There we go, updated tentacle rules.<br/><br/>Changes I made:<br/><br/>-I didn't mention it, since it's not really part of the rules, but I lowered the monsters' base CMB and CMD.  They now have a CMB of 0-2, and a CMD of 10-12.  Note that I also increased the bonus from having multiple tentacles holding a character to +3 per tentacle.<br/><br/>-Pleasure now decreases your attack bonus, AC, CMD, saves, and skill checks by 1 per 5 pleasure.<br/><br/>-Pleasure no longer decreases when you take ahegao damage.  In addition, the ahegao damage you take increases if you fail the will save by a lot; doubling if you fail by 10 or more, tripling if you fail by 20 or more, and so on.  (For instance, if the monster usually does 1d6 ahegao damage, failing by 10 means you take 2d6, by 20 means you take 3d6, etc).  Pleasure still decreases if you escape and avoid being grappled again.<br/><br/>-Armor works differently.  Armor integrity is 2 plus the armor's AC, but you lose one integrity for each tentacle stripping you each round.<br/><br/>-I clarified how monsters can move with victims a bit, hopefully it's not too confusing.<br/><br/>-I added a partial list of special properties tentacles may have.  A monster may have multiple properties on the same tentacle, and may have different properties on each of its tentacles (for instance, a monster with five tentacles may have two armored tentacles, and three thick, slimy tentacles).  I'll keep coming up with more ideas, of course.<br/><br/>If you've got any questions or noticed anything I missed, let me know.