Tattooed Mystic (Apath)
|Unofficial rules compendium|
Tattooed mystics are renowned for both the artistry with which they adorn their bodies and the powerful magic they summon from these markings. Many learn the ways of tattooing from their forebears, the craft having been passed down through generations.
This is a prestige archetype focused on the magic of tattoos.
Publisher: Purple Duck Games.
Role: Tattooed mystics develop a magic different from other spellcasters, but to their team they fulfill much the same role as any mage.
Alignment: Any. The personal nature of tattoo magic means many tattoo mystics are chaotic.
Hit Die: d6.
The tattooed mystic's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Stealth (Dex).
Skill Ranks at Each Level: 2 + Int modifier.
These are all the class features of the tattooed mystic.
Weapon and Armor Proficiency
A tattooed mystic is proficient with all simple weapons, but not with any armor or shields. A tattooed mystic wearing armor risks arcane spell failure when casting arcane spells with somatic components.
The tattoo mystic learns and casts spells exactly like a wizard, including using arcane magic, the effect of Intelligence on spellcasting, spellbooks, automatically learned spells, and cantrips.
The tattooed wizard records his spellbook as tattoos, either on his own skin or on the skin of another living creature. These tattoos take the form of complex glyphs and can be deciphered and copied like a normal spellbook. They do not radiate magic or occupy any item slots or interfere with magical tattoos. A tattooed mystic must be able to study these glyphs like a wizard studies his spell book, which requires the tattoo to be visible and in a spot he can see—mirrors can be used.
Identifying the patch of skin that holds a particular spell requires a Spellcraft check (DC 20) as a full-round action when the tattoo is visible. The spellbook tattoo for a particular spell can be cut away as a full-round action that requires the target to be helpless and inflicts 1d6 hit points of damage and requires a Heal or Craft (leather) skill check (DC 20) or the tattoo is ruined. Such cut-away tattoos work just like a spellbook with a single spell in it.
Familiar Tattoo (Su)
A tattooed mystic gains a familiar like that gained from an arcane bond, as a wizard equal to his tattooed mystic level. His tattooed mystic levels stack with levels in classes that grant a familiar—this ability does not allow him to have multiple familiars or both a familiar and a bonded item.
Unlike most familiars, a familiar tattoo can transform itself into a tattoo that the tattooed mystic carries in his flesh. Transforming into a tattoo or back to normal familiar form is a move action for his familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. It continues to grant its special familiar ability and can perceive the world around the tattooed mystic, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
Mystic Tattoo (Su)
A tattooed mystic inscribes ancient symbols of power on his skin to enhance his spellcasting.
At 2nd level and every four levels thereafter, the mystic inscribes a new tattoo on his body, chosen from the list below. Mystic tattoos do not occupy magic item or tattoo slots. The mystic can select each tattoo up to three times; the effects of multiple tattoos are noted in their descriptions.
- Binding Trine: This triangular design allows the mystic to transform a hostile spell affecting him into a magical tattoo. When the mystic fails a saving throw against a spell of 3rd level or lower that targets only him, he gets a chance to identify it with a Spellcraft check (DC 15 + twice the spell level). If he succeeds at this check, he can sacrifice a prepared spell (or spell slot for a spontaneous caster) of equal or higher level as an immediate action to bind the spell, suppressing its effects and suspending its duration for a number of rounds equal to his caster level. Only spells with a duration longer than instantaneous can be bound this way, and only one spell can be held at a time. While bound, the spell can be dispelled or removed as normal. The maximum spell level this tattoo can bind increases by 3 each time it's selected, to a maximum of 9th level spells.
- Blistering Bands: These glowing, angular markings encircle the mystic's arms. Whenever the mystic casts an evocation spell that deals energy damage, he can spend a swift action to surround himself with an aura of the same type of energy until the beginning of his next turn. Creatures adjacent to the mystic when he activates the ability or that end their turns adjacent to him take 1d10 points of damage per spell level. This damage has a maximum of 3d10 for a spell of third level or higher. Selecting this tattoo again increases the maximum damage to 6d10 (6th level spell or higher) the second time and to 9d10 (9th level spell) the third time. A Reflex save for half damage is allowed (DC 10 + 1/2 the tattooed mystic's level + the tattooed mystic's Constitution modifier). If the spell deals more than one type of energy damage, the mystic must choose which of those types of damage his aura deals when he creates the aura.
- Flickering Eye: The skin beneath this stylized eye seems partially translucent and insubstantial. When the mystic casts a spell of 1st level or higher from the illusion school or spends a standard action to concentrate on an ongoing illusion effect created by one of his spells, he gains concealment (20% miss chance) until the beginning of his next turn. This counts as concealment for using the Stealth skill. When this tattoo is chosen a second time and used with an illusion spell of 4th level or higher, the miss chance increases to 50%. This also allows the use of the Stealth skill even while observed. When its chosen a third time and used with an illusion spell of 6th level or higher, the mystic gains invisibility, as per the spell, until the beginning of his next turn. Against a creature able to see invisibility, the tattooed mystic still gains the advantage of the earlier concealment effect. Effects such as glitterdust that negate invisibility or concealment negate any concealment granted by this ability. Concealment gained this way never lasts more than a minute, even of the tattooed mystic continues to concentrate on a spell beyond that time.
- Pouncing Beasts: These bestial pictographs seem poised to leap off the mystic's skin. The mystic can cast summon monster and summon nature's ally spells of up to 3rd level as a standard action, rather than a full-round action, provided all the creatures summoned enter play adjacent to him. The maximum spell level the tattoo can affect increases by 3 each time it's selected, to a maximum of 9th level spells.
- Rune of Fangs: These jagged runes cover the mystic's face, giving him a bestial expression. While polymorphed or otherwise transformed into a form with natural attacks, the mystic gains an enhancement bonus on his attack and damage rolls equal to 1/4 his level (minimum +1) with one natural attack, chosen when he assumes that form. Selecting this tattoo twice allows him to apply the bonus to three natural attacks. Selecting the tattoo three times (the maximum allowed) applies the bonus to all natural attacks.
- Swallowing Glyph: This ornate, shadowy glyph feeds on the souls of those the mystic defeats. Any time the mystic reduces a creature to negative hit points with a necromancy spell, he can spend a swift action to gain a number of temporary hit points equal to the spell's level. Temporary hit points gained from this ability do not stack. The second time this tattoo is selected, the number of temporary hit points increases to double the spell's level. The third time it's selected (the maximum allowed), the temporary hit points increases to tree times the spell's level.
- Twisting Script: The indistinct shapes that form this spiral tattoo twist into legible text when scrutinized. Creatures within 50 feet of the mystic that can see him are affected by his language-dependent enchantment spells, even if they do not understand the language he speaks. Creatures without a language are immune to this effect. The range of the effect increases by 50 feet each time this tattoo is selected, to a maximum of 150 feet.
At 4th level, a tattooed mystic gains Inscribe Magical Tattoo as a bonus feat.
Tattoo Mastery (Ex)
At 8th level, a tattooed mystic can use his own ability score modifier and relevant feats to set the DC for spell tattoos he uses, and can use his own caster level if it is higher than that of the spell tattoo he is using (similar to a caster using a staff.)
Skillful Tattooist (Ex)
At 12th level, as long as a tattooed mystic is using his Craft (tattoos) skill to craft magical tattoos, he can do so in half the time it would normally take.
Potent Tattoos (Ex)
At 16th level, when a tattooed mystic uses his caster level with a spell tattoo, he does so at +1 caster level.
Enduring Tattoos (Ex)
At 20th level, when a tattooed mystic activates a spell tattoo on his own body, he can expend a spell slot or prepared spell of the same level or higher instead of consuming the spell tattoo. The spell tattoo remains and can be used again.
Table: Tattooed Mystic
|Special||Spells per Day|
|1st||+0||+0||+0||+2||Build class, familiar tattoo||3||1||—||—||—||—||—||—||—||—|
Alternate Build Classes
A tattoo mystic learns and casts spells exactly like the build class, including type of magic (arcane, divine, or psychic), the effect of ability scores on spellcasting and cantrips, knacks or orisons. He only suffers from arcane spell failure if he casts arcane spells.
In addition, the tattoo mystic inherits the following class features from the build class. This replaces the build class ability, above.
Arcanist Same as the build class ability of the tattooed wizard, see build class above.
Druid Druid The tattoed druid gains the druid's hit dice, base attack, base saves, armor proficiencies (including limitations against metal armor), class skills, skill points per level, woodland stride, and wild shape. .
Psychic The tattooed psychic gains the psychic discipline class feature, including discipline spells and discipline powers. Because he lacks a pherenic pool, certain discipline powers do not work, notably those of the Enlightenment discipline.
Sacerdote The tattooed sacerdote keeps the advanced spellcasting, bonus languages, chaotic evil good and lawful spells, divine focus, domains, and divine wrath class features. He can pick a manifestation instead of a mystic tattoo. His divine wrath counts as an evocation ability for the purpose of the blistering bands tattoo. This class is from Legendary Classes: Sacerdote also by Purple Duck Games.
Witch A witch tattoo mystic uses his familiar tattoo to store spells. He gains the patron spells class feature.
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have tattoo mystic as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
- Dwarf: While a melee weapon you are wielding is the target of a lasting spell, you can add 1/4 point of circumstance bonus to the damage of that weapon. Requires a tattoo of a melee weapon.
- Elf: +1/2 on Spellcraft checks.
- Gnome: Add 2% concealment miss chance when your flickering eye tattoo is active.
- Half-Elf: Add 1 ft. to the range of your twisting script tattoo. Multiply this bonus by the number of times you've selected the twisting script tattoo. When using squares, round the final range bonus down to the nearest multiple of 5 ft. You can exceed the maximum range of 150 ft. this way.
- Half-Orc: Add +1 damage to your blistering bands tattoo.
- Halfling: When you summon a creature using your pouncing beast's tattoo, it can appear up to ½ 5 ft. square away from you.
- Human: Gain 1/4 additional magical tattoo.
- Catfolk: ARG Add 1/4 to the bonus conferee by your natural hunter racial ability. Requires tattoos of your typical prey.
- Dhamphir: ACG Heal 1 hit point of damage when gaining temporary hit points from a swallowing glyph tattoo. This cannot be more than the number of temporary hit points gained.
- Dragonblood: FEC Add 1/4 to the bonus of your gatecrasher racial ability. Requires tattoos of elemental energies.
- Erkunae: FEC Add 1/4 to the bonus gained from the court intrigue class feature. Requires elaborate decorative tattoos.
- Polkan: FEC Add 1/2 to Strength score, but only for the purpose of calculating encumbrance. Requires a tattoo of things you typically carry.
- Tiefling: ACG Gain +1 temporary hit point when gaining temporary hit points from a swallowing glyph tattoo. This cannot do more than double the number of temporary hit points gained.
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Section 15 Addendum
Pathfinder Campaign Setting: Paths of Prestige © 2012, Paizo Publishing, LLC; Authors: Benjamin Bruck, Jason Bulmahn, Matt Goodall, and Jason Nelson.
Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor.