<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=187117.msg9037152#msg9037152">Quote from: Blinkin on 11-10-2013, 11:51:35</a></div></div><blockquote class="bbc_standard_quote">Lots of questions...<br/><br/>I'm aware off the hex ability, and there are some balance issues, but I need to look at which ones you took. Evil Eye is pretty specific and while you can effect multiple aspects, you're also standing still during all of that time (or not doing anything else) and it just effects one creature, I think. Sleep is always useful as it's a 1st level spell in the old days... but again, I need to look at tit and see if it's a mass effect or just one creature. Most of them seem to be single targets. I'll look more closely at the individual hexes.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>first of hexes are spell-like abilities that are normally a standard action [a couple are swift actions] so I don't have to stand around after use [ie no concenration.] I have had a gm get upset with the witch at about 5 level as it messed up the campaign here is an example of how evil eye can work; [happened in a fight]<br/>rd 1 my turn against the big baddy, evil eye ...baddy makes save..EE still works for one round and it has -2 to all saves, everyone hits it with spells, effects etc<br/>rd 2; EE again with the -2 it should fail to save if it does then EE lasts for 7 rounds [3 rds+ int mod] again<br/>hit baddy with spells and effects<br/>3rd round hex slumber.... hex states it will effect any number of HD; it is a powerful one creature sleep<br/>and i can do a hex every round<br/><br/>unless i take the 'split hex' feat a hex only effects one target yes<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=187117.msg9037152#msg9037152">Quote from: Blinkin on 11-10-2013, 11:51:35</a></div></div><blockquote class="bbc_standard_quote"><br/>Tattoos. While I can only find this rule under Magical Items, Tattoos, it states that you can only have 2 tattoos with a spell or power attached. So... only 2 of them can be used, and they look pretty specific.  I would say that it falls under the same rules in regards to material cost as other magical items. They can be lost if the Tattoo is damaged or destroyed.<br/><br/>You can train, or have someone train a war dog. It may not be much of a mount by the time it's done. If you have the handle animal skill, or someone in the party does, give it a try. They are all tricks and most animals can be taught up to 6 tricks, I think.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>http://www.d20pfsrd.com/feats/item-creation-feats/inscribe-magical-tattoo-item-creation<br/><br/>okay if you don't have the link and it works that means you do not have access to the feat?<br/>so maybe i need to change my crafting since the way it works is much different then you think<br/><br/>this is the feat the way i find it<br/><br/><em>Inscribe Magical Tattoo (Item Creation) <br/><br/>You can craft magical tattoos.<br/><br/>Prerequisites: Craft (calligraphy, paintings, or tattoos) 5 ranks, caster level 5th.<br/><br/>Benefit: You can create magical tattoos, magic items inked directly into the flesh of a willing or helpless creature. Both you and the recipient of the tattoo (if the recipient is not yourself) must be present during the entire tattooing process. Magic tattoos must be placed on a part of the body normally able to hold a magic item slot, but they do not count against or interfere with magic items worn on those slots. A single slot can only hold one magical tattoo (nonmagical tattoos and tattoos acquired from the tattooed sorcerer archetype do not count against this limit). Tattoos may be inscribed on the following slots: belt, body, chest, feet, hands, head, neck, shoulder, ring (up to two), or wrist. They cannot be inscribed on armor, eye, headband, or shield slots.<br/><br/>Magical tattoos are difficult to destroy, though they count as magic items for the purposes of dispel magic. The spell erase can permanently destroy a magical tattoo, but the bearer of the tattoo can resist the spell with a Will save, in addition to the caster needing to make a successful caster level check to erase the tattoo. Physically removing a magical tattoo with a sharp instrument or defacing it with fire or acid can destroy it as well. Doing so is a full-round action that not only requires the target to be willing or helpless, but also provokes attacks of opportunity. At least 2 points of damage per caster level of the tattoo must be dealt to destroy a magical tattoo in this manner.<br/><br/>Magical tattoos follow the rules for magic item creation as though they were wondrous items, except that they can use the Craft (calligraphy, paintings, tattoos) skill. New magical tattoos can be researched and designed using the guidelines for pricing new magic items. Magical tattoos are treated as slotless magical items for pricing purposes.</em><br/><br/><br/>it allows 3 types of tattoos:<br/>•Caster’s Tattoo<br/>•Reservoir Tattoo<br/>•Spell Tattoo<br/><br/>all the ones i have on ahria so far are spell tattoos:<br/><br/><em>Tattoo, Spell <br/>Aura varies; CL varies<br/>Slot none; Price varies<br/><br/>DESCRIPTION: A spell tattoo is essentially a wearable scroll inscribed on flesh instead of on parchment or vellum. These tattoos appear as colorful and intricate patterns rather than magical writing. The tattoo is a silent, spell completion item that only the bearer can activate. It vanishes when activated. A spell tattoo must be visible to the bearer and must be touched as part of its activation. These magical tattoos are not normally placed on the head, neck, or back as a result, since most creatures would require mirrors to activate them. A spell tattoo’s aura and caster level varies as per the scroll it emulates. A spell tattoo has a market price four times as much as an equivalent scroll.</em><br/><br/><br/>I looked at various pazio boards and they say to craft a tattoo they are treated as a wonderous item and to use the create magic item chart as follows<br/>Single use, use activated [touch/thought] - spell level x caster level x 50gp<br/>No space limitation x2<br/>Tattoo must be visible to user<br/><br/>and that is how i figured the cost of the tats ahria has<br/><br/>now from what i read since a tattoo is a is treated as a wonderous item it can be made to duplicate many of the wonderous item and be slotless ...example was that one could have a tattooed ring of protection and since it does not take an item slot still wear 2 rings<br/><br/>the other magic tattoos are as follows:<br/><br/><em>Tattoo, Caster’s <br/>Aura faint (lesser), moderate (normal), or strong (greater) evocation; CL 5th (lesser), 11th (normal), or 17th (greater) Slot none; Price 6,000 gp (lesser), 21,000 gp (normal), 48,000 gp (greater)<br/><br/>DESCRIPTION: A caster’s tattoo is infused with potential magical energy that aids in casting spells that normally utilize verbal and somatic components. Once per day, a spellcaster may activate her caster’s tattoo as a swift action to automatically enhance the next spell she casts in that round with both the Still Spell and Silent Spell feats. When she casts the spell, the caster’s tattoo flares with light for a moment, then grows faint and faded—it replenishes its energy in 24 hours, after which it becomes bold and colorful and can be used again. Required material components or foci must be in the creature’s possession to cast the spell (and are consumed as normal), but need not be held when the spell is cast.<br/><br/>Caster’s tattoos are available in lesser, standard, and greater versions, allowing the modified casting of a spell of up to 3rd level, 6th level, or 9th level respectively.<br/><br/>CONSTRUCTION REQUIREMENTS:Inscribe Magical Tattoo, Silent Spell, Still Spell; Cost 3,000 gp (lesser), 10,500 gp (normal), 24,000 gp (greater)</em><br/><br/>and the last one is;<br/><br/><em>Tattoo, Reservoir <br/>Aura moderate transmutation; CL 7th Slot none; Price 10,000 gp<br/><br/>DESCRIPTION: Once per day as a standard action, the bearer can transfer into the tattoo an ongoing single-target spell (of up to 3rd level). The spell must be one the bearer cast on itself. While stored in the tattoo, the spell’s effects are suppressed, and the spell’s duration is similarly suspended. As a standard action, the bearer can bring the spell back into effect on itself. Spells stored in reservoir tattoos are lost when the bearer next prepares spells.<br/><br/>CONSTRUCTION REQUIREMENTS: Inscribe Magical Tattoo; Cost 5,000 gp</em><br/><br/><br/>******************<br/>I think what you are looking for with non caster crafting is this feat<br/><br/><em>[Feat]Master Craftsman <br/>Your superior crafting skills allow you to create simple magic items.<br/><br/>Prerequisites: 5 ranks in any Craft or Profession skill.<br/><br/>Benefit: Choose <strong>one</strong> Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.<br/><br/>Normal: Only spellcasters can qualify for the Craft Magic Arms and Armor and Craft Wondrous Item feats.</em><br/><br/>it limits in many ways since you have to have a craft skill in each fields to make melee weapons, ranged, armor<br/>and i am not sure you could put a specail propriety to the weapon [flaming]<br/><br/>but your fighter could craft a sword [melee weapon if he has craft weapons] both feats and craft a +3 sword...not a bad thing at all which is how it should work...<br/><br/>so here is an idea for ya..since ahria knows ligthning bolt and dispell magic.we wroking together coud create a dwarven war axe +3 ,shock, dispell [caster level 8--- caster level pue weapon enchantement] whcih would give ya a d20 +8 on each hit to dispell a spell or spell like ability on taregt...that makes you the mage killer and we can know each other since her husband and brother both worked in smithing and could have been master craftsman with her adding in an effect<br/><br/>************<br/><br/>i would suggest a modification to your starting free feat. . if ya are caster and take a create item feat ya get skill focus then... if you are a non caster ya get master craftsman [one craft skil ie melee, ranged, armor] when you craft skill match's requirements of feat and its one of the other<br/>just a suggestion course you fighter has plenty of feats so may not matter<br/><br/>***************<br/><br/>also are we allowed to refer to the website for the spell lists, they have a lot more then the books. many are every drool worthy<br/><br/>anyway sorry lots of text here but wanted to be sure we are on same page<br/><br/>phaia<br/><br/><br/><br/>