Tatoo optimiation 12th level wizard, acess to all spells (inlcuing healing)


Advice


My wizard (12th level) now has the time and money to finally use the tattoo feat.
I need opinions on what would be the best use of the feat. I'm thinking of healing stuff to remove poison/negative levels/ SOS spell effects. But it can use more than that.

But I need optimization viewpoints.
Thanks

Grand Lodge

Heal wrote:
It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

It covers many effects.

Then Contingency- Break enchantment or Freedom of Movement to catch a few more situation effects.


well, if you dont mind being slightly evil you can combine the tattoo crafting with the cursed item creation rules. I made a Protection from Evil tattoo that was also cursed to have a hidden Dominate Person effect built in, or if you dont need to be subtle you can create a flat out Domination Tattoo and use the Tattoo Transfer spell to force it on an enemy (with a FORT save to resist, good against wizards)

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