
Obsidian |
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Can someone explain this item creation feat to me. Are the tattoos basically single use scrolls worn on the body? I have read people saying that it doubles the amount of magical items you can have? Are these tattoos permanent? If a character got a tattoo of bull's strength would he have a permanent +4 to strength?

Rub-Eta |
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.
Scrolls are not sloted items. The tattoos are basicly slot-less sloted items AND they are permanent unless otherwise noted.
Ex. You can tattoo a ring of protection on your finger and still wear another ring on that same finger.
Belts, headbands etc.etc.

Splendor |
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
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.

Rub-Eta |
Rub-Eta wrote:Ex. You can tattoo a ring of protection on your finger and still wear another ring on that same finger.What? No?
Explain please
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.
This it what I see stated. I may be missunderstanding something though.

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You cannot just tattoo something that's already a magic item. A Ring of Protection +2 is a ring that you put on your finger; you can't make a tattoo of that ring and have the same effect. Some magical tattoos have ongoing effects, but they do not generally replace/overlap with other magical items.
There are several specific types of magical tattoos that you can create with Inscribe Magical Tattoo and an appropriate Craft skill that will do interesting things.
Spell Tattoos (Inner Sea Magic) are what you describe in the OP. They are indeed 'wearable scrolls' but they cost FOUR times as much as a scroll does. Advantages: easy to access, silent, still, hard to remove.
You can generally have one per item slot.
Other magical tattoos are Wondrous Items:
Reservoir Tattoo
Caster's Tattoo
Runeward Tattoo
Kin's Face Tattoo
Animal Totem Tattoo
Holy Symbol Tattoo is a little different (non-magical), but still good. Doesn't look like you need the feat for that one, but I'm sure someone in your party would appreciate it.

Rub-Eta |
I need to bring disappointing news to one of my players. He was the one who told me that tattoos are basically slotless items, stating that you could get twice as many bonuses with it. (Like having two Headband of vast intelligence, one tattoo and one actual headband).
I did think it was a bit ridiculous.

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You cannot just tattoo something that's already a magic item. A Ring of Protection +2 is a ring that you put on your finger; you can't make a tattoo of that ring and have the same effect. Some magical tattoos have ongoing effects, but they do not generally replace/overlap with other magical items.
Sure you can.
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.
You can make a magical tattoo that does whatever you want, within the boundaries of the magic item creation rules, you just have to pay more for them since they're slotless.

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You can make a magical tattoo that does whatever you want, within the boundaries of the magic item creation rules, you just have to pay more for them since they're slotless.
Hmm... seems that you are right, and I stand corrected.
But, I think that's a terrible idea in general and it looks like it could be game-breaking if left unsupervised.
It is true that you can craft new tattoos that do <whatever>.
Those items are subject to the same caveats and rules that every other custom magic item is subject to. Creating new items or spells that duplicate the effects of existing items is discouraged for a variety of good reasons.
Still, this does not change the solution to the OP's and Rub-Eta's problem. The PCs could not craft a tattoo of a Headband of Vast Intelligence and then wear a regular Headband of Vast Intelligence on top of it and benefit from both. The bonus does not stack, and the Feat specifically forbids 'headband' slot tattoos.
Magic item crafting shenanigans are necessary for this.
Magic item crafting shenanigans are not recommended for this very reason.
The magic item creation rules do not allow for ability bonuses other than enhancement. The formulas and rules also say that they do not necessarily represent the actual worth/value of an item.
If the GMs bent the item creation rules and allowed a PC to craft a "+4 Strength belt tattoo" that provides a <non-enhancement> bonus, the price would be:
(bonus squared) x (gp value from chart) x (slotless multiplier)
(4x4)x(2500)x(2)= 80000gp OR (4x4)x(2000)x(2) = 64000gp, depending on which line you use for reference (AC or save bonus).
That doesn't seem to reflect the practical value of such an item, IMO, but it could be argued that it's close.
Technically you can do it with a Ring of Protection +2 tattoo that provides a luck bonus (or some other bonus) and wear it under a regular Ring of Protection +2
That would cost:
(2x2)x(2500)x(2) = 20000
I can think of other, cheaper ways to improve AC, but it seems to be a valid choice.
This still doesn't feel like it accurately represents the utility of stacking a bonus to the same stat/feature on the 'same' slot.
Looks like these GMs may need to homebrew this stuff.

awp832 |

the mistake here is in thinking that this was not something you could already do. Slotless magic items have been in Pathfinder since the beginning, they were in D&D 3.0 when I started playing, and I imagine they were around well before that.
Suppose you wanted to wear a Belt of Giant Strength and also a Belt of Mighty Constitution at the same time. Well, there is functionally no difference between having a "Tattoo of Mighty Constitution" and having an Iounstone that gives an enhancement bonus to Constitution.
It was, and is, something that people can already do. The only difference is now there is a feat for it that you technically don't need to take, as I already went over -you can do everything a Tattoo will do with Craft Wonderous Item-.

aaron Ellis |
To quote myself from a similar thread . . .
Inscribe Magical Tattoo:
* is LESS useful than Craft Wondrous Items feat (since IMT still requires a slot for most effects)
* becomes available two levels LATER than CWI
* requires five skill ranks to qualify (who invests 5 ranks in calligraphy?)
* costs the same as slot-less wondrous items (that you could already create with CWI)
* costs double the price of normally slotted items
* costs quadruple the price of equivalent scrolls
* is inferior to similar crafting feats in almost every way, but . . .
* it does grant silent activation for scroll-like usage
* might actually be useful for a Vow of Poverty monk (check with your GM first, though)

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Could you make a metamagic rod tattoo? O_o I kind of want to make metamagic rods, but then at the same time... tattoos would be more awesome, flavor wise.
No. Unless your GM wants to make a weird houserule.
As Talon pointed out:
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.
It can make a custom wondrous item or a specific magical tattoo.
I don't see a reason why a GM would allow you to make a Rod with (essentially) Craft Wondrous Item when there's a feat for that already: Craft Rod.
Cavall |
Hate to necro a thread but I have a player playing a tattoo sorcerer and need to add my thoughts.
The list of draw backs were quite extensive and complete.
Why has no one else seen the greatest part of this feat? You're not getting wondrous items later. You are getting forge ring two LEVELS EARLY. And more importantly, stacking with rings you may find later.
You CAN'T create rings with wondrous item. You can with this. Says "ring slot" right there.
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.
Plus, you can now have 4 rings! More in fact because you freed up a neck slot! By having two of those you could have a mummified hand on your actual neck with a ring. That's 5 slots, and a great open field for players.
Plus most people can't seem them, meaning you can't ID them on sight. You can't be robbed of them either. No steal Combat trick will work on them.
Costly feat? Yes. Wasteful? Hardly. Allowing a neck and ring slot to be doubled up is the greatest thing ever, and worth the cost.