Impresa creates a rough copy of any creature you have physically touched whose normal Hit Dice value does not exceed your own character level Ã— 1.5 (round down) and whose size does not exceed your own unmodified size category. You create the impresa from astral matter. (It is considered a construct.) The impresa appears generally the same as the original, but differences exist: The impresa has only 20 percent of the hit points, knowledge (including level, skills, and personal memories), and personality of the real creature. Creatures familiar with the original detect the ruse with a successful opposed Sense Motive check versus your prerolled Bluff check each time they interact with the impresa in any meaningful way. You must make a Bluff check with a +10 circumstance bonus when you manifest the power to determine how good the likeness is. You can choose to use a Disguise check in place of Bluff.
At all times the impresa remains under your absolute command. No special telepathic link exists, so you must command it verbally. The impresa has no ability to become more powerful. It cannot increase its level or abilities. It does not maintain knowledge of sensitive information, such as passwords or secret plots that its original may have hadâ€”it can't be used as a source of sensitive information of this type. If destroyed, it reverts to ectoplasm and evaporates.
For each additional 2 power points you spend, the impresa lasts for another 24 hours (unless it is destroyed sooner).