Post by Head Moderator on Feb 20, 2013 22:29:16 GMT -5
Inkantation Tattoos : 1 CP per 500gp of Emporium Cost. 1/4 Cost of Tattoo is Crafter Cost.
Tattoo Potions : You must have ALCHEMY and INKANTATION to make tattoo potions. When you craft a potion, you add magical ink to it. This allows the potion to be imbibed and form a temporary tattoo upon the person. Only one tattoo potion can be used at a time. This allows quick use of a potion without taking up a turn during a round of combat. For instance, someone could drink a 10hp Potion of Healing that has been made into a Tattoo Potion, then during combat they can heal during their turn AND make another action such as an attack. Tattoo Potions cost double the cost of a normal potion.
Removing Inkantations : Inkantations are not like a normal tattoo, they are crafted by magical inkantationists with infused inks. It is difficult to remove an enchanted tattoo, so think very carefully before you get your body inked. That said, there IS a way to remove inkantations.
1) You can pay the Emporium half the cost of the original tattoo.
2) A Master Tattoo Artist can remove a tattoo (someone with that skill). It does not cost CP, but you pay normal crafting costs for 1/4 of the cost of the removal (1/2 price of original tattoo).
For instance, a tattoo that costs 5000gp will cost 2500gp to remove. A Master Tattoo Artist can remove it for 625gp, 0 CP.
WELL-KNOWN TATTOO LOCATIONS
There are various hole in the wall tattoo parlors, some more frightening than others, but these are the main two tattoo establishments in Tenebrus that offer "inkantations", or magical tattoos. There are also PC's that have Inkantation as a skill that can ink your character!
Navahla, Sarkotos
Lucky 13 Tattoos
Tommy Tentoes is the owner of Lucky 13, and does all sorts of body modifications such as tattoos and piercings, including sacred art.
Redwald, Madder
Denzhu's Tattoos and Piercings
A very scary place, but it's where you go for tattoos and those ultra-sexy piercings every sailor loves to have! Denzhu is a...well we aren't really sure what Denzhu is hidden beneath all those tattoos and piercings.
There is a slot available for 'body modifications', there are various ways that this can be filled but one way is to purchase a tattoo or body modification listed below. You are also allowed to purchase tattoos to fill other body slots if body modification is taken (such as a tattoo on your hand, for the hand slot). Remeber though, the Armored Ink tattoo ONLY fits into your armor slot.
You may have as many tattoos or body mods as you wish, but you may only use those listed in the body modification slot, or other loot slots on any given adventure.
Many of the tattoos are merely for flavor added to your roleplay. These tattoos do not need a body slot, you can have them anywhere and use them in your personal roleplay. These are marked (Personal).
--------Inkantation Tattoos-------
Transform Magic Item 5,000gp
You can take any magic item you own and have the power transferred into a tattoo so that it fits into your body modification slot. You can do this with just about anything, from rings, amulets, boots, bracelets, bracers, gauntlets, gloves, headbands, medallions, necklaces.....etc! You must first gain or buy the magic item, then pay extra to have it's power transferred to a tattoo of your choice.
[This can only be done once per character and cannot be crafted. You must pay full price to the Emporium.]
Arcane Finger Sleeves 5,000gp per Sleeve
Magic casters can get a finger tattooed with intricate, tightly woven sigils which allows them to boost their arcane power. Each time you upgrade your tattoo to the next level, you gain more power. You must start with Sleeve I, and work your way up, tattooing another finger on the same hand each time. Sleeve V also includes tattooing of your wrist. Each Sleeve is 5,000gp. This tattoo takes up your body modification slot or hand slot, when you upgrade you simply state which level of the upgrade you have. You gain the new ability along with any others you've already gained when you upgrade. You cannot have Combat Finger Sleeves and Arcane Finger Sleeves, and you cannot get any other tattoo in the same slot as Sleeves, even if the inkantationist has the skill that allows two in one slot.
Finger Sleeve I: This allows a spellcaster to write an extra spell per dice rank.
Finger Sleeve II: This gives a mage +5 DMG to non-regged magical attacks they cast in combat.
Finger Sleeve III: This doubles the amount of spells you are allowed to cast per day.
Finger Sleeve IV: This allows a spellcaster to write 5 extra spells per gemstone rank.
Finger Sleeve V: This finger and wrist tattoo allows a spellcaster to cast an extra spell during combat.
Attractive Man or Woman 5,000gp
A stalwart of sailors, many a man has an artful representation of a sexy woman on his bicep. A properly enchanted and prepared tattoo of the magical variety can create a very specialized version of a mount spell. Rather than a magical horse that appears, a magical woman appears and services the bearer for 3 hours. These tattoos are expensive, almost exclusively so. The 'mount' created by this tattoo is generally only capable of one task, never speak, and have very limited intelligence and ability. It is possible for a woman or a man to have a manly tattoo instead of the bicep lady, but the function remains the same.
(Personal)
Bamboo's Strength 6,000gp
Bamboo represents resilience, the ability to bend without breaking. Bamboo’s strength tattoos are typically done on the back growing up from the small of the back to the shoulders but can be inked on other parts of the body, such as the arms or legs. This tattoo offers a +3 to Acrobatics and Escape Checks.
Beastly Ink 5,000gp
This tattoo resembles either stylistically or realistically any one animal the person wishes. Animal only, not magical creatures, or aberrations, etc. It can be anything from a rat, to an eagle, to a bear, a spider, a butterfly, a wolf, etc. This allows you to shift into this animal once a day, for as long as you wish. You do not gain any special attacks or capabilities as the animal except what naturally occurs such as breathing underwater as a fish, flying as an eagle, burrowing as a gopher.
(Personal)
Bonds of Friendship 10,000gp for Both
Bonds of friendship are matching tattoos that two people receive in the same location on their bodies. Many friends choose matching ring tattoos, but any abstract or symbolic tattoo will work, so long as they are exactly the same and in the same spot. The tattoos provide their bearers with a constant knowledge of the other’s well-being, regardless of distance, so long as they are on the same plane of existence. Additionally, when both tattoo bearers are fighting in the same battle (within 100 feet of each other), they each receive a +1 bonus to strike and damage rolls.
Bonds of friendship only work in pairs; there is no benefit to getting one without a friend to get the matching tattoo, and no more than two people can benefit from the magic of the tattoos. In the event that one member of the pair dies, the surviving member will be fully and completely aware of their passing, then the magic of the tattoo will cease. Should one member of the pair cross to another plane of existence, the other will no longer be aware of their status, but will sense that the tattoo is still active.
Bonds of Love 10,000gp for Both
Typically applied after marriage or another declaration of love and devotion, bonds of love tattoos serve to let both members of the happy couple keep the other safe. Most couples choose to have matching rings tattooed, but some choose half a heart with the other’s initial, or the other’s name or even portrait.
Regardless of the imagery, bonds of love tattoos provide their bearers with a constant knowledge of the other’s well-being, regardless of distance, so long as they are on the same plane of existence. In addition, once per day each tattoo bearer can protect their beloved with something akin to a shield effect, allowing neither to take damage. Bonds of love only work in pairs; there is no benefit to getting one without a lover to get the other tattoo, and no more than two people can benefit from the magic of the tattoos.
In the event that one member of the pair dies, the surviving member will be fully and completely aware of their passing, then the magic of the tattoo will cease. Should one member of the pair cross to another plane of existence, the other will no longer be aware of their status, but will sense that the tattoo is still active. Couples who already had bonds of friendship tattoos can get them altered into bonds of love tattoos.
Brand of the Red Healer 3,000gp
Kaiken, otherwise known as the Red Healer, is a minor goddess of healing. There is a tattoo that brings the blessing of Kaiken in the form of a handprint, or fingerprint in rust-red color. This tattoo boosts the healing points of someone with Healing Affinity by 10 points per day.
Breathe Water 3,000gp
Appearing as a set of fish or shark-like gill slits on the neck or a fish tattoo, this tattoo imbues the bearer with the ability to breathe water for up to 5 hours each day (which do not need to be consecutive). The tattooed character can still breathe air, even after the gills are activated.
(Personal)
Combat Finger Sleeves 5,000gp per Sleeve
Combatants can get a finger tattooed with intricate, tightly woven sigils which allows them to boost their power. Each time you upgrade your tattoo to the next level, you gain more power. You must start with Sleeve I, and work your way up, tattooing another finger on the same hand each time. Sleeve V also includes tattooing of your wrist. Each Sleeve is 5,000gp. This tattoo takes up your body modification slot or your hand slot, when you upgrade you simply state which level of the upgrade you have. You gain the new ability along with any others you've already gained when you upgrade. You may not also have Arcane Finger Sleeves with Combat Finger Sleeves, and you cannot get any other tattoo in the same slot as Sleeves, even if the inkantationist has the skill that allows two in one slot.
Finger Sleeve I: This allows a combatant to write an extra combat maneuver per gemstone rank.
Finger Sleeve II: This gives a combatant +5 DMG to physical damage in combat.
Finger Sleeve III: This grants you a +2 to your DC for your combat maneuvers.
Finger Sleeve IV: This allows a combatant to write 2 extra combat maneuvers per gemstone rank.
Finger Sleeve V: This finger and wrist tattoo allows a combatant to use an extra combat maneuver during combat.
Death Imagery 10,000gp
Skulls and Grim Reapers, headstones and skeletons have long been a part of contemporary tattoo culture. In the fantastic culture, these tattoos are defiance in the face of death. Zombies and undead will only go after such marked persons if there are no other potential victims for them to chase and eat. Ghosts will also typically avoid said folk unless they are attacked or disturbed by them. These tattoos are not granting perfect immunity to the undead, only deflecting their attention to others.
Delver into Darkness 3,000gp
This tattoo awakens the power within a person to see in darkness, granting darkvision to 30 feet.
Dragons 10,000gp
Dragons are creatures of great and terrible power. The bearer of a Dragon tattoo won't grow wings and begin breathing flame, but they will be very hard to intimidate, cow, or otherwise overcome by charisma or force of will. Said pieces of art are often commissioned by soldiers, mercenaries, bodyguards, and other people who have to go into harm's way or by people who wish to use said confidence to intimidate others. A man with a dragon tattoo can very easily become a bully in the right circumstances. This gives the bearer a +2 to Intimidate, and a +2 to checks against someone trying to intimidate them.
Dragon Hunter 15,000gp
You have been victorious in combat against numerous dragons and wish a tattoo to mark your victories. This grants you a +2 to Strike, and a +5 to DMG against full-blooded dragons.
Elemental Ink 3,000gp
This tattoo is a symbol or representations of the four base elements that grant the ability to speak the elemental language associated with the tattoo they've had inked. A character cannot have tattoos of opposing elements (fire and water, earth and air)
Fire - Ignan
Air - Auran
Water - Aquan
Earth - Terran
(Personal)
Elf Friend 6,000gp
This tattoo is usually done in gold and black ink and has highlights mirroring the leaves of the forest. It is a geometric pattern, thin and light, in a place normally visible to others so that as soon as they are seen, they are recognized as a friend of elves. The most common is on the face, but hands, neck, or arm works as well. This ensures safe passage through elven lands, and lends a +4 to Charisma based rolls with elves, and +2 with fey creatures. It gives a -2 with charisma based rolls to evil sylvan races though, and a -4 against orcs if the tattoo is visible. The bearer of the tattoo can understand, read and speak elven. He also gains low-light vision if he does not have it. The elf friend tattoo is only granted to the most trusted of non-elf allies. If someone with the elf friend tattoo attacks and elf, betrays an elf, spies on elves...they will be hunted down by the agents of the elf that granted the tattoo.
Essence of Life 5,000gp
This rare tattoo is normally in the shape of the Ankh, which represents "life". Having this tattoo allows you to easily transfer your own hit points to an ally, healing them of however many hit points you've transferred. You may do this very easily and quickly, and still make any other action or attack on your turn. You are able to use about 1/4 of your own hit points in this way without repercussions, transferring more than this has long-term consequences. Transferring over 1/4 of your hit points causes you to PERMANENTLY lose 1 hit point. Transferring over 1/2 of your hit points causes you to PERMANENTLY lose 2 hit points. Transferring all your hit points to your ally causing your death causes you to lose a rezz, regardless of using a rezz coin, or improved rezz skill, or anything else that says you will not lose it. You WILL lose it permanently as well as the 2 hit points.
Exigent Arrow 3,000gp
A single arrow is tattooed along the inner side of the character’s non-dominant arm. The arrowhead is at the wrist or on the palm, and when the character draws a bowstring, the tattoo magically creates an arrow, ready to fire.
Exigent Bullet 3,000gp
A single bullet is tattooed along the inner side of the character’s non-dominant arm. The tip of the bullet is at the wrist or on the palm, and when the character aims his weapon, the tattoo magically creates a bullet or bullets, ready to fire.
Exigent Dagger 3,000gp
A single dagger is tattooed along the inner side of the character’s arm. The tip of the dagger is at the wrist or on the palm, and when the character wishes, the tattoo magically creates a dagger, ready to fire. The dagger must be used immediately, as it disappears after a minute of being out of use. One dagger at a time can be conjured, but there is no limit on the amount of daggers that can form one after the other to be used.
[Can be used as Weapon, if used as a weapon you may enchant it as one weapon with 5 points.]
Eyes and Eyeballs 5,000gp
Much more common among magi, the artful eye can grant bonuses to normal perception and spot checks. These typically have said tattoos on their foreheads or in the palms of their hands, allowing them to turn the vision based power on and off at will. This gives a +3 Spot/Search and +3 Insight.
Face of a Child 10,000gp
A common magical tattoo for thieves and other criminals, it appears as a portrait style piece depicting the face of a very young child. The tattoo is activated by speaking the name of the child and touching two fingers to the inkwork. When this is done the bearer becomes 'innocent'. This tattoo can also be invoked to protect the bearer from unfavorable encounters. There are limits, and few orcs will care about the status of a human's guilt, and eventually a city guard will realize that something isn't right the seventeenth time he apprehends the same guy and keeps letting him off with a warning.
Fairies, Nixies, Pixies, and other Fae 5,000gp
The fae can live in the most twisted and convoluted of locations and never become lost, whereas common mortals can stumble into the edge of a fairie forest and vanish forever. A proper fairie tattoo can grant the bearer an innate sense of direction, limited to places they have been before and the ability to always find North.
(Personal)
Fellowship 8,000gp
This tattoo is given to people in certain groups, and can be anything that is meaningful to the group as it is used as an identification. It grants a +2 to damage, saves and checks when working with others with same tattoo.
Glyph of Restoration 10,000gp
This tattoo appears as an ancient symbol meaning 'energy' and looks like a tribal letter M, with the lower extensions of the glyph often taking on claw like marks. When activated, the glyph glows with a bright green light for a few seconds, and the bearer has their hit points fully restored. This can be used once per day only.
Gold Coin 1,500gp
This wondrous tattoo is a tattoo of a coin in the palm of the hand, which, when activated, allows the character to conjure a single gold coin. It is a real coin, and may be used as such, but it only remains in existence for 24 hours. Whatever coin image is tattooed in the palm is the type of coin that is conjured, so all conjured coins look exactly alike. The tattooed character can conjure one coin per 15 minutes. If multiple coins are spent in the same place, a DC 20 Perception check allows the person receiving the coins to notice something odd about them (that they are all identical). This cannot be used to buy from the Emporium, or crafters, this is STRICTLY for roleplay/storyline purposes only.
(Personal)
Holy/Unholy Tattoo 2,000gp
Acts as holy (or unholy) symbol, and allows you to channel divine energy from your deity through it.
(Personal)
Hospitalier's Verse 10,000gp
This inscription of verse is done on the chest right above the heart, reflecting its status as a sacred vow. The verse varies with the holy text of the recipient’s faith, but always invokes the requirement that the wearer give aid to those who are ill and need assistance. The bearer of the hospitalier’s verse is immune to disease, including supernatural and magical diseases. If the bearer ever willingly refuses aid to those who are ill without very good cause they lose their disease immunity. Foregoing aid in the short term to provide long-term aid or help a larger group is valid – putting personal cause above others is not.
Jewels and Gems 12,000gp
Tattoos of jewels and gems work like a treasure seeking spell, enabling you to know the general direction of any cache of treasure during your questing or travels. This works in a 30 foot direction from the person with the tattoo.
Lightsource 4,000gp
This tattoo is some sort of light source, such as a sun, a candle, a moon, a torch, etc. It can be commanded to shine as bright as a lantern to give you aid in seeing in the dark. It does not pierce magical darkness.
(Personal)
Lucky Charm 5,000gp
Luck is a fickle thing, and many seek to curry luck's favor by adorning themselves with symbols of good luck. These can range from the common such as four leaf clovers and the like to exotic and only locally relevant things. The charm can be used in situations where luck is involved, such as looking for someone in a crowded city, a missing book misshelved in a great library, or finding a needle in a haystack (DM's discretion, so work with DM!).
Magic Bison 10,000gp
Reputed to be a very invigorating tattoo, the scarlet bison (which is tattooed as a red bison, usually in a fighting position or preparing to charge) is often found on the young, affluent, and aggressive. It grants a permanent +10 bonus to initiative.
Magic Pocket 1,000gp
This tattoo appears to be a simple line on the skin, with either a tattooed button or drawstrings near the center of the line. By activating the tattoo, it forms a small extra-dimensional space very much like a small bag of holding. The tattoo is activated by either tugging or touching the button/drawstring. You can only possess one magic pocket tattoo, and it gives 3 magic item slots.
Like a bag of holding, overfilling the magic pocket or placing an unprotected sharp object inside it pierces the magic pocket, spilling all of the contents. If this happens, the character suffers 2d6 damage. The tattoo is ruined and unusable afterwards. Most who simply see the tattoo on a person never know it for what it is, and anyone searching the tattoo bearer must make a DC 25 Perception check to notice something odd about the tattoo.
Makeup Glamour 1,000gp
The character selects a basic scheme of makeup – rouge, eye shadow, lip tint, etc – which is then tattooed permanently onto their flesh. The tattoo is colorless until activated, at which point it infuses fully with the chosen colors for up to 8 hours per day. The 8 hours do not have to consecutive, and the glamorous makeup can be activated and deactivated numerous times during the day.
(Personal)
Memory of the Fallen 5,000gp
A close companion has fallen in combat, and you have taken a tattoo in memory of your fallen friend. This grants you a +2 to DMG against the type of creature that killed your friend, as well as +2 to any saves you are forced to make in dealing with that creature.
Monk's Tattoo 6,000gp per Stage
This tattoo is usually of an animal or beast considered important to the monks of a given monastery or school. Examples include tiger, dragon, snake, crane, monkey, and so on. The tattoo improves the unarmed strike damage, Def DC, and Defense of the monk recipient. You must start with Stage I, and work your way up, as the tattoo is improved upon. Each Stage is 6,000gp. This tattoo takes up your body modification slot, when you upgrade you simply state which stage of the upgrade you have. You gain the new ability along with any others you've already gained when you upgrade. You cannot get any other tattoo in the same slot as Monk's Tattoo even if the inkantationist has the skill that allows two in one slot.
Stage I: This gives a monk an additional +5 DMG to their unarmed strike bonus.
Stage II: This gives the monk a +4 to their Defense, this defense rating cannot raise above your normal cap. It defends against mundane or magical attacks.
Stage III: This gives the monk a +1 bonus to their Def DC while in combat, this does not give any Quickness trait points, just the defense DC.
Parent's Love 1,000gp
Many adventurers journey far from home, leaving their children behind where they’re safe. Some adventuring parents carry reminders on their skin in the form of children’s initials, dates of birth, or favorite animals or toys. The tattoo can be activated once per day to locate the child the tattoo is tied to, with a range of 1,500 miles (the tattoo bearer and the child must be on the same plane of existence). The locate effect lasts for 2 hours once activated. In addition, once per day the tattoo allows the bearer to send a telepathic message to their child of up to 25 words. If the child is old enough to comprehend what is going on, the child can send a message of the same length back to the parent. One may have as many tattoos as they have children, each tied to a different child. The tattoo is effective throughout the child’s life.
(Personal)
Roll Them Bones 6,000gp
This is a tattoo of a pair of 6-sided dice, usually placed in the palm or on the wrist. With a twitch of the wrist the bones appear in the hand ready for play. Its other (ooc) ability is that it allows you to roll any one dice roll again, but you must take the second roll even if it is worse. It can be used once per day.
Scale of Justice 5,000gp
Inscribed on his heart, this tattoo causes the wearer physical pain when the wearer hears a lie. The wearer always knows when he is being lied to and by whom.
Sea Legs 5,000gp
A nautical themed tattoo, often taking the form of a ship, merfolk, anchor, dolphin, or the like, commonly worn by sailors. The tattoo grants the bearer powers while traveling through marine terrain. The character is immune to nausea caused by rough seas, +2 to Endurance saves against disease while at sea. The character suffers no movement penalties while moving around a ship, including above deck, below deck, and in the rigging.
Serpent or Snake 10,000gp
Serpent or snake tattoos are very popular, and can be placed on various parts of the body. A tattoo of this sort grants two properties, first one cannot poison themselves accidentally while crafting alchemical poisons, and secondly they become immune to all poisons, magical and mundane. The only poisons they are not immune to are the super-rare and extremely powerful poisons (Ask DM).
Silvered Knuckles 5,000gp
This tattoo is applied using a mixture of tattoo ink and molten alchemical silver and protects against contracting the curse of lycanthropy. The patterns of the tattoos commonly form runes against lycanthropy or are in praise of a deity who detests the curse of lycanthropy. The tattoo is common among rangers, druids, clerics, and paladins, but anyone can receive it.
Sparkle and Flash 10,000gp
Many of the exotic veiled dancers of the Thanes as well as the gypsy dancers of the world are adorned in spectacular sparkle and flash tattoos. The tattoos consist of faint lines on the flesh covering the bodies of the dancers, but in daylight or bright light they can hardly be noticed. However, in moonlight, torch-, fire-, or candlelight, they can be clearly seen. The tattoos are largely abstract images – curved lines, swirls, repeating patterns – with a few recognizable images such as flowers interspersed. When activated, the tattoos illuminate, sparkle and flash. As the dancer begins to twist and twirl the light show becomes intoxicating and up to 2d3 viewers within 90 feet of the dancer must make a Willpower save (DC 10 + the dancer’s Charisma Bonus) or become fascinated. The fascinated condition lasts in the viewers for as long as the dancer continues to perform outside of combat, inside combat they are given a save each round to break free.
Summoning Ink 8,000gp
This tattoo is a summoning circle with the outline of one type of creature chosen when the tattoo is inked inside the summoning circle. You may summon whatever creature you've had tattooed into the circle once per day and use the spell rules for summons power.
Tattooed Rope 3,000gp
The character has a tattooed rope coiled around his arm which, when activated, produces a magical rope that the character can control as per animate rope. The rope is 50 feet + 5 feet per gemstone rank.
(Personal)
Unicorn 5,000gp
Long associated with purity, the presence of a unicorn tattoo can serve a variety of purposes. The bearer of a unicorn tattoo is unable to get sick from common mundane diseases or illnesses. Many prostitutes will have these done so that it is clear they are free of disease, but beware as some are merely ink, and not actually magically scribed art!
Vagina or Penis 5,000gp
Not a classy piece of art, this depicts the female or male genitalia, either in grotesque detail or in some stylized form. It is typically in an easily concealed or regularly covered part of the bearer's body. When dealing with a woman or man, the bearer can nonchalantly stroke the tattoo, and for the duration of the encounter with the target gains a +2 to all Charisma based Checks with that woman or man.
Wings of Flight 10,000gp
Bird, bat, insect, faerie, or dragon-like wings on the character’s back allows them to enjoy brief bursts of flight. While the tattoo is activated, the character gains a flight speed equal to their move speed, with average maneuverability. You can fly for up to 5 minutes each day, but the minutes do not need to be consecutive, and can be broken down into 10 rounds.
Symbols of the Six 14,000gp Each
Any one of these tattoos can easily serve as a holy symbol for those that serve one of the Six, but there is a special benefit for having all six tattoos. These tattoos are normally very simple symbolic sigils, but can be as simple or as intricate as you wish.
Each of these tattoos takes up a slot, but if you decide to take all six you get the following benefit: "Eyes of the Six" this allows you to reroll any die roll, once per day, and take the better result. Having all six tattoos also boosts your DC to +3 instead of +2.
Kanesh : Grants a +5 DEF against Shadow, and adds +2 to Spell DC for Shadow/Darkness/Necromancy based Spells. Allows you to understand Umbral.
Dannui : Grants a +5 DEF against Water/Ice, and adds +2 to Spell DC for Cold/Ice/Water based spells. Allows you to understand Aquan.
Diti: Grants a +5 DEF against Earth, and adds +2 to Spell DC for Earth/Sand/Rock/Crystal based spells. Allows you to understand Terran.
Ahalya : Grants a +5 DEF against Lightning, and adds +2 to Spell DC for Sonic/Lightning/Weather based spells. Allows you to understand Auran.
Zumyan : Grants a +5 DEF against Fire/Heat, and adds +2 to Spell DC for Fire/Heat based spells. Allows you to understand Ignan.
Braman : Grants a +5 DEF against Prismatic/Radiance, and adds +2 to Spell DC for Light/Prismatic/Radiance based spells. Allows you to understand Celestial.
TEMPORARY
Most temporary tattoos are either done with henna, silver henna (shows up on dark skin), or with temporary magical ink. When they have been used for their duration, they fade completely from the skin.
Phoenix (Rezz Coin) 12,000gp
The phoenix is well known for it's story of rising from the ashes reborn, and a phoenix tattoo works the same as a rezz coin, but with a bit more pomp. When it is used, it bursts into flames and leaves the outline of the phoenix in burned flesh, which fades within a week's time. It is a badge of honor to some to bear the burned phoenix, as people realize you have tasted death and come out alive. [ONE USE]
Block the Seed 1,000gp
This tattoo causes you to be incapable of becoming pregnant, or impregnating someone else. This ink provides no protection against diseases. It lasts one month. [MONTH]
(Personal)
Tranquil Repose 3,000gp
Designed for the adventurer who wants to prepare for the worst, tranquil repose tattoos provide protection to the bearer’s body after death. Any holy imagery, such as an angel or holy symbol, or even a teardrop can be used for a tranquil repose tattoo, as can a brightly burning sun. When the tattoo bearer dies, the tattoo protects the body from rising as undead for six months. If the bearer was killed by vampires or ghouls, whose victims normally rise in their image within a day, they will not rise as undead. Also during the six-month period, the bearer’s body cannot be activated by a necromancer. Once the six months are up, a necromancer will be able to activate the body.
In addition, the bearer’s corpse is preserved for the six-month period after death, which gives the deceased’s companions time to either get the body home for burial, or to a temple for resurrection. Once the bearer has been rezzed the tattoo fades. [ONE USE]
Mark of Recall 500gp
This henna tattoo is placed on an individual and allows them to teleport back to one certain place specified when the tattoo is placed. The magic of the tattoo affects only the tattoo bearer and her gear, familiar, and/or divine animal companion. It will not teleport more than one individual otherwise, and will not transport pets or animals not magically bound to the tattoo bearer. The design of the tattoo is usually symbolic of the location to which the bearer is to return but when secrecy is a must, an abstract image can be used. The tattoo must be in a location where it is easily reachable, so except for the most flexible of characters, the back is not recommended. To return, simply place your hand over the tattoo and say, "Return!" [ONE USE]
Rune of Healing 1000gp
This temporary tattoo is in the form of a chosen healing rune (depending on your tradition). It grants the ability to heal up to 10hp per day, either at one time or split up as long as the total healing points expended is not over 10. You may use this 10 times before the tattoo fades away. [TEN USES]
ARMORED INK & ENHANCEMENTS
Armored Ink [ARMOR SLOT]
+5 | 11,500gp | 2875gp | 23CP
+6 | 13,500gp | 3375gp | 27CP
+7 | 15,500gp | 3875gp | 31CP
+8 | 17,500gp | 4375gp | 35CP
+9 | 19,500gp | 4875gp | 39CP
+10 | 21,500gp | 5375gp | 43CP
+11 | 23,500gp | 5875gp | 47CP
+12 | 25,500gp | 6375gp | 51CP
+13 | 27,500gp | 6875gp | 55CP
Armored ink grants a flat armor bonus from magical and mundane attacks, from +5 to +13. Armored ink is constantly active, but it cannot be worn with regular armor of any kind, it IS your armor and should be put in your armor/body slot instead of body modification. You may add other mundane or magical pieces such as bracers, amulets, rings, shields but remember the defense cap of +20 DEF, as it is considered Light Armor.
You may have enhancements added to your armored ink from the list below.
ARMORED INK ENHANCEMENTS
These must be enhanced by someone with Craft Magic Item (Inkantation). You can purchase these from the Emporium if you wish. Five points of enhancements is the rule even for armored ink.
Absolute Courage 2,000gp ☼
Armored ink with this enchantment grant the wearer immunity to fear effects.
Acidproof 3,000gp ☼
This enchantment for your armored ink protects your ink from being damaged by acid or anything else that could eat the skin away and the tattoo.
Anchoring 3,000gp ☼ ☼
This armored ink has an anchor worked into the design, causing your body to become very heavy and dense at times, making it very difficult for you to be grappled, tripped or bull rushed. You gain a +3 to any checks involving an attempted grapple, trip or bull rush.
Anti-Impact 4,000gp ☼ ☼
An anti-impact enchantment on your inked armor lessens damage from bludgeoning attacks. Once per combat, you may take only half the damage from any one bludgeoning attack. This includes such damage as from falling.
Aporter 3,000gp ☼ ☼
This transports the wearer and her equipment to any spot within 800 feet that she can visualize or specify, as the psionic dimension door power. This can be used as a free action during combat to move around the field of battle, but it is not an evade of any sort. This can be used three times a day.
Aversion 3,000gp ☼ ☼
Any creature to whom the wearer presents an aversion tattoo must succeed on a DC 15 Willpower save or be overcome by a powerful aversion to the wielder (actually the tattoo), and will not approach within 30 feet for one round of combat. This is a mind-affecting enchantment. It can be used once per combat.
Benevolent 3,000gp ☼ ☼ ☼
Benevolent armored ink best serves a wearer who focuses on assisting and protecting his allies. When the wearer of a benevolent armored ink is only doing benevolent actions such as healing, he gains a bonus of +2 to his Defense DC. As soon as he takes any adverse action against anyone, it is lost for the rest of combat.
Brawling 8,000gp ☼ ☼ ☼
The wearer of brawling armored ink gains a +2 bonus to unarmed damage, including damage given during a grapple. Her unarmed attacks count as magic weapons for the purpose of bypassing damage reduction. These bonuses do not apply to natural weapons.
Buoyant 500gp ☼
This rune when added to your inked armor, allows the wearer to be buoyant within the water and not sink. If they are pulled down, when released they will bob to the surface at a rate of 50 feet per round
Caster's Protection 8,000gp ☼ ☼ ☼
A caster's protection tattoo has any one defense boost, defense absorb or evade spell that they know inscribed into the tattoo, which can then be cast in combat. You may only cast it once per combat. This allows a caster to use a free defense spell during combat that does not count against the rule of only two spells per combat. You must state clearly which spell has been inscribed and it cannot be changed once the tattoo is inscribed.
Comfort 3,000gp ☼ ☼
Armored Ink with this property allows its wearer to ignore the effects of intense natural heat or cold. The character can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Endurance saves. The character's other equipment is likewise protected.
Deathless 8,000gp ☼ ☼
This armored ink enchant protects its wearer from harmful negative and positive energy. The armor absorbs the first 5 points of positive or negative energy damage per attack that the wearer would normally take. Deathless ink does not block healing of any kind and does not protect against positive or negative energy effects that do not deal damage. The deathless ability can be applied to armor of any sort, but not shields.
Deepsea 1000gp ☼
This enables the user of this armored ink to be able to swim without penalty, breathe underwater and converse with sea creatures that speak a language.
Elemental Resistance 10,000gp ☼ ☼
(Choose one: Cold, Fire, Electric, Ice, Acid, Shadow, Radiant, Sonic)
Choose one element and enchant your armor or shield to be resistant against the one element giving you a +5 extra Defense to one element of your choice. You can also have dragon blood added to your tattoo to give you the defense.
Environmentally Tough 2,000gp ☼
Fighters who ply their trade in locales known for extreme weather learn ways to adapt their styles to become suited for the environment. In hot locales, they adjust how they breathe and hydrate to prevent overheating, while in cold climates the warriors adjust their diet and training regiment. Ink with this item quality provides a +2 bonus on saving throws against harsh environmental conditions in either extreme heat or extreme cold (determined at the time the enhancement is taken).
Ethereal 6,000gp ☼ ☼
This enchantment enables the wearer to become ethereal, and once per combat this may be used to dodge one full attack unless the attack would be able to hit you in ethereal form (able to hit incorporeal via magic, skill or enchantment).
Faith 3,000gp ☼
Ink with this enchantment allow the wearer to transfer up to +5 of the item's bonus to any one saving throw they roll per adventure.
Feykissed 3,000gp ☼
This armor gives a +2 DEF against attacks made by cold iron. You may only have one type of "kissed" armor.
Feather Landing 3,000gp ☼ ☼
This allows the wearer to ignore any damage dealt by the first 60 feet of a fall. Regardless of the height of a fall, the wearer always lands on her feet.
Fortified 3,000gp ☼ ☼
Your armored ink naturally defends the vital areas in such a way that it cannot be defeated with a natural 20 Strike from a Vorpal/Crushing weapon/tech. If someone rolls a natural 20 Strike with a Vorpal weapon or Crushing tech, they are able to bypass defenses, but with this enhancement their defense does not become defeated.
Frightful 3,000gp ☼ ☼
This is about how one carries themselves, the way they walk and prepare on the field of combat, and quite possibly terrifying tattoos on your body! Once per combat, you may use Frightful to attempt to instill terrible fear into your opponent. They receive a d20 Save vs Fear, DC15 needed. If they fail, they lose 1 turn in combat stricken from fear. If they are the last baddie left out of a group, per DM desire, they may turn tail and run!
Ghost Touch 3,000gp ☼ ☼
This allows the armor's defenses to count against the attacks of incorporeal creatures.
Healing 3,000gp ☼
A healing enhancement helps stop the flow of blood from the wearer's wounds, the body's metabolism automatically taking control and acting in near supernatural fashion to keep the person alive. It gives 10 hit points of healing throughout one combat, and can be broken down, such as giving 5 healing one round, and 2 another, and 3 another. This healing can be done as a free action upon your turn.
Invisible Ink 2,000gp ☼
This enchant renders all of your tattoos invisible upon command. This is quite helpful for disguises, and even just to pass in certain circles!
Magic-Eating 6,000gp ☼ ☼ ☼
Spirals and reliefs or designs of fanged mouths are worked into your armored ink. While wearing magic-eating inked armor, whenever you pass a save against a spell that targets you, the ink heals you of half of however many dice you've rolled for your save. So for instance, if you roll your 1d20 save and get an 18, you are healed of 9 points of damage. This works once per combat.
Moonkissed 3,000gp ☼
This armor gives a +2 DEF against attacks made by silver. You may only have one type of "kissed" armor.
Move Silent 4,000gp ☼ ☼
You have spent countless hours working on the ability to move without being seen, to stroll past others without being heard. Those with this enhancement have the ability to become as stealthy as shadows, granting them a +5 to stealth rolls.
Ornate 4,000gp ☼
Your ink is exceptionally beautiful. An ornate tattoo brings with it a certain amount of prestige, especially since quality decoration is often a sign of great honor or station. Ornate ink grant the owner a +3 bonus on Diplomacy checks when any of the tattoo can be seen in an appropriate setting.
Punishing 3,000gp ☼ ☼ ☼
You may add Punishing to your armored ink so that when you are attacked, you may "punish" your attacker by lashing out at them them after attacking you giving them 1d5 damage, which cannot be defended against. This works once per combat.
Reflective 8,000gp ☼ ☼
Force from the armored ink is used to disrupt the flow of magic towards them. Once per day, it can be called on to reflect a regged spell back at its caster.
Sacred 4,000gp ☼
This ink is decorated with a deity's holy or unholy symbol, and grants a +2 to any rolls to Turn or Rebuke Undead. You must have a skill or bonus that allows you to turn or rebuke undead.
Stamina 5,000gp ☼ ☼
This ink enchantment gives the bearer a boost of +2 for any Endurance saves you are asked to make.
Sunkissed 3,000gp ☼
This armor gives a +2 DEF against attacks made by gold. You may only have one type of "kissed" armor.
Slick 500gp ☼
This ink enhancement allows you how to wriggle and squirm with the best of them and gives a +5 against any checks to escape from binds and chains.
Threatening 3,000gp ☼ ☼
With only a phrase the user of this ink enhancement can force any creature to whom the wearer speaks take a check. The target must succeed on a DC 15 Willpower save or be overcome by a powerful aversion to the speaker, and will not approach within 30 feet for one round of combat. This can be used once per combat. This is a mind-affecting enhancement.