Impressions by level:
[spoiler]
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)
[/spoiler]
Abilities and names without a home:
[spoiler]
- 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),
, 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)
[/spoiler]
Usual levels of powers gained
[spoiler]
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***[spoiler]
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.
[/spoiler]
NAME[spoiler]
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:
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.
[/spoiler]
[/spoiler]
List of completed impressions[spoiler]
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)
[/spoiler]