Warding Tattoo (Fiend)
Many cultures of Golarion have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Shackles. You gain resistance 2 to spells cast by fiends and magical attacks by fiends.
Activate ↺ envision
Frequency once per day
Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically
Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage. Your resistance to damage from fiends and magical attacks by fiends becomes resistance 5.
Traits
A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).
Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
A tattoo is a type of item that is drawn or cut into a creature's skin and usually takes the form of images or symbols.