top of page

TATTOOED MYSTIC

Tattooed mystics are renowned throughout the world 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 the generations. Others are born with what are called “birth tattoos” — incredibly elaborate and colorful birthmarks; those so blessed almost always grow up to become tattooed mystics. Regardless of how their fascination with the art begins, those seeking the powers of the tattooed mystic invariably turn to ancient runes and the study of magic, combining the two into an elaborate and dangerous form of spellcraft.

Requirements

To qualify to become a tattooed mystic, a character must fulfill all the following criteria:

Skills: Craft (calligraphy, painting, or tattoo) 5 ranks, Spellcraft 5 ranks

Feat: Dragon Tattoos, Mage's Tattoo, or Zodiac Tattoos

Spells: Caster level 3

Hit Die: d6

Class Skills: The tattooed mystic's class skills are Craft (calligraphy, painting, and tattoo) (Int), Knowledge (arcane) (Int), Linguistics (Int), and Spellcraft (Int).

Skill Ranks per Level: 4 + Int modifier

Table: The Tattooed Mystic

CLASS FEATURES

The following are the class features of the tattooed mystic:

 

Magic:

When a tattooed mystic gains a level, she gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefits a character of that class would have gained. This essentially means that she adds the level of tattooed mystic to the level of whatever other spellcasting class she has.

If the tattooed mystic is a spherecaster, she instead gains new magic talents and spell points as if she was a High-caster.

Familiar Tattoo (Su):

A tattooed mystic gains a familiar as an arcane bond, as a wizard equal to her class level. Her tattooed mystic levels stack with any wizard or witch levels she possesses when determining the powers of her familiar — this ability does not allow her to have both a familiar and a bonded item.

Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed mystic. In tattoo form it continues to grant its special familiar ability, 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. Each level, the mystic inscribes a new tattoo on his body, chosen from the list below. Mystic tattoos do not occupy magic item or tattoo slots on his body. The mystic can select each tattoo more than once; 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, similar to a reservoir 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. If he succeeds at this check, he can sacrifice a spell slot 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 level. Alternately, the mystic can spend a number of spell points equal to 1/3 the level of the spell (rounded up) to bind it. 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 2 each time it’s selected, to a maximum of 9th level.

  • Blistering Bands: These glowing, angular markings encircle the mystic’s arms. Whenever the mystic casts a spell or sphere ability that deals energy damage, he can spend a swift action to surround himself with an aura of that same 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 1d6 points of damage of the same energy type. If the spell or sphere ability deals more than one type of energy damage, the mystic must choose which of those types of damage his aura deals. Selecting this tattoo additional times increases the damage dealt by 2d6, to a maximum of 7d6.

  • Flickering Eye: The skin beneath this stylized eye seems partially translucent and insubstantial. When the mystic spends a standard action to concentrate on an ongoing illusion effect created by one of his spells or sphere abilities, he gains concealment until the beginning of his next turn. Effects that negate invisibility negate this miss chance. When this tattoo is chosen a second time, the miss chance increases to 50%. When it’s chosen a third time, the mystic instead becomes invisible, as per the spell invisibility, until the beginning of his next turn.

  • 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 1/2 his level with one natural attack, chosen when he assumes that form. Each time he selects this tattoo, he can choose one additional natural attack to apply the bonus to.

  • Swallowing Glyph: This ornate, shadowy glyph absorbs the souls of those the mystic slays. Any time the mystic slays a creature with a necromancy spell or ability from the Death sphere, he can spend a swift action to gain a number of temporary hit points equal to his caster level. Temporary hit points gained from subsequent uses of this ability do not stack. The second time this tattoo is selected, the number of temporary hit points increases to double his caster level. The third time it’s selected, the number increases to triple his caster level.

Magical Tattoo Artist:

At 2nd level, a tattooed mystic gains Inscribe Magical Tattoo as a bonus feat. If he already possesses this feat, he instead gains a magic feat of his choice that he meets the prerequisites for.

Skillful Tattooist (Ex):

At 3rd level, as long as a tattooed mystic is using his Craft (calligraphy, paintings, or tattoos) skill to craft magical tattoos on his own body, he can do so in half the time it would normally take.

Tattoo Mastery (Ex):

At 4th level, a tattooed mystic can use his own ability score modifier and relevant feats to set the DC for spell tattoos he crafts, and can use his own caster level if it is higher than that of the spell tattoo he is crafting (similar to a caster using a staff).

Potent Tattoos (Ex):

At 5th level, when a tattooed mystic uses his caster level to determine the DC of one of the spell tattoos he has crafted, he does so at +1 caster level.

bottom of page