Marion Poliquin
First Post
The Deal:
Chardun's Might is a magical tattoo from S&SS'S Relics and Rituals. The wearer must have a constitution score of at least 14 in order to activate the tattoo. Once a day, upon activation, the tattoo grants the wearer +4 Strength and +4 Dexterity for a number of hours equal to the caster level (minimum 3). The drawback is that the wearer suffers a point of Stength and Dexterity damage upon deactivation of the tattoo.
My Beef:
The tattoo grants a net gain of +2 stat bonus to two stats, but the drawback might not even cause a -1 penalty if the character's stats are odd numbered. Plus, the penalty is not much of one since the effect is long lasting and the drawback goes away after a single night's rest.
My Solution:
Upon deactivation of the tattoo, the character suffers 2 points of Strength and Dexterity damage. This way, the character always suffers a net penalty of -1 and some of the damage remains on the next day, so that if the character uses the tatoo again, there will be even more damage accumulated the next day and so on. If the character wants to be able to use his tattoo without penalty, he has to convince a healer to reserve two Lesser Restoration spells - which can be a drag on the party. I like this solution because, while the tatto remains very useful, the wearer will be more wary of opponents who can Dispel Magic.
Thoughts?
Chardun's Might is a magical tattoo from S&SS'S Relics and Rituals. The wearer must have a constitution score of at least 14 in order to activate the tattoo. Once a day, upon activation, the tattoo grants the wearer +4 Strength and +4 Dexterity for a number of hours equal to the caster level (minimum 3). The drawback is that the wearer suffers a point of Stength and Dexterity damage upon deactivation of the tattoo.
My Beef:
The tattoo grants a net gain of +2 stat bonus to two stats, but the drawback might not even cause a -1 penalty if the character's stats are odd numbered. Plus, the penalty is not much of one since the effect is long lasting and the drawback goes away after a single night's rest.
My Solution:
Upon deactivation of the tattoo, the character suffers 2 points of Strength and Dexterity damage. This way, the character always suffers a net penalty of -1 and some of the damage remains on the next day, so that if the character uses the tatoo again, there will be even more damage accumulated the next day and so on. If the character wants to be able to use his tattoo without penalty, he has to convince a healer to reserve two Lesser Restoration spells - which can be a drag on the party. I like this solution because, while the tatto remains very useful, the wearer will be more wary of opponents who can Dispel Magic.
Thoughts?