Tattoos
Tattoos are single-use “items” containing a spell-like or psionic effect that affects only the bearer. They can be drawn or imprinted just about anywhere on the body; however, the bearer of a magic or psionic tattoo must touch it (and speak a command word) to activate its power, so tattoos are normally placed in easy-to-reach places.
Magic and psionic tattoos are permanent until activated or dispelled.
Activating a tattoo is an attack action, requires the utterance of a command word, and does not provoke attacks of opportunity.
Purchase DC: A tattoo’s purchase DC is 15 + the tattoo’s caster level or manifester level + spell level or power level unless noted otherwise. The purchase DC includes the cost of drawing or imprinting the tattoo on the body.
Examples of tattoos include the following.
Tattoo of Body Adjustment: This tattoo has one of three effects, which the bearer chooses at the time of activation:
Instantly heal 3d6 points of damage.
Gain a +7 bonus on the bearer’s next Fortitude save to negate further damage from any one disease or poison currently afflicting the bearer.
Instantly heal 2 points of temporary ability damage.
Type: Tattoo (psionic); Manifester Level: 3rd; Purchase DC: 20; Weight: —.
Tattoo of Natural Armor: This tattoo, when activated, covers the bearer’s skin in hard ridges that provide a +4 natural armor bonus to Defense. The effect lasts 7 minutes.
Type: Tattoo (psionic); Manifester Level: 7th; Purchase DC: 26; Weight: —.
Tattoo of Spider Climb: The bearer can climb and travel on vertical surfaces and ceilings for 30 minutes. The bearer gains a climb speed of 20 feet and need not make Climb checks to scale a surface. The bearer cannot take run actions for the duration of the effect.
Type: Tattoo (magic); Caster Level: 3rd; Purchase DC: 19; Weight: —.