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    Scribe Magical Tattoo

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    • halfgiantH
      halfgiant PC
      last edited by

      Scribe Magical Tattoo

      You can craft magical tattoos.

      Prerequisites: Craft Tattoo, caster level 5th.

      Benefit: You can create magical tattoos, magic items inked directly into the flesh of a willing or helpless creature. Both you and the recipient of the tattoo must be present during the entire tattooing process. Magic tattoos must be placed on a part of the body normally able to hold a magic item slot, but they do not count against or interfere with magic items worn on those slots. A single slot can only hold one magical tattoo. Tattoos may be inscribed on the following slots: belt, body, chest, feet, hands, head, neck, shoulder, ring (up to two), or wrist. They cannot be inscribed on armor, eye, headband, or shield slots.

      Magical tattoos are difficult to destroy, though they count as magic items for the purposes of dispel magic. The spell erase can permanently destroy a magical tattoo, but the bearer of the tattoo can resist the spell with a Will save, in addition to the caster needing to make a successful caster level check to erase the tattoo. Physically removing a magical tattoo with a sharp instrument or defacing it with fire or acid can destroy it as well. Doing so is a full-round action that not only requires the target to be willing or helpless, but also provokes attacks of opportunity. At least 2 points of damage per caster level of the tattoo must be dealt to destroy a magical tattoo in this manner.

      Magical tattoos follow the rules for magic item creation as though they were wondrous items, except that they can use the Craft (calligraphy, paintings, tattoos) skill. New magical tattoos can be researched and designed using the guidelines for pricing new magic items. Magical tattoos are treated as slotless magical items for pricing purposes.

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      • halfgiantH
        halfgiant PC
        last edited by

        Etch Rune

        You can create magic runes.

        Prerequisites: Craft Rune, Level 3rd+, Intelligence 13+

        Benefit:

        You can cast a spell into a rune you have etched in preparation. The caster must have prepared the spell to be enchanted into the rune and must provide any material components or focuses the spell requires. Runes cannot be placed on creatures, and are only etched onto armor pieces, shields, and weapons.

        Etched Runes follow the rules for magic item creation as though they were wondrous items, except that they can use the Etch Rune skill. New Runes can be researched and designed using the guidelines for pricing new magic items. Etched Runes are treated as slotless magical items for pricing purposes.

        Runes are difficult to destroy, though they count as magic items for the purposes of dispeling magic, disjunctions, anti-magic zones, etc…

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