Painted Warrior
Hit Die: 1d10
Requirements: To become a Painted Warrior, the character must fulfill the following requirements:
Race: Any
Base Attack Bonus: +3
Feats: Martial Weapon Proficiency, Scribe Scroll
Skills: At least 6 ranks in Knowledge (Arcana).
Class Skills: The Painted Warrior’s class skills are: Craft (Tattooing) (Int), Heal (Wis), Intimidate (Cha), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier
1st Level: Base Attack Bonus +1, Fort Save +1, Will Save +1 Ref Save +0, Lesser Tattoo
2nd Level: Base Attack Bonus +2, Fort Save +2, Will Save +1 Ref Save +0, Lesser Tattoo
3rd Level: Base Attack Bonus +3, Fort Save +3, Will Save +2, Ref Save +1, Tattoo Ward
4th Level: Base Attack Bonus +4, Fort Save +3, Will Save +2, Ref Save +1, Greater Tattoo
5th Level: Base Attack Bonus +5, Fort Save +4, Will Save +3, Ref Save +1, Transfer Tattoo 1/day
6th Level: Base Attack Bonus +6, Fort Save +4, Will Save +3, Ref Save +2, Greater Tattoo
7th Level: Base Attack Bonus +7, Fort Save +5, Will Save +3, Ref Save +2, Absorb Spell 1/day
8th Level: Base Attack Bonus +8, Fort Save +5, Will Save +4, Ref Save +2, Greater Tattoo
9th Level: Base Attack Bonus +9, Fort Save +6, Will save +4, Ref Save +3, Transfer Tattoo 3/day
10th Level: Base Attack Bonus +10, Fort Save +6, Will Save +4, Ref Save +3, Absorb Spell 3/day
Class Features
All of the following are class features of the Painted Warrior:
Weapon and Armor Proficiencies: A Painted Warrior is proficient with all simple and martial weapons, light armor, medium armor, and heavy armor.
Lesser Tattoo: At level 1, and again at level 2, the Painted Warrior may select a mystic tattoo from the available lesser tattoos. He gains the bonus granted by the tattoo permanently as long as the tattoo remains inscribed on his body. It can be removed by flaying, or by any spell or effect that would disenchant a magical item. The tattoo’s effect counts as a supernatural ability. The available lesser tattoos are: Rose (+1 Charisma), Thorn Ring (+1 to attack and damage), Shield (+1 to AC, counts as natural armor), Third Eye (+1 to all attempts to see through illusions, and Sense Motive checks), Oak Tree (+1 Constitution).
Tattoo Ward: At third level, the character gains the ability to inscribe a temporary tattoo on another person as a spell-like ability, binding them to a task or command as he does so (per the spell Lesser Geas). The target must be kept immobile during the procedure, and the character inscribing the tattoo must make a Craft (Tattooing) check with a DC of 25, while chanting the task or instruction to be implanted. An unwilling target may make a Will save to resist the compulsion, with a DC of 10 + Painted Warrior’s level + Painted Warrior’s Strength bonus.
Greater Tattoo: At their fourth, sixth, and eighth levels, Painted Warriors may choose new mystical tattoos from the greater tattoo list. These work as the lesser tattoos listed above, and a player may choose to substitute two lesser tattoos for one greater tattoo, if they wish. They may not, however, ‘trade up’ two lesser tattoos for a greater. Greater Tattoos are: Lightning Bolts (Damage Reduction 6/Lightning), Bull (+2 Strength), Lion (+1 Strength, +1 Dexterity), Snake (+2 Dexterity), Firestorm (Damage Reduction 6/Fire), Black Dragon (Damage Reduction 6/Acid), Wings (Fly 1/day as a spell-like ability), Vines (Entangle 1/day as a spell-like ability), Skull (Fear 1/day as a spell-like ability), Sunburst (+2 Charisma), Stone Golem (+3 AC, as natural armor).
Transfer Tattoo: At 5th level, the Painted Warrior gains the ability to temporarily transfer any tattoo that they currently possess on their body to another, willing, recipient, as a spell-like ability. They must make a successful Craft (Tattooing) check in order to do this, with a DC of 20, and it takes one hour for lesser tattoos, two hours for greater tattoos, and three hours for temporary tattoos from absorbed spells. The tattoo will be transferred for days equal to the Painted Warrior’s Strength bonus, or until he wishes to reclaim it, and makes physical contact with the target. While a tattoo is transferred, the Painted Warrior loses all benefits from it, while the recipient gains full benefits. At ninth level, this ability can be used three times a day.
Absorb Spell: At 7th level, the Painted Warrior gains the ability to harness raw, arcane energy, and trap it in the mystic web of tattoos on his skin. Once a day, he may take any spell targeted directly at him, and turn it into a temporary mystic tattoo. He may then cast this spell as the appropriate kind of spellcaster of his total levels. If his total levels would not allow him to cast a spell as a spellcaster of the appropriate type, he still may cast it, but at minimum possible effect. This ability may only absorb spells that are targeted directly at the character; area effect spells and previously set spells that just happen to be triggered by him are not valid targets. The temporary tattoo will last for days equal to 10 - spell’s base level + Painted Warrior’s Strength modifier, before fading harmlessly away. At 10th level, the character may use this supernatural ability three times a day.