The Tattooed Arcanist, PEACH away.

maeljw

First Post
I created this prestige class for a campaign I'm about to run for Pathfinder and was just curious what people thought about the class. Too weak? Too powerful? Peach away and thanks ahead of time.

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Some say the traditions of the tattooed arcanist started with the Kellid of the north, others say it started as a Varisian invention, and still more believe it came from Mwangi. No matter it's origins, the tattooed arcanist tradition has been passed through Golarion, from one Tattooed Arcanist to another. Some groups have gathered together, such as the Painted Ones, who are known to have also created the more martial oriented Tattooed Warrior.

Tattooed arcanists are said to use their own bodies as their spellbooks, but this is only partially true. Their true power lies in that their tattooes augment and increase their spellcasting power at the loss of some spells to memorize
per day.


Alignment: Although tattooed arcanists have no specific alignment requirements, the members of the Painted Ones tend towards
the good alignments, believing themselves to be force for good in Golarion.

Hit Dice: D6

Requirements:

Skills: Either: Craft (Calligraphy) 5 ranks or Perform (Art) 5 ranks; Either: Knowledge (Arcana) 5 Ranks or Knowledge (Religion) 5 Ranks
; and Spellcraft 5 ranks

Spells: Able to cast either 1st-level Arcane spells or 1st-level divine spells.

Special: The character must learn how to perform the rituals needed to empower the tattoos.

The loremaster's class skills (and the key ability for each skill) are Appraise (Int), Craft (all skills taken individually) (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Linguistics (Int), Perform (Cha), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks at Each Level: 4 + Int modifier.


Level BAB Fort Ref Will Special
1st +0 +0 +0 +1 Tattoo Initiate
2nd +1 +1 +1 +1 Tattoo Self(0) Toughened Skin 1
3rd +1 +1 +1 +2 Tattoo Self(1) Bonus Feat
4th +2 +1 +1 +2 Tattoo Self(2) Tattoo Mastery 1
5th +2 +2 +2 +3 Tattoo Self(3) Swirling Colors
6th +3 +2 +2 +3 Tattoo Self(4) Bonus Feat
7th +3 +2 +2 +4 Tattoo Self(5) Tattoo Mastery 2
8th +4 +3 +3 +4 Tattoo Self(6) Toughened Skin 2
9th +4 +3 +3 +5 Tattoo Self(7) Bonus Feat
10th +5 +3 +3 +5 Dual Tattoo, Bonus feat, Tattoo Mastery 3

Spells per Day (I took it out of the chart for formatting purposes):
When a new tattooed arcanist level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, she must decide to which class she adds the new level for purposes of determining spells per day.

Tattoo Initiate: You receive one 1st level spell tattooed for one use per day as part of ritual of initiation.

Tattoo Self: The Tattooed Spellcaster using specially enchanted inks and paints can tattoo themselves to allow spells to be used as per day abilities. The number next to tattoo self is the maximum spell level the arcanist can tattoo on his/herself.

Toughened Skin: Due to the toughening of you skin as part of the tattooing process you receive a +1 to your natural armor class. This improves to +2 at 7th level.

Bonus Feat: At 3rd, 6th, 9th, and 10th level, an arcanist gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, a channeling feat, combat casting, or spell focus. The arcanist must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.

Swirling Colors: The tattooed arcanist learns to manipulate the tattoos on his/her body into a hypnotic swirl of color. This duplicates the effect of a Charm Monster spell on a target within 30 feet. The save DC is 14 + (Main Casting Class Primary Stat). This can be used once per day at 5th lvl, and once more per day at 7th and 9th levels. This is a mind affecting affect.

Tattoo Mastery: Once per day the Tattooed Arcanist can activate a tattoo as an immediate action. This increases to twice per day at 7th level and three times per day at 10th.

Dual Tattoo: A 10th level tattoo master can activate 2 of their tattooes at the same time. This is still a move action.

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All tattoos are activated as a move action. They require a quick build up of personal power to activate.


Tattoo costs and special rules:

Each spell costs 500x(effective spell level)x(uses per dayx2) in gold. If the spell normally has a component cost of 500gp or more, this must be paid at the time of casting times the number of uses. A set of inks and paints can be enchanted by another person for triple the base price. Level zero spells should count as spell level .5 for this purpose.

In addition to the monetary cost, the caster must give up a spell slot (or spell points if you use them) of the appropriate level for every tattoo (similar to the Archmage PRC from FR).

Each use per day is cast at the level the character was when the tattoo was made for purposes of duration and damage.

Spells that create effects beyond instantaneous effects (i.e. wall spells, clones, etc) cannot be tattooed. This does not include buffs/defensive spells (i.e. haste, fire shield, etc)

Spells that summon creatures (i.e. monster summoning spells, planar ally, et) cannot be tattooed.

All defensive or buff spells effect the tattooed character only.

Each use per day is cast at the character's current spell level for purposes of
Save DC and overcoming Spell Resistance.

Spells cast through tattoos cannot be affected by metamagic feats, unless they had the metamagic feats cast as part of the original spell in which case they are always part of the casting.

Example 1) A 6th level character tattooing a haste spell to be used 3 times per day would cost them: (500x3x6) or 9000 gold, while giving up a third level spell slot. The haste cast by this tattoo would last 6 rounds.

Example 2) A 13th level character tattoos a maximized fireball to be used 3 times per day. This would cost them (500x6x6) or 18000 gold while giving up a sixth level spell slot. The fireballs cast by this tattoo would do 60 damage.

Example 3) Character has the 6th lvl cleric of the party cast Cure Medium wounds for a three use per day set of paints. This would cost them (1500x3x6) or 27000 gold, taking up a third level spell slot. The spell would do 3d8+6 points of healing per use.
 

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You might want to correct the formula for determinig the gp cost of tattos.

As it is, o-level spells are free (500x0xusesx2)

Otherwise, i'd use it, i like the concept
 

for 0 level tattoos i would do 500*.5*uses*2 so, 250*uses*2
When this class is officially stated by you as finished can i use it in my game?
 

I'm building a Horimyo (tattoo sorcerer archetype) for my Kaidan: a Japanese Ghost Story setting. These tattooists serve the Yakuza of the Hinin caste, as Hinin caste members, and gaijin sailors are the only ones who get them (monks do not as wearing tattoos is considered taboo.) This will part of my Yakuza classes PDF that is greenlighted for publication later this spring.

So some similar ideas, but mine is much more detailed and deeper than this, good ideas though. We seem to think alike.

GP
 


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