Runic Tattooist

Requirements

To qualify to become a Runic Tattooist

a character must fulfill all the following criteria.

Base Attack Bonus: +2.

Feats:Great Fortitude.

Skills: Profession (Tattooist) 8 ranks, Heal 4 ranks.

Special: Runemaster Advanced class Level 5+

Class Skills

The Runic Tattooist’ class skills (and the key ability for each skill) are Ninjutsu,Taijutsu,Genjutsu, Chakra control, Craft (Int), Knowledge (Ninja lore, Biology) (Int), Profession (Wis).

Skill Points at Each Level:

2 + Int modifier.

Class Features

Weapon and Armor Proficiency:

No new proficiencies with any weapons, armor, or shield

Class wound modifier +2

Control Die Type 1d8

Imbue Mark Tattoo (Su):

Runic Tattooist's gain their abilities from the specific placement of specially crafted Ink that is placed onto various places on their body. While a runic Tattooist typically has dozens of mundane Tattoos, he gains the ability to create special Tattoos through a unique ritual that imbues them with magical powers

A Runic Tattooist's Magic tattoos are the Runemaster's marks made permanent on a living entity. A tattoo can be activated once per day as a standard action that provokes an attack of opportunity. the Tattoo does not fade after activation, A the Runic tattooist levels, its uses per day on its own tattoo's increases, Runic tattooists can also update their previous work, increases its uses per day on others, other runic tattooists can also update other Tattooist's work.

Each imbued Tattoo shares a body slot with a regular magic item. This spell’s “affinity” must correspond to the appropriate body slot, as regular magic items. See the list below for which body slot a particular Tattoo takes up.

All Tattoos are magical and the abilities bestowed are supernatural abilities. Unless the effect of a tattoo is continuous, activating a Tattoo is a move action that can be combined with a regular move and does not provoke an attack of opportunity. Imbued Tattoos that are removed lose their enchantments

Tattoo Other (Su):

At 3rd level, the Runic Tattooist may give another creature a Tattoo that provides magical effects. A creature may have only one such Tattoo on their body (per slot) at a given time and once the magic is exhausted, it needs to be recharged by a Runic Tattooist (not the same one necessarily) . This Tattoo takes up a body slot as described in imbue Tattoo.

Additional Body Slot (Ex):

At 5th level the Runic Tattooist connection with her own body lets her magically overburden one slot to carry a magic item and 2 Tattoos.

Normally someone can only have 1 Tattoo and 1 magic item attached to a slot, like chest for example, a Runic Tattooist with an tattoo on each shoulder but may also wear armor without any mishaps (see magic item explosion for more information)

Note:

A Creature can only have 1 Magic Tattoo (or Piercing for that matter) Per 5 Levels.