Sugarmouse
First Post
OK, reviewed the existing plethora of rules and have adapted and chopped and added, and in general hope that its not currently purposefully ambling down to the nearby village after an applied jolt of electricity. My DM likes, and hopefully, so will you.
Inscribe Magic Tattoo [Item Creation]
Prerequisite: Caster Level 3rd
Benefit: You gain the Benefits of the ‘Brew Potion’ and ‘Craft Wondrous Item’ feats, focusing on a different medium (See PHB), with the following additions:
You gain the ability to permanently graft magical effects into a Tattoo that you inscribe. You must still meet all the prerequisites of any permanent magical effects you are trying to imbue.
Restrictions: The receiver of the tattoo must have a positive Constitution modifier equal to or above the spell level for the tattoo to function. A body must have a certain hardiness to bear the permanent or temporary magical effects that will abide and/or course through it. It the receiver has a Constitution modifier lower then the requisite spell level, or has his Constitution modifier dropped through injury (temporary or permanent), the bearer must make a Fortitude save or receive 1d6 points of damage per spell level, as the bearers body becomes unable to cope with magical energy. The effects of the Tattoo do not occur. If it’s a temporary tattoo, the tattoo disappears. If the tattoo is permanent it becomes inert after causing the initial damage. Succeeding in the Fort save halves the damage taken.
Number of tattoos able to be borne: A humanoid creature of medium size has only so much space on its body for the purposes of bearing tattoos that are magical in nature. Not only that, but the nature of the tattoos interferes with the potency of any magical items that are worn. You can have one, but not the other. See below for the effects of permanent tattoos:
Area (# of tattoos) Restriction
Head (2) Unable to use lenses or masks of magical nature
Chest (2) Unable to use amulets or the like of magical nature
Stomach (2) Unable to use belts of magical nature
Back (2) No restriction
Arms (1) Cannot wear bracers of magical nature
Hands (1) Cannot wear rings or gloves of magical nature
Upper Legs (1) No restrictions
Lower Legs (1) Cannot wear boots of magical nature
Once you have a permanent tattoo, it cannot be removed. The bearer is stuck with it, barring the following events: bearer has their skin removed or damaged in a permanent manner; character is re-incarnated.
Temporary (i.e. one use) tattoos are again different by nature of their composition. Firstly, temporary tattoos cannot exist in the same space as permanent tattoos. Spaces for temporary tattoos are doubled per body area – however, as the tattoo needs to be within easy reach (the tattoo requires at least a nominal ‘touch’ situation, as well as an activation word – clothing does not bar someone from activating a tattoo), only the following areas are considered appropriate:
Area (# of tattoos)
Head (4)
Chest (4)
Stomach (4)
Arms (2)
Hands (2)
Lastly, temporary tattoos do not interfere with the effects of worn permanent effect magic items, simply by their transient nature (much like drinking a potion or reading a scroll or even using a wand would not interfere.)
Note: Temporary tattoos can be affected by a ‘Dispel Magic’ spell or effect. The tattoo must resist (using the creators save vs dispelling check at time of creation.) If the tattoo does not save, it is erased.
Activating a tattoo is a standard action that does not provoke an attack of opportunity.
I have also attached this as a .doc file.
Inscribe Magic Tattoo [Item Creation]
Prerequisite: Caster Level 3rd
Benefit: You gain the Benefits of the ‘Brew Potion’ and ‘Craft Wondrous Item’ feats, focusing on a different medium (See PHB), with the following additions:
You gain the ability to permanently graft magical effects into a Tattoo that you inscribe. You must still meet all the prerequisites of any permanent magical effects you are trying to imbue.
Restrictions: The receiver of the tattoo must have a positive Constitution modifier equal to or above the spell level for the tattoo to function. A body must have a certain hardiness to bear the permanent or temporary magical effects that will abide and/or course through it. It the receiver has a Constitution modifier lower then the requisite spell level, or has his Constitution modifier dropped through injury (temporary or permanent), the bearer must make a Fortitude save or receive 1d6 points of damage per spell level, as the bearers body becomes unable to cope with magical energy. The effects of the Tattoo do not occur. If it’s a temporary tattoo, the tattoo disappears. If the tattoo is permanent it becomes inert after causing the initial damage. Succeeding in the Fort save halves the damage taken.
Number of tattoos able to be borne: A humanoid creature of medium size has only so much space on its body for the purposes of bearing tattoos that are magical in nature. Not only that, but the nature of the tattoos interferes with the potency of any magical items that are worn. You can have one, but not the other. See below for the effects of permanent tattoos:
Area (# of tattoos) Restriction
Head (2) Unable to use lenses or masks of magical nature
Chest (2) Unable to use amulets or the like of magical nature
Stomach (2) Unable to use belts of magical nature
Back (2) No restriction
Arms (1) Cannot wear bracers of magical nature
Hands (1) Cannot wear rings or gloves of magical nature
Upper Legs (1) No restrictions
Lower Legs (1) Cannot wear boots of magical nature
Once you have a permanent tattoo, it cannot be removed. The bearer is stuck with it, barring the following events: bearer has their skin removed or damaged in a permanent manner; character is re-incarnated.
Temporary (i.e. one use) tattoos are again different by nature of their composition. Firstly, temporary tattoos cannot exist in the same space as permanent tattoos. Spaces for temporary tattoos are doubled per body area – however, as the tattoo needs to be within easy reach (the tattoo requires at least a nominal ‘touch’ situation, as well as an activation word – clothing does not bar someone from activating a tattoo), only the following areas are considered appropriate:
Area (# of tattoos)
Head (4)
Chest (4)
Stomach (4)
Arms (2)
Hands (2)
Lastly, temporary tattoos do not interfere with the effects of worn permanent effect magic items, simply by their transient nature (much like drinking a potion or reading a scroll or even using a wand would not interfere.)
Note: Temporary tattoos can be affected by a ‘Dispel Magic’ spell or effect. The tattoo must resist (using the creators save vs dispelling check at time of creation.) If the tattoo does not save, it is erased.
Activating a tattoo is a standard action that does not provoke an attack of opportunity.
I have also attached this as a .doc file.