Tattoo Magic

Magical Tattooing is a practice frequently taken up by psionicists and spellcasters alike. When properly inscribed, various magical tattoos can imbue magical power onto its wielder. Often, some of them are single-use only, and some of them are constantly active. Whatever their action, anyone with an appropriate spellcasting ability and an understanding of how to properly craft a magical item normally can render them, with a successful Craft (Tattoo) check.

Tattoos, unlike normal magical items, can be suppressed without a targeted dispel - they are effectively 'always on' spells, not items, and as such, can be stripped from a character in much the same way a normal spell effect can. Tattoos that do not grant an ability, but instead store a spell for spell-trigger or completion, if dispelled in this fashion, are treated as having been the targets of a successful targeted dispel. If an item provides a class skill, the character is considered to no longer have the ability, but their skill ranks remain as they are (the magic of the tattoo makes the skill more easily learned, it does not increase the character's ability in the skill).

Typically, any effect a Magical Tattoo can achieve can also be accomplished with a Psionic Tattoo. These Tattoos can be crafted as constant Universal Items, using the Craft Psionic Tattoo feat.

Arm's Deluge: This Tattoo typically is a band around a limb of a wave pattern or a creature of water, such as a fish or sea serpent. The wearer of this Tattoo can change their type to Elemental for up to their strength in rounds, and change their entire body into water.

The wearer loses the ability to run, but can seep through any non-waterproof substance as a move-equivalent action. In turn, they also gain a +6 circumstance bonus to hide checks, and a further +6 circumstance bonus to hide checks under water. The wearer in this form cannot attack, or cast spells with verbal, somatic, material or focus components. If any touch spell is being held, this effect discharges it harmlessly.

The wearer, as a creature of solid water, is highly resistant to most forms of damage, and gains Damage Reduction 5/+1.

Caster Level: 5th. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 18, Alter Self. Market Price: 12,000 gp.

Ars Magica: This tattoo grants its wielder a +10 competence bonus to the wearer's Knowledge (Arcana) checks.

Caster Level: 3rd. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 15, Identify. Market Price: 4,000 gp.

Bloodthinner: This tattoo grants the wearer the ability to deal 1 point of constitution damage with an unarmed strike. Typically, it's a heart with an arrow through it, often with a long line of blood underneath it.

Caster Level: 9th. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 22, Poison. Market Price: 54,000 gp.

Body, Soul, And Mind In Balance: This tattoo is usually the elven phrase for which the tattoo is named in a ring, with the emblems of the four elements within it, in equal portions. Part of the cost of this tattoo is employing a skilled enough tattoo artist to actually depict the aspects in perfect balance (or the magic simply won't work). The wearer of this tattoo always calculates any Balance check as if he had rolled a natural 20.

Caster Level: 11th. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 24, Guidance. Market Price: 6,000 gp.

Boon of Action: This tattoo allows its wearer to give up a partial action to grant a partial action to a single ally within 30 feet. Only a single partial action can be given up each round, and the wearer is unable to use the tattoo while under the influence of a haste or slow affect. The tattoo in question is usually a vibrant purple symbol, often a chevron or cross.

Caster Level: 1st. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 14, Expeditious Retreat, Guidance. Market Price: 4,000 gp.

Diamond Body: This Tattoo is usually of a diamond, encircled by tiny shards of crystal in a variety of colours. The wearer of this tattoo is immune to the effects of disease (though they may still carry them) and cannot become addicted to drugs.

Caster Level: 1st. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 14, Drug Resistance, Suspend Disease. Market Price: 4,800 gp.

Dire Charger: Typically this Tattoo is in the design of a charging horse, bull, or some other creature renowned for stampeding. The wearer of this tattoo gains a single, extra partial action each round that can only be used for movement, but can be used for a partial charge. Because of this, it's often also often the guise of a lion or other big cat.

Caster Level: 3rd. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 17, Expeditious Retreat. Market Price: 24,000 gp.

Dulvix's Mark: This brand must be made on the skin with a hot brand made of platinum, in the form of a bear's paw. The brand can only be made upon the skin of a character capable of casting Animal Friendship, and calls upon the great Avatar of nature, Dulvix the bear, allowing the wearer to summon Dulvix as with a Summon Nature's Ally VII spell, once a week, for a full minute.

Caster Level: 13th. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 29, Summon Nature's Ally VII. Market Price: 50,960 gp

Dulvix: CR 11; Large Outsider; HD 20d8+240; hp 330; Init +8 (Dex); Spd 50 ft.; AC 28 (-1 size, +4 Dex, +15 natural); Atk 2 claws +33 melee (2d6+18), bite +31 melee (4d6+9); Face/Reach: 5 ft. by 10 ft./5 ft.; SA Improved grab, Spells; SQ Scent, Haste, Enhanced Attributes; AL NG; SV Fort +27, Ref +19, Will +20; Str 46, Dex 18, Con 34, Int 4, Wis 20, Cha 14.

Skills and Feats: Hide +0, Listen +10, Spot +10, Swim +23;Improved Initiative, Multiattack

Dulvix is an incredible, black-furred bear. His eyes glitter with a slight intelligence. If Dulvix is slain, he cannot be summoned again for a week. Dulvix is a native outsider. Dulvix cannot travel more than 30 feet from the wielder of the Mark.

Spells: Dulvix can cast spells as a 5th-level cleric with access to the Strength, Protection, and War domains with a saving throw DC of 19+spell level.

Haste (Su): Dulvix is preternaturally fast, and may always take an extra partial action each round.

El's Brand: Few creatures are as enigmatic as the supposed Force Dragon El. Named after one given to hiding and deception, El's Brand is often not actually imprinted on a character as much as it just appears one day. El's Brand grants its wielder a +5 competence bonus to Bluff and Sense Motive checks, but only when dealing with characters of an evil alignment.

Caster Level: 2nd. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 15, Guidance. Market Price: 2,100 gp.

Fireblood: This tattoo is usually of a dancing flame, and tends to appear different from any angle. This tattoo can only be worn by Chaotic characters. The wearer's blood tends to rage and boil within them. If the wearer cuts their hand and deal at least 3 points of damage, the blood running down their hands bursts into flame and can be used to deliver touch attacks dealing 1d6 fire damage.

Caster Level: 6th. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 19, Emotion. Market Price: 4,200 gp.

Foerender: This tattoo allows its wearer to absorb a fraction of the life-force of a slain foe. When the wearer makes a coup de grace against a helpless foe, the foe must make a Will saving throw against DC 13. If they fail, the wearer gains 1d8 temporary hit points and +2 strength that last for three hours. This tattoo is quite popular amongst cults that revel in human sacrifice, as the celebrant of the ceremony can become quite a terrifying force in short order.

Caster Level: 3rd. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 16, Death Knell. Market Price: 16,800 gp.

Formless Body, Diamond Soul: This tattoo is usually the image of some fantastic animal, usually with wings, fangs, and a tail. The tattoo is actually of the wearer's alternate form, which this tattoo allows them to become, as well as granting a +4 resistance bonus to will saving throws. When the wearer changes forms, the tattoo on the alternate form looks like the wearer's normal form. The wearer's alternate form can be different from their own in the following ways:

The change to the alternate form is instantaneous, not permanent, and the abilities of the alternate form are extraordinary rather than supernatural.

Caster Level: 11th. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 24, Alter Self. Market Price: 29,600 gp.

Fortified Hand: This Tattoo is usually an upraised hand surrounded by chains, often spiked. Any weapon wielded by the wearer has an extra 5 hardness and an extra 5 hp. This bonus is lost the second the wearer stops wielding the weapon.

Caster Level: 5th. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 18, Guidance. Market Price: 3,120 gp

Furyborne: This tattoo is often of the eyes of a half-orc, angered and staring down something, boiling with white-hot rage. This tattoo grants its wearer the ability to rage once per day, as a 1st level Barbarian. If the character already has the rage or frenzy class feature from some other means, the tattoo grants them an extra rage or frenzy per day.

Caster Level: 5th. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 18, Emotion. Market Price: 6,000 gp.

Jester's Charm: This tattoo confers a +10 competence bonus to its wearer's bluff checks made to impress or charm people. It's usually an emblem of a jester's hat or staff.

Caster Level: 3rd. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 16, Charm Person. Market Price: 2,800 gp.

Great Patience: This tattoo is rare in the extreme, simply because it requires an intimate comission with the great dragon El and his specific permission to create and wear, not to mention an enormous amount of gold. The wearer of this tattoo never ages. Usually, it's a cheeky slogan about growing up arrayed around a heart.

Caster Level: 18th. Prerequisites: Craft Epic Wondrous Item, Craft (Tattoo) check DC 35, Temporal Stasis. Market Price: 2,898,000 gp.

Instance of Patience: This tattoo is usually of an hourglass, a clock, or a helix or figure-eight symbol. These sigils whisper into the wearer's mind, and grant them a perpetual insight into the focusing of their soul. The wearer of this tattoo is always considered to have rolled 20 on any Iaijitsu Focus check they make, even when circumstances make such a check impossible (which, in the case of Iaijitsu Focus, is almost always).

Caster Level: 11th. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 24, True Strike, Guidance. Market Price: 6,000 gp.

Knowledge Of Man: This tattoo is usually a pity phrase on the nature of man encircling a limb, or simply emblazoned on the wearer's chest or neck. The wearer of this tattoo receives a +15 competence bonus to Sense Motive checks made when dealing with humanoid creatures.

Caster Level: 11th. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 24, Divination. Market Price: 6,300 gp.

Mark of the Drake: This tattoo is less of a tattoo and more of a scar. The Allseeing must be prominently displayed on its wearer's face, usually over an eye or cheek. The scar in question must be made with a dragon's claw, but once made, the scar can be enhanced to grant its wearer some of the special powers of a Dragon's nature, but only if the dragon in question gives the wearer of the scar permission.

The wearer of this scar is granted Blindsight in a 30-foot radius, a +1 natural armour bonus to AC, and a +2 enhancement bonus to Charisma.

Caster Level: 5th. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 18, Guidance, True Strike, Barkskin, Eagle's Splendour. Market Price: 50,400 gp.

Lifeflow: This tattoo grants its wearer Fast Healing 2. Furthermore, it allows the wearer to give their own hit points to another creature of the same alignment as the wearer. The wearer must touch the character to be so healed. Only a willing creature's hurts can be cured in this fashion. The wearer of Lifeflow can give another creature up to 3 hit points per round. Only a creature with a metabolism can wear a Lifeflow Tattoo.

Caster Level: 3rd. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 17, Cure Medium Wounds, Bestow Wound. Market Price: 27,000 gp.

Mercyblood: This tattoo charges every blow the wearer makes with exhausting, debilitating energy that deals an additional 2d6 subdual damage with any weapon the wearer wields. Furthermore, the wearer can elect to deal subdual or normal damage at no penalty. Usually, this tattoo is a drop of blood surrounded by flames.

Caster Level: 3rd. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 16, Hold Person. Market Price: 24,000 gp.

Peersight: Detect Magic is a ferociously useful spell, and this tattoo makes it a more readily employed ability. Peersight Tattoos allow the wearer to spell-trigger Detect Magic as cast by a 1st-level Cleric. They are typically designed to look like an eye and usually detailed somewhere around the hand or cheek.

Caster Level: 1st. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 14, Detect Magic. Market Price: 1,500 gp.

Purgative Black: This tattoo is almost always an inky-black design that encircles a limb. When the wearer is subject to a poison, he can elect to take the poison's DC/5, rounded up, d6 points of subdual damage, as the poison is harmlessly purged from their system. This has to be done twice for both of the poison's effects, and gives the wearer no special knowledge beyond that they have been poisoned. The wearer must be conscious to make use of this tattoo.

As an example, if a target is poisoned with a poison that has a saving throw DC of 19, he can elect to instead take 4d6 of subdual damage rather than make his saving throw, but then takes no damage from the poison.

Caster Level: 2nd. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 15, Detect Poison. Market Price: 4,000 gp.

Quickensilver: These Tattoos are usually incredibly expensive, as the material component for the spell affect they entail requires a complete focus circuit of pure, indiluted silver. However, the incredibly painful process of having the tattoo in place (1d4 damage) is usually inconsequential considering the speed of thought and clarity of action the tattoo bestows. Quickensilver grants its wearer a +4 circumstance bonus to initiative, and a +5 competence bonus to Spot checks.

Caster Level: 8th. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 21, Haste. Market Price: 8,000 gp.

Restgranter: This tattoo, usually of a part of religious phraseology regarding the dead, is a common sight on the bodies of clerics of gods of the dead. Restgranter Tattoos render all corpses laid to rest by the wearer of the tattoo sanctified - unless moved to a Desecrated area, the corpses cannot be raised as undead.

Caster Level: 1st. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 14, Burial Blessing. Market Price: 4,000 gp.

Sanctifier: Sanctifier Tattoos are usually holy symbols or crosses, generally drawn in deep blues or greens. Sanctifier Tattoos allow the casting of Bless Weapon as a Spell-Trigger. El's Holy Liberators also use this mark as a symbol of recognition, and those who wear it are usually expected to behave in a particular manner. El's Holy Liberators and Hallowed Redeemers typically do not wear these marks in a way that is readily noticeable.

Caster Level: 1st. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 15, Bless Weapon. Market Price: 3,000 gp.

Shadowbreadth: This tattoo is usually of a pair of footsteps, a black shadow, or the Rokuni word for 'lost'. The wearer of this tattoo is untrackable in a natural environment, protected as if by Pass Without Trace. Furthermore, it bestows a -20 circumstance penalty to wilderness lore checks made to track the wearer in any other situation.

Caster Level: 1st. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 15, Pass Without Trace. Market Price: 18,000 gp.

Songsoul: This tattoo is usually of a musical instrument, surrounded by ring with runic words of beauty and song inscribed within. The wearer of this tattoo receives a +30 insight bonus on all Perform skill checks.

Caster Level: 12th. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 25, Hypnotic Pattern. Market Price: 54,000 gp.

Soulsword: This tattoo, usually an emblem of a scimitar in a half-moon, grants its wearer the ability to summon to their hand a scimitar of pure fire energy that deals 1d8+3 damage. Summoning the weapon is a standard action that doesn't provoke an attack of opportunity, and since the weapon is an insubstantial weapon of pure fire, attacks made with it are always touch attacks, and the wielder's strength modifier does not affect the damage dealt. Only one such blade may be summoned at a time.

Caster Level: 3rd. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 17, Flame Blade. Market Price: 24,000 gp.

Spellhold: This tattoo, usually of an arcane symbol or letter in Draconic, is usually surrounded by eight smaller symbols, identical to the central symbol. This tattoo grants the wearer the ability to cast Imbue With Spell Ability once a day, to a maximum of four spells granted. When a spell is granted to an ally, one of the eight symbols around the central symbol fades to but an outline. When the spell in question is cast, the symbol revitalises on the wearer's own tattoo.

Caster Level: 7th. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 22, Imbue With Spell Ability. Market Price: 16,800 gp.

Spellknower: This tattoo grants to all the wearer's Spellcraft checks an enhancement bonus of +10 (lesser) or +30 (greater). Typically, this tattoo is oft-sought by epic spellcasters who wish to utilise truly massive spells reliably.

Caster Level: 1st. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 15 (Lesser) or DC 36 (Greater), Identify. Market Price: 4,000 gp (Lesser), 36,000 gp (Greater).

Spellvoid: This tattoo is typically of a black hole, or a scape of stars dotting an inky blackness. Once a day, any single spell of 9th level or lower cast upon the wearer is absorbed by the tattoo, and the wearer gains 2 hit points per level of the spell.

Caster Level: 19th. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 34, Spell Turning. Market Price: 14,000 gp.

Standfast: This tattoo is typically a depiction of a rock, an island, some other unshakeable, unmoveable thing. The wearer of this tattoo receives a +10 to all will saving throws.

Caster Level: 19th. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 34, Mind Blank. Market Price: 50,000 gp.

Steelshift: This Tattoo is generally of a hammer, forge, anvil, or some other emblem of craftsmanship, and is in turn useless to one not of a craftsman's bent. This tattoo lets the wearer change the enhancement bonus on any wielded magical weapon the wearer crafted to any other equal bonus. So a +3 weapon could be changed to a +1 flaming frost weapon. Changing a weapon in this manner requires a full-round action, and can only be allowed in affect on any one weapon at a time. The wearer cannot transmute more than one weapon they forged at a time in this fashion, and any attempts to do so instantly reset the last weapon to its original state.

Caster Level: 5th. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 18, Alter Self, Greater Magic Weapon. Market Price: 60,000 gp.

Tempest's Edge: This tattoo is favoured by Grey Elven warriors who wish to take up the traditional combat style of the Tempest, but lack the dedication, natural aptitude, or training to do so. The wearer of this tattoo must have a Dexterity of 15 or better to gain any benefit from the tattoo at all. The tattoo is typically a scale or some other symbol of balance, or, a whirlwind or other storm. Regardless, the central symbol is then flanked by two images of weapons, which are the weapons with which the wearer gains any benefit. When this tattoo is worn and the two specific weapons are wielded, the wearer may fight as if they had the Two-Weapon Fighting and Ambidexterity feats, but only with the two specific weapons the tattoo depicts.

Caster Level: 9th. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 22, Heal, True Strike, Guidance, the area must be shaven or bruised first with each of the two weapons. Market Price: 18,000 gp.

Unshakeable Force: This tattoo is generally of a stout animal, such as a wolverine or bear. It takes a great deal of time and effort to craft, and few people are properly trained in how to do so. This tatoo grants the Endurance and Great Fortitude feats to its wearer.

Caster Level: 7th. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 20, Heal, Bear's Heart. Market Price: 8,000 gp.

Zenith Of Focus: This tattoo grants the wearer a more readily focused mind; the wearer of this tattoo considers Concentration a class skill.

Caster Level: 17th. Prerequisites: Craft Wondrous Item, Craft (Tattoo) check DC 30, Guidance. Market Price: 13,520 gp.