Ink Tainted, Creature

To Her Ladyship, Arianna Silverstream
Countess of Silver Shadow Keep 

From her most humble servant Shaeun Shontoleen

My Lady,

Long ago, I knew a lady whose family grew white roses which were as pure as freshly fallen snow until the day her several-times great uncle planted bushes red as blood around his house. Over the years, as white and red grew side by side, a subtle change was noted in the formerly snowy roses, now they contained the slightest blush of warm color in their petals though they were centuries-old bushes with bloodlines more detailed that the king’s own.

 

It was a lesson I remembered well when I took my first classes as a wizard’s apprentice. The essence of a thing can be as subtle as its color or as complex as its mind. Many times over the years I have had cause to report to your Ladyship about the many examples of this I have found all over the world.

 

This month has been no exception.

 

As your Ladyship knows we have been exploring the ruins of Pravat’s Keep on Cairn Brysal where the infamous scrollmaker lived until his disappearance some five years ago. Regretfully, I have been unable to trace the many rumors surrounding this mystery to a successful conclusion.

 

Due to the excellent construction of his magical wards, we found the Keep much in the same order in which he must have left it.  Inside, almost every single inch of the Keep walls and fixtures were covered in fine parchment from onionskin to lambskin. Lines as delicate as a moth’s eyelash colored in the rainbow’s hues detailed landscapes both fantastic and familiar, creatures large and small, flora of every type imaginable and words even I did not recognize.

 

The tingle of magic was strong along my skin as we walked through the Keep. It was a most unsettling sensation that intensified as the drawings came to life. I cannot find the words to describe the scenes that unfolded before our eyes as lines flowed not only across the Keep but also across our skins. Every surface that could bear the touch of ink was touched.

 

As the creatures moved and scenery flowed across our skins and clothes, we felt the questing tendrils of their enchantment linking itself directly into our blood.  How long we stood there, I do not know but, when the moment passed the ink moved off and we were left with tattoos that were not our own.

 

When we attempted to remove some parchments from the floor we were engulfed in a writhing tangle of ink-spawned creatures. Our hands grew slippery and our limbs grew tired as our vision blurred until we ceased our attempts. Through some experimentation we discovered that the tattoos we had acquired were casting spells on us and flowing around on our skin to blind our eyes and make clumsy our hands.

 

However, we could look as much as we desired. For the rest of the day we explored, careful not to disturb the parchments that lined everything. I found Pravat’s personal journals in his bedroom, after some searching. It would seem that Pravat was involved in planar travel, negotiations with Neo-Dragons and the collection of various beasts and flowers for his ink-making endeavors. Curiously, the tattoos do not seem to object to my possession of the journals.  I do admit to a certain burning curiosity to find Pravat now that I have found his journals and wonder if the clever mage left some sort of geas spell lingering on his pages.

 

It hardly matters at this juncture since my original mission was to find the missing mage. I must find a way to communicate with this ink-drawn creature on my skin. Perhaps more knowledge lies written in its scales. 

That night as I meditated upon my spells I felt the knowledge of others rise unbidden into my mind. I became aware of a link between my mind and that of the ink-drawn animal on my skin. A cast of Aura of Tongues proved useful, I can now communicate with the small beast. 

After an evening of scintillating conversation, Ilshaya as she calls herself, directed me to the bottom floor of the keep through hidden doors. Here in the darkest depths of the dungeons I beheld a sight that stirred both my avarice and my gorge. Dozens of creatures dwelled in cages of various constructions. Tanks as large as ponds and lakes held water creatures of every kind including some from the Elemental planes while cages of stone and steel enclosed creatures of Earth and Metal. 

Each was given comforts of its homes, or as much as could be provided in their cages. They wanted not for sustenance for tattooed upon their skins, though this is a term I use with some license with many of those who possessed not such a thing but a surface nonetheless, were intricate creatures in multi-colored tones such as I bore myself. As I watched with disbelief, the tattoos themselves slipped free of their bonds and went to fetch what was needed. 

All the years that Pravat had been missing, his ink creations had carefully tended his captives. With the help of Ilshaya I was able to determine that these Living Tattoos had been charged with the task of taking care of those who they were sketched onto. It took all my skills as a negotiator and a diplomat to reason with the Living Tattoos. As I spoke with them I sent tendrils of my own magic coursing through the intricate construction, questing for weaknesses that could be used to undo the commands woven through their very selves. 

While I was unable to wholly undo the compulsion that bound them to their task, modification of the commands was within my grasp.  With all the sublime skill at my command I masterfully insinuated minute changes that kept the original integrity intact but allowed a new freedom. 

Once freed from the bonds that forced them into such cruel behavior, these Living Tattoos unanimously decided to free their bond-mates. Though they were still bound to care for those they had been inked onto, the commands that forced them to keep them prisoners had vanished. Of course, for their own safety I convinced the guardian Tattoos of the mindless beasts and flora that their charges would safest in the care of my liege, at my lady’s Keep. 

To that end I have procured bearers and warriors enough to carry them back along with detailed notes for their care that the Living Tattoos insisted I send along. I have assured their companions that these new guest will find more than adequate accommodations at their new home. 

The generous supplies of food, wine, medicines, herbs, and research materials needed to use them as well. Many magical items were also appropriated from the dusty corners were they had lain used and neglected due to the concerned suggestions of the Living Tattoos. Though they no longer felt the compulsion to devote their lives to the protection of the items, the Living Tattoos nonetheless had a deep interest in ensuring their safety of which I assured them wholeheartedly. 

For myself, the discoveries in the wizard’s Keep were not at end. As strange as I found the Living Tattoos and their magically-entwined charges, there was yet stranger lurking within the wood and stone walls. What I found put me in mind of the lady’s roses. 

Vermin scurried through the small place between the walls and through the dark corners of the basement, as they do in any Keep or castle. We did not realize the difference until one of the younger members of my party grew bored. Drawing a blade from her boot she flung it at the vanishing form of a rat. As the sharp steel came close to it, the rat exploded in a puff of blue smoke that cleared after a few moments to reveal its dead body skewered by the blade.

A careful examination of the rat revealed wavy lines like blue smoke running through its fur while its dead eyes were a milky, hazy cast as if swirled with fog. After casting a few spells and cutting up its tiny carcass, I was able to determine that the essence of the cantrip had somehow become woven into its very flesh. 

Intrigued I had my apprentices catch as many of the furry vermin as they could, an operation that did not meet with complete success. We collected as many carcasses as we did live specimens. The dead ones were carefully preserved and packed away for later study while the live ones were put in such cages as we could find or make. Some possessed magic that proved quite useful such as sprays of ink or unpleasant smells while others possessed only what was useless to them such as the playing of ethereal music and the scent of lovely perfumes. I sincerely hope that my lady finds these new pets amusing. 

I can only speculate that the intense magical environment, the availability of magical ink and scrolls to nibble on, along with the presence of the Ink Dragon may have lead to their creation. Though seemingly limited only to cantrips which any babe can cast, they nevertheless possess a shred of magic in their bones along with its markings on their flesh. 

Curiously, we found out also that the centipedes, bugs, and other vermin had similar markings and abilities. Even the flowers and weeds seemed possessed of some unusual forces. A few of my apprentices have speculated that the larger critters that roam around the Keep might possess stronger magic but as yet, we have discovered no evidence of this.

I have sent a caravan full of specimens, supplies, and research materials directly to you, my lady, under heavy guard and as swiftly as they are capable. Pravat’s Keep itself is filled with a contingent of my guards and apprentices for the time being. Reinforcements are swiftly on their way, while others will join me on my way to discovered Pravat’s whereabouts. 

My new companions Ilshaya, as well as a few of her cousins are eager to find Pravat as well. It would seem the canny wizard left his Keep well-guarded with a geas trap that caught me in its snare. Undoubtedly I could unwrap the binding of the spell, but for the moment I am choosing to let its magic guide me.

 

I desire greatly to meet this wizard who brought to ink to life and talk to him myself. I leave this letter in the care of my swiftest Hawk and pray that it finds you. 

I remain your Humble Servant,

Shaeun Shontoleen

Fifthmonth, Year of the Sharpened Quill

Living Tattoo

Living Construct   

Hit Dice: 10d8+30 (75)

Initiative: +10

Speed: 20 foot, Climb 20 foot

AC: 18 (+2 Dex, +11 Natural), Touch 12, Flat-footed 20

Attacks: Wrap, Claw, Bite, Slam

Damage:  Wrap (1d3), Claw (1d3), Bite (1d3), Slam (1d4)
Face / Reach:2′X2′
Special Attacks: Spells
Special Quality: Able to move across any porous surface
Saves: Fort +15, Reflex +12, Will +8
Abilities: STR 3, DEX 20, CON 20, INT (+5) 6-20, WIS 1-14, CHA 10
Skills: Listen +10, Search +7, Spot + 11, Reach +5
Feats:  Extended Reach, Eschew Materials, Silent Spell, Still Spell
Climate / Terrain: Variable, usually dwell inside wizard’s keeps and ruins
Organization: Varies, may be found solitary or in small groups (2-10)
Challenge Rating: 13
Treasure: None except themselves
Alignment: Neutral
Advancement: Huge (12 HD) 

Description: These creatures appear as brightly colored sketches that are found resting on almost any kind of porous material (such as skin, leather, parchment, paper, cloth, wood, and most stone). They may be realistic depictions or they can be fantastic interpretations of dragons, animals, people or plants. When animated the Living Tattoo seems to be made of a semi-solid liquid, when inanimate it is indistinguishable from any other tattoos. If injured the Living Tattoo bleeds colored, magical ink.  Living Tattoos collapse into a puddle of colored, magical ink when they die which can be collected and raised (or resurrected). 

Living Tattoos do not have a native language; they naturally speak the language of their creator and will be able to speak the language of any creature they bond with after 1d20 days. If the bond is broken then the Living Tattoo forgets how to speak the gained language after 1d20 days. A Living Tattoo is capable of speaking several languages depending on its intelligence. A few (5%) of all Ink Dragons are highly intelligent and enchanted with a permanent Comprehend Languages spell. 

All Living Tattoos can read. They have a base percentage of 10% to read any language with a +5% bonus per language known. All Ink Dragons can cast Read Magic at will. 

Combat: Ink Dragons were originally created by The Scrollmaker Pravat Inkfingers to guard his extensive libraries. They are capable of lying dormant for years until the item they are guarding is disturbed. When at rest they appear to be nothing more than sketched illustrations, paintings or tattoos. Unless expected, the Ink Dragons automatically win initiative and gain a surprise action. 

Even if they are expected, Living Tattoo are capable of disguising themselves in other paintings and illustrations which gives them a good chance of surprising characters. They can make minor alterations to their physical appearance or cast illusion spells below 8th Level to further disguise themselves. 

Living Tattoos are designed to preserve themselves first and their item secondly. The disturbance of their item will cause them to become animate, though they might not move immediately. The Living Tattoo may choose to leave the surface it is on and move to any porous surface that touches or it is capable of touching without wholly leaving the surface it is currently on. When on a porous surface Living Tattoos are usually two-dimensional beings. They can assume a three-dimensional form but this reduces their size by two-thirds. 

Spell-Like Abilities: Detect Magic is always active. 

Spells: Living Tattoos cast spells as a sorcerer. Caster Level = Ink Dragon’s Hit Dice + 4 ; spells know 7/5/3/2 spells per day 6/7/7/5; save DC 13+ spell level. 

Extended Reach: +5 to normal reach, requires a body part that is boneless and flexible. 

Eschew Materials: Can cast spells without needing material components. Spells with materials costing over 1 gold are not affected.

Silent Spell: Spell cast silently, non-bardic (1 slot higher)

Still Spell: Spell cast without gestures (1 slot higher)

Living Construct Traits: A living construct is a subtype of construct, a created being given sentience and free will through powerful and complex creation enchantments. Living constructs combine aspects of both constructs and living creatures, as detailed below.

Features: A living construct derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.

Traits: A living construct possesses the following traits (unless otherwise noted in a creature’s entry).

  • Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
  • Unlike other constructs, a living construct does not have low-light vision or darkvision.
  • Unlike other constructs, a living construct is not immune to mind-influencing effects.
  • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
  • A living construct cannot heal damage naturally.
  • Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
  • Unlike other constructs, a living construct can use the run action.
  • Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
  • A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
  • Can be raised or resurrected.
  • Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
  • Does not need to sleep, but must rest for 8 hours before preparing spells. 

Living Tattoos attack primarily by casting previously memorized spells. During their construction Living Tattoos are scribed with various magical spells (1st thru 9th Level) that are represented by differently colored scales on their body. For each use of the spell, the spell must be inscribed onto the Living Tattoo’s body with the appropriate magical ink and materials plus the sacrifice of a gemstone of not less than 1000 gp in value.

This process gives the Living Tattoos a virtual spellbook full of spells that they can memorize as if they were a wizard of the same level with one exception. Spells are ’stored’ in the Living Tattoo’s scales in a corresponding color until they are used. One memorization gives one use. When they are created each Living Tattoo is ‘born’ knowing as many spells and with as many uses of each spell as its creator has inscribed up to its maximum number of scales (1 scale equals 1 spell use. 4 scales per inch of length of the Living Tattoo).

As the spell is used, the color on the scale fades until it loses all hue. The Living Tattoo can rememorize the spells that were part of its original creation in four hours of rest. It requires no spellbook to memorize these spells, and can pick how many uses of each spell to memorize up to its maximum number of scales. It can only ’store’ as many spells as it has slots during memorization before requiring a period of rest and study again. Stored spells do not fade from its scales until used no matter how long it has been since they were initially memorized. 

Living Tattoos can cast spells 1d4 levels below that of their creator. They can eat spells off of spell scrolls (one use only) or out of spellbooks (permanent memorization). They are incapable of casting any spells that actually affect their physical form including spells that cause premature aging or the loss of vitality as well as necromantic spells. They prefer illusion and psychic spells as well as spells that hinder, confuse or re-locate their opponent. They require no material components for the spells that were used in their creation and can substitute magical inks for spell components of other spells. 

Skills: Ink Dragons receive a +20 bonus to Hide and Move Silently checks while on a decorated surface. 

Living Tattoo are weak and thus will rarely attempt to harm their opponent physically. They are capable of wrapping themselves around their opponent to squeeze, block the mouth, ears, and nose, blind the eyes or slither around on their opponent’s skin, clothing and equipment as a distraction. 

Poison (Ex): Though they do not and cannot manufacture their own poison, Living Tattoos are capable of absorbing poison and spitting it out as a breath weapon. The affect of the poison thus spewed depends on the type of poison it is. Contact poisons will work as soon as they touch skin, other poisons may be absorbed through the eyes or nose. 

Regeneration: Living Tattoo regenerate damage at 1 HP/round. 

Wrap (Ex): With a successful grapple check, an Living Tattoo can wrap itself around an opponent. An affected creature can extract itself by making a successful grapple check.

Other Traits: Living Tattoos are immune to sleep and hypnotize spells as well as water, gases and cold. They are partially immune to blunt damage and electricity but suffer twice normal damage from heat, materials that cause dehydration, tearing and slicing attacks. They suffer normal damage from acid. Magical and non-magical fluids and powders are usually just absorbed into their body to create more volume (1 cubic inch per 2 cubic inches of material suitable for making ink).

 Society: The Living Tattoos have no natural society due to their origin as a construct and magical servant. Living Tattoos often socialize with each other as long as the defense of their item and/or areas are not threatened.

As intelligent beings they are often willing to hold conversations with other species and can even be negotiated with as long as the safety of their item or area is assured. If their item or area is damaged or destroyed, they will spend all of their energy and thought to repairing or reconstructing it. If their item is stolen the Living Tattoo will pursue it through any means until it once again recovers it.

Depending on the terms of the guardianship stated at their creation (not more than 20 words) the Living Tattoo may find itself freed by a number of conditions including but not limited to its creator’s death, absence, the destruction of its area or item, or the removal of its item. Such freed Living Tattoo are able to hire themselves out as guardians and companions. They are incapable of becoming familiars though they may be constructed as a wizard’s guardian or used as a homunculus.

Living Tattoo require a minimum amount of moisture, natural dyes and magical energy to stay ‘alive’. They absorb magical energy from spells including their own, magical items and creatures of innate magic. They can absorb natural dyes and inks off of normal books (absorbing the information on them along with the physical words.)

Character Type: Living Tattoo player characters are usually wizards or sorcerers though they may choose a Druid, Thief, or Ranger path. Due to the innate weakness and timidity in battle, Living Tattoo will not choose any kind of Fighter class.

Living Tattoos are obsessed with either the protection of a being, place or item. If their primary focus is destroyed or dies of natural causes they may shift their obsession to something related such as the focus’s research, projects, searching for information or relations of their focus, reconstructing or replicating a place or item, and fulfilling a life-long dream. As each task is completed, the Living Tattoo will find a new one to pursue.

Living Tattoo player characters may join or hire a company of adventurers. If they join a company of adventurers it will be with the intent of subverting them to its goal or adopting one of its members as its new charge. If the Living Tattoo hires a company it will be for mainly for protection as it pursues its objective. 

Living Tattoos act as if under a geas spell at all times. Though they will not intentionally harm or kill party members they place their own lives above all else, their charge secondly and their quest firmly in third place. All other considerations take a distant fourth place but, this does not make them either evil or cruel. 

Living Tattoos prefer to negotiate, steal or buy what they need with the minimum of fuss and physical danger. They dislike violence and abhor torture. They resort to direct attacks only in extremity. Ink Dragons are cautious by nature and often weave complex spells of defense around themselves, their charge, and possessions including but, not limited to Explosive Runes, Magic Mouth, Contingency, Stone Skin, Protection From Fire, Protection From Cold, and Invisibility to Undead

Living Tattoos prefer magical items that offer protection, escape or help them move stealthily. Such items include but are not limited to Rings of Protection, Amulets of Protection, Necklace of Adaptation, Leomund’s Hut, Ioun Stones, and Periapts of Health. They avoid magical items that are potentially risky or damaging. 

 

 

 

 

 

 

 

 

 

 

 

 

Name: The Tattooed One

Type:  Magical Beast 

Hit Dice: Variable, depends on the creature, See Below

Initiative:  +10

Speed: Variable, depends on the creature, See Below

AC: Variable, depends on the creature, See Below

Attacks: Variable, depends on the creature, See Below

Damage: Variable, depends on the creature, See Below

Face / Reach: Variable, depends on the creature, See Below
Special Quality: See Below
Saves:  Fort +15, Reflex +12, Will +8
Abilities: Variable, depends on the creature, See Below
Skills:  Variable, depends on the creature, See Below

Feats: Variable, depends on the creature, See Below
Climate / Terrain: Variable, usually dwell inside wizard’s keeps and ruins
Organization: Varies, may be found solitary or in small groups (2-10)

Challenge Rating: Variable
Treasure: None except themselves

Alignment: Neutral

Advancement: Variable

 

Description: The tattooed appear as beings or creatures or even plants tattooed with one or more brightly colored sketches. Their tattoos may be realistic depictions or they can be fantastic interpretations of other creatures, themselves, places, or things.

 

The Tattooed are not one creature, they are in fact a symbiotic relationship between the tattooed creature (The Host) and a collection of magical tattoos (1-10 per host).

 

The Living Tattoo’s ability to communicate with its host is limited by the host’s intelligence and the Ink Dragon’s fluency in its language. Non-intelligent Tattooed can be trained to respond to the commands of their Living Tattoo symbionts. 

Combat:  Ink Dragons were originally created by Pravat to guard his extensive libraries. They are capable of lying dormant for years until the item they are guarding is disturbed. When at rest they appear to be nothing more than sketched illustrations, paintings or tattoos. Unless expected, the Living Tattoos automatically win initiative and gain a surprise action.

 Even if they are expected, Living Tattoos are capable of disguising themselves in other paintings and illustrations which gives them a good chance of surprising characters. Living Tattoos that are bonded to The Tattooed One will never stray further away than their own body length and will always position themselves so they can flow back to their host quickly. They can make minor alterations to their physical appearance as well as their host’s appearance. Living Tattoos can cast illusion spells below 8th Level to further disguise themselves or their host.

 Living Tattoos are designed to preserve themselves first and their host secondly. Any threat to their host will cause them to become animate, though they might not move immediately. The Living Tattoo may choose to leave its host’s skin or the surface it was on and move to any porous surface that touches its surface or host’s kin. It is capable of moving to another surface that is close to its host or surface as long as reaching for the other surface does not cause it to wholly leave the surface it is currently on. When on a porous surface Living Tattoos are usually two-dimensional beings. They can assume a three-dimensional form but this reduces their size by two-thirds.

 The Tattooed One retains all of its normal attacks, abilities, spells, etc. The Tattooed One gains the cooperation of the Ink Dragon(s) tattooed upon it giving it a bonus to initiative, an enhanced spell repertoire, a fighting partner, a mobile spy and a constantly availab.

Tattooed Ones are generally outcasts from their own societies.  The Living Tattoo symbiont has no society of its own, though it does enjoy the company of other Living Tattoo or intelligent, not-hostile beings. 

Living Tattoos rarely form a symbiotic relationship with other beings with the Tattooed One’s full co-operation and/or knowledge. Thus resentment of, hostility to and irritation with the Ink Dragon is fairly common with Tattooed Ones. The Living Tattoo is capable of having its own likes, dislikes, opinion and personality which will probably vary from its Tattooed One.

When more than one Living Tattoo is present on a Tattooed One, they may have conflicting personalities, likes, dislikes, opinions and ideas. While more than one Living Tattoo adds to the Tattooed One’s protection and defense it often comes at the price of peace of mind and having to be an arbiter between the Living Tattoos. However different they are the Living Tattoos are always united in preserving their Tattooed One and will abandon all quarrels in the face of danger.

Living Tattoos may be tattooed onto a being as a guard that provides food, water and other necessities while keeping its charge imprisoned. They can be tattooed on a being to serve as a goad to keep the being motivated to a certain task. 

Living Tattoos who have been freed from a task or charge usually pick a new charge or task without asking the consent of anyone including the charge. They will cling to their new task or charge, hoping to win past any hostility, anger, resentment or other negativity with patience and diligence. Living Tattoos may leave their task or charge if convinced that they have reached the end of their ‘required’ service.

 Living Tattoos are invaluable as companions and are sometimes highly-sought after by adventurers who do not mind gaining the constant attention and meddling of an I Living Tattoo. Finding an unattached Living Tattoo, or persuading one to leave its task or charge is very difficult thus many would-be Tattooed Ones have devoted considerable parts of their life to learning to craft them or finding someone who can be bribed into doing so. 

Character Type: The Tattooed Ones are usually sorcerers or clerics.  

 

Name: The Ink-Tainted

Type:  Magical Beast 
Hit Dice: Variable, depends on the creature, See Below
Initiative: +3
Speed: Variable, depends on the creature, See Below
AC: Variable, depends on the creature, See Below
Attacks: Variable, depends on the creature, See Below
Damage: Variable, depends on the creature, See Below
Face / Reach: Variable; depends on the creature, See Below

Special Quality: See Below
Saves:  Fort +5, Reflex +12, Will +3
Abilities:  Variable, depends on the creature, See Below
Skills: Variable, depends on the creature, See Below
Feats: Eschew Materials, Silent Spell, Signature Spell, Spell Mastery
Climate / Terrain:  Variable, usually dwell inside wizard’s keeps and ruins
Organization: Varies, may be found solitary or in small groups (2-10)
Challenge Rating:  2-5
Treasure: None except themselves
Alignment: Neutral
Advancement: 8-12 HD

These creatures appear as a normal specimen of their kind except for a random change to their eyes, nails, or teeth in color or appearance. Also they will appear to have a sigil or elemental form woven into the color of their skin, fur, feathers or hair. These magical markings hint at their true nature.

 Combat:  The Ink-Tainted are able to cast their innate spell (s) without material components, spellbook or memorization. The acquiring of new spells/cantrips appears to happen randomly at puberty along with their unique appearance. Often their spell will be altered in some slight way in appearance (for example Magic Missile may summon into being a swarm of jagged arrows or ice rather than balls of energy or fireball might become a ball of explosive earth).

 The spells used by an Ink-Tainted do not require a vocal component or gestures to be cast. The spells also do not require any innate sapience or intelligence from the Ink-Tainted individual. Indeed, the spells appear to cast themselves whenever needed.

 The Ink-Tainted can cast their spell(s) as a free action. The cantrips can be used multiple times, but all other spells are limited to a use of once per 8 hrs and require a time of rest before they are able to be used again.

The Ink-Tainted retain all of their normal methods of combat and all of their normal forms of attack.  

Society:  Ink-Tainted are usually born from normal parents but, are also born from parents who are inscribed with Living Tattoo or enhanced with magical inks in some way. The Ink-Tainted are capable of spontaneously casting a spell or spell-like effect equal to half their HD or a cantrip if they have 1 or less HD. A 4-HD monster would then be able to cast one 2nd level spell, a 6 HD monster able to cast a 3rd level spell and so on. 

The Ink-Tainted are creatures that have grown up around scrollmakers and magical scribes where there are great quantities of magical inks, supplies, spell scrolls and magical materials and/or components. The presence of Living Tattoo are also believed to have an influence and it is rumored that the bond of an Living Tattoo to a pregnant or nursing female may convey some of its own special qualities. It has not been conclusively proven that the ingestion of magical inks and spells causes any special effects however the undeniable presence of Ink-Tainted creatures around the habitations of the few wizards and sorcerers who inscribe Living Tattoo or have them as long-time companions.

 Ink-Tainted are more intelligent than their un-tainted cousins, but do not need to display a sentience of their own. Their symbiotic markings react and move on their own with or without any apparent thought or control of the Ink-Tainted. Stressful situations including but, not limited to, life-threatening events may trigger a release of a spell. 

Any creature with a skin, fur, feathers or scales capable of being dyed, tattooed or inked may take on the Ink-Tainted template. The skins of the Ink-Tainted are valued for use in making magical scrolls. Their blood and bones are prized for the scribing of magical scrolls and spell-books.

 Character Type: The Ink-Tainted are usually non-Humanoids and are quite often Monstrous in appearance. They prefer to become Wizards and Sorcerers. Some are lead to the path of Cleric, Druid and Paladin since they believe their innate talents to be the gift of their god(dess).

Ink-Tainted may be summoned as familiars or bond as Companions. However they will only be available in places where Ink-Tainted live and raise their young.

 

Pravat’s Keep 

This Wizard’s Keep is located on the island of Cairn Brysal a large island within a lake. For the purposes of your campaign it can be located on an island off the coast of any relatively undisturbed or far-off location.

 

The Keep is a four-story stone tower made of Elemental Rock which has been seamlessly melded together with the skills of an Elementalist to form an exterior as smooth as glass except for the windows at the fourth story. There are no exterior steps or other windows.

 

The windows that ring the fourth story have a single pane of clear glass in their frames. Arcane markings around the very edge of the glass pane provides protection spells against breakage, dirtiness, any kind of smudges, cracks or the accumulation of frost, snow, ice or rain. The windows remain clear and clean through any type of natural weather. Their spells of protection drive off all normal animals and require a will check for all other beings to approach.

 

Neutral-toned drawings around the exterior of the tower depict a winding staircase that can be activated by Ink-Tainted, The Tattooed, Ink Dragons and of course Pravat or those taken into his confidence. When activated the staircase appears solid enough to walk on from the ground to the fourth story window, otherwise characters can try to reach the tower window by another means.

 

On the other side of the windows is Pravat’s Study. A single desk with a large, comfortable chair provides an excellent surface for the scribing of spells with all necessary materials within reach. Bookcases filled with books, spellbooks, scrolls (completed and not), notebooks and letters cover every available inch of floor while intricately drawn murals cover the softwood walls and floor.

 

The murals will depict a place (a town, village, forest, etc.). Movement of the figures, items and critters will move slowly while remaining ink drawings. A command word will change the mural into a window that allows the viewer to watch the area depicted as if looking out of a window.

 

 

 

 

 

 

GM Note:

Pravat traveled to these locations and used his particular magical skill to paint a link between the mural and the actual area. Undoing the spells could prove to be tricky.

 

Other murals will present moving viewpoints of random areas. When activated by a command word, the viewer can scroll backwards or forwards through the images. A second command word will make the images seem real, as if viewed through someone else’s eyes.

 

The perspective is accurate. Pravat has traveled through the Realms plying his trade as a tattooist. Along with magical enhancements, protections and other benefits the tattoos allow Pravat a brief glimpse through the subject’s eyes (1d4 turns). This form of magical spying has it flaws and may be detected by talented magic-users.

 

Pravat has also tattooed many non-magical, non-intelligent creatures scattered across the world. 1 in 4 of the many murals (24 total) will provide sound as heard from the vantage point of the subject in the same quality and volume. 

 Living Landscape: This lovely oil painting always depicts a place, in incredible detail. A living landscape depicts a single location, but the setting can be a room, a cityscape, or a countryside. Anyone viewing the living landscape sees an accurate image of what is happening in the location depicted.

The lighting is as it is in the scene. Any people or creatures in the scene appear as they would to someone of ordinary vision. For instance, an invisible person would not be seen. A creature or object protected from scrying also would not appear. Low-light vision and darkvision do not work on images seen through a living landscape. No spells function through the item.

A lesser living landscape does not provide sound. A greater living landscape does, but as if heard by a person of ordinary hearing standing at the vantage point of the viewer.

Aura: Moderate conjuration; Caster Level: 9th; Prerequisites: Craft Wondrous Item, scrying, creator must have carefully studied the area depicted by the tapestry; Market Price: 50,000 gp (lesser); 100,000 gp (greater); Weight: 25 lb.

 

Tapestry of Travel: This large wall hanging depicts a particular place. Once a day, speaking a command word enables the speaker, and up to three Medium or smaller creatures (carrying gear or objects up to its maximum load) or their equivalent, to teleport to the depicted location. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported through the tapestry must be contact with one another and at least one of those creatures must be in contact with both the speaker and the tapestry.

Aura: Moderate conjuration; Caster Level: 9th; Prerequisites: Craft Wondrous Item, teleport, creator must have carefully studied the area depicted by the tapestry; Market Price: 16,200 gp; Weight: 25 lb.

Magic of Delight and Despair
(Part 1 of 2)

One Response to “Ink Tainted, Creature”
  1. Andy says:

    Hi, just saw the blog title, was curious, and looked around. I like the DND stuff.

    My name is Andy, nice to meet you. Do you ever put stuff up in the Art Annex for class?

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