Silent Tide - War Hounders' Tattoos


GM Discussion

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

I ran this Monday, and my players were wondering, by playing it, do they gain access to the programmed tattoos? If not, is there any way to gain access to them?

Thanks

The Exchange 5/5

Eric Clingenpeel wrote:

I ran this Monday, and my players were wondering, by playing it, do they gain access to the programmed tattoos? If not, is there any way to gain access to them?

Thanks

There's no game mechanic for programmed tattoos that isn't ridiculously expensive. PFS does not allow the use of Permanency either. I suggest as long as there is no in-game effect or advantage from a programmed tattoo, you may decide to allow them as fluff for your players. I'd document the tattoo design and location on the Silent Tide chronicle sheet and charge them 5-10gp. Let them feel special. It will make their character description a lot more interesting the next time they play.

Please keep in mind this is a suggestion and can be vetoed by any GM they play under or by the campaign management.

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

So you're saying I can't just let them use the appendix?
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Silent Tide:
APPENDIX 2: NEW MAGIC ITEM
PROGRAMMED TATTOO
Aura faint illusion; CL 3rd
Slot none; Price 75 gp
DESCRIPTION
This body art plays out a repeating short scene of up to 30 seconds in
length. The image does not have sound, smell, texture or temperature.
CONSTRUCTION
Requirements Craft Wondrous Item, 4 ranks in Craft (tattoo),
silent image; Cost 37 gp, 3 XP

Grand Lodge 4/5 *

Eric Clingenpeel wrote:

So you're saying I can't just let them use the appendix?

Rules-as-written, no... the item isn't a legal "Additional Resource" for PFS. Which makes sense in-game, actually... it's not a patch you can just take off the guy's arm, it's actually imprinted in his skin. Capturing or killing him doesn't suddenly give you access to a programmed tattoo artist. (Too bad, though - as Doug says, there's no mechanical issues, and it is a cool flavour item.)

The Exchange 5/5

Eric Clingenpeel wrote:
So you're saying I can't just let them use the appendix?

You know, I've run that scenario 10 times and I never noticed that at the end... Scott is right though, especially when there is a mechanic and it involves crafting.

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

So, how would you rule if they wanted the tattoo and skinned it off? (Sadly one of my players did ask...)

4/5 ****

They can keep it until the end of the adventure. After the adventure it's not a purchasable item so it goes away.

Paizo Employee Director of Brand Strategy

Pirate Rob wrote:
They can keep it until the end of the adventure. After the adventure it's not a purchasable item so it goes away.

This. Also, skinning someone and wearing their tattoo as your own is a pretty evil thing to do. That player should consider carefully if that's what he wants to do in a campaign that specifically disallows evil PCs.

Grand Lodge 4/5

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Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

As this item is part of an official PFS scenario, why is it not just added to the list of items that can be purchased?

It may not appear on the chronicle, as you cannot take it and sell it but someone created it to begin with. That knowledge should be out in the greater community. 75GP for a neat character quirk seems reasonable. Correct me if I am wrong but there is no real game effect other than being cool.

Dark Archive

Mark Moreland wrote:


This. Also, skinning someone and wearing their tattoo as your own is a pretty evil thing to do. That player should consider carefully if that's what he wants to do in a campaign that specifically disallows evil PCs.

As the player of said character I want to take a moment to clarify. The character in question is of lawful neutral alignment. The thugs sporting said tattoos were obviously law breaking miscreants. The tattoo was removed postmortem as proof that these trouble makers were not around to pray upon the frail and aged any longer. Said character has no interest in wearing another's dead flesh as body art, that's just creepy and wrong. I fail to see how keeping proof that a bunch of malicious thugs will no longer be troubling the underbelly of Absolom equates to an evil act. It's not something a bastion of morality would consider, but as a lawful neutral, "get the job done" kind of chap I see it well within his morals. The fact that someone in the future more versed in the arcane arts might be able to reproduce such a piece of art is just a convenient coincidence.

I did make an OOC joke about how nifty a sewn cloak made of a score of such trophies would be. Now that's evil!

Sovereign Court 3/5

Mark Moreland wrote:
Pirate Rob wrote:
They can keep it until the end of the adventure. After the adventure it's not a purchasable item so it goes away.
This. Also, skinning someone and wearing their tattoo as your own is a pretty evil thing to do. That player should consider carefully if that's what he wants to do in a campaign that specifically disallows evil PCs.

But does doing an evil deed once make you evil forever? Is wearing the ears of defeated foes on a necklace evil? Is there really a difference? One might be messier than another - and unless the person has mortician or another skill in skinning animals the argument against being able to effectively remove it might be made. A nice and sharp skinning knife might be needed as well. The GM has many more counter-arguments against taking the tattoo than declaring 'its evil.' There are far too many evil options in PFS play - deities, factions and lack of listed laws to utilize that as a definitive argument.

Liberty's Edge 5/5

Eric Clingenpeel wrote:
I ran this Monday, and my players were wondering, by playing it, do they gain access to the programmed tattoos? If not, is there any way to gain access to them?

There's always the Transfer Tattoo spell from Inner Sea Magic. I don't see that it is not allowed.

Liberty's Edge 4/5 5/5

Sarta wrote:
There's always the Transfer Tattoo spell from Inner Sea Magic. I don't see that it is not allowed.

I may be wrong, but based on discussions about other 'permanent instantaneous' spells on these boards, I imagine that a tattoo transferred in this way would not last past the end of the scenario, as the spell effect would end at that point (as described on page 20 of the PFS guide).

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