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View Full Version : Psychic Imprinting - Binding meets Psionics [3.5, PEACH]



Garryl
2010-12-07, 10:18 PM
Hello playground! I originally posted this on Brilliant Gameologists (http://brilliantgameologists.com/boards/index.php?topic=9939.0), but I'd also like to get your opinions.

To sum it up, Psychic Imprinting is like Binding (from Tome of Magic) but with Psionics. You get to "imprint" a number of impressions, the number of which is limited by your class level and the number of power points you are willing to spend. More powerful impressions cost more power points, making it a tradeoff between stronger passive and short-recharge abilities and longer staying power with your full-fledged powers. Like vestiges, each impression has a short story that explains its origins and why it is a strong enough idea or important enough concept to take a life of its own beyond simply existing in the minds and memories of sentient creatures, a personality that influences the creatures that imprint it, and a selection of thematically related abilities that it grants the imprinters that imprint it.

Imprinting is similar to mainstream psionics. Like normal psionic characters, imprinters have a pool of power points that they can draw on to manifest powers and a manifester level that controls how powerful their ability to manifest powers is. Unlike normal psionic characters, imprinters usually do not know any powers in and of themselves. Instead, they gain knowledge of a small number of powers whenever they imprint an impression. These powers are fixed based on the impressions they imprint.

Unlike vestiges, which grant almost exclusively at will and short recharge abilities, impressions also grant knowledge of a small number of thematically appropriate powers to their imprinters, allowing them access to a limited number of more powerful and more limited abilities. Also unlike vestiges, failing the imprinting check when imprinting an impression does not doom you to follow the mad whims of an obsessed or insane creature lest you suffer significant penalties to all your endeavors during the day. Instead, each impression can be considered either associated or disassociated at any time. When you are associated with an impression, your mindset and the concepts that the impression represents are in harmony, allowing you to use its abilities most efficiently. While you are disassociated (which usually comes from acting contrary to the impression's personality), you are forced to subconsciously pull away from the impression, reducing the efficiency with which you can use its granted abilities. Becoming disassociated with an impression never influences your ability to act normally; it only affects your ability to use the impressions to which you have become disassociated with to the best of your ability.

Impressions have eight levels of power, and are separated into six categories (Concepts, Emotions, Events, Ideals, Locations, and Roles). These categories do nothing in and of themselves, but there are some abilities and effects that may interact with them. Some impressions may even be part of more than one category. Like powers, each impression has a power point cost based on its level and it can be augmented to improve the effects of its granted abilities. Also like powers, you cannot spend more power points to imprint an impression than your imprinter level.


Imprinting and Impression
Imprinting an impression is a simple process for any imprinter. With 1 minute of concentration and the expenditure of a small number of power points, an imprinter can imprint any impression she knows. If she is interrupted, she must begin the process again but does not suffer any additional consequences, nor are the power points expended. Upon completing the minute of concentration, the imprinter must make an imprinting check against the impression's imprinting DC. Regardless of the success or failure of the check, the impression is now imprinted upon the imprinter. However, with a successful imprinting check, the imprinter does not risk becoming disassociated with the impression for acting contrary to the impression's personality.

Once it has been imprinted, an impression remains with the imprinter until she next recovers her power points. At that point, the imprinter has a choice to make for each impression currently imprinted upon her. She can choose to expunge that impression, removing it from her mind and allowing her to imprint another impression later on, or save it, keeping the impression imprinted upon her until a later date. Saving an impression functions just like imprinting it initially, except that it does not require any time or concentration. Thus, power points must be expended (and the augmentations can be changed or removed) and the imprinting check must be redone. The power point expenditure comes out of the imprinter's newly replenished power point pool, reducing her available power points for the new day accordingly. An imprinter that cannot expend a sufficient amount of power points to pay for the impression must expunge it.


Disassociation
Impressions are strong emotions and powerful ideas, powerful enough to influence the world when imprinted upon a willing imprinter. The concepts behind the abilities they grant can push against an imprinter's mind, willing the imprinter to act in accordance. An imprinter who does so can act and think in harmony with the impression, and is considered to be associated with that impression. They can use the granted abilities of the impression to their fullest extent. Impressionists who act contrary to the will of the impression are forced to subconsciously distance themselves, preventing them from accessing the full extent of the impression's abilities.

Disassociation usually comes about by acting against the personality of a given impression. Some abilities and effects can also cause disassociation, either temporarily or permanently. Disassociation usually causes the loss or impeded usage of one or more of the impression's granted abilities. It never directly influences any other aspects of the disassociated character, such as rolls or the abilities of other impressions, although the loss of abilities may remove bonuses granted to the character's rolls and some abilities may only work with an associated impression.

Disassociation is never permanent. An imprinter can attempt to reassociate herself with a disassociated impression by concentrating for 1 minute and making a successful imprinting check against that impressions imprinting DC. A failed imprinting check causes no consequences other than the waste of time. A successful imprinting check causes the imprinter to become associated with the impression once more, although it does not prevent further disassociation. Further, whenever an imprinter imprints or saves an impression, that impression is considered associated, even if it was not previously or if the imprinting check was failed.

Garryl
2010-12-07, 10:23 PM
Base class: Psychic Impressionist


Table 1.1: The Psychic Impressionist Hit Die: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialPower Points per DayMaximum Concurrent ImpressionsMaximum Impression Level
1+0+0+0+2Psicrystal Affinity (Blank Slate)111st
2+1+0+0+3Sense Impressions (Detect Psionics)211st
3+1+1+1+3Sense Impressions (Sensitivity to Psychic Impressions)512nd
4+2+1+1+4 812nd
5+2+1+1+4Second Impression1323rd
6+3+2+2+5Sense Impressions (Object Reading)1823rd
7+3+2+2+5Share Impression2524th
8+4+2+2+6Bonus Feat3224th
9+4+3+3+6Sense Impressions (Discover Truth)4125th
10+5+3+3+7 5035th
11+5+3+3+7Rapid Imprinting6135th
12+6/+1+4+4+8Sense Impressions (Aura Sight)7236th
13+6/+1+4+4+8Improved Share Impression8536th
14+7/+2+4+4+9Bonus Feat9836th
15+7/+2+5+5+9Sense Impressions (Fate of One)11347th
16+8/+3+5+5+10 12847th
17+8/+3+5+5+10Mass Share Impression14547th
18+9/+4+6+6+11Sense Impressions (Change Fate)16248th
19+9/+4+6+6+11 18148th
20+10/+5+6+6+12Bonus Feat, Focused Imprinting20058th


Class skills (4 + Int modifier per level, x4 at 1st level): Autohypnosis, Concentration, Craft, Disguise, Gather Information, Knowledge (arcana), Knowledge (history), Knowledge (local), Knowledge (psionics), Knowledge (religion), Sense Motive, Spot, Perform, Profession, Psicraft, and Use Psionic Device.

Class Features
All of the following are class features of the Psychic Impressionist.

Weapon and Armor Proficiency: Psychic Impressionists are proficient with all simple weapons and with light armor.

Power Points/Day: A Psychic Impressionist's ability to imprint impressions and manifest powers is limited by the power points he has available.
Your base daily allotment of power points is given on Table: The Psychic Impressionist. In addition, you receive bonus power points per day if you have a high Charisma score (see below for more information). Your race may also provide bonus power points per day, as may certain feats and items. If you already have a pool of power points from another source, the pools stack to determine your total number of power points per day.

Imprinting: Psychic Impressionists have the ability to imprint impressions upon themselves, granting themselves a wide range of abilities based on the concepts and ideas that fuel the impression.
At 1st level, you gain the ability to imprint a single impression upon yourself at once. As a 1st level Psychic Impressionist, this is limited to a 1st level impression. As you gain levels in this class, you gain the ability to imprint multiple impressions on yourself at once and of higher level (as given on Table 1.1: The Psychic Impressionist). You must have a Charisma score of at least 10 + the impression's level to imprint it, and their save DCs are equal to 10 + the impression's level + your Charisma modifier. You use your Charisma modifier to determine your bonus on Imprinting checks.

Imprinting is closely related to mainstream psionics. You are considered to have a manifester level equal to your imprinter level, although effects that affect your manifester level do so independently of your imprinter level. You gain a pool of power points based on your level (as given on Table 1.1: The Psychic Impressionist) and you gain bonus power points based on your Charisma modifier. Although you do not directly gain the ability to manifest powers from this class, most impressions grant you temporary knowledge of one or more powers that you can then manifest (assuming your Charisma score is high enough). You must have a Charisma score of at least 10 + the power's level to learn or manifest a power gained this way, and their save DCs are equal to 10 + the power's level + your Charisma modifier. Your class list of powers is considered to only include powers whose knowledge you have gained from your currently imprinted impressions. You qualify for prestige classes and other options as though you could manifest powers of any level impression that you can imprint.

Additionally, classes and abilities that increase your level manifesting classes for the purposes of manifester level, power points, powers known, and maximum power level known can be applied to your effective Psychic Impressionist level. In such cases, they advance your power points, manifester level, and maximum impression level, but not your imprinter level or your maximum number of concurrent impressions.

Psicrystal Affinity: At 1st level, you gain Psicrystal Affinity as a bonus feat, even if you don't qualify for it. Unlike most Psicrystals, you cannot choose its personality. Instead it has the Blank Slate personality. See below for more details.
If you already have Psicrystal Affinity, you instead gain Improved Psicrystal as a bonus feat, even if you don't qualify for it. You can only use this bonus feat to grant your psicrystal the Blank Slate personality.
If your psicrystal already has the Blank Slate personality, you can instead gain a bonus Psionic or Imprint feat that you qualify for.

Sense Impressions (Ps): Beginning at 2nd level, you gain the ability to manifest certain powers as psi-like abilities with a manifester level equal to your Psychic Impressionist manifester level. You can use this ability a number of times per day equal to your Psychic Impressionist level. Initially, you can only use this ability to manifest detect psionics, but you learn to manifest other powers as your Psychic Impressionist level improves. Unless otherwise stated, manifesting these powers is the same action as manifesting them normally (instead of as a standard action).
At 3rd level, you can use this ability to manifest sensitivity to psychic impressions. Doing so costs 2 daily uses of this ability. Manifesting this power takes only 1 minute instead of 1 hour.
At 6th level, you can use this ability to manifest object reading. Doing so costs 3 daily uses of this ability.
At 9th level, you can use this ability to manifest discover truth (http://brilliantgameologists.com/boards/index.php?topic=9161.msg310148#msg310148). Doing so costs 4 daily uses of this ability.
At 12th level, you can use this ability to manifest aura sight. Doing so costs 5 daily uses of this ability.
At 15th level, you can use this ability to manifest fate of one. Doing so costs 6 daily uses of this ability.
At 18th level, you can use this ability to manifest change fate (http://www.wizards.com/default.asp?x=dnd/psm/20040827e) with no experience point cost. Doing so costs 7 daily uses of this ability.

Second Impression (Su): Beginning at 5th level, you can reroll a Bluff, Diplomacy, Intimidate, or Sense Motive check once per day for every concurrent impression you can imprint. You can use this ability after determining the results of a check, possibly changing the outcome.

Share Impression (Su): Beginning at 7th level, you can transfer the benefits of a single impression that is imprinted upon you to a willing ally. You must touch that ally and expend a number of power points equal to the chosen impression's base cost, plus the amount of power points that it was augmented by. For the duration of this ability, your ally gains the benefits of that impression (as though it was imprinted upon him) and you lose the effects of it (as though the impression was suppressed). Despite being transfered, the impression still counts against your maximum concurrent impressions, not your ally's. Additionally, while this ability is in effect, you are considered disassociated with all of your other impressions, and your ally is considered disassociated with the transfered impression. Any granted abilities of the transfered impression are used with your imprinter level and manifester level, and they count against any limitations as though you were using them (such as for abilities that can only be used once every 5 rounds or effects that can only be duplicated once per day).
|You cannot transfer an impression that is suppressed, nor can you transfer one with which you are disassociated. You cannot transfer an impression to a creature that already has that impression imprinted upon it. When the effects of this ability end, you regain the use of the transfered impression and your impressions are no longer considered disassociated (unless they are otherwise disassociated).
|You can use this ability for a number of rounds each day equal to your Psychic Impressionist level, although they need not be consecutive. You cannot us this ability to have more than one impression transfered at a given time. Activating this ability is a standard action and you can recall the transfered impression as a free action on your turn, ending the effects of this ability.

Bonus Feat: At 8th level, and again every 6 levels thereafter, you gain a bonus Psionic or Imprint feat of your choice. You must still meet the prerequisites, as normal.

Rapid Imprinting (Su): Beginning at 11th level, you can expend your psionic focus to imprint an impression or switch a stored impression as a full-round action instead of requiring 1 minute. This provokes attacks of opportunity.

Improved Share Impression (Su): Beginning at 13th level, your ability to share impressions improves. Sharing an impression does not cause your other impressions to become disassociated (although the transfered impression is still considered disassociated), and you need only expend half as many power points as normal to share an impression (minimum 1 power point). Additionally, you can share an impression with any willing ally within 30 feet instead of touch range.

Mass Share Impression (Su): Beginning at 17th level, you gain the ability to share more than one impression at with your Share Impression ability. As a full-round action, you can transfer multiple impressions to your allies within 30 feet. You can transfer any number of impressions as long as you retain at least one impression for yourself. Each ally that you grant an impression to gains a different transfered impression, and you cannot transfer more than one impression to each ally. You must pay the normal amount of power points for each impression (as modified by Improved Share Impression). Each round in which you have any transfered impressions counts against as a single round your normal daily duration for Share Impression (you do not expend multiple rounds for having multiple shared impressions). When you recall impressions, you can choose to recall one or more of them at once, you need not recall them all. You cannot transfer any more impressions with this ability as long as you have any impressions still shared. This ability otherwise functions identically to the normal Share Impression ability (including any benefits granted by feats, Improved Share Impression, and other effects).

Focused Imprinting (Ex): At 20th level, your confidence and experience at imprinting reaches its zenith. You can take 10 on imprinting checks, even while distracted or threatened. You can also take 10 on the initial imprinting check made to imprint an impression.


WIP: Notes

Dead levels: 4, 10, 16, 19
Should get a minor benefit, like a bonus to a skill check. Levels 7 can stay empty since you get a new level of impressions then.


New psicrystal personality: Blank Slate

Blank Slate: A psicrystal with this personality grants its master no direct bonuses. Instead, it can store a single impression at a time that its master has imprinted. A stored impression is transfered from the master to the psicrystal, although it has no effect on the crystal (as though it was not imprinted), and does not count against the master's normal limit of concurrent impressions. Storing an impression or switching a stored impression with an imprinted impression requires 1 minute of concentration. If the psicrystal is destroyed, any impressions stored in it are expunged. When the psicrystal's master recovers his power points, he can choose to expunge or save the stored impression.

Garryl
2010-12-07, 10:26 PM
General design ideas on impressions


Psychic Impressionist Impressions by level:

1st
The Commoner - Common Sense (use Wisdom instead of Int for Knowledge skills and some other Int skills), Hard Work (Cannot be fatigued, speed not slowed for med/heavy armor or loads), Noncombatant (1 per 5 rounds, a creature attempting to attack you must make a Will save or lose the attack, immediate action activation), Power (Vigor, My Light)
The Guard - Weapon Training (Martial Weapon Proficiency, bonus to attack rolls), ???, ??? (per 5 rounds ability), Power (Elfsight, Defensive Precognition)
The Sage - Knowledge is Power (insight bonus to damage rolls based on Knowledge checks), ???, ???, Power (Call to Mind, Precognition)
The Pickpocket - Sudden Strike (+1d6, +1d6/4 levels), Sneaky (bonus to Hide, Move Silently, and Sleight of Hand), ???, Power (Distract, Far Hand)

2nd
The Soldier - Armor Proficiency (Heavy Armor Proficiency, Shield Proficiency (not tower shields)), Allied Strike (1 attack/5 rounds causes an ally's next attack to gain a bonus to attack opponent or deal extra damage), Group Tactics (bonuses to hit when flanking, bonuses to adjacent allies' AC when using a shield), Power (Call Armor, Metaphysical Weapon, Dimension Swap as Psychic Warrior)
The Priest - ???, ???, ???, Power (Empathic Transfer, Body Adjustment)
Graveyards at Dusk - ???, ???, ???, Power (???, ???)
The Con Artist - Charming Smile (take 10 on Bluff and Diplomacy), ???, ???, Power (Attraction, Psionic Charm, Read Thoughts)

3rd
The Arcanist - Tools of Magic (use spell trigger and spell completion as a Sorcerer of your imprinter level), Spell Boost (manifesting a power grants a bonus to spell/spell trigger/spell completion save DCs next round, using a spell/spell trigger/spell completion gives a boost to power save DCs next round), ???, Power (Dispel Psionics, Energy Missile)
The Scout - Skirmish (+1d6/+1), Speed Boost (+10 ft or more to movement speed, bonus to saves vs. movement impairing effects), Psionic Trapfinding (gain Trapfinding, +4 Search when focused, expend focus for +4 Disable Device), Battlefield Reconnaissance (1/5 rounds, true seeing for the round, swift action), Power (Hustle, Ubiquitous Vision)
Stories Around the Campfire - Inspire Courage (activate 5 rounds after effect has lapsed, effect lapses immediately when you stop performing, bonus based on imprinter level), Storyteller (bonus to Perform checks and Knowledge (history), gain Bardic Knowledge), ???, Power (???, ???)
Duel at High Noon - Trigger Finger (1/5 rounds, if attacked while flat-footed, opponent provokes an attack of opportunity, you can draw a weapon to make the AoO with, can make ranged attacks for AoO), Psychic Reflexes (gain Combat Reflexes while focused, can manifest a touch or ray power to take AoOs with but must expend focus and spend +4 PP), Duelist's Foe (+2 attack and damage vs chosen foe, +2 AC and saves vs other creatures, bonuses improve with level), Power (Crystal Shard, Dissipating Touch, Touchsight)

4th
Slaughtergarde - Summon Fiend (1/5 rounds, summon an Evil Outsider as Summon Monster 4 or greater based on level), Gain Demon Traits, Shadow Maw (gain a bite attack that causes blindness and deafness, bite attack still functions while affected by Metamorphosis), Power (Metamorphosis, evil outsider forms only)
Koom Valley - Confusing Mists (create fog 1/5 rounds, attacks that miss from concealment may be redirected, creatures in the fog may be confused at higher levels), Accord of Kings (take 10 on Diplomacy and Sense Motive, no penalty for rushed Diplomacy), Dark Emotions (exude an aura of rage or calmness), Trolls and Dwarves (gain favored enemy Trolls and Dwarves), Power (Empathy, False Sensory Input, Steadfast Perception)
Changing Seasons - Passing Time (change which seasonal benefit you gain as a swift action, cannot return to previous season for 5 rounds, reduces duration remaining of effects affecting you), Seasonal Energy (energy powers can be manifested only with the current season's energy type, Winter = Cold; Spring = Sonic; Summer = Fire; Fall = Electricity), Energy Resistance (gain resistance to this season's energy type, value scales with level), Energy Touch (attacks and powers deal +1d6 damage of this season's energy type), Power (Time Hop, Energy Ball, Energy Ray)
The Perfectionist - Chasing Perfection (+2 to your highest ability score), Exacting Detail (take 20 in half the time, gain a Perfection bonus when you take 20), Quality Over Quantity (1/5 rounds, treat next single roll as if you took 20, takes a move+swift action to activate), Power (???, ???)

5th
Castle Ravenloft - Vampiric Embrace (healed by negative energy but damaged by positive, DR/silver and magic based on imprinter level, fast healing based on level), Gaseous Form (use an improved Ectoplasmic Form on self as an immediate action, dismiss as free action, cannot use until 5 rounds after ending it), Aura of Darkness (Darkness effect (as spell) centered on yourself, this darkness does not obscure your vision, enemies within it suffer -2 to saves, activate or end as a swift action), Darkvision 60 ft, Power (Claws of the Vampire, Vampiric Weapon, Mindwipe, Mind Probe)
Tower of the Arcane Order - Psionic Spell Pool (at will, cast a Sor/Wiz spell from the PHB up to 3rd level, spend PP to cast higher level spells), Cooperative Magic (1/5 rounds, an ally's spell or power is enhanced), Arcane Absorption (gain SR, gain PP when a spell or power fails to penetrate your SR), Power (Metaconcert, Psionic Dimension Door, Psionic Identify)
Revolution - Open Rebellion (Unaffected by charm/compulsion effects, remove any such effects from an ally as a standard action 1/5 rounds), Against the Oppressors (+1d6 damage to creatures associated with an organization of your choice, +1d6 damage to creatures with more HD than you), ???, Power (Psionic True Seeing, Inertial Barrier, Escape Detection)
???

6th
The Battle of Brindol - Draconic Doom (natural armor, spell resistance, dragon wings grant flight, tail attack), Discipline of the Red Hand (Immune to fear, bonus to attack rolls when adjacent to an ally or within an ally's aura), Resolve of the Defenders (see through fog, smoke, and illusions, aura grants bonus to allies' saves), Power (Psionic Lion's Charge, Breath of the Black Dragon, ???)
Time of Troubles - Godslayer (+2d6 damage against outsiders), Aspect of Divinity (gain a domain, use 4th level or lower spells from it every 5 rounds), Touch of Mortality (Attacks ignore DR, Resistances, SR, and Regeneration), Power (Form of Doom, ???)
Broken Mirror - Refraction Shield (+4 deflection bonus to AC, reflect rays and other attacks), Shattered Reflection (use mirror image 1/5 rounds, false images explode when attacked), Disjointed Image (gain 50% miss chance against targeted attacks, failed attacks against you reduce it, successful attacks increase it), Power (Mass Cloud Mind, Dispelling Buffer)
Pools of Darkness - ???, ???, ???, Power (???, ???)

7th
Legendary Heroes - Through Fire Justice is Served (powers you use don't damage allies, half the damage ignores resistances and immunities of evil creatures), A Hero's Will Never Falters (one negative effect on you is suppressed for 5 rounds, useable 1/5 rounds whenever a new negative effect affects you), Phoenix Rising (gain flight and fast healing), The Legend Continues (if you die while Legendary Heroes is imprinted, spells and powers that would revive you from death have no material or experience components and do not cost you any experience or levels), Power (Energy Wave, Energy Adaptation, Retrieve)
Black Omen - Destruction Rains From the Heavens (deal 12d6 damage in a large cylinder, 1/5 rounds, swift action in first round of combat), Arise From Darkness (gain flight, creatures beneath you are shrouded in crushing darkness), Existence Beyond Time (immune to effects that manipulate time, act while others are affected by time stop effects), Power (Quintessence, Temporal Acceleration, Energy Conversion)
???
???

8th
Watcher's Keep - Imprison Deity (use Imprisonment every 5 rounds, outsiders take a penalty on the save, only one creature imprisoned at once), Coward's Betrayal (bonus on bluff checks, Feint as a swift action, extra sneak attack damage), Demogorgon's Wrath (gaze attack causes confusion, melee attacks cause disease, tail attack causes negative levels), Power (Bend Reality, Psionic Telekinetic Sphere)
???
???
???



Abilities and names without a home:

??? - Never Give Up (act at negative hit points, immune to death effects, survive below -10 hp), Trust Your Instincts (reroll a roll with an insight bonus, 1/5 rounds), Do a Barrel Roll (use result of a Tumble check in place of AC for a round, 1/5 rounds), Power (???, ???)

Break Through (attack negates shield bonuses and Spell Reflection effects)

Final Destination - Master Hand (use telekinetic thrust, telekinetic maneuver, and telekinetic force as a single standard action 1/5 rounds, concentrate as a swift action), No Items (project an anti-magic field that only affects equipment), Fox Only (???), ??? (the first time you die each day while Final Destination in imprinted, you are revived as per True Resurrection after 1 round), Power (Recall Death, Psionic Greater Teleport) ***Don't actually use this. No Items, in particular, is bad. I don't want to have to recalculate all stats.***

Final Showdown - ???, ???, Just One Shot (manifest a power at double ML with respect to PP caps, or make one attack at +5 to hit and quadruple damage, useable 1/5 rounds), Power (True Metabolism, Psionic Iron Body)





Usual levels of powers gained

A given imprint will usually grant 2 powers of its level, or 1 power of its level plus a couple of powers from lower levels. An imprint will rarely, if ever, grant more than 3 powers. Some cases in which that might happen are when the powers granted are redundant (multiple blasting Energy powers) or mutually exclusive (Vampiric Weapon with Claws of the Vampire). Higher level imprints may, occasionally, grant larger numbers of lower level powers in place of some higher level ones.
The chart below is just a guideline for power distribution by level. Not everything will nor needs to follow it.


Imprint \ Power
Level \ Level

1 2 3 4 5 6 7 8 9
1 2 - - - - - - - -
2 0 2 - - - - - - -
2 1 - - - - - - -
3 0 0 2 - - - - - -
0 1 1 - - - - - -
2 0 1 - - - - - -
4 0 0 0 2 - - - - -
1 0 1 1 - - - - -
0 2 0 1 - - - - -
5 0 0 0 0 2 - - - -
0 1 0 1 1 - - - -
0 0 2 0 1 - - - -
6 0 0 0 0 0 2 - - -
0 0 1 0 1 1 - - -
0 0 0 2 0 1 - - -
7 0 0 0 0 0 0 2 - -
0 0 0 1 0 1 1 - -
0 0 0 0 2 0 1 - -
8 0 0 0 0 0 0 0 2 -
0 0 0 0 1 0 1 1 -
0 0 0 0 0 2 0 1 -



***Name of the impression***

Descriptors: ***Does this impression have any descriptors? Also use Location, Concept, Event, and Role descriptors for different types of impressions.***
Level: ***The level that each class gets it at.***
Imprinting DC: ***The DC of the imprinting check made to imprint it. Generally equal to 15 + 3*level + points spent to augment it. Higher level impressions will therefore have slightly higher DCs for the same PP cost, which is good since they'll still have more interesting abilities.***
Prerequisites: ***Anything special required to imprint it, primarily based on abilities it may grant. For instance, a TWF-based impression might require Two Weapon Fighting or a Dexterity of 15. Failure to meet the prerequisites may cause the impression to be suppressed.***
Special Requirements: ***Any special requirements, primarily fluff-based. Special requirements are only checked on the initial imprinting, not when saving the impression from day to day.***
Story: ***A little fluff about this impression. Why is it important enough to last?***
Personality: ***How does this impression make you want to act? Fluff and roleplaying-based requirements only, nothing that requires you to change your actions in combat. You don't have to follow the personality, but there may be minor consequences (restricted to only affecting your ability to use the impression's abilities) if you don't follow it. This may also include a minor bonus granted when the impression is stored in a Blank Slate psicrystal.***
If you disassociate yourself with ***NAME***, ***something happens***.
While ***NAME*** is stored in a psicrystal with the blank slate personality, that psicrystal gains the ***whatever*** personality, which grants its master ***whichever bonus it grants***.
Granted Abilities: ***NAME*** grants you the ***this, that, and the other*** abilities while it is imprinted upon you. ***What abilities does this impression give you for imprinting it?***
Granted Powers: While ***NAME*** is imprinted upon you, you gain knowledge of the ***this, that, and the other*** powers. ***What powers does this impression grant you knowledge of?***
Power Point Cost: ***How many PP does this cost to imprint? Should generally be the same as a power of the same level.***
Augment: ***What do you get for spending more PP when imprinting this? The imprinting DC should usually increase at a 1:1 rate for each PP spent to augment.***
When you imprint ***NAME***, you can augment it in the following ways:
***first way***
***second and subsequent ways***
In addition, for every additional power point that you spend to achieve any of these effects, this impression's imprinting DC increases by 1.
For every 2 additional power points that you spend to achieve any of these effects, the save DC of this impression's granted abilities increase by 1.



NAME

Descriptors:
Level: Psychic Impressionist NNN
Imprinting DC: DC
Prerequisites: None
Special Requirements: None
Story: ***A little fluff about this impression. Why is it important enough to last?***
Personality: ***How does this impression make you want to act? Fluff and roleplaying-based requirements only, nothing that requires you to change your actions in combat. You don't have to follow the personality, but there may be minor consequences (restricted to only affecting your ability to use the impression's abilities) if you don't follow it. This may also include a minor bonus granted when the impression is stored in a Blank Slate psicrystal.***
If you disassociate yourself with NAME, SOMETHING.
While NAME is stored in a psicrystal with the blank slate personality, that psicrystal gains the WHATEVER personality, which grants its master BONUS.
Granted Abilities: NAME grants you the THIS, THAT, and THEOTHER abilities while it is imprinted upon you.
Granted Powers: While NAME is imprinted upon you, you gain knowledge of the THIS, THAT, and THEOTHER powers.
Power Point Cost: PP
Augment: When you imprint NAME, you can augment it in the following ways:
FIRST
SECOND
In addition, for every additional power point that you spend to achieve any of these effects, this impression's imprinting DC increases by 1.
For every 2 additional power points that you spend to achieve any of these effects, the save DC of this impression's granted abilities increase by 1.











List of completed impressions

1st

2nd
The Soldier - Armor Proficiency (Heavy Armor Proficiency, Shield Proficiency (not tower shields)), Allied Strike (1 attack/5 rounds causes an ally's next attack to gain a bonus to attack opponent or deal extra damage), Group Tactics (bonuses to hit when flanking, bonuses to adjacent allies' AC when using a shield), Power (Call Armor, Metaphysical Weapon, Dimension Swap as Psychic Warrior)

3rd
Duel at High Noon - Trigger Finger (1/5 rounds, if attacked while flat-footed, opponent provokes an attack of opportunity, you can draw a weapon to make the AoO with, can make ranged attacks for AoO), Psychic Reflexes (gain Combat Reflexes while focused, can manifest a touch or ray power to take AoOs with but must expend focus and spend +4 PP), Duelist's Foe (+2 attack and damage vs chosen foe, +2 AC and saves vs other creatures, bonuses improve with level), Power (Crystal Shard, Dissipating Touch, Touchsight)
The Scout - Skirmish (+1d6/+1), Speed Boost (+10 ft or more to movement speed, bonus to saves vs. movement impairing effects), Psionic Trapfinding (gain Trapfinding, +4 Search when focused, expend focus for +4 Disable Device), Battlefield Reconnaissance (1/5 rounds, true seeing for the round, swift action), Power (Hustle, Ubiquitous Vision)

4th
Koom Valley - Confusing Mists (create fog 1/5 rounds, attacks that miss from concealment may be redirected, creatures in the fog may be confused at higher levels), Accord of Kings (take 10 on Diplomacy and Sense Motive, no penalty for rushed Diplomacy), Dark Emotions (exude an aura of rage or calmness), Trolls and Dwarves (gain favored enemy Trolls and Dwarves), Power (Empathy, False Sensory Input, Steadfast Perception)
Changing Seasons - Passing Time (change which seasonal benefit you gain as a swift action, cannot return to previous season for 5 rounds, reduces duration remaining of effects affecting you), Seasonal Energy (energy powers can be manifested only with the current season's energy type, Winter = Cold; Spring = Sonic; Summer = Fire; Fall = Electricity), Energy Resistance (gain resistance to this season's energy type, value scales with level), Energy Touch (attacks and powers deal +1d6 damage of this season's energy type), Power (Time Hop, Energy Ball, Energy Ray)

5th
Castle Ravenloft - Vampiric Embrace (healed by negative energy but damaged by positive, DR/silver and magic based on imprinter level, fast healing based on level), Gaseous Form (use an improved Ectoplasmic Form on self as an immediate action, dismiss as free action, cannot use until 5 rounds after ending it), Aura of Darkness (Darkness effect (as spell) centered on yourself, this darkness does not obscure your vision, enemies within it suffer -2 to saves, activate or end as a swift action), Darkvision 60 ft, Power (Claws of the Vampire, Vampiric Weapon, Mindwipe, Mind Probe)
Tower of the Arcane Order - Psionic Spell Pool (at will, cast a Sor/Wiz spell from the PHB up to 3rd level, spend PP to cast higher level spells), Cooperative Magic (1/5 rounds, an ally's spell or power is enhanced), Arcane Absorption (gain SR, gain PP when a spell or power fails to penetrate your SR), Power (Metaconcert, Psionic Dimension Door, Psionic Identify)

6th
Broken Mirror - Refraction Shield (+4 deflection bonus to AC, reflect rays and other attacks), Shattered Reflection (use mirror image 1/5 rounds, false images explode when attacked), Disjointed Image (gain 50% miss chance against targeted attacks, failed attacks against you reduce it, successful attacks increase it), Power (Mass Cloud Mind, Dispelling Buffer)

7th
Black Omen - Destruction Rains From the Heavens (deal 12d6 damage in a large cylinder, 1/5 rounds, swift action in first round of combat), Arise From Darkness (gain flight, creatures beneath you are shrouded in crushing darkness), Existence Beyond Time (immune to effects that manipulate time, act while others are affected by time stop effects), Power (Quintessence, Temporal Acceleration, Energy Conversion)
Legendary Heroes - Through Fire Justice is Served (powers you use don't damage allies, half the damage ignores resistances and immunities of evil creatures), A Hero's Will Never Falters (one negative effect on you is suppressed for 5 rounds, useable 1/5 rounds whenever a new negative effect affects you), Phoenix Rising (gain flight and fast healing), The Legend Continues (if you die while Legendary Heroes is imprinted, spells and powers that would revive you from death have no material or experience components and do not cost you any experience or levels), Power (Energy Wave, Energy Adaptation, Retrieve)

8th
Watcher's Keep - Imprison Deity (use Imprisonment every 5 rounds, outsiders take a penalty on the save, only one creature imprisoned at once), Coward's Betrayal (bonus on bluff checks, Feint as a swift action, extra sneak attack damage), Demogorgon's Wrath (gaze attack causes confusion, melee attacks cause disease, tail attack causes negative levels), Power (Bend Reality, Psionic Telekinetic Sphere)

Garryl
2010-12-07, 10:27 PM
Level 1 Impressions

None yet, sorry

Garryl
2010-12-07, 10:28 PM
Level 2 Impressions



The Soldier

Descriptors: Role
Level: Psychic Impressionist 2
Imprinting DC: 21
Prerequisites: None
Special Requirements: None
Story: ***A little fluff about this impression. Why is it important enough to last?***
Personality: ***How does this impression make you want to act? Fluff and roleplaying-based requirements only, nothing that requires you to change your actions in combat. You don't have to follow the personality, but there may be minor consequences (restricted to only affecting your ability to use the impression's abilities) if you don't follow it. This may also include a minor bonus granted when the impression is stored in a Blank Slate psicrystal.***
If you disassociate yourself with The Soldier, Group Tactics does not provide a bonus to your allies' Armor Class.
While The Soldier is stored in a psicrystal with the blank slate personality, that psicrystal gains the resolved personality, which grants its master a +2 bonus on Will saves.
Granted Abilities: The Soldier grants you the Allied Strike, Armor Proficiency, and Group Tactics abilities while it is imprinted upon you.
Allied Strike (Ex): Once every 5 rounds as a free action, you can declare an attack you make (even one made as part of using a power) to be an allied strike. You must declare this before determining if you hit or miss. If your attack hits, the ally of your choice gains a +3 bonus on weapon damage rolls against the creature you struck. If your attack misses, the ally of your choice gains a +3 bonus on attack rolls against the creature you missed. These benefits last until the beginning of your next turn.
Armor Proficiency: While The Soldier is imprinted upon you, you gain proficiency with all types of armor (light, medium, and heavy armor), and with shields (except tower shields).
Group Tactics (Ex): While The Soldier is imprinted upon you, you excel in group combat. The bonus on attack rolls that you gain and grant by flanking increases by 1. Any allies adjacent to you while you are wielding a shield or while you are under the effects of the force screen power gain a +1 bonus to their armor class.
Granted Powers: While The Soldier is imprinted upon you, you gain knowledge of the call armor, dimension swap, and metaphysical weapon powers. You learn and manifest dimension swap as a Psychic Warrior this way.
Power Point Cost: 3
Augment: When you imprint The Soldier, you can augment it in the following ways:
If you spend 4 additional power points, Armor Proficiency also grants proficiency with tower shields.
For every additional power point you spend, the bonuses granted by Allied Strike increases by 1.
For every 3 additional power points you spend, the bonuses granted by Group Tactics increase by 1.
In addition, for every additional power point that you spend to achieve any of these effects, this impression's imprinting DC increases by 1.

Garryl
2010-12-07, 10:29 PM
Level 3 Impressions



Duel at High Noon

Descriptors: Concept
Level: Psychic Impressionist 3
Imprinting DC: 24
Prerequisites: None
Special Requirements: None
Story: ***A little fluff about this impression. Why is it important enough to last?***
Personality: ***How does this impression make you want to act? Fluff and roleplaying-based requirements only, nothing that requires you to change your actions in combat. You don't have to follow the personality, but there may be minor consequences (restricted to only affecting your ability to use the impression's abilities) if you don't follow it. This may also include a minor bonus granted when the impression is stored in a Blank Slate psicrystal.***
If you disassociate yourself with Duel at High Noon, you lose the bonus to armor class and attack rolls granted by Duelist's Foe.
While Duel at High Noon is stored in a psicrystal with the blank slate personality, that psicrystal gains the nimble personality, which grants its master a +2 bonus on initiative checks.
Granted Abilities: Duel at High Noon grants you the Duelist's Foe, Psychic Reflexes, and Trigger Finger abilities while it is imprinted upon you.
Duelist's Foe (Ex): You can select a single opponent to focus on in battle. You gain a +2 insight bonus on all attack rolls and damage rolls against that creature. All other opponents serve only as distractions from your duel, and so you gain a +2 insight bonus to your Armor Class and on all saving throws against those creatures and effects created by them. Selecting an opponent is a free action, but you cannot change which opponent you have selected until that creature has been killed or destroyed, flees the battle, surrenders in a manner that you trust to be genuine, or is otherwise rendered unable to hurt you.
Psychic Reflexes (Su): While you are psionically focused, you can make an additional number of attacks of opportunity each round equal to your Wisdom modifier (minimum 1) and you can make attacks of opportunity even while flat-footed. Additionally, you can expend your psionic focus when making an attack of opportunity to manifest a single power with a range of Touch and a manifesting time no greater than one standard action. If you do so, the power point cost of the power you manifest is increased by 4 and you must make your attack of opportunity with the manifested power instead of a weapon. If you have the option of making your attack of opportunity with a ranged attack, you can manifest a power with an effect of Ray instead of one with a range of Touch. If you expend your psionic focus this way, you do not lose the benefits of Psychic Reflexes until the attack of opportunity has been resolved.
Trigger Finger (Ex): When you are attacked, you can activate this ability, allowing you to draw a weapon and causing that attack to provoke an attack of opportunity from you, including the attack that allowed you to activate this ability. You may still be unable to take advantage of this attacks of opportunity while flat-footed unless you have abilities like Combat Reflexes or Psychic Reflexes that allow you to. You can use ranged attacks to take advantage of attacks of opportunity granted this way. Activating this ability (and drawing a weapon because of it) does not take an action and can be done even when it is not your turn. Once you activate this ability, you may not do so until 5 rounds have passed.
Granted Powers: While Duel at High Noon is imprinted upon you, you gain knowledge of the crystal shard, dissipating touch, and touchsight powers.
Power Point Cost: 5
Augment: When you imprint Duel at High Noon, you can augment it in the following ways:
For every 3 additional power points you spend, the insight bonuses granted by Duelist's Foe increase by 1.
If you spend 6 additional power points, Trigger Finger causes all attacks made against you until the beginning of your next turn to provoke an attack of opportunity from you, instead of just the attack that allowed you to activate it.
In addition, for every additional power point that you spend to achieve any of these effects, this impression's imprinting DC increases by 1.


The Scout

Descriptors: Role
Level: Psychic Impressionist 3
Imprinting DC: 24
Prerequisites: None
Special Requirements: None
Story: ***A little fluff about this impression. Why is it important enough to last?***
Personality: ***How does this impression make you want to act? Fluff and roleplaying-based requirements only, nothing that requires you to change your actions in combat. You don't have to follow the personality, but there may be minor consequences (restricted to only affecting your ability to use the impression's abilities) if you don't follow it. This may also include a minor bonus granted when the impression is stored in a Blank Slate psicrystal.***
If you disassociate yourself with The Scout, you lose the bonus to saving throws granted by Speed Boost.
While The Scout is stored in a psicrystal with the blank slate personality, that psicrystal gains the nimble personality, which grants its master a +2 bonus on initiative checks.
Granted Abilities: The Scout grants you the Battlefield Reconnaissance, Psionic Trapfinding, Skirmish, and Speed Boost abilities while it is imprinted upon you.
Battlefield Reconnaissance (Su): As a swift action, you can see things clearly within 120 feet. You gain the benefit of the psionic true seeing power for one round. You can use this ability once every 5 rounds.
Skirmish (Ex): You gain Skirmish +1d6/+1, as the Scout ability of the same name. If you already have the Skirmish ability from other sources, the benefits stack.
Speed Boost (Ex): You gain a +10 foot competence bonus to your land speed and a +2 competence bonus on all saving throws against movement-impairing effects.
Psionic Trapfinding (Ex): You gain Trapfinding, as the Rogue ability. Additionally, you gain a +4 insight bonus to all Search checks while you are psionically focused, and you can expend your psionic focus to gain a +4 insight bonus on a single Disable Device check.
Granted Powers: While The Scout is imprinted upon you, you gain knowledge of the hustle and ubiquitous vision powers.
Power Point Cost: 5
Augment: When you imprint The Scout, you can augment it in the following ways:
For every 2 additional power points you spend, the insight bonuses granted by Psionic Trapfinding increase by 1 and the competence bonus to saving throws granted by Speed Boost increases by 1.
For every 4 additional power points you spend, the bonus to your speed granted by Speed Boost improves by 10 feet. Additionally, for every odd multiple of 4 power points you spend this way, the bonus granted by Skirmish improves by +1d6/+0, and for every even multiple of 4 power points you spend this way, the bonus granted by Skirmish improves by +0d6/+1.
In addition, for every additional power point that you spend to achieve any of these effects, this impression's imprinting DC increases by 1.

Garryl
2010-12-07, 10:30 PM
Level 4 Impressions



Changing Seasons

Descriptors: Concept
Level: Psychic Impressionist 4
Imprinting DC: 27
Prerequisites: None
Special Requirements: None
Story: ***A little fluff about this impression. Why is it important enough to last?***
Personality: ***How does this impression make you want to act? Fluff and roleplaying-based requirements only, nothing that requires you to change your actions in combat. You don't have to follow the personality, but there may be minor consequences (restricted to only affecting your ability to use the impression's abilities) if you don't follow it. This may also include a minor bonus granted when the impression is stored in a Blank Slate psicrystal.***
If you disassociate yourself with Changing Seasons, the energy resistance granted by Energy Resistance is reduced by half and Energy Touch only affects weapon attacks. Any additional bonuses you gain for having the Unseelie Fey template are unaffected by this, and you do not suffer these penalties while in the season of your seasonal power.
While Changing Seasons is stored in a psicrystal with the blank slate personality, that psicrystal gains the artiste personality, which grants its master +3 bonus on Craft checks.
Granted Abilities: Changing Seasons grants you the Energy Resistance, Energy Touch, Passing Time, and Seasonal Energy abilities while it is imprinted upon you.
Energy Resistance (Ex): You gain resistance 10 to your current seasonal energy type. This resistance improves to 20 if your imprinter level is at least 9, or to 30 if your imprinter level is at least 13.
If you have the Unseelie Fey template, you also gain resistance 5 to the seasonal energy type or your templates seasonal power. If you are currently in that season, the resistance stacks.
Energy Touch (Su): Your attacks and powers are charged with your current seasonal energy type. Any successful attack you make or damaging power you manifest deals an additional 1d6 points of damage of your seasonal energy type, independent of the energy damage dealt attack or power normally.
If you have the Unseelie Fey template, you also deal an additional 1 point of damage of the seasonal energy type or your templates seasonal power with successful attack you make or damaging power you manifest. If you are currently in that season, the damage stacks.
Passing Time (Su): When you imprint Changing Seasons, choose one season to begin in (winter, spring, summer, or fall). As a swift action, you can advance time around you, changing your seasonal powers and reducing the remaining duration of any effects affecting you. You immediately change to the new season, and any ongoing effects currently affecting you have their durations reduced by 1 round for every season you advance (in order, the seasons are winter, spring, summer, fall, and then winter again as the cycle begins anew). Effects whose remaining durations are reduced 0 rounds or less are removed as though their durations had run out normally.
You cannot this ability to advance more than 3 seasons at once. Once you use this ability, you cannot return to any season you left or passed by for 5 rounds. Passing Time does not shorten the amount of time you need to wait before reusing any of your abilities (such as most breath weapons and the abilities granted by most impressions and vestiges).
Seasonal Energy: Depending on which season you are in (see the Passing Time ability), you have an affinity to one of four energy types. If you are in winter, your seasonal energy type is cold. If you are in spring, your seasonal energy type is sonic. If you are in summer, your seasonal energy type is fire. If you are in fall, your seasonal energy type is electricity. You can only manifest energy powers that allow you to choose what energy type they use if you select your seasonal energy type. Powers that do not allow you to choose your seasonal energy type can be manifested without this restriction (even if they have the option to choose the energy type of another season).
Granted Powers: While Changing Seasons is imprinted upon you, you gain knowledge of the energy ball, energy ray, and time hop powers.
Power Point Cost: 7
Augment: When you imprint Changing Seasons, you can augment it in the following ways:
If you spend 6 additional power points, you can use Passing Time as an immediate action, even while you are unable to act.
For every 5 additional power points you spend, the damage dealt by your Energy Touch ability increases by 1d6. This does not affect the bonus damage you deal for having the Unseelie Fey template.
In addition, for every additional power point that you spend to achieve any of these effects, this impression's imprinting DC increases by 1.


Koom Valley

Descriptors: Event, Location
Level: Psychic Impressionist 4
Imprinting DC: 27
Prerequisites: None
Special Requirements: None
Story: In Koom Valley, the trolls ambushed the dwarves, or maybe the dwarves ambushed the trolls. No one knows for sure, but this piece of shared history has kept rivalries between the two races strong and arguments heated even in times of peace.
Personality: You must try to find out the true story behind Koom Valley when you have the opportunity. While you do not necessarily need to perform active research in libraries or actively track down every piece of information you can, you must at least keep an ear open and try to piece together any clues you come across. Additionally, you must try to learn about dwarf and troll culture, society, and customs. If you are a troll or a dwarf, you must try especially hard to learn about the other.
If you disassociate yourself with Koom Valley, the benefits granted by Trolls and Dwarves is halved and Accord of Kings does not prevent the penalty for making a rushed Diplomacy check, nor does it hasten your ability to gain knowledge with a Sense Motive check.
While Koom Valley is stored in a psicrystal with the blank slate personality, that psicrystal gains your choice of the friendly and sympathetic personalities (chosen when you imprint Koom Valley), which grants its master a +3 bonus on Diplomacy and Sense Motive checks, respectively.
Granted Abilities: Koom grants you the Accord of Kings, Confusing Mists, Dark Emotions, and Trolls and Dwarves abilities while it is imprinted upon you.
Accord of Kings (Ex): You can take 10 on Diplomacy and Sense Motive checks, even when you are distracted or threatened. You do not suffer the usual -10 penalty for making a rushed Diplomacy check, and you can gain information with a Sense Motive check ten times as fast (thus you can glean information in only a single round that would take you a minute to learn normally).
Confusing Mists (Su): As a standard action, once every 5 rounds, you can create a cloud of mist and fog as with the fog cloud spell. These mists billow outward, increasing the radius and height of their effect by 5 feet at the beginning of each of your turns. Additionally, creatures within the mist are subject to a minor confusion effect. Any time a melee or ranged attack originating from within the mist would miss because of concealment, the creature that misses must make a Will save. On a failed save, that attack is redirected to the creature's nearest ally within range and within the mist. The creature must make another attack roll to determine if the ally is struck, but the mist provides no concealment and does not interfere with line of sight for the purpose of this attack.
You and your allies are unaffected by the confusing effects of the mist. The cloud lasts for a number of rounds equal to your imprinter level. If you imprinter level is high enough, you can have multiple clouds in existence at once. The confusing effect of this ability is a mind-affecting effect.
Dark Emotions (Su): You exude an aura that affects the emotions of those within 30 feet of you (including yourself). If you choose to emit anger, all creatures within the aura gain a +2 morale bonus on attack rolls and damage rolls, but suffer a -1 morale penalty to their Armor Class and saving throws. If you exude and aura of calmness, all creatures within the aura suffer a -1 morale penalty on attack rolls and damage rolls, but gain a +2 morale bonus to their Armor Class and saving throws.
You can activate, suppress, or change the emotions of this aura as a move action. This is a mind-affecting effect.
Trolls and Dwarves (Ex): Your knowledge and understanding of Dwarves and Trolls, or your hatred and anger towards them, grants you a bonus on your interactions with these races and in combat with them (including subraces). You gain a +2 bonus on all Diplomacy, Knowledge, Listen, Sense Motive, and Spot checks when dealing with members of these races or their societies, and you gain a +2 bonus on weapon damage rolls against such creatures. Treat this as a Favored Enemy ability where beneficial.
Granted Powers: While Koom Valley is imprinted upon you, you gain knowledge of the empathy, false sensory input, and steadfast perception powers.
Power Point Cost: 7
Augment: When you imprint Koom Valley, you can augment it in the following ways:
For every additional power point you spend, the range of Dark Emotions increases by 5 feet.
For every 5 additional power points you spend, the bonuses granted by Trolls and Dwarves increases by 2.
If you spend 6 additional power points, any creature within the area of your Confusing Mists must make a Will save each round at the beginning of its turn or act confused until its next turn (as per the confusion spell). You and your allies are not immune to this effect.
In addition, for every additional power point that you spend to achieve any of these effects, this impression's imprinting DC increases by 1.
For every 2 additional power points that you spend to achieve any of these effects, the save DC of Confusing Mists increases by 1.

Garryl
2010-12-07, 10:32 PM
Level 5 Impressions



Castle Ravenloft

Descriptors: Location
Level: Psychic Impressionist 5
Imprinting DC: 30
Prerequisites: None
Special Requirements: You may not imprint Castle Ravenloft during the day, nor while you are within bright light.
Story: ***A little fluff about this impression. Why is it important enough to last?***
Personality: ***How does this impression make you want to act? Fluff and roleplaying-based requirements only, nothing that requires you to change your actions in combat. You don't have to follow the personality, but there may be minor consequences (restricted to only affecting your ability to use the impression's abilities) if you don't follow it. This may also include a minor bonus granted when the impression is stored in a Blank Slate psicrystal.***
If you disassociate yourself with Castle Ravenloft, the effective power level of your Aura of Darkness is reduced by 2 and your Aura of Darkness affects your allies and obscures their vision (although you are still unaffected).
While Castle Ravenloft is stored in a psicrystal with the blank slate personality, that psicrystal gains the poised personality, which grants its master +3 bonus on Balance checks.
Granted Abilities: Castle Ravenloft grants you the Aura of Darkness, Gaseous Form, and Vampiric Embrace abilities while it is imprinted upon you.
Aura of Darkness (Su): You emit an aura of darkness, causing bright illumination to be reduced to shadowy illumination within 20 feet of you. You and your allies can see through this area clearly as though it was brightly illuminated (regardless of the natural lighting conditions), but the Darkvision and Low-Light Vision of other creatures do not function with respect to this area. Additionally, creatures other than yourself and your allies within the area of this aura suffer a -2 penalty on all saving throws. You can suppress or resume this ability is a free action on your turn.
Aura of Darkness interacts with effects with the Light descriptor as though it was a 5th level power with the Darkness descriptor. If it is, you can reactivate as a free action it as soon as you are outside the radius of the Light effect.
Gaseous Form (Ps): You can manifest the ectoplasmic form ability upon yourself as an immediate action. On your turn, you can dismiss it as a free action. Once you have used this ability, you cannot use it again until 5 rounds after the effect has lapsed (whether by being dispelled, dismissed, or otherwise ending).
Vampiric Embrace (Ex): The powers of Baron Strahd von Zarovich flow through you while you Castle Ravenloft is imprinted upon you. You gain darkvision out to 60 feet, fast healing 2 as long as you have at least 1 hit point, and DR 5/magic and silver. Additionally, you are healed by negative energy but damaged by positive energy, as though you were undead.
Granted Powers: While Castle Ravenloft is imprinted upon you, you gain knowledge of the claws of the vampire, mind probe, mindwipe, and vampiric weapon powers.
Power Point Cost: 9
Augment: When you imprint Castle Ravenloft, you can augment it in the following ways:
For every 2 additional power points you spend, the fast healing granted by Vampiric Embrace increases by 1, the damage reduction increases by 2, and the range of your darkvision improves by 10 feet.
For every 3 additional power points you spend, the radius of your Aura of Darkness increases by 10 feet and it interacts with effects with the Light descriptor as though it was a power of one level higher, to a maximum of 9th level.
In addition, for every additional power point that you spend to achieve any of these effects, this impression's imprinting DC increases by 1.


Tower of the Arcane Order

Descriptors: Location
Level: Psychic Impressionist 5
Imprinting DC: 30
Prerequisites: None
Special Requirements: None
Story: ***A little fluff about this impression. Why is it important enough to last?***
Personality: ***How does this impression make you want to act? Fluff and roleplaying-based requirements only, nothing that requires you to change your actions in combat. You don't have to follow the personality, but there may be minor consequences (restricted to only affecting your ability to use the impression's abilities) if you don't follow it. This may also include a minor bonus granted when the impression is stored in a Blank Slate psicrystal.***
If you disassociate yourself with Tower of the Arcane Order, you cannot apply metamagic or metapsionic feats with Cooperative Magic and you must also supply all material components and focuses when casting spells with Psionic Spell Pool.
While Tower of the Arcane Order is stored in a psicrystal with the blank slate personality, that psicrystal gains the sage personality, which grants its master a +3 bonus to a single Knowledge skill (chosen when Tower of the Arcane Order is imprinted).
Granted Abilities: Tower of the Arcane Order grants you the Arcane Absorption, Cooperative Magic, and Psionic Spell Pool abilities while it is imprinted upon you.
Arcane Absorption (Su): You gain spell and power resistance 20. Whenever a spell or power fails to penetrate your spell or power resistance, you regain a number of power points equal to half the spell or power's level, to a maximum of your normal daily allotment of power points.
You can raise or lower this spell resistance as a free action, even when it is not your turn, and even while you are unconscious or unable to act.
Cooperative Magic (Su): As an immediate action when a willing ally within 30 feet (other than yourself) casts a spell or manifests a power, you can expend your psionic focus to grant your ally a +2 bonus his caster level or manifester level for that spell or power.
Alternatively, you can also expend a number of power points to apply the benefit of any metapsionic feat that both you and your ally have to the spell or power instead of increasing his caster or manifester level. If you are modifying a spell, you may instead apply a metamagic feat that your ally possesses if you have the equivalent metapsionic feat. The number of power points you must expend is equal to the additional power point cost of the metapsionic feat (or equivalent metapsionic feat) that you are applying.
Psionic Spell Pool (Sp): As a full-round action, you can cast a single spell of your choice from the Wizard spell list as found in the Player's Handbook (this does not allow you to cast spells found in other supplements or that are added to the Wizard spell list through unusual means). You can only cast spells with a casting time of one standard action or less this way, and you cannot apply metamagic or metapsionic effects to these spells. You can cast spells up to 3rd level this way, and you must expend a number of power points equal to three times the spell's level when you do so (0th-level spells count as 1/2-level, and cost 1 power point). You must also provide all verbal, somatic, material, and experience components of the spell, although you need not supply any focuses or material components worth 1gp or less and you do not suffer any arcane spell failure chance caused by armor. Spells cast this way are considered arcane spells, not spell-like abilities. Spells cast this way are considered to be of their normal level on the Wizard spell list, not this impression's level.
No matter how many times you use this ability, you cannot use it to cast any given spell more than once per day. You cannot use this ability more than once every 5 rounds.
Granted Powers: While Tower of the Arcane Order is imprinted upon you, you gain knowledge of the metaconcert, psionic dimension door, and psionic identify powers.
Power Point Cost: 9
Augment: When you imprint Tower of the Arcane Order, you can augment it in the following ways:
For every 3 additional power points you spend, the maximum level spell you can cast with Psionic Spell Pool increases by 1.
For every 5 additional power points you spend, the caster or manifester level bonus granted by Cooperative Magic increases by 1, and the number of power points you must expend when applying a metamagic or metapsionic feat decreases by 1 (to a minimum of 0).
In addition, for every additional power point that you spend to achieve any of these effects, this impression's imprinting DC increases by 1 and the spell and power resistance granted by Arcane Absorption increases by 1.

Garryl
2010-12-07, 10:33 PM
Level 6 Impressions



Broken Mirror

Descriptors: Concept
Level: Psychic Impressionist 6
Imprinting DC: 33
Prerequisites: None
Special Requirements: None
Story: ***A little fluff about this impression. Why is it important enough to last?***
Personality: ***How does this impression make you want to act? Fluff and roleplaying-based requirements only, nothing that requires you to change your actions in combat. You don't have to follow the personality, but there may be minor consequences (restricted to only affecting your ability to use the impression's abilities) if you don't follow it. This may also include a minor bonus granted when the impression is stored in a Blank Slate psicrystal.***
If you disassociate yourself with Broken Mirror, the miss chance granted by Disjointed Image improves by only half as much as normal when you or an image are struck (to a gain of 5% per attack), and the images created by Shattered Reflection do not damage their attacker when struck.
While Broken Mirror is stored in a psicrystal with the blank slate personality, that psicrystal gains the observant personality, which grants its master a +3 bonus on Spot checks.
Granted Abilities: Broken Mirror grants you the Disjointed Image, Refraction Shield, and Shattered Reflection abilities while it is imprinted upon you.
Disjointed Image (Su): Light reflects off of you at strange angles, and does not follow a straight line after doing so. You appear up to 2 feet away from your actual position, causing attacks against you to suffer a 50% miss chance. A true seeing spell or similar effect reveals your true location, negating the miss chance. In addition, each time you are missed because of this miss chance, your image shift closer to your true location as the broken image repairs itself, reducing the miss chance granted by 10% (to a minimum miss chance of 20%). Each time you are struck, the image breaks a little bit more, increasing the miss chance granted by 10% (to a maximum miss chance of 50%). Treat this miss chance as resulting from concealment (although you are not actually considered to have concealment because of this).
If you are not attacked for 1 minute, the miss chance granted by this ability resets to 50%. The miss chance granted by this ability also applies to any images of you created by Shattered Reflection, mirror image spells, and similar effects. Such images use the same miss chance that you have, and attacks against them raise or lower the miss chance granted by this ability as though they had hit or missed you.
Refraction Shield (Su): While you maintain you psionic focus, you gain a +4 deflection bonus to your armor class.
Whenever a ranged attack targeting you (or an image of you created by Shattered Reflection, mirror image spells, and similar effects) misses, you can reflect it back to its source as an immediate action by expending your psionic focus. If you do, make a ranged attack roll against you attacker with the same modifiers as the original attack roll (do not count range increment penalties twice, and you may suffer different miss chances than your attacker due to concealment and the like). If you hit, treat the attack as though your attacker had targeted and struck himself.
You cannot use this ability to reflect siege weapon projectiles.
Shattered Reflection (Ps): As a swift action, you can create 1d4+1 images of yourself, as per the mirror image spell. Unlike normal mirror images, these images also gain the benefit of any deflection bonuses to armor class that you have, and are affected by Disjointed Image (as described in that ability). Whenever an image is successfully attacked, it shatters, spraying shards of glass at its attacker. These glass shards deal 2d6 points of magic piercing damage (affected by damage reduction) and they dissolve into nothingness within 1 round. A successful Reflex saving throw negates this damage.
If you are struck while at least one image remains, you automatically switch places with any adjacent image of your choice after resolving the attack and its effects (treat this as a teleportation effect). If you do, that image is destroyed and shatters as if it was struck by the attack that hit you.
If you are already affected by a mirror image spell or similar effect when you use this ability, the two effects do not stack. Instead, all remaining images are improved as described above for the duration of this effect, and additional images are created only if Shattered Reflection would create more images than there are remaining from the prior effects (in which case it only creates new images equal to the difference). When the duration of Shattered Reflection expires, any remaining images created by it disappear as normal, and the improvements to any remaining images from existing mirror image effects are removed.
The images created by this ability disappear after 5 rounds. After you use this ability, you cannot use it again for 5 rounds. Treat this effect as a 6th level power from the metacreativity discipline.
Granted Powers: While Broken Mirror is imprinted upon you, you gain knowledge of the dispelling buffer and mass cloud mind powers.
Power Point Cost: 11
Augment: When you imprint Broken Mirror, you can augment it in the following ways:
For every 2 additional power points you spend, the deflection bonus to your armor class granted by Refraction Shield increases by 1.
For every 3 additional power points you spend, the number of images created by Shattered Mirror increases by 1 and the damage dealt when they shatter is increased by 1d6.
If you spend 6 additional power points, the miss chance granted by Disjointed Image is only reduced by half as much as normal when you or an image are struck (to a loss of 5% per attack), and you can ignore all miss chances caused by concealment when reflecting an attack with Refraction Shield.
In addition, for every additional power point that you spend to achieve any of these effects, this impression's imprinting DC increases by 1.
For every 2 additional power points that you spend to achieve any of these effects, the save DC of Shattered Reflection increase by 1.

Garryl
2010-12-07, 10:34 PM
Level 7 Impressions



Black Omen

Descriptors: Location
Level: Psychic Impressionist 7
Imprinting DC: 36
Prerequisites: None
Special Requirements: None
Story: ***A little fluff about this impression. Why is it important enough to last?***
Personality: You must seek out great and dangerous power where you can, regardless of the cost. What you do when you find it is up to you. Will you act as Queen Zeal did, attempting to harness that power at the cost of her family and her people? Or will you act as Chrono, attempting to destroy it before it could harm another.
If you disassociate yourself with Black Omen, Arise From Darkness does not cause any pressure damage and Existence Beyond Time does not grant you immunity to effects that would alter or disrupt your personal time.
While Black Omen is stored in a psicrystal with the blank slate personality, that psicrystal gains the resolved personality, which grants its master a +2 bonus on Will saves.
Granted Abilities: Black Omen grants you the Arise From Darkness, Destruction Rains From the Heavens, and Existence Beyond Time abilities while it is imprinted upon you.
Arise From Darkness (Su): You gain a fly speed equal to your base land speed with perfect maneuverability. Additionally, you can exude a cone of enveloping darkness beneath you, drawn of power from the depths of the oceans. The cone extends directly downwards from you, perpendicular to the ground. Treat this as a cone shaped emanation with a range equal to your altitude. At ground level, it has a radius equal to the distance you are above the ground. Everything within the cone is shrouded in darkness, as with a deeper darkness spell. Additionally, each creature fully within the darkness at the beginning of your turn must make a Fortitude save or suffer 3d6 points of damage, as though crushed by water pressure (creatures with access to the Blackwater domain are thus immune to this damage).
You can activate or suppress the darkness and pressure damage caused by this ability as a standard action.
Destruction Rains From the Heavens (Ps): As a standard action, you can call down the wrath of Lavos, conjuring a storm of fire and debris to pummel your enemies and anyone foolish enough to get in the way. All creatures within a cylinder 120 feet high and with a 20 foot radius, centered on a point within medium range (100 feet plus 10 feet per imprinter level), take 12d6 damage. Half of this damage is bludgeoning damage and half is fire damage and the bludgeoning damage is unaffected by damage reduction. A successful Reflex save halves this damage. You can use this ability as a swift action during the first round of combat. Once you use this ability, you cannot use it again for 5 rounds.
Existence Beyond Time (Su): While Black Omen is imprinted upon you, your existence transcends time. You are immune to any effect that would alter or disrupt your personal time, such as a time hop power or a Phane's Chronal Blast ability.
In addition, any effects that would stop time or rapidly accelerate the time flow around a creature also affect you. Whenever a creature within line of sight, within line of effect, and within 300 feet uses a time stop spell, a temporal acceleration power, or a similar effect, you can tag along as an immediate action. You must spend a number of power points equal to twice the level of the effect (or an amount equal to the user's caster level, if the effect doesn't have a level, or the user's HD, if it doesn't have a level or a caster level) to tag along, and you cannot spend more than 13 power points this way. If you do, you can act as though you and the effect's user were both under the effects of the ability used, and you can both interact with each other, even if the ability would normally prevent it.
Granted Powers: While Black Omen is imprinted upon you, you gain knowledge of the energy conversion, quintessence, and temporal acceleration powers.
Power Point Cost: 13
Augment: When you imprint Black Omen, you can augment it in the following ways:
For every 2 additional power points you spend, the damage done by Destruction Rains From the Heavens increases by 1d6, and the height of the cylinder increases by 10 feet.
For every 3 additional power points you spend, the flight speed granted by Arise From Darkness increases by 10 feet and the pressure damage it deals increases by 1d6.
In addition, for every additional power point that you spend to achieve any of these effects, this impression's imprinting DC increases by 1 and the maximum number of power points you can spend on Existence Beyond Time increases by 1.
For every 2 additional power points that you spend to achieve any of these effects, the save DCs of this Arise From Darkness and Destruction Rains From the Heavens increase by 1.


Legendary Heroes

Descriptors: Concept, Fire
Level: Psychic Impressionist 7
Imprinting DC: 36
Prerequisites: None
Special Requirements: You must be on a quest of great importance. Who that quest is of great importance to is irrelevant, nor is whether you consider to be important. You don't even need to know that someone considers it important, nor do you need to know that you are on the quest. Even as little as someone considering your involvement to be important to something greater is sufficient. Really, if you're playing D&D and are high enough level to imprint this, there shouldn't be any reason not to meet this requirement unless you're playing something really unusual.
Story: ***A little fluff about this impression. Why is it important enough to last?***
Personality: ***How does this impression make you want to act? Fluff and roleplaying-based requirements only, nothing that requires you to change your actions in combat. You don't have to follow the personality, but there may be minor consequences (restricted to only affecting your ability to use the impression's abilities) if you don't follow it. This may also include a minor bonus granted when the impression is stored in a Blank Slate psicrystal.***
If you disassociate yourself with Legendary Heroes, Phoenix Rising does not grant you fast healing, and Through Fire Justice is Served does not cause your damaging powers to ignore resistances or immunities.
While Legendary Heroes is stored in a psicrystal with the blank slate personality, that psicrystal gains the hero personality, which grants its master a +2 bonus on Fortitude saves.
Granted Abilities: Legendary Heroes grants you the A Hero's Will Never Falters, Phoenix Rising, The Legend Continues, and Through Fire Justice is Served abilities while it is imprinted upon you.
A Hero's Will Never Falters (Ex): Whenever you would be affected by a non-instantaneous, non-harmless effect, you can choose to suppress its effects with respect to you for up to 5 rounds. During that time, the effect's duration continues to count down, which may cause it to expire before it can affect you. You can use this ability once every 5 rounds, and you can choose to suppress the same effect multiple times consecutively (and without the effect affecting you at any time) if you reactivate this ability as soon as its previous duration expires.
Phoenix Rising (Su): You gain a fly speed equal to twice your base land speed and with good maneuverability. Additionally, you gain fast healing 5.
The Legend Continues (Su): If you die while Legendary Heroes is imprinted upon you, any spells, powers, and other effects that would revive you from death do not require any material or experience components and do not cost you any experience or levels when you are revived.
Through Fire Justice is Served (Su): Your damaging powers never damage your allies or innocents, only your opponents (you can still damage a willing ally if you so choose). Additionally, half of any energy damage you powers deal ignores energy resistances (they are still affected by immunities).
Granted Powers: While Legendary Heroes is imprinted upon you, you gain knowledge of the energy adaptation, energy wave, and retrieve powers.
Power Point Cost: 13
Augment: When you imprint Legendary Heroes, you can augment it in the following ways:
For every 3 additional power points you spend, the fast healing provided by Phoenix Rising increases by 2
If you spend 7 additional power points, the maneuverability of the flight granted by Phoenix Rising improves by one category (to a maximum of perfect) and Through Fire Justice is Served causes half of your energy damage to ignore resistances and immunities instead of just resistances.
In addition, for every additional power point that you spend to achieve any of these effects, this impression's imprinting DC increases by 1.

Garryl
2010-12-07, 10:35 PM
Level 8 Impressions



Watcher's Keep

Descriptors: Location
Level: Psychic Impressionist 8
Imprinting DC: 39
Prerequisites: None
Special Requirements: None
Story: ***A little fluff about this impression. Why is it important enough to last?***
Personality: ***How does this impression make you want to act? Fluff and roleplaying-based requirements only, nothing that requires you to change your actions in combat. You don't have to follow the personality, but there may be minor consequences (restricted to only affecting your ability to use the impression's abilities) if you don't follow it. This may also include a minor bonus granted when the impression is stored in a Blank Slate psicrystal.***
If you disassociate yourself with Watcher's Keep, you can only use one of the options granted by Demogorgon's Wrath every 5 rounds instead of all three, and Outsiders do not suffer the -4 penalty on their saves against Imprison Deity unless you actually know their name and some facts about their life.
While Watcher's Keep is stored in a psicrystal with the blank slate personality, that psicrystal gains the liar personality, which grants its master a +3 bonus on Bluff checks.
Granted Abilities: Watcher's Keep grants you the Coward's Betrayal, Demogorgon's Wrath, and Imprison Deity abilities while it is imprinted upon you.
Coward's Betrayal (Ex): When the Knights of the Vigil betrayed the god-child of Bhaal by attempting to seal him within the Watcher's Keep along with Demogorgon, their betrayal forever tainted the memory of Wather's Keep.
You gain a +8 insight bonus on all Bluff checks you make while Watcher's Keep is imprinted upon you. In addition, you gain the Sneak Attack ability, allowing you to deal an additional 4d6 points of damage on all attacks that qualify. This otherwise functions as the Rogue ability of the same name.
In addition, you gain the ability to feint as a swift action. If you have the Improved Feint feat or could otherwise already feint as a move, swift, or free action, this ability causes any victims of your successful feints to lose their Dexterity bonus to their Armor Class for all attacks you make until the beginning of your next turn.
Finally, if you willingly attack a creature that considers you to be its ally, you deal an additional 2d6 points of damage on the first such attack you make each round. This is independent from the bonus Sneak Attack damage that Coward's Betrayal may also grant you on these attacks.
Demogorgon's Wrath (Su): While Watcher's Keep is imprinted upon you, you gain access to a fearsome power similar to that possessed by the demon lord Demogorgon, who was once imprisoned within its walls. This grants you a confusing gaze, an enervating tail attack, and disease-causing strikes.
As a standard action, you can cast your gaze upon an opponent within 60 feet that you have line of sight to. If that creature can see you, it must make a Will save or become confused for 1d4+1 rounds. This is a mind-affecting, compulsion effect.
As part of a full-attack, you can make a secondary natural attack with a ghostly, demonic tail that manifests itself for this attack, disappearing immediately afterwards. Treat this attack as a magical incorporeal touch attack for the purposes of bypassing damage reduction, ignoring bonuses to Armor Class, and striking incorporeal creatures. The tail deals a base damage of 1d8 for a Medium creature, but does not deal any additional damage for your Strength. Additionally, any creature struck by your incorporeal tail immediately gains 1d4 negative levels. The Fort save DC to remove these negative levels is the same as the save DC of this impression.
As a free action after striking a living creature with two or more melee attacks in a single round, or after making a successful attack roll with a power you manifest against such a creature, you can afflict that creature with a terrible rotting disease. The afflicted creature must make a Fortitude save or suffer 1d8 points of Constitution and Dexterity damage immediately, and again every 24 hours until it is dead. Unlike other diseases, this disease allows no subsequent saving throws to recover from it. This disease can only be removed by magical effects if the caster succeeds on a caster level check against a DC of 10 plus your imprinter level. Even the iron heart surge maneuver requires an initiator level check against the same DC, and can only be attempted once every 24 hours.
You can use each of these options once every 5 rounds, and the use of one does not restrict the use of the other options in this way. However, you cannot use more than one of these options in a single round.
Imprison Deity (Ps): Focusing inwards, you can turn the impression of Watcher's Keep within your mind into an imitation of the original, a prison strong enough to hold even deities. Turning your thoughts outwards once more, you can pull a creature from reality into the idea within your mind, holding it within your finely crafted mental prison.
As a standard action you can imprison a single creature that you touch, as per the imprisonment spell. If the subject fails its Will save against this impression's DC, it is imprisoned. You can only have a single creature imprisoned at once. If you try to imprison a second creature, the first is immediately released, even if your attempt against the second is unsuccessful. Due to Watcher's Keep's design as a prison for demon lords, Outsiders subject to this effect always suffer a -4 penalty on their saving throws to resist this ability, as though you knew their name and some facts about their life, even if you don't.
Unlike with the imprisonment spell, the subject is not entombed beneath the earth, but rather within your own mind inside the metaphysical concept of the Watcher's Keep. As such, a freedom spell or similar effect used at the locale where the subject was imprisoned does nothing, but must be used upon you instead. An imprisoned creature stays imprisoned indefinitely as long as you keep Watcher's Keep imprinted upon you, but it receives another saving throw to escape for each day that you do not have Watcher's Keep imprinted.
You can release a creature that you have imprisoned with this ability as a standard action. It appears in the space of your choice within 30 feet of you. You cannot release a creature into an area that cannot support it or into which it does not fit, similar to summoning a creature with a Conjuration (summoning) spell. If you attempt to release a creature into such a location, nothing happens, although you still lose your action.
Once you have used this ability, be it to imprison a creature or release one and regardless of its success or failure, you cannot use this ability again for 5 rounds.
Granted Powers: While Watcher's Keep is imprinted upon you, you gain knowledge of the bend reality and psionic telekinetic sphere powers.
Power Point Cost: 15
Augment: When you imprint Watcher's Keep, you can augment it in the following ways:

For every 2 additional power points you spend, the insight bonus to your Bluff checks granted by Coward's Betrayal increases by 1. For every 4 power points spent this way, the bonus Sneak Attack damage also increases by 1d6.
If you spend 5 additional power points, you can read the memories of the creature you have imprisoned. You can instantly gain knowledge of the creature's surface thoughts when you imprison it if you wish. Additionally, once per day while you have Watcher's Keep imprinted with this augment, you can ask an imprisoned creature a number of questions up to your imprinter level as though using the mind probe power (with a save DC equal to Imprison Deity's DC), treating the subject as though it was initially asleep each time you use this ability. Activating this ability takes 1 minutes, and it is treated as a psi-like ability.

In addition, for every additional power point that you spend to achieve any of these effects, this impression's imprinting DC increases by 1.
For every 2 additional power points that you spend to achieve any of these effects, the save DC of Demogorgon's Wrath and Imprison Deity increase by 1.

Garryl
2010-12-07, 10:37 PM
Reserved for Feats and stuff.

Garryl
2010-12-07, 10:40 PM
Monsters


Psychic Remnant Template

"Psychic Remnant" is an inherited template that can be added to any psychic impression. This results in a creature with the abilities and personality of the psychic impression. Hereafter, the psychic impression that the creature is based on is referred to as the "base impression".
Size and Type: A Psychic Remnant has the Ooze type and the Psionic subtype. It also has the subtypes of any descriptors that the base impression had that exist as subtypes. Finally, it gains any of the Role, Emotion, Location, Event, or Concept subtypes that the base impression had as descriptors. A Psychic Remnant's size is based on the level of the base impression (using the Psychic Impressionist level if possible if the impression exists at multiple levels). 2nd level and lower impressions are Small creatures. 3rd and 4th level impressions are Medium creatures. 5th and 6th level impressions are Large creatures. 7th and 8th level impressions are Huge creatures. Impressions higher than 8th level (including Epic impressions) are Gargantuan creatures.
Hit Dice: Psychic Remnants have hit dice equal to two and a half times the level of the base impression (rounded down, minimum 1). As oozes, they have 10-sided hit dice.
Speed: The Psychic Remnant has a base land speed based on its size. Small Psychic Remnants have a speed of 20 feet, Medium ones have a speed of 30 feet, Large ones have a speed of 40 feet, Huge ones have a speed of 60 feet, and Gargantuan ones have a speed of 80 feet. Additionally, some Psychic Remnants may have a modified speed or alternative movement types based on their base impression.
Armor Bonus: A Psychic Remnant has a natural armor bonus to its Armor Class equal to twice the level of the base impression. Psychic Remnants can use armor and wield shields, but they are only proficient with those that the abilities and powers of the base impression grant, create, or conjure.
Base Attack: A Psychic Remnant has a base attack bonus equal to 3/4 its Hit Dice.
Attacks: A Psychic Impression can extend up to two pseudopods at once that can be used to make slam attacks. These two slam attacks are considered primary natural weapons that deal 1d6 points of damage for a Medium creature, and appropriately more or less as normal. (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6) These pseudopods can also be used to hold and wield objects as well as a human can. Psychic Remnants are proficient with their own natural weapons, and with any weapons that the abilities or powers of the base impression grant, create, or conjure.
Special Qualities: A Psychic Remnant has the following abilities.
Blindsight (Ex) Psychic Remnants can psionically feel their immediate surroundings, granting them blindsight out to 5 feet.
Damage Reduction (Su) A Psychic Remnant has damage reduction equal to its racial hit dice. This damage reduction is only bypassed by weapons made out of crystal (including deep crystal and crysteel) or thinuan. The effects of powers also bypass this damage reduction. Finally, any character that has the base impression imprinted upon them can bypass the Psychic Remnant's damage reduction, no matter what the attack form they employ.
As coalesced masses of psychic energy, battering the physical form of a Psychic Remnant is only a minor inconvenience to the creature. Due to their relationship with psionics, crystal weaponry is capable of fully damaging Psychic Remnants, as are psionic powers. Due to its ability to siphon and trap souls, thinuan is also dangerous to Psychic Remnants as it siphons away the conceptual and emotional energies that animate them.
First Impression: A Psychic Remnant has all of the abilities granted by the base impression, with an imprinter level equal to its racial hit dice, and as though it had spent that many power points to imprint that impression. The augmentations can be changed whenever the creature recovers its power points. A Psychic Remnant is never considered disassociated with the base impression, but it can never take actions that would normally render it disassociated or that are contrary to the impression's personality, even under the effects of magical or psionic charms and compulsions. Even epic powers and the powers of deities cannot compel a Psychic Remnant to act this way.
Manifesting A Psychic Remnant can manifest the powers that its base impression grants knowledge of. It has a manifester level equal to its imprinter level for its First Impression ability, and uses its Charisma score to determine the save DCs and maximum level of its powers.
Power Pool Each Psychic Remnant has a number of power points equal to its racial hit dice. A Psychic Remnant gains bonus power points for having a high ability score based on its manifester level (see above) and its Charisma score.
Visual Impression (Su) A Psychic Remnant can choose to look like a creature, object, or even an entire scene related to the ideas behind its base impression. Regardless of the form it appears to take, its abilities and statistics do not change, nor does its size or reach. Creatures subconsciously recognize the Psychic Remnant as the creature that it is and can sense its natural form, regardless of the apparent form it takes with this ability, so it does not grant any bonuses to Hide or Disguise checks. Additionally, mindless creatures and creatures that are immune to mind-affecting effects perceive the Psychic Remnant normally. Other effects can still disguise the creature. This ability can be activated, changed, or suppressed as a standard action. The save DC to disbelieve this ability is Charisma based. This is a mind-affecting, illusion, figment effect.
Ooze Traits As oozes, Psychic Remnants are immune to poison, sleep effects, paralysis, polymorph, and stunning. They are not subject to critical hits or flanking. They need to eat and breathe, but not to sleep.
Unlike most oozes, Psychic Remnants are not blind. They can sense light as well as any normal human can. Neither are they mindless, as their nature grants them a semblance of intelligence.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2. Unlike most oozes, the nature of Psychic Remnants grants them an improved resilience against mental attacks.
Abilities: A Psychic Remnant has Strength, Constitution, and Charisma scores equal to 11 plus the level of its base impression. Its Dexterity, Intelligence, and Wisdom scores are equal to 8 plus the level of its base impression.
Skills: A Psychic Remnant gains skill points as normal for its racial hit dice and its Intelligence score. It does not normally have any class skills for its racial hit dice. However, if its base impression has a requirement or special requirement of any skills, an ability that grants a bonus to one or more specific skills, or an ability that involves a skill check from one or more specific skills, those skills are always considered class skills for the Psychic Remnant, even for other class levels.
Feats: A Psychic Remnant gains skill points and feats as normal for its racial hit dice.
Environment: Any. Psychic Remnants can be found almost anywhere, although they tend to be found in places similar to or relating to their base impressions.
Organization: Any.
Challenge Rating: Twice the level of the base impression, minus one (minimum 1/2).
Treasure: None.
Alignment: Usually true neutral. Base impressions with alignment descriptors usually (but not always) create Psychic Remnants with those alignments.
Advancement: By racial hit dice (no upper limit or size change), or by levels in imprinting classes or classes that improve its imprinting level. A Psychic Remnant that gains levels in an imprinting class can add twice the level of its base impression to its levels in that class to determine its imprinter level, maximum impression level, and power points per day. Additionally, it can use its imprinter level for that class as its imprinter level for its First Impression ability, whichever is better.
Level Adjustment: --.


Sample Psychic Remnants


Summoning Dark (Psychic Remnant of Koom Valley) CR 7

N Medium Ooze (event, location, psionic)
Init +1; Senses blindsight 5 ft.; Listen +1, Spot +1
Languages n, n; telepathy n ft.
_________________________________________
AC 19, touch 11, flat-footed 18
(+1 Dex, +8 natural)
hp 75 (10 HD); DR 10/crystal or thinuan
Immune poison, sleep effects, paralysis, polymorph, stunning, critical hits and flanking
Fort +5, Ref +4, Will +8
_________________________________________
Speed 30 ft. (6 squares)
Melee 2 slams +9/+9 (1d6+2)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +9
Atk Options Trolls and Dwarves
Special Actions Confusing Mists, Dark Emotions, Manifesting, Visual Impression
Powers Known (20 PP, ML 10th):
1st -- Empathy (Will DC 13)
3rd -- False Sensory Input (Will DC 15)
4th -- Steadfast Perception
_________________________________________
Abilities Str 15, Dex 12, Con 15, Int 12, Wis 12, Cha 15
SQ Blindsight, Damage Reduction, First Impression, Manifesting, Visual Impression
Feats feat name, B-bonus feat
Skills Diplomacy +17, Knowledge (history) +14, Sense Motive +14
Possessions none
Advancement if applicable; Favored Class if applicable
_________________________________________
Damage Reduction (Su) A Psychic Remnant has damage reduction equal to its racial hit dice. This damage reduction is only bypassed by weapons made out of crystal (including deep crystal and crysteel) or thinuan. The effects of powers also bypass this damage reduction. Finally, any character that has the base impression imprinted upon them can bypass the Psychic Remnant's damage reduction, no matter what the attack form they employ.
As coalesced masses of psychic energy, battering the physical form of a Psychic Remnant is only a minor inconvenience to the creature. Due to their relationship with psionics, crystal weaponry is capable of fully damaging Psychic Remnants, as are psionic powers. Due to its ability to siphon and trap souls, thinuan is also dangerous to Psychic Remnants as it siphons away the conceptual and emotional energies that animate them.
First Impression A Psychic Remnant has all of the abilities granted by the base impression, with an imprinter level equal to its racial hit dice, and as though it had spent that many power points to imprint that impression. The augmentations can be changed whenever the creature recovers its power points. A Psychic Remnant is never considered disassociated with the base impression, but it can never take actions that would normally render it disassociated or that are contrary to the impression's personality, even under the effects of magical or psionic charms and compulsions. Even epic powers and the powers of deities cannot compel a Psychic Remnant to act this way.
A Summoning Dark has the Accord of Kings, Confusing Mists, Dark Emotions, and Trolls and Dwarves abilities. Due to augmentations, the radius of Dark Emotions is 45 feet instead of 30 feet, and the save DC of Confusing Mists is 17.
Accord of Kings (Ex): You can take 10 on Diplomacy and Sense Motive checks, even when you are distracted or threatened. You do not suffer the usual -10 penalty for making a rushed Diplomacy check, and you can gain information with a Sense Motive check ten times as fast (thus you can glean information in only a single round that would take you a minute to learn normally).
Confusing Mists (Su): As a standard action, once every 5 rounds, you can create a cloud of mist and fog as with the fog cloud spell. These mists billow outward, increasing the radius and height of their effect by 5 feet at the beginning of each of your turns. Additionally, creatures within the mist are subject to a minor confusion effect. Any time a melee or ranged attack originating from within the mist would miss because of concealment, the creature that misses must make a Will save. On a failed save, that attack is redirected to the creature's nearest ally within range and within the mist. The creature must make another attack roll to determine if the ally is struck, but the mist provides no concealment and does not interfere with line of sight for the purpose of this attack.
You and your allies are unaffected by the confusing effects of the mist. The cloud lasts for a number of rounds equal to your imprinter level. If you imprinter level is high enough, you can have multiple clouds in existence at once. The confusing effect of this ability is a mind-affecting effect.
Dark Emotions (Su): You exude an aura that affects the emotions of those within 30 feet of you (including yourself). If you choose to emit anger, all creatures within the aura gain a +2 morale bonus on attack rolls and damage rolls, but suffer a -1 morale penalty to their Armor Class and saving throws. If you exude and aura of calmness, all creatures within the aura suffer a -1 morale penalty on attack rolls and damage rolls, but gain a +2 morale bonus to their Armor Class and saving throws.
You can activate, suppress, or change the emotions of this aura as a move action. This is a mind-affecting effect.
Trolls and Dwarves (Ex): Your knowledge and understanding of Dwarves and Trolls, or your hatred and anger towards them, grants you a bonus on your interactions with these races and in combat with them (including subraces). You gain a +2 bonus on all Diplomacy, Knowledge, Listen, Sense Motive, and Spot checks when dealing with members of these races or their societies, and you gain a +2 bonus on weapon damage rolls against such creatures. Treat this as a Favored Enemy ability where beneficial.
Visual Impression (Su) A Psychic Remnant can choose to look like a creature, object, or even an entire scene related to the ideas behind its base impression. Regardless of the form it appears to take, its abilities and statistics do not change, nor does its size or reach. Creatures subconsciously recognize the Psychic Remnant as the creature that it is and can sense its natural form, regardless of the apparent form it takes with this ability, so it does not grant any bonuses to Hide or Disguise checks. Additionally, mindless creatures and creatures that are immune to mind-affecting effects perceive the Psychic Remnant normally. Other effects can still disguise the creature. This ability can be activated, changed, or suppressed as a standard action. The save DC to disbelieve this ability is Charisma based. This is a mind-affecting, illusion, figment effect.

Garryl
2010-12-07, 10:43 PM
One last reserved post, just in case.

Comments are appreciated. I'm looking for feedback and ideas. I'm much better on the mechanical side of things than with the fluff parts, so if you have any input or suggestions, ideas for the stories and personalities of the impressions, or anything else you feel like saying about this, please do so.

kryan
2010-12-08, 01:17 PM
This is awesome. I really, really like this. Very well done.

The one thing that strikes me as... odd, is the way Power Points are handled. I mean, it's sort of like a more modular Ardent in the way that it has a sets of Powers that come together, that you then Manifest normally. I think it might be interesting to try to do it differently - more like the Binder, perhaps, since the Binder is awesome.

Alternatively, a thought I had, which I really like, is the ability to "invest" Power Points in Impressions. Perhaps Impressions could have much shorter durations than Pacts, and the duration/strength of the Impression is based on how many Power Points you invest into it - invest a lot, and it sticks around all day. Then the abilities it grants you are available at-will (or with a short cooldown a la Binder). You could still have concurrent Impressions limits, but it lets you be a bit more flexible - which I'd make less efficient in terms of Power Points. So if you invest a lot of Power Points, you not only have the Impression for a long time, but its Powers are augmented more than it would be if you only had it briefly.

Thinking about this, it'd probably be a nightmare to balance, so I don't know how much I actually espouse the idea, but I hope it gives you something to think about.

Stycotl
2010-12-08, 01:46 PM
i was looking at this on bg and thought it is pretty cool. i'll have to look thoroughly at it later, but you've done a good job as far as i can see.

also, post your move-act martial maneuvers on this forum too; that is a cool project that needs to be expanded. and as far as a name, i'd call them "advances" or something, instead of "evasions" or something.

zagan
2010-12-08, 04:29 PM
While I haven't look at the impression in detail yet, I must say that I really like what I'm seeing so far.
The only reproche would be working on formatting notable the header in your table have a problem and I think using bold could really help make thing easier to read in the impression part for the category notable, the template could benefit too.
in any case I think I will follow this project and try to read the impresion in more detail when I find the time.

Garryl
2010-12-08, 06:58 PM
This is awesome. I really, really like this. Very well done.

The one thing that strikes me as... odd, is the way Power Points are handled. I mean, it's sort of like a more modular Ardent in the way that it has a sets of Powers that come together, that you then Manifest normally. I think it might be interesting to try to do it differently - more like the Binder, perhaps, since the Binder is awesome.

Alternatively, a thought I had, which I really like, is the ability to "invest" Power Points in Impressions. Perhaps Impressions could have much shorter durations than Pacts, and the duration/strength of the Impression is based on how many Power Points you invest into it - invest a lot, and it sticks around all day. Then the abilities it grants you are available at-will (or with a short cooldown a la Binder). You could still have concurrent Impressions limits, but it lets you be a bit more flexible - which I'd make less efficient in terms of Power Points. So if you invest a lot of Power Points, you not only have the Impression for a long time, but its Powers are augmented more than it would be if you only had it briefly.

Thinking about this, it'd probably be a nightmare to balance, so I don't know how much I actually espouse the idea, but I hope it gives you something to think about.

I'm glad you approve. Re the investing of power points, it's set up like that already for the most part. You can augment impressions when you imprint them (just like powers) to increase the effectiveness of the abilities they grant. More power points means a more powerful suite of abilities for the day. For instance, when imprinting Tower of the Arcane Order, the number of power points you use to augment it determines the magnitude of the power resistance you gain and the highest level spells you can "cast". I don't want it to change how long the imprint lasts, though. Like vestiges, impressions are supposed to stay with you for the whole day (rather, for the power point recharge cycle which is usually one day). Lower level vestiges last for just as long as higher level ones, so I don't see the need for lesser augmented impressions to be any different. If you're worried about the limited ability to change midday, don't. Binders make do alright with 24 hour pacts, and Psychic Impressionists get as many or more impressions at a time. Not only that, but Psychic Impressionists get a psicrystal with the Blank Slate personality at 1st level. Created specifically to deal with this issue before it came up, Blank Slate lets you store an impression in your psicrystal, letting you imprint another one and switch back and forth during the day. This lets even a first level imprinter imprint two impressions for different purposes, such as a Naberius-like impression for dealing with the townsfolk and discovering where the bandit hideout is, and an Amon-like impression for actually taking the bandits down. All it costs is a bit of time and more of your limited supply of power points.

Re the power points themselves, I'm still ironing out the details of how it should work and the best way to implement it. I'm trying to make it a reasonable tradeoff between imprinting more impressions (granting more abilities and powers known), augmenting the impressions (granting more powerful abilities), and simply saving your power points to manifest powers proper (having greater longevity with your more powerful abilities, the actual manifesting, but having less versatility and less power once your reserves run out).



While I haven't look at the impression in detail yet, I must say that I really like what I'm seeing so far.
The only reproche would be working on formatting notable the header in your table have a problem and I think using bold could really help make thing easier to read in the impression part for the category notable, the template could benefit too.
in any case I think I will follow this project and try to read the impresion in more detail when I find the time.

Sorry about the formatting. There are some minor differences and nuances between BG's and GitP's BBcodes and text displays that I have to adapt to. One thing I didn't notice is that when you hit "preview post", it converts all of your [ br ] tags into <br>. I'll try to make some better formatting for the impressions, too. You're right, masses of italics just do not work.



i was looking at this on bg and thought it is pretty cool. i'll have to look thoroughly at it later, but you've done a good job as far as i can see.

also, post your move-act martial maneuvers on this forum too; that is a cool project that needs to be expanded. and as far as a name, i'd call them "advances" or something, instead of "evasions" or something.

Well, since you asked so nicely, here you go (http://www.giantitp.com/forums/showthread.php?p=9924530#post9924530).

kryan
2010-12-08, 07:55 PM
Yeah, BR tags don't... work very well on GitP. They revert to <br> every time you open the plaintext of the post - either by previewing or by editing. It's very annoying. I recommend primarily editing in an actual textfile, copying and pasting that into the window in order to preview or post it...

Anyway, the main point was that I think that all of the Power Point expenditure should be when you do the Imprinting - once you've Imprinted, I think, you shouldn't need Power Points to continue using your abilities. Maybe make the granted Powers at will (for free), but Augmentable, then?

Primarily, I just want it to avoid feeling like an Ardent who can switch his Mantles every day.