Inscribe Magical Tattoo


Rules Questions


So I was going over a lot of item creation feats and came upon this one...
What exactly is the point of this feat outside style?
Inscribe Magical Tattoo
Now as far as I can see this feat allows you to create tattoos in specific slots on your body that stacks with any magical item(s) occupying the same slot. The price however is double normal cost for the effect, meaning that anything this feat can create could be created with craft wondrous item and making the item completely slotless... Same price, and even worse craft wondrous item allows you to add magical effects to existing magic items by increasing price of the cheapest ability with 50%, meaning CWI can do it cheaper. Create wondrous item has less entry requirements and more usability... Why would I take Inscribe Magical tattoo (disregard style)?


they are hard to steal.


Both have valid points. next campaign with my group I plan to play a blockbuster evoker with inscribe tattoo.

Craft wondrous items is better in virtually every way.


If your GM doesn't allow combining magic items or making custom slotless versions of items, this is an alternative.


on a slightly more serious note, IMT also lets you create "scrolls" in addition to magic items.

Granted they cost 4x as much and you can only have a limited amount, but they are silent, which is nice.


blahpers wrote:
If your GM doesn't allow combining magic items or making custom slotless versions of items, this is an alternative.

So you are saying that the feat only has worth if the GM has a houserule limiting CWI :P

kikidmonkey wrote:

on a slightly more serious note, IMT also lets you create "scrolls" in addition to magic items.

Granted they cost 4x as much and you can only have a limited amount, but they are silent, which is nice.

True. That is an actual extra usefulness... I also came up with another one. It allows you to create rings aswell... So if you are really feat starved and don't mind paying a lot more for your creations, then IMT is for you because it combines like three crafting feats, although not fully.

Personally I'd say CWI is so much better in almost every way.


Lifat wrote:
blahpers wrote:
If your GM doesn't allow combining magic items or making custom slotless versions of items, this is an alternative.
So you are saying that the feat only has worth if the GM has a houserule limiting CWI :P
I'm saying that it is a benefit of the feat without commenting on the presence or absence of other uses. Limits on the kinds of custom magic item crafters can create are among the most common house-ruled restrictions in the game.


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This feat is good for someone who wants to feel less like an item repository and more like a tough guy/gal.

It's also very thematic, imagine a monk covered in (functional) tattoos. It feels more like he's perfecting his body that way.

It's a nice sneaky way for a DM to give magical bonuses to an NPC without the players being able to loot it afterward. In fact, I think my game is about to get a tattoo artist...

Grand Lodge

better in these ways:
* cannot Steal/disarm/break
* silent
* no time lost to get out of backpack/pouch/...

so it's not the feat feat ever, but not completely useless either.


Scythia wrote:


It's a nice sneaky way for a DM to give magical bonuses to an NPC without the players being able to loot it afterward. In fact, I think my game is about to get a tattoo artist...

1st level spell transfer tattoo lets you take them


JohnHawkins wrote:
Scythia wrote:


It's a nice sneaky way for a DM to give magical bonuses to an NPC without the players being able to loot it afterward. In fact, I think my game is about to get a tattoo artist...

1st level spell transfer tattoo lets you take them

How many players are going to use a sorcerer slot, or prepare that "just in case" on a regular basis? Although admittedly if it became common for enemies to have tattoos, a wand might make sense. Even then, fort is a common good save.

Still, the one hour per caster level from dead creatures... could be problematic.

It seems pretty powerful for a level one spell. Are there any level one spells that let you take a regular magic item from a target and directly equip it?


Scythia wrote:


It seems pretty powerful for a level one spell. Are there any level one spells that let you take a regular magic item from a target and directly equip it?

i dont know off the top of my head, but seeing as how you can just kill the target, or use a combat maneuver, you don't really need one.

After looking, you could possibly do that with Charm or Sleep. Or True Strike>Disarm (all in one go if you are a Magus)


Scythia wrote:
JohnHawkins wrote:
Scythia wrote:


It's a nice sneaky way for a DM to give magical bonuses to an NPC without the players being able to loot it afterward. In fact, I think my game is about to get a tattoo artist...

1st level spell transfer tattoo lets you take them

How many players are going to use a sorcerer slot, or prepare that "just in case" on a regular basis? Although admittedly if it became common for enemies to have tattoos, a wand might make sense. Even then, fort is a common good save.

Still, the one hour per caster level from dead creatures... could be problematic.

It seems pretty powerful for a level one spell. Are there any level one spells that let you take a regular magic item from a target and directly equip it?

Transfer Tattoo

I don't memorize one, but I do leave a slot open. I can get it in 15 minutes, and 1H/L limit is no big deal.

/cevah

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