Item: Warding Tattoo
Many cultures of Golarion have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Shackles.
Activate—Inked Safeguard R (concentrate)
Frequency once per day
Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically
Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to the triggering damage.
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 |
|---|---|---|---|
| Boozy Bottle | 5 | Common | 140 gp |
| Dreamer's Butterfly | 5 | Common | 150 gp |
| Empty Hand Marking | 5 | Rare | 135 gp |
| Homeward Swallow | 5 | Uncommon | 150 gp |
| Silent Heart | 5 | Uncommon | 130 gp |
| Sparkwarden | 5 | Unique | 140 gp |
| Twilight Tattoo | 5 | Uncommon | 125 gp |
| Bewitching Bloom (Magnolia) | 6 | Common | 220 gp |
| Bewitching Bloom (Red Rose) | 4 | Common | 90 gp |
| Bewitching Bloom (White Poppy) | 4 | Common | 80 gp |
| Blessed Tattoo | 4 | Uncommon | 90 gp |
| Cleft Head Marking (Lesser) | 4 | Rare | 80 gp |
| Eye Slash (Greater) | 4 | Common | 100 gp |
| Reading Glyphs | 4 | Common | 90 gp |
| Tooth and Claw Tattoo | 6 | Common | 250 gp |
| Vengeful Arm | 4 | Uncommon | 100 gp |
| Warding Tattoo (Trail) | 6 | Common | 250 gp |
| Warding Tattoo (Wave) | 6 | Common | 220 gp |
| Words of Wisdom (Lesser) | 4 | Uncommon | 100 gp |
| Arclord Eye | 7 | Common | - |