Item: Cleft Head Marking (Greater)
Caution and misdirection are the hallmarks of your hold. You've encountered more travelers than most of Belkzen's holds ever see, and you need to understand how to deal with them. You're a proud member of the Cleft Head Hold or have been found worthy of wearing their mark. This tattoo is a crooked line that begins high above one eye and zigzags toward your mouth. The tattoo's grim appearance can help mask your true motivations. You gain a +2 item bonus to Deception checks to Feint.
Activate—Unexpected Strike F (concentrate)
Frequency once per day
Trigger You Strike a creature that has the Off Guard condition with a weapon attack
Effect You deal an extra 2d6 precision damage to the target.
Trait Effects
Invested: A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Tattoo: A magical tattoo has the tattoo trait. It's permanently a part of the subject's body, and reduces the number of items that creature can invest per day by 1. Each tattoo has the invested trait to indicate this limitation—a magical tattoo is like an invested item that the tattooed creature has no choice but to invest. If the tattoo loses its magic or is destroyed, it no longer reduces your investiture. Just like a physical magic item, a magical tattoo can be counteracted by spells like _dispel magic_ or _disjunction_. If destroyed, the tattoo fades from the skin. If a creature gets a new magical tattoo when their limit on invested items has already been reduced to zero, the new tattoo's magic fails to take hold, and it becomes a non-magical tattoo instead. However, a tattooist can alter an existing tattoo when they Craft a tattoo, modifying the old one into a different magical tattoo and removing the old effect. Magical tattoos can usually be upgraded into their greater versions by having a tattooist add to or modify the existing tattoo.
Related Items
| Name | Level | Rarity | Price |
|---|---|---|---|
| Arctic Vigor | 10 | Uncommon | 900 gp |
| Golden-Souled Yang Na | 10 | Common | 900 gp |
| Nine Void Sleeves | 10 | Common | 1000 gp |
| Open Mind | 10 | Uncommon | 900 gp |
| Star Chart Tattoo | 10 | Rare | 900 gp |
| Sun Sight | 10 | Common | 850 gp |
| Tooth and Claw Tattoo (Major) | 10 | Common | 1000 gp |
| Volcanic Vigor | 10 | Uncommon | 900 gp |
| Bewitching Bloom (Lotus) | 9 | Common | 600 gp |
| Bewitching Bloom (Purple Iris) | 11 | Common | 1200 gp |
| Bound Guardian | 9 | Uncommon | 675 gp |
| Enveloping Light (Greater) | 9 | Uncommon | 650 gp |
| Eye Slash (Major) | 9 | Common | 700 gp |
| Fauna Guardian | 9 | Uncommon | 675 gp |
| Flowing Water (Greater) | 11 | Uncommon | 1200 gp |
| Nemesis Name | 9 | Common | 650 gp |
| Soaring Wings | 9 | Common | 750 gp |
| Thoughtwhip Claw | 11 | Rare | 1350 gp |
| Tradecraft Tattoo | 9 | Common | 700 gp |
| Words of Wisdom (Moderate) | 11 | Uncommon | 1400 gp |