| Khrysaor |
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So obviously the RAW doesn't support this when it says in the Master Craftsman feat that it only applies to Craft Wondrous Item and Craft Magic Arms and Armor. I just thought that maybe since Master Craftsman is from the CRB and Inscribe Magical Tattoo is from the Pathfinder Campaign Setting: Inner Sea Magic that maybe this has potential for eratta. Then again it may be too powerful but that's the debate.
Would you allow the combination of these feats for a non caster to be able to create magical tattoos?
Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.
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 (if the recipient is not yourself) 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 (nonmagical tattoos and tattoos acquired from the tattooed sorcerer archetype do not count against this limit). 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.
I would personally choose to allow this since it follows the magic item creation rules as though they are wondrous items, but I don't know if being able to do rings as well could be too much. It's also entirely based around a craft skill which makes me think that if you were exceptional at a craft skill, master craftsman should apply to you. It does, however, provide less from CWI by removing eye and headband slots.
As tattoos are slotless the cost is the same as if you were to buy the wondrous item yourself at full market price. The benefit is that these items do not count towards your item slot for magic items and do not conflict with other items on these slots. (ie. Boots of Springing and Striding tattoo'd on your feet work and stack with Boots of Speed. Enhancement bonus to speed obviously doesn't stack.)
Craft Magical Tattoo is a powerful craft feat, but I don't see a difference between a caster being able to use this and a non-caster who just happens to be an amazing tattoo artist.
| Egoish |
I'd go for it, inscribing tattoo's for a highly skilled mundane practitioner and having them provide bonuses is not that difference to a skilled smith or boot maker. The only issue would be the fact that all the "wonderous items" the tattooist made would be on the same craft skill rather than spread out. I'd prolly increase the dc by 5 or be a little heavier handed with what i let him craft.
| Khrysaor |
Ya I was looking at how you would have access to all wondrous items with just one craft skill where the one skill you have for master craftsman may not cover all you'll needv for wondrous items. But I weighed that against the tattooist being limited to 11 body parts that could be tattoo'd and being able to make wondrous items has no such restrictions. You could cover those 11 parts and the others, and then continue to make all the extra slotless items you want.
I don't like doing the increased DC because non-casters already have to use 2 feats to get access to this and they never meet the requirements for spells so they increase the DC's there as well.
| Egoish |
Good point well made, also they don't really have access to all 11 slots as they cannot tattoo their own backs, but i have a player who would try.
I'd probably limit magic tattoo's to relatively common wonderous item effects anyway, stat bonuses, protection, resistance, nat armour, base speed, skill bonuses. I doubt i'd let anyone tattoo on anything crazy (helm of teleportation?), like i said i'd tell them they could do it but that i'd be heavily vetting each tattoo on a case by case basis, i'd do the same for a caster with the feat though.
Zelda Marie Lupescu
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Good point well made, also they don't really have access to all 11 slots as they cannot tattoo their own backs, but i have a player who would try.
Necromancy, but done to point out how this is done to others. There is a spell called Transfer Tattoo. So, just get a willing friend, tattoo THEIR back, then transfer the tattoo to yourself. It requires a saving throw by the person you are taking the tattoo from, however that's also why I said willing. They can chose to auto-fail that save.