Inscribe Magical Tattoo - Creating your own tattoos


Advice


I was wondering if people have encountered situations in the past of a character with Inscribe Magical Tattoo wanting to be able to apply a tattoo to them selves?

Personally I just can't see this as working out.


Not only do the rules not prohibit this, but the 2nd sentence of the feat its self states (granted in a round about way) that you can be the recipient of a tattoo that you are creating.


I would assume a PC that took it would want to use it on himself. I understand your reservations, but it’s a pretty weak feat to start with. Maybe have him hire a skilled inkman to support self-tattooings.


Inscribe Magical Tattoo is not a weak feat. It combines Craft Wondrous Item and Forge Ring. Being able to tattoo two ring slot item while also wearing two rings? Great for more magic items used. It is also used for some other things.

The downside is cost: it doubles that.

That said, I recently hired one to tattoo 7 Runeward Tattoos for a +1 insight save bonus to each of 7 schools. Asked the GM if I needed one for the Divination school as well. Even if I do, that is a total of 8000 price for a bonus to saving throws that stacks with a cloak of resistance. As my cloak is already +4, the price to make it +5 is 9000, and I need a 15th level caster.

/cevah


Cevah wrote:

Inscribe Magical Tattoo is not a weak feat. It combines Craft Wondrous Item and Forge Ring. Being able to tattoo two ring slot item while also wearing two rings? Great for more magic items used. It is also used for some other things.

The downside is cost: it doubles that.

That said, I recently hired one to tattoo 7 Runeward Tattoos for a +1 insight save bonus to each of 7 schools. Asked the GM if I needed one for the Divination school as well. Even if I do, that is a total of 8000 price for a bonus to saving throws that stacks with a cloak of resistance. As my cloak is already +4, the price to make it +5 is 9000, and I need a 15th level caster.

/cevah

the great thing about craft wondrous is that it cuts the price in half on the things you were going to invest your wealth in anyway. Yes, with tattoos you can duplicate all that...for twice the price, which is exactly where you would have been if you’d bought off the rack.

You do get the extra slots, but there are already rules for adding extra enchantments on items for a +50% markup, which is still cheaper than using tattoos to double your slots for +100% cost. Some of the tattoos are cool, I might grab an animal totem tattoo at some point, but overall it doesn’t stand out from the competition to me. And you’d need to be pretty deep in your saving thrown optimization tree before 8000 for +1 to spells only starts being a significantly good deal.


Lelomenia wrote:
And you’d need to be pretty deep in your saving thrown optimization tree before 8000 for +1 to spells only starts being a significantly good deal.

It also does spell likes, and gives partial detect magic at will.

You mean like:
Sacred Tattoo +1 luck (does not stack)
Fate's Favored trait luck bonus bumped by 1
Four Leaf Clover 3750 3/day +2 luck (does not stack)
Cloak of Resistance +4 16000 +4 resistance
Cracked Pale Green Prism Ioun Stone 4000 +1 comp
Charm of Fate 2500 1/day convert failed save to success if miss by 5 or less
Charm of the Thriceborn 2400 random one of three known d20 in place of a d20 roll
Fate-Woven Braid Of The Norns 9000 Up to 3 rerolls of a nat 1 save
Clockwork Songbird 3580 +1 reflex when Airy Aria in use

I don't have the Dragon Bone Divination Sticks (6400 each day +3 luck to one of Fort/Ref/Will at random). Nor do I have any feats or other traits for saving throws.

I have not yet check for wayfinder resonance with the Scarlet and Blue Sphere (+1 will) or the Magenta Prism (+1 to random save not associated skill attribute).

At 15th level, my cleric's saves are 20/16/21, with options.

/cevah


I don't see the problem. Anyone that picks up the feat should have access to the 'Transfer Tattoo' spell. Ink someone else and then take the tattoo with magic.


The only basis to deny this is some kind of RL logic about tatooing yourself. Since several professional tatooists I know have done some work on themselves I would allow a roleplaying character to as well.

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