OilyTrout's page

Organized Play Member. 6 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


1 person marked this as a favorite.

Some thought on magical tattooes.

PF 1st edition has only 4 lvl 1 magical tattoos:

https://aonprd.com/MagicTattooDisplay.aspx?FinalName=Runeward%20Tattoo
The +1 save works, the number of activation per day and the price probably have to be sized down a bit.

https://aonprd.com/MagicTattooDisplay.aspx?FinalName=Hypnotic%20Tattoo
Activation: The bearer uses a bard composition cantrip with an emanation area
When the bearer uses a composition, she can choose a creature within the emanation that she can see and that can see her hypnotic tattoo. That creature takes a –1 penalty on Perception checks until the beginning of the bearer's next turn. This is a mind-affecting effect.
Price: something sensible in PF2 economy.

https://aonprd.com/MagicTattooDisplay.aspx?FinalName=Spell%20Tattoo
The spell tattoo could just work as written: it is better than a scroll because you save an action to use it. The item level could be the scroll item level+1.
Price could be the price for a normal consumable at the given level, maybe with a couple extra gold because of the action economy.

I would allow talisman formulas to be converted into tattoo formulas. The tattooes will disappear after use the same way spell tattoes and talismans are destroyed after use.
https://aonprd.com/MagicTattooDisplay.aspx?FinalName=Serpentine%20Tattoo
At a glance, no pf2 maneuvers match with the pf1 effect.
But a "Bronze Bull Tattoo" could work either as a temporary item, or as permanet one with one activation per day.

Still on the subject of tattooes, armor runes on the skin might be a thing as well, but there's the problem of the dex bonus cap to AC to +5. not that big of a fix, but no armor runes are lvl 2 or less so it doesn't help the main issue :/


I hav the same problem

It's alsmost like people really want a new bestiary or something...


Bipeo wrote:

But would you then be later upgrade it again when you get higher level?

Say I have my makeshift staff with:
Cantrip Ray of Frost
1st Animate dead

and I turn it into a staff of necromancy. now it has
Cantrip chill touch, ray of frost
1st grim tendrils, ray of enfeeblement, animate dead
2nd deafness, gentle repose

Can I later turn that into a greater staff of necromancy to have
Cantrip chill touch, ray of frost
1st grim tendrils, ray of enfeeblement, animate dead
2nd deafness, gentle repose
3rd blindness, vampiric touch
4th grim tendrils, vampiric touch

Or am I stuck with needing to find a separate greater staff on necromancy that just has

Cantrip chill touch
1st grim tendrils, ray of enfeeblement
2nd deafness, gentle repose
3rd blindness, vampiric touch
4th grim tendrils, vampiric touch

and my old staff is just obsolete and I don't get to use animate dead and ray of frost anymore?

thank you for your question :)


I see where you're coming from @Siro. However the skill variant rule is there to remove restrictiveness.
I you specifically want to restrict players from taking 6 new skills with this feat (or to take 1 skill from trained to master) in one go, I'd word it this way instead.

Skill Mastery (v2) - Feat 8
[Archetype]
Prerecquisite:Rogue Dedication
You gain 6 skill points. You can only use those point to upgrade skills you're already trained in to expert or master. You can upgrade a specific skill only once per feat. You gain a skill feat associated with one of those skills.

Special: You can select this feat up to five times.


The Gleeful Grognard wrote:
Truity wrote:

Variant rules - Skill point rules, Table 4-20

rank "trained to expert" minimum level should be level 2, not 3 to allow rogues to function as intended in the CRB.

I doubt this is an error, it is a quirk of the change. Making it level 2 would just shift the expectation for every other class.

Other classes have 1 skill point at lvl 2, they can only buy a new skill. I don't like that the variant rule negatively affects how the rogue get his skill feats, the skill feats being a core part of the rogue class.

In the CRB, the general feats that need expert level of skill all have a lvl 2 prerecquisite. At first I asked myself why it was allowed to get a lvl 2 feat when the first skill increase was lvl 3 for all the classes I had read so far at the time. I understood once I read the rogue more carefully.

Also on a sidenote, the rogue archetype feat "Skill mastery" needs some rewritting. I suggest this:

Skill Mastery - Feat 8
[Archetype]
Prerecquisite:Rogue Dedication
You gain 6 skill points and a skill feat.
Special: You can select this feat up to five times.


Variant rules - Skill point rules, Table 4-20

rank "trained to expert" minimum level should be level 2, not 3 to allow rogues to function as intended in the CRB.