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  Black Tokyo Legends
  Races of the Tatakama
  Written by Chris A. Field
  Cover Illustration by: Amanda Webb
  Interior Illustrations by: Anthony Cournoyer, Amanda Webb,
  Black Hand Source, Sade, LPJD Image Portfolio, Purple Duck Games.
  All images copyright their respective creators, and are used with permission.
   Some images are in the public domain. These shunga and ukiyo-e prints
  date from the late 17th to mid 19th centuries.
  www.otherversegames.blogspot.com
  Fully compatible with the PFRPG.
  About the Cover
  Due to the explicit nature of this release, the 3.5 OGL Logo designed by Louis Porter
  Jr. has been used. This product is fully compatible with the 3.5 OGL and the most popular,
  currently published version of that rule set.
  Black Tokyo and the Tatakama
  The concepts presented here had their origins in Black Tokyo, a guide to playing
  hentai inspired horror/adventure using the D20 Modern ruleset. This sourcebook deals
  with monsters and demons in their natural habitat, on the far side of the dimensional
  barrier that separates the endless twilight of the Tatakama from the skyscrapers and
  bullet trains of Black Japan.
  Upcoming Sourcebooks
  Races of the Tatakama is the first sourcebook specifically for the Tatakama Cam-
  paign Setting, and focuses exclusively on character creation. Inside, you’ll find twelve new
  player races, Tatakama-specific alternate racial traits for the core races, seven cultural
  templates that define a character’s social standing, dozens of starting talents and new
  feats.
  Future sourcebooks will provide more concrete information on the Tatakama itself, advice
  on running a hentai campaign, details about the mythology of the Great
  Universal Tree and other deities of the Tatakama, and some classes unique to this odd and
  oversexed world, such as the Flow Witch, the Chaste, and the White Mage.
  
  3
  The Tatakama is a
  twilight world, a place between
  realms. Between life and death,
  between the worlds that mortals
  call home and the realms
  beyond where gods and demons
  dwell. The multiverse turns on
  an axis that takes the form of
  the Great Universal Tree,
  Ygrassdyl. And the Tatakama
  girdles the universal tree like a
  ring around a finger. The
  Tatakama is a endless twilight
  world of softly swaying wheat
  fields and stagnant rice patties,
  of spirit-haunted mountains and
  ancient forests. Small feudal
  cities and remote monasteries
  dot the land like grains of sand
  spilled by some cosmic giant,
  but for the most, the Tatakama
  is a lonely world, a quiet and
  eerie place where the races of
  man are far outnumbered by
  monsters.
  The Tatakama takes the
  form of an flattened disk that
  stretches as far as the eye can
  see and a hundred thousand
  horizons farther. The roots of
  the Great Universal Tree form
  the heart of the world, and the
  Tatakama is shaded by the
  cosmic tree’s branches. There is
  no Sun in the Tatakama, no true day, just an
  endless purple twilight filled with the nasal buzz
  of cricketsong, and the starry darkness of
  absolute night. Somehow, the plants, animals and
  men of the Tatakama survive, even thrive,
  without true daylight, growing as large and
  strong as their counterparts on any other world.
  The stars are visible beyond the limbs of
  the Great Tree that forms a roof over all the
  world. Other worlds hang in the branches, visible
  to the men and demons that call the Tatakama
  home. The true Earth is visible in the Northern
  sky, a blue, green and white globe stained with
  grey pollution; at nights, the lights of the modern
  world are a fascinating puzzle for those below.
  The Tatakama is a dream-like place, a
  place where desire and lust shapes reality. It is a
  place of demonic lusts, and bizarre magic, a place
  of myth and horror.
  These are just some of the races that call
  the Tatakama home.
  
  4
  The Races of the
  Tatakama
  1. Akaname (pathetic shit-eating undead)
  2. Bloodstrong Men (incestuous tribal
  warriors)
  3. Daughters of Kirin (the superstrong
  daughters of a equine god)
  4. Dodoma (many-eyed thieves)
  5. Futakuchi (severe, two-mouthed celestial
  harbingers)
  6. Ironclub Oni (brutally strong but dull-
  witted giants)
  7. Kami (helpful and skillful minor deities)
  8. Kijimuna (innocent and playful plant
  creatures)
  9. Kitsune (mischevious, shapeshifting fox
  spirits)
  10. Koropokkuru (dour, dwarflike folk that
  are more animal than human)
  11. Tanuki (shifty, shapeshifting raccoon
  spirits with enormous, magical testicles)
  12. Ubume (mournful ghost of a woman who
  died while pregnant)
  Undead Player
  Characters
  Undead player characters have all the
  traits common to Undead (described fully in The
  Bestiary), with one notable exception. As
  thinking beings, with true souls, Undead player
  characters remain vulnerable to mind-influencing
  effects. An Undead player character’s Hit Die,
  base attack bonus and base saves are determined
  by its character class.
  Akaname
  Medium Undead
  During their previous life, Akaname were
  voyeurs and perverts, keeping one eye on a
  neighbor in her most intimate moments. Akaname
  were once fetishists obsessed with the toilet, with
  waste and bodily foulness, who allowed lust to
  trump spiritual enlightenment. Others were once
  lazy maids or indiscrete geisha, condemned for
  seeing things they should not have, or telling
  secrets not theirs to reveal. And for their sins, for
  their obsession with watching the shit fall from
  another’s body, Akaname are transformed into
  unliving spirits who must subsist on a diet of the
  same. And for the Akaname, whether this is a
  curse or a blessing remains an unanswered
  question….
  Akaname gather in wretched, nomadic
  families that wander from village to village. They
  subsist as laborers, doing work that other beings
  find distasteful, and that the Akaname find
  delightful. These creatures are among the lowest
  ranked undead, spirits that are mocked and
  pitied, even occasionally hired as household
  servants, rather than feared. In their own strange
  way, Akaname can be trusted. Priests
  encountering one of these corpophiliac undead
  are more likely to pay them a handful of coins to
  carry out their chamber pots rather than to
  exorcise them.
  Akaname adventurers are quixotic and
  courageous deathless champions. They make
  loyal (if occasionally perverse) companions, and
  their social invisibility makes them excellent spies
  and assassins. Many quest in search of Torrii
  Gates through the multiverse to the legendary
  otherworld known as “Black Tokyo”, where they
  can hide among living humans unaware of the
  existence of undead, hoping to find the respect
  the species craves, as well enjoy the sight of
  women from the other side of reality at their
  toilet.
  
  5
  Appearance
  Akaname are pale, clammy
  undead creatures that resemble
  small, pathetic living humans.
  Their leathery skins hang loose
  upon their bodies, bunching
  gracelessly at their joints. They
  often tremble slightly, like a
  palsied old man. Lurid crimson
  tongues loll from their drooling
  lips, and can stretch to incredible
  lengths, especially when there is
  bodily waste to be sampled. An
  Akaname’s tongue is supple and
  semi-prehensile, and can stretch
  down past the undead’s ankles.
  Akaname have long,
  stringy grey or black hair that
  smells faintly of earth and waste.
  While this might repulse living
  humans, it attracts other Akaname.
  The undead greet one another by
  sniffing their long, elaborately
  braided hair. Most Akaname dress
  simply, in ragged cloth or
  tarnished armor, and even the
  greatest Akaname is unlikely to be
  found in fine silver, preferring
  tarnished steel crusted with old
  waste.
  Reproduction
  Akaname can give birth to others of their
  kind- the souls of fetishists reborn into undead
  shells. Akaname mothers squat in filthy pits,
  pushing a screaming newborn out into the
  swampy midden. Once birthed, an Akaname
  mother leaves its newborn, showing little more
  thought or affection to its spawn. Once born, an
  Akaname infant quickly grows to its adult size,
  transforming overnight from a disgusting
  newborn to an adult within its cocoon of filth. An
  Akaname mother can only become pregnant after
  consuming a meal of shit and urine.
  Homes and Lands
  Akaname live on the fringes of human
  society, with no lands to call their own. A few
  might build a dingy village on foul, marshy
  ground, or at the borders of a swamp. These
  undead can often be found lurking at the edges of
  farmer’s fields, licking up the ‘night dirt’ that
  farmers use to fertilize their crops. Others might
  find work as mortuary attendants, licking the
  feces from the bodies of the recently dead, or find
  work as strange maids for lesser nobles unable to
  afford living servants.
  
  6
  Akaname Racial
  Traits
  Size and Type
  Akaname are Medium Undead. Akaname
  have a base land speed of 30 ft.
  Undead Immunities (EX)
  Akaname have all the immunities
  common to Undead player characters.
  Ability Score Modifiers
  +2 DEX, +2 WIS, -2 CHA.
  As undead, Akaname lack a CON Score.
  As during its prior mortal life, the Akaname is
  defined by compulsive behavior and a deep sense
  of self loathing. However, for all their quirks, the
  Akaname possess a deep and humble wisdom and
  an acrobat’s grace.
  Enhanced Senses
  Akaname have keen night-adapted eyes
  that provide them with lowlight vision. They also
  possess the Scent special quality, and with
  training can track with the alacrity of a
  bloodhound.
  The Akaname can recognize familiar
  odors as easily as a human can faces, and they
  delight in odors humans find repugnant:
  especially rotting corpses, feces and human urine.
  Stealthy (EX)
  Akaname move as silently as a spider, and
  receive a +2 racial bonus on Stealth checks.
  Strangler Tongue (EX)
  An Akaname’s whip-like tongue gives the
  creature a +2 racial bonus on Combat Maneuver
  checks to begin or maintain a grapple.
  Bones of Shit (SU)
  An Akaname’s bones are pliable as
  leather, allowing the creature to contort its body
  in seemingly impossible ways. The Akaname can
  force his lifeless body through any opening large
  enough to admit his skull. A favorite Akaname
  tactic is to crawl through sewers and privies to
  assault otherwise well-guarded targets.
  The Akaname can dissolve or restore its
  skeleton at will as a move-equivalent action,
  transforming into a boneless mass of necrotic
  tissue. In this form, the Akaname is considered
  Prone, but gains a Climb speed equal to its land
  speed. Its shapeless flesh can slide nimbly across
  even the smoothest surfaces. The Akaname can
  fight in melee while prone without penalty. While
  prone, the Akaname cannot be tripped, and
  receives a +4 racial bonus to its Combat
  Maneuver Defense.
  Corpophile (SU)
  Akaname savor the taste of a maiden’s
  shit as a human savors fine wine. If an Akaname
  is able to watch a Humanoid, Monstrous
  Humanoid or Giant with a CHA score of at least
  11+ urinate or defecate and than sample at least a
  small portion of the waste within one minute
  becomes more alive. Its skin warms and assumes
  the healthy tone of living flesh; for one hour after
  the meal, the Akaname cannot be harmed by
  channeled positive energy, and is healed by such,
  as if it were a living creature.
  Perverse Meal (SU)
  Though the Akaname has no need of true
  food or water, if it fails to satisfy its fetishistic
  compulsion, it finds itself weakening and
  becoming distracted. If an Akaname that does not
  satisfy its lust by using its Corpophile racial trait
  at least once every 24 hours, it suffers a -1
  morale penalty on all attack rolls, skill checks and
  saving throws. These penalties vanish as soon as
  the Akaname satisfies its strange compulsion.
  
  7
  Akaname Alternate
  Racial Traits
  Abura-Akago (SU)
  An Abura-Akago is created when a soul,
  burdened with the same sins and perversity that
  creates true Akaname, dies too young. The
  universe is, in its own way, kind and will not
  allow a child-soul to become a true filth-licker,
  but there is still a karmic debt to be repaid.
  These pathetic little wretches lick the oil
  from lanterns with their long tongues (the
  lanterns in a pretty girl’s bedroom, if they can
  manage it). Abura-Akago gain Fire Resistance
  10, which increases to Resistance 15 at 10th level,
  and immunity to fire at 15th level.
  One per day, the Abura-Akago can spit a
  stream of burning lamp-oil from its lips as a
  ranged touch attack that inflicts 3d6 points of fire
  damage on a successful hit, and has a maximum
  range of 40 ft.
  Abura-Akago must drink at least an 8
  hour supply of lamp oil per 24 hours or suffera  -
  1 morale penalty on all attack rolls, skill checks,
  and saving throws. These penalties vanish as
  soon as the Abura-Akago satisfies its strange
  compulsion.
  Abura-Akago replaces the Akaname’s
  Bones of Shit, Corpophile and Perverse Meal
  racial traits.
  Bulging Eyed Voyeur (SU)
  This breed of Akaname is recognizable by
  the bulging, bulbous eyes far too wide for its ugly
  little skull. Three times per day, the Akaname can
  press its eye to any barrier and see clearly
  through it as if it were perfectly clear glass,
  subject to prevailing light conditions. The
  Anakame can maintain its voyeuristic viewing for
  up to one minute per activation of this power.
  Bulging Eyed Voyeur replaces the
  Akaname’s scent quality and Stealthy racial trait.
  Corpse Licker (SU)
  By licking the urine and feces a dying
  creature spills from its corpse, the Akaname can
  review the last seconds of the creature’s
  existence. This ability allows the Akaname to
  experience the last melee round of the creature’s
  life, seeing, hearing and feeling everything it did
  immediately prior to death. The Akaname is
  considered shaken for one minute after using this
  ability.
  Corpse Licker replaces the Akaname’s
  scent quality and Stealthy racial trait.
  Shadow Skitter (SU)
  This breed of Akaname has dingy grey
  skin marked with inky black blotches, like lividity
  markings. In any area of dim illumination or
  worse, the Akaname’s base landspeed is
  increased to 40 ft, and receives a +1 dodge bonus
  to Armor Class.
  Shadow Skitter replaces the Akaname’s
  Bones of Shit racial trait.
  Tenjôname (SU)
  This melancholy breed of Akaname is
  drawn to darkness and shadows, especially the
  twisting, living shadows at the top of a tall,
  lantern-lit chamber. Once per day, the Tenjoname
  can cast Darkness as a sorcerer of his total
  character level.
  Tenjoname replaces the Akaname’s
  Corpophile racial trait.
  
  8
  How The Tatakama Is Different
  The Tatakama, (along with the Black
  Else) was first introduced as a background
  element of the D20 Modern campaign setting
  “Black Tokyo”. Aside from a few paragraphs the
  Tatakama was left mostly unexplored; Black
  Tokyo’s emphasis was on magic and horror
  campaigns in a distorted reflection of modern
  Japan inspired by hentai and anime. This
  sourcebook finally fleshes out the Tatakama, and
  the lives of its creatures before they cross the
  worlds to Black Japan.
  The races described here are not a direct
  translation of the demi-humans found in Black
  Tokyo. Despite their similarities, the PFRPG is a
  very different set of rules from D20 Modern. In
  most cases, I decided to simply retain the core
  concept of a race rather than a direct mechanical
  translation. In other cases, differences between
  the two versions of a particular race emerged
  because my game design philosophy has changed
  in the four years since the publication of Black
  Tokyo. Finally, a few races were dramatically
  altered to fit the relative power level of a PFRPG
  campaign. The Tatakama is a magic-rich
  environment, not a place of fading magic.
  Adventurers here must be tougher and more
  dynamic, even a lowly Anakame wretch can
  become a hero in the Tatakama!
  Lastly, the races described in this
  sourcebook are a mélange of different Asian
  legends, predominately Japanese. However, the
  races of the Tatakama use the old myths as a
  starting point, and many similar yokai, from
  different myths are mixed and matched as variant
  racial traits for these strange creatures. The
  Tatakama is not an accurate representation of
  Japanese folklore....just an interesting one,
  hopefully.
  
  9
  Bloodstrong Men
  Large Humanoid
  It is said the first gods were brother and
  sister, birthed simultaneously from the cosmic
  womb, and they created the world so they would
  have a bed for their love. The first men were
  created from this incestuous union, and when the
  first human clans gathered, many families
  practiced the same incestuous tradition. Like
  their gods, these clans practiced incest without
  shame or fear, producing more powerful mythic
  protectors and champions with each succeeding
  generation. In time, these clans became known as
  the Bloodstrong Men.
  A thousand generations, or more, of
  BLoodstrong Men have lived and died, lost to
  the endless battle against the Black Else, all in
  service to Great Ygrassydl. Whether raised in the
  distant Earth-realm or in a Tatakama prefecture,
  all Bloodstrong children grow up the expectation
  that when they are fully grown they will be taught
  the secrets of slaying oni, and will be allowed
  sexual and familial union with the clan, in the
  hopes of producing the next generation of
  warrior. On the night of their first hunt, these
  proud warriors lay with their fathers, mothers
  and siblings, and awaken the ancient power that
  is their birthright.
  Appearance
  Bloodstrong Men are a proud race of
  mankind. Their lean bodies are corded with
  muscle, and have a yellowish or orange cast.
  Their skin tone is found among none of the races
  of ordinary man, something that instantly marks
  the warrior as a Bloodstrong. The race has sharp,
  almost leonine features and slitted eyes. Both
  men and women of the race wear their brittle,
  mane-like hair long. Bloodstrong warriors tattoo
  their bodies with heavy black kanji describing
  their deeds and bloodline. Row upon row of text
  decorates their muscular arms, breasts and
  abdomen.
  Reproduction
  Bloodstrong reproduce like ordinary
  humans, but most are born within the family.
  Unlike ordinary men, whose bloodlines gradually
  become polluted after a few generations of
  incestuous birth, Bloodstrong clans only become
  stronger and more specialized with each
  succeeding generation. Bloodstrong born to
  lovers outside the race are smaller and weaker
  than their incest-born kin, and often mocked as
  “half-Strong” weaklings. Those who live to
  adulthood learn to use cunning to make up for
  their lack of raw physical strength.
  Bloodstrong pregnancies and childhoods
  last roughly the same period as a human child’s.
  Homes and Lands
  Bloodstrong Men live in remote mountain
  caves. They have little interest in creating more
  complex structures, choosing instead to live as
  their ancestors have. The walls of their cavern
  homes are painted with gold and ochre, and
  inscribed with black holy sigils and sacred kanji,
  and are a reflection of the perfect Bloodstrong
  form.
  Bloodstrong Man
  Racial Traits
  Size and Type
  Bloodstrong Men are Large Humanoids.
  A Bloodstrong human base land speed is 40 ft. As
  large creatures, they receive a +1 size bonus to
  CMB/CMD but suffer a -2 size penalty on Fly, a -
  4 size penalty on Stealth and a -1 size penalty on
  attack rolls and armor class.
  Ability Score Modifiers
  +2 CON, -2 INT, +2 WIS. Bloodstrong
  Men are powerfully built and as healthily as
  horses, with keen senses and strong wills, but are
  less prone to introspection and abstract reasoning
  than humans.
  
  10
  Half-Strong Bloodstrong, who were
  conceived outside the family are a bit smaller and
  weaker than their proudly inbred counterparts.
  Half-Strong are a distinct minority among the
  Bloodstrong race, making up about a quarter of
  the species. They have all other Bloodstrong Man
  racial traits.
  Half-Strong Ability Score Modifiers
  +2 DEX. Half-Strong are nimble and
  have keener minds then their cousins.
  Racial Skills
  Bloodstrong history is primarily oral, and
  even the youngest Bloodstrong girl can recite the
  great deeds of her revered ancestors perfectly. All
  Bloodstrong receive a +2 racial bonus on
  Knowledge (history) and Perform (oratory)
  checks.
  Enhanced Senses
  Bloodstrong humans possess low light
  vision, and have the scent special quality. With
  training, Bloodstrong can learn to track by scent,
  and can recognize familiar odors the way a
  human recognizes faces.
  Lantern of the Clan (SU)
  When two Bloodstrong touch, pale white
  flames lick across their skins. Doing so produces
  an effect identical to the light cantrip, cast as a
  cleric of the most experienced Bloodstrong’s
  total character level.
  If the touching Bloodstrong are
  immediate family members (parents or siblings)
  and have engaged in consensual sexual relations
  within the past 24 hours, when they touch they
  instead produce an effect identical to Daylight
  spell, as cast by a cleric of the most experienced
  Bloodstrong’s total character level.
  Once touched, a Bloodlong continues to
  glow for the usual duration of the spell, shedding
  either light or daylight for long periods. The
  Bloodstrong cannot suppress or dismiss this
  glow.
  Need-Fire (SU)
  When confronting supernatural evil, the
  Bloodstrong’s body glows with a holy light, a
  remnant of their divine origins, preserved through
  a thousand generations of selective incest and
  controlled breeding. Three times per day, the
  Bloodstrong can bathe herself in white flames as
  a free action.
  Once ignited, the Need-Fire burns for
  three rounds. While the Need-Fire burns, any
  non-good Outsider who strikes the Bloodstrong
  with a successful melee attack must succeed at a
  DC 15 FORT Save or be blinded for one round.
  Bloodstrong Men
  Alternate Racial Traits
  Kasha Dead-Slayer (SU)
  Your face is that of a leering green ape’s,
  and your hair is a golden lion’s mane. Your
  legendary clan was personally selected by heaven
  to bring an end to the offensive plague of
  undeath.
  Once per day, you can wreath your body
  in jade flames as a free action. These green
  flames burn for three rounds. While the jade
  flames burn, your melee attacks ignore the
  natural armor and equipment bonus to Armor
  Class of any creature of the undead type. In
  addition, the divine purpose that empowers the
  Kasha Dead-Slayer prevents the creature from
  ever rising as any form of undead spawn if slain.
  This ability replaces the Bloodstrong
  Man’s Need-Fire and Lantern of the Clan racial
  traits.
  Killing Flames (SU)
  Once per day, the Bloodstrong Man can
  sheathe his body or melee weapon in sulfurous
  white flames as a free action. The Killing Flame
  remain ignited for three rounds. While the Killing
  Flames burn, the Bloodstrong Man’s attacks are
  
  11
  considered magical for the purpose of
  overcoming damage reduction, and inflict an
  additional +1d4 points of fire damage. Non-good
  outsiders and undead take +1d8 points of fire
  damage instead.
  Killing Flames replaces the Bloodstrong
  Man’s Need-Fire racial trait.
  Warrior Culture (EX)
  The Bloodstrong Man’s proud and
  incestous clan has adopted some of the military
  skill of humanity, perhaps after capturing human
  warrior-maidens and making them part of the
  tribe.
  The Bloodstong Man may choose any
  feat on the Fighter’s Combat feat list as a racial
  bonus feat. The Bloodstrong Man must the
  prerequisites for this feat.
  This ability replaces the Bloodstrong
  Man’s Need-Fire racial trait.
  Daughters of Kirin
  Medium Monstrous Humanoid
  The Kirin- the blessed unicorn of the
  East- is a singular being, an intercessor between
  mortals and the gods. The Kirin is singular but he
  takes many lovers and has fathered countless
  daughters, all of whom are beautiful. Daughters
  of Kirin have been born to fit and perfect mares
  across the Tatakama for longer than men have
  ridden horses. Emerging from between their
  horse-mother’s legs like a foal, the appearance of
  a Daughter of the Kirin is an omen of cosmic
  significance.
  A Daughter of the Kirin can run within
  minutes of her birth, and is as clever as a two
  year old by the end of her first night alive. As
  they have for uncounted millennia, the
  Tatakama’s farmers and horse-breeders raise their
  unexpected new daughter in secret, allowing
  heaven’s many strange agents into their humble
  home as tutors.
  Born exclusively to the peasantry,
  Daughters of Kirin are called to heroism and
  service. Like the Futakuchi and others, they are
  agents of heaven, every bit as heroic and
  benevolent as their legendary father. Daughters
  of Kirin define themselves by their family
  relationship. They are sisters to the Futakuchi,
  and consider it their duty to protect the two-
  mouthed women in their journeys.
  Appearance
  Powerful, heavily armored and in terms of
  strength and heart a champion mare in the form
  of a girl, Kirin resemble their father closely.
  Daughters of Kirin stand easily six feet tall, and
  though their bodies are lean and attractive, they
  are surprisingly heavy. Their lower legs are
  equine and end in a pair of golden hooves.
  A Daughter of Kirin hides a beautiful pair
  of taut breasts and a virginal pussy behind
  gnarled ivory and golden armor. Her armor
  grows from her skin, and is a living part of her.
  Her partial carapace also protects her hips,
  shoulders, forearms and spinal cord.
  Reproduction
  When a Kirin is relaxed, she can expose
  her armor to allow a lucky lover to touch her, but
  she can never fully retract her defenses.
  Daughters of Kirin have a long, wickedly sharp
  ivory horn growing from their forehead. Despite
  their armor and serrated, unicorn-like horn, a
  Daughter of Kirin’s face is youthful and
  attractive.
  The Kirin are an exclusively female
  species- they can only bear daughters with their
  divine father, and most of the Daughters long for
  a visit from the legendary unicorn, though few
  begrudge him his wanderlust. After a visit from
  her divine father, a Daughter of Kirin will foal a
  child within nine months.
  
  12
  Homes and Land
  Daughters of Kirin live
  within human society, many
  wandering the lands as legendary
  heroines. These warriors live simply,
  preferring modest accommodations-
  few will seek a room at an inn,
  preferring instead to lie in fragrant hay
  with their fully equine sisters.
  Daughter of Kirin
  Racial Traits
  Size and Type
  Daughters of Kirin are Medium
  Monstrous Humanoids. They are fleet-footed,
  with a base land speed of 40 ft.
  As a Monstrous Humanoid, Daughters of
  Kirin are immune to effects which specifically
  target humanoids, such as charm person.
  Ability Score Modifiers
  +2 STR, -2 INT, +2 CHA. Daughters of
  Kirin are tireless, champion athletes with a
  natural charm. Though their presence is
  comforting and their demeanor is cheerful,
  Daughters of Kirin are too direct and optimistic
  to ever be considered truly ingenious.
  Enhanced Senses
  Daughters of Kirin possess lowlight
  vision.
  Racial Feats
  Daughters of Kirin can run within hours
  of their birth and find almost orgasmic pleasure in
  pushing their bodies to the limit. Daughters of
  Kirin receive Run and Endurance as racial bonus
  feats.
  Heavenly Armor (SU)
  A Daughter of Kirin is instantly
  recognizable because of the ornate gold-laced
  bone armor which grows from her supple flesh.
  The Daughter of Kirin receives a +4 natural
  armor bonus to Armor Class. At 10th level, this
  bonus increases to +6, and to +8 at 15th level.
  A daughter of Kirin cannot wear
  additional manufactured armor and rarely wears
  human clothes, walking the world nude and
  glorious and purposeful.
  Touch Not the Earth (SU)
  Like their divine father, a Daughter of
  Kirin steps so gently she does not disturb even a
  
  13
  single blade of grass nor crush even the most
  humble insect.
  A Daughter of Kirin always seems to float
  just a few inches above the ground, and unless
  she specifically chooses to, she does not leave
  tracks in any setting. She may ignore 5 ft of
  difficult terrain when running or charging.
  Horse Sister (SU)
  Daughters of Kirin are sisters to all
  horses, and receive a +2 racial bonus on Ride and
  Handle Animal checks made against equines. Up
  to three times per day, a Daughter of Kirin can
  cast Speak with Animals as a spell-like ability as a
  caster of her total character level. This ability
  only affects horses.
  Vegetarian (EX)
  Like her father, a Daughter of Kirin will
  never take an animal’s life needlessly. Daughters
  of Kirin cannot digest any form of meat, and are
  nauseated for 24 hours if they ever try. She is
  also nauseated for the same duration if she ever
  intentionally kills a member of the Animal or
  Vermin type without excellent cause.
  Daughter of Kirin Alternate Racial Traits
  Baku Dream-Eater (SU)
  Rather than the graceful and stylish Kirin,
  you were fathered by the lumbering but good
  hearted Baku. Like your divine, chimerical father,
  you can devour bad dreams and bring restful
  slumber to those you care about.
  A number of times per day equal to 3 +
  your CHA modifier, you may touch a willing
  creature and render it immune to effects that
  would disturb its sleep for 24 hours. Doing so
  renders the recipient immune to the Nightmare
  spell, a Night Hag’s dream huanting ability and
  similar supernatural threats. The Daughter of the
  Baku herself is immune to such threats.
  Baku Dream-Eater replaces the Horse
  Sister racial trait.
  Daughter of the Divine Bull (EX)
  The olive-skinned Daughters of the
  Divine Bull are the cosmic sisters to the
  Daughthers of Kirin. Their lusty father is a
  rapicious and daring god, who chooses beautiful
  and strong human girls as his mates and leaves
  them with a half-divine daughter growing in their
  belly. A Daughter of the Divine Bull has regal
  purple and blood red armor, and rather than a
  unicorn-girl’s single horn, they display an
  impressive pair of tauric horns.
  Daughters of the Divine Bull have
  different ability score modifiers than Daughters of
  Kirin: +4 STR, -2 INT. They are stronger than
  their divine half-sisters but not as charming or
  vivacious. This ability replaces the normal ability
  score modifiers for a normal Daughter of Kirin.
  Thunderous Charge (SU)
  When the character makes a successful
  melee attack after a charge, the target must
  suceed at a FORT Save (DC 10 + ½ damage
  inflicted) or become Deafened for one round.
  This ability replaces Touch Not the Earth.
  Water of the Mare (SU)
  The divine urine of a Daughter of Kirin
  can cure mortal ailments. Once per day, the
  Daughter of Kirin can urinate on any creature
  affected by poison and provide the afflicted
  creature with an additonal FORT save to
  overcome the poison’s effect, at a +5 bonus. The
  Daughter of Kirin cannot use this ability to
  benefit herself. This ability replaces Horse Sister.
  Whinny (SP)
  The Daughter of Kirin can unleash an
  eerie, horse-like whinny that shatters the impure
  matter of the mortal realm. Once per day, the
  Daugther of Kirin can use Shatter as a spell-like
  ability as a 10th level caster. This ability replaces
  Horse Sister.
  
  14
  Dodoma
  Medium Humanoid
  The Dodoma are a tribe of attractive and
  petite humanoids with hundreds of eyes across
  their lithe bodies. Some claim that thieves and
  pickpockets are born into Dodoma families in the
  Tatakama when they die in the Earth-realm, and
  are brought up as master thieves by the nomadic
  bandits. Others, including the Dodoma
  themselves, claim that the Dodoma predate
  humanity. The multiply eyed rogues were
  supposedly an early prototype of the human form
  who were cast out of the heavens for stealing the
  gods’ coin purses.
  Dodoma are a nomadic people, who
  wander freely between the Earth-Realm and the
  Tatakama, and have little fear of an excursion
  into the Black Else (if they can be convinced
  there’s some profit in it). Dodoma enjoy the
  sights and modern comforts of the Black Japan,
  and many lead rich, full mortal lives among cross-
  planar humans. Dodoma can usually be found
  walking the realms, running scams, filching
  treasures and carousing, but a few have been
  known to put their natural talents to nobler use as
  soldiers, demon hunters or heroes.
  Appearance
  Dodoma closely resemble humans,
  though they are uniformly petite and slightly
  built. Both male and female Dodoma have soft,
  vaguely androgynous features. Their hair
  naturally grows in an assortment of vibrant,
  rainbow colors: greens, electric blue, screaming
  pink and canary yellow are only a few shades. A
  Dodoma’s hair color provides a clue to the
  humanoid’s clan of origin.
  
  15
  If a Dodoma can keep its body fully
  concealed, it can easily pass for human.
  However, if the Dodoma’s clothes are removed
  their strange heritage becomes obvious.
  Hundreds of blinking human eyes cover their
  shoulders, breasts and back, and run down their
  arms. The Dodoma’s fingers end in tiny
  photosensitive spots like eyes, and a wreath of
  strange eyes surrounds their genitals.
  Reproduction
  Though they share a shape with mankind,
  Dodoma cannot cross breed with ordinary
  humans. However, seduction and strange
  romances between Dodoma and men are not
  uncommon. Dodoma pregnancies last the same
  span as a human’s, but Dodoma mothers-to-be
  suffer one complication undreamed of by mortal
  women. For the last month of a pregnancy, a
  Dodoma female is blind, all her many eyes tightly
  shut until the birth of her child.
  Homes and Lands
  Dodoma are nomads, who travel in
  ragged caravans. A few Dodoma live as thieves
  and spies in larger human cities, covering their
  many eyes and passing for mortal. Dodoma are
  extraordinary vain creatures, and their homes will
  always be lavishly decorated with polished
  mirrors and reflecting bowls.
  Dodoma Racial
  Traits
  Size and Type
  Dodoma are Medium humanoids. They
  have a base land speed of 30 ft, and receive no
  special bonus or penalties due to their size.
  Ability Score Modifiers
  +2 DEX, -2 CON, +2 WIS. Injuries to
  their many eyes can render a Dodoma
  incapacitated with agony, but their senses are far
  keener than a human’s, and they are as agile as
  any Elf.
  Racial Skills
  When unarmored or lightly
  armored, the Dodoma receive a +4 racial
  bonus on Perception and Search checks.
  At all times, even if their eyes are hidden
  by clothes or armor, the Dodoma’s keen
  senses and delicate fingers serve them
  well. These natural thieves receive a +1
  racial bonus on Disable Device, and
  Sleight of Hand checks.
  Enhanced Senses
  When unarmored or lightly
  armored, the Dodoma cannot be flanked,
  and can respond to threats from the rear
  as easily as they do to frontal assaults,
  thanks to their skin of eyes. This ability
  is suppressed when the Dodoma wears
  heavier armor.
  
  16
  Thieving Instinct (EX)
  Dodoma are consummate thieves, who
  seem to have a sixth (or seventh) sense about
  where you’ve left your valuables. A Dodoma who
  merely passes within 5 ft of a secret or concealed
  door is entitled to a Search check to notice it as if
  she were actively looking for it. A Dodoma must
  be unarmored or lightly armored to use this
  ability; it is suppressed when the demi-human is
  wearing heavier armor.
  Thieving Step (SU)
  Once per day, the Dodoma can step
  partially between worlds, becoming as
  unsubstantial as a ghost. As a move equivalent
  action, the Dodoma can become ethereal, and
  can pass through solid matter. The Dodoma can
  maintain the ethereal state for a number of
  rounds equal to his or her CHA modifier
  (minimum one round).
  Unaverted Gaze (EX)
  If the Dodoma’s skin of eyes is exposed,
  the creature cannot avert his or her gaze from
  any supernatural gaze attacks, and the Dodoma
  automatically fails all saves to resist sight based
  attacks, such as a medusa’s lethal gaze.
  Dodoma Alternate
  Racial Traits
  All Seeing Eyes (SU)
  Each one of the Dodoma’s ten thousand
  eyes is as perceptive as an eagle’s. The Dodoma
  receives lowlight vision, and darkvision with a 90
  ft range. In addition, the Dodoma can naturally
  see invisible creatures and objects.
  All Seeing Eyes replaces the Thieving
  Step racial trait.
  Hitotsume-Kozo (SP)
  Though their lean child-like bodies are
  covered with thousands of keen eyes, their heads
  have only one, a huge cyclopean eye in the
  middle of their bald forehead. Cute, perky and
  curious, Hitotsume-Kozo are the perpetual
  teenagers of the Dodoma race. They never seem
  to grow up, or lose their lust for the adventuring
  life.
  Hitotsume-Kozo can cast each of the
  following spells once per day as a sorcerer of
  their total character level: Daze, Flare or Ghost
  Sound.
  Hitotsume-Kozo replaces the Thieving
  Step racial trait.
  Oiwa’s Eye (SP)
  This Dodoma is the spiritual descendant
  of the famed Oiwa, a serving girl cruelly
  murdered by poison. Like her murdered ancestor,
  this Dodoma can deform one of her eyes at will,
  causing it to swell with clotted blood, imitiating
  the horrible way in which your ancestor died.
  Once per day, you can cast Cause Fear as
  a sorcerer of your total character level. Doing so
  is a free action, requiring you to only swell your
  eye. In addition, your ancestor’s death twists
  your karma, making you immune to poison.
  Oiwa’s Eye replaces the Thieving Instinct
  racial trait.
  Spirit of Disease (SU)
  Some say the audacious Dodoma are
  spirits of disease. This Dodoma is immune to all
  diseases, including magical disease. However,
  any living creature (except other Dodoma)  who
  spends more than an hour in the Dodoma’s
  company suffers a -2 luck penalty on FORT saves
  to resist disease.
  Spirit of Disease replaces the Thieving
  Instinct racial trait.
  
  17
  Futakuchi
  Medium Outsider (good, native)
  The Futakuchi are defined by hunger and
  by discipline; they are spirits of tightly controlled
  desire. These beautiful, severe women are agents
  of Heaven. Half-celestial creatures, Futakuchi
  carry messages from the Tatakama’s great
  powers to champions in realms beyond, and teach
  the multiverse’s greatest heroes how to fight, and
  win against the forces of cosmic evil.
  Somber and serious, the
  Futakuchi are creatures
  with a purpose, and are
  marked by their iron wills
  and steel self-discipline.
  They view humans as
  indolent and selfish
  children, always gratifying
  their own desires. They
  look down on mortals for
  their weaknesses, but as
  servants within the celestial
  hierarchy, they are often
  forced to train and protect
  mortal champions. They do
  so grudgingly, and with
  obvious disdain, but a
  human who has studied at
  the feet of a severe
  Futakuchi task-mistress is
  destined to become a great
  champion.
  Appearance
  Futakuchi are an exclusively
  female species, created by the gods in
  imitation of a Japanese maiden’s form. All
  are coldly beautiful, and all have the lithe,
  hard bodies of a champion gymnast. They are
  marked by long manes of luxuriant black
  hair, and dress modestly, favoring dark, finely
  tailored business suits and somber blouses.
  With a little care, they can easily pass for
  human. When a Futakuchi reveals herself,
  though, she becomes something obviously
  inhuman.
  With a thought, the Futakuchi can
  animate her hair like a mane of serpents,
  revealing a fanged second mouth hidden at the
  base of her neck, where her spine meets her skull.
  A bite from this second mouth inflicts as much
  damage as a shark’s rapacious attack, and oni
  have learned to fear these harsh demon-slaying
  ladies. When nude, a Futakuchi’s second
  anatomical oddity is revealed. Her vagina is
  
  18
  turned on its side, so it appears to flower open
  horizontally.
  Reproduction
  Futakuchi are an exclusively female
  species, and must seduce human men to continue
  their species. Male children born of a Futakuchi
  mother are humans, though many may acquire
  the Half-Celestial template, or are born Aasimar
  to account for their strange and wonderful
  mother. Female children are always born
  Futakuchi, crying from two mouths.
  Homes and Lands
  Futakuchi are creatures of the city and the
  royal court. Though their journeys often take
  them to remote prefectures and distant farmland,
  they complain constantly about the dirt and the
  squalor. Most maintain small but spotlessly clean
  across the realms, for their comfort on long
  quests.
  Futakuchi Racial
  Traits
  Size and Type
  As medium creatures, Futakuchi receive
  no special bonuses or penalties due to their size.
  A Futakuchi’s base land speed is 30 ft.
  As native Outsiders, Futakuchi are
  immune to effects which specifically target
  humanoids, such as Charm Person. These two-
  mouthed women have the Good subtype.
  Ability Score Modifiers
  -2 STR, +2 WIS, +2 CHA. Futakuchi are
  serious and strong minded, with extremely
  arrogant, domineering personalities. However,
  they are lightly built and not as strong as a mortal
  woman hardened by a lifetime of toil.
  Racial Skills
  Futakuchi are well trained celestial
  bureaucrats, who receive a +2 racial bonus on
  Knowledge (arcana) and Knowledge (religion)
  checks. Their serious, humorless demeanors can
  cow the weak willed, and these harsh women
  receive a +2 racial bonus on Intimidate checks.
  Racial Feats
  Futakuchi gain Serpentine Mane as a
  racial bonus feat, even if they do not meet the
  prerequisites.
  Enhanced Senses
  Futakuchi receive Darkvision 60 ft;
  when in absolute darkness, their eyes become jet
  black pools filled with distant stars.
  Natural Weapons (EX)
  A Futakuchi’s second mouth is an
  unwieldy weapon, but is capable of inflicting
  terrifying wounds. As a secondary natural attack,
  the Futakuchi can attempt to bite an adversary,
  inflicting 1d8+ ½ STR modifier points of slashing
  damage. The Futakuchi can use her second
  mouth as a natural weapon when grappling or
  pinned, without penalty.
  Non-good outsiders and non-good
  undead suffer an additional amount of slashing
  damage equal to the Futakuchi’s CHA modifier
  on a successful bite.
  Celestial Inspiration (SU)
  A Futakuchi can cast Bless, as a cleric of
  her total character level, a number of times per
  day equal to 3 + her WIS modifier. The celestial
  messenger often uses this ability to transform
  cowardly, clumsy mortals into proud warriors.
  Celestial Modesty (SU)
  A Futakuchi can never allow a mortal
  male (of any species) to see her eat; if she does,
  she suffers a -2 morale penalty on saves, attack
  rolls and skill checks for 24 hours after the
  transgression. A Futakuchi must eat twice as
  much food as a similarly sized human woman,
  and when eating, she must feed both mouths.
  
  19
  Futakuchi Alternate
  Racial Traits
  Harbinger of Heavenly Displeasure (SP)
  Even more militant than other Futakuchi.
  You care less about empowering and training the
  bumbling mortal Heaven has sent you to tutor
  then you do about chastising cosmic evil. Three
  times per day, the Futakuchi can empower
  herself, as if by the spell Divine Favor as a cleric
  of her total character level. Doing so is a
  standard action.
  This alternate racial ability replaces
  Celestial Inspiration.
  Second Mouth’s Kiss (SU)
  By kissing a willing, helpless or bound
  humanoid or monstrous humanoid with her
  second mouth, the Futakuchi can temporarily
  change that creature’s gender. For 1d4+1 hours
  after the kiss, the creature’s gender is reversed.
  Any feats, class levels or special abilities tied
  specifically to the character’s original gender are
  lost during this time.
  The Futakuchi can use this ability at will,
  as a full round action, but cannot transform any
  specific character more than once in a 24 hour
  period.
  Second Mouth’s Kiss replaces the
  Futakuchi’s Celestial Inspiration racial trait.
  Scholarly Vulva (SU)
  Rather than a second mouth, this strange,
  modest and seemingly overly academic, nerdy
  Futakuchi has a second and fully functional
  vagina at the base of her spine, where her skull
  meets her spine. Directly connected to her genius
  brain, this second pussy cries out to be filled.
  For 1d4+1 hours after having her second
  vagina penetrated, the Futakuchi receives a +3
  enhancement bonus to her INT score, and may
  retry one Knowledge check she failed within the
  past day.
  This racial trait replaces the Futakuchi’s
  natural weapons racial trait. The Celestial
  Modesty racial trait does not apply.
  Vagina Denta (EX)
  This Futakuchi lacks a second mouth;
  instead her strange, toothed vulva serves as both
  reproductive organ and feeding method. Her
  second tongue and small, sharp teeth can give
  both pleasure and pain. The Futakuchi’s bite is
  treated as a primary natural attack, allowing her
  to inflict 1d8+STR modifier points of slashing
  damage on a successful natural attack. However,
  the Futakuchi can only use this ability on a
  grappled, pinned or helpless adversary, and must
  be lightly armored, unarmored or nude to use her
  second mouth in such a manner.
  The Futakuchi must still feed both her
  mouths when eating, a process which is
  exquisitely, distractingly pleasurable for the
  normally reserved Futakuchi.
  Vagina Denta modifies the Futakuchi’s
  Natural Weapons racial trait slightly.
  
  20
  Ironclub Oni
  Large Outsider (native)
  Ironclub Oni seem like little more than
  blood-skinned savages, but they are among the
  greatest warriors in any realm. Ironclub Oni fight
  in howling warbands, masters of the most brutal
  and chaotic forms of warfare, but these great
  beasts have the skill and patience to craft
  ingenious siege devices and fearsome weapons.
  The
  stories about
  Ironclub Oni
  agree on nothing.
  In some tales, the
  Ironclub Oni are
  proud soldiers,
  loyal body guards
  and fearless
  kamikaze, as
  honorable as any
  samurai. In other
  tales, they are
  rapists and
  murderers,
  conquerors who
  live to trod lesser
  beings under their
  heels.
  They are
  proud creatures,
  the most
  humanlike of all
  the oni, who
  teach their
  beloved children
  to walk tall and
  proud among
  those who scorn
  them as two
  legged beasts.
  They are stronger
  than strong, they are berserk savages and brilliant
  inventors. In all things, the Ironclub Oni are a
  contradiction.
  The Ironclubs proudly stride across the
  Tatakama’s shoganates, serving both human and
  demonic masters as sell-swords. A few settle in
  human communities, serving as blacksmiths,
  while an equal number forge demonic weapons
  and torture implements for the true oni of the
  Black Else. Mercenary to the core, most
  Ironclubs will serve any master who promises
  them sake and good plunder. A handful of
  powerful, ancient Ironclub Oni clans have
  
  21
  constructed great oni cities in hidden mountain
  caves and deep under the earth.
  Their origins are unknown, even to the
  Ironclubs themselves. Some claim they are the
  product of forbidden liaisons between fallen
  monks and demon maidens; others claim they are
  the reincarnated souls of beasts that murdered
  their owners, or smiths who cheated their
  customers. Others simply assume that the
  Ironclub are another one of the Tatakama’s
  myriad of sentient species.
  Appearance
  Ironclub Oni are hulking, muscular
  behemoths. Their skins are as hard and red as
  brick, and their giants’ bones are burdened with a
  layer of dense muscle. Ironclubs are covered in a
  thin black pelt, and their long, tangled hair
  resembles a lion’s mane. Both male and female
  Ironclub Oni have grotesquely, almost comically
  swollen genitals, and their faces are always either
  contorted into a snarl or broken up in raucous
  laughter. These savage creatures wear their
  emotions on their sleeve, unable and unwilling to
  hide what they feel.
  Reproduction
  As always, Ironclub Oni are a
  contradiction. Despite their reputation as rapists
  and perverts, some Ironclubs are doting parents
  with a deep romantic streak. Others are every bit
  as monstrous as the songs proclaim. Ironclubs
  can only bear young with their own kind, and
  only when their nude bodies are bathed in the
  blood of their enemies. Ironclubs enjoy sex with
  other species, but their genital spines and
  barbaric vigor make this painful, if not fatal, for
  the other creature.
  Homes and Lands
  Ironclub Oni live in fortresses of wood
  and iron, far from human law but close enough to
  settled lands to be worth raiding. From these
  well-garrisoned fortresses, Ironclub Oni ride out
  in search of plunder, rape and glory.
  Ironclub Oni Racial Traits
  Size and Type
  Ironclub Oni are Large Outsiders with the
  native subtype. An Ironclub Oni’s base land speed
  is 40 ft. As large creatures, they receive a +1 size
  bonus to CMB/CMD but suffer a -2 size penalty
  on Fly, a -4 size penalty on Stealth and a -1 size
  penalty on attack rolls and armor class.
  Ability Score Modifiers
  +4 STR, +2 CON, -2 WIS, -2 CHA.
  Ironclub Oni are powerful thugs and tireless
  laborers, but are dangerously impulsive,
  impetuous, and crude and boorish.
  Racial Skills
  Ironclub Onis are master smiths and
  machinists, and many of the most self-
  aggrandizing Ironclub legends claim that these
  red skinned goliaths taught the first human smiths
  how to forge iron and hammer swords. Ironclub
  Oni receive a +2 racial bonus on all any two Craft
  skills of choice, with the exception of Craft
  (alchemy). Ironclub Oni have no interest in such
  trinkets- they only care about iron.
  Ironclub Oni are proficient in all simple
  and martial weapons that inflict Bludgeoning
  damage. Crushing skulls with strong metal is in
  the Ironclub Oni’s blood.
  Ironhead Tetsubo (EX)
  From the first moment their small red
  fingers can hold a club, an Ironclub Oni is trained
  to swing a tetsubo (long handled iron club).
  When wielding a tetsubo, or any other
  manufactured weapon that inflicts bludgeoning
  damage , the Ironclub Oni is exceptionally
  deadly.
  The Ironclub Oni increases the critical
  multiplier of any such weapon it wields by x1.
  This increased critical hit multiplier is a result of
  special racial training, not any inherent property
  in the weapon.
  
  22
  Murder Zen (SU)
  Murder brings enlightenment to the
  Ironclub Oni If the Ironclub Oni personally
  delivers the deathblow to any living creature with
  a challenge rating at least equal to his own, that
  Ironclub finds serenity in the sight of blood and
  shattered skull spinning off into the sky. The
  Ironclub Oni must deliver the deathblow with a
  manufactured bludgeoning weapon to benefit
  from this racial ability.
  For one hour after the murder, the
  Ironclub Oni becomes immune to mind-
  influencing effects.
  Too Honest (EX)
  Ironclub Oni are too simpleminded to
  make good liars, and are a resolutely honest race
  of demons. If an Ironclub Oni ever successfully
  makes a Bluff check against any sentient creature
  (with the exception of Bluff checks made to feint
  in combat), the Ironclub is demoralized by the
  stain of disnhonor. For one day after the lie, the
  Ironclub Oni is considered Shaken.
  Ironclub Oni Alternate Racial Traits
  Hibagon Oni (SU)
  These monstrous creatures are formed
  from the souls of warriors who committed rape,
  genocide and wanton acts of atrocity in their
  former incarnation, and are among the worst of
  oni kind. These purple-skinned behemoths have
  massive jaws filled with rotting teeth. Three slited
  orange eyes are stacked one atop the other, and
  the creatures have a four chambered nostril
  which only adds to their terrifying, surreal
  appearance. They carry handsculpted tetsubos,
  which they carve to resemble giant spiked cocks.
  .
  Hibagon Oni gain the Evil subtype.
  Hibagon Oni feed on rape. Each day, the
  Hibagon must torture, rape and eventually
  murder at least one sentient creature with an INT
  score of 5 or greater. So long as the oni commits
  atrocities on hell’s exacting schedule, he has no
  need of food, water or oxygen, becoming
  immune to starvation, thirst and suffocation. If
  the oni fails to commit an atrocity each day, he is
  subject to normal mortal limitations, and remains
  so for a month after the daily murders resume.
  The Hibagon Oni racial trait replaces the
  Ironclub Oni’s Ironhead Tsuebo racial trait.
  Shojo Oni (SU)
  Shojo Oni are the somewhat better
  natured siblings of true Ironclub Oni. These oni
  have red faces like a jolly orangutan, their wide
  mouth split in a drunken smile. They wear their
  carrot-orange hair long and tangled, and are
  seemingly never without a jug of wine or huge
  keg of beer.
  Shojo Oni are immune to poison, and
  though they can get drunk, such intoxication has
  no effect on their capabilities. They can fight as
  well drunk as sober, if not better. For one hour
  after drinking at least one bottle of wine, or 5-6
  mugs of beer or ale, the Shojo Oni becomes
  immune to mind influencing effects.
  The Shojo Oni racial trait replaces the
  Ironclub Oni’s Murder Zen racial trait.
  Stronger Than Strong (SP)
  This oni is even stronger than the rest of
  his hulking race. Once per day, the Ironclub Oni
  can cast Enlarge Person on himself, as a sorcerer
  of his total character level. This racial trait
  replaces the Ironclub Oni’s Murder Zen racial
  trait.
  Yama-Uba (SU)
  This feral, female breed of Oni has skin
  the grayish blue of a mountain sky and long,
  brittle strands of snow white hair. These
  creatures gain the Cold subtype, and are usually
  found in the freezing mountains of the far north.
  Yama-Uba gain Concealment (20% miss
  chance) in snowy or icy mountainous regions. If
  they gain Concealment from another source, add
  
  23
  +20% to the miss chance
  against the Yama-Uba in her
  favored terrain.
  Yama-Uba replaces the
  Ironclub Oni’s Murder Zen
  racial trait; this alternate racial
  trait can only be chosen by
  female characters.
  Kami
  Medium Outsider (native)
  Kami are little gods,
  otherwordly spirits with a
  single cosmic task or duty to
  perform, who walk among the
  mortals of the Tatakama on
  missions imposed by their
  divine (or infernal) masters. Kami
  come in an assortment of kinds, and are as unique
  as the stars in the sky. All tend to be a bit quirky,
  obsessed with their task and possessed of unique
  talents.
  In the celestial (or infernal) hierarchy,
  Kami are young godlings. Though immortal, and
  wise in their own way, few are more physically
  powerful than a mortal man or woman. Often,
  they are confused by the mundane workings of
  the everyday world, having known nothing
  similar in Heaven. They throw themselves into
  adventure, into warfare, into lovemaking, into
  craft and artwork, with a zealous passion.
  Appearance
  Kami are beautiful, lean creatures that are
  almost human. Their hair is a brilliant shade, as
  beautiful and unearthly as a shunga print and
  floats in elaborate coifs in defiance of gravity.
  Kami are decorated with runic birthmarks on
  their foreheads and hands that hint at their divine
  nature and powers. Kami from the infernal realms
  often have cute little bat-wings jutting from their
  shoulder blades, while some of their heavenly
  brothers and sisters might have angelic or
  fairylike wings.
  Kami do not touch the Earth. They hover
  a few centimeters off the ground at all time, and
  are often surrounded in a colorful, glistening
  nimbus. A few Kami, those serving the cause of
  nature, leave new shoots of grass or fresh flowers
  behind them with every step they take.
  
  24
  Reproduction
  Kami tend to take romance very seriously,
  not allowing anyone to touch their glamorous
  bodies other than the lucky man or woman who
  is assigned by karma to be their destined lover.
  Most tend to be modest and very monogamous,
  Kami rarely cheat or take lovers, and make loyal
  and loving spouses. Kami tend to be fairly chaste
  and virginal.
  A Kami’s child is usually a Kami, though
  the godlings might instead produce Aassimar
  offspring. Kami are fertile with most humanoid
  creatures.
  Home and Lands
  Kami are usually drawn to the cities. They
  like the bustle and noise and politicking of a
  major trading hub or the Imperial court. Kami
  tend to be busybodies, who enjoy helping
  neighbors (even if the neighbors don’t request, or
  don’t want such help). They are matchmakers,
  gossips and true romantics. Even in a smallest
  village, the local Kami will be the center of
  community life- the heart and soul of the town.
  Kami keep neat quarters filled with
  wonders and oddities they have encountered in
  their journeys. They often make their homes in or
  near shrines, or serve as miko. Kami usually are
  allowed to stay at temples and shrines free of
  charge when traveling, and can often be found
  curled up, sleeping on the altar like a contented
  cat.
  Kami Racial Traits
  Size and Type
  Kami are Medium Outsiders with the
  native subtype. As Medium Creatures they have
  no bonus or penalty due to their size. Kami have
  a base land speed of 30 ft, and a flight speed of
  50 ft (good maneuverability). Kami receive a +4
  racial bonus on Fly checks.
  Defining Subtype
  Kami choose one of the following
  additional subtypes, which reflects their godly
  nature and duties. Once chosen, this selection
  cannot be changed.
  Air, Chaos, Cold, Earth, Evil, Fire,
  Good, Law, Water.
  Ability Score Modifiers
  -2 STR, +2 INT, +2 CHA. Kami aren’t
  physically strong, but they are clever and likable.
  Enhanced Senses
  Kami have big, soulful eyes that give
  them lowlight vision.
  Racial Skills
  Kami are gods of
  hearth, home, field and
  forest. They have a
  variety of talents
  related to their divine
  portfolio. Kami receive
  a +3 racial bonus on
  two skills, determined
  by the Kami’s Defining
  Subtype.
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  25
  Kami’s Perfection (SU)
  Select one of your racial skills provided
  by your Defining Subtype. You are an absolute
  master of that skill. Any time you make a check
  using that particular skill, you roll an additional
  die and add the results to your D20 skill check
  result. From 1st-10th level you add a D6 to the
  result. Beyond 10th level you add a D10 to the
  result. Starting at 15th level, you add a D12 to the
  result.
  Kami Alternate Racial Traits
  Cuddly Oni (SU)
  You are a child of the Black Else, a young
  demon still growing into your fearsome power.
  You are a little bit more good-hearted than your
  parents would like, focused more on mischief and
  the occasional punishment game rather than
  predation and lust-murder. You have a dark and
  slightly spooky style and tend to be easily
  recognized by the adorable little bat wings
  protruding either from your shoulder blades, or
  from behind your pointed ears.
   You receive a +3 racial bonus on Stealth
  and Intimidate checks. Once per day, you may
  cast either Darkness, Command Undead or
  Ghoul Touch as a 5th level sorcerer.
  This racial trait replaces the Kami’s Racial
  Skills and modifies the Kami’s Perfection racial
  traits.
  Divine Domain (SP)
  You gain access to the domain powers
  associated with your Defining Subtype as a cleric
  of your total character level.
  This racial trait replaces the Kami’s
  Perfection racial trait.
  Heavenly Beauty and Grace (SP)
  Once per day, as a standard action, you
  can reveal your true heavenly beauty to the
  mortals you walk among. Doing so allows you to
  cast two spells on yourself simultaneously: Cat’s
  Grace and Eagle’s Splendor as a sorcerer of your
  total character level.
  This racial trait replaces the Kami’s
  Perfection racial trait.
  Lovely Kami (SU)
  You are a kami not dedicated to good or
  evil, but to love, lust and the joyous, wet moment
  of orgasm. The Kami receives Gifts of Ecstasy as
  a racial bonus feat, even if she does not meet the
  prerequisites.
  In addition, any creature who has
  consensual sexual activity with the Kami receives
  a luck bonus on one or more saving throws. The
  Kami can either provide the character with a +1
  luck bonus on all saving throws, which lasts for
  an hour after the sexual encounter; or choose to
  provide a +3 luck bonus to one specific saving
  throw, which lasts for the same duration. The
  Kami chooses which bonus to provide when
  beginning the sex act.
  The Kami applies the Kami’s Perfection
  racial trait to Perform (sexual) checks.
  This racial trait replaces the Kami’s Racial
  Skills and modifies the Kami’s Perfection racial
  traits.
  Warrior of Heaven (EX)
  You were sent to the Tatakama to live
  among mortals to protect them, and champion
  the cause of your great heavenly family. You fight
  proudly and with effortless grace.
  You gain proficiency with all simple and
  martial weapons, as well as with light and
  medium armor and with shields. When making an
  attack roll with any weapon you have Weapon
  Focus in, you roll an additional die and add the
  result to your D20 attack check. From 1st-12th
  level you add a D4 to the result. Beyond 12th
  level you add a D6 to the result.
  This replaces the Kami’s Racial Skills and
  Kami’s Perfection racial traits.
  
  26
  
  27
  Kijimunna
  Medium Plant
  Kijimuna are the joyful children of the
  deep forests. They emerge from the Tatakama’s
  rich, black earth, and consider themselves the
  grandchildren of the Great Universal Tree.
  Kijimuna are irrepressible and irresponsible
  spirits, living only for the moment. They have no
  understanding of such basic human concepts as
  time or continuity of events, living in a perpetual,
  infant-like now. These creatures rarely hold
  grudges, nor do they have any interest in things
  humans consider important. A samuari’s honor, a
  priest’s faith, or a merchant’s gold… none of
  these things appeal to the Kijimuna. The plant-
  spirits prefer a good hard fuck, a great meal, and
  a warm night under the multiverse’s endless stars.
  Appearance
  Kijimunna resemble beautiful nude
  children clothed only in leaves and coiling,
  strangling vines. Their features are exaggerated
  parodies of Japanese facial structure. Though
  they look outwardly human, they are not. If cut,
  they bleed fungal spores and lichen. Their hair,
  including the faint, pre-teen ghosts of pubic hair,
  are woven from strands of long, soft grass.
  The plant like spirits are born as perpetual
  pre-adolescents, and can remain ageless for
  centuries. Only when a Kijimunna starts to doubt
  itself, or to feel hate or rage or anger does it
  begin to age, and begin the long, slow climb to
  true adulthood.
  Reproduction
  Kijimuna are capable of bearing children
  of their own almost from the moment they
  emerge from the earth. Kijimuna are voracious
  and agreeable lovers, and often take paramours
  of both genders and a dozen species. To the
  Kijimuna, sex is a pleasure to be savored as often
  as enthusiastically as the ecstasy of fine food or
  good wine.
  Kijimuna girls can become pregnant after
  an encounter with a male of their own kind or
  virtually any other species, and need not be
  vaginally penetrated to become pregnant.
  Kijimuna bodies are undifferentiated- their
  mouths and anuses, even their soft flesh, are as
  fertile as their vulva. When a Kijimuna girl gives
  birth, the flesh of her abdomen peels back like
  leaves, revealing the child inside. After the
  birthing is finished, her lithe body simply seals
  itself shut again, leaving no traces of her
  pregnancy.
  Homes and Lands
  Kijimuna villages are found in every old
  forest, in every forgotten marsh. They play, naked
  and glorious in flooded rice paddies, and cavort
  among the tree tops. Kijimuna do not build
  structures- for them, a massive and legendary
  architectural undertaking would be a simple shelf
  filled with flowers and rocks, kept as a shrine to
  natural kami. The Kijimuna have little need for
  homes or businesses- they do not labor, and they
  think the soft earth beneath an ancient tree is the
  best possible bed.
  Kijimunna Racial Traits
  Size and Type
  Medium Plant. As a Medium creature,
  Kijimunna receive no special bonuses or
  penalties due to their size.
  A Kijimunna’s base land speed is 30 ft.
  Kijimunna have a 10 ft burrow speed, but they
  can only burrow through loose earth, sand or
  mud, not worked stone or harder substances.
  Plant Traits (EX)
  As a Plant, Kijimunna are immune to
  sleep, paralysis, stunning, critical hits, and the
  effects of massive damage. They cannot drown,
  and do not need to eat, though they need to
  consume at least twice the water of a similarly
  sized humanoid per day to avoid dehydration.
  
  28
  As (barely) sentient creatures, Kijimunna are
  vulnerable to mind-influencing effects.
  Ability Score Modifiers
  +2 DEX, -2 INT, +2 CHA. Kijimunna are
  graceful as a ballerina, sensual and vivacious, but
  they are not rational and usually seem simple
  minded, compared to most humans.
  Racial Skills
  Kijimunna can disappear into a forest like
  a fleeting dream. They receive a +4 racial bonus
  on Stealth checks made in natural terrain.
  Racial Feats
  Kijimunna are a natural part of the forest,
  and see no danger in its thorns and brambles. The
  little plants receive Nimble Moves as a racial
  bonus feat even if they do not meet the
  prerequisites.
  Enhanced Senses
  Kijimunna can see as clearly at
  midnight as they can at noon. They receive
  lowlight vision and darkvision with a 60 ft
  range.
  Earth Child (EX)
  As a child of the soil, a Kijimuna is
  strengthened and fortified by contact with the
  Earth. While the Kijimuna is in direct contact
  with soil or mud, she cannot be tripped or bull
  rushed, and receives a +2 racial bonus to her
  Combat Maneuver Defense.
  Ripened (EX)
  Once per day a Kijimunna can choose
  to allow a few of the vines growing across and
  inside her plant body to come to seed, and
  produce a number of colorful, tasty berries.
  The Kijimunna can produce a number
  of berries equal to her CON score. If a living
  creature consumes one or more berries, it is
  sustained as if had ate a complete meal (sized
  for a Medium creature), and recovers 1 Hit
  Point. Berries retain their potency for about
  eight hours. Having her berries plucked is
  intensely pleasurable for the Kinimunaa, and can
  be considered a sexual act for the purpose of sex-
  magic feats.
  Death by Metal (EX)
  Kijimunna are pained by the touch of
  metal (not to mention plastic and other relics of
  the modern era). A Kijimunna suffers double the
  normal armor check penalty when wearing any
  armor composed wholy or partially of metal.
  Those who
  hunt Kijimuna have
  discovered that this
  species wide mystic
  allergy can prove
  fatal. A Kijimunna
  who is penetrated
  sexually with any
  metal (or plastic)
  object, even
  
  29
  slightly, must succeed at a DC 18 FORT save or
  immediately fall to -9 HP and dying. Even if the
  plant creature succeeds, she takes 6d6 points of
  damage from the unwelcome intrustion.
  Kijimunna are aware of this, and elder plant-
  creatures choosing suicide often choose this
  relatively pleasurable method of death.
  Kijimuna Alternate
  Racial Traits
  Nighshade (EX)
  Your body sprouts small, colorful
  mushrooms, that, when eaten provide a surge of
  strength. Three times per day, the Kijimuna can
  produce a handful of small, tasty mushrooms that
  when consumed provide the character with a +2
  enhancement bonus to its STR score. This effect
  lasts for a number of minutes equal to the
  Kijimuna’s CON score. Like the Ripened racial
  traits, having her mushrooms consumed, is
  intensely pleasurable for the Kijimuna.
  This ability replaces the Kijimuna’s
  Ripened racial trait.
  Spirit of Wood (SU)
  The Kijimuna emobides the wood
  element, and thus, cannot be harmed by wood.
  She considers all wood to be her flesh. The
  Kijimuna suffers no damage if struck by a
  wepaon composed wholy of wood (such as a
  club, quarterstaff or wooden arrow).
  This ability replaces the Kijimuna’s Earth
  Child racial trait.
  Sustaining Rice (SU)
  The Kijimuna is a spirit of the rice fields,
  capable of nourishing those she loves with her
  body. The Kijimuna can open her body’s leafy
  folds at will, and pour out fresh, delicious cooked
  (but nonmagical) rice. Producing a single meal’s
  worth of rice is a full round action. The Kijimuna
  can produce virtually infinite amounts of rice, in a
  variety of styles. Watching a character eat her
  body’s rice is a sexual act for the Kijimuna.
  This ability replaces the Kijimuna’s
  Ripened racial feat.
  Water Plant (EX)
  The Kijimuna is a creature of swamps and
  flooded farmers fields. She gains a Swim speed
  equal to her base land speed.
  This ability replaces the Kijimuna’s
  burrowing speed.
  Kitsune
  Medium Fey (Shapechanger)
  The mischievous spirits of the forests
  called Kitsune have enraptured and bedeviled the
  Tatakama’s mortal men and women for centuries.
  Kitsune begin their lives as ordinary field foxes,
  but those who are clever and survive fifty years
  of thefts, chases and daring exploits undergo a
  startling transformation. As the first moon’s light
  of their fiftieth year touches the fox, its fur
  recedes, revealing milk white skin, its paws
  become larcenous hands and its thoughts become
  those of a human’s.
  Kitsune like nothing better than tempting
  priests from their vows, dragging heroes on
  tavern crawls lasting weeks, and otherwise
  thumbing their noses at stodgy human laws and
  custom. Though mischievous and more than a
  little greedy, Kitsune enjoy the company of
  humans, and often spend decades among human
  friends and lovers. Most are fairly good hearted,
  and will take time out from their schemes and
  carousing to put an end to predatory oni they
  encounter. Kitsune have always protected
  humanity, whether or not humans want this
  protection, and consider their thefts to be fair
  repayment for their courage.
  
  30
  Appearance
  Kitsune could almost pass for human, if
  not for their bushy, russet fox tail, which hangs
  from the base of their spine. When wishing to
  pass for human, the Kitsune hide their tails
  beneath long kimono or robes. One quirk,
  however, will always give a disguised Kitsune
  away. When seen in a mirror, Kitsune appear with
  elaborate facial mokos and long fox-like ears,
  marks of an invisible supernatural heritage that is
  normally unseen.
  When a fox first becomes a Kitsune, she
  appears as an attractive young woman with a
  single tail. Each century of her life, a Kitsune
  gains an additional tail. Kitsune can live up to
  999 years, eventually becoming a nine-tailed fox,
  legendary for skill and wisdom.
  Reproduction
  Kitsune enjoy the company of humans-
  particularly intelligent and charismatic performers
  and daring rogues- and Kitsune of both genders
  often take human lovers. Quite a few bear
  children with a human partner, who might or
  might not be aware of the foxs’ otherworldly
  origins. Kitsune births are always litters of
  several half-vulpine newborns, who do not take a
  fully human form until their third or fourth year.
  Homes and Lands
  Secretive kitsune clans live high in the
  Tatakama’s mountain ranges and in forests just
  outside settled regions, guarding the many
  portals leading to other worlds. Other Kitsune
  are a vital part of human society, as comfortable
  in any opera house or thieves guildhall as any
  human.
  
  31
  Kitsune Racial Traits
  Size and Type
  In their true form, Kitsune are Medium
  Fey. They receive no special bonus or penalties
  due to their size. Kitsune have a base landspeed
  of 30 ft.
  As Fey, Kitsune are immune to effects
  that specifically target humanoids, such as Charm
  Person.
  Ability Score Modifiers
  -2 STR, -2 CON, +4 DEX, +2 CHA.
  Kitsune are quick, nimble and charming, but they
  are physically frail.
  Racial Skills
  Kitsune are sure footed and as clever as a
  fox. They receive a +2 racial bonus on Bluff
  checks, and a +4 racial bonus on Climb checks.
  Kitsune may use either their DEX or STR
  modifier as the key ability for Climb checks,
  whichever is higher.
  Enhanced Senses
  Kitsune have large, dark eyes that give
  them phenomenal night vision. All members of
  the race possess lowlight vision.
  Four Footed Trickster (SP)
  A Kitsune can transform herself into an
  ordinary fox, or back to humanoid form at will,
  as if using Beast Shape I. Use the statistics for a
  Dog as a basis for the Kitsune’s fox form.
  While transformed, the Kitsune’s
  weapons and gear meld into his body, and
  become useless. Transformation is a full round
  action which provokes attacks of opportunity.
  The Kitsune cannot shift from if
  observed. It must succeed at a Stealth check to
  transform if other creatures are within sight while
  attempting to transform. Failure indicates the
  Kitsune must remain in her current shape, at least
  until she can slip away to transform.
  Foxy Disguise (SP)
  Wise Kitsune have many tricks with
  which to disguise themselves among humans, and
  play their ancient, vulpine tricks. Once per day
  per five character levels, the Kitsune can cast
  Alter Self as a sorcerer of her total character
  level.
  Liver of Immortality (SU)
  Consuming the liver of a recently slain
  Kitsune will grant a single living creature
  immortality, a well known fact among the
  Tatakama’s people. A Kitsune’s whose liver is
  devoured cannot be raised or resurrected by
  anything short of the direct intervention of a
  deity. A dying Kitsune can will her liver to rise
  from her body, and drift towards a specific
  creature that she bequeaths her immortality to.
  Otherwise, a DC 10 Survival check allows the
  liver to be harvested; it must be consumed within
  an hour of the Kitsune’s death to maintain its
  potency.
  Kitsune Alternate
  Racial Traits
  Amagitsune (SU)
  You are a fox of heaven, divinely
  sanctioned to protect mankind and bedevil oni-
  kind. Kitsune of this kind are marked by golden
  fur and gleaming eyes. Your type changes to
  Outsider, with the native and good subtypes.
  Three times per day, as a free action, you
  can force a non-good Outsider within 30 ft to re-
  roll any single d20 roll and accept the worse of
  the two results.
  This racial ability changes the Kitsune’s
  type, and replaces the Kitsune’s Foxy Disguise
  racial feature.
  Emptiness Fox (SP)
  You are one of the most highly regarded
  of all fox-folk; you serve the Void Element,
  
  32
  which contains all things and is the source of all
  wisdom.
  Once per day, you can channel the Void.
  Doing so is a full round action that provokes
  attacks of opportunity, and effectively casts two
  spells upon you: Invisibility and Fox’s Cunning
  (self only). These spells are cast as if by a
  sorcerer of your total character level.
  This racial ability replaces the Kitsune’s
  Foxy Disguise and Racial Skills racial traits.
  Hainu Kitsune (SU)
  Your foxy blood is somehow mystically
  mingled with the spirit of a long ago white dog,
  who flew like a sparrow and fought like an eagle.
  You are far more courageous and willing to fight
  injustice than other Kitsune, and but your days as
  a fox are farther in your memory.
  You gain a Flight Speed (40 ft). You
  receive a +2 racial bonus on Fly checks. This
  racial trait replaces the Kitsune’s Four Footed
  Trickster racial trait. Your long, shaggy hair is as
  white as snow.
  Koropokkuru
  Medium Humanoid / Animal
  Reclusive spirits of the forest and of
  dank, dripping caverns, the Koropokkuru are a
  fading race. Long ago, these dour little men were
  native to the Earth-realm, but as the centuries
  wore on, and the Earth’s magic faded, they
  climbed the branches of the Universal Tree into
  the Tatakama, eventually disappearing into its
  most remote regions. These reclusive hunters
  rarely leave their forests. The grumpy little men
  have little time for adventure, preferring instead
  to keep to the old ways, say the old prayers, and
  hunt their old enemies.
  The Koropokkuru are tradition-bound to
  a fault, despising and cursing the new and strange
  with every breath in their wrinkled little bodies.
  For those passing through their forests,
  Koropokkuru can be excellent guides, if you can
  convince them such a commission is worthy of
  their attention. The Koropokkuru know the
  location of every Torrii and demon’s lair in their
  territory, arcane secrets passed down from
  grumpy father to grumpier son for millennia.
  Appearance
  Koropokkuru are dour little men covered
  in wrinkly, leathery flesh the color of coal. In
  contrast to their somber skin tone, their hair,
  which they wear long and flowing, is a rainbow
  of iridescent colors, as colorful as a peacock’s
  plume. The Koropokkuru have yellow and amber
  eyes with horizontal slits; their women have dark
  blue or green eyes with human pupils.
  Reproduction
  Koropokkuru favor arranged marriages
  arranged by the eldest and wisest of their kind,
  and like everything else in their existences, the
  grumpy folk find much to complain about in
  these marriages. Koropokkuru of both genders
  practice bestiality, having no taboo on the
  subject, and most Koropokkuru marriages
  consist of a husband, a wife, a companion animal
  for the husband and one for the wife.
  Contrary to tavern tales and bawdy
  stories, Koropokkuru do not bear children with
  their animal lovers, though given the species
  close association with the Daughters of Kirin,
  you’d be forgiven the misunderstanding. Many
  Koropokkuru villiages are home to one or two
  Daughters of Kirin, fathered by the god on one of
  the villages’ mares. Most Koropokkuru will only
  leave their homes to protect a Daughter of Kirin
  “sister” on her journeys, and these good hearted
  horse-girls are among the few beings in all the
  Tatakama whose antics can bring a smile to a
  Koropokkuru face.
  Homes and Lands
  Koropokkuru villages are nestled in old
  growth forests, hidden behind walls of brambles
  and thorns. The villages are home to hundreds of
  
  33
  times as many animals as
  humanoids, from
  chickens to cows to
  horses and mules and
  even stranger, more
  legendary beasts. Human
  farmers and merchants
  make regular visits to
  Koropokkuru villages to
  trade for animals, forest
  mushrooms and food
  stuffs, or to see the
  advice of a
  Koropokkuru breeder,
  widely regarded as the
  best animal handlers of
  all the races.
  Koropokkuru
  Racial
  Traits
  Size and Type
  Koropokkuru are
  Medium creatures that
  flit between the
  Humanoid and Animal
  Types. When confronted
  with an effect whose effect is based on the
  victim’s type, the Koropokkuru is considered to
  be the type more favorable at that instant.
  NPC Koropokkuru usually gain skills,
  feats and hit die by character class, but those who
  advance purely by Hit Die gain skill ranks and
  feats as a Humanoid, and determine their base
  saves, base attack bonus and Hit Die type as an
  Animal.
  A Koropokkuru’s base land speed is 40 ft.
  The creatures are amazingly nimble.
  Ability Score Modifiers
  +2 DEX, -2 INT, +4 WIS, -2 CHA.
  Koropokkuru are nimble, and are talented
  athletes, almost from the moment they can walk.
  They are less reflective and focused than humans,
  and their small numbers and outsider nature saps
  their confidence.
  Racial Skills
  Koropokkuru are natural hunters and
  foresters, and they receive a +4 racial bonus on
  Survival, Ride and Handle Animal checks. They
  may attempt these checks on members of the
  Magical Beast type with an INT score of 5 or
  less at no penalty.
  
  34
  Enhanced Senses
  Koropokkuru have animal-keen eyes
  giving them lowlight vision.
  Ancient Wisdom of the Forest (SU)
  Koropokkuru have guarded the
  Tatakama’s forest for uncounted generations, and
  the secrets of doing so are passed down along
  family lines. When in the region of their birth, or
  any area designated as favored terrain, the
  Koropokkuru may substitute a Survival check for
  Knowledge (arcana, planar and religion) checks
  made to identify threats, wonders or natural
  features.
  Half an Animal (SU)
  Their closeness to the natural world gives
  the Koropokkuru a profound connection to the
  animal kingdom. The Koropokkuru have no
  taboo about taking a beloved animal as a lover.
  The Koropokkuru can use any feat, spell or
  special ability which requires sexual contact with
  a sentient creature (with an INT score of 5+)
  while engaged in a bestial act of lust/love with
  any non-sentient animal, vermin or magical beast.
  Once per season, the Koropokkuru can
  engage in a day long ritual that awakens a
  beloved animal to true sentience. Doing so
  requires sexual contact with the animal, vermin
  or magical beast, which must have an INT score
  of 3 or lower. During the ritual,  the
  Koropokkuru grants the animal an inherent +3
  bonus to its INT and CHA scores, skill ranks and
  feats as a Humanoid of its Hit Die, and the ability
  to speak the languages of its Koropokkuru
  patron. The uplifted animal has an alignment
  identical to Koropokkuru.
  A Koropokkuru can use this ability to
  enhance its own animal companion or familiar,
  but cannot do so to any creature being used as a
  familiar or companion to another character.
  Beloved Beast (SU)
  Koropokkuru care for their animal
  companions with the same gruff care they lavish
  upon their wives and children. A Koropokkuru’s
  animal companion or familiar always has
  maximum Hit Points for a creature of its type.
  Koropokkuru Alternate
  Racial Traits
  Abura-Sumashi (SU)
  You are an even uglier and grumpier little
  Koropokkuru, with stony grey skin and a wide
  head like a potato or gourd. You are much
  stronger than other members of your kind. You
  receive the following additional racial traits,
  which stack with the typical Koropokkuru racial
  traits.
  +2 STR, -2 CHA.
  Your stony skin provides you with a +2
  natural armor bonus to Armor Class. In addition,
  you earn your name “oil squeezer”, from your
  ability to squeeze a lump of rock or clump of
  earth to produce a single flask of lamp oil. You
  may use this ability a number of times per day
  equal to 3 + your STR modifier.
  Abura-Sumashi replaces the Ancient
  Wisdom of the Forest racial trait.
  Azuki-Arai (SU)
  You are a surprisingly jolly little man,
  always singing cheerful songs of rape and
  cannibalism, but despite the morbid tunes you
  sing, you are mostly harmless. Azuki-Arai do not
  suffer a CHA penalty.
  In addition, once per day each, you may
  cast any of the following spells as a Bard of your
  total character level: Cause Fear, Lullaby, Open/
  Close. There is much magic in an Azuki-Arai’s
  morbid song.
  
  35
  Azuki-Arai replaces the Koropokkuru’s
  Racial Skills.
  Kumo (SU)
  Your totem beast is not a thing of fur or
  feathers. Instead, are half a spider. You are
  considered both a Humanoid and a Vermin for
  determining how spells and feats effect you.
  Your base land speed is only 30 ft, but
  you gain a Climb speed of 30 ft.
  This ability modifies your type slightly.
  Tanuki
  Medium Humanoid (shapechanger)
  They are fat and jolly, enjoying nothing
  better than a good meal, a cup of warm sake and
  a willing bedmate. They live for today without
  fear or regret, leaving dirty dishes, broken hearts
  and a stack of unpaid IOUs in their wake. Tanuki
  are a capricious and pleasantly vulgar folk, who
  waddle out of the Tatakama’s forests for a night
  of carousing at a roadside inn and always seem to
  leave before the bill comes due. Tanuki are as
  likely to be found running from some angry
  shopkeep as they are to be pissing drunkenly
  against the roots of the Great Tree.
  Appearance
  When the Tanuki bothers to walk in its
  human shape, he resembles a fat and jolly human,
  potbellied and harmless.
  Male Tanuki are infamous for their huge,
  swollen testicles, magical swinging organs that
  they can shape as needed to carry out their scans.
  Female Tankui have testicles of their own,
  hanging like bizarre tumors from their swollen
  labia. Like the males of the race, female Tanuki
  can drum and morph their testicles.
  Whether in man-shape or walking on all
  fours, a Tanuki can always be recognized through
  an old, odd trick. Money always seem to vanish
  around the fun loving creature. A coin pressed to
  the Tanuki’s forehead will tarnish within seconds,
  and a piece of paper money pressed to the
  Tanuki’s lips will begin to fray and unravel.
  Reproduction
  Contrary to popular belief, there are
  female Tanuki, though they are outnumbered by
  the males of the race, and usually disregarded.
  Though as loyal to their women as a son to his
  mother, Tanuki boys are attracted to pretty
  human and Elven girls- when romance is on their
  mind, these roly-poly little shapeshifters tend to
  go for big breasts over big hearts.
  Tanuki mothers give birth to a litter of 4-
  6 Tanuki cubs, who need constant attention and
  care, and take up every minute of her time.
  Human women bearing a Tankui’s offspring have
  a tougher time of it, and most are bed ridden for
  the length of their pregnancies.
  Homes and Lands
  Tanuki families live in cramped, damp
  burrows in the Tatakama’s many forests. Few
  ordinary folk know the true location of these
  burrowers, but rangers and loggers often
  maintain cordial relations with the Tanuki. A few
  cups of sake or a ‘loan’ of a few coins can buy a
  (mostly) reliable guide to the forest. However,
  Tanuki can most often be found in a nearby
  human settlement, preferring the thrills of bars
  and geisha-houses to the dull serenity of their
  forest homes.
  Tanuki Racial Traits
  Size and Type
  Tanuki are Medium humanoids with the
  Shapechanger subtype. In humanoid form, a
  Tankui has a base land speed of only 20 ft, due to
  their short legs and resolutely un-athletic natures.
  Ability Score Modifiers
  -2 DEX, +4 CHA. Tanuki are cheerful
  and charismatic, natural storytellers and bon
  viands, but are clumsy, especially when they’ve
  had a few to drink. Watching a Tankui in human
  
  36
  shape try to dance or climb a rope would make a
  statue weep with laughter.
  Racial Skills
  Tanuki are comedic geniuses and know
  how to lie low in dangerous situations. Tanuki
  receive a +2 racial bonus on Stealth checks. In
  addition, for every rank the Tanuki places into
  any other Perform skill, he also receives a free
  rank in Perform (comedy).
  Enhanced Senses
  Even in human form, Tanuki beggars
  possess the scent special quality. They can be
  trained to track by scent, but most are
  content to just follow their noses to a fresh
  cooked meal.
  Tanuki Tracks (SU)
  A Tanuki can transform himself into
  an ordinary raccoon-dog (a raccoon like
  scavenger native to the otherworldly Japan as
  well as the Tatakama) or back to human form at
  will, as if using Beast Shape I. Use the statistics
  for a Weasel familiar as a basis for a raccoon-
  dog.
  While transformed, the Tanuki’s  weapons
  and gear meld into his body, and become useless.
  Transformation is a full round action which
  provokes attacks of opportunity. The Tanuki
  Beggar will always shift forms involuntarily if
  splashed with a full jug (1/2 liter or more) of
  sake.
  Tanuki’s Testicles (SP)
  Tanuki are infamous and instantly
  recognizable for their swollen testicles, huge
  ovals which sometimes drag across the ground.
  Most Tanuki know how to play their testicles like
  drums, creating a low eerie sound which can
  drive away worse things.
  Once per day, a Tanuki (of either gender)
  can magically cause his testicles to swell to
  inhuman proportions. As a full round action,
  which provokes attacks of opportunity, the
  Tankui
  can play his balls like skin drums, producing an
  effect similar to Bane cast by a cleric of the
  Tanuki’s total character level.
  In addition, once per day, the Tanuki can
  swing his testicles over his shoulder to create a
  magical carrying sack. Doing so transforms his
  testicles into a Handy Haversack for one hour. If
  not unloaded before the hour is up, the items
  stored within appear in an adjacent square, and
  the Tanuki is sickened for an hour. Transforming
  
  37
  his testicles into a handy haversack is a full round
  action, which provokes attacks of opportunity.
  Tanuki Alternate
  Racial Traits
  Mujina (SU)
  You are a separate breed of Tanuki,
  slightly more energetic, but mocked by your
  Tanuki brothers and sisters for your woefully
  small testicles. In fact, Muina women don’t even
  have testicles- an aberration against heaven and
  earth!
  Mujina can shape change into different
  forms as if using Beast Shape I. In addition to a
  racooon dog, the creature can also transform into
  a Dog, or a badger (use the Weasel familiar’s
  statistics). In addition, the slightly more nimble
  Mujina does not suffer a penalty to its DEX score
  and has a base land speed of 30 ft.
  This racial ability package replaces the
  Tanuki Testicles racial ability.
  Tanuki’s Purse (SU)
  Once per day, the Tanuki can reach into
  its testicular purse and pull out a handful of
  leaves, rocks and twigs. Why it carries rocks and
  twigs in its scrotum is a mystery best left to the
  ages. However, the Tanuki can attempt then a
  Bluff check: he transforms the garbage into a pile
  of coins with a GP value equal to the Bluff check
  result.
  Most Tanuki use these coins to pay for a
  wild time at an inn or tavern. However, there is
  one problem: the coins return to their original
  form of leaves and twigs within 1d4 days,
  meaning someone will be left short by the
  Tanuki’s trick.
  This ability replaces the Tanuki Testicles
  racial ability.
  Ubume
  Medium Undead
  Ubume are tragic undead bound by
  misfortune, guilt and longing, but sustained by a
  selfless hope. The Ubume have chosen to become
  undead, and to exist in a body of cool gray flesh,
  rather than to return to the Karmic wheel as the
  penance for a crime only they themselves
  prosecute. Ubume are the restless, transfigured
  sprits of women who died in childbirth, whose
  children died in the womb and never tasted the
  air.
  Their sin, as the Ubume themselves see it,
  is that their mortal bodies were too weak or
  sickly to bring their child into the world.
  Rejecting heaven and the comforting amnesia of
  reincarnation, the Ubume wander the world, the
  sleeping soul of their dead child wrapped tightly
  in their arms, in the hopes of giving their child a
  chance at life, however meager.
  Appearance
  Ubume resemble the human women they
  were in life, but their spiritual pain has warped
  and twisted their bodies. Their skins are cool and
  gray, and their bodies are slick with a cold,
  clammy ichors. Their jet black hair hangs in
  matted clumps, slick with their death-ooze and
  stinking of dried blood. They carry the inert,
  sleeping soul of their child with them; sometimes,
  the undead appears to carry her child in her arms,
  a heavy burden wrapped in tattered, blood
  splattered cloth and spider webs.
  At other times, her child-soul merges with
  her own undead flesh, entering her dead womb
  and making the undead creature appear vastly
  pregnant. Her unbreathing child’s umbilical cord
  trails between the Ubume’s legs, connecting dead
  mother to dead baby in a perversely natural way.
  
  38
  Reproduction
  Ubume are female, but are effectively
  sexless creatures. Bound by the weight of
  tragedy, these undead women have no interest in
  sex or romance, and little capability to indulge in
  such acts even if they were interested. A Ubume’s
  vagina is tattered and torn, her reproductive
  portal hanging between her legs in tattered, fleshy
  ribbons.
  Homes and Lands
  Ubume walk the
  shadowed roads between
  settlements. They are
  unwelcome in many
  communities, seen as an
  obvious ill omen, and blamed
  for any miscarriages suffered
  by a villages’ women. Like the
  Akaname, Ubume linger on
  the bottom of the social order.
  As unwelcome and eerie
  nomads, Ubume have no lands
  or community of their own,
  though many elder members
  of the species attempt to aid
  their younger siblings
  whenever encountered.
  Ubume Racial
  Traits
  Size and Type
  Ubume are Medium
  Undead. As a medium
  creature, the Ubume receives
  no special bonus or penalties
  due to her size.
  Her base land speed is
  20 ft; she moves with the
  uncomfortable walk of an
  eight month pregnant woman,
  even when her dead child is
  carried in her arms. However, the Ubume’s base
  land speed is never reduced by armor or
  encumbrance.
  Undead Immunities (EX)
  Ubume have all the immunities common
  to Undead player characters.
  Ability Score Modifiers
  +2 STR, -2 DEX, -2 CHA. As an undead,
  an Ubume has no CON score. The burden the
  undead mother carries has strengthened her
  
  39
  rotting form, but her endless pregnancy has made
  her graceless, and her tragedy makes it difficult
  for her to interact meaningfully with others.
  Enhanced Senses
  Ubume can see clearly even during the
  blackest night, and have darkvision with a 60 ft
  range.
  Racial Skills
  As an incarnation of thwarted
  motherhood itself, Ubume are surprisingly kind
  and caring to mortal children, and their presence
  doesn’t terrify or unnerve young children the way
  it does adults. The Ubume receive a +4 racial
  bonus on Diplomacy checks made against any
  creature in the Young Adult age category or
  younger, as well as Diplomacy checks made
  against child-undead such as Jinzu or Ohaguro
  (described fully in an upcoming sourcebook).
  NPC Ohaguro and Jinzu (as well as other
  child undead) have an initial attitude of
  indifferent to the Ubume, and will not attack the
  ghostly-mother unless commanded to or
  attacking in self-defense.
  Burdened Womb (SU)
  The Ubume always carries her unborn
  child’s spirit with her, in the form of a baby’s
  corpse, half buried under a layer of sticky, blood
  soaked leaves and detritus, and swaddled in rags
  and spiderwebs.
  She must either carry it in her arms,
  leaving only one of her hands free, or absorb the
  spirit child into her womb as a full round action.
  When carrying her child, the Ubume cannot wield
  any two handed weapon, and is considered to be
  carrying a Light load.
  While her child sleeps within her dead
  womb, the Ubume gains use of both hands, and is
  not considered automatically encumbered. While
  her child is inside her, the Ubume’s spirit is
  burdened, and she suffers a -2 racial penalty on
  all WILL Saves.
  Dust of Guilt (SU)
   Once per day, as a move-equivalent
  action, an Ubume can stroke and caress her dead
  child. A low and freezing wind blows from the
  Great Universal Tree and sweeps across the land.
  Dust and leaves from the spirit child’s corpse
  billows into the air like a tornado.
  All creatures within 30 ft of the Ubume
  must succeed at a WILL Save (DC 12 + the
  Ubume’s WIS modifier) or become overcome by
  a nameless grief. Those who fail their saves
  become shaken for as long as the Ubume remains
  within 30 ft and for 1d6 rounds after.
  Women suffer a -2 penalty on their WILL
  Save, as the Ubume’s grief is uniquely feminine.
  Any creature who has ever lost a child, suffered a
  miscarriage, undergone an abortion or
  experienced any similar tragedy is rendered
  cowering for the duration of the effect on a failed
  save. If the creature saves successfully, they are
  merely shaken for the duration.
  Motherhood and Rebirth (SU)
  The Ubume’s greatest desire is to lay
  down the burden of her ghost-child, and to give
  the child a chance at mortal life. All Ubume
  instinctively know a ritual which will return their
  child to life, but it may take decades of unlife
  before a Ubume is ready to perform this strange
  ceremony.
  The Ubume must give willingly give her
  burden-child to a living sentient female, who
  must willingly undertake the ritual, and know the
  consequences of failure. This female must be of
  any good alignment The living woman must hold
  the dead child in her arms and succeed at three
  STR checks (DC 12, DC 15, DC 18) as the
  corpse child becomes progressively heavier. Only
  other women can attempt aid another checks to
  aid the mortal woman.
  If all three checks are successful, the dead
  infant in the woman’s arms opens its eyes and
  
  40
  returns to life as a mortal new born. If the mortal
  woman fails any of the three checks, she dies
  herself, and may not be raised or resurrected by
  mortal means. The Ubume cannot attempt the
  ritual again for a year after a failure. Each time
  this ritual fails, the Ubume herself suffers 1d3
  points of permanent CHA drain, as parts of her
  fading humanity die with the slain volunteer.
  Once the ritual is complete, the Ubume
  returns to life, becoming the woman she once
  was. The character is effectively rebuilt as a
  Human or Half-Elf female, losing all Ubume
  racial traits and gaining the traits of her new race.
  Ubume Alternate
  Racial Traits
  Compassionate Motherhood (SU)
  Her curse of undeath is divinely
  sanctioned, and the Ubume is a strange,
  melancholy agent of heaven. She serves Inari,
  goddess of fertility, in her own way. The Ubume
  is a divine midwife.
  Three times per day, the Ubume can cast
  Stabilize as a first level cleric. In addition, she
  receives a +2 racial bonus on Treat Injury checks.
  By touching  a pregnant female and casting
  stabilize, the Ubume can ensure that the
  pregnancy is pain-free, easy and healthy for both
  mother and child. A single touch can avert a
  miscarriage or other tragedy.
  Once per level of experience, the Ubume
  can touch a pregnant woman or a child in the
  Infant age category or younger and ensure that
  child grows up strong and healthy. The child
  receives a +2 racial bonus to its CON score and a
  +1 racial bonus to any other ability score of
  choice.
  This ability replaces the Ubume’s Dust of
  Guilt racial trait.
  Envious Motherhood (SU)
  The Ubume has no chance to be reborn;
  her child will never live. Driven mad by grief,
  rage and jelousy, the Ubume is an especially
  deadly predator. She feeds on living mothers and
  their children, and is utterly without mercy or
  sanity.
  The Ubume inflicts one additional dice
  worth of damage with any successful attack
  inflicted on a pregnant female creature, and
  automatically inflicts maximum damage with any
  successful attack on any creature in the Child age
  category or younger. A pregnant woman who his
  critically hit by the Ubume must succeed at a
  FORT Save (DC 12 + the Ubume’s WIS
  modifier) or miscarry.
  This ability replaces the Motherhood and
  Rebirth racial trait.
  Ubume-Chan (SU)
  The Ubume died so young she is not fully
  aware of the cosmic tragedy of her death; to her,
  her dead child is a companion and playmate. Cute
  and disturbing in equal measure, the Ubume-
  Chan is among the most cheerful of her kind.
  The Ubume-Chan treats her dead child as
  a familiar as a sorcerer of ½ her total character
  level (which stacks with any wizard or sorcerer
  levels she may have). Her dead child can walk
  outside her body, like a ghostly toddler still
  attached to its smiling, dead mother by a spectral
  umbilical cord. The Ubume-Chan receives the
  Alertness feat when this ghost-child is within
  arm’s length.
  The Ubume-Chan can choose to allow
  her fetus to walk on its own, freeing her from the
  effects of the Burdened Womb racial trait. While
  walking free, the fetal ghost can range up to 20 ft
  from its mother. However, while her child is out
  of her arms, the Ubume-Chan acts last in a round
  (her Initiative score is effectively set to zero) as
  her attentions are diverted to her ghostly child.
  This racial trait adds a new option to the
  Ubume’s Burdened Womb racial trait.
  
  41
  Alternate
  Racial
  Traits
  for the Core
  Races
  The men,
  Elves and Dwarves
  of the Tatakama are
  strange creatures,
  often touched with
  the blood of gods,
  demons and the
  thousands of small
  spirits found in
  every corner of the
  world. The alternate
  racial traits found
  below allow you to
  build characters that
  fit perfectly into the
  Tatakama’s mythos.
  Many of these racial
  traits may be
  selected by more
  than one race.
  Quite a few
  racial traits offer
  new capabilities to
  Goblin player
  characters at no
  ‘cost’. This is
  intentional; Goblins
  are both common
  and diverse in the Tatakama. These pathetic little
  oni may select one or two optional racial traits
  (at the game master’s option); this should make
  the notoriously weak goblin race a more
  attractive option for gamers.
  Akuma (SU)
  Available To: Humans, Half Orcs
  You were born under an inauspicious
  sign, and have always been violent, tempestuous
  and ill-tempered. Your skin is a dusky crimson,
  and your eyes blaze like a fire.
  When you are enraged, your body is
  wreathed in blood-red flames. Add +1 point of
  fire damage to any successful melee attack you
  make. Though you may or may not be evil
  yourself, you get along surprisingly well with the
  vilest creatures in the Tatakama. You receive a
  
  42
  +2 racial bonus on Diplomacy checks against
  creatures with any Evil alignment.
  Replaces: Ferocity (half orc), Bonus Feat
  (human)
  Unbalanced Erorotic
  Grotesque Nonsense
  The Blood Immortal racial trait is
  absolutely and totally unbalanced, and completely
  changes the way the game is played, especially at
  low levels. Blood Immortal characters can’t die,
  which means they can return to life without the
  expense of Raise Dead or similar magic, purely
  through their own internal power. At higher
  levels of play, where dying and coming back with
  the casting of a single spell is the norm, the fact a
  horrifically wounded Blood Immortal won’t be
  coming back to the fight within the same week
  becomes a weakness, however.
  Immortal characters are extremely rare in
  the PFRPG, but aren’t exactly uncommon in
  horror hentai or ero guro. This alternate racial
  traits allows gamers to build and play powerful
  anti-heroes like Manji (Blade of the Immortal) or
  Tokyo Red Hood (from the self titled manga)
  from first level.
  Blood Immortal (SU)
  Available To: Humans, Half Orcs, Half
  Elves
  You cannot die like other men.
  Your viscera regenerates, returning you
  from the dead no matter how badly mangled you
  are. If even a few scraps of torn and tattered,
  bloody gore remain, you can become alive again.
  For some immortals, being murdered and
  returning to slay your killer is pleasure above any
  other, and they cum screamingly as they are
  disemboweled. Others see themselves as nothing
  more than cursed, tainted monsters, and want
  nothing other than to end their immortal misery.
  You cannot be permanently slain, and you
  rapidly regenerate from even the most fatal and
  cataclysmic of injuries. You have no maximum
  negative HP total, and naturally recover Hit
  Points with rest even when reduced to negative
  Hit Points. You automatically stabilize when
  reduced to zero Hit Points. If reduced to -20 HP
  or worse, magical healing has no effect on you
  until you return to 1 HP or greater via natural
  healing, which may take days, weeks or even
  months.
  You are immune to starvation and thirst,
  non-magical disease and poison, and treat
  permanent ability score damage as temporary
  ability score damage instead. However, lesser
  restoration and restoration does not function on
  you; you must heal ability score damage at the
  normal rate. Your ability scores can be reduced
  below zero, as can your Hit Points.
  Replaces: Ferocity (half orc), Bonus Feat
  (human), Elven Immunities (Half Elves)
  Chochinobake (SU)
  Available To: Dwarves, Gnomes
  You are a spirit of an object, a
  tsukumogami that was once a hooded lantern
  created from bamboo and paper. Your purpose is
  to bring light to darkness, to accompany heroes
  as their best and most loyal sidekicks, and to
  serve as humbly and wholeheartedly as you did
  during your first century of life as a lantern.
  Your body resembles a fat, round paper
  lantern, and your head is protected by a rice
  farmer’s bamboo cap that seems to merge with
  your head. You constantly shed light as if
  carrying a hooded lantern. Three times per day,
  you can cast burning hands as a sorcerer of your
  total character level.
  You gain the Fire subtype, as a result of
  the fish oil fires smoldering constantly in your
  belly. Your artificial origins render you immune to
  sleep effects and ingested poisons, however, your
  fragile bamboo and paper skin suffers double
  damage from slashing weapons.
  Replaces: Hearty (dwarves), Gnome
  Magic (gnomes)
  
  43
  Elven Cruelty (EX)
  Available To: Elves, Half-Elves
  The Elves have a reputation for cruelty,
  sexual sadism and depravity undreamt of even by
  the most rapacious human. As bad as their men
  are, Elven women are worse- slit your own
  throat if you see Elven riders on the horizon,
  because what they’ll do to you will be far worse.
  You receive a +5 racial bonus on
  Intimidate checks made against non-Elven
  humanoids. In addition, you inflict an additional
  die of damage with any successful attack made
  against a bound, helpless or unaware opponent.
  Replaces: Elven Immunities
  Forest Fairy Patrol! (SU)
  Available To: Elves, Half-Elves,
  Gnomes, Halflings
  You’ve been assigned as a cute and sexy
  protector of the forest and its animals. Any non-
  magical animal can initiate a conversation with
  you, as per the speak with animals spell, though
  you can not initiate the conversation yourself.
  Animals usually begin conversations in hopes of
  receiving aid with their mundane concerns (help
  avoiding a predator, catching prey, finding a new
  nesting site or finding a mate), and there is
  usually an erotic component to such a request.
  If you successfully aid the animal, you
  receive XP equal to 50 x your total character
  level; if you solve the problem and have a sexual
  encounter with either the needy animal (or an
  animal spirit, hannyo, forest-dwelling fey or
  cosplayer related to the situation), you receive
  XP equal to 100 x your total character level.
  Replaces: Elven Magic (Elf), Gnome
  Magic (Gnome), Elven Immunities (Half Elf),
  Halfling Luck (Halfling)
  Hannyo (SU)
  Available To: Humans
  One of your parents was a spirit in fleshy,
  humanoid form, who seduced your mortal parent
  and produced a strange half-otherworldly
  offspring: you. Hannyo can come from any strata
  of society, from a member of the royal court to
  the lowest leatherworker in the peasant’s quarter
  of a city. Some hannyo flaunt their inhuman gifts
  and animal traits, while others hide such
  deformities as a mark of shame. Likewise, some
  Hannyo are on good terms with both halves of
  their heritage, while others favor one aspect or
  the other: flesh or spirit.
  Hannyo appear as humans, maybe a little
  smaller, a little more graceful, and somehow
  animalistic. They also have one obvious animal
  feature, hinting at their otherwordly nature: feline
  or fox-like ears, a tail, or perhaps feet that end in
  a bird’s talons. These traits can be concealed with
  a little care.
  Hannyo characters gain the scent special
  quality, and receive a +1 bonus on Handle Animal
  checks.
  Replaces: Skilled
  Kintaro Dwarf (SU)
  Available To: Dwarves
  You are a Kintaro Dwarf, known for your
  ruddy skin, striking grey-white hair and your
  deep love of adventure. You gain the Kintaro feat
  as a racial bonus feat, even if you do not meet the
  prerequisites.
  Replaces: Stability
  Little Pet (EX)
  Available To: Halflings, Gnomes
  Members of your kind are not a natural
  species, instead you’re specially bred, like
  hothouse roses or hybrid purse-dogs as
  playthings for the wealthy and decadent. Your
  tiny, slender bodies and taut little orifices give
  you a lolicon charm throughout your life, and
  you are programmed, both biologically and
  magically to thrive in the role of sex-pet.
  You are extremely, dangerously cute and
  sexually flexible.
  
  44
  Each time you gain a level, your CHA
  score changes slightly. You roll 1d6+1 and add
  the result as an enhancement bonus to your CHA
  score. In addition, each level, you receive an
  additional benefit, based upon the result of this
  random roll.
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  Replaces: Defensive Training (gnomes),
  Halfling Luck (Halfling)
  Noppera-Bo (SP)
  Available To: Elves, Half Elves,
  Halflings, Humans, Gnomes
  A few drops of oni blood in your heritage
  gives you a wickedly mischievous sense of humor
  and an uncanny talent. As a standard action up to
  3 times per day, you can run your fingers along
  your face and wipe away every feature- your
  eyes, nose, mouth and tongue, though you can
  perceive the world, even speak, normally. Doing
  so allows you to cast Cause Fear as a sorcerer of
  your total character level.
  Replaces: Keen Senses (elves, half elves,
  Halflings, gnomes), Skilled (human)
  Otoroshi (EX)
  Available To: Dwarves
  Your clan is known as fierce, animalistic
  but loyal defenders of temples and shrines. You
  are renowned for your deep faith, unshakable will
  and the thick, shaggy white pelt that covers most
  of your densely muscled body.
  You receive a +2 natural armor bonus due
  to your shaggy, ivory pelt.
  Your great faith makes
  you protective of clerics,
  priestesses and temple
  attendants, as well as their
  material possessions. When you
  are within 30 ft of any religious
  site, any character with divine
  spellcaster levels, or Outsiders
  that share your alignment, when
  making an attack roll with any
  bludgeoning weapon, you may
  roll 2d20 and take the better of
  two rolls.
  Your training as a
  religious defender grants you
  proficiency with all Simple and Marital weapons
  that inflict bludgeoning damage.
  Replaces: Defensive Training and Hatred
  Prowess of Steel (EX)
  Available To: Dwarves, Humans, Half
  Elves, Half Orcs, male gender only
  The blood of true samurai flows in your
  veins, giving you an almost supernatural prowess
  with the blade. You receive a +1 racial bonus on
  melee attack rolls with any two handed sword. In
  addition, you are as skilled a lover as you are a
  swordsman, and receive a +4 racial bonus on
  Perform or Profession (sexual) checks.
  Replaces: Stability (dwarves), Skilled
  (human), Multitalented (half elf), Weapon
  Familiarity (half orc)
  Setotaisho (SU)
  Available To: Dwarves
  You were formed, not in a woman’s
  womb, but in a garbage midden. Discarded
  plates, clay jugs, broken vases, and other
  forgotten earthenware congealed together,
  forming a body, then a soul, then a purpose. You
  
  45
  eventually rose from the trash heap, found by a
  good Dwarven family who raised you as one of
  their own.
  Your body is the mottled grey-brown of
  unfired clay, and you bear some, usually comical
  traces of your unusual origin. Your ears might be
  too big for your head, and resemble a jug’s
  handles, or your hands and feet might be a
  different, mismatched color than the rest of your
  body.
  Your earthenware body is not pretty, but
  it is durable. You become immune to critical hits
  and stunning.
  Replaces: Stability
  Shikigami (SU)
  Available To: Halfings, Gnomes, Goblins
  You are a common household oni, but
  unlike your more fearsome kin, you are actually
  somewhat cute, and certainly helpful. You know
  how to hide. You can assume the form of both a
  rat, and a household object of some kind: a
  teakettle, an umbrella, a pair of sandals, a sake
  bottle, a fan, or something equally innocuous.
  Once per day, you can assume the form of
  a Rat familiar as a standard action, as if using
  Beast Shape I cast by a sorcerer of your total
  character level. In addition, at will, as a standard
  action, you assume the form of a single
  household object. In this form, you are immobile
  and gain Hardness 4, though you retain your own
  Hit Points and full sensory capability. You can
  remain in object form as long as you wish, and
  may return to either your true form or your Rat
  form at will, as a move equivalent action. Once
  your object is chosen, it cannot be changed.
  Replaces: Halfling Luck (Halfling),
  Gnome Magic (gnome), no trait (goblin)
   Tenga-Ashina (EX)
  Available To: Elves, Half Elves, Humans
  You grew up in a strange farming or
  fishing village where half the inhabitants have
  elongated arms, and the other half have elongated
  legs. Choose either long arms or long legs.
  If you choose long arms, your spindly
  fingers drag on the ground when you walk. Your
  reach is improved by +10 ft.
  If you choose long legs, your knees rise
  to the level of an ordinary man’s head. Your long
  legs increase your base land speed by +10 ft.
  Replaces: Keen Senses (elf), Multi-
  talented (half elf) Skilled (human)
  Umi-Nyobou (EX)
  Available To: Humans, female gender
  only
  You are a wild woman of the water. Your
  body is covered in fishlike scales, and your
  fingers and toes are webbed. You gain the
  Amphibious special quality, and gain a Swim
  speed equal to your base landspeed.
  However, your wildness is unsettling, and
  you have no concern for the laws, taboos and
  propriety of mankind. You gain the Chaotic
  subtype, and are affected by spells and other
  abilities based upon your alignment as if you
  were Chaotic, regardless of your actual
  alignment.
  Replaces: Bonus Feat
  Winter Born (SU)
  Available To: Dwarves, Humans, Half
  Elves, Elves
  You were born during a winter storm,
  when the Akashita winds blow cold across the
  infinite worlds, and are a spirit of cold. Your flesh
  is frozen porcelain, beautiful and perfect, and
  your breath steams even on the warmest night.
  Your hair, including that decorating your genitals,
  is the pristine white of a new snow fall.
  You gain the Cold Subtype, and do not
  lose your DEX bonus to Defense when balancing
  or crossing icy terrain. You ignore terrain
  penalties or rough terrain caused by naturally
  occurring ice or snow, though not similar
  obstructions created magically.
  
  46
  Replaces: Greed
  (dwarves), Keen Senses (elf or
  half elf), Skilled (human)
  Yama-Oroshi (SU)
  Available To: Goblin,
  Gnome, Halfling
  A spiny little half-oni,
  you are not a true born member
  of your race. Instead, you are a
  radish grater, used for centuries
  by the same family, that
  somehow awakened to
  sentience. You grew a small
  body for yourself, and your wire
  grating surface became scaly,
  raspy iron hair. You grew up in
  the company of one of the small
  races, but never lost your love
  for vegetables, nor your humble
  nature.
  Your wiry, prickly hair is
  sharp enough to cut. Anyone
  grappling you suffers 1d4 points
  of slashing damage per round.
  Any member of the plant type
  grappling with you suffers
  1d4+3 points of slashing
  damage per round. You receive
  a +3 racial bonus on Profession
  (farmer) checks.
  Replaces: Hatred
  (gnome), Fearless (Halfling), no
  trait (goblin)
  Yoki Blood (SU)
  Available To: Elves, Half Elves, Humans
  Your family has a long history of demonic
  corruption. Your tainted blood occasionally
  bubbles to the surface, causing black blisters and
  pustules to appear on your chest and genitals.
  Your eyes are jet black, as is your long, stringy
  hair.
  Once per day, you can allow your yoki
  blood to come to the surface, healing you but
  corrupting you. Doing so is a standard action,
  that allows you to instantly recover 1d6 +  half
  your class level Hit Points (to a maximum of
  1d6+10), and provides you with a +2 inherent
  bonus to your STR score for one minute.
  However, any time you succumb to your Yoki
  Blood, you suffer 1d4-1 points of temporary
  CHA damage.
  Replaces: Keen Senses (elf or half elf),
  Skilled (human)
  
  47
  Yuki-Ona (SU)
  Available To: A female of any race
  Your birth was heralded by an intense
  snow storm. Your skin is chill and blue, and in
  some is so pale as to be translucent. Any cloth
  that touches your skin bleaches to the white of a
  mountain blizzard.
  You gain the Cold Subtype. You receive a
  +2 racial bonus on Stealth checks and Survival
  checks made in snowy, mountainous conditions,
  as the storm seems to whisper its secrets to you.
  Replaces: This alternate racial trait does
  not replace any existing racial traits, as the Cold
  Subtype has its own benefits and drawback.
  Cosmetic Alterations
  In addition to changes to their game-rule
  elements, players importing Elf, Dwarf, or other
  Core Race characters into a Tatakama campaign
  should feel free to change the look and ‘feel’ of
  their characters to better suit hentai tropes. Feel
  free to give your Elves long and expressive ears,
  your Gnomes garish blue hair. Also, since it’s a
  hentai game, feel free to alter more personal
  aspects of your heroes anatomy….
  Reincarnation
  Reincarnation is a known and accepted
  fact across the Tatakama. Many of the men,
  women and demons walking the world have lived
  before, many times, and have been drawn to the
  Tatakama to atone for some sin in a previous
  incarnation. The purple skies, beneath the
  branches of the Great Universal Tree, are filled
  with drifting, luminous flotilla of hito-dama.
  These phantom lights drift across the sky like
  great schools of carp, and oracles are said to see
  omens in the random and ever-changing patterns
  the hito-dama swarms create.
  Hito-dama swirl like a slow-moving and
  luminous cyclone above places of birth and death.
  Dying souls leave the body, drifting up into the
  clouds, joining the soul storm. Mothers, out of
  the corner of their eye, might catch a glimpse of a
  tiny soul-light, faster and brighter than a firefly,
  dart into their child as it pushes free of her vulva.
  Most creatures only see their former lives
  in distorted, mysterious dreams, but a handful of
  especially wise souls might remember the lessons
  of past incarnations. Any character born to the
  Tatakama that meets the prerequisite may select
  the Reincarnate feat, allowing them access to
  their past incarnations.
  Reincarnate (General SU)
  You have been trapped in a cycle of
  death, life and rebirth for uncounted lifetimes,
  both in the Earth-realm and in the Tatakama.
  Your strong soul has found some enlightenment
  in this incarnation, allowing you occasional
  glimpses of your previous mortal incarnations.
  Prerequisites: WIS 13+
  Benefit:  A number of times per day
  equal to 3 + your WIS modifier, you can call
  upon your memories of your past lives to aid in
  current situations. As a full round action which
  provokes attacks of opportunity, you can allow a
  previous incarnation to come to the fore in your
  mind. Your personality may alter dramatically,
  and you might speak with a distinct accent or
  manifest minor physical changes, though your
  alignment/allegiances are fundamentally
  unchanged. Your past incarnation can remain in
  control for a number of minutes equal to your
  WIS modifier (minimum one minute).
  During this time, you may choose to
  apply any two of the following benefits. You may
  instead choose the same bonus twice; the effects
  stack. These benefits define the memories and
  abilities of your past incarnation, and a new
  selection of benefits can be chosen each time this
  feat is activated. In game terms, each time you
  activate this feat, you call upon a different
  spiritual ancestor.
  
  48
  •
  A +2 bonus on any two
  Knowledge skills of choice
  •
  A +2 bonus on any other
  skill of choice
  •
  A +1 bonus on attack and
  damage rolls
  •
  A +1 bonus on one save of
  choice
  •
  A +1 dodge bonus to
  Defense
  •
  Familiarity with a chosen
  weapon
  •
  Ability to speak, read and
  write a chosen language
  •
  Ability to cast a 0 level
  arcane or divine spell once
  per use
  Special: You may select this
  feat multiple times. Each time you
  do, you may select an additional
  benefit. Thus if you choose this feat
  twice, you can manifest up to three
  benefits simultaneously.
  Cultural
  Templates
  Historically, Japan has been a caste driven
  society, and the divisions were never sharper than
  during its feudal period. The following cultural
  templates may be added to any character in the
  Tatakama, and reflect these class divisions. By
  changing the way different castes adventure, fight
  and die, these social templates aim to capture the
  reality of Shogunate-era, fantastic Japan in a
  visceral and memorable way.
  Each character may (and in some
  campaigns, must) select a single cultural template
  during character creation. This is a lens through
  which the character’s background and social
  standing is viewed. During play, a character may
  change their cultural template, (a member of the
  samurari caste who is disgraced by practicing shit
  magic and is declared burakumin, or a heroic
  heimin merchant elevated to the ranks of nobility)
  but this is extremely rare. Members of the
  advdnturing party might all belong to a single
  caste, have a few members of a lower caste who
  act as servants (such as burakumin scouts
  accompanying a band of samurai) or  belong to
  different castes.
  From lowest and most humble to most
  exalted, the Tatakama’s social strata are ranked
  as follows: Ainu (who are not part of society, so
  much as they are completely apart from it),
  Burakumin, Heimin, Samurai, Nobility and the
  Imperial Family. Even monsters and inhuman
  beasts may be part of this hierarchy: Anakame
  embalmers are considered Burakumin, some of
  
  49
  the most noble samurai are Daughters of Kirin,
  and some more civilized Ironclub Oni
  blacksmiths are heimin, and so on.
  Gamemasters might also want players to
  roll randomly to determine a character’s social
  standing, and which template is applied. The
  game master can either choose realistic
  demographics, which are designed to (roughly)
  model the demographics of a working society. He
  or she can also choose to weight the percentages
  to better reflect the tropes of various stories.
  In heroic tales, samurai, nobility and
  brave princesses are all common characters,
  while the filthy burakumin are regularly ignored.
  In grim, anti-heroic tales focusing on the
  adventures of criminals, ninja and bandits, such
  characters are rare, especially compared to down
  and dirty burakumin scavengers and crafty heimin
  Yakuza.
  These Cultural Templates do not change a
  character’s Challenge Rating.
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  9
  %
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  9
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  9
  9
  The Ainu Template
  Your revered ancestors were the first
  inhabitants of the Japanese archipelago, a fading
  and primitive people displaced by the
  newcomers. Over the centuries, more and more
  Ainu souls migrated to the endless twilight of the
  Tatakama, where they live as they have for
  millennia.
  Ainu are known as a race of hunter-
  gatherers, who live simply and worship the spirits
  in all things. They are children of the forest, who
  have a gift for appeasing the eight million kami
  native to Japan, and the eighty times eighty
  million kami that hide within every blade of
  Tatakama grass.
  Ainu are a petite but powerful race,
  whose men wear full beards. Both genders
  practice tattooing, and they have darker, more
  leathery skin than their Japanese neighbors, a
  consequence of their rugged life style.
  
  50
  Heroic Options: Gruff, bearded Dwarves,
  joyously incestuous Bloodstrong Men and foul
  tempered Koropokkuru are often considered
  Ainu, and occasionally a lucky family discovers
  to their joy that their mare has given birth to a
  powerful and strong-hearted Daughter of Kirin.
  Human Ainu naturally gravitate to the Druid and
  Ranger classes, while their warriors are usually
  Barbarians. Few Ainu ever become
  Alchemists or Wizards: these professions
  require a degree of civilization and
  education the Ainu have no interest in.
  Acquiring the Template: This cultural
  template is added during character
  creation.
  Ability Score Modifiers: +2 STR, +2
  WIS, -2 INT. Ainu characters are
  physically robust and strong for their
  size. They have keen senses and strong
  wills, but are tradition-bound to a fault
  and are not as well educated as other
  cultures native to the Tatakama.
  Animal Friend (SP)
  Ainu speak the language of beasts
  fluently, and are often considered little
  more than beasts themselves. Ainu can
  are treated as being under a permanent
  speak with animals spell. They receive a
  +2 template bonus to Handle Animal and
  Survival checks.  Ainu especially love
  and revere bears, and are equally beloved
  by ursines. This bonus on Handle Animal
  checks increases to +4 when dealing with
  ursine creatures.
  Bear Spirit (SU)
  If an Ainu character who selects a
  bear (or bear-like creature) as an animal
  companion, the creature receives
  maximum Hit Points per Hit Die, and is
  an incredibly large, powerful example of
  the species.
  Tattoos of Maturity (SU)
  When an Ainu boy reaches 18 or a girl
  reaches 16 or so, their hands, lips and forearms
  are tattooed ritually. These tattoos protect the
  Ainu, and declare their role in society. Ainu
  characters receive a +1 deflection bonus to
  Armor Class against creatures of the Animal or
  Magical Beast type, thanks to their mystic
  tattoos.
  
  51
  Mercy Towards the Beasts (SU)
  Hunting is a duty that is necessary for
  survival, but is a somber task for Ainu. For 24
  hours after slaying any creature of the Animal
  type, an Ainu character suffers a -2 template
  penalty on REF and WILL Saves; they are
  distracted and unlucky.
  Illiterate (EX)
  Ainu characters do not begin the game
  literate in any language: their history is primarily
  oral. Ainu characters must spend 2 skill points to
  become literate in a language they can speak.
  The Burakumin
  Template
  Burakumin form the lowest rank of
  Tatakama society; they are the unclean and the
  defiled, those whose very presence is offensive to
  all men and women of higher station. Often
  referred to as eta (which simply means shit or
  filth), burakumin are members of a hereditary
  caste of lowly, humble workers that deal in work
  others consider unclean. Burakumin can find
  employment only in professions that involve
  contact with dead flesh or bodily waste: tanners,
  leatherworkers, executioners, low prostitutes,
  street sweepers, and other distasteful jobs.
  Burakumin usually are forced to reside in
  segregated ghettoes, often built in or around a
  garbage dump or other foul wasteland.
  Burakumin have no rights and in fact, no official
  existence in the eyes of the law. They are
  considered property of the local magistrate or
  feudal lord. Members of higher castes can usually
  murder a burakumin without cause, and without
  fear of legal reprisal. As such, burakumin are
  often forced to adopt a servile and humble
  demeanor, knowing the only way to avoid trouble
  is to be invisible. This invisibility has its small
  advantages. Social superiors will often speak
  freely in front of a burakumin laborer, allowing
  these shunned folk to become master spies or
  blackmailers.
  Heroic Options: Because of their association
  with shit and with death, Anakame and Ubume
  are almost always burakumin. Those who are not
  are unique among both their cultures, and in
  human society, and should have an interesting
  backstory to explain their relative prosperity.
  Burakumin characters often gravitate towards the
  Rogue’s lifestyle, and a few become Rangers to
  merely to survive. Those who practice shit-magic
  usually learned the techniques from a burakumin
  sensei.
  Acquiring the Template: This cultural template
  is added during character creation.
  Ability Score Modifiers: +2 CON. Burakumin
  must be tough to survive the disease and crushing
  poverty that are endemic in their communities.
  Those who take a more heroic path are often
  surprisingly hearty, difficult to kill adventurers.
  Accustomed to Filth (EX)
  Burakumin live amid the refuse and filth
  of society, and their hovels are built amid shit and
  stagnant water. The Burakumin are immune to
  the effects of the stench special quality, and
  receive a +4 template bonus on FORT Saves
  against other foul stenches and inhaled toxins.
  They make excellent shit-mages, if they
  learn any skatto feats, the saving throw DC
  associated with their powers are increased by +2.
  In addition, the burakumin receives an additional
  +2 template bonus on saves against skatto magic.
  Accustomed to Hunger (EX)
  Burakumin live on the verge of constant
  starvation, and require only half the food and
  water of a similarly sized humanoid to survive.
  Eta’s Eyes (EX)
  Burakumin are often forced to keep to
  the night, to avoid the hateful stares of their
  social betters. As such, all burakumin possess
  
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  strange, yellowed eyes that grant them lowlight
  vision.
  Reviled (EX)
  Burakumin are unwelcome in polite
  society, and despised by even the lowest heimin.
  When making any Diplomacy, Perform or
  Intimidate check against any member of one of
  the other social classes of the Tatakama, the
  Burakumin must roll 2D20 and take the worse of
  the two rolls.
  If both rolls are 1 or 2, the Burakumin has
  made some huge social blunder that earns the
  enmity of whoever he is addressing. The check’s
  target automatically has his or her attitude
  worsened two steps, and the Burakumin suffers a
  permanent -2 penalty on all future CHA-based
  skill checks against that character.
  Poor (EX)
  Reduce the starting gold of a Burakumin
  character by half.
  The Heimin Template
  The majority of the Tatakama’s
  inhabitants are considered heimin, or ‘half
  people’. Heimin make up the ranks of farmers,
  merchants, craftsmen, foot soldiers and other
  unremarkable souls that keep the Tatakama
  working smoothly. Considered shifty and
  potentially larcenous by the samurai caste, heimin
  are nonetheless essential. They produce
  everything the samurai need to live, and more
  than that, as artists and craftsmen, produce the
  things that samurai and their betters need to live
  well.
  Many members of the clergy, priests,
  clerics, monks and miko are considered heimin,
  as are actors and other entertainers. Heimin
  control many of the Tatakama’s industries, and
  dominate its trade, allowing canny heimin to
  become incredibly wealthy.
  Heroic Options: Tanuki and Kitsune may often
  be thought of as heimin, especially if they own a
  business of their own, such as a rice stand, a
  tavern, or an inn. Some low ranking Kami are
  also considered Heimin, especially if they have a
  head for commerce or a knack for making useful
  or beautiful things. Clerics, Alchemists, Bards
  and Wizards often rise from the ranks of the
  heimin, taking advantage of the caste’s wealth
  and excellent education. A few bold heimin
  fighters and paladins are even promoted to the
  ranks of ji-samuari- heroic warriors that are
  considered samurai in spite of their low birth.
  Acquiring the Template: This cultural template
  is added during character creation.
  Ability Score Modifiers: +2 INT. Heimin are
  intelligent and hardworking, with a knack for
  commerce and craftwork.
  Family Craft (EX)
  The Heimin is a master of a craft
  practiced in her family for generations. Select a
  single Craft skill of choice. The character
  receives a +2 template bonus on checks with this
  skill, and may complete projects related to that
  craft in half the usual time.
  Head for Business (EX)
  Heimin are excellent bargainers, who
  have a head for business, and unlike the lofty
  samurai (who consider it dishonorable to even
  handle money or ever ask an item’s price), they
  have a keen understanding of the true nature of
  trade objects. As such, heimin pay much less than
  other castes for goods and services.
  When purchasing any of the mundane
  goods and services or livestock or trade
  goods(such as a lantern, or a tavern stay, the
  purchase of a horse or cattle, passage aboard a
  ship, ect) described in chapter 6 of the PFRPG,
  the heimin reduces the pricing scale by one step.
  Gold pieces devolve to silver pieces, and prices in
  SP are reduced to an equivalent amount of
  
  53
  copper coins. This ability cannot reduce the price
  of any item below 1 CP.
  This price reduction also applies when the
  heimin purchases any simple weapon or light
  armor, or any shield (but not tower shields). This
  price reduction does not apply when purchasing
  magical items, masterwork quality items, or items
  made of special materials (such as adamantine or
  darkwood).
  Forbidden Arms and Armor (EX)
  Members of the Heimin class may never
  become proficient with Heavy Armor, nor with
  any Exotic Melee Weapon. If they have
  proficiency in any of these forbidden weapon and
  armor types as a result of their class or race, they
  lose such proficiencies when the template is
  applied.
  Mistrusted (EX)
  Heimin are not really trusted by their
  social betters. Heimin suffer a penalty on Bluff
  checks equal to their highest ranked Craft skill
  when interacting with members of the Samurai,
  Nobility or Imperial Family Castes.
  The Ninja Template
  Ninja are not a recognized social class,
  and they usually pass for heimin or even lowly
  and socially invisible burakumin. Ninja villages
  are usually isolated by a quirk of geography or a
  reputation for ill luck; most travelers will never
  spend the evening in a village with a reputation
  for plague or murder, allowing ninja thieves,
  assassin and criminals to train in secret.
  Ninja practice stealth and deception to
  survive, and are closely associated with the
  Yakuza, acting as scouts, informers, operatives
  and blackmailers. Ninja are pragmatic and
  dispassionate, equally disdaining the samurai
  code of honor and the Yakuza’s flashy violence.
  Ninja prefer to accomplish their tasks unseen and
  unsuspected, and survive by invisibility.
  Heroic Options: Kitsune with their natural
  agility and cunning, and their greedy natures
  make excellent ninja. Tanuki are usually too lazy-
  and far too jolly- to slit throats or climb walls,
  but most Tanuki-run whorehouses and inns are
  fronts for ninja activity, a place to gather
  information and meet contacts. Ninja heroes are
  most often rogues- pragmatic, multitalented and
  untrustworthy, but an especially cunning few
  might be bards or sorcerers.
  Acquiring the Template: This cultural template
  is added during character creation.
  Ability Score Modifiers: +2 DEX. Ninja are
  slippery and move like a shadow.
  Weapon and Armor Proficiency
  Ninja characters are proficient with all
  Simple Weapons and with the Nunchaku, Sai and
  Shuriken. Ninja characters are proficient with
  Light Armor, but not with any form of shield.
  Subtle Deception (EX)
  When using the Disguise skill to change
  minor details only, you receive a +10 bonus on
  the Disguise check. You are skilled at making
  minor changes in skin tone, hair style, posture or
  other minor details that make you appear to be an
  entirely different person. If your Disguise check
  result when concealing minor details only
  exceeds 25, you receive a +2 template bonus on
  all Bluff checks while so disguised. .
  Void Soul (SU)
  Ninja characters are treated as being
  under the effects of a permanent undetectable
  alignment effect.
  Subtle Way (EX)
  Ninja tactics and training emphasize the
  subtle- poison slipped into a bowl of sake, a knife
  across the jugular while your target sleeps, and
  other underhanded and effective tactics. For 24
  hours after being seen engaging in open combat
  by any living being not slain during that same
  
  54
  combat encounter, the Ninja suffers a -2
  template penalty on attack rolls.
  Evil Reputation (SU)
  If a character discovers the
  Ninja’s true caste, the Ninja suffers a -2
  penalty on all future Bluff and
  Diplomacy checks against the character.
  In addition, supernatural effects and
  spells caused or cast by the character
  treat the Ninja as if his alignment is evil,
  regardless of the Ninja’s actual
  alignment.
  The Samuari
  Template
  Samurai are a caste of nobility.
  Hereditary warriors, samurai are also
  courtiers, who are expected to be
  conversant in poetry, flower arranging,
  calligraphy and other high arts. Samurai
  follow bushido, an exacting code of
  honor and duty that binds them to their
  feudal lord and his interests. Respected
  samurai are often appointed as village
  leaders, serving as a combination of
  major, judge and ceremonial leader. In
  addition to this, all samurai are
  expected to be competent warriors,
  ready to lay down their life in defense
  of their lord, and their honor.
  Heroic Options: Races known for heroism and
  honor often are considered samurai, especially
  noble Kami, Daughters of Kirin, Dwarves and
  Futakuchi. Most samurai take at least a few
  levels in Cleric, Fighter, Paladin or Inquisitor…
  quite a few also have Aristocrat levels, especially
  courtly samurai who spend more time in the
  Imperial Palaces then they do on the battlefield.
  Samurai spellcasters are often wizards, because
  only noble born heroes can afford the expense of
  keeping a finely penned spellbook and magical
  laboratory.
  Acquiring the Template: This cultural template
  is added during character creation.
  Ability Score Modifiers: +2 WIS. Samurai
  possess indomitable wills and a reserve of
  courage great enough to face death without
  flinching.
  Lawful: A Samurai caste character must be of
  any lawful alignment. If the character changes to
  another alignment, they usually are considered
  ronin- outcasts among their own kind, but still
  
  55
  considered samurai. Especially infamous fallen
  samurai may be demoted, falling to the status of
  heimin or burakumin (though the last is rare
  except as punishment for the worst crimes or
  dishonor).
  Weapons and Armor Proficiency (EX)
  All characters of the samurai caste are
  proficient with light, medium and heavy armor,
  and with all simple and martial weapons, as well
  as the katana. They are not proficient with
  shields.
  Honorable Punishment (SU)
  Samurai are known for their honor and
  trustworthiness, if not for their mercy or
  compassion, and they have no tolerance for
  disobedience or dishonor. Three times per day,
  when making a melee attack against any
  character of the Ainu, Burakumin, Heimin or
  Ninja castes, the samurai may add an additional
  dice of damage to the attack. This additional
  damage is added in, and is not multiplied on a
  critical hit. The samurai must declare the use of
  this ability before rolling to strike.
  Resolve (SP)
  A samurai should be able to make any
  decision in seven breaths. Once per day, a
  samurai character may cast augury as a full round
  action with a flat 75% chance of success. Doing
  so requires no focus or material component; the
  samurai just mediates for a few breaths, weighing
  the consequences of his actions.
  Arrogant (EX)
  There is no warrior equal to a samurai- all
  samurai know this inescapable fact of the
  universe. These warriors see members of the
  lower castes merely as an opportunity to  test
  their blades, not a real threat. Samurai suffer a -2
  template penalty on attack rolls against basically
  humanoid characters of the Ainu, Burakumin,
  Heiman or Ninja castes.
  Low Skills (EX)
  Samurai are only expected to practice
  honorable skills that display superior grace and
  beauty. Samurai characters suffer a -2 template
  penalty on checks with the following skills,
  considered dishonorable by members of their
  caste, and thus, rarely practiced.
  Appraise, Craft (any except weapons or
  armorsmithing), Disable Device, Disguise, Heal,
  Knowledge (local), Perform (any except poetry),
  Profession (any except nobility or warrior
  professions), Stealth, Survival.
  The Nobility
  Template
  Nobles are the highest ranking members
  of the samurai caste. Powerful landowners and
  government officials, these professional
  diplomats spend most of their time at court,
  advancing their family’s wealth and prestige.
  Powerful lords are referred to as daimyo, and
  spend the majority of their lives at the imperial
  capital, far from their holdings, and entrust junior
  members of their family to rule in their stead.
  Heroic Options: Humans, Elves and Kami are
  the most likely nobles, though especially
  courteous and graceful Kitsune may also be a
  member of this caste. Heroic nobles often
  become Bards, Sorcerers, Clerics, or Wizards, all
  professions that require intelligence, charm and
  clarity of purpose to one degree or another. Very
  few nobles ever choose to become frontline
  fighters, and those who do often choose the
  righteous path of the paladin to the less exalted
  occupation of fighter.
  Acquiring the Template: This cultural template
  is added during character creation.
  
  56
  Ability Score Modifiers -2 STR, +2 INT, +2
  CHA. Nobles are cunning and well mannered,
  impeccably educated and confident, but they are
  unaccustomed to labor or hardship.
  Graceful Diplomacy (EX)
  Nobles are skilled diplomats and
  peacemakers, who can end wars and provincial
  strife with a few well chosen words. When
  making any Diplomacy check, the Noble rolls
  2D20 and takes the best result.
  If the Noble rolls 19-20 on both checks,
  her grace and nobility so impresses the check’s
  target, and all those in attendance that the
  target’s attitude is immediately adjusted upward
  by two categories, and all NPCs in attendance
  who can clearly see and hear the negotiations
  have their attitude adjusted upward by one
  category.
  Cherry Blossom Cunning (SP)
  By meditating and centering her mind, the
  Noble can display incredible intelligence and
  cunning. Once per day, the Noble can enter a
  meditative trance lasting one minute, after which
  the Noble receives a +2 enhancement bonus to
  her Intelligence score per four character levels
  (maximum +10 enhancement bonus). This
  enhancement bonus lasts for one hour, and
  functions otherwise identically to the fox’s
  cunning spell.
  Divided Loyalties (EX)
  Nobles are forced to balance the interests
  of their families and their own careers with their
  duty as rulers and their loyalty to the Imperial
  family. Their mental conflict has weakened the
  Noble’s will; she suffers a -1 template penalty on
  WILL Saves per four character levels.
  Unready for Violence (EX)
  Their soft lives in the imperial court has
  left most Nobles unprepared for the brutal
  realities of the battlefield. Nobles suffer a
  template penalty on their Initiative checks equal
  to their ranks in Diplomacy.
  The Imperial
  Family Template
  Elevated even among the ranks of
  nobility, a member of the imperial family has a
  connection, by blood or marriage to the
  Tatakama’s royalty. Members of these ancient
  bloodlines rarely mingle with commoners- most
  have never met a dirty, impoverished burakumin,
  and only deal with skilled heimin vassals through
  intermediaries. A member of the imperial family
  lives a life of leisure and contemplation; their sole
  duty is to rule over other nobles and the vast
  hordes of those below them in the social order.
  Heroic Options: Great Kami of noble
  bloodlines, humans who are the descendant of
  legendary samurai or lordly daimyo, and Elves
  from the highest clans might all be considered
  members of the Imperial Family. Heroic imperial
  nobles often become paladins- it is a great
  disgrace for one to soil their hands as a fighter or
  even worse, a ranger. Most however, become
  wizards or sorcerers of great arcane power and
  incredible wealthy and influence.
  Acquiring the Template: This cultural template
  is added during character creation.
  Ability Score Modifiers: -2 CON, +2 INT, +2
  WIS, +2 CHA. Children of imperial families are
  taught from an early age to display discernment,
  wisdom, cunning and politeness. Unfortunately,
  they tend to be physically frail (often in ways that
  accentuate their beauty).
  Authority of the Shogun (SP)
  The members of the Imperial Family
  speak with the full authority of the imperial
  throne, and even their most casual words carry
  immense weight. Three times per day when
  addressing a member of any lower social caste,
  the character can speak a Command as a cleric of
  her total character level.
  
  57
  If the imperial
  character wishes,
  rather than using the
  rules for a typical
  command, she can
  instead expend a
  daily use of this
  ability as part of an
  Intimidate skill
  check, filling her
  words with dread. If
  she chooses to do so,
  she receives a +10
  template bonus on
  the Intimidate check.
  Imperial
  Regalia (EX)
  The members
  of the Imperial
  Family are blessed
  with impossible
  wealth, and live amid
  luxuries and magic
  undreamed of by
  those in the lower
  castes. When
  purchasing
  permanent magic
  items with a base
  value of 10,000+ GP,
  members of the
  imperial family may
  reduce the base price
  of the item by one
  decimal point: a
  15,000 GP item costs only 1,500 GP when
  purchased by a member of the imperial family.
  This does not affect the creation cost of
  magic items the imperial family member
  constructs herself, nor magic items with a cost
  below 10,000 GP. Most members of the family
  will allow their lessers to create magic items for
  their use.
  Strictures of Honor (SU)
  Members of the Imperial Family are so
  bound so utterly by the Tatakama’s codes of
  honor and duty, they are bound in ways that
  lower born characters are not.
  An imperial family member who practices
  any of the following low skills, touches the
  corpse of a humanoid, monstrous humanoid or
  giant, or who publicly disobeys a member of the
  Imperial Family caste with greater or equal social
  
  58
  power or class levels, becomes publicly
  disgraced.
  Appraise, Craft (any except weapons or
  armorsmithing), Disable Device, Disguise, Heal,
  Knowledge (local), Perform (any except poetry),
  Profession (any except nobility or warrior
  professions), Stealth, Survival.
  For 24 hours after being publicly
  disgraced, the imperial family member is at the
  mercy of luck and is unready for the field of
  combat. During this time, the character is
  considered to have only a single Hit Point per Hit
  Die, plus CON bonuses. If reduced below this
  fractional total, the character is slain.
  New Talents
  The new talents described below offer
  another way to customize the heroes, gods and
  monsters of the Tatakama. Each trait is roughly
  as powerful as half a feat, a little less powerful
  overall, or only useful in certain situations.
  Players can each select two feats at character
  creation, which must be chosen from different
  categories. As the Tatakama is steeped in magic,
  many of these new talents offer obvious
  supernatural abilities, while ordinary feats usually
  are limited to extraordinary abilities, the result of
  training or drive. These Tatakama-specific
  starting talents join the roster of available talents
  described in the PFRPG Advanced Player’s
  Guide.
  A few of these talents have prerequisites
  that must be met. You must meet any
  prerequisites listed (such as gender, ability score
  minimums, or ranks in a particular skill) to
  choose that talent.
  Angelic Little Loli (SU)
  Type: Faith
  Restricted: good aligned, female or bishonen
  characters only, young adults or younger
  characters only
  Ability: WIS 13+
  Your beautiful girl’s body hides a saintly
  and pure heart. Your innocence provides a
  measure of protection against oni-spawn horrors.
  You gain a +1 holy bonus on all Saves made
  against the hostile attentions of evil outsiders and
  undead.
  Hostile creatures of those types who
  confirm a melee critical hit against you must
  succeed at a WILL Save (DC 10 + your WIS
  modifier) or be shaken for as long as they remain
  in your presence and for 1 round after they leave
  it. Once a creature saves against this effect, it
  cannot be affected by your purity again for 24
  hours.
  Limitation: You lose the benefit of this
  talent for 24 hours if you engage in consensual
  penetrative sex, though you can engage in
  masturbation, oral or fetish acts with a lover.
  Bara (EX)
  Type: Social
  Restricted: Male characters only, adult age
  category or older only
  Ability: CON 13+
  You are bara “bear” a healthy, virile and
  sexually insatiable gay man, proud and strong.
  Your hyper-masculinity makes you desirable,
  especially in the eyes of  younger lovers. You
  may add your CON modifier as a luck bonus on
  sexually oriented Bluff and Diplomacy checks
  involving other men.
  Bishonen / Bishojo (SU)
  Type: Social
  Ability: CHA 13+
  You are a bishonen ‘beautiful boy” or
  bishojo “beautiful girl”, a seductive and
  androgynous beauty. Your strange, gender-
  bending beauty makes you particularly adept at
  seducing members of your own gender. You
  receive a +2 bonus on sexually oriented Bluff and
  Diplomacy checks made against creatures of your
  own gender.
  
  59
  Bless Gohei (SU)
  Type: Faith
  Ability: WIS 13+
  You can bless the zig-zagging ritual
  streamers commonly found in Shinto temples.
  This minor magical artifact is common across
  Tatakama and even the strange parallel world of
  Black Japan. Blessing a gohei requires a short
  ceremony requiring 1d4 rounds, and a token
  sacrifice of religious oils, herbs or incense worth
  1d4 GP. Once created, a gohei can be worn on a
  believer’s clothing, affixed to a weapon or a
  shield, or hung from a structure such as a temple
  gate or the entry arch of a private home.
  Once blessed, a gohei retains its blessing
  until the next dawn. Evil outsiders suffer a -1
  morale penalty on all attack rolls, skill checks and
  saving throws within 60 ft of a blessed gohei.
  This penalty is not cumulative if the outsider is
  exposed to multiple gohei simultaneously.
  Body Sheath (EX)
  Type: Combat
  Your body has a hidden sheath, like a
  warrior’s vulva ready to accept your blade. You
  may hide a single Medium or smaller weapon on
  your body, and receive a +5 bonus on Sleight of
  Hand checks to conceal this weapon. No matter
  how deeply imbedded in your body this weapon
  is, you can withdraw the item as easily as you
  could from a standard sheath or holster.
  Broken Doll (SU)
  Type: Combat
  Ability: CHA 13+
  You are at your most beautiful bloodied
  and with your face swollen and deformed by
  bruises. When you are reduced to half your
  maximum Hit Point total or less, you receive a +2
  enhancement bonus to your CHA score.
  Carnal Inspiration (SU)
  Type: Magic
  Restricted: Ability to cast arcane spells
  For 24 hours (or until you next sleep)
  after a sexual encounter with a partner who has a
  charisma score of 15+, you are blessed with a gift
  for the magic of change, creation and lust. You
  cast all spells from the Conjuration and
  Enchantment schools at +1 caster level.
  Charming Seducer (EX)
  Type: Social
  Ability: CHA 13+
  You have a knack for talking lovers into
  your bedroom. Once per day, when attempting to
  seduce a new lover, or to convince a current
  lover to accede to some specific sexual request,
  you may add +20 to a single Bluff or Diplomacy
  check to do so. You must declare the use of this
  ability prior to making the check.
  Carve Netsuke (SU)
  Skill: Craft (bone or woodcarving) 1 rank
  Using techniques passed down from your
  parents, you have mastered the art of carving
  netsuke- tiny charms often used as decorative
  clasps, made from bone or wood. With a
  successful DC 12 Craft (bone or woodcarving)
  check, and about two hours of exacting work,
  you can carve a netsuke.
  While carrying a netsuke, a character
  receives a +1 luck bonus on a single skill check,
  represented by the activity depicted by the
  carving. A netsuke will only function for the
  specific person it is carved for, or that character’s
  child or heir. A person can carry any number of
  netsuke at any given time. As an art object, most
  netsuke can be purchased for 2-5 gp; as a gift to
  a trusted friend, their value is far greater. Netsuke
  are Fine magical trinkets of negligible weight.
  Cherry Blossom Touch (SU)
  Type: Faith
  Ability: WIS or CHA 13+
  You have been blessed with the
  mysterious ability to touch a cherry blossom tree,
  no matter how ancient or sickly it is and return
  the tree to full health. The tree is covered in
  fragrant blooms, as if at the height of spring, no
  matter the season. You must touch the tree for at
  least one minute to use this ability, and this touch
  
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  has no affect on a tree that is truly dead, nor
  upon processed wood or lumber.
  Anyone of a non-evil alignment who sees
  you make a cherry blossom tree bloom when it
  shouldn’t is favorably deposed to, and you
  receive a +2 luck bonus on Diplomacy checks
  against that person for a day.
  Demon Hunter’s Semen (SU)
  Type: Combat
  Restricted: Male characters only
  You have been blessed by luminous
  semen that canstrengthen a lover against
  demonic violence. For one hour after accepting
  your semen into their body, characters receive a
  +1 luck bonus on all saving throws against spells
  and effects generated by creatures of the Outsider
  type.
  Dreams of the Earth Realm (EX)
  Type: Magic
  In dreams, you walk the neon-soaked
  streets of Black Japan, remembering a previous
  incarnation in another world hung in the branches
  of the Great Universal Tree. Each time you
  awaken, you may attempt a DC 16 WILL Save to
  remember some fragment of your dream. If
  successful, you receive one of the following
  benefits, determined by rolling D4.
  1. You can speak and are literate in modern
  Japanese, as spoken in the Black Tokyo
  campaign setting.
  2. Your faint memories of otherworldly
  science provides you with a +1 insight
  bonus on Craft and Disable Device
  checks.
  3. Your previous incarnation’s karma
  provides you with a +1 luck bonus on
  WILL Saves.
  4. You gain proficiency with firearms, which
  may or may not be of any use depending
  on the technology available in this
  incarnation.
  These benefits last for 24 hours, or until
  you next sleep or rest.
  Dimwitted but Mighty (EX)
  Type: Combat
  Ability: at least a -1 penalty in either INT or
  WIS
  You aren’t exactly brilliant, but you are as
  strong as an ox. If you have a penalty to either
  your INT or WIS scores, once per day, you may
  add that penalty as a luck bonus on any STR
  check, STR-based skill check or melee attack
  roll. You must declare the use of this talent prior
  to making the roll.
  Ecchi (EX)
  Type: Social
  Your sex drive is insatiable, and you don’t
  confine your lusts to ordinary humanoids. Oh no,
  you are a dedicated pervert, always on the look
  out for new sexual thrills. The first time you have
  a sexual encounter with a member of a new
  creature type you receive a bonus skill point to
  be spent as you see fit.
  If you manage to have a sexual encounter
  with every creature type (subtypes irrespective)
  in the game, you gain either the Tantric Wisdom,
  Gifts of Ecstasy or Perverted Immortality feat.
  Ecchi Adventurer (EX)
  Type: Social
  You’ve got a specific kink, one fetish you
  love more than anything else, and indulging in it
  gives you confidence and prowess. Select a fairly
  specific category of lover that fits your echhi
  fetish (pregnant women, nice feet, women in
  priestly vestments or lingere, the feel of armor,
  ect). If you manage to find a lover who meets
  your fetishistic criteria, for 1 hour after the sexual
  encounter, you gain XP from challenges as if
  their CR was +1 greater.
  Eyrines Apprentice (SU)
  Type: Combat
  Restricted: non-evil characters only
  You have learned secret techniques and
  martial arts katas from a breed of female warrior
  called an Eyrines Sister (described fully in an
  upcoming sourcebook), and have been tasked
  
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  with avenging the crime of rape. Your specialized
  training provides you with a +3 insight bonus on
  attack rolls made to confirm a critical hit if the
  target has ever raped a sentient creature.
  Eta’s Nose (EX)
  Type: Combat
  Your stomach is as strong as that of the
  lowest eta, and you do not recoil from strong
  odors. You receive a +4 bonus on FORT Saves
  made to resist the stench quality or similar
  repulsive odors.
  Exorcist’s Tongue (SP)
  Type: Faith
  You have a gift for interpreting the words
  of spirits, ghosts and yokai. You can
  communicate with any incorporeal undead with a
  language, as if under the effects of a limited
  tongues spell.
  Fertile Skin (EX)
  Type: Social
  Restricted: female characters only
  You can become pregnant from semen
  introduced into any orifice, or even splashed
  upon your skin or hair. Your entire body is as
  fertile as a vagina.
  Geisha Apprentice (SU)
  Type: Social
  Restricted: female or bishonen male characters
  only
  Ability: WIS 13+
  You have studied with a traditional geisha
  mistress, and understand the fading and highly
  ritualized role of a geisha. You are a submissive,
  cultured companion. When interacting with
  characters in the Samurai, Nobility Imperial
  Family castes(or supernatural creatures drawn
  from Japanese myth), if you choose to take twice
  as long as normal to perform a Diplomacy check,
  you may substitute add your ranks in Knowledge
  (history) to the check as an insight bonus on the
  check.
  
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  Gooey Lubrication (SU)
  Type: Combat
  If you think about it, you can make your
  orgasmic burst as gooey and cloying as sovereign
  glue. Once per day, you can either ejaculate or
  drip your sexual fluids on an object, which is
  treated as if splashed with a single vial of
  sovereign glue.
  Gomune (EX)
  Type: Social
  Skills: Perform (any) 1 rank
  You are a birth member of a
  hereditary caste of low entertainers and
  traveling minstrels, allowed to wander
  the Tatakama at your leisure and to bear
  simple weapons by ancient decree.
  Select one specific type of Simple Melee
  weapon; you receive a +1 competence
  bonus on attacks with this weapon type.
  In addition, you receive a +1
  competence bonus on a single Perform
  skill of choice, and that skill is always
  considered a class skill for you.
  Half Demon Pussy (SU)
  Type: Combat
  Restricted: Female characters only
  Ability: CON 13+
  An oni ancestor hides somewhere in your
  heritage. Your tainted bloodline gives you
  insatiable lusts, driving you to half crazed with a
  need to fill your pussy. Your half-demon viscera
  squirm, writhe and reorganize themselves around
  the shafts that penetrate you in hopes of driving it
  deeper.
  For an hour after any penetrative sexual
  encounter, you have a 15% chance to ignore the
  effects of critical hits, as if you had a lesser
  version of the light fortification armor feature.
  This fortification does not stack with fortification
  from other sources, such as spells or equipment.
  Hiruko (SU)
  Type: Combat
  You were born a ‘leech child’ an
  imperfect creation of the gods, recognized by the
  cold black blood that spilled from your mother’s
  womb as your birth began. Your small, pinched
  mouth and sharp, small teeth testify to your
  corrupted birth. As an unclean creature, any time
  you have sexual relations with another living
  creature, consensually or not, it suffers 1d3 HP
  worth of damage, and you recover a single HP if
  wounded.
  
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  Holy Milk (SU)
  Type: Faith
  Restricted: Female gender only
  Your breasts will never be empty, and
  constantly dribble a thin stream of sacred
  mother’s milk. According to the oldest legends,
  mother’s milk was used to ward off evil long
  before priests discovered how to bless water.
  Once per day, as a full round action, you can
  bottle a vial of your breast milk, which functions
  as a vial of Holy Water.
  Incestuous Aid (EX)
  Type: Combat
  Your family works well together,
  especially intimately. You know their orgasm as
  well as you know your own, and this insight also
  gives you familiarity with their less carnal
  exertions. When using the aid another action to
  assist (or be assisted by) a member of your
  immediate family that you have had intercourse
  within the past 24 hours, the bonus is +4.
  Incestuous Sensei (EX)
  Type: Social
  You’ve mastered a few Tantric secrets,
  and can share your skill and wisdom with close
  family members after a lusty lesson. Members of
  your immediate family receive a +1 competence
  bonus on any class skills you possess 5 or more
  ranks in for 24 hours after a sexual encounter
  with you.
  Incestuous Siblings (SU)
  Type: Combat
  Your relationship to a brother or sister is
  the most powerful love and lust you will ever
  know. When you select this talent, designate at
  least one of your siblings, who must also select
  this talent (you can select this talent multiple
  times, with different siblings, if you wish).
  For an hour after a sexual encounter with
  your lover/sibling, both you and your sibling use
  the better base saving throw progression
  possessed by each of you. For instance, if you
  have a better WILL and FORT Save, your sibling
  would use those, while if your sibling has a
  superior REF save, you would use that
  progression. This ability only functions when you
  are within sight and hearing of your sibling.
  Inspiring (SU)
  Type: Faith
  Ability: CHA 13+
  You bring out the best in your friends,
  motivating them to depths of heroism and
  endurance they didn’t know they possessed.
  Anyone who spends at least an hour in your
  company who has chosen either the Great
  Fortitude, Iron Will or Lightning Reflexes feat
  receives an additional +1 bonus on the enhanced
  saving throw (s). This bonus lasts for 24 hours,
  or until the recipient next sleeps.
  Kitsune’s Kiss (SU)
  Type: Social
  Somewhere along the way, a good
  hearted Kitsune became infatuated with you.
  Your mysterious friend or former lover gave you
  a gift of luck. Once per day, when making a
  Bluff, Sleight of Hand or Stealth check, you may
  roll 2d20 and take the better of the two rolls. You
  must declare the use of this ability before making
  the check.
  Killing Moan (SU)
  Type: Combat
  Restricted: undead player characters
  Ability: CHA 13+
  Skills: Perform (sing) 1 rank
  You can sing a ghostly death song that
  sickens and kills mortals. Once per day, as a
  standard action, you unleash a keening, almost
  songlike moan. All living creatures within 30 ft
  who can clearly hear you must succeed at a
  WILL Save (DC 12 + your CHA modifier) or
  suffer damage to the number of ranks you have
  invested in Perform (sing). Affected targets suffer
  no damage on a successful save.
  
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  Light Foot Infantry (EX)
  Type: Combat
  At one point in your life, you served as a
  conscript soldier during time of war. While on the
  battlefield, you won little glory or honor, but you
  became proficient with light armor and with the
  short sword and spear.
  Machi-Yakko (EX)
  Type: Social
  Restricted: Burakumin, Heimin or Ninja caste
  characters only
  You are a ‘servant of the town’ a
  protector of the common folk- the merchants, the
  prostitutes, the rice farmers- from depredation
  both by fearsome oni and by arrogant samurai.
  Choose a single small city, or a distinct
  district or large neighborhood within a larger city
  (which need not be the place of your birth, nor
  the place you currently reside). Your exploits are
  well known here, and you earn great respect
  from the inhabitants. You receive a +1 insight
  bonus per four character levels on Diplomacy and
  Perception checks made in this region.
  Magic Maid Service (SP)
  Type: Magic
  Ability: CHA 11+
  Dirty little fantasies fuel your magical
  talents. With something less than a dirty thought
  you can summon a swarm of semi-real sexy, little
  pixies to do anything you ask them to.
  At will and as a standard action, you may
  use a variant of the prestidigitation spell. Your
  prestidigitation takes the form of a swarm of
  several dozen cute fairies dressed in traditional
  maid costumes (or any other costumes you
  desire). While they perform the mundane
  functions of the spell, they put on a raunchy
  holographic show for you and everyone else in
  the vicinity. Feather dusters are inserted in some
  places you typically don’t expect to see a feather
  duster inserted.
  You may maintain the maid service effect
  indefinitely, as long as you spend a standard
  action each round concentrating on the spell.
  Each round, you may designate a specific sentient
  creature as the target of the maids’ lusty antics.
  That target must succeed at a WILL Save (DC
  10 + your CHA modifier) or be stunned for one
  round by the playful sexual images. If the target
  cannot clearly see the pixies or is not normally
  attracted to beings of your maids’ gender, this
  stunning enchantment has no effect.
  Maid-Chan (EX)
  Type: Social
  Restricted: Female gender only
  Ability: CHA 13+
  You are an excellent, hardworking
  servant for a lucky master. When properly
  dressed in your elaborate and seductive maid’s
  uniform, you may add your CHA modifier as a
  bonus on Profession (servant) and a single Craft
  skill of choice.
  Matagi (EX)
  Type: Combat
  Restricted: Ainu or Koropokkuru characters
  only
  You are a skilled hunter, comfortable in
  winter as a snow fox, familiar with the spirits of
  the cold and the great animals you hunt. In any
  area of extreme environmental cold, you receive
  a +3 luck bonus on attack and damage rolls
  against creatures of the Animal type.
  Megane-Ko (EX)
  Type: Social
  Restricted: female gender only
  Ability: INT 13+
  You are an absolutely adorable, if slightly
  nerdish young lady. Your omni-present spectacles
  imply that you are shy, quiet and obedient, but
  when the glasses come off, you can be lusty and
  unrestrained. You may use your INT modifier in
  place of your CHA modifier as the key ability for
  Bluff and Diplomacy checks.
  
  65
  Midwife’s Touch (SU)
  Type: Faith
  Skill: Heal 1 rank
  Your skill at healing has given you an
  almost magical ability to ease pain. A number of
  times per day equal to 3 + your WIS modifier,
  you can touch a willing humanoid creature and
  produce one of the following effects: cast
  stabilize as a first level cleric, ensure the
  creature’s labor is safe and relatively painless, or
  painlessly terminate a non-supernatural
  pregnancy.
  Moon’s Descendant (EX)
  Type: Combat
  Like every member of your people, and
  every thinking creature native to the Tatakama,
  you are the descendant of the lunar god
  Tatehaya, whose glory can be seen through the
  branches of the Great Universal Tree when the
  night is still and the crickets sing. Unlike others
  of your race, your connection to your great-
  great-many removed grandfather is deeper than
  most.
  Like your divine ancestor, god of the
  moon, treachery and tactics, you fight at best
  when bathed in silvery moonlight. Outdoors,
  when the moon is visible, you receive a +1 luck
  bonus to your Armor Class and a +1 luck bonus
  on Bluff checks made to feint in combat.
  Mortician (EX)
  Type: Faith
  Restricted: characters in the burakumin caste
  only
  Skills: Knowledge (religion) 1 rank
  You make a living preparing the dead for
  burial or cremation and in comforting those left
  behind. You receive a +2 bonus on Diplomacy
  checks made to comfort the grieving or made
  against any sentient undead creature.
  Necro-Freak (SU)
  Type: Magic
  You like your lovers perfectly still,
  cooling slowly to room temperature, bowel and
  bladder utterly relaxed and trickling empty in
  death. A sexual encounter with a creature slain
  within the previous 8 hours is considered a sexual
  act for the purpose of sex-magic talents, feats
  and powers.
  Never Ending Hymen (EX)
  Type: Social
  Restricted: Female gender only
  Where an ordinary girl only loses her
  hymen once, you are physically (and mystically) a
  virgin each and every time you engage in sex.
  Your hymen regenerates after every sexual
  encounter. You are always considered a virgin for
  determining the effect of various sexual feats,
  spells and powers.
  Night Slave (SU)
  Type: Combat
  Restricted: characters of the burakumin caste
  You are a street sweeper, a refuse
  collector, a prostitute or one of the field hands
  that spreads the ‘night dirt’ upon the fields. You
  walk in darkness because of your low social
  station. Your nocturnal lifestyle means that you
  regularly confront the strange things hiding in the
  Tatakama night. You receive a +1 bonus on
  FORT and WILL Saves made between sunset and
  sunrise.
  Ningyo Eater (SU)
  Type: Magic
  You have eaten a great and rare delicacy,
  the tailfin of a mermaid. Usually only the nobility
  ever dine so well, but sometimes a lucky
  fisherman makes an incredible catch and shares
  his bounty with friends and fellow villagers.
  Whatever the case, by partaking of this wondrous
  meal, you have been granted a kind of
  immortality.
  You have no maximum age, though
  physical ability score penalties continue to
  accrue, these never worsen past those in the
  Venerable age category. You cannot die of old
  age, though you can still perish due to disease,
  violence or misadventure.
  
  66
  Omorashi (EX)
  Type: Combat
  You have a twitchy little bladder, and
  when it fills up, all you can think of is rushing to
  a private place to piss. Each hour, roll a D6; on a
  roll of 1 you need to pee- badly! (Assuming
  you’re not fatally dehydrated or something.)
  Until you pee, your distraction causes you to
  suffer a -1 morale penalty on attack rolls, skill
  checks and saving throws. However, until you
  pee, all your movement modes are increased by
  +5 ft. If you suffer a critical hit while holding
  your pee, you automatically piss, ending this
  effect.
  Panchira (SU)
  Type: Magic
  Restricted: Female gender only
  It’s a universal law that a cute
  girl’s panty shot can stop even the
  fiercest demon in his tracks as he
  stares lustfully. When you are dressed
  in a skirt, dress or kimono, any round
  you move at least 20 ft, you flash a
  shot of your panties (or what’s under
  them). All creatures within 30 ft of you
  at any point during your movement
  that round suffer a -2 penalty on WIS-
  based skill checks for one round.
  Panty Shredding Trick (SU)
  Type: Social
  With a snap of your fingers,
  your lover’s clothes explode off the body. It’s a
  useful trick common among oni sex-predators,
  but you’ve somehow learned it. Up to three times
  per day, you can snap your fingers and instantly
  destroy the ordinary, non-magical clothes of a
  single target within 10 ft. Your target can resist
  the destruction of his or her clothes with a DC 11
  WILL Save. You can only target ordinary
  clothing, and cannot affect armor or magical
  clothing of any kind, nor any form of armor.
  Parental Demeanor (EX)
  Type: Social
  Restricted: Adult age category or older
  You have a comforting presence and calm
  demeanor that serve you well when dealing with
  young people. You receive a +1 bonus on Bluff,
  Diplomacy and Sense Motive checks made
  against any character in a younger age category
  than yourself.
  Phallic Tongue (EX)
  Type: Social
  Stretch your tongue out with a lustful
  thought, and it transmutes into a long, slimy
  penis, always erect. Regardless of your birth
  gender, this strange second penis can enjoy
  penetrative sex, and even impregnate a woman.
  Your phallic tongue can stretch several feet, but
  
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  is not strong or dexterous enough to be used to
  manipulate objects. Whether this strange ability is
  a source of pride or shame is a matter of personal
  choice.
  Piss Connoisseur (EX)
  Type: Social
  You love nothing better than a young
  girl’s piss, and alike a connoisseur of fine wine,
  you are quite knowledgably about the ‘vintage’
  you are enjoying. You can conjure a perfect
  mental image of the face and form of a person
  after sampling a few drops of fresh urine. You
  can also attempt a DC 12 Wisdom check to
  correctly identify how close to her next menstrual
  cycle a woman is, or if she is currently or recently
  pregnant, just from the taste of her urine alone.
  Possessor’s Mark (SU)
  Type: Magic
  Ability: CHA 15+
  You consider lovers and property to be
  interchangeable. Once per day, you can touch a
  creature during a sex act, and permanently mark
  it with a mystical, glowing rune on the face,
  breasts or genitals similar to an arcane mark. If
  your lover succeeds at a WILL Save (DC 12 +
  your CHA modifier), the mark is only semi-
  permanent, lasting a number of days equal to
  your CHA modifier. Otherwise, the mark is
  permanent, and can only be erased with a remove
  curse spell. If the sex act is violent or non-
  consensual, the victim suffers a -2 penalty on this
  save.
  Play Pregnancy (EX)
  Type: Social
  Restricted: Female gender or bishonen male only
  A few minutes of concentration allow you
  to mimic a pregnancy flawlessly, to better satisfy
  fetishistic lovers who want to sample a new
  mother’s milk. Your breasts and belly swell
  dramatically, and you begin lactating. The kicking
  of a child in the womb is even simulated. You
  automatically succeed on Disguise checks to pass
  for pregnant, though you can end the deception
  at any time, as a full round action.
  Pleasure Tattoos (SU)
  Type: Magic
  Your breasts, abdomen and genitals are
  marked with spiraling black tattoos that
  accentuate your curves and eroticism. These
  magic markings also heighten sexual pleasure to
  an unimaginable degree. Anytime the character
  enjoys an orgasm, the sheer pleasure allows him
  to recover a single HP if wounded.
  Pretty Meat Pussy (EX)
  Type: Social
  Restricted: female characters only
  A rush of hormones floods your belly and
  vulva, turning the flesh of your genitals
  completely transparent, revealing the pretty,
  bloody meat beneath. In addition to the visual
  thrill of sliding into a flayed vulva, this is
  especially tempting for cannibalistic oni and
  predators of all kind. You receive a +2 bonus on
  sexually oriented Bluff and Diplomacy attempts
  made against cannibalistic creatures.
  Sexy Beast (EX)
  Type: Combat
   You were created as a sexual plaything
  by one of the Tatakama’s many  flesh-sculptors.
  You are naturally submissive. Each day, upon
  awakening, you may designate one character of
  either gender to be your master or mistress for
  that day. If within 30 ft of that person, you gain a
  +1 morale bonus on all attack rolls, skill checks
  and saving throws.
  Sexy Little Witch (SU)
  Type: Magic
  Restricted: spellcasters only
  You’ve studied with a traditional magical
  academy, and know that nothing sharpens your
  magical mind better than a cum just before
  preparing your spells. If you have a sexual
  encounter immediately praying or preparing
  spells /reading spell slots for the day, you can
  prepare an additional 2 zero level spells.
  
  68
  Storm Piss (SU)
  Type: Combat
  You’ve got the wind and rain trapped in
  your bladder, and once per day, as a full round
  action, you can urinate into any body of water
  (river, lake, or even a  small part of an ocean) and
  roughen the waters. All contiguous water within
  a 500 ft radius becomes choppy and storm tossed
  for one minute after you piss. This imposes a -2
  penalty on Swim checks and Profession (sailor)
  checks in that particular body of water.
  Swinging Testicles (SU)
  Type: Social
  Restricted: Male characters only, Tanuki cannot
  take this talent
  Your balls are as huge and swollen as a
  Tanuki’s, forcing you to carry them over your
  shoulder like a duffel bag as you walk. Your huge
  balls make you popular with the equally well
  endowed Tanuki, and you’ve learned some of
  their best jokes. You receive a +2 bonus on all
  CHA-based skill checks (except Intimidate) made
  against Tanuki characters, and a +1 bonus on
  Perform (comedy) checks.
  Take a Beating (EX)
  Type: Combat
  Ability: CON 11+
  You know how to roll with the punches,
  either from enemies or from cute girls who don’t
  think you’re as cool as you think. You gain
  Damage Resistance 1/- against non-lethal damage
  only. This DR stacks with Damage Resistance
  gained from other sources, as it applies to non-
  lethal damage.
  Teasing Little Loli (EX)
  Type: Social
  Restricted: female or bishonen characters only,
  young adult or younger characters only
  Ability: CHA 13+
  Old men are easy enough to seduce, and
  so are old women, if you put your vixenish mind
  and cute little body fully to the task. You receive
  a +2 bonus on Bluff checks against those in the
  Adult age category who would be sexually
  attracted to you. This benefit increases to +3
  against those in the Middle Age category, to +4
  to those in the Old age category and +5 against
  Venerable or older characters.
  Special: As you increase in age
  categories, your CHA score increases by +2 per
  age category, but your INT and WIS scores
  remain static.
  Tempting Fluids (SU)
  Type: Magic
  Ability: CHA 13+
  Anyone who tastes your delicious,
  cloying sexual juices suffers a -1 penalty on
  WILL Saves made to resist any charm or
  compulsion effect caused by you for 24 hours, as
  well as a -1 penalty on Sense Motive checks
  against you for the same duration.
  Tsundere (EX)
  Type: Combat
  Ability: STR 13+
  Restricted: female gender only
  You don’t fall in love easily, and anyone
  wanting you as a lover must be prepared to suffer
  tons of casual violence as he or she proves their
  romantic worth. Any time you make a successful
  melee attack against a character with romantic or
  sexual interest in you, you inflict an additional
  point of subdual damage.
  Ungaikyo (SU)
  Type: Magic
  Ability: WIS 13+
  Ever since you were a child, mirrors have
  shown you strange and terrifying wonders. Once
  per day, while you are holding or touching a
  mirror, you can command that mirror to show
  you the true form of all creatures reflected in it.
  Doing so is a standard action, and the reflected
  creatures receive no save against this effect.
  The mirror reveals transformations,
  pierces illusions and reveals invisible creatures.
  The mirror will not show the true form of
  someone disguised through mundane or high tech
  
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  means. This strange reflection remains in the
  mirror for one round.
  Without Conscience (SU)
  Type: Combat
  Restricted: Evil characters only
  You rape, torture and kill without a single
  thought given to karmic retribution. You do not
  suffer additional damage at the hands of the
  Eyrines Sisterhood nor their enchanted weapons
  based upon the number of creatures you have
  raped, nor are you affected by the Eyrines
  Apprentice starting talent or similar abilities.
  Yakuza Irezumi (EX)
  Type: Social
  Restricted: Male characters only, Burakumin,
  Heimin and Ninja characters only
  You have received the impressive, full-
  body tattoos, inked over hundreds of agonizing
  hours with bamboo needles, which mark sworn
  killers of the Yakuza. You receive a +2 bonus on
  Knowledge (local) and Intimidate checks, but
  suffer a -1 penalty on Disguise checks.
  Birthright Feats
  Birthright feats represent a character’s
  heritage and early childhood experiences. As
  such, Birthright feats may only be selected at first
  level, or later in life only under extremely rare,
  unlikely circumstances.
  Bishonen (or Bishoujo) Hermaphadite
  (Birthright)
  You are neither truly male nor female, but
  an especially appealing combination of the two.
  Your body is androgynously beautiful, and your
  sex (whatever it is) is a matter of choice and
  pleasure, not biology.
  Prerequisite: Bishonen / Bisoujo Starting
  Talent, character level first
  Benefit: You are a naturally
  hermaphaditic humanoid, with strange and luridly
  beautiful genitals that combine male and female
  anatomy and features that blend masculine and
  feminine traits into an appealing whole. You may
  use sexually oriented feats, skills and special
  abilities against both genders with equal
  effectiveness. Your charms are especially
  appealing to homosexual members of either
  gender, and you revive a +2 racial bonus on
  Diplomacy and Bluff checks made against
  homosexuals of either gender.
  As a full round action which provokes
  acts of opportunity, you can enter a trance state
  where, through an intense act of concentration,
  rewrite your chromosomal structure and change
  gender, temporarily becoming fully male or
  totally female. When gender shifting, you always
  shift into a specific member of the opposite sex,
  which always resembles your natural form, as if
  your two bodies are close relatives.
  When gender shifting, you receive a +10
  racial bonus on Disguise checks against those
  unaware of your dual-gendered nature. You do
  not suffer a penalty on Disguise checks made to
  pass for a member of another gender. You can
  father children as a male or carry a child to term
  while in female form; you cannot gender shift
  while pregnant or nursing. If you possess any
  feats or class abilities usable only by a specific
  gender, you may use the ability in either form,
  assuming the ability is compatible with your new
  anatomy.
  Ghost Lover (Birthright)
  You have been chosen by a lovely and
  sexy, but unquiet spirit as a lover. Your ghostly
  lover is your most loyal and stable romantic
  partner. In addition to quiet moments of pleasure,
  your ghostly lover can occasionally materialize in
  the physical world to save your life.
  Prerequisite: Exorcist’s Tongue starting
  talent, WIS 15+, Knowledge (religion) 1 rank
  Benefit: As a swift action, you can
  materialize your ghostly lover from raw magical
  energy, who appears within the nearest empty
  adjacent square within 60 ft of you. This ghostly
  lover has his or her own quirks and personality,
  
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  but they share your goals and basic outlook on
  life- the similarities between your karma and your
  ghost lover’s is what attracted them to you in the
  first place.
  A Ghost Lover’s Life and Death
  In most respects, ghostly lovers are
  statistically identical to their mortal partner,
  having identical attributes, and sharing the same
  skills, feats and class abilities. However, a ghost
  lover only has a single hit point, and vanishes
  instantly when slain, leaving nothing but quickly
  fading fog, which smells like lust, behind.
  When a ghostly loveris slain, the mortal
  lover must succeed at a DC 15 WILL Save or be
  shaken for 1 minute from empathic backlash and
  spiritual trauma. The ghost lover cannot move
  more than 60 ft from the mortal lover, if the
  ghost does, it vanishes as if slain.
  Ghostly lovers are thinking, sentient
  creatures that can remember events that occur to
  them, even if slain. Once a ghostly lover reforms,
  it can report on events occurring before its
  previous ‘death.’
  Combat Actions
  When created the ghost can act
  immediately on their mortal lover’s initiative
  count. Typically both beings act simultaneously.
  Each being- the mortal and the ghost- may take
  move or move equivalent actions, and even
  double move, if they choose to.
  However, only one being out of
  relationship may take an attack action per round.
  Both characters may freely use flanking and aid
  another to aid the pair’s designated attacker.
  Likewise, both the mortal and the ghost may
  make attacks of opportunity normally.
  The mortal cannot be flanked unless her
  ghostly lover is as well, and is not considered
  flatfooted unless her ghostly lover is as well.
  Equipment and Limited Use Abilities
  The ghostly lover materializes with
  ghostly duplicates of whatever her lover is
  carrying or wearing, including magical items.
  These duplicate items function identically to the
  items used by the mortal lover. However, these
  ghostly duplicate items vanish instantly if
  dropped or removed from the duplicate.
  Ammunition and limited use devices, such
  as arrows, potions, or the like are shared all both
  lovers. Thus, if the mortal is carrying a quiver full
  of 12 arrows, and the ghostly lover fires off three
  shots, the mortal will only have 9 arrows
  remaining when her ghostly lover vanishes.
  Limited use powers, such as Psionic
  abilities with daily use limitations, per day or per
  encounter class features, or prepared spells/spell
  slots are shared in a similar manner.
  Significant and Insignificant
  Summonings
  The Ghost may materialize as often as she
  or her lover desires for purely romantic or sexual
  reasons. However, if the ghost is called to
  perform a skill or engage in combat (a Significant
  Summoning), she can only remain in the mortal
  realm for a number of rounds equal to the mortal
  lover’s WIS score plus ½ the mortal’s total
  character level. The mortal can call for a number
  of Significant Summonings per day equal to her
  WIS modifier.
  Heikegani (Birthright)
  One of your ancestors fought and died
  honorably in a great battle that slew far too many
  noble samurai. The crabs that picked at the flesh
  of the fallen were forever marked by spiny shells
  that resembled screaming human faces…. And
  you, the descendent of the noble slain, are
  marked by a glistening, crablike shell.
  Prerequisites: Humans from the
  Samuari, Nobility or Imperial Family castes only
  Benefit: Your crablike shell provides you
  with Damage Reduction 2/magic, which stacks
  
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  with Damage Reduction from other
  sources. Like a crab, you gain the
  amphibious special quality.
  Once per day, you can sheathe
  a Larger or smaller weapon in crab-
  like red coral, enlarging and engorging
  the weapon like a fiddler crab’s jagged
  claw. Doing so is a free action, and
  while so sheathed, your weapon
  inflicts an additional +1d4 points of
  slashing damage per four character
  levels (maximum +5d4) and receives a
  +1 bonus on critical confirmation rolls
  per four character levels. Your weapon
  remains so sheathed for a maximum of
  one round per character level.
  Drawback: Your rough,
  crablike carapace marks you as forever
  apart from ordinary humanity, and you
  suffer a -2 racial penalty to your CHA
  score.
  Kintaro (Birthright)
  From the moment you exited
  your mother’s body you have
  possessed a vigor and vitality
  unmatched by other boys. You wrestle
  bears for fun, and think nothing of
  chopping down an ancient oak with
  your bare hands. Your great strength
  will mark you as either a great hero or
  an infamous bully and brigand, but one
  thing you will never be is
  unremarkable.
  Kintaro children are marked by
  ruddy complexions that glow with
  health, and somewhere on their bodies,
  usually above their genitals, they are
  marked with a strange golden
  birthmark that spells out the kanji for
  ‘golden’.
  Prerequisite: Human, Half Orc or Half
  Elf only, character level first, male gender only,
  STR 13+
  Benefit: Once per day, you may act as if
  your STR score was 10 points greater (a +5
  improvement on attack rolls, STR checks, and
  STR-based skill checks, as well as combat
  maneuvers) for one round. Activating this power
  is a free action that you can activate even when it
  is not your turn. This temporary enhancement to
  STR stacks with other forms of enhancement for
  the duration of the effect.
  In addition, your great strength can never
  be stolen from you. You are immune to ability
  score drain or damage that specifically targets
  your STR score. You cannot lose STR by any
  means, including becoming immune to poison
  effects that cause temporary strength loss.
  Multi-Faceted Origin (Birthright)
  You have led an interesting life.
  Prerequisite: Character level first
  Benefit: Select an additional two Starting
  Talents you meet the prerequisites for. You may
  not select the same Starting Talent more than
  once, and you must follow all restrictions in your
  campaign related selecting talents from different
  categories.
  Normal: You select two Starting Talents,
  usually from different categories, at character
  creation.
  Peach Born (Birthright)
  You were found in a giant peach, sent
  from Heaven and found by a human family. You
  were adopted by your discovers, and raised along
  ordinary children. However, from an early age,
  you displayed a hunger for glory and adventure,
  and an uncanny ability to speak to animals and
  the spirits hiding within ordinary objects.
  Prerequisite: character level first
  Benefit: You gain the ability to speak
  with animals up to 3 times per day, as a sorcerer
  of your total character level. Instead of speaking
  with an animal, you may also choose to speak to
  
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  an unattended, non-magical object of size Small
  or smaller.
  The spirit within will converse with you
  as if it were a thinking, perceiving animal. Select
  a specific type of object (such as teakettles, dolls,
  sandals, swords, ect), when speaking with objects
  of that kind, they are always helpful to you and
  will always truthfully and completely answer any
  question you ask, often giving you even more
  information than you expected.
  Perverted Immortal (Birthright)
  You look like a dirty old soul, but in truth
  you’re even kinkier and more ancient than most
  mortals can comprehend.
  Prerequisite: Middle Aged age category
  or older, character level first
  Benefit: You no longer
  suffer the detrimental physical
  effects of aging. You do not
  have a maximum age and do
  not suffer physical ability score
  penalties as you advance
  through the age categories.
  Bonuses to mental ability
  scores for age and wisdom
  continue to accrue.
  To maintain your
  immortality, you must have
  incredibly kinky sexual
  intercourse with a sentient
  virgin of either gender at least
  once per month, who must be
  in the Adult age category or
  younger.
  If you do not do so,
  you immediately suffer the
  physical penalties associated
  with your age (maximum
  penalties equal to being in the
  Venerable category). These
  ability score penalties vanish as
  soon as you indulge your lust
  with a young virgin.
  Your great age provides you with a
  cumulative +1 insight bonus on Knowledge
  (history and nobility) checks for each century of
  your enhanced lifespan (maximum +10 bonus). If
  you are unsure exactly how many centuries your
  character has lived before the campaign begins,
  roll 1d4+1.
  Other Feats
  Semen that can raise the dead, shit magic,
  sacred virginity and monstrous
  transformations…. These new feats represent the
  perverse powers found beneath the branches of
  the Universal Tree.
  
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  Armored Seduction (Combat)
  You know how to wear your armor to
  maximize your beauty. You can somehow make
  even full field plate look sexy.
  Prerequisite: CHA 13+, Armor
  Proficiency (heavy), Persuasive
  Benefit: You may add your armor’s
  equipment bonus to armor class as an equipment
  bonus to Diplomacy and Bluff checks made
  against those who would be sexually attracted to
  your race and gender.
  Black Fatherhood (Combat SU)
  Rape and atrocity assures the
  continuation of the species. Your oni-spawn
  children violate their mothers during their
  gestation, taking command of them body and
  soul to ensure the continuation of your dark,
  violent lineage.
  Prerequisite: Wombscrape
  Benefit: At any time, you may issue a
  Command, as a cleric of your total character
  level, to anyone who is carrying your offspring.
  The victim receives no save against this short,
  primal command, and must be able to see, hear
  and clearly understand you. Doing so is a
  standard action.
  Once per day, you may issue more
  involved commands to one of your child-bearers.
  This ability functions identically to Charm
  Monster cast by a sorcerer of your total character
  level. Unlike a typical charm effect, the victim
  resists with a FORT save, as the fetus within her
  takes temporary control of her autonomic
  nervous system, on your behalf.  As the command
  affects the target’s physical body, not her mind,
  you cannot compel her to undertake purely
  mental actions, have any specific thoughts, nor
  prevent her from using Psionic or magical
  abilities that require only a mental action to
  activate.
  Immediately after the birth of your child,
  you may choose to affect your unwilling child-
  bearer in one of two ways. You may either
  attempt to end her life, requiring her to succeed
  at a FORT Save (DC 12 + your CON modifier)
  or die outright. Even if this FORT Save succeeds,
  the woman still suffers 1d8 points of damage per
  point of your CON modifier.
  Alternatively, you may choose to change
  your mother’s alignment to match your own,
  which may result in the loss of certain class
  features. In this case the mother must resist with
  a WILL Save (DC 12 + your CON modifier).
  You must be within 60 ft of the mother to use
  either ability.
  Blood Breeds Monsters (General SP)
  Your blood sows monsters where it
  touches the earth.
  Prerequisites: Hungerblood, Toughness
  Benefit: Anytime you suffer 20 or more
  points of damage in a single round and survive,
  you may summon one creature or CR 2 or less,
  as if using Summon Monster II. The creature
  appears out of your spilled blood and acts
  immediately, serving you loyally until the end of
  the combat encounter.
  Bodymeld (General SU)
  As you make love with a willing partner,
  your body and theirs flow together like bloody
  wax, transforming and merging you. Instead of
  two, you become one, sharing your talents and
  blending your souls in an intimacy deeper than
  any you’ve ever known.
  Prerequisites: Tantric Wisdom, Great
  Fortitude, Heal 9 ranks
  Benefit: During a sexual act with a
  willing, sentient partner, you may temporarily
  absorb your lover into your body, borrowing his
  or her unique gifts and physical talents. Both you
  and your partner (who does need to possess this
  feat) must consent to begin the bodymeld. Once
  the bodymeld begins, your bodies intertwine and
  melt into a single composite form.
  Your composite form is always a Large
  Monstrous Humanoid, and shares the genders of
  the two lovers. If you and your lover are of
  different genders, the composite form is
  
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  hermaphaditic. Among homosexual parings, the
  composite form shares the lovers’ genders. The
  composite form always physically resembles its
  component individuals, but is a distinct, unique
  creature.
  The composite form uses your class level,
  base attack bonus and base saves, since you are
  the dominant partner in the merger. Each of the
  combined form’s attributes is equal to the better
  partner’s ability score +2.
  While combined, you receive a +1
  insight bonus on any skill your lover has 5
  or more ranks in. You may speak, read
  and write any language known to either
  component partner. Your composite
  form may use any extraordinary
  abilities or feats possessed by
  either of its component partners,
  and may use hentai feats
  specific to either partner’s
  gender. The composite form
  possesses low light vision
  and gains the scent
  special quality.
  Your lover can
  observe the world and is
  aware of events during
  the bodymeld, but cannot
  take any actions, other
  than to dissolve the
  merger early. You may
  maintain your composite
  form for 10 minutes per
  point of your (newly
  enhanced) CON score.
  Once the merger ends, your
  lover appears nude and
  adjacent to you. Both you and
  your lover are fatigued after
  the body meld ends.
  Bodywalk (Combat SU)
  The disturbing, magical ability to
  ‘step’ between bodies, using living beings
  as unwilling gateways is one of the most
  fearsome hentai no judo abilities. You move
  between living humans like a dark wave, leaving
  agony and disfigurement in your wake.
  Prerequisite: Possessor’s Mark, Combat
  Reflexes, Base Attack Bonus +5
  Benefit: Three times per day, you may
  transform your body into a dark wave of blood
  and gore, that splashes against a victim within 30
  ft of your position and disappears inside the
  victim’s body. Using this ability is considered a
  move action. You may than teleport to any other
  
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  humanoid within 90 ft of the initial victim, who
  shares one of the following physical traits with
  the initial victim: race, gender, or ethnicity within
  a race.
  The transition is a bloody, disgusting
  process, as your body seems to liquefy and rush
  into the target’s orifices and through their skin.
  Both victims used as gates during the body walk
  suffer 2d6 points of damage and are nauseated
  for a number of rounds equal to your CHA
  modifier. Either target can resist your body walk
  by making a successful FORT save (DC 15 +
  your CHA modifier).
   If the initial target saves successfully, you
  do not teleport, but that daily use of the body
  walk ability is still used up. If the secondary
  target saves successfully, you cannot exit through
  his or her body. If there is another acceptable
  target within range, you can attempt to exit
  through that person. If not, you reappear
  adjacent to the original target and suffer 1d8
  points of damage, and are nauseated as if you
  were this feat’s exit point. Bodywalking is a
  conjuration (teleportation) effect.
  Skatto Magic
  The following feats are considered skatto
  (shit) magic.
  Caress of Soiled Cloth, Cocoon of Filth,
  Enema Alchemist, Poison the Bowels,
  Scatological Armory, Shit Rider, Wards of Filth.
  Caress of Soiled Cloth (Metamagic)
  By masturbating into a recently worn
  article of clothing, you perform a hedonistic
  magical ritual that binds you intimately to the
  object of your fetishistic lust.
  Prerequisites: Spellcraft 5 ranks, Deft
  Hands
  Benefit: By obtaining a recently worn
  article of clothing, you may perform a fetishistic
  sexual ritual, cumming onto the cloth to affect
  the user with through your sexual arcane talents.
  The item of clothing must have been worn by the
  target within the past 24 hours. By orgasming
  onto the article of clothing, you effectively have a
  sexual encounter with the target of your lust,
  allowing you to use sexually oriented feats, spells
  and class abilities against (or to benefit) that
  person from a distance.
  If you have a feat or class ability that
  requires you to have a sexual encounter with
  someone of a specific gender or who meets a
  specific category (such as the Gift of Innocence
  feat), and the owner of the clothing meets the
  conditions, you can activate or enhance the feat.
  Feats such as Dark Lover’s Carapace, which gain
  potency based on the number of sexual
  encounters you have each day grow more
  powerful each time you indulge in solitary, panty
  fetish sex.
  If you have a sexual effect which provides
  a benefit to your lover, the clothing’s owner
  automatically benefits from your masturbatory
  orgasm, provided that person is within one mile.
  If you have a sexual effect which harms
  or weakens your lover/victim, the clothing’s
  owner must save against the effect normally,
  provided that person is within one mile. Due to
  the lack of intimacy, the DC of all saves against
  your sexual effects are reduced by –10. If the
  effect does not normally offer a saving throw, the
  victim recieves a WILL save against the effect
  (DC 10 + your CHA modifier).
   If the clothing used in the masturbatory
  ritual is stained with the victim’s blood, urine,
  feces or sexual fluids, the DC of all saves against
  your sexual effects are only reduced by –5.
  Cocoon of Filth (General SU)
  The feel of bodily waste against your
  skin, sliding between thighs and clothes comforts
  you, transforms you, and protects you.
  Prerequisites: Wards of Filth
  Benefit: A number of times per day equal
  to 3 + your CON modifier, you may soil yourself
  
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  as a full round action. Imbued with arcane
  energy, your bodily waste crawls across your skin
  like a living thing, transforming into dense,
  stinking armor. The foul armor provides you with
  Damage Resistance 5/magic against piercing and
  slashing damage, well as Fire and Acid
  Resistance 10. These resistances stack with
  Damage or Energy Resistance gained from other
  sources.
  Each time your armor is activated, it
  remains in existence a number of minutes equal
  to your CON modifier (minimum one minute).
  Your armor can be dismissed at will, or may be
  destroyed by immersion in water or suffering
  more than 10 points of water based damage.
  The stench of mystical feces is
  unbelievably foul and cloying, and any living
  creature who comes within 30 ft of you must
  succeed at a DC 13 FORT Save or suffer a   –2
  morale penalty on attack rolls, weapon damage
  rolls, skill checks and saving throws for 10
  rounds. Characters subjected to stench from
  multiple Cocoons of Filth make only one saving
  throw. Characters affected by the foul armor’s
  stench cannot be affected again until the original
  effect expires. This feat cannot affect any
  creature immune to sickness or nausea, nor
  anyone with a similar stench or another skatto-
  witch..
  Cum Flux Flood (General SU/Metamagic)
  Your body is a roiling cauldron, and you
  have mastered the secret of creating shiro-bozu
  cum-demons within that cauldron. The faint
  sticky ghost of male fluids on your lips is a
  testament to your mastery of arcane conjuration.
  Prerequisites: Painted With Seed, Spell
  Focus (conjuration)
  Benefit: By accepting semen into your
  body, you can create a Shiro-bozu (use the
  statistics for a Grey Ooze) within yourself, and
  unleash the milk-white beast to do your bidding.
  The creature oozes from your body pleasurably.
  Summoning the shiro-bozu is a full round
  action which provokes attacks of opportunity,
  and can be preformed at any time up to 3 hours
  after the sexual encounter. The creature serves
  you loyally to the best of its ability, though it is
  too stupid to follow any thing other than the
  most rudimentary of commands. The Shiro-bozu
  remains in existence for a number of minutes
  equal to one plus your CON modifier (minimum
  one minute). You may use this ability up to three
  times per day.
  Dark Lover’s Carapace (Combat SU)
  A slick, oily black carapace bursts
  through your fragile skin, and needle-like bone
  spurs tear through your muscles. The
  transformation is agonizing, but grants you
  phenomenal strength and endurance. When
  wrapped in your cockroach-like, demonic armor,
  there are few things that can harm you.
  Benefit: A number of times per day equal
  to 3 + your CON modifier, you may manifest
  demonic armor, which bursts from your skin and
  covers you from head to toe in dense organic
  plating.
  This armor is amazingly tough. In its
  ‘raw’ state, the Dark Lover’s Carapace grants
  you a +6 natural armor bonus to Armor Class.
  While armored, your maximum DEX bonus to
  Armor Class drops to +3. You can maintain your
  demonic carapace for one minute per two
  character levels. Activating or dismissing the
  demonic armor is a standard action, which does
  not provoke attacks of opportunity.
  Your demonic armor becomes stronger
  when you satisfy your lusts. For every sexual
  encounter (consensual or not) you have enjoyed
  during the last 24 hours, your demonic carapace
  receives Damage Resistance 1/- (maximum DR
  5/-). This damage reduction stacks with DR from
  other sources. In addition, you gain a cumulative
  +1 enhancement bonus to STR (maximum +5
  bonus) while armored.
  
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  Special: You can only manifest your Dark
  Lover’s Carapace when unarmored or lightly
  armored. In this case, it superceedes any
  manufactured armor you are wearing.
  Drippings of Stone (General SU)
  More than simply toxic, your orgasmic
  fluids carry a potent curse: a curse of life
  suspended forever, of death forestalled endless by
  an unbreakable cage of stone.
  Prerequisites: Iron Will, Tantric Wisdom
  Benefit: A number of times per day equal
  to 3 + your WIS modifier,  at the moment of
  orgasm, your bodily fluids become a rushing
  geyser of warm liquid the color of grey basalt
  that smells of fresh earth and black mud. Your
  liquids erupt from your body, bathing your lover
  in strange magical fluids.
  Your unfortunate lover must succeed at a
  FORT save (DC 14 + your CON modifier) or be
  turned to stone, starting with their organs in
  closest contact to you. Those who fail the save
  are petrified forever, screaming with weird
  pleasure.
  All other living beings within a 10 ft
  radius of you at the moment of your orgasm is
  splashed with your dark earthen juices, and must
  succeed at a DC 12 FORT Save or turn to stone.
  Enema Alchemist (General SU/Metamagic)
  You’ve accepted your calling as a shit-
  witch, and know a few tricks designed to teach
  your friends and lovers the dirty discipline.
  Prerequisite: Wards of Filth
  Benefit: A number of times per day equal
  to 3 + your CON modifier, you may touch a
  willing creature, which must have a CON score
  of at least 11 and grant that creature a single use
  of a shit-magic feat. You may select any feat you
  possess which uses Wards of Filth as a
  prerequisite. The touched creature may use this
  ability once, as if he possessed the associated the
  feat.
  Once bestowed, the shit-feat remains
  available indefinitely. If the touched creature does
  not activate the bestowed ability within 8 hours,
  he is sickened until he does so. At that time, the
  sickened condition vanishes and the creature may
  use the bestowed power once.
  Eerie Dexterity (General)
  You are amazingly supple and flexible,
  and your long, flexible toes are as dexterous as
  any great apes. More than just simply being
  double jointed or graceful, you move with the
  unnatural grace of a spider or lizard, contorting
  your body in ways that a man-shaped thing
  should not be able to
  Prerequisites: Acrobatic, Nimble Moves
  Benefit: You are incredibly acrobatic and
  dexterous. You are equally proficient with both
  your left and right hand, and your feet are as
  capable as fine manipulation as your hands. You
  can perform any task requiring manual dexterity
  as easily with your feet as you can with your
  hands. You may fold and contort your body into
  seemingly impossible positions, as well as
  voluntarily dislocating their limbs, or rotating
  limbs or twisting your head almost completely
  around without harm.
  You receive a +2 bonus on Climb, Tumble
  and Escape Artist checks, as well as Perform
  (dance) checks and Profession (prostitute or
  courtesan) checks. You incur no penalty for
  fighting while prone or in an unusual position.
  You receive a +3 bonus on Intimidate checks
  made when contorted into an unnatural posture
  or position.
  Normal: You suffer a –4 penalty on
  melee attack rolls while prone.
  Familial Bodyswap (General SU)
  Mother, father, son, daughter, brother,
  sister. You know their bodies as well as you do
  your own, and in a moment of pleasure allow
  them to walk in your skin, while you walk in
  theirs.
  Prerequisites: Strength of the Bloodline
  
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  Benefit: By engaging in a consensual
  sexual act with an immediate family member, you
  gain the ability to trade bodies with that person.
  Both you and your incestuous lover must be
  willing for the mystic transformation to occur,
  mystical or mundane coercion cannot force a
  person to give up their flesh and blood in this
  manner. Your lover does need to possess this feat
  for you to body swap with them. As the
  incestuous lovers reach orgasm, each person’s
  consciousness migrates to their lover’s body.
  This transformation functions as Alter
  Self, with several unique modifications.
  Experience gained in one form stays with that
  body, as does injury, though the consciousness
  inhabiting the body retains the memory of events
  that occurred while in their relative’s skin.
  If the lovers are of different genders and
  have class abilities or feats that are only usable by
  a specific gender, they loose access to those
  abilities for the duration of the bodyswap.
  Otherwise, both lovers can use feats possessed by
  either partner, assuming they meet the feat’s
  prerequisites. Since the mind remembers its feats
  and training, and the body retains the muscle
  memory of those skills as well, both components
  of the body swap can use feats known to either.
  The body swap lasts for a number of
  hours equal to the lover’s combined WIS
  modifier. Thus if your WIS modifier is +5 and
  your lover’s is +0, the body swap lasts for 5
  hours. If your WIS modifier is +5 and your lovers
  is –1, the body swap would only last for 4 hours.
  The bodyswap always lasts for at least an hour,
  and can be dismissed by either party at any time.
  When the body swap ends, the lovers’
  consciousness returns to their true bodies,
  regardless of the distance separating them. If the
  lovers are touching when the body swap ends,
  they suffer no ill effects. If they are not touching
  when the body swap ends, the lovers are both
  stunned for 1d6 minutes after the body swap
  ends. You may use the Familial Bodyswap feat
  once per day.
  Favorite Lovers (General SU)
  You have a preference for lovers of a
  certain species, and can reach heights of passion
  with members of that kind which you can’t reach
  with other bedmates.
  Prerequisite: Tantric Wisdom
  Benefit: Select one player species
  available in either the Tatakama or the Black
  Tokyo campaign setting, including humans. When
  having a sexual encounter with a member of that
  species, the bonuses provided by Tantric Wisdom
  or any feat which uses as Tantric Wisdom are
  doubled. Feats which do not provide a numerical
  benefit are not modified by Favorite Lovers.
  Check with the gamemaster if you are unsure
  whether or not a particular player species will
  have a major role in the campaign.
  Grave between the Legs (General SU)
  Your hate, fear and self loathing is
  focused inward, transforming your body into a
  poisonous, diseased wasteland: you have made
  your sexuality a weapon of mass destruction,
  usually in response to violation and atrocity.
  Prerequisite: Knowledge: arcane lore 4
  ranks, Iron Will or Great Fortitude
  Benefit: Your sexual secretions have
  become a deadly toxin; anyone having sexual
  intercourse with you, or who ingests your blood
  or sexual fluids is at risk. Your bodily fluids are a
  highly potent toxin, which only becomes more
  virulent as you gain experience.
  This feat may be voluntarily deactivated
  at will to allow for consensual, non lethal
  intercourse, or can be resumed at any time, as a
  free action. Creatures of every gender can select
  this feat. A victim can be affected by your toxins
  only once per encounter.
  At first level, your sexual toxins have the
  following statistics as a poison.
  FORT Save DC: DC 12 + your CON
  Modifier
  
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  Initial Damage: 1d4 CON. Secondary
  Damage: 1 CON
  Duration: the toxin continues to
  afflict the victim for each round of the
  sexual encounter and for 1d4+1
  rounds after the sexual encounter
  ends.
  For every four
  character levels or Hit Die,
  increase the FORT Save
  associated with the toxin by
  +1, and add +1 CON
  damage to the poison’s Initial
  Damage. A character with 10+
  Hit Die adds unconsciousness
  1d3 hours to the poison’s Initial
  Damage.
  Genderqueer (General SU)
  You are neither male nor female,
  and your strange sexuality unsettles and
  weakens those who define themselves by
  gender identity.
  Prerequisites: Bishonen/Bishoujo
  Hermaphadite
  Benefit: You radiate an unsettling sensual
  aura, which extends 30 ft in all directions from
  your body. Within this aura, all characters must
  succeed at a WILL Save (DC 12 + your CHA
  modifier) in order to manifest any Supernatural
  abilities which are restricted to a single gender,
  including feats like Black Fatherhood, class
  abilities from classes like the Flow Witch that are
  restricted to a specific gender, or racial traits
  from a one-gendered race.
  If the save fails, the character cannot
  manifest the chosen ability for the duration of the
  encounter, though the ‘use’ of the ability is not
  expended if it is a limited use power. You may
  suppress or re-activate this aura as a free action.
  Gifts of Ecstasy (General)
  You are a skilled and considerate lover,
  gifted with an almost magical understanding of
  what brings others pleasure.
  Prerequisite: CHA 13+
  Benefit: You receive a +2 competence
  bonus on sexually oriented Diplomacy and Bluff
  checks, as well as receiving a +2 competence
  bonus on Profession (prostitute or courtesan)
  checks. If you have 10 or more ranks in any of
  these skills, the bonus increases to +4 for that
  skill.
  Gift of Innocence (General SU)
  Few things are more precious than a
  young lovers first sexual experience. You are a
  skilled sexual teacher, initiating your lovers into
  sexuality, and drawing mystical power from the
  unique bond you share.
  Prerequisite: Tantric Wisdom
  Benefit: By engaging in their first sexual
  experience with a willing sentient creature, you
  gain a special bond with that person, as well as a
  temporary influx of magical potency.
  
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  As long as both you and your virginal
  lover are on the same plane of existence, you
  gain a sense of the relative distance and direction
  between you. You gain an instinctive awareness
  of your lover’s general emotional state and are
  aware if your lover is ever badly injured (reduced
  to ¼ HP or less) or afflicted with a disease,
  poison or magical curse. You receive a +5 insight
  bonus on Sense Motive and Heal checks made
  against your lover.
  If you touch your lover while casting any
  spell with a personal range, you may extend the
  spell’s effects to the other person. Healing spells
  cast to benefit your virginal lover have their
  numerical effects maximized.
  Hungerblood (Combat SU)
  When you are wounded, your claret
  blood leaps from your body like a living thing,
  starving and anxious for vengeance.
  Benefit: When you are wounded with any
  slashing or piercing weapons, lashing tendrils of
  your blood erupt from the wound. You receive a
  +1 bonus to Combat Maneuver Bonus when
  using these tactics against the creature that
  wounded you, plus an additional +1 point of
  bonus for every five points of damage the attack
  causes you. The bonus lasts until the end of the
  encounter, as tendrils of your blood coil around
  your adversary and his weapons.
  At anytime, you may voluntarily suffer
  1d4 points of temporary CON damage to
  manifest a masterwork whip made of your living
  blood. You are always considered proficient with
  this whip, which remains in existence for a
  number of minutes equal to your (now
  temporarily reduced) CON score.
  Limitation: You must be using light
  armor or no armor to gain the benefit of this feat.
  Incestuous Voyeur (General SU)
  As you watch those closest to you lose
  themselves to sexual rapture, you are empowered
  with Tantric energy, mystically connected to your
  familial lovers in a new way.
  Prerequisite: Tantric Wisdom, any Incest
  related starting talent or Bloodstrong Men race
  Benefit: By watching any member of
  your immediate family (children, parents or
  guardians, siblings) masturbate to orgasm, have a
  sexual encounter with another person or any
  other extremely intimate act, you forge a mystic
  bond between your souls. You may spy unnoticed
  upon a relative, or may observe openly.
  By concentrating, you can see through
  that person’s eyes, hear what they are saying and
  experience everything they smell, taste or feel.
  While concentrating on your relative’s sensations,
  you are helpless and entranced. You may end this
  trance state at any time.
   This ability to bind your senses to your
  relative lasts for 24 hours, or until either you or
  your relative next sleep. This feat’s supernatural
  effect functions without regard to distance, so
  long as both you and your relative are on the
  same plane.
  If you choose, you may allow your
  relative (who need not have this feat) to see
  through your eyes and experience your sensory
  input for the feat’s duration. To do so, not only
  must you watch your relative in an intimate
  moment, you must willingly share a similar
  intimate act with your relative.
  While in the trance state, you (or your
  lover seeing through your eyes) you can use any
  unusual sensory capabilities possessed by your
  relative, such as lowlight or darkvision,
  tremorsense, blindsense or other exotic senses.
  
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  Innocence Restored (General SU)
  Through a gentle, loving sexual act, you
  can wipe away sexual trauma and unwanted
  memories.
  Prerequisites: Tantric Wisdom, any good
  alignment
  Benefits: By engaging in a consensual
  sexual act with a sentient creature, you can wipe
  away the ill effects, both physical and
  psychological of a previous, unwanted sexual
  encounter. As the encounter comes to a climax,
  the lingering psychological after effects of sexual
  trauma vanish, restoring your lover to full
  emotional health, and removing any lingering
  status effects from the trauma. If your lover is
  suffering from any sexually transmitted disease
  (s) or unwanted pregnancy, both vanish.
  Demonic pregnancies receive a must
  succeed at a DC 28 FORT save (using the
  mother’s CON modifier and base FORT save) or
  be abruptly terminated. No lingering biological or
  forensic effects of the disease or pregnancy can
  be found. If your lover is suffering from a
  sexually transmitted disease, you are vulnerable
  to it normally during the act, but are no longer at
  risk once the sexual ritual is complete.
  Your lover is once again considered a
  virgin for the purposes of certain spells and feats
  (such as Gift of innocence). The hymen
  regenerates in females affected by this feat. If
  your lover possesses any feats or class abilities
  directly related to sexual knowledge or sexuality,
  they lose access to those abilities for a number of
  days equal to your WIS modifier.
  Lemon-Pink Hospital (General SU)
  Your fluids- especially your urine and
  love juices- are potent magical panaceas. The
  messier your orgasm, the more healing fluids you
  produce.
  Prerequisite: CON 13+
  Benefit: Anyone engaging in sexual
  activity or tasting your fluids recovers a number
  of hit points equal to your CON modifier at the
  moment of your orgasm. This healing effect
  cannot take a supplicant over their normal
  maximum hit points, excess healing is simply
  wasted. A character can benefit this ability only
  once per day.
  Additionally, your healing lubrication
  renders you completely immune to all non-
  magical sexually transmitted diseases, though not
  conventional (non-STD) diseases or magical
  ailments.
  Lemon-Pink Metamorph (General SP)
  With the sticky-sweet taste of your lover
  still clinging to your lips, your true form melts
  away, replaced a perfect duplicate of that person.
  Prerequisite: Truth of the Body,
  Deceptive
  Benefit: You gain the Shapechanger
  subtype.
  After sampling the sexual fluids of any
  sentient creature of size Medium or smaller, you
  can transform yourself into an exact physical
  duplicate of that person. This effect functions as
  an Alter Self spell, cast as a sorcerer of your total
  character level.
  Lethal Jealousy (General SU)
  You mark your lovers with a deadly kanji,
  traced in your own orgasmic fluids. This symbol
  is etched onto your lover’s soul, and will destroy
  them utterly if they’re stupid enough to stray.
  Prerequisite: Spellcraft 5 ranks,
  Possessor’s Mark starting talent
  Benefit: During a sexual act, you can
  place a subtle curse upon a lover you have
  previously marked with your Possessor’s Mark
  talent. Your loverYour lover must succeed at a
  WILL Save (DC 15+ your CHA modifier) or fall
  victim to your possessor’s curse.
  The possessor’s curse has no obvious
  effects and remains can remain inactive
  indefinitely. However, if your lover has any
  sexual encounter with anyone other than you or a
  small number of other characters you specifically
  designate, the curse awakens. At the moment of
  your cursed lover’s orgasm, a storm of fiery acid
  erupts from their genitals, which inflicts 8d6
  points of damage, half of which is acid, half of
  
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  which is fire. This eruption affects the target of
  the curse, and all creatures and objects within 30
  ft. Other characters, but not the cursed lover,
  may attempt a DC 15 REF Save for half damage.
  Lusty Blades (Combat SU)
  By masturbating to orgasm with the hilt
  of a weapon, or even slicing yourself delicately
  with a favorite blade, you imbue that weapon
  with a slippery, joyous energy which allows it to
  penetrate the defenses of even the toughest
  monsters.
  Prerequisite: Simple and Martial
  Weapons Proficiency, Base Attack Bonus +3,
  Spellcraft 3 ranks
  Benefit: By masturbating to orgasm with
  a single slashing or piercing weapon, a process
  which can take several minutes, you imbue the
  weapon with sexual energy. Once so enchanted,
  your weapon ignores any non-aligned Damage
  Reduction.
  While enchanted, the weapon glistens
  with milky, white pink and gold liquid, and glows
  as brightly as a torch. Your lusty blade remains
  enchanted for one hour after you cum. No
  weapon may be enchanted more than once per
  day.
  Menstrual Wings (General SU)
  With a roar of pleasure, enormous, bat-
  like wings of luminous blood explode through the
  skin of your back, allowing you to take the sky
  upon crimson wings
  Prerequisite: Moon Wise,
  Fly 1 rank, CON 15+, female gender
  Benefit: A number of times per day equal
  to your CON modifier (minimum once daily),
  you may undergo a dramatic transformation,
  bloodily manifesting enormous bat like wings.
  Each time you manifest the wings, you suffer 1d6
  points of damage, as the wings burst through
  your shoulders.
  While manifesting your bat like wings,
  you gain a flight speed of 60 ft (good
  maneuverability). When flying outdoors under a
  full moon, your flight speed increases to 80 ft
  (perfect maneuverability). You may maintain your
  wings up to an hour per activation, or may
  retract the wings at any time.
  You may only fly while unarmored or
  lightly armored, and carrying a medium load.
  Moon Wise (General SU)
  You are in tune with the rythym of the
  moon and your own menstrual flows, and this
  knowledge gives you amazing arcane gifts.
  Prerequisites: Heal 1 rank, female
  gender only
  Benefit: During a 4-7 day period each
  month, chosen when this feat is first selected, you
  gain an assortment of minor supernatural talents.
  During your menstrual cycle, your connection to
  the natural world is sharpened, granting you low
  light vision with a range of 60 ft (or increasing
  existing lowlight vision by 60 ft).
  In addition, a number of times per day
  equal to your CON modifier (minimum once
  daily), you may daub a droplet of your menstrual
  blood on a wounded creature to speed his
  recovery. Doing so is a full round action that
  provokes attacks of opportunity. The touched
  creature instantly recovers a number of HP equal
  to 1 + your CON modifier (minimum 2 HP
  recovered).
  Mother to Demons (General SP)
  Your womb is a dark and hellish
  dimension of monsters and foul things, and your
  vaginal lips are a torrii gate that opens to the
  darkness between worlds. You can give birth to
  powerful, deadly creatures that defend their
  mother with the dark devotion of a monstrous
  son.
  Prerequisites: Vaginal Prison,
  Knowledge (the planes) 5 ranks, female gender
  Benefit: You can give birth to a variety of
  creatures, an entire ecosystem of monstrous
  beasts and animalistic demon-kin who emerge
  naked and feral from your vulva.
  Birthing
  your dark children is incredibly painful and
  
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  difficult, just like natural childbirth. Birthing a
  child requires 1d4 minutes plus an additional
  +1d4 minutes per size category past size Small,
  and after the birth, you are nauseated for 1
  minute per size category. During the birth, you
  are effectively helpless.
  Each day upon awakening you can cast
  up to 10 levels of Summon Monster in any
  combination of Summon Monster spells you
  desire, up to a maximum of Summon Monster 6.
  For instance, you may choose to cast Summon
  Monster 5 and Summon Monster 1, cast
  Summon Monster 6 twice, or any other
  combination that adds up to ten and does not
  duplicate a higher level summoning spell than
  Summon Monster 6.
  Once summoned your creature (s) remain
  in existence for one hour after leaving your
  womb. You can have any combination of
  summoned monsters at any given time, so long as
  the limits of this feat are requested.
  Nudie Cutie (Combat SU)
  Armor can be lots of fun to play in, but
  plate mail covers up way too much skin.
  You’re naked and sexy, but still able to
  benefit from all the neat armor
  and magical clothes you uncover.
  Prerequisites: Armored
  Seduction
  Benefit: You’re usually
  naked except for a distinctive, fun
  hat. If you wish, you may
  transform any light, non-magical
  armor (such as leather armor) or
  article of magical clothing or
  armor (regardless of bulk) into a
  unique hat, mask, glasses or other
  head covering. The transformed
  item occupies either the helmet or
  goggles but functions identically
  to a mundane version of the item,
  and its transformed state offers a
  clue as to its function. For
  example, you might choose to
  wear a pair of boots of speed as a pair of cheetah
  ears, or a suit of chainmail as a simple chainmail
  coif.
  The item returns to its normal state when
  it is out of your possession.
  Orgasm Like Oxygen (General SU)
  You have learned the greatest secrets of
  demonic lust-feeders, and can draw a strange
  
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  golden energy from sexual encounters that
  fortifies and sustains you.
  Prerequisite: Tantric Wisdom
  Benefit: By engaging in at least an hour-
  long sexual encounter with any sentient creature,
  you gain enough energy to sustain you physically.
  Each sexual encounter sustains you as if you had
  just consumed enough food and water to keep
  you alive for one day. In addition, for 8 hours
  after a sexual encounter, you have no need to
  breathe, and become immune to suffocation,
  drowning and hard vacuum.
  Painted with Seed (General SU)
  You live for the warmth of semen hitting
  your soft skin, and draw raw physical and
  emotional  power from the liquid stuff of life and
  masculinity.
  Prerequisite: Tantric Wisdom
  Benefit: A number of times per day equal
  to 3 plus your CON modifier, you may bathe
  yourself in semen and male fluids, drawing mystic
  power from the sexual experience. By rubbing
  the semen on your skin or accepting it into you
  body, you receive bonuses, the type of which
  varies based on where you accept the ejaculation.
  Your skin seems to glow faintly with a milk white
  radiance where the mystically charged semen
  touches it.
  You may benefit from a specific bonus
  only once per day. Each time you use this feat,
  you must select a new type of bonus and new
  sensation. A specific male may only assist with
  this feat once per day; each time you are
  ejaculated on it must be by a different person, in a
  different place.
  Regardless of which bonus you choose, it
  remains in effect for a number of hours after the
  sexual encounter ends equal to your WIS
  modifier. These bonuses stack with bonuses
  gained from Tantric Wisdom. There is no limit to
  the number of bonuses you can have in effect at
  any given time. If a body part offers different
  bonus choices, you must choose only one. The
  bonuses you can choose from are:
  •
  Hair: +2 morale bonus on Perform (any)
  checks or a light spell centered on your
  body, as cast by a first level mage.
  •
  Face: +2 morale bonus on sexually
  focused Disguise and Diplomacy checks
  •
  Lips: ability to cast charm person as
  sorcerer of your total character level
  •
  Throat: you become immune to
  suffocation and drowning for the duration
  of the effect
  •
  Breasts or chest: +2 morale bonus to your
  CON score or a +1 natural armor bonus
  to Armor Class
  •
  Stomach: one Energy Resistance 5 of
  choice; or immunity to disease, poisons
  and drugs for the duration of the effect
  •
  Internally (vagina or anus): Fast Healing
  1 for the duration of the effect or +4
  morale bonus to STR score
  •
  Back or buttocks: immunity to the
  sickened, nauseated conditions for the
  duration of the effect or Damage
  Reduction 5/magic
  •
  Legs: +10 ft increase to base land speed
  for the duration of the effect, or a +4
  morale bonus on grapple checks and
  checks made to resist being bull rushed or
  tripped
  •
  Feet: spiderclimb as a sorcerer of your
  total character level for the duration of
  effect
  •
  Hands: +2 morale bonus on the following
  skills which involve manual dexterity:
  Craft (any), Disable Device, Linguistics
  (forgery checks), Perform (any
  instrument), Use Magical Device
  Phallic Spear Technique (Combat SU)
  A hateful thought, and your penis bursts
  through your clothes, your very masculinity
  transformed into a dangerous edged weapon.
  You are an arcane practioner of hentai no judo, a
  demonic martial art that emphasizes terrifying
  physical transformation and extremes of sexual
  violence.
  
  85
  Prerequisites: Base Attack
  Bonus +5, male gender
  Benefit: As a move
  equivalent action that provokes
  attacks of opportunity, you may
  transform your penis into a razor
  edged prehensile tendril, a living
  spear that can penetrate virtually
  any defense.
  The combat penis is a
  reach weapon that can
  mystically grow or shrink to
  threaten enemies in adjacent
  squares, or can threaten
  opponents at a distance. The
  phallic spear can grow up to 10 ft
  per point of  your CON modifier. The
  weapon inflicts 1d8 points of damage
  and threatens a critical on a roll of 19-
  20. You are always considered armed
  and proficient in its use. This phallic
  spear is considered a magic weapon
  for the purpose of overcoming
  damage reduction.
  Your flexible,
  muscular combat penis
  grants you a +2 bonus
  to
  CMB checks Unfortunately, if the attempt fails,
  an opponent can attempt to sunder the phallic
  spear in retaliation. The phallic spear has
  Hardness equal to your WIS modifier, and a
  number of Hit Points equal to your CON score.
  If the Phallic Spear is severed, you lose
  the benefit of this feat for 48 hours, until your
  magically enhanced phallus regenerates, and
  suffer severe shock and blood loss. You must
  make a FORT save (DC 10 + the amount of
  damage dealt) or be nauseated for 2d6 rounds.
  Additionally, the wound bleeds severely, losing 1
  HP per round until receive any amount of
  magical healing or receive a DC 15 Heal check.
  Phallic Spear Mastery (Combat SU)
  You have channeled your inner rage and
  hate, progressing deeper into the new martial art
  of hentai no judo, turning your already terrifying
  combat penis into a jagged scorpion’s stinger
  capable of penetrating any defense.
  Prerequisite: Phallic Spear Technique
  Benefit: The wounds you inflict with
  your combat penis do not close. Your victims
  continue to bleed, losing 1 HP per round until
  they receive any amount of magical healing or a
  DC 15 Heal check.
  Phallic Murder (Combat SU)
  Your phallic spear is razor sharp and
  edged with lethal spines.
  Prerequisite: Phallic Spear Technique
  Benefit: Each time you select this feat,
  you can apply either a +1 enhancement bonus to
  
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  your Phallic Spear, or a magical ability (subject to
  game master approval) with a price equivalent to
  a +1 enhancement bonus.
  Pink Zone (General SU)
  You radiate an aura of unbridled sexuality
  and porno-flick relationship logic, which
  unleashes chaotic and taboo lusts.
  Prerequisites: CHA 13+, Charming
  Seducer Starting Talent
  Benefit: Those
  within sight of you are much
  more likely to give into
  spontaneous sexual
  encounters, even those
  encounters which would
  normally be forbidden or
  taboo. You can easily
  convince a sentient NPC to
  have a sexual encounter if
  you can improve that NPC’s
  attitude towards Friendly or
  better.
  Three times per day,
  you (as a player) can dictate
  the sexual behavior of a
  Friendly NPC for a single
  encounter. If a If a
  consensual sexual act you
  describe dramatically
  violates an NPC’s code of
  ethics or is extremely taboo,
  that NPC receives a WILL
  Save (DC 10 + your CHA
  modifier) to resist the
  suggestion. Otherwise, those
  around you throw
  themselves into bizarre
  orgies and random hook-ups
  with joyous abandon.
  Playful Little Loli (General SU)
  Your body is as slender and hairless as a
  little girl’s, and you use your lithe, pure beauty to
  your advantage.
  Prerequisite: Teasing Little Loli
  Benefit: You resemble a young pre-teen,
  and know how to use your size to your
  advantage. You receive a +2 bonus to your CHA
  score, and a -2 penalty to your STR score.
  Though you remain your base size, you are
  treated as being one size category smaller,
  anytime doing so would benefit you.
  Though Medium sized, you are the
  lowest end of height and
  weight norms, gaining a +1
  size bonus to attack rolls
  and armor class, and a +4
  size bonus on Size
  checks. You do not suffer
  a size penalty to your
  CMB or CMD.
  Finally, your soul is
  innocent and fundamentally
  malleable, and you can take baby-play
  and age-play to a level other lovers
  can only dream of. With roughly a
  minute of concentration, you gain a
  child’s playfulness and flexibility at
  the cost of your adult reason. You
  may voluntarily suffer temporary
  INT damage. For every three points
  of INT damage you suffer, you gain
  Damage Resistance 1/magic.
  While suffering INT damage, you
  can choose any sentient creature as
  your ‘mommy or daddy’, enjoying
  a lustful crush upon them. When
  within 60 ft of your ‘parent’ you
  use their saving throw bonuses in
  place of your own, if they are
  higher, as you draw comfort from
  their presence. Once your play-
  parent is designated, you cannot
  change the role until your INT
  damage is fully healed. Your
  
  87
  chosen play-parent counts as an immediate family
  member for the purposes of incest-based magic,
  regardless of actual biological relationship.
  Poison the Bowels (General SU/Metamagic)
  You are an adept skatto-mage, and your
  mystic dominance over bodily waste allows you
  to inflict a painful, debilitating curse upon your
  enemies with just a thought.
  Prerequisite: Wards of Filth
  Benefit: Once per day per four character
  levels, you can take control over an opponent’s
  bowels and use the filth you find there to poison
  their body. As a standard action, you make a
  ranged touch attack with a 30 ft maximum range.
  If successful, your target becomes nauseated.
  This condition remains in effect until the target
  moves his or her bowels, at which time the
  deadly secondary effect of the curse takes hold.
  When your target attempts to shit, she
  suffers massive physical trauma, as her guts
  explode from the mystic pressure. Your target
  suffers 5d6 points of damage, and must attempt a
  FORT Save (DC 12 + your CON modifier) or
  suffer 1d6 points of permanent CON damage. A
  remove curse spell cast before the target shits
  ends the nausea and negates the secondary effect
  of this feat.
  Special: This feat has no effect on
  creatures which do not need to eat nor defacate
  (such as constructs), do not have an animal-like
  metabolism (such as most plants) or are not alive.
  Predator’s Speed (Combat SU)
  You like it when your prey runs. The
  faster and more graceful your prey, the better the
  chase, and the greater the thrill when you finally
  bring your victim down.
  Prerequisite: Run, Nimble Moves, Base
  Attack Bonus +3
  Benefit: By making a successful melee
  touch attack against any sentient humanoid or
  monstrous humanoid of the species and gender
  you are attracted to, you may steal away that
  enemy’s speed and dexterity and add it to your
  own. You may use this ability once per day per
  every +3 points of your base attack bonus.
  Each time you touch the adversary, her
  base movement rates in all speeds are reduced by
  -10 ft, and she suffers a cumulative -1 penalty on
  REF Saves and DEX based skills. You gain an
  equal boost to your speed, REF Saves and DEX
  based skills, to a maximum of +100 ft / +10. This
  speed transfer lasts for one minute, after which
  your opponent regains her lost speed and the
  bonuses vanish.
  Puzzle of Flesh (General SU)
  With a grunt of effort, you can separate
  your limbs from your body, sending them on
  strange, perverse errands.
  Prerequisite: Great Fortitude, Iron Will,
  Eerie Dexterity
  Benefit: As a full round action, you may
  separate your limbs, even your skull and send
  them on errands on your behalf. You may split
  your body into any combination you can imagine,
  sending as many of your limbs as necessary to
  accomplish your mission. You may use this ability
  once per day.
  Your limbs can range up to one mile from
  you. If they move or are taken farther a field than
  that, they simply become inert until you move
  within in range again. You may experience
  sensory input normally for the separated limb: see
  or hear through a separated eye or ear,
  experience touch through a limb, or taste through
  a separated tongue.
  If you choose to send a vital organ out on
  a mission, and it is destroyed, you suffer the
  effects of losing that organ, possibly dying
  instantly if a heart or brain is severed. Your
  severed organs are treated as remote controlled
  extensions of your will and body. If targeted by a
  hostile effect, you save normally against the
  effect, regardless of the distance between you.
  
  88
  You may control one separated organ per
  point of your WIS modifier (minimum one
  separated organ), as a move-equivalent action.
  Uncontrolled organs simply wait, inert and
  immobile while your attention wanders.
  Many organs, which only have a rudimentary
  sense of touch, possess a limited form of
  blindsight, with a 5 ft radius, allowing them to
  navigate by touch, at least to a limited degree. A
  severed limb’s or organ’s speed is based upon its
  size. Severed limbs or organs have a +0 base
  attack bonus, and some have a slam attack based
  upon their size. Severed limbs cannot run or
  charge.
  You may center any effect that emanates
  from your body on any of your severed organs. If
  you have sexually related feats or abilities, such
  as Phallic Spear Technique, you may use those
  abilities normally while bifurcated. You remain
  separated until you choose to reintegrate your
  organs. Reintegrating your organs is a full round
  action which provokes attacks of opportunity.
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  Rapist’s Camaraderie (Combat)
  You are a sexual predator and a coward,
  at your most dangerous when surrounded by
  other monsters who share your lusts.
  Prerequisites: Base Attack Bonus +3,
  Male Gender
  Benefit: While within 30 ft of any
  sentient male creature who has raped or seriously
  injured (removed at least half her total HP) any
  sentient female within the last 24 hours, you
  receive a +1 bonus on melee attack rolls, grapple
  checks and unarmed damage rolls against
  women. This bonus increases by +1 for every
  rapist within range, to a maximum +10 bonus.
  Regenerative Womb (General SU)
  Your womb is a nexus of magical power,
  able to give life to the dead, and bring change to
  those you bless with your touch.
  Prerequisites: Moonwise, WIS 15+
  Benefit: By spending at least 8 hours
  engaging in highly ritualized sex with a willing
  participant, or by anointing a dead body with
  your milk, blood or sexual secretions, you may
  
  89
  cast any of the following spells as a cleric of your
  total character level. You may be healer, oracle or
  divine force of transformation at your choice:
  Atonement, Break Enchantment, Hallow, Heal,
  Heroes Feast, Neutralize Poison, Regenerate,
  Reincarnate, Resurrection.
  Special: Only females can choose this
  feat.
  Rebuilt by Lust (Combat SU)
  Your bruised, broken and horribly scarred
  body is repaired and reenergized through sexual
  contact. Though it hurts you terribly, you know
  accepting a man into your damaged body is for
  the best.
  Prerequisite: Broken Doll Starting
  Talent
  Benefit: If you have a sexual encounter
  with a male while at below ¼ your maximum Hit
  Point total or while suffering from ability score
  damage or drain, your natural healing rate for
  both HP and ability score damage is tripled until
  you return to full health. During this healing
  period, any healing spells or psionic abilities used
  to benefit you have their numerical effects
  maximized.
  Severed limbs and destroyed organs begin
  regenerating, usually rebuilding themselves
  completely within a week of the sexual
  encounter. If you have a sexual encounter with a
  male within 24 hours of suffering permanent
  ability score damage, you treat it as temporary
  ability score damage instead.
  Scatological Armory (General SU)
  You mastered an arcane fetish-spell long
  ago that turns your own stinking shit into armor.
  Now, you can spread this strange armor to those
  you touch, possibly giving them a taste for scat-
  play as well as a distinct tactical advantage.
  Prerequisites: Cocoon of Filth
  Benefit: When you activate your Cocoon
  of Filth feat, you may share the benefit of the feat
  with one other creature per five character levels,
  of size Large or smaller, that you are in direct
  physical contact with.
  Serpentine Mane (General SU)
  Your long hair writhes and moves with a
  life to its own, twining around opponents and
  always secretly working for your benefit.
  Prerequisite: CHA 15+
  Benefit: You have total psychic control
  over every strand of your hair. Your prehensile
  hair grants you a +2 bonus on your Combat
  Maneuver Bonus when grappling, and to your
  Combat Maneuver Defense, as well as Sleight of
  Hand and Escape Artist checks. If your hair is
  uncovered, you are always considered to have a
  ‘hand free’ for the purpose of what combat
  abilities you can bring to bear.
  Limitation: If your hair is ever cut or
  burned, you lose the benefit of this feat until it
  regenerates back to full length, which requires
  1d6+1 days.
  Shit Rider (General SP)
  You have mastered a filth and feces-based
  summoning ritual and can imbue your bodily
  wastes with a strange kind of fetishistic life. You
  know the secrets of creating a powerful,
  voracious predator from what oozes from your
  bowels.
  Prerequisites: Cocoon of Filth, Spellcraft
  4 ranks
  Benefit: You know a secret ritual that
  allows you to summon an Otyugh (CR 4) from a
  ritual stage covered in your own bodily wastes.
  This disgusting ritual requires at least an hour,
  the sacrifice of strange oils prepared as an enema
  worth at least 50 GP and requires the caster to
  masturbate to orgasm in a pile of human waste,
  including his or her own. The waste than
  animates and congeals into an Otyugh.
  The Otyugh serves you loyally to the best
  of its ability, though it is too stupid to follow
  anything other than the most rudimentary
  commands. The Otyugh remains in existence for
  24 hours, or until the caster next bathes or
  cleanses. You may have only one summoned
  Otyugh in your service at any time.
  
  90
  Soaked With Lust (General SU)
  Your arousal is obvious to everyone
  around you. Your slick, rich sexual fluids soak
  through clothes and pool around you. Your
  sexual odor is cloying and potent, like fine orchid
  perfume.
  Prerequisite: CON 13+, Gooey
  Lubrication or similar starting talent
  Benefit: At will, as a standard action, you
  can arouse yourself and allow an endless flood of
  sexual lubrication to flood your thighs and spread
  out around you. This pool of greasy fluid
  expands to cover a 30 ft radius around you, and
  moves with you as long as you choose to
  maintain the effect. You may end this effect at
  any time as a free action, in which case the
  lubrication puddles dry to nothingness after one
  more round.
  This ability functions as grease, cast by a
  sorcerer of your total character level. While
  manifesting your lusty secretion, you gain a +10
  circumstance bonus on Escape Artist checks and
  checks made to resist or escape a grapple or pin.
  Drawback: Your potent sex-stink means
  any creature tracking you by scent receives a +4
  bonus on Survival checks made to trail you.
  Strengthening Orgy (General SU)
  Prerequisite: Tantric Wisdom, Toughness
  Benefit: By engaging in an hour long
  sexual act with multiple partners of either gender,
  you absorb the Tantric energy of your communal
  lust and transform it into raw physical power.
  You gain a cumulative +1 holy bonus to your
  STR score and a cumulative +5 ft improvement
  to all your base movement speeds per partner.
  You may receive a maximum +10 STR / +50 ft
  bonus with ten partners.
  This enhancement lasts for a number of
  hours equal to your CON modifier once the
  sexual encounter ends.
  Strength of the Bloodline (General SP)
  The clan, the family, the bloodline is vital
  above all. The bonds of family love, both
  emotional and lustful unite your small, insular
  clan. Through your incestuous relationship
  breaks tradition and taboo, it gives you and your
  family of lovers incredible power.
  Prerequisites: Tantric Wisdom, either
  any Incest starting talent or Bloodstrong Man
  race.
  Benefit: Up to three times per day, you
  may engage in a sexual encounter with a member
  of your immediate family (child, parent or
  guardian, sibling), lasting at least one hour. The
  taboo sexual act provides great power, which you
  can call upon in a time of need.
  The sexual act effectively casts either
  Bear’s Endurance, Bull’s Strength or Cat’s Grace
  on both yourself and your sexual partner, who
  need not have this feat. This spell is cast as a
  sorcerer of the total character level of the most
  experienced partner. Both partners receive the
  benefit of the same spell-like ability, which is
  chosen when this feat is activated
  This spell-effect lies dormant within both
  partners until needed, and remains dormant until
  24 hours have passed, or either partner next
  sleeps. Triggering the stored spell effect is a free
  action, which can be preformed even on another
  creature’s turn, allowing you an instant defense in
  the face of danger. You may also activate the
  spell effect immediately after failing any skill or
  ability check; if the ability boost raises the check
  result to a success, you succeed at the task. You
  choose which ability to enhance at the moment
  you activate the spell effect.
  If the spell effect is not used prior to the
  end of its dormant period, the arcane energy
  dissipates harmlessly without effect.
  Super Kawaii (General SU)
  You are too adorable to kill, and even the
  most vicious oni would rather have you to play
  with rather than to kill outright.
  
  91
  Prerequisite: CHA 13+
  Benefit: When unarmored or lightly
  armored and wearing at least moderately
  revealing clothes, you may add your CHA
  modifier as a luck bonus to your Armor Class.
  Tantric Wisdom (General SU)
  You have studied arcane sexual
  techniques and incorporated these erotic arts into
  your meditation. As a result, you have become
  both a more skilled lover and a more adept
  martial artist.
  Prerequisites: WIS 15+, Spellcraft 1
  rank
  Benefit: By spending at least an hour
  enjoying sex with a partner, who need not have
  this feat, you may make a DC 20 Spellcraft
  check. If the check is successful, your mind clears
  and petty distractions vanish. You receive a +2
  insight bonus on WILL saves, Perception checks
  and Craft (any) and Knowledge (religion) checks.
  This insight bonus lasts until you next sleep.
    Additionally, your Tantric skills mean
  you can indulge in amazingly lengthy and varied
  experiences, and have full control over your
  fertility. You will not become pregnant or
  impregnate a woman unless you choose to do so.
  Tentacled Myriad (General SP)
  Semi tangible, magical tentacles, whose
  appearance is shaped by your most selfish sexual
  fantasy, burst from your body in search of willing
  (or unwilling) prey. Through sheer force of will,
  you conjure a limitless number of rubbery,
  rapacious tentacles, which seemingly burst from
  your body, passing seamlessly through clothes or
  armor, and even appearing from the earth, floor,
  or whatever surface is underfoot. The tentacles
  will even appear randomly out of pools of
  darkness or fog, or areas of dark water.
  Regardless of the tentacle’s point of origin, you
  have a dull awareness of their actions, and can
  feel echoes of the sensations they enjoy as they
  grope victims.
  Prerequisite: Spellcraft 5 ranks
  Benefit: Once per day per four character
  levels, you can cast Black Tentacles as a spell-
  like ability, as cast by a 10th level sorcerer (or
  your arcane caster level, if greater). You can use
  this ability as a move equivalent action. If you
  have had a sexual encounter within the hour
  before using this ability, you can activate the
  Black Tentacles effect as a free action.
  Truth of the Body (General SU)
  Men and women may lie to each other,
  but they share an honesty beyond words during
  the act of love. You can taste the flavor of truth
  in a lover’s intimate secretions.
  Prerequisite: Sense Motive 1 rank
  Benefit: By bringing any sentient
  creature to orgasm and sampling their sexual
  secretions, you gain insight into your lover’s
  personality and motivations. You learn your
  lover’s alignment as if by a first level divination
  effect, the creature’s sexual preference, if any,
  and if the creature has lied to anyone within the
  previous 24 hours.
  You receive a +4 insight bonus on all
  Sense Motive checks made against your lover for
  24 hours after the sexual encounter.
  Except when dealing with the most
  virulent forms of disease, the amount of sexual
  fluid ingested is too small to transmit disease.
  Unbirth (General SU)
  Those trapped within your claustrophobic
  womb return to childhood, with all its weakness
  and powerlessness, eventually dissolving into
  bloody nonexistence.
  Prerequisite: Vaginal Prison
  Benefit: A victim swallowed whole by
  your vaginal prison begins to disintegrate and
  discorporate, mentally and physically as he or she
  dies inside you. In addition to crushing pressure
  and acidic damage, each round the victim is
  trapped within you, he or she suffers a negative
  level.
  
  92
  By voluntarily suffering 1d3 points of
  temporary CON damage while an enemy is
  trapped in your vaginal prison, you can inflict an
  even more permanent disillusion on your
  adversary. Your victim must make a WILL Save
  (DC 16 + your WIS modifier). Success indicates
  that the victim suffers 1d2 points of permanent
  CON drain.
  Failure indicates the victim moves to the
  beginning of the previous age category,
  immediately incurring the physical changes
  associated with aging. A creature de-aged past
  the Child category dies instantly and quickly
  devolves from baby to fetus to zygote to a mass
  of bloody, stillborn tissue.
  Vaginal Prison (General SU)
  Your vulva is an inescapable maw,
  capable of consuming your lovers whole when
  you finally tire of them. Trapped in a non-
  dimensional hell of contracting muscle and
  boiling liquid, your prey’s futile struggles for life
  only bring you orgasm after orgasm.
  Prerequisites: Spellcraft 4 ranks, either
  the Gifts of Ecstasy feat, Half Demon Pussy
  starting talent or Futakuchi race.
  Benefit: A number of times per day equal
  to 3 + your WIS modifier, you can transform
  your vagina into a strange Tessarect, a fold in
  space and time.  If you have successfully pinned a
  foe your own size or smaller, you may elect to
  make a second CMB check, as though attempting
  to pin the opponent once again. If the check is
  successful, your vagina warps and stretches to
  impossible proportions, swelling your prey
  whole.
  Once swallowed, the victim is shunted
  into a non-dimensional space within your body.
  While swallowed, the victim is considered
  grappled, but you are not. In addition, the victim
  suffers 1d4 points of bludgeoning damage  plus
  1d8 points of additional acid damage per round.
  The victim cannot break free through physical
  
  93
  effort, but may escape by casting any form of
  teleportation or dimensional travel magic, or by
  succeeding on a WILL save WILL save (DC 12 +
  your WIS modifier). A freed creature reappears
  prone and adjacent to you, in a random open
  square.
  You can trap a creature in your vaginal
  prison for up to one round per character level. If
  the victim dies while swallowed, he or she is
  consumed completely, along with all non magical
  gear. If the victim is still alive when this
  enhancement ends, or if the victim breaks free
  with a successful WILL Save, you suffer suffers
  5d6 points of damage (FORT DC 18 half). You
  may choose to birth a swallowed creature at any
  time; any magical items swallowed can be
  vomited up at will also.
  Special: Only females can select this feat.
  Veins Full of Cum (General SU)
  The semen you accepted into your body
  in search of its healing properties has seeped into
  your blood and marrow. Your blood has become
  the milky white substance of life itself, and you
  cannot die easily. Your cum-filled body always
  seems to heal itself as the sperm within your
  veins hardens into organic glue and melds torn
  tissues and severed arteries back together.
  Prerequisite: Either Painted with Seed or
  Rebuilt by Lust
  Benefit: If you are slain (reduced to -10
  HP or fewer), your body begins rebuilding itself
  painfully. Regeneration begins automatically
  within 4d6 hours of your death, and you recover
  1 HP per hour until you are restored to 1 HP, at
  which time you begin healing normally. You are
  unconscious and helpless until returned to 1 HP.
  While in your healing coma, you
  automatically recover 1 HP for each male who
  ejaculates on your regenerating corpse, which
  can speed the healing process. If your body is
  damaged by fire or acid before the healing
  process is complete, you do not regenerate and
  can’t return to life in this manner.
  Each time you are restored to life in this
  manner, you must succeed at a FORT Save (DC
  10 + the number of previous successful saves).
  Failure indicates you suffer 1d4 points of
  permanent INT drain from brain damage. Your
  INT score can’t be dropped below 3 in this
  manner.
  This feat is outclassed by the Blood
  Immortal alternate racial trait, another reason
  that trait is so potentially overpowered.
  However, Veins Full of Cum might be an
  attractive choice for characters who don’t, or
  can’t select Blood Immortal, or in campaigns
  where this alternate racial trait isn’t allowed.
  Wards of Filth (General SP/Metamagic)
  Everything can be turned into an
  advantage, even the waste expelled from your
  body. You have mastered a secret runic language,
  which resembles but is distinctly different from
  known rune magic traditions. These strange sigils
  are known only to you and are potent only when
  painted by your hands, etched in your own
  fragrant and hideous shit.
  Prerequisites: Craft (painting or
  calligraphy) 1 rank, Spellcraft 1 rank, ability to
  cast first level arcane or divine spells.
  Benefit: A number of times per day equal
  to 3 + your CON modifier, you may use your
  bodily wastes to create an arcane barrier to
  protect yourself from harm. It requires at least
  1d4 minutes to paint the warding circle of shit
  and urine.
  The warding circle creates an invisible
  mystic barrier up to 60 ft in diameter that
  protects those inside from supernatural evil. Any
  non-good outsider, fey or undead wishing to
  enter the warded area must succeed at a DC 30
  WILL Save to do so; if they fail, they are held at
  the barrier. No magical or supernatural effects
  caused by any of these creatures may pass the
  barrier.
  
  94
  The barrier remains in existence until the
  painted waste dries and flakes away, which
  requires an hour. Strong rain washes or running
  water washes the barrier away in one round. The
  barrier can also be broken by physically
  destroying the binding circle or wiping away the
  mystically infused shit and urine that composes it.
  Alternatively, you may expend a daily use
  of Wards of Filth to duplicate the effects of either
  Hold Portal or Arcane Lock, which are cast at
  your total character level. Using this feat in this
  way is a full round action.
  Womanly Ambrosia (General SU)
  You may anoint the lips of your lovers
  with your potent womanly juices, sustaining and
  strengthening them.
  Prerequisites: Moonwise, Tantric
  Wisdom
  Benefit: Once per day, you may perform
  a ritualized sex act which emphasizes your
  pleasure and the flavor of your body, which
  requires an hour to complete. You may share this
  ritual with a maximum number of supplicants
  equal to 3 + your CON modifier.
  Those tasting your juices in this manner
  are cured of all non-magical diseases, sicknesses,
  and nausea, becomes immune to poison for the
  next 12 hours, or until they next sleep. The
  supplicants also receive 1d8 bonus HP, plus an
  additional HP for two character levels you
  possess (maximum 1d8 + 10 temporary HP).
  These bonus HP last until the supplicant next
  rests or sleeps.
  Those sharing the ritual receive a +1
  morale bonus on melee attack rolls and WILL
  saves for the next 12 hours, or until they next
  sleep. During this time, your supplicants become
  immune to fear effects.
  Special: Only females can select this feat.
  Womanly Suffocation (General SU)
  The flesh and fat of your breasts flows
  like wax, oozing over your lovers and entangled
  adversaries, crushing and suffocating them.
  Benefit: A number of times per day equal
  to 3 + your CON modifier, you allow your flesh
  to flow like syrup, pouring over any creature you
  are grappling. Each time you activate your
  Womanly Suffocation ability, you retain the
  effects for a number of rounds equal to one plus
  your CON modifier (minimum two rounds).
  Your amorphous, crushing flesh grants
  you a +10 profane bonus on all grapple check for
  the duration of the effect. If you manage to pin
  your opponent while grappling, your flesh
  constricts mercilessly, automatically dealing 1d6
  + your STR modifier  points of bludgeoning
  damage per round the grapple is maintained.
  Special: Only females can select this feat.
  Wombscrape (Combat SU)
  You are one of the vilest and most
  dangerous practitioners of hentai no judo, and
  have transformed your reproductive tactics into
  deadly weapons. You can impregnate a woman
  through blood and pain, and can breathe out a
  stinking cloud of predatory semen.
  Prerequisite: Phallic Spear Technique,
  Base Attack Bonus +9
  Benefit: Any fertile human being who is
  wounded by your Phallic Spear Technique must
  succeed at a FORT Save (DC 8 + the damage
  inflicted) or become pregnant with your
  offspring. Alternatively, a woman who is
  pregnant with another man’s offspring
  spontaneously miscarries on a failed save.
  Once per day, you can exhale a deadly
  cloud of acidic semen, which creates a 30 ft cone
  of vapors. Males caught within the cloud of
  semen suffer 1d8 points of acid damage per point
  of your CON modifier, and may attempt a DC 15
  FORT Save for half damage. Any females caught
  within the cloud must succeed at a DC 15 Fort
  Save or become pregnant/spontaneously abort,
  but do not suffer acid damage. The semen cloud
  remains in existence for 1d4 rounds; characters
  
  95
  within the acid cloud must make a new save each
  round of exposure.
  Drawback: This feat cannot affect any
  character, male or female, which possesses the
  Tantric Wisdom feat.
  Appendix: Other Character
  Building Options
  Hentai is all about the strange, the horrific
  and the erotic and grotesque in equal measure.
  Two other Otherverse Games sourcebooks fit
  nicely into the Tatakama.
  Fursona: The Definitive Guide to
  Creating Anthropomorphic Characters allows
  players to custom-build animalistic heroes and
  villains. Since much furry art is
  undeniably erotic, anthro heroes fit nicely into a
  hentai-inspired campaign.
  Fursona IV: Fur of the Yokai is a
  supplement for Fursona custom written for the
  Tatakama. It includes new orders and abilities
  drawn from Japanese folklore, including the
  treacherous ghost dogs known as Inugami, the
  Namazu, a race of wantonly destructive catfish
  men, among others, as well as suggestions on
  using some of the animalistic races in this
  sourcebook as alternative orders. Buy it!
  Accidents of Birth focuses on mutants,
  monsters and deformities. Mixing and matching
  elements from these two sourcebooks, especially
  if you include starting talents and hentai feats
  from this sourcebook, should allow you to build
  any creature ever seen in hentai, no matter how
  many deformed tentacle-cocks these things have.
  Appendix: Historical Japan
  and the Tatakama
  The Tatakama is a distorted reflection of
  Edo-period Japan. Its culture, people and
  monsters are all drawn from the folklore of the
  period- as re-interpreted by modern horror hentai
  and anime. Rather than recapitulating tons of
  historical data, I’ve concentrated on explaining
  the Tatakama through my descriptions of the
  creatures that call it home and the strange powers
  they can bring to bear. Players and gamemasters
  wanting a better historical foundation with which
  to build the Tatakama might look at the following
  sources, all of which are D20 and PFRPG
  compatible, and draw upon the same myths and
  legends as Black Tokyo for their genesis.
  Ronin
  Written by Jeremy Puckett, Highmoon Media
  Productions, 2008
  This older D20 sourcebook is probably
  the absolute best resource currently published
  on historical Japan, and its myths. Packed with
  useful detail and an excellent overview of the
  nation’s history and folklore, this sourcebook
  also includes a great bestiary and some new feats
  and new classes that nicely complement the
  material here.
  Kaidan: A Japanese Ghost Story
  Written by Jonathan McAnulty, Rite Publishing,
  upcoming
  This upcoming campaign creates a
  fantastic, Japan-like setting that combines classic
  Japanese ghost tales with the first arrival of
  Westerners to the country.
  The Jade Oath Campaign Setting
  Written by Frank Carr, Rite Publishing, 2011
  Also from Rite Publishing, this interlaced
  series of short PDFs each focuses on a different
  aspect of Japanese and Asian mythology, from
  demon hunting heroes to new player races like
  Bakemono, to new forms of magic.
  
  96
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  15. COPYRIGHT NOTICE
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material
  by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
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  rights reserved.
  Black Tokyo I-III. Copyright 2008-2011, Otherverse Games. Author:
  Chris A. Field
  Black Tokyo Legends: Races of the Tatakama. Copyright 2012. Author:
  Chris A. Field
  
  97
  The Tatakama is a twilight world, a place between realms. Between life and
  death, between the worlds that mortals call home and the realms beyond
  where gods and demons dwell.
  Races of the Tatakama is the first sourcebook specifically for the
  Tatakama Campaign Setting, and focuses exclusively on character creation.
  Inside, you’ll find twelve new player races, Tatakama-specific alternate racial
  traits for the core races, seven cultural templates that define a character’s
  social standing, dozens of starting talents and new feats.
  Inspired in equal parts by ancient Japanese legends and the latest hentai
  available on P2P servers, the world of the Tatakama is like nothing
  else in gaming.
  This erotic world is fully compatiable with the 3.5 revsion of the
  world’s most popular role playing game, and the most popular,
   currently published revision of that legendary game  system.
  
SOURCE: textdata/thevault/Collections/Bestiaries/Bestiary 3/Black_Tokyo_Legends_-Races_of_the_Tatakama.pdf