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Tattoo Mystic
HitDie: d8 Mana: d4 Skills: 4 Saves: FRW Defense: 1/2
+toHit: Archery 75%, Brawl 100%, Melee 75%, Thrown 75%
Some monks, rather than continuing to develop along the more conventional route, choose to take up the path of the tattoo mystic -- an ancient tradition involving the creation of magical tattoos to augment a martial artist's strength and prowess. These supernatural artisans are anything but pragmatic, however, viewing their craft as both a great form of art and an ability to express the inner, totemic natures of their beings. Steepled in myth and metaphor, the way of the tattoo mystic involves fasting, dream interpretation, the careful study of animals and an advanced understanding of alchemy, used in the preparation of the supernatural inks used for tattooing.
CLASS REQUIREMENTS
The tattoo mystic is a prestige class. It counts as a favoured class for all characters. In order to become a tattoo mystic, a character must have must have:
* Skills Levels -- The understanding of the complex metaphors, animal allegories and legends the tradition is steepled in requires Knowledge (Mythology) +8 and Knowledge (Nature) +8. To prepre the tattoo inks, a character must also have Alchemy +8.
* Base Attack Bonus -- A character must have a brawling BAB of +3 before they can enter the tattoo mystic class.
* Abilities -- A potential tattoo mystic must possess the Unarmed Strike class feature.
CLASS SKILLS
The class skills of the tattoo mystic are Appraise, Athletics, Balance, Climb, Diplomacy, Escape Artist, Find Weakness, Healing, Hide, Jump, Knowledge (Mythology), Knowledge (Nature), Knowledge (Planes), Knowledge (Theology), Knowledge (Theyra), Listen, Move Silently, Poison Use, Spot and Tumble.
CLASS FEATURES
* Proficiencies -- Tattoo mystics receive no additional weapon or armour proficiencies.
* Monk Abilities -- A tattoo mystic continues to advance his existing Unarmed Attack, Increased Move and Stun Attack abilities just as if he were taking monk levels, so a monk 5/tattoo mystic 3 has the base base damage, stun attack save DC and so forth that a monk 8 would.
The tattoo mystic does not gain any further benefits of monk levels, such as better Flurry of Blows, abilities like Abundant Step, Leap of the Clouds or Diamond Body, bonus feats and so forth.
* Tattoos -- The primary benefit of becoming a tattoo mystic, of course, is the inscription of magical tattoos on the character's body. A tattoo mystic gains a new tattoo every even level, and many of the effects of these tattoos scale with her tattoo mystic level. Some of the tattoos available to the mystic include the Tiger, Sun, Mantis, Demon, Crane, Dragon, Scorpion, Dragonfly, Mountain, Bamboo, Monkey, Butterfly, Spider, Eye and Tree.
THE TATTOO MYSTIC
Level Def Fort Refl Will Special Abilities
1 +0 +2 +2 +2
2 +1 +3 +3 +3 New Tattoo
3 +1 +3 +3 +3
4 +2 +4 +4 +4 New Tattoo
5 +2 +4 +4 +4
6 +3 +5 +5 +5 New Tattoo
7 +3 +5 +5 +5
8 +4 +6 +6 +6 New Tattoo
9 +4 +6 +6 +6
10 +5 +7 +7 +7 New Tattoo
AVAILABLE TATTOOS
BAMBOO (Passive Tattoo)
The bamboo tattoo grants the mystic great fortitude, giving her an enhancement bonus to her Constitution equal to half her tattoo mystic class level, but paradoxically also grants her a yielding character, allowing her to weave and roll with attacks by granting her the Dodge feat.
BUTTERFLY (Passive Tattoo)
This tattoo grants a monk a preternatural agility at dodging, allowing her to flit from place to place in an almost supernatural manner and giving all attacks -- melee and ranged -- made against her a 25% miss chance.
CRANE (Passive Tattoo)
The crane, among the noblest of all animals, grants the mystic a bonus to Balance equal to twice his class level, as well as bestowing the Improved Trip feat and sustaining his Dexterity and Charisma at a level equal to his class level.
DEMON (Passive Tattoo)
One of the darker tattoos a tattoo mystic can receive, the demon allows its bearer to grow strong by feeding on the pain of others -- the mystic regains one hit point for every ten points of damage she inflicts, counted across all her blows. This stacks with Feed Upon Pain from any other source: each source heals one more hit point per ten damage.
DRAGON (Active Tattoo)
The dragon tattoo grants perhaps the most spectacular, though not necessarily the most powerful, ability of all. A tattoo mystic with this tattoo can breathe fire in a 60-foot cone, inflicting [Level + 3]d10 points of damage based on tattoo mystic class level, plus your Constitution modifier, at a cost of one fatigue. A Reflex save halves the damage.
DRAGONFLY (Active Tattoo)
The dragonfly tattoo grants the mystic the speed of its namesake -- it can be activated at the cost of two fatigue to grant the mystic a 150% bonus to attack speed for a number of rounds equal to twice the mystic's class level.
EYE (Passive Tattoo)
The eye tattoo expands the mystic's perceptions, allowing him to see invisible creatures and detect cursed or blessed items, and grants him a bonus to Spot equal to his tattoo mystic level.
MANTIS (Passive Tattoo)
The mantis tattoo bestows upon a mystic three benefits -- a hardening of the skin akin to a mantis' carapice which grants +1 natural armour every even class level, the Mantis Leap feat and a bonus to Jump equal to the mystic's class level.
MONKEY (Passive Tattoo)
The monkey is the most skillfull and clever of all animals, so a monkey tattoo grants a monk a bonus to Tumble, Escape Artist, Pick Pockets, Climb, Athletics and Lockpicking checks equal to his tattoo mystic level, as well as granting him the Brachiation feat.
MOUNTAIN (Passive Tattoo)
The mountain tattoo gives the mystic all the weight and immovability of ageless stone, granting her a bonus to resist knockdown equal to her tattoo mystic level as well as bestowing the Living Wall and Endurance feats.
SCORPION (Passive Tattoo)
The scorpion tattoo grants a mystic the power of striking retributively - once a foe has injured him in combat recently for more than 10% of his total hit points, he gains a +1 bonus to all melee attack rolls against that foe, and twice that to damage, for every 10% of the mystic's hit points inflicted, to a maximum of the tattoo mystic's class level (i.e., max +5/+10 at 5th level). The scorpion tattoo also grants unearthly reflexes, bestowing the Improved Initiative feat.
SPIDER (Passive Tattoo)
A mystic with the spider tattoo is able to poison his foes when he scores a critical hit using his unarmed attack, or on 1 in 3 normal unarmed attacks. A Fortitude saving throw against a DC of 10 + the tattoo mystic's class level + his Wisdom modifier negates this effect. The poison used is spider venom at tattoo mystic class levels 1-2, giant spider venom at levels 3-6, elder spider venom at levels 7-8 and collosal spider venom at level 9+.
A foe must make a new saving throw after every poisoning attack, but once a foe has been poisoned, further attacks do not increase the effect.
SUN (Active Tattoo)
The sun tattoo is a powerful symbol of positive energies. A tattoo mystic with this tattoo inflicts +2d6 bonus damage against undead using his unarmed strike. Additionally, the tattoo can be activated to illuminate a 60-foot area around the mystic with brilliant golden light for a brief period, with the same effects as a call light spell. A tattoo mystic must be Good-aligned to receive this tattoo.
TIGER (Passive Tattoo)
The tiger tattoo inbues the mystic with strength, power and virility, granting him a magic bonus to Strength equal to half his tattoo mystic class level, as well as a bonus to the Intimidate skill equal to his full class level.