Advice on Magical Tattoos


Advice

Shadow Lodge

I am getting ready to start GMing Rise of the Rune Lords and one of my players has told me eventually he wants to take the feat Inscribe Magical Tattoo (Item Creation). From what i understand it allows him to make a magical tattoo that counts as a slot-less item. Now I've never seen this before and i have some questions. Since its slotless does that mean if he has a tattoo on his feet he could also wear magical boots as well. And can they tattoo any magical items or just the ones that say they are specifically tattoos. Also can anyone tell me what book its in. I can't seem to find out on the pfsrd. thanks for the help.

Silver Crusade Contributor

1) Yes; slotless means it doesn't take up normal magic item slots. Each slot can hold only one tattoo, though.

2) There are a few specific tattoo items. Anything else is a custom magic item, which you can approve or disapprove as you choose.

3) The feat is from Inner Sea Magic. You can find its text here.

Any questions? ^_^


Nope that pretty much covers it. And thats pretty much how i read it myself i just wanted to be sure. It sounds like a pretty powerful feet to have at 5th level.


The cost definitely reins in the power level (it's always priced as a slotless magical item). There also needs to be enough time to actually craft things, which is dictated partly by the campaign and partly by the DM, so you'd have a measure of control over how much crafting time to allow.

We actually had a sorceress with the feat in our ROTR campaign, and I don't think it caused any balance issues at all.


It isn't exactly slotless... magical tattoos basically have their own parallel slot system.

You can have 1 magical tattoo for every normal item slot you have. So one head tattoo, 2 ring tattoos, a belt tattoo, etc.

It is basically a second slot system.

Of course, it has slotless prices, and there are only so many kinds of magic tattoos. So the damage can only go so far.

Anyway, incribe magic tattoo is from inner sea magic. THIS LINK has some of the magic tattoos and a bit of info. The two to immediately watch out for are probably the runward tattoo (gives a +1 on saves against a specific school of magic; enchantment seems a must, and you can probably load up on enough to cover most common spells; also works as detect magic against that school) and reservoir tattoo (basically spell storing).

Sovereign Court

It's thematically appropriate for RotRL - Varisians love their magical tattoos, and runes are also suitable for tattooing.

Cost has always been the primary way Paizo attempts to balance magical items. Everything else (slots, feats, needed skill levels and spells) is secondary to that by far.

The Exchange

The Steel Refrain wrote:

The cost definitely reins in the power level (it's always priced as a slotless magical item). There also needs to be enough time to actually craft things, which is dictated partly by the campaign and partly by the DM, so you'd have a measure of control over how much crafting time to allow.

We actually had a sorceress with the feat in our ROTR campaign, and I don't think it caused any balance issues at all.

The cost is the big balancing factor here. While Craft Wondrous Item cuts the cost of a belt of mighty strength in half, it costs as much to create a tattoo of a belt of mighty strength as it does to just buy a belt.

The advantages are that you can (essentially) have two items using the same slot and tattoos are much more difficult to destroy in combat.


Ascalaphus wrote:

It's thematically appropriate for RotRL - Varisians love their magical tattoos, and runes are also suitable for tattooing.

Cost has always been the primary way Paizo attempts to balance magical items. Everything else (slots, feats, needed skill levels and spells) is secondary to that by far.

Well, wealth is something that the GM can take control of. He can send animals and animal like demon things after you for the next dozen fights. He can switch humanoid enemies to just non-masterwork weapons, and just put another couple of mooks to cover the power loss.

And overinvesting can cause a character to get unbalanced, giving them weaknesses to match their new strong points- invest everything in a +11 sword of point-iness, and you might not have the save and AC boosting items that allow you to survive to use that sword.

So overall, it is easier for the GM to stall overly wealthy parties than to mess with their slots, feats, and spells- so it isn't surprising that they give a preference to the balancing tool that allows for finer adustments in play.

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