Tentacles may evolve in ways that protect the Ecchinobi from harm or cause harm to enemies. The key to a strong Ecchinobi is recognizing where her specialty lies and how to make the most of it. For example, an Ecchinobi whose Tentacles generally work defensively may focus on maneuvers for offense. Vice versa, an Ecchinobi whose Tentacles form the core of her attacks may choose to invest in maneuvers which will protect or heal her.
While Ecchinobi may be awakened to their power by another Ecchinobi or on their own, their powers naturally develop on their own as they are used. Of the maneuvers Ecchinobi may learn, the Carnal Blossom comes the easiest and the most naturally to the Ecchinobi. However, while the Ecchinobi may simply discover maneuvers of the Carnal Blossom, maneuvers of the Diamond Mind and Shadow Hand often are a little more challenging. It isn't too uncommon to find Ecchinobi posing as Swordsages. Despite being unsuited to most of the Swordsage disciplines, the Ecchinobi often finds refuge in the Shadow Hand and Diamond Mind.
ECCHINOBI IN THE WORLD
"And the vile temptress and her sea of tentacles brutally slew Lord Vagrin desecrating his body until the last glimmers of life left his old eyes."
--Zelious, Instructor of Swordsages
"Well, at least he picked a fun way to go..."
--Response by an anonymous student, soon hit by a piece of chalk
Ecchinobi bring the hot, heated passion of the night into battle. The first sign of Ecchinobi in battle are not the cries of pain, but the shrieks of joy and euphoria of her victims and the sea of tentacles that usually surround them. The Ecchinobi are merely a myth to the uninformed, a perversion of nature to the knowledgeable, and a terrifying foe to truly wise. Their many strengths and diverse skills lend them to almost any trade and allow them to fill a great variety of roles in a party.
An Ecchinobi often spends much time discovering the joys of her own body and the many pleasures it can bring. While the Ecchinobi enjoys spending her time engaging in carnal acts using her natural talents to please others, she also takes time to refine her skills for other pursuits.
Due to the secrecy of Ecchinobi, there are no notables.
Because the practices of Ecchinobi are not considered reputable in many places, there is little structured organization among them. Often times Ecchinobi will come together in a single pleasure district and run "special" services for others or only for each other. Despite that, Ecchinobi are just as likely to be found in government positions or schools for martial adepts as they would be in pleasure districts.
The average person doesn't know what an Ecchinobi is, let alone recognizes the title. Those who see an Ecchinobi's true nature are more likely to call them monsters or demons. Other martial adepts in particular generally look down upon Ecchinobi as impure and not real martial adepts.
Many races do not know of the existence of the Ecchinobi and those that do refuse to admit it openly. However, those with fiendish blood are often more likely to see the Ecchinobi for her great talents than others would.
While Ecchinobi have the most in common with other Martial Adepts, Swordsages in particular, the view held by some of Ecchinobi as a perversion of their art does put a damper on their relationship. Ironically enough, when a Swordsage can put aside such biases long enough to befriend an Ecchinobi, the resulting bond of friendship is often extremely strong.
Characters with ranks in Gather Information or Knowledge (History) can research Ecchinobi to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.
DC 10: Ecchinobi are exotic pleasure seekers and courtesans who focus on pleasuring the body.
DC 15: Ecchinobi are skilled in using their knowledge of the sexual arts as a weapon and creating tentacle-like appendages.
DC 20: Ecchinobi are often pleasant, clever, and dangerous. They use the most exotic form of martial maneuvers.
ECCHINOBI IN GAME
Characters may become Ecchinobi in a variety of ways. Natural discovery of latent power works very well as many of the Ecchinobi abilities come not from study but rather simply appear. Another route would be to have an existing character awakened to the power by another Ecchinobi and possibly mentored by the person.
Ecchinobi and potential Ecchinobi should consider well their motivations for pursuing this talent and the ramification it will have on the reactions of others. The powers of Ecchinobi can be easily abused and resisting or even giving in to the darker more dangerous side of the Ecchinobi should be thoughtfully considered. The Ecchinobi's diverse skill set and many talents lend her well to many settings though they lean more toward a social intrigue setting. A good enemy for an Ecchinobi is one who has means of dealing with many of the Ecchinobi's tricks and will task the Ecchinobi to the limits of her power.
Since the Ecchinobi are not widely known or spoken of, it's easy to introduce them to a campaign and simply explain them away as being unheard of in the regions the PCs have traveled or circle of people the PCs have had contact with.
However, the choice of whether or not to add Ecchinobi (and Book of Erotic Fantasy material itself) to a campaign setting is a difficult one that can only be answered on case by case basis. Not all groups possess the maturity or the inclination to use such material. For a DM or group not wishing to use the Carnal Bloom maneuvers, the entire maneuver class feature of the Ecchinobi can be fairly replaced by Sneak Attack starting at level 1 with a progression of +1d6 per 4 levels (1, 5, 9, 13, 17...).
EL 6: Riina Aikihara is a freelance courtesan who travels from city to city. During her stays she temporarily joins the local pleasure guild or district. She teaches and learns from the other courtesans. Beneath her pleasant and well-loved exterior is a woman with a mission. Those who mistreat the working folks are her targets and usually wake up dead after a night with Riina. She seeks to protect her fellows from mistreatment while also avenging those who have suffered.
Adventuring Hook #1: A string suspicious murders have appeared in the city. All the victims were found nude in bed with looks of joy upon their faces. Can the PCs find Riina and put a stop to the killings?
Adventuring Hook #2: The recent murder of a powerful man under questionable circumstances has caused the ire of his friends and family to come down upon the local pleasure district. Can the PCs work together with Riina to save the working men and women from a terrible fate?
Adventuring Hook #3: One of Riina's ex-lovers or family member of one of her victims is stalking her and has committed a number of murders leaving evidence pointing to Riina. Can the PCs clear Riina of these murders and find the real culprit before the authorities or the real killer comes for Riina?