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    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: Psychic Imprinting - Binding meets Psionics [3.5, PEACH]

    Level 3 Impressions
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    Duel at High Noon
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    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
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    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.



    Last edited by Garryl; 2010-12-08 at 07:26 PM.