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    Barbarian in the Playground
    Join Date
    Nov 2010

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

    Level 4 Impressions
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    Changing Seasons
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    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
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    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.


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