# monster

armor_class:
14 (+3 studded leather, +1 light shield), touch 10, flat-footed 14

attack:
Warhammer +3 melee (1d8+1/x3) or longbow +1 ranged (1d8/x3)

full_attack:
Warhammer +3 melee (1d8+1/x3) or longbow +1 ranged (1d8/x3)

abilities:
Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 6

organization:
Congregate (2-4), squad (11-20 plus 2 3rdlevel sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5thlevel lieutenants, and 3 7thlevel captains)

special_abilities:
Repletion (Su), Resilience (Su), Resistance (Su)

stat_block:
1st-level warrior elan; CR 1/2; Medium aberration (psionic); HD 1d8+1; hp 5; Init +0; Spd 30 ft. (6 squares); AC 14 (+3 studded leather, +1 light shield), touch 10, flat-footed 14; Base Atk +1; Grp +2; Atk +3 melee (1d8+1/x3, warhammer) or +1 ranged (1d8/x3, longbow); Full Atk +3 melee (1d8+1/x3, warhammer) or +1 ranged (1d8/x3, longbow); Space/Reach 5 ft./5 ft.; SA -; SQ Repletion, resilience, resistance; AL N; SV Fort +3, Ref +0, Will -1; Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 6

Skills and Feats: Climb +3, Jump +3; Weapon Focus (warhammer)

full_text:
Elan

Elan, 1st-Level Warrior


Medium Aberration (Psionic)

Hit Dice:
1d8+1 (5 hp)

Initiative:
+0

Speed:
30 ft. (6 squares)

Armor Class:
14 (+3 studded leather, +1 light shield), touch 10, flat-footed 14

Base Attack/Grapple:
+1/+2

Attack:
Warhammer +3 melee (1d8+1/x3) or longbow +1 ranged (1d8/x3)

Full Attack:
Warhammer +3 melee (1d8+1/x3) or longbow +1 ranged (1d8/x3)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Repletion, resilience, resistance

Saves:
Fort +3, Ref +0, Will -1

Abilities:
Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 6

Skills:
Climb +3, Jump +3

Feats:
Weapon Focus (warhammer)

Environment:
Any

Organization:
Congregate (2-4), squad (11-20 plus 2 3rdlevel sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5thlevel lieutenants, and 3 7thlevel captains)

Challenge Rating:
1/2

Treasure:
Standard

Alignment:
Usually neutral

Advancement:
By character class


Level Adjustment:
+0

Elans typically stand just under 6 feet tall and weigh in the neighborhood of 180 pounds, with men sometimes taller and heavier than women, but not always.
Elans speak Common.
Most elans are psions or psychic warriors.
Combat
Repletion (Su): By expending 1 power point, an elan does not need to eat or drink for 24 hours.


Resilience (Su): As an immediate action, an elan can reduce the damage he is about to take by 2 points for every 1 power point spent.


Resistance (Su): As an immediate action, an élan can spent 1 power point to gain a +4 racial bonus on saving throws until the beginning of his next turn.
The elan warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.




Elans as Characters
Elan characters possess the following racial traits.

 -2 Charisma.

 Medium size.

 Elan base land speed is 30 feet.

 No darkvision.

 Naturally Psionic: Elans gain 2 bonus power points at 1st level.

 Special Qualities (see above): Repletion, resilience, resistance.

 Automatic Languages: Common.

 Favored Class: Psion.

 Level Adjustment: +0.


full_attack:
Tongue +6 melee touch (liquefy crystal) and bite +1 melee (2d4)

abilities:
Str 10, Dex 17, Con 17, Int 2, Wis 13, Cha 11

stat_block:
Folugub; CR 2; Medium aberration; HD 4d8+12; hp 30; Init +3; Spd 40 ft. (8 squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +6 melee (liquefy crystal, tongue); Full Atk +6 melee (liquefy crystal, tongue) and +1 melee (2d4, bite); Space/Reach 5 ft./5 ft.; SA Liquefy crystal; SQ Darkvision 60 ft., scent; AL N; SV Fort +4, Ref +4, Will +5; Str 10, Dex 17, Con 17, Int 2, Wis 13, Cha 11

Skills and Feats: Listen +6, Move Silently +4, Spot +6; Alertness, Weapon Finesse

full_text:
Folugub

Folugub

Medium Aberration


Hit Dice:
4d8+12 (30 hp)

Initiative:
+3

Speed:
40 ft. (8 squares)

Armor Class:
18 (+3 Dex, +5 natural), touch 13, flat-footed 15

Base Attack/Grapple:
+3/+3

Attack:
Tongue +6 melee touch (liquefy crystal)

Full Attack:
Tongue +6 melee touch (liquefy crystal) and bite +1 melee (2d4)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Liquefy crystal

Special Qualities:
Darkvision 60 ft., scent

Saves:
Fort +4, Ref +4, Will +5

Abilities:
Str 10, Dex 17, Con 17, Int 2, Wis 13, Cha 11

Skills:
Listen +6, Move Silently +4, Spot +6

Feats:
Alertness, Weapon Finesse

Environment:
Underground

Organization:
Solitary or pair

Challenge Rating:
2

Treasure:
None

Alignment:
Always neutral

Advancement:
5-6 HD (Medium); 7-14 HD (Large)


Level Adjustment:
-

Combat
A folugub can scent a crystal object up to 90 feet away, and once it has the scent, little deters it from its goal. It usually ceases attacking to devour a freshly liquefied crystal. The creature targets the largest crystal object available.
Liquefy Crystal (Ex): A folugub that makes a successful touch attack with its tongue causes the target crystal to change phase, turning immediately from solid to liquid and becoming worthless. The touch can destroy up to a 5-foot cube of crystal instantly. Magic or psionic items made of crystal (including crystalline armor and weapons) must succeed on a DC 19 Reflex save or be liquefied. The save DC is Constitution-based and includes a +4 racial modifier.
A crystalline weapon that deals damage to a folugub becomes liquefied immediately.


full_attack:
Bite +15 melee (2d8+8) and 2 claws +10 melee (2d6+4)

special_qualities:
Darkvision 60 ft., low-light vision, power resistance 20, scent

abilities:
Str 27, Dex 9, Con 19, Int 2, Wis 15, Cha 20

feats:
Closed Mind, Hostile Mind, Iron Will, Psionic Hole

stat_block:
Gray glutton; CR 7; Huge magical beast; HD 9d10+36; hp 85; Init -1; Spd 40 ft. (8 squares); AC 20 (-2 size, -1 dex, +13 natural), touch 7, flat-footed 20; Base Atk +9; Grp +25; Atk +15 melee (2d8+8, bite); Full Atk +15 melee (2d8+8, bite) and +10 melee (2d6+4, 2 claws); Space/Reach 15 ft./10 ft.; SA Null psionic exhalation; SQ Darkvision 60 ft., low-light vision, power resistance 20, scent; AL N; SV Fort +10, Ref +5, Will +7; Str 27, Dex 9, Con 19, Int 2, Wis 15, Cha 20

Skills and Feats: Jump +14, Listen +7, Spot +3; Closed Mind, Hostile Mind, Iron Will, Psionic Hole, Track

full_text:
Gray Glutton

Gray Glutton
Huge Magical Beast

Hit Dice:
9d10+36 (85 hp)

Initiative:
-1

Speed:
40 ft. (8 squares)

Armor Class:
20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20

Base Attack/Grapple:
+9/+25

Attack:
Bite +15 melee (2d8+8)

Full Attack:
Bite +15 melee (2d8+8) and 2 claws +10 melee (2d6+4)

Space/Reach:
15 ft./10 ft.

Special Attacks:
Null psionic exhalation

Special Qualities:
Darkvision 60 ft., low-light vision, power resistance 20, scent

Saves:
Fort +10, Ref +5, Will +7

Abilities:
Str 27, Dex 9, Con 19, Int 2, Wis 15, Cha 20

Skills:
Jump +14, Listen +7, Spot +3

Feats:
Closed Mind, Hostile Mind, Iron Will, Psionic Hole, Track B

Environment:
Underground

Organization:
Solitary, pair, or cluster (3-5)

Challenge Rating:
7

Treasure:
None

Alignment:
Always neutral

Advancement:
10-20 HD (Huge); 21-27 HD (Gargantuan)


Level Adjustment:
-

Combat
A gray glutton attacks anything psionic, or anything that stands in its way of tracking down new psionic prey. Of course, a gray glutton has to eat-and eat a lot to feed its bulk-so when not on the scent it will attack any living creature. It always breaks off attacks against nonpsionic foes if psionic prey is an option. The only creatures it refuses to eat are elves (and it dislikes the taste of dwarves). No challenge seems too extreme to it, even if that means bulling into the center of a powerful party of manifesters.
Null Psionic Exhalation (Su): As a free action, a gray glutton can breathe forth a cloud of pale blue translucent gas into an adjacent 10-foot cube. The gas is psionically poisonous; the initial damage is 1d4 power points, and the secondary damage is 3d4 power points (Fortitude DC 18 negates). Affected psionic characters and creatures subtract the lost power points from their reserves.
The save DC is Constitution-based.
Once a gray glutton has used its exhalation, it must wait 4 rounds before it can exhale again.


armor_class:
13 (-1 Dex, +4 scale mail), touch 9, flat-footed 13

attack:
Large greatsword +4 melee (3d6+3/19-20) or Large javelin +0 ranged (1d8+2)

full_attack:
Large greatsword +4 melee (3d6+3/19-20) or Large javelin +0 ranged (1d8+2)

special_qualities:
Fire acclimated, giant's stature, low-light vision

abilities:
Str 15, Dex 9, Con 14, Int 10, Wis 9, Cha 8

organization:
Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)

special_abilities:
Fire Acclimated (Ex), Powerful Build (Ex)

stat_block:
1st-level warrior half-giant; CR 1; Medium giant (psionic); HD 1d8+2; hp 6; Init -1; Spd 30 ft. (6 squares); AC 13 (-1 dex, +4 scale mail), touch 9, flat-footed 13; Base Atk +1; Grp +7; Atk +4 melee (3d6+3/19-20, large greatsword) or +0 ranged (1d8+2, large javelin); Full Atk +4 melee (3d6+3/19-20, large greatsword) or +0 ranged (1d8+2, large javelin); Space/Reach 5 ft./5 ft.; SA Psi-like abilities; SQ Fire acclimated, giant's stature, low-light vision; AL NG; SV Fort +4, Ref -1, Will -1; Str 15, Dex 9, Con 14, Int 10, Wis 9, Cha 8

Skills and Feats: Listen +1, Spot +1; Weapon Focus (greatsword)

full_text:
Half-Giant

Half-Giant, 1st-Level Warrior


Medium Giant (Psionic)

Hit Dice:
1d8+2 (6 hp)

Initiative:
-1

Speed:
30 ft. (6 squares)

Armor Class:
13 (-1 Dex, +4 scale mail), touch 9, flat-footed 13

Base Attack/Grapple:
+1/+7

Attack:
Large greatsword +4 melee (3d6+3/19-20) or Large javelin +0 ranged (1d8+2)

Full Attack:
Large greatsword +4 melee (3d6+3/19-20) or Large javelin +0 ranged (1d8+2)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Psi-like abilities

Special Qualities:
Fire acclimated, giant's stature, low-light vision

Saves:
Fort +4, Ref -1, Will -1

Abilities:
Str 15, Dex 9, Con 14, Int 10, Wis 9, Cha 8

Skills:
Listen +1, Spot +1

Feats:
Weapon Focus (greatsword)

Environment:
Warm desert

Organization:
Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)

Challenge Rating:
1

Treasure:
Standard

Alignment:
Usually neutral good

Advancement:
By character class


Level Adjustment:
+1

Half-giants typically stand from 7 feet to nearly 8 feet tall and weigh from 250 to 400 pounds, with men noticeably taller and heavier than women.
Half-giants speak Common. Many also learn Giant.
Combat
Because of their giant ancestry, half-giants are able to use weapons sized for creatures larger than normal humans. They gain considerable satisfaction in using these large weapons in combat against their foes.
Psi-Like Abilities: 1/day: stomp (DC 10). Manifester level equal to 1/2 HD (minimum 1st). The save DC is Charisma-based.


Fire Acclimated (Ex): Half-giants have a +2 racial bonus on saving throws against all fire spells and effects.


Powerful Build (Ex): The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
The half-giant warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.




Half-Giants as Characters
Half-giant characters possess the following racial traits.

 +2 Constitution, +2 Strength, -2 Dexterity.

 Medium size.

 Half-giant base land speed is 30 feet.

 Low-light vision.

 Naturally Psionic: Half-giants gain 2 bonus power points at 1st level, regardless of whether they choose a psionic class.

 Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects.

 Powerful build (see above).

 Special Attacks (see above): Psi-like abilities.

 Automatic Language: Common. Bonus Language: Draconic, Giant, Gnoll, Ignan.

 Favored Class: Psychic warrior.

 Level adjustment: +1.


armor_class:
21 (+1 size, +5 Dex, +5 natural), touch 16, flat-footed 16

special_qualities:
Blindsight 60 ft., damage reduction 10/adamantine, immunity to fire, power resistance 23, electricity resistance 15, vulnerability to protection from evil

abilities:
Str 13, Dex 21, Con 15, Int 12, Wis 12, Cha 14

skills:
Bluff + 15, Concentration +11 (+15 when manifesting defensively), Hide +14, Listen +14, Move Silently +16

feats:
Combat Manifestation, Toughness, Up the Walls

advancement:
7-8 HD (Small); 9-15 HD (Medium); 16-18 HD (Large)

special_abilities:
Blindsight (Ex), Body Thief (Su), Vulnerability to Protection from Evil (Ex)

stat_block:
Intellect devourer; CR 7; Small aberration (evil, psionic); HD 6d8+15; hp 42; Init +5; Spd 40 ft. (8 squares); AC 21 (+1 size, +5 dex, +5 natural), touch 16, flat-footed 16; Base Atk +4; Grp +1; Atk +6 melee (1d3+1, claw); Full Atk +6 melee (1d3+1, 4 claws); Space/Reach 5 ft./5 ft.; SA Body thief, psi-like abilities; SQ Blindsight 60 ft., damage reduction 10/adamantine, immunity to fire, power resistance 23, electricity resistance 15, vulnerability to protection from evil; AL CE; SV Fort +4, Ref +7, Will +6; Str 13, Dex 21, Con 15, Int 12, Wis 12, Cha 14

Skills and Feats: Bluff + 15, Concentration +11 (+15 when manifesting defensively), Hide +14, Listen +14, Move Silently +16; Combat Manifestation, Toughness, Up the Walls, Wild Talent

full_text:
Intellect Devourer

Intellect Devourer

Small Aberration (Evil, Psionic)


Hit Dice:
6d8+15 (42 hp)

Initiative:
+5

Speed:
40 ft. (8 squares)

Armor Class:
21 (+1 size, +5 Dex, +5 natural), touch 16, flat-footed 16

Base Attack/Grapple:
+4/+1

Attack:
Claw +6 melee (1d3+1)

Full Attack:
4 claws +6 melee (1d3+1)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Body thief, psi-like abilities

Special Qualities:
Blindsight 60 ft., damage reduction 10/adamantine, immunity to fire, power resistance 23, electricity resistance 15, vulnerability to protection from evil

Saves:
Fort +4, Ref +7, Will +6

Abilities:
Str 13, Dex 21, Con 15, Int 12, Wis 12, Cha 14

Skills:
Bluff + 15, Concentration +11 (+15 when manifesting defensively), Hide +14, Listen +14, Move Silently +16

Feats:
Combat Manifestation, Toughness, Up the Walls, Wild Talent B

Environment:
Underground

Organization:
Solitary or pod (2-4)

Challenge Rating:
7

Treasure:
1/2 coins; double goods; standard items

Alignment:
Always chaotic evil

Advancement:
7-8 HD (Small); 9-15 HD (Medium); 16-18 HD (Large)


Level Adjustment:
+6

Intellect devourers understand Common but must be in possession of a body to speak. An intellect devourer in possession of a body also knows the languages known by that victim.
Combat
Body Thief (Su): When an intellect devourer overcomes a lone victim, it consumes the victim's brain and enters the skull. As a full-round action that provokes attacks of opportunity, the devourer can merge its form with that of a helpless or dead creature of Small size or larger. The devourer cannot merge its body with that of a creature immune to extra damage from critical hits.
When an intellect devourer completes its merging, it psionically consumes the brain of the victim (which kills it if it is not already dead). The devourer can exit the body at any time as a standard action, bursting the victim's skull and resuming its normal form.
After consuming its victim's brain, an intellect devourer can instead choose to animate the body for up to seven days as if it were the victim's original brain. The devourer retains its hit points, saving throws, and mental ability scores, as well as its psi-like abilities. It assumes the physical qualities and ability scores of the victim, as if it had used polymorph to assume the victim's form. As long as the intellect devourer occupies the body, it knows the languages spoken by the victim and very basic information about the victim's identity and personality, but none of the victim's specific memories or knowledge.


Psi-Like Abilities: At will-cloud mind,  compression,  detect psionics,  ego whip (2d4, DC 16*), empty mind (+5 on Will saves*), id insinuation (three targets, DC 16*); 3/day-body adjustment (2d12*), intellect fortress,  painful strike. Manifester level 7th.
The save DCs are Charisma-based.
*Includes augmentation for the intellect devourer's manifester level.


Blindsight (Ex): An intellect devourer can use nonvisual means to ascertain all foes within 60 feet as a sighted creature would.


Vulnerability to Protection from Evil (Ex): An intellect devourer is treated as a summoned creature for the purpose of determining how it is affected by a protection from evil spell.


Skills: Intellect devourers have a +8 racial bonus on Bluff checks, useful for passing off the possessed body as the original. They also have a +8 racial bonus on Move Silently checks and Listen checks.


attack:
Longsword +3 melee (1d8+1/19-20) or longbow +1 ranged (1d8/x3)

full_attack:
Longsword +3 melee (1d8+1/19-20) or longbow +1 ranged (1d8/x3)

abilities:
Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

organization:
Party (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)

stat_block:
1st-level warrior maenad; CR 1/2; Medium humanoid (maenad, psionic); HD 1d8+1; hp 5; Init +0; Spd 30 ft. (6 squares); AC 14 (+3 studded leather, +1 light shield), touch 10, flat-footed 14; Base Atk +1; Grp +2; Atk +3 melee (1d8+1/19-20, longsword) or +1 ranged (1d8/x3, longbow); Full Atk +3 melee (1d8+1/19-20, longsword) or +1 ranged (1d8/x3, longbow); Space/Reach 5 ft./5 ft.; SA Psi-like abilities; SQ Outburst; AL N; SV Fort +3, Ref +0, Will -1; Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Skills and Feats: Climb +3, Jump +3; Weapon Focus (longsword)

full_text:
Maenad

Maenad, 1st-Level Warrior


Medium Humanoid (Maenad, Psionic)

Hit Dice:
1d8+1 (5 hp)

Initiative:
+0

Speed:
30 ft. (6 squares)

Armor Class:
14 (+3 studded leather, +1 light shield), touch 10, flat-footed 14

Base Attack/Grapple:
+1/+2

Attack:
Longsword +3 melee (1d8+1/19-20) or longbow +1 ranged (1d8/x3)

Full Attack:
Longsword +3 melee (1d8+1/19-20) or longbow +1 ranged (1d8/x3)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Psi-like abilities

Special Qualities:
Outburst

Saves:
Fort +3, Ref +0, Will -1

Abilities:
Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Skills:
Climb +3, Jump +3

Feats:
Weapon Focus (longsword)

Environment:
Warm hills

Organization:
Party (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)

Challenge Rating:
1/2

Treasure:
Standard

Alignment:
Usually neutral

Advancement:
By character class


Level Adjustment:
+0

Maenads typically stand more than 6 feet tall and weigh about 200 pounds; males are the same height as and only marginally heavier than maenad females. Maenads have no facial or body hair, and they prefer heavier clothing and armor if possible.
Maenads speak their own language and Common.
Combat
Psi-Like Abilities: 1/day-energy ray. A maenad can deal only sonic damage with this ability. Manifester level equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.


Outburst (Ex): Once per day for up to 4 rounds a maenad can subjugate his mentality. He takes a -2 penalty to Intelligence and Wisdom but gains a +2 bonus to Strength.




Maenads as Characters
Maenad characters possess the following racial traits.

 Medium size.

 Maenad base land speed is 30 feet.

 Naturally Psionic: Maenads gain 2 bonus power points at 1st level.

 Special Attacks (see above): Psi-like abilities.

 Special Qualities (see above): Outburst.

 Automatic Languages: Common, Maenad. Bonus Languages: Aquan, Draconic, Dwarven, Elven, Goblin.

 Favored Class: Wilder.

 Level Adjustment: +0.


armor_class:
28 (-4 size, -2 Dex, +24 natural), touch 4, flat-footed 28

full_attack:
4 tentacle rakes +24 melee (2d6+10/19-20)

special_attacks:
Breath weapon, improved grab, psi-like abilities, swallow whole

special_qualities:
Blindsight 100 ft., damage reduction 5/-, power resistance 25

abilities:
Str 30, Dex 7, Con 27, Int 16, Wis 15, Cha 20

skills:
Climb +38, Knowledge (psionics) +31, Listen +30, Psicraft +31, Spot +30

feats:
Cleave, Improved Critical (tentacle rake), Improved Initiative, Power Attack, Psionic Endowment, Psionic Fist, Psionic Meditation, Speed of Thought, Wild Talent

special_abilities:
Blindsight (Ex), Breath Weapon (Su), Improved Grab (Ex), Swallow Whole (Ex)

stat_block:
Neothelid; CR 15; Gargantuan aberration (psionic); HD 25d8+200; hp 312; Init +2; Spd 20 ft. (4 squares); AC 28 (-4 size, -2 dex, +24 natural), touch 4, flat-footed 28; Base Atk +18; Grp +40; Atk +24 melee (2d6+10/19-20, tentacle rake); Full Atk +24 melee (2d6+10/19-20, 4 tentacle rakes); Space/Reach 30 ft./30 ft.; SA Breath weapon, improved grab, psi-like abilities, swallow whole; SQ Blindsight 100 ft., damage reduction 5/-, power resistance 25; AL LE; SV Fort +16, Ref +6, Will +16; Str 30, Dex 7, Con 27, Int 16, Wis 15, Cha 20

Skills and Feats: Climb +38, Knowledge (psionics) +31, Listen +30, Psicraft +31, Spot +30; Cleave, Improved Critical (tentacle rake), Improved Initiative, Power Attack, Psionic Endowment, Psionic Fist, Psionic Meditation, Speed of Thought, Wild Talent

full_text:
Neothelid

Neothelid

Gargantuan Aberration (Psionic)


Hit Dice:
25d8+200 (312 hp)

Initiative:
+2

Speed:
20 ft. (4 squares)

Armor Class:
28 (-4 size, -2 Dex, +24 natural), touch 4, flat-footed 28

Base Attack/Grapple:
+18/+40

Attack:
Tentacle rake +24 melee (2d6+10/19-20)

Full Attack:
4 tentacle rakes +24 melee (2d6+10/19-20)

Space/Reach:
30 ft./30 ft.

Special Attacks:
Breath weapon, improved grab, psi-like abilities, swallow whole

Special Qualities:
Blindsight 100 ft., damage reduction 5/-, power resistance 25

Saves:
Fort +16, Ref +6, Will +16

Abilities:
Str 30, Dex 7, Con 27, Int 16, Wis 15, Cha 20

Skills:
Climb +38, Knowledge (psionics) +31, Listen +30, Psicraft +31, Spot +30

Feats:
Cleave, Improved Critical (tentacle rake), Improved Initiative, Power Attack, Psionic Endowment, Psionic Fist, Psionic Meditation, Speed of Thought, Wild Talent

Environment:
Underground

Organization:
Solitary

Challenge Rating:
15

Treasure:
Standard

Alignment:
Always lawful evil

Advancement:
26-45 HD (Colossal)


Level Adjustment:
-

A mature neothelid is a gigantic worm scores of feet long and weighing tens of thousands of pounds. Although they understand Undercommon, they rarely communicate in a meaningful way.
Combat
Breath Weapon (Su): Cone of acid 50 feet long, once every 1d4 rounds; damage 14d10 acid, Reflex half DC 30.


Improved Grab (Ex): To use this ability, a neothelid must hit a creature with two tentacles during the same attack. If it gets a hold, it automatically deals tentacle damage and can attempt to swallow the foe.


Psi-Like Abilities: At will-body equilibrium,  psionic charm (all targets, duration 15 days, DC 21*), clairvoyant sense,  psionic levitate,  read thoughts (DC 17*), psionic suggestion (seven targets, DC 17*), telekinetic force (500 lb., DC 18*), telekinetic maneuver (+4 bonus, DC 19*), telekinetic thrust (500 lb., DC 18*), psionic teleport,  trace teleport,  truevenom (DC 19); 3/day-mind thrust (15d10, DC 23*), psychic thrust (6d6, DC 16**). Manifester level 15th. The save DCs are Charisma-based.
*Includes augmentation for the neothelid's manifester level.
**Includes the inherent +4 save adjustment described in the power.


Swallow Whole (Ex): A neothelid can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+15 points of crushing damage plus 2d6 points of acid damage per round from stomach secretions. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the stomach (AC 22). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A neothelid's interior can hold 1 Huge, 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.


Blindsight (Ex): A neothelid can use nonvisual means to ascertain all foes within 100 feet as a sighted creature would.


full_attack:
2 claws +11 melee (1d6+6) and bite +6 melee (1d6+3 plus mind feed)

special_qualities:
Damage reduction 10/magic, darkvision 60 ft., regeneration 5, cold resistance 10, scent

abilities:
Str 23, Dex 12, Con 21, Int 10, Wis 16, Cha 16

stat_block:
Phthisic; CR 6; Large monstrous humanoid (psionic); HD 6d8+30; hp 57; Init +5; Spd 30 ft. (6 squares); AC 18 (-1 size, +1 dex, +8 natural), touch 10, flat-footed 17; Base Atk +6; Grp +16; Atk +11 melee (1d6+6, claw); Full Atk +11 melee (1d6+6, 2 claws) and +6 melee (1d6+3 plus mind feed, bite); Space/Reach 10 ft./10 ft.; SA Mind feed, psi-like abilities; SQ Damage reduction 10/magic, darkvision 60 ft., regeneration 5, cold resistance 10, scent; AL CE; SV Fort +9, Ref +6, Will +8; Str 23, Dex 12, Con 21, Int 10, Wis 16, Cha 16

Skills and Feats: Listen +11, Move Silently +7, Spot +11; Alertness, Great Fortitude, Improved Initiative

full_text:
Phthisic

Phthisic

Large Monstrous Humanoid (Psionic)


Hit Dice:
6d8+30 (57 hp)

Initiative:
+5

Speed:
30 ft. (6 squares)

Armor Class:
18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17

Base Attack/Grapple:
+6/+16

Attack:
Claw +11 melee (1d6+6)

Full Attack:
2 claws +11 melee (1d6+6) and bite +6 melee (1d6+3 plus mind feed)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Mind feed, psi-like abilities

Special Qualities:
Damage reduction 10/magic, darkvision 60 ft., regeneration 5, cold resistance 10, scent

Saves:
Fort +9, Ref +6, Will +8

Abilities:
Str 23, Dex 12, Con 21, Int 10, Wis 16, Cha 16

Skills:
Listen +11, Move Silently +7, Spot +11

Feats:
Alertness, Great Fortitude, Improved Initiative

Environment:
Any

Organization:
Solitary or gang (2-4)

Challenge Rating:
6

Treasure:
Standard

Alignment:
Always chaotic evil

Advancement:
7-12 HD (Large); 13-18 HD (Huge)


Level Adjustment:
-

A phthisic stands 10 feet tall and weighs 600 pounds. It vaguely resembles the person whose mind the phthisic escaped from, but is severely distorted (someone who knows the individual from whom the phthisic sprung can make a DC 25 Spot check to note the resemblance).
A phthisic speaks the primary language of the mind that birthed it, usually Common.
Combat
Mind Feed (Ex): A phthisic that hits with its bite attack deals 1d4 points of Intelligence damage. If this effect reduces the opponent's Intelligence score to 0, the ability damage becomes ability drain.


Psi-Like Abilities: 3/day-brain lock (affects animals, fey, giants, humanoids, magical beasts, and monstrous humanoids, DC 15*), dimension slide, ego whip (1d4, DC 15*),  mental barrier,  mind thrust (ML 4th, 4d10,  DC 15*), skate; 1/day-body adjustment (heal 1d12*), catapsi (DC 18). Manifester level 6th. The save DCs are Charisma-based.
*Includes augmentation for the phthisic's manifester level.


Regeneration (Ex): Fire and acid deal normal damage to a phthisic.


armor_class:
16 (+4 size, +2 Dex*), touch 16, flat-footed 14

special_qualities:
Construct traits, hardness 8, psicrystal granted abilities (improved evasion, personality, self-propulsion, share powers, sighted, telepathic link)

abilities:
Str 1*, Dex 15*, Con -, Int 6, Wis 10, Cha 10

skills:
Climb +14*, Listen +6, Move Silently +6, Search +2, Spot +6

stat_block:
Psicrystal; CR Included with master; Diminutive construct; HD As master's HD (hp 1/2 master's); Init +2; Spd 30 ft. (6 squares), climb 20 ft.*; AC 16 (+4 size, +2 dex*), touch 16, flat-footed 14; Base Atk +0; Grp -17; Atk -; Full Atk -; Space/Reach 1 ft./0 ft.; SA -; SQ Construct traits, hardness 8, psicrystal granted abilities (improved evasion, personality, self-propulsion, share powers, sighted, telepathic link); AL N; SV As master's saves; Str 1*, Dex 15*, Con -, Int 6, Wis 10, Cha 10

Skills and Feats: Climb +14*, Listen +6, Move Silently +6, Search +2, Spot +6; Alertness

full_text:
Psicrystal

Psicrystal

Diminutive Construct


Hit Dice:
As master's HD (hp 1/2 master's)

Initiative:
+2

Speed:
30 ft. (6 squares), climb 20 ft.*

Armor Class:
16 (+4 size, +2 Dex*), touch 16, flat-footed 14

Base Attack/Grapple:
+0/-17

Attack:
-

Full Attack:
-

Space/Reach:
1 ft./0 ft.

Special Attacks:
-

Special Qualities:
Construct traits, hardness 8, psicrystal granted abilities (improved evasion, personality, self-propulsion, share powers, sighted, telepathic link)

Saves:
As master's saves

Abilities:
Str 1*, Dex 15*, Con -, Int 6, Wis 10, Cha 10

Skills:
Climb +14*, Listen +6, Move Silently +6, Search +2, Spot +6

Feats:
Alertness

Environment:
Any

Organization:
Solitary

Challenge Rating:
Included with master

Treasure:
None

Alignment:
As master

Advancement:
-

Level Adjustment:
-


*With self-propulsion ability activated.

The psicrystal described here is that of a 1st-level manifester.
Combat
A psicrystal's characteristics depend on its master. Its Hit Dice are equal to its master's Hit Dice (counting only levels in psion or wilder), its hit points are equal to half its master's, and its saving throw bonuses are the same as its master's.
Construct Traits: A psicrystal has immunity to poison, sleep,  paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Psicrystals do not have the usual construct traits of darkvision and low-light vision.


Psicrystal Granted Abilities: The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, and personality (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a speed of 0 feet and has no Strength score and no Dexterity score.)


Skills: A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.


special_qualities:
Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to psionics, low-light vision

abilities:
Str 31, Dex 10, Con -, Int -, Wis 11, Cha 1

special_abilities:
Dispel Psionics (Su), Immunity to Psionics (Ex)

stat_block:
Psion-killer; CR 12; Large construct; HD 15d10+30; hp 112; Init +0; Spd 20 ft. (4 squares); AC 28 (-1 size, +19 natural), touch 9, flat-footed 28; Base Atk +11; Grp +25; Atk +20 melee (2d10+10, slam); Full Atk +20 melee (2d10+10, 2 slams); Space/Reach 10 ft./10 ft.; SA Dispel psionics; SQ Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to psionics, low-light vision; AL N; SV Fort +5, Ref +5, Will +5; Str 31, Dex 10, Con -, Int -, Wis 11, Cha 1

Skills and Feats: -; -

full_text:
Psion-Killer

Psion-Killer
Large Construct

Hit Dice:
15d10+30 (112 hp)

Initiative:
+0

Speed:
20 ft. (4 squares)

Armor Class:
28 (-1 size, +19 natural), touch 9, flat-footed 28

Base Attack/Grapple:
+11/+25

Attack:
Slam +20 melee (2d10+10)

Full Attack:
2 slams +20 melee (2d10+10)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Dispel psionics

Special Qualities:
Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to psionics, low-light vision

Saves:
Fort +5, Ref +5, Will +5

Abilities:
Str 31, Dex 10, Con -, Int -, Wis 11, Cha 1

Skills:
-

Feats:
-

Environment:
Any

Organization:
Solitary or gang (2-4)

Challenge Rating:
12

Treasure:
None

Alignment:
Always neutral

Advancement:
16-21 HD (Large); 22-45 (Huge)


Level Adjustment:
-

A psion-killer (also called a crystal golem) is 9-1/2 feet tall and weighs around 2,500 pounds. Its body is composed of sharply faceted crystal.
Combat
A psion-killer does nothing without explicit orders from its creator. It follows instructions literally and is incapable of any strategy or tactics. Psion-killers don't use weapons, even if ordered to, but always strike with their fists.
A psion-killer's creator can command it if the psion-killer is within 60 feet and can see and hear its creator. If uncommanded, a psion-killer usually follows its last instruction to the best of its ability, though if attacked it returns the attack. Its creator can give a psion-killer a simple command to govern its actions in his or her absence.
Dispel Psionics (Su): A psion-killer can use dispel psionics as a free action once per round. The effect is as an area dispel in a 30-foot-radius burst. The dispel check is 1d20+10.


Construct Traits: A psion-killer has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.


Immunity to Psionics (Ex): Psion-killers completely resist psionic effects that are subject to power resistance.




Construction
A psion-killer's body is constructed from massive blocks of quartz crystal with a total weight of at least 5,000 pounds and costing at least 8,000 gp. Assembling the body requires a DC 20 Craft (sculpting) check or a DC 20 Craft (stonemasonry) check.
ML 16th; Craft Psionic Construct, bend reality, dispel psionics, fabricate, mind seed, manifester must be at least 16th level; Price 150,000 gp; Cost 79,000 gp + 5,680 XP.


armor_class:
20 (+8 size, +2 Dex), touch 20, flat-footed 18

special_qualities:
Blindsight 60 ft., host protection, telepathy 20 ft.

abilities:
Str 1, Dex 15, Con 11, Int 14, Wis 16, Cha 14

skills:
Hide +22, Listen +7, Sense Motive +7, Spot +7

special_abilities:
Blindsight (Ex), Enthrall (Ex), Hide Mind (Su), Host Protection (Ex), Telepathy (Su)

stat_block:
Puppeteer; CR 1; Fine magical beast (psionic); HD 1/4 d10; hp 1; Init +2; Spd 5 ft. (1 square); AC 20 (+8 size, +2 dex), touch 20, flat-footed 18; Base Atk +1; Grp -20; Atk +4 melee (1d2-5, bite); Full Atk +4 melee (1d2-5, bite); Space/Reach 1/2 ft./0 ft.; SA Enthrall, psi-like abilities; SQ Blindsight 60 ft., host protection, telepathy 20 ft.; AL LE; SV Fort +2, Ref +4, Will +5; Str 1, Dex 15, Con 11, Int 14, Wis 16, Cha 14

Skills and Feats: Hide +22, Listen +7, Sense Motive +7, Spot +7; Iron Will

full_text:
Puppeteer

Puppeteer
Fine Magical Beast (Psionic)

Hit Dice:
1/4 d10 (1 hp)

Initiative:
+2

Speed:
5 ft. (1 square)

Armor Class:
20 (+8 size, +2 Dex), touch 20, flat-footed 18

Base Attack/Grapple:
+1/-20

Attack:
Bite +4 melee (1d2-5)

Full Attack:
Bite +4 melee (1d2-5)

Space/Reach:
1/2 ft./0 ft.

Special Attacks:
Enthrall, psi-like abilities

Special Qualities:
Blindsight 60 ft., host protection, telepathy 20 ft.

Saves:
Fort +2, Ref +4, Will +5

Abilities:
Str 1, Dex 15, Con 11, Int 14, Wis 16, Cha 14

Skills:
Hide +22, Listen +7, Sense Motive +7, Spot +7

Feats:
Iron Will

Environment:
Underground

Organization:
Solitary or pack (2-8)

Challenge Rating:
1

Treasure:
None

Alignment:
Usually lawful evil

Advancement:
-


Level Adjustment:
-

Puppeteers do not speak, though they can speak indirectly using a host body's vocal cords, in whatever language the host knows (usually Common).
Combat
Puppeteers use their psionic powers in conjunction with their enthrall ability to gain control over potential hosts. Once it is in control, a puppeteer almost exclusively relies on the host's mental and physical abilities, although it can use its own powers to enhance their effectiveness in a particularly dangerous situation.
Enthrall (Ex): If a puppeteer is in physical contact with a person it has charmed (the puppeteer establishes a physical hold by means of slender infiltrating tendrils), the subject acts as if dominated. (Puppeteers often seek to charm victims first and then 'ask' to be picked up.) So long as the puppeteer remains in contact with the victim, the domination remains in effect, even if a check would normally indicate that the effect is broken.


Psi-Like Abilities: 3/day- detect psionics,  mental barrier,  psionic charm (DC 13). Manifester level 1st. The save DCs are Charisma-based.


Blindsight (Ex): A puppeteer can ascertain creatures by nonvisual means within 60 feet.


Hide Mind (Su): A puppeteer cannot be identified as psionic by divination spells or clairsentience powers.


Host Protection (Ex): A puppeteer in control of a host is treated as an attended magic item for the purpose of making saving throws, even if the puppeteer is specifically targeted. A puppeteer that is attached to its host is treated as a creature in a grapple for the purpose of striking at the puppeteer instead of the host (but the host is not considered grappled in turn).


Telepathy (Su): A puppeteer can communicate telepathically with any creature within 20 feet that has a language.




Puppeteer, Flesh Harrower
Combat
Psi-Like Abilities: 3/day-concealing amorpha, hustle, mental barrier; 1/day-vigor (+15 hp*). Manifester level 3rd.
*Includes augmentation for the flesh harrower's manifester level.


full_attack:
Bite +6 melee (1d6+2) and 2 tail blades +1 melee (1d4+1)

abilities:
Str 14, Dex 17, Con 21, Int 11, Wis 12, Cha 12

skills:
Hide +10, Move Silently +6, Listen +6, Spot +6

stat_block:
Flesh harrower puppeteer; CR 2; Small magical beast (psionic); HD 3d10+15; hp 31; Init +3; Spd 20 ft. (4 squares); AC 16 (+3 dex, +3 natural), touch 13, flat-footed 13; Base Atk +3; Grp +1; Atk +6 melee (1d6+2, bite); Full Atk +6 melee (1d6+2, bite) and +1 melee (1d4+1, 2 tail blades); Space/Reach 5 ft./5 ft.; SA Psi-like abilities; SQ Blindsight 60 ft., telepathy 20 ft.; AL N; SV Fort +8, Ref +6, Will +4; Str 14, Dex 17, Con 21, Int 11, Wis 12, Cha 12

Skills and Feats: Hide +10, Move Silently +6, Listen +6, Spot +6; Alertness, Iron Will

full_text:
Puppeteer, Flesh Harrower

Puppeteer, Flesh Harrower

Small Magical Beast (Psionic)


Hit Dice:
3d10+15 (31 hp)

Initiative:
+3

Speed:
20 ft. (4 squares)

Armor Class:
16 (+3 Dex, +3 natural), touch 13, flat-footed 13

Base Attack/Grapple:
+3/+1

Attack:
Bite +6 melee (1d6+2)

Full Attack:
Bite +6 melee (1d6+2) and 2 tail blades +1 melee (1d4+1)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Psi-like abilities

Special Qualities:
Blindsight 60 ft., telepathy 20 ft.

Saves:
Fort +8, Ref +6, Will +4

Abilities:
Str 14, Dex 17, Con 21, Int 11, Wis 12, Cha 12

Skills:
Hide +10, Move Silently +6, Listen +6, Spot +6

Feats:
Alertness, Iron Will

Environment:
Underground

Organization:
Solitary or cluster (2-5)

Challenge Rating:
2

Treasure:
None

Alignment:
Always neutral

Advancement:
4-6 HD (Small); 7-9 HD (Medium)


Level Adjustment:
-

Combat
Psi-Like Abilities: 3/day-concealing amorpha, hustle, mental barrier; 1/day-vigor (+15 hp*). Manifester level 3rd.
*Includes augmentation for the flesh harrower's manifester level.


full_attack:
4 claws +6 melee (1d6+1) and bite +1 melee (1d8) and horn +1 melee (1d4)

special_attacks:
Improved grab, psi-like abilities, time filch

abilities:
Str 13, Dex 17, Con 14, Int 7, Wis 12, Cha 14

stat_block:
Temporal filcher; CR 3; Large aberration (psionic); HD 8d8+16; hp 52; Init +7; Spd 40 ft. (8 squares); AC 15 (-1 size, +3 dex, +3 natural), touch 12, flat-footed 12; Base Atk +6; Grp +11; Atk +6 melee (1d6+1, claw); Full Atk +6 melee (1d6+1, 4 claws) and +1 melee (1d8, bite) and +1 melee (1d4, horn); Space/Reach 10 ft./10 ft.; SA Improved grab, psi-like abilities, time filch; SQ Darkvision 60 ft.; AL NE; SV Fort +4, Ref +5, Will +7; Str 13, Dex 17, Con 14, Int 7, Wis 12, Cha 14

Skills and Feats: Listen +7, Spot +7, Tumble +6; Alertness, Dodge, Improved Initiative

full_text:
Temporal Filcher

Temporal Filcher

Large Aberration (Psionic)


Hit Dice:
8d8+16 (52 hp)

Initiative:
+7

Speed:
40 ft. (8 squares)

Armor Class:
15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12

Base Attack/Grapple:
+6/+11

Attack:
Claw +6 melee (1d6+1)

Full Attack:
4 claws +6 melee (1d6+1) and bite +1 melee (1d8) and horn +1 melee (1d4)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Improved grab, psi-like abilities, time filch

Special Qualities:
Darkvision 60 ft.

Saves:
Fort +4, Ref +5, Will +7

Abilities:
Str 13, Dex 17, Con 14, Int 7, Wis 12, Cha 14

Skills:
Listen +7, Spot +7, Tumble +6

Feats:
Alertness, Dodge, Improved Initiative

Environment:
Any

Organization:
Solitary

Challenge Rating:
3

Treasure:
Standard

Alignment:
Usually evil (any)

Advancement:
9-15 HD (Large)


Level Adjustment:
-

Temporal filchers do not speak.
Combat
Improved Grab (Ex): To use this ability, a temporal filcher must hit a creature of Large size or smaller with two claw attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and uses its time filch ability.


Psi-Like Abilities: At will-chameleon, distract (DC 13), psionic dimension door, psionic levitate, wall walker; 3/day-mental barrier. Manifester level 8th. The save DC is Charisma-based.


Time Filch (Su): If a temporal filcher successfully grapples a Large or smaller creature, it latches onto the opponent's body and shifts 7 minutes forward in time as a free action. Observers (if any) see the temporal filcher and its prey disappear in a shimmer, then reappear 7 minutes later in exactly the orientation and condition they left. For the filcher and its prey, no time passes at all. The victim must succeed on a Will save (DC 16) or be dazed for 1 round from temporal disorientation. The ability is otherwise identical to time hop manifested by an 8th-level manifester.


armor_class:
17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 13

abilities:
Str 12, Dex 18, Con 11, Int 7, Wis 12, Cha 14

stat_block:
Thought eater; CR 2; Small aberration (psionic); HD 3d8; hp 13; Init +8; Spd 40 ft. (8 squares); AC 17 (+1 size, +4 dex, +2 natural), touch 15, flat-footed 13; Base Atk +2; Grp -1; Atk +4 melee (eat thoughts); Full Atk +4 melee (eat thoughts); Space/Reach 5 ft./5 ft.; SA Eat thoughts, psi-like abilities; SQ Darkvision 60 ft., ethereal jaunt; AL N; SV Fort +1, Ref +5, Will +4; Str 12, Dex 18, Con 11, Int 7, Wis 12, Cha 14

Skills and Feats: Hide +10, Listen +5, Spot +5; Alertness, Improved Initiative

full_text:
Thought Eater

Thought Eater

Small Aberration (Psionic)


Hit Dice:
3d8 (13 hp)

Initiative:
+8

Speed:
40 ft. (8 squares)

Armor Class:
17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 13

Base Attack/Grapple:
+2/-1

Attack:
+4 melee touch (eat thoughts)

Full Attack:
+4 melee touch (eat thoughts)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Eat thoughts, psi-like abilities

Special Qualities:
Darkvision 60 ft., ethereal jaunt

Saves:
Fort +1, Ref +5, Will +4

Abilities:
Str 12, Dex 18, Con 11, Int 7, Wis 12, Cha 14

Skills:
Hide +10, Listen +5, Spot +5

Feats:
Alertness, Improved Initiative

Environment:
Ethereal Plane

Organization:
Solitary or group (1-3)

Challenge Rating:
2

Treasure:
None

Alignment:
Usually neutral

Advancement:
4-6 HD (Small)


Level Adjustment:
-

Thought eaters do not speak.
Combat
A thought eater can spend a maximum of 10 continuous rounds on the Material Plane before its wispy flesh finally dissipates and it falls dead. If badly wounded, it escapes to the Ethereal Plane rather than continuing the fight.
Eat Thoughts (Su): A thought eater can drain psionic power points with a successful melee touch attack. Each touch drains 6 power points from the opponent (or fewer, if the opponent has fewer than 6 points remaining). Against a nonpsionic creature or a psionic creature that currently has no power points, this touch attack instead deals 1 point of Intelligence damage, which provides nourishment equivalent to 6 power points.
A thought eater requires 12 power points per day to survive but will gorge itself on weak prey.


Psi-Like Abilities: At will-detect psionics, distract (DC 13), precognition,  psionic daze (DC 13*); 3/day-thought shield. 
Manifester level 3rd. The save DCs are Charisma-based.
*Includes augmentation for the thought eater's manifester level.


Ethereal Jaunt (Su): A thought eater can shift from the Ethereal Plane to the Material Plane as part of any move action, and then shift back again as a free action. The ability is otherwise identical to the psionic ethereal jaunt power.


armor_class:
23 (-2 size, +1 Dex, +14 natural), touch 9, flat-footed 22

special_qualities:
Darkvision 60 ft., ethereal jaunt, power resistance 21

abilities:
Str 26, Dex 13, Con 21, Int 7, Wis 12, Cha 15

feats:
Alertness, Cleave, Great Fortitude, Power Attack, Weapon Focus (bite)

special_abilities:
Ethereal Jaunt (Su), Mind-Consuming Gaze (Su)

stat_block:
Thought slayer; CR 13; Huge aberration (psionic); HD 14d8+70; hp 133; Init +1; Spd 50 ft. (10 squares); AC 23 (-2 size, +1 dex, +14 natural), touch 9, flat-footed 22; Base Atk +10; Grp +26; Atk +17 melee (3d6+12, bite); Full Atk +17 melee (3d6+12, bite); Space/Reach 15 ft./15 ft.; SA Mind-consuming gaze, psi-like abilities; SQ Darkvision 60 ft., ethereal jaunt, power resistance 21; AL CN; SV Fort +11, Ref +5, Will +10; Str 26, Dex 13, Con 21, Int 7, Wis 12, Cha 15

Skills and Feats: Climb +12, Jump +20, Listen +7, Spot +8; Alertness, Cleave, Great Fortitude, Power Attack, Weapon Focus (bite)

full_text:
Thought Slayer

Thought Slayer

Huge Aberration (Psionic)


Hit Dice:
14d8+70 (133 hp)

Initiative:
+1

Speed:
50 ft. (10 squares)

Armor Class:
23 (-2 size, +1 Dex, +14 natural), touch 9, flat-footed 22

Base Attack/Grapple:
+10/+26

Attack:
Bite +17 melee (3d6+12)

Full Attack:
Bite +17 melee (3d6+12)

Space/Reach:
15 ft./15 ft.

Special Attacks:
Mind-consuming gaze, psi-like abilities

Special Qualities:
Darkvision 60 ft., ethereal jaunt, power resistance 21

Saves:
Fort +11, Ref +5, Will +10

Abilities:
Str 26, Dex 13, Con 21, Int 7, Wis 12, Cha 15

Skills:
Climb +12, Jump +20, Listen +7, Spot +8

Feats:
Alertness, Cleave, Great Fortitude, Power Attack, Weapon Focus (bite)

Environment:
Ethereal Plane

Organization:
Solitary or pack (2-4)

Challenge Rating:
13

Treasure:
Standard

Alignment:
Often chaotic neutral

Advancement:
15-28 HD (Huge)


Level Adjustment:
-

Thought slayers do not speak.
Combat
A thought slayer can spend a maximum of 10 continuous minutes on the Material Plane before its wispy flesh finally dissipates and it falls dead. If badly wounded, it escapes to the Ethereal Plane rather than continuing the fight.
Mind-Consuming Gaze (Su): Instantly kill (by draining the mind away), range 30 feet, Fortitude DC 19 negates. The save DC is Charisma-based. This is considered a mind-affecting death effect. If a thought slayer's gaze is met indirectly (such as through a mirror or a reflection in water), the opponent does not die on a failed save but instead is dazed for 14 rounds. This otherwise is a gaze effect.
The gaze cannot affect creatures on the Material Plane while the thought slayer remains ethereal, but it can affect ethereal creatures while the thought slayer is on the Material Plane.


Psi-Like Abilities: At will-brain lock (any nonmindless, DC 14*), chameleon, detect psionics, distract (DC 13); 3/day-body adjustment (5d12*), mental barrier (+6 AC, 2 rounds*),  mind trap (10 rounds*), precognition, wall walker; 1/day-escape detection. Manifester level 14th. The save DCs are Charisma-based.
*Includes augmentation for the thought slayer's manifester level.


Ethereal Jaunt (Su): A thought slayer can shift from the Ethereal Plane to the Material Plane as part of any move action, and then shift back again as a free action. The ability is otherwise identical to the psionic ethereal jaunt power.


armor_class:
11 (-2 size, -5 Dex, +8 natural), touch 3, flat-footed 11

special_qualities:
Blindsight 60 ft., immunity to electricity, plant traits, cold resistance 10, fire resistance 10

abilities:
Str -, Dex -, Con 16, Int 4, Wis 13, Cha 14

stat_block:
Udoroot; CR 5; Huge plant (psionic); HD 6d8+18; hp 45; Init +0; Spd 0 ft.; AC 11 (-2 size, -5 dex, +8 natural), touch 3, flat-footed 11; Base Atk +4; Grp -; Atk -; Full Atk -; Space/Reach 15 ft./0 ft.; SA Double manifest, psi-like abilities; SQ Blindsight 60 ft., immunity to electricity, plant traits, cold resistance 10, fire resistance 10; AL N; SV Fort +8, Ref +4, Will +5; Str -, Dex -, Con 16, Int 4, Wis 13, Cha 14

Skills and Feats: Listen +10; Iron Will, Lightning Reflexes

full_text:
Udoroot

Udoroot
Huge Plant (Psionic)

Hit Dice:
6d8+18 (45 hp)

Initiative:
+0

Speed:
0 ft.

Armor Class:
11 (-2 size, -5 Dex, +8 natural), touch 3, flat-footed 11

Base Attack/Grapple:
+4/-

Attack:
-

Full Attack:
-

Space/Reach:
15 ft./0 ft.

Special Attacks:
Double manifest, psi-like abilities

Special Qualities:
Blindsight 60 ft., immunity to electricity, plant traits, cold resistance 10, fire resistance 10

Saves:
Fort +8, Ref +4, Will +5

Abilities:
Str -, Dex -, Con 16, Int 4, Wis 13, Cha 14

Skills:
Listen +10

Feats:
Iron Will, Lightning Reflexes

Environment:
Temperate forest

Organization:
Solitary or patch (2-4)

Challenge Rating:
5

Treasure:
1/5 coins; 50% goods; 50% items

Alignment:
Always neutral

Advancement:
7-16 HD (Huge); 17-18 HD (Gargantuan)


Level Adjustment:
-

Combat
An udoroot can be killed only if its root is dug up or exposed, then burned, hacked apart, or otherwise destroyed. Severing or destroying all six crowns puts the plant out of commission, allowing excavation of the helpless root. The crowns are Medium objects with a hardness of 5 and 7 hit points. To sever a crown, an opponent must use the sunder action. The crowns can also be affected by spells or effects that affect an area or targeted by spells that affect an individual target.
An udoroot takes no damage from having a crown severed or destroyed. A severed crown dies and can no longer be used to attack, but the udoroot takes no other penalties.  As long as the root system remains intact, the crown regrows in about a month.
Double Manifest (Ex): An udoroot senses its surroundings and manifests its psi-like abilities through its crowns. It can manifest two psi-like abilities per round, as long as it has at least two crowns remaining.


Psi-Like Abilities: At will-energy stun (electricity, 2d6, DC 15*), false sensory input (DC 15), id insinuation (two targets, DC 15*), mind thrust (ML 4th, 4d10, DC 14*), telekinetic force (275 lb., DC 15*), thought shield (power resistance 16*); 3/day-astral construct (3rd level*), body adjustment,  mental barrier. 
Manifester level 6th. The save DCs are Charisma-based.
An udoroot can use its body adjustment power to repair damage to one of its crowns, as long as the crown has not been severed or destroyed.
*Includes augmentation for the udoroot's manifester level.


Blindsight (Ex): An udoroot can ascertain all foes by nonvisual means within 60 feet. If its crowns are destroyed, it can no longer perceive its surroundings.


Plant Traits: An udoroot is immune to poison, sleep, paralysis, stunning, polymorphing, and mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It is not subject to critical hits.


armor_class:
13 (+1 Dex, +2 deflection), touch 13, flat-footed 12

special_qualities:
Assume likeness, incorporeal traits, telepathy 100 ft.

abilities:
Str -, Dex 13, Con 12, Int 15, Wis 14, Cha 15

skills:
Bluff +10*, Diplomacy +6, Disguise +10*, Intimidate +6, Listen +6, Sense Motive +6, Spot +6

special_abilities:
Assume Likeness (Su), Hide Mind (Su), Telekinetic Force (Su)

stat_block:
Unbodied; CR 5; Medium monstrous humanoid (incorporeal, psionic); HD 4d8+4; hp 22; Init +1; Spd Fly 30 ft. (good) (6 squares); AC 13 (+1 dex, +2 deflection), touch 13, flat-footed 12; Base Atk +4; Grp -; Atk +5 melee (1d6, incorporeal touch); Full Atk +5 melee (1d6, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Psionic powers, telekinetic force; SQ Assume likeness, incorporeal traits, telepathy 100 ft.; AL N; SV Fort +2, Ref +5, Will +6; Str -, Dex 13, Con 12, Int 15, Wis 14, Cha 15

Skills and Feats: Bluff +10*, Diplomacy +6, Disguise +10*, Intimidate +6, Listen +6, Sense Motive +6, Spot +6; Overchannel, Wild Talent

full_text:
Unbodied

Unbodied
Medium Monstrous Humanoid (Incorporeal, Psionic)

Hit Dice:
4d8+4 (22 hp)

Initiative:
+1

Speed:
Fly 30 ft. (good) (6 squares)

Armor Class:
13 (+1 Dex, +2 deflection), touch 13, flat-footed 12

Base Attack/Grapple:
+4/-

Attack:
Incorporeal touch +5 melee (1d6)

Full Attack:
Incorporeal touch +5 melee (1d6)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Psionic powers, telekinetic force

Special Qualities:
Assume likeness, incorporeal traits, telepathy 100 ft.

Saves:
Fort +2, Ref +5, Will +6

Abilities:
Str -, Dex 13, Con 12, Int 15, Wis 14, Cha 15

Skills:
Bluff +10*, Diplomacy +6, Disguise +10*, Intimidate +6, Listen +6, Sense Motive +6, Spot +6

Feats:
Overchannel, Wild Talent

Environment:
Any

Organization:
Solitary or illumination (3-6)

Challenge Rating:
5

Treasure:
Half standard

Alignment:
Any

Advancement:
By character class


Level Adjustment:
+4

An unbodied uses telepathy to communicate with others.
Combat
Psionic Powers: An unbodied manifests powers as a 4th-level psion (telepath). The save DCs are Intelligence-based.
Typical Psion Powers Known (power points 21, base save DC 12 + power level): 1st- detect psionics,  empty mind,  mind thrust (DC 13*), psionic charm (DC 13*); 2nd-brain lock (DC 14), cloud mind (DC 14), energy push (DC 14), read thoughts (DC 14).
*Power can be augmented.


Telekinetic Force (Su): An unbodied can use telekinetic force (DC 15) as a standard action that does not provoke attacks of opportunity. Manifester level 4th. The save DC is Charisma-based.


Assume Likeness (Su): An unbodied can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. Its abilities do not change, but it appears to be that creature, relying on its Bluff and Disguise skills to deflect suspicion.


Hide Mind (Su): An unbodied cannot be identified as psionic by divination spells or clairsentience powers.


Incorporeal Traits: An unbodied is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn't wish to be.


Skills: An unbodied has a +4 racial bonus on Bluff and Disguise checks. *When using its assume likeness ability, an unbodied gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent's mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.




Unbodied as Characters
Unbodied characters possess the following racial traits.

 +2 Dexterity, +2 Constitution, +4 Intelligence, +4 Wisdom, +4 Charisma. As an incorporeal creature, an unbodied has no Strength score.

 Medium size.

 An unbodied has a fly speed of 30 feet (good maneuverability).

 Darkvision out to 60 feet.

 Deflection bonus to Armor Class equal to character's Charisma modifier (minimum +1).

 Natural Attack: An unbodied can make a melee touch attack to deal 1d6 points of damage.

 Special Attacks (see above): Psionic powers, telekinetic force. An unbodied who takes levels in psion (telepath) adds its racial manifesting ability and psion levels together to determine its power point reserve, manifester level, and powers known.

 Special Qualities (see above): Assume likeness, incorporeal traits.

 Racial Hit Dice: An unbodied begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.

 Racial Skills: An unbodied's monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, and Spot. Unbodied have a +4 racial bonus on Bluff checks and Disguise checks. When using its assume likeness ability, an unbodied gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent's mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.

 Racial Feats: An unbodied's monstrous humanoid levels give it two feats.

 Favored Class: Psion (telepath).

 Level Adjustment: +4.


attack:
Rapier +2 melee (1d6/18-20) or longbow +2 ranged (1d8/x3)

full_attack:
Rapier +2 melee (1d6/18-20) or longbow +2 ranged (1d8/x3)

stat_block:
1st-level warrior xeph; CR 1/2; Medium humanoid (psionic, xeph); HD 1d8+1; hp 5; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14; Base Atk +1; Grp +1; Atk +2 melee (1d6/18-20, rapier) or +2 ranged (1d8/x3, longbow); Full Atk +2 melee (1d6/18-20, rapier) or +2 ranged (1d8/x3, longbow); Space/Reach 5 ft./5 ft.; SA -; SQ Burst, darkvision 60 ft.; AL N; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8

Skills and Feats: Climb +2, Jump +2; Weapon Finesse

full_text:
Xeph

Xeph, 1st-Level Warrior


Medium Humanoid (Psionic, Xeph)

Hit Dice:
1d8+1 (5 hp)

Initiative:
+1

Speed:
30 ft. (6 squares)

Armor Class:
15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14

Base Attack/Grapple:
+1/+1

Attack:
Rapier +2 melee (1d6/18-20) or longbow +2 ranged (1d8/x3)

Full Attack:
Rapier +2 melee (1d6/18-20) or longbow +2 ranged (1d8/x3)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Burst, darkvision 60 ft.

Saves:
Fort +3, Ref +1, Will -1

Abilities:
Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8

Skills:
Climb +2, Jump +2

Feats:
Weapon Finesse

Environment:
Warm forest

Organization:
Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)

Challenge Rating:
1/2

Treasure:
Standard

Alignment:
Usually neutral

Advancement:
By character class


Level Adjustment:
+0

Xephs speak their own language and Common.
Combat
Burst (Su): Three times per day, a xeph can increase his or her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph's base speed. A burst of speed lasts 3 rounds.
The xeph warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.




Xephs as Characters
Xeph characters possess the following racial traits.

 -2 Strength, +2 Dexterity.

 Medium size.

 Xeph base land speed is 30 feet.

 Darkvision out to 60 feet.

 Naturally Psionic: Xephs gain 1 bonus power point at 1st level.

 +1 racial bonus on saving throws against powers, spells, and spell-like effects.

 Special Qualities (see above): Burst.

 Racial Feats: A xeph character gains feats according to his or her character class.

 Automatic Languages: Xeph, Common.

 Favored Class: Soulknife.

 Level Adjustment: +0.


# power

description:
You link your mind with another psionic creature's mind, creating a brief conduit through which mental energy can be shared. When you manifest this power, the subject gains up to 2 power points. You can transfer only as many power points to a subject as it has manifester levels.

      Because of the intimate nature of this power, it cannot be fabricated into a psionic item-only power points generated by a psionic creature in the moment can be shared using bestow power.

augment:
Augment: For every 3 additional power points you spend, the subject gains 2 additional power points.

full_text:
Bestow Power
Telepathy [Mind-Affecting]
Level:
Psion/wilder 2
Display:
Mental
Manifesting Time:
1 standard action
Range:
20 ft.
Target:
One psionic creature
Duration:
Instantaneous
Saving Throw:
None
Power Resistance:
No
Power Points:
3
You link your mind with another psionic creature's mind, creating a brief conduit through which mental energy can be shared. When you manifest this power, the subject gains up to 2 power points. You can transfer only as many power points to a subject as it has manifester levels.
Because of the intimate nature of this power, it cannot be fabricated into a psionic item-only power points generated by a psionic creature in the moment can be shared using bestow power.
Augment: For every 3 additional power points you spend, the subject gains 2 additional power points.


description:
You can toughen your body against wounds, lessening their impact. During the duration of this power, you gain damage reduction 2/-.

augment:
Augment: For every 3 additional power points you spend, your damage reduction increases by 1.

full_text:
Biofeedback
Psychometabolism
Level:
Psion/wilder 2, psychic warrior 1
Display:
Material and visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level (D)
Power Points:
Psion/wilder 3, psychic warrior 1
You can toughen your body against wounds, lessening their impact. During the duration of this power, you gain damage reduction 2/-.
Augment: For every 3 additional power points you spend, your damage reduction increases by 1.


description:
Your posture becomes stooped forward, and you grow a muzzle complete with fangs. You gain one bite attack each round, instead of or in addition to any other attacks you have, that deals 1d8 points of damage (assuming you are a Medium creature) when it hits.

      Your bite attack is a natural weapon, so you are considered armed when attacking with it, and it can be affected by powers, spells, and effects that enhance or improve natural weapons. You can choose to deal nonlethal damage with your bite, taking the standard -4 penalty on your attack roll. If you bite as your only attack, you use your highest base attack bonus on the attack roll, and you can apply your full Strength bonus to damage. If you bite in addition to making other attacks, the bite is a secondary attack.

      If you are not a Medium creature, your bite attack's base damage varies as follows: Fine 1d2, Diminutive 1d3, Tiny 1d4, Small 1d6, Large 2d6, Huge 2d8, Gargantuan 4d6, Colossal 6d6.

      Based on your psychic warrior level, your bite increases in ferocity as noted here: at 5th level your bite deals an extra 1d8 points of damage, at 10th level an extra 2d8, at 15th level an extra 3d8, and at 20th level an extra 4d8 points.

full_text:
Bite of the Wolf
Psychometabolism
Level:
Psychic warrior 1
Display:
Visual; see text
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level
Power Points:
1
Your posture becomes stooped forward, and you grow a muzzle complete with fangs. You gain one bite attack each round, instead of or in addition to any other attacks you have, that deals 1d8 points of damage (assuming you are a Medium creature) when it hits.
Your bite attack is a natural weapon, so you are considered armed when attacking with it, and it can be affected by powers, spells, and effects that enhance or improve natural weapons. You can choose to deal nonlethal damage with your bite, taking the standard -4 penalty on your attack roll. If you bite as your only attack, you use your highest base attack bonus on the attack roll, and you can apply your full Strength bonus to damage. If you bite in addition to making other attacks, the bite is a secondary attack.
If you are not a Medium creature, your bite attack's base damage varies as follows: Fine 1d2, Diminutive 1d3, Tiny 1d4, Small 1d6, Large 2d6, Huge 2d8, Gargantuan 4d6, Colossal 6d6.
Based on your psychic warrior level, your bite increases in ferocity as noted here: at 5th level your bite deals an extra 1d8 points of damage, at 10th level an extra 2d8, at 15th level an extra 3d8, and at 20th level an extra 4d8 points.


description:
You take control of your body's healing process, curing yourself of 1d12 points of damage. As usual, when regular damage is healed, an equal amount of nonlethal damage is also healed.

augment:
Augment: For every 2 additional power points you spend, this power heals an additional 1d12 points of damage.

full_text:
Body Adjustment
Psychometabolism (Healing)
Level:
Psion/wilder 3, psychic warrior 2
Display:
Auditory and material
Manifesting Time:
1 round
Range:
Personal
Target:
You
Duration:
Instantaneous
Power Points:
Psion/wilder 5, psychic warrior 3
You take control of your body's healing process, curing yourself of 1d12 points of damage. As usual, when regular damage is healed, an equal amount of nonlethal damage is also healed.
Augment: For every 2 additional power points you spend, this power heals an additional 1d12 points of damage.


description:
You can adjust your body's equilibrium to correspond with any solid or liquid that you stand on. Thus, you can walk on water, quicksand, or even a spider's web without sinking or breaking through (this effect does not confer any resistance to particularly sticky webs). You can move at your normal speed, but you cannot run (x4 speed) on an unfirm surface without sinking or breaking through.

      If you fall from any height while using this power, damage from the impact is halved.

full_text:
Body Equilibrium
Psychometabolism
Level:
Psion/wilder 2, psychic warrior 2
Display:
Material and visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level (D)
Power Points:
3
You can adjust your body's equilibrium to correspond with any solid or liquid that you stand on. Thus, you can walk on water, quicksand, or even a spider's web without sinking or breaking through (this effect does not confer any resistance to particularly sticky webs). You can move at your normal speed, but you cannot run (x4 speed) on an unfirm surface without sinking or breaking through.
If you fall from any height while using this power, damage from the impact is halved.


description:
You restore up to 2 points of damage to a single ability score. You cannot use body purification to heal ability drain.

augment:
Augment: For every additional power point you spend, this power heals 1 additional point of damage to the same ability score.

full_text:
Body Purification
Psychometabolism (Healing)
Level:
Psion/wilder 3, psychic warrior 2
Display:
Auditory and material
Manifesting Time:
1 round
Range:
Personal
Target:
You
Duration:
Instantaneous
Power Points:
Psion/wilder 5, psychic warrior 3
You restore up to 2 points of damage to a single ability score. You cannot use body purification to heal ability drain.
Augment: For every additional power point you spend, this power heals 1 additional point of damage to the same ability score.


short_description:
You create a few enhanced short-lived bolts, arrows, or bullets.

description:
You create 2d4 ectoplasmic crossbow bolts, arrows, or sling bullets, appropriate to your size, which dissipate into their constituent ectoplasmic particles when the duration ends or after being fired. Ammunition you create has a +1 enhancement bonus on attack rolls and damage rolls.

augment:
Augment: For every 3 additional power points you spend, this power improves the ammunition's enhancement bonus on attack rolls and damage rolls by 1.

full_text:
Bolt
Metacreativity (Creation)
Level:
Psion/wilder 1
Display:
Material
Manifesting Time:
1 standard action
Range:
0 ft.
Effect:
A normal bolt, arrow, or sling bullet
Duration:
1 min./level
Saving Throw:
None
Power Resistance:
No
Power Points:
1
You create 2d4 ectoplasmic crossbow bolts, arrows, or sling bullets, appropriate to your size, which dissipate into their constituent ectoplasmic particles when the duration ends or after being fired. Ammunition you create has a +1 enhancement bonus on attack rolls and damage rolls.
Augment: For every 3 additional power points you spend, this power improves the ammunition's enhancement bonus on attack rolls and damage rolls by 1.


short_description:
Subject cannot move or take any mental actions.

description:
The subject's higher mind is locked away. He is dazed and cannot take psionic actions for the duration of the power.

      A brain locked subject is not stunned, so attackers get no special advantage against him.

      A brain locked flyer must descend to the closest safe level area below it. An air-breathing swimmer must make for the surface.

augment:
Augment: You can augment this power in one or both of the following ways.
1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.

full_text:
Brain Lock
Telepathy (Compulsion) [Mind-Affecting]
Level:
Telepath 2
Display:
Material and visual
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One humanoid
Duration:
Concentration + 1 round
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
3
The subject's higher mind is locked away. He is dazed and cannot take psionic actions for the duration of the power.
A brain locked subject is not stunned, so attackers get no special advantage against him.
A brain locked flyer must descend to the closest safe level area below it. An air-breathing swimmer must make for the surface.
Augment: You can augment this power in one or both of the following ways.
1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.


short_description:
Your body automatically adapts to hostile environments.

description:
Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration.

      You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage per round deals you only half the usual amount of damage.

full_text:
Adapt Body
Psychometabolism
Level:
Psion/wilder 5, psychic warrior 5
Display:
Visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 hour/level (D)
Power Points:
9
Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration.
You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage per round deals you only half the usual amount of damage.


area:
20-ft. -radius emanation, centered on you

short_description:
Effects that affect you also affect others.

description:
You create an affinity feedback loop with all creatures within the area. While the duration lasts, affected creatures take all damage (including ability damage) as you do and heal all wounds as you do. Hit points gained or lost persist after this power ends.

      Creatures in range are also subject to magical and psionic effects of 3rd level or lower. Creatures that have an affinity to you gain a saving throw against each new power transferred through the affinity field as if the power were manifested upon them normally. All magical and psionic effects transferred to subjects fade at the end of this power's duration, although instantaneous effects remain. If you suddenly become immune to a particular effect or power, the effect or power to which you are immune cannot be transferred to creatures that have affinity to you.

full_text:
Affinity Field
Psychometabolism
Level:
Psion/wilder 9
Display:
Material and visual
Manifesting Time:
1 standard action
Range:
20 ft.
Area:
20-ft. -radius emanation, centered on you
Duration:
1 round/level (D)
Saving Throw:
Fortitude negates (potentially harmless)
Power Resistance:
Yes
Power Points:
17
You create an affinity feedback loop with all creatures within the area. While the duration lasts, affected creatures take all damage (including ability damage) as you do and heal all wounds as you do. Hit points gained or lost persist after this power ends.
Creatures in range are also subject to magical and psionic effects of 3rd level or lower. Creatures that have an affinity to you gain a saving throw against each new power transferred through the affinity field as if the power were manifested upon them normally. All magical and psionic effects transferred to subjects fade at the end of this power's duration, although instantaneous effects remain. If you suddenly become immune to a particular effect or power, the effect or power to which you are immune cannot be transferred to creatures that have affinity to you.


description:
You know where you are in relation to a fixed starting point, which is essential for setting up a mishap-free teleport beacon. While the duration lasts, you are aware of your exact distance and route (physical or psychoportive) back to a fixed starting point. The 'anchored' starting point is your exact location when you manifest the power. To designate other anchored starting points, you must manifest this power multiple times and be present at the desired locations when you do so.

      You can also retrace your steps through a maze automatically while the power lasts, without resorting to a map.

      anchored navigation grants you a mindlink with one designated creature who remains within a 60-foot radius of the starting point, regardless of the distance between you and the creature. The use of anchored navigation is confined to the plane of existence where you manifest it.

augment:
Augment: If you spend 6 additional power points, the effect of this power extends across all planar boundaries.

full_text:
Anchored Navigation
Clairsentience
Level:
Seer 4
Display:
Material and olfactory
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 hour/level
Power Points:
7
You know where you are in relation to a fixed starting point, which is essential for setting up a mishap-free teleport beacon. While the duration lasts, you are aware of your exact distance and route (physical or psychoportive) back to a fixed starting point. The 'anchored' starting point is your exact location when you manifest the power. To designate other anchored starting points, you must manifest this power multiple times and be present at the desired locations when you do so.
You can also retrace your steps through a maze automatically while the power lasts, without resorting to a map.
anchored navigation grants you a mindlink with one designated creature who remains within a 60-foot radius of the starting point, regardless of the distance between you and the creature. The use of anchored navigation is confined to the plane of existence where you manifest it.
Augment: If you spend 6 additional power points, the effect of this power extends across all planar boundaries.


description:
You forge a psychometabolic affinity with an idealized animal form, thereby boosting one of your ability scores (choose either Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). The power grants a +4 enhancement bonus to the ability score you choose, adding the usual benefits provided by a high ability bonus. Because you are emulating the idealized form of an animal, you also take on minor aspects of the animal you choose. If you choose to increase the ability you use to manifest powers, you do not gain the benefit of an increased ability score long enough to gain any bonus power points for a high ability score, but the save DCs of your powers increase for the duration of this power.

augment:
Augment: For every 5 additional power points you spend, this power grants a +4 enhancement bonus to another ability.

full_text:
Animal Affinity
Psychometabolism
Level:
Egoist 2, psychic warrior 2
Display:
Material
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level
Power Points:
3
You forge a psychometabolic affinity with an idealized animal form, thereby boosting one of your ability scores (choose either Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). The power grants a +4 enhancement bonus to the ability score you choose, adding the usual benefits provided by a high ability bonus. Because you are emulating the idealized form of an animal, you also take on minor aspects of the animal you choose. If you choose to increase the ability you use to manifest powers, you do not gain the benefit of an increased ability score long enough to gain any bonus power points for a high ability score, but the save DCs of your powers increase for the duration of this power.
Augment: For every 5 additional power points you spend, this power grants a +4 enhancement bonus to another ability.


description:
By using this power, you delete 1d4 powers permanently from the subject's mind. You specify the level of each power, and the DM randomly determines which of the subject's powers is actually deleted. Psychic chirurgery or reality revision can be used to restore the lost powers, but it must be performed within 1 week of losing the powers.

full_text:
Apopsi
Telepathy [Mind-Affecting]
Level:
Psion/wilder 9
Display:
Auditory, material, and visual
Manifesting Time:
1 round
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One living psionic creature
Duration:
Instantaneous
Saving Throw:
Fortitude negates
Power Resistance:
Yes
Power Points:
17, XP
By using this power, you delete 1d4 powers permanently from the subject's mind. You specify the level of each power, and the DM randomly determines which of the subject's powers is actually deleted. Psychic chirurgery or reality revision can be used to restore the lost powers, but it must be performed within 1 week of losing the powers.
XP Cost: 50 XP per level of the deleted powers.


short_description:
Incorporate creature into your own body.Etherealness, Psionic: Become ethereal for 1 min./level.

description:
Your pointing finger turns black as obsidian. A creature touched by you is partially assimilated into your form and takes 20d6 points of damage. Any creature reduced to 0 or fewer hit points by this power is killed, entirely assimilated into your form, leaving behind only a trace of fine dust. An assimilated creature's equipment is unaffected.

      A creature that is partially assimilated into your form (that is, a creature that has at least 1 hit point following your use of this power) grants you a number of temporary hit points equal to half the damage you dealt for 1 hour.

      A creature that is completely assimilated grants you a number of temporary hit points equal to the damage you dealt and a +4 bonus to each of your ability scores for 1 hour. If the assimilated creature knows psionic powers, you gain knowledge of one of its powers for 1 hour. You gain some semblance of a creature you completely assimilate for 1 hour, granting you a +10 bonus on Disguise checks made to appear as that creature during that time.

full_text:
Assimilate
Psychometabolism
Level:
Psion/wilder 9
Display:
Auditory and visual
Manifesting Time:
1 standard action
Range:
Touch
Target:
One living creature touched
Duration:
Instantaneous and 1 hour; see text
Saving Throw:
Fortitude half
Power Resistance:
Yes
Power Points:
17
Your pointing finger turns black as obsidian. A creature touched by you is partially assimilated into your form and takes 20d6 points of damage. Any creature reduced to 0 or fewer hit points by this power is killed, entirely assimilated into your form, leaving behind only a trace of fine dust. An assimilated creature's equipment is unaffected.
A creature that is partially assimilated into your form (that is, a creature that has at least 1 hit point following your use of this power) grants you a number of temporary hit points equal to half the damage you dealt for 1 hour.
A creature that is completely assimilated grants you a number of temporary hit points equal to the damage you dealt and a +4 bonus to each of your ability scores for 1 hour. If the assimilated creature knows psionic powers, you gain knowledge of one of its powers for 1 hour. You gain some semblance of a creature you completely assimilate for 1 hour, granting you a +10 bonus on Disguise checks made to appear as that creature during that time.


description:
You lead a caravan into the Astral Plane, leaving the Material Plane behind. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you wish, but only if you know your way (see below).

      You can bring other willing creatures with you, provided that these subjects have each manifested astral traveler and are linked hand to hand with you at the time of the astral caravan's manifestation. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey that causes you to break hand-to-hand contact, your companions are stranded wherever you leave them. Because the planes are a dangerous place, those who lead astral caravans usually choose to manifest this power only if they have a large party of travelers assembled. Sometimes groups of lower-level adventurers may hire you to lead forays beyond the Material Plane.

      The astral caravan power lasts while you and your fellow travelers maintain your original formation, until (1) you reach your intended destination plane, (2) you desire to end the power while still traversing the Astral Plane, (3) you or anyone traveling with you breaks the hand-to-hand chain connecting the travelers for 2 consecutive rounds, or (4) the power is terminated by some outside means, such as dispel psionics. When the power ends, you and your fellow travelers halt in whatever portion of the Astral Plane you happen to be traversing (the Astral Plane is in many ways subjective in location; in any event, one place on the Astral looks much like any other).

      While you are traveling through the Astral Plane, those natives who happen to glimpse you and your fellow travelers perceive you to be moving at a speed of 30 feet (you can't run), with you flying in the lead and your fellow travelers strung out behind you, each linked to the next by one hand.

      Depending on your knowledge of the planes, your journey through the subjective space that is the Astral Plane may take a longer or shorter period of time. For each 24 hours you travel, make a Knowledge (the planes) check. Unless a location is particularly hard to find and well guarded, or conversely easy to find and well advertised, the average DC for an astral caravan journey should be set at 20. You cannot take 20 on this check, though you can take 10. Each check may be modified by your degree of familiarity with the destination or by some connection you have with the place; see the tables below.

      

Destination Knowledge (the planes)


Knowledge
Check Modifier

None*
n/a

Secondhand (you have heard of the destination)
-10

Firsthand (you have visited before)
+0

Familiar (you have visited three or more times)
+5


*If you have no direct knowledge of your destination, you must have some connection to it in order to travel there; see below.

      

Knowledge (the planes)


Connection
Check Modifier

Likeness or picture of destination
+2

Object from destination
+4


Planar Cartographer's map of destination
+10

      
      Each successful check indicates that you are one step closer to your goal. To finally arrive at your location, you must succeed on six checks within a span of 12 days. (If you fail to make six successful checks within the first 12 days, you can continue to make one check per day until you get the requisite six successes within a span of 12 consecutive days). When you successfully make the requisite number of checks, the journey ends, and you appear on your chosen plane within 10-1,000 (1d% x 10) miles of your intended destination on that plane.

augment:
Augment: If you spend 2 additional power points, this power weaves a quasi-real filmy membrane around yourself and all those adjacent to each other in the caravan (being linked by hand is not required if this membrane is used). You remain visible within the translucent, amorphous enclosure. You can pick up or drop willing passengers, easily reaching through the film. Anything you hold is enveloped by the film. Any attacks made through the enclosure in either direction have a 25% miss chance due to the rippling membrane.
When you manifest this power in its augmented form, your apparent speed to those observing on the Astral Plane is 40 feet, and you can make a Knowledge (the planes) check once every 12 hours to attempt to make it to your destination (six successful checks within 12 consecutive days still sees you to your desired goal).

full_text:
Astral Caravan
Psychoportation
Level:
Nomad 3
Display:
None
Manifesting Time:
1 hour
Range:
Personal
Targets:
You and touched willing creatures
Duration:
See text
Power Points:
5
You lead a caravan into the Astral Plane, leaving the Material Plane behind. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you wish, but only if you know your way (see below).
You can bring other willing creatures with you, provided that these subjects have each manifested astral traveler and are linked hand to hand with you at the time of the astral caravan's manifestation. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey that causes you to break hand-to-hand contact, your companions are stranded wherever you leave them. Because the planes are a dangerous place, those who lead astral caravans usually choose to manifest this power only if they have a large party of travelers assembled. Sometimes groups of lower-level adventurers may hire you to lead forays beyond the Material Plane.
The astral caravan power lasts while you and your fellow travelers maintain your original formation, until (1) you reach your intended destination plane, (2) you desire to end the power while still traversing the Astral Plane, (3) you or anyone traveling with you breaks the hand-to-hand chain connecting the travelers for 2 consecutive rounds, or (4) the power is terminated by some outside means, such as dispel psionics. When the power ends, you and your fellow travelers halt in whatever portion of the Astral Plane you happen to be traversing (the Astral Plane is in many ways subjective in location; in any event, one place on the Astral looks much like any other).
While you are traveling through the Astral Plane, those natives who happen to glimpse you and your fellow travelers perceive you to be moving at a speed of 30 feet (you can't run), with you flying in the lead and your fellow travelers strung out behind you, each linked to the next by one hand.
Depending on your knowledge of the planes, your journey through the subjective space that is the Astral Plane may take a longer or shorter period of time. For each 24 hours you travel, make a Knowledge (the planes) check. Unless a location is particularly hard to find and well guarded, or conversely easy to find and well advertised, the average DC for an astral caravan journey should be set at 20. You cannot take 20 on this check, though you can take 10. Each check may be modified by your degree of familiarity with the destination or by some connection you have with the place; see the tables below.

Destination Knowledge (the planes)


Knowledge
Check Modifier

None*
n/a

Secondhand (you have heard of the destination)
-10

Firsthand (you have visited before)
+0

Familiar (you have visited three or more times)
+5


*If you have no direct knowledge of your destination, you must have some connection to it in order to travel there; see below.


Knowledge (the planes)


Connection
Check Modifier

Likeness or picture of destination
+2

Object from destination
+4


Planar Cartographer's map of destination
+10

Each successful check indicates that you are one step closer to your goal. To finally arrive at your location, you must succeed on six checks within a span of 12 days. (If you fail to make six successful checks within the first 12 days, you can continue to make one check per day until you get the requisite six successes within a span of 12 consecutive days). When you successfully make the requisite number of checks, the journey ends, and you appear on your chosen plane within 10-1,000 (1d% x 10) miles of your intended destination on that plane.
Augment: If you spend 2 additional power points, this power weaves a quasi-real filmy membrane around yourself and all those adjacent to each other in the caravan (being linked by hand is not required if this membrane is used). You remain visible within the translucent, amorphous enclosure. You can pick up or drop willing passengers, easily reaching through the film. Anything you hold is enveloped by the film. Any attacks made through the enclosure in either direction have a 25% miss chance due to the rippling membrane.
When you manifest this power in its augmented form, your apparent speed to those observing on the Astral Plane is 40 feet, and you can make a Knowledge (the planes) check once every 12 hours to attempt to make it to your destination (six successful checks within 12 consecutive days still sees you to your desired goal).


short_description:
Creates astral construct to fight for you.

description:
This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power's duration and dissipates at the end of its turn.

      Astral constructs are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.

augment:
Augment: For every 2 additional power points you spend, the level of the astral construct increases by one.

full_text:
Astral Construct
Metacreativity (Creation)
Level:
Shaper 1
Display:
Visual; see text
Manifesting Time:
1 round
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
One created astral construct
Duration:
1 round/level (D)
Saving Throw:
None
Power Resistance:
No
Power Points:
1
This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power's duration and dissipates at the end of its turn.
Astral constructs are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.
Augment: For every 2 additional power points you spend, the level of the astral construct increases by one.


short_description:
You plant the seed of your rebirth from the Astral Plane.

description:
This power weaves strands of astral ectoplasm into a crystal containing the seed of your living mind (hardness 1 and 1 hit point). You can have only one astral seed in existence at any one time. Until such time as you perish, the astral seed (also called the storage crystal) is utterly inert. If you are slain at some later date, your soul transfers into the storage crystal, which begins to dimly glow.

      Upon transference, your physical remains (should they still exist) become inert matter and cannot thereafter be restored to life. The transfer from the slain body to the astral seed works over any distance, physical or extradimensional.

      Once your body's physical demise activates the storage crystal, you have the abilities of a psicrystal of the appropriate level, plus all the powers you knew and the maximum power points you possessed when astral seed was manifested-but you also have a negative level that cannot be healed and that does not convert to real level loss in your current crystalline form. You have thirty days to grow an organic body, after which time your sentience fades and your soul passes on if it hasn't entered a new body.

      To grow a body, you (in the storage crystal) must spend ten days in uninterrupted solitude. The body's constituent parts are pulled as ectoplasm from the Astral Plane, then slowly molded and transformed into a living, breathing body that is an exact duplicate of your body at the time you manifested astral seed (the crystal itself breaks down and becomes a part of the new organic body). When the tenth day ends, you completely and totally inhabit the new body. You possess all the abilities you possessed when astral seed was manifested, at one level lower, but you have none of your equipment.

      If the body is struck for any amount of damage during the ten-day period when it is growing, it is destroyed and your soul passes on.

      Conceivably, you could manifest mind switch to utilize a temporary body, but only an evil creature would smash his own temporarily empty storage crystal to permanently usurp a subject's organic body (unless the subject is itself irredeemably evil).

full_text:
Astral Seed
Metacreativity
Level:
Shaper 8
Display:
Material; see text
Manifesting Time:
10 minutes
Range:
0 ft.
Effect:
One storage crystal
Duration:
Instantaneous
Saving Throw:
None
Power Resistance:
No
Power Points:
15
This power weaves strands of astral ectoplasm into a crystal containing the seed of your living mind (hardness 1 and 1 hit point). You can have only one astral seed in existence at any one time. Until such time as you perish, the astral seed (also called the storage crystal) is utterly inert. If you are slain at some later date, your soul transfers into the storage crystal, which begins to dimly glow.
Upon transference, your physical remains (should they still exist) become inert matter and cannot thereafter be restored to life. The transfer from the slain body to the astral seed works over any distance, physical or extradimensional.
Once your body's physical demise activates the storage crystal, you have the abilities of a psicrystal of the appropriate level, plus all the powers you knew and the maximum power points you possessed when astral seed was manifested-but you also have a negative level that cannot be healed and that does not convert to real level loss in your current crystalline form. You have thirty days to grow an organic body, after which time your sentience fades and your soul passes on if it hasn't entered a new body.
To grow a body, you (in the storage crystal) must spend ten days in uninterrupted solitude. The body's constituent parts are pulled as ectoplasm from the Astral Plane, then slowly molded and transformed into a living, breathing body that is an exact duplicate of your body at the time you manifested astral seed (the crystal itself breaks down and becomes a part of the new organic body). When the tenth day ends, you completely and totally inhabit the new body. You possess all the abilities you possessed when astral seed was manifested, at one level lower, but you have none of your equipment.
If the body is struck for any amount of damage during the ten-day period when it is growing, it is destroyed and your soul passes on.
Conceivably, you could manifest mind switch to utilize a temporary body, but only an evil creature would smash his own temporarily empty storage crystal to permanently usurp a subject's organic body (unless the subject is itself irredeemably evil).


short_description:
Enable yourself or another to join an astral caravan-enabled trip.

description:
This power allows you or a creature you touch to participate in an astral caravan created through use of the astral caravan power. While participating in a journey allowed by the astral caravan power, you must hold the hand of both your fellow passenger ahead of you (or the caravan leader) and your fellow passenger behind you (unless you happen to be the last in the hand-linked line). If you or any one of your fellow passengers breaks the hand-to-hand link for 2 consecutive rounds, the impetus through the Astral Plane provided by astral caravan fails. See the astral caravan power for more information.

      All those who are part of the caravan who are capable of performing purely mental actions, such as manifesting a power, may do so while maintaining hand-to-hand contact with their fellow travelers. When astral travelers begin their journey, each one is connected to the Material Plane by an insubstantial silvery cord. Very few weapons exist that can damage a silvery cord.

      The last creature in the line of those making up the caravan is sometimes referred to as the rear guard, because he or she has one hand free and can use it to wield a weapon without relinquishing his or her grip on the next traveler in line. The weightless, subjective environment of the Astral Plane allows the caravan to flex and bend as necessary to bring the rear guard's weapon to bear.

full_text:
Astral Traveler
Psychoportation
Level:
Psion/wilder 1, psychic warrior 1
Display:
None
Manifesting Time:
1 hour
Range:
Touch
Target:
Creature touched
Duration:
See text
Saving Throw:
Will negates (harmless)
Power Resistance:
Yes (harmless)
Power Points:
1
This power allows you or a creature you touch to participate in an astral caravan created through use of the astral caravan power. While participating in a journey allowed by the astral caravan power, you must hold the hand of both your fellow passenger ahead of you (or the caravan leader) and your fellow passenger behind you (unless you happen to be the last in the hand-linked line). If you or any one of your fellow passengers breaks the hand-to-hand link for 2 consecutive rounds, the impetus through the Astral Plane provided by astral caravan fails. See the astral caravan power for more information.
All those who are part of the caravan who are capable of performing purely mental actions, such as manifesting a power, may do so while maintaining hand-to-hand contact with their fellow travelers. When astral travelers begin their journey, each one is connected to the Material Plane by an insubstantial silvery cord. Very few weapons exist that can damage a silvery cord.
The last creature in the line of those making up the caravan is sometimes referred to as the rear guard, because he or she has one hand free and can use it to wield a weapon without relinquishing his or her grip on the next traveler in line. The weightless, subjective environment of the Astral Plane allows the caravan to flex and bend as necessary to bring the rear guard's weapon to bear.


description:
You plant a compelling attraction in the mind of the subject. The attraction can be toward a particular person or an object. The subject will take reasonable steps to meet, get close to, attend, or find the object of its implanted attraction. For the purpose of this power, 'reasonable' means that, while attracted, the subject doesn't suffer from blind obsession. He will act on this attraction only when not engaged in combat. The subject won't perform obviously suicidal actions. He can still recognize danger but will not flee unless the threat is immediate. If you make the subject feel an attraction to yourself, you can't command him indiscriminately, although he will be willing to listen to you (even if he disagrees). This power grants you a +4 bonus on any interaction checks you make involving the subject (such as Bluff, Diplomacy, Intimidate, and Sense Motive).

augment:
Augment: For every 2 additional power points you spend, this power's save DC increases by 1 and the bonus on interaction checks increases by 1.

full_text:
Attraction
Telepathy (Charm) [Mind-Affecting]
Level:
Psion/wilder 1
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature
Duration:
1 hour/level
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
1
You plant a compelling attraction in the mind of the subject. The attraction can be toward a particular person or an object. The subject will take reasonable steps to meet, get close to, attend, or find the object of its implanted attraction. For the purpose of this power, 'reasonable' means that, while attracted, the subject doesn't suffer from blind obsession. He will act on this attraction only when not engaged in combat. The subject won't perform obviously suicidal actions. He can still recognize danger but will not flee unless the threat is immediate. If you make the subject feel an attraction to yourself, you can't command him indiscriminately, although he will be willing to listen to you (even if he disagrees). This power grants you a +4 bonus on any interaction checks you make involving the subject (such as Bluff, Diplomacy, Intimidate, and Sense Motive).
Augment: For every 2 additional power points you spend, this power's save DC increases by 1 and the bonus on interaction checks increases by 1.


duration:
10 min./level or instantaneous; see text

short_description:
Repairs psyche or makes subject seem to be something it is not.

description:
You can use this power in one of two ways: to disguise the subject's aura (alignment) and level, or to remove a compulsion or charm effect from the subject.

      Disguise: If you use this power to disguise the subject's alignment and level, the power has a duration of 10 minutes per level. You can change the subject's alignment by only one step. You can adjust the subject's apparent level up or down by a number equal to one-half your own level (rounded down) or less.

      Remove Compulsion: If you use this power to attempt to cleanse the subject's aura of a baleful or controlling effect, the duration is instantaneous. This power can remove the compulsion of a curse or a geas/quest effect. It can also negate any charm and compulsion powers of 6th level or lower, such as crisis of breath or death urge. When aura alteration is manifested for this purpose, the subject gains another saving throw to remove the compulsion afflicting it against the original save DC, but with a +2 bonus.

augment:
Augment: You can augment this power in one or both of the following ways.
1. For every additional power point you spend, the duration of the disguise aura increases by 10 minutes.
2. If you spend 2 additional power points, the subject's alignment shifts an additional step; if you spend 4 additional power points, the subject's alignment changes to its opposite.

full_text:
Aura Alteration
Telepathy [Mind-Affecting]
Level:
Psion/wilder 6
Display:
Material
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One willing creature
Duration:
10 min./level or instantaneous; see text
Power Points:
11
You can use this power in one of two ways: to disguise the subject's aura (alignment) and level, or to remove a compulsion or charm effect from the subject.
Disguise: If you use this power to disguise the subject's alignment and level, the power has a duration of 10 minutes per level. You can change the subject's alignment by only one step. You can adjust the subject's apparent level up or down by a number equal to one-half your own level (rounded down) or less.
Remove Compulsion: If you use this power to attempt to cleanse the subject's aura of a baleful or controlling effect, the duration is instantaneous. This power can remove the compulsion of a curse or a geas/quest effect. It can also negate any charm and compulsion powers of 6th level or lower, such as crisis of breath or death urge. When aura alteration is manifested for this purpose, the subject gains another saving throw to remove the compulsion afflicting it against the original save DC, but with a +2 bonus.
Augment: You can augment this power in one or both of the following ways.
1. For every additional power point you spend, the duration of the disguise aura increases by 10 minutes.
2. If you spend 2 additional power points, the subject's alignment shifts an additional step; if you spend 4 additional power points, the subject's alignment changes to its opposite.


short_description:
Reveals creatures, objects, powers, or spells of selected alignment axis.

description:
You discern auras. Auras are invisible to the naked eye, but to a psionic viewer manifesting this power they appear as glowing halos or envelopes of colored light that surround all objects. The color of each aura reveals information to the psionic character. The amount of information revealed depends on how long you study a particular area.

      1st Round: Presence of good and evil auras in the area. You can't pin an aura to a particular object or individual at this stage; instead, you see a colored haze suffusing the area. (This power can detect lawful and chaotic auras as well, but doing so requires a separate manifestation that focuses only on that alignment axis.)

      2nd Round: Number of auras (creatures, objects, powers, or spells) in the area. You know how many auras are in the area, even though each aura doesn't resolve to its actual location quite yet.

      3rd Round: The owner of each aura is revealed, unless the individual is outside your line of sight. If a creature whose aura you detect has 5 or more Hit Dice than you do, you are overwhelmed by its presence and dazed for 1 round, and the power ends.

augment:
Augment: For every 2 additional power points you spend, this power's range increases by 5 feet.

full_text:
Aura Sight
Clairsentience
Level:
Psion/wilder 4
Display:
Visual
Manifesting Time:
1 standard action
Range:
60 ft.
Area:
Cone-shaped emanation centered on you
Duration:
Concentration, up to 10 min./level
Saving Throw:
None
Power Resistance:
No
Power Points:
7
You discern auras. Auras are invisible to the naked eye, but to a psionic viewer manifesting this power they appear as glowing halos or envelopes of colored light that surround all objects. The color of each aura reveals information to the psionic character. The amount of information revealed depends on how long you study a particular area.
1st Round: Presence of good and evil auras in the area. You can't pin an aura to a particular object or individual at this stage; instead, you see a colored haze suffusing the area. (This power can detect lawful and chaotic auras as well, but doing so requires a separate manifestation that focuses only on that alignment axis.)
2nd Round: Number of auras (creatures, objects, powers, or spells) in the area. You know how many auras are in the area, even though each aura doesn't resolve to its actual location quite yet.
3rd Round: The owner of each aura is revealed, unless the individual is outside your line of sight. If a creature whose aura you detect has 5 or more Hit Dice than you do, you are overwhelmed by its presence and dazed for 1 round, and the power ends.
Augment: For every 2 additional power points you spend, this power's range increases by 5 feet.


description:
You plant a powerful aversion in the mind of the subject. If the object of the implanted aversion is an individual or a physical object, she will prefer not to approach within 30 feet of it. If it is a word, she will try not to utter it; if it is an action, she will not willingly attempt to perform it; and if it is an event, she will not willingly attend it. The subject will take reasonable steps to avoid the object of its aversion, but will not put herself in jeopardy by doing so.

      If the subject is forced into taking an action she has an aversion to, she takes a -2 penalty on any attack rolls, ability checks, or skill checks involved.

augment:
Augment: For every 2 additional power points you spend, this power's save DC increases by 1 and the duration increases by 1 hour.

full_text:
Aversion
Telepathy (Compulsion) [Mind-Affecting]
Level:
Telepath 2
Display:
Auditory and material
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature
Duration:
1 hour/level
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
3
You plant a powerful aversion in the mind of the subject. If the object of the implanted aversion is an individual or a physical object, she will prefer not to approach within 30 feet of it. If it is a word, she will try not to utter it; if it is an action, she will not willingly attempt to perform it; and if it is an event, she will not willingly attend it. The subject will take reasonable steps to avoid the object of its aversion, but will not put herself in jeopardy by doing so.
If the subject is forced into taking an action she has an aversion to, she takes a -2 penalty on any attack rolls, ability checks, or skill checks involved.
Augment: For every 2 additional power points you spend, this power's save DC increases by 1 and the duration increases by 1 hour.


description:
You psychoportively disperse minuscule portions of the subject, dealing 9d6 points of damage. Targets can be protected from the effects of baleful teleport by dimensional anchor.

augment:
Augment: For every additional power point you spend, this power's damage increases by 1d6 points. For each extra 2d6 points of damage, this power's save DC increases by 1 and your manifester level increases by 1 for the purpose of overcoming power resistance.

full_text:
Baleful Teleport
Psychoportation (Teleportation)
Level:
Nomad 5
Display:
Material and visual
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One corporeal creature
Duration:
Instantaneous
Saving Throw:
Fortitude half
Power Resistance:
Yes
Power Points:
9
You psychoportively disperse minuscule portions of the subject, dealing 9d6 points of damage. Targets can be protected from the effects of baleful teleport by dimensional anchor.
Augment: For every additional power point you spend, this power's damage increases by 1d6 points. For each extra 2d6 points of damage, this power's save DC increases by 1 and your manifester level increases by 1 for the purpose of overcoming power resistance.


target:
One or more extraplanar creatures, no two of which can be more than 30 ft. apart

description:
As the banishment spell, except as noted here.

      Psions gain no benefit from presenting objects or substances that the target hates, fears, or otherwise opposes.

augment:
Augment: For every 2 additional power points you spend, this power's save DC increases by 1 and your manifester level increases by 1 for the purpose of overcoming power resistance.

full_text:
Banishment, Psionic
Psychoportation
Level:
Nomad 6
Display:
Auditory and material
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
One or more extraplanar creatures, no two of which can be more than 30 ft. apart
Duration:
Instantaneous
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
11
As the banishment spell, except as noted here.
Psions gain no benefit from presenting objects or substances that the target hates, fears, or otherwise opposes.
Augment: For every 2 additional power points you spend, this power's save DC increases by 1 and your manifester level increases by 1 for the purpose of overcoming power resistance.


description:
Bend reality lets you create nearly any type of effect. For example, Bend reality can do any of the following:

      
  Duplicate any psion power of 6th level or lower, provided the power is not of a discipline prohibited to you.

  Duplicate any other power (but not a spell) of 5th level or lower, provided the power is not of a discipline prohibited to you.

  Duplicate any psion power of 5th level or lower, even if it's of a prohibited discipline.

  Duplicate any other power (but not a spell) of 4th level or lower, even if it's of a prohibited discipline.

  Undo the harmful effects of many powers, such as psionic dominate,  geas/quest,  or insanity.

  Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -8 penalty on its next saving throw.



      A duplicated power allows saving throws and power resistance as normal (but the save DC is for a 8th-level power).

      When Bend reality duplicates a power that has an XP cost, you must pay that cost or 300 XP, whichever is more. When Bend reality duplicates a spell with a material component, you must pay additional XP equal to the value of the material component divided by 5.

full_text:
Bend Reality
Clairsentience
Level:
Psion/wilder 8
Display:
Visual
Manifesting Time:
1 standard action
Range:
See text
Target, Effect, or Area:
See text
Duration:
See text
Saving Throw:
None; see text
Power Resistance:
Yes
Power Points:
15, XP
Bend reality lets you create nearly any type of effect. For example, Bend reality can do any of the following:

  Duplicate any psion power of 6th level or lower, provided the power is not of a discipline prohibited to you.

  Duplicate any other power (but not a spell) of 5th level or lower, provided the power is not of a discipline prohibited to you.

  Duplicate any psion power of 5th level or lower, even if it's of a prohibited discipline.

  Duplicate any other power (but not a spell) of 4th level or lower, even if it's of a prohibited discipline.

  Undo the harmful effects of many powers, such as psionic dominate,  geas/quest,  or insanity.

  Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -8 penalty on its next saving throw.


A duplicated power allows saving throws and power resistance as normal (but the save DC is for a 8th-level power).
When Bend reality duplicates a power that has an XP cost, you must pay that cost or 300 XP, whichever is more. When Bend reality duplicates a spell with a material component, you must pay additional XP equal to the value of the material component divided by 5.
XP Cost: 300 XP or more (see above).


description:
Your mouth spews forth vitriolic acid that deals 11d6 points of acid damage to any targets in the area.

augment:
Augment: For every additional power point you spend, this power's damage increases by 1d6 points.

full_text:
Breath of the Black Dragon
Psychometabolism [Acid]
Level:
Psion/wilder 6, psychic warrior 6
Display:
Visual
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
Cone-shaped burst centered on you
Duration:
Instantaneous
Saving Throw:
Reflex half
Power Resistance:
Yes
Power Points:
11
Your mouth spews forth vitriolic acid that deals 11d6 points of acid damage to any targets in the area.
Augment: For every additional power point you spend, this power's damage increases by 1d6 points.


description:
This power increases your land speed by 10 feet. (This adjustment counts as an enhancement bonus to speed.)

      You can manifest this power with an instant thought, quickly enough to gain the benefit of the power on your turn before you move. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn't your turn.

full_text:
Burst
Psychoportation
Level:
Nomad 1, psychic warrior 1
Display:
Auditory
Manifesting Time:
1 swift action
Range:
Personal
Target:
You
Duration:
1 round
Power Points:
1
This power increases your land speed by 10 feet. (This adjustment counts as an enhancement bonus to speed.)
You can manifest this power with an instant thought, quickly enough to gain the benefit of the power on your turn before you move. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn't your turn.


short_description:
Gain additional Knowledge check with +4 competence bonus.

description:
By meditating on a subject, you can recall natural memories and knowledge otherwise inaccessible to you.

      On a failed Knowledge check, you can manifest this power to gain a new check with a +4 competence bonus. If successful, you instantly recall what was previously buried in your subconscious.

full_text:
Call to Mind
Telepathy [Mind-Affecting]
Level:
Psion/wilder 1
Display:
Mental
Manifesting Time:
1 minute
Range:
Personal
Target:
You
Duration:
Instantaneous
Power Points:
1
By meditating on a subject, you can recall natural memories and knowledge otherwise inaccessible to you.
On a failed Knowledge check, you can manifest this power to gain a new check with a +4 competence bonus. If successful, you instantly recall what was previously buried in your subconscious.


description:
You call a weapon 'from thin air' into your waiting hand (actually, it is a real weapon hailing from another location in space and time). You don't have to see or know of a weapon to call it-in fact, you can't call a specific weapon; you just specify the kind. If you call a projectile weapon, it comes with 3d6 nonmagical bolts, arrows, or sling bullets, as appropriate. The weapon is made of ordinary materials as appropriate for its kind. If you relinquish your grip on the weapon you called for 2 or more consecutive rounds, it automatically returns to wherever it originated.

      Weapons gained by call weaponry are distinctive due to their astral glimmer. They are considered magic weapons and thus are effective against damage reduction that requires a magic weapon to overcome.

augment:
Augment: For every 4 additional power points you spend, this power improves the weapon's enhancement bonus on attack rolls and damage rolls by 1.

full_text:
Call Weaponry
Psychoportation (Teleportation)
Level:
Psychic warrior 1
Display:
Material
Manifesting Time:
1 round
Range:
0 ft.
Effect:
One weapon; see text
Duration:
1 min./level; see text (D)
Saving Throw:
None
Power Resistance:
No
Power Points:
1
You call a weapon 'from thin air' into your waiting hand (actually, it is a real weapon hailing from another location in space and time). You don't have to see or know of a weapon to call it-in fact, you can't call a specific weapon; you just specify the kind. If you call a projectile weapon, it comes with 3d6 nonmagical bolts, arrows, or sling bullets, as appropriate. The weapon is made of ordinary materials as appropriate for its kind. If you relinquish your grip on the weapon you called for 2 or more consecutive rounds, it automatically returns to wherever it originated.
Weapons gained by call weaponry are distinctive due to their astral glimmer. They are considered magic weapons and thus are effective against damage reduction that requires a magic weapon to overcome.
Augment: For every 4 additional power points you spend, this power improves the weapon's enhancement bonus on attack rolls and damage rolls by 1.


area:
30-ft. -radius emanation centered on you

short_description:
Psychic static inhibits power manifestation.

description:
By manifesting this power, you generate psychic static, interfering with the ability of other psionic characters to manifest their powers or use psi-like abilities (you are not affected by your own catapsi manifestation). All psionic activity within the area requires 4 more power points to manifest than normal, unless a character makes a Will save each time he attempts to manifest a power. Using a psi-like ability becomes a full-round action, instead of a standard action, in a catapsi field. If two or more fields of catapsi overlap, the effects are not cumulative.

      The limit on the number of power points a subject can spend on a power remains in effect; thus, a subject may not be able to manifest its highest-level powers. If manifesting a power would cause the manifester to exceed his available power points or his spending limits, the manifestation fails automatically, but no power points are expended.

augment:
Augment: For every 4 additional power points you spend, this power's range and the radius of its area both increase by 5 feet.

full_text:
Catapsi
Telepathy [Mind-Affecting]
Level:
Psion/wilder 5, psychic warrior 5
Display:
Mental and visual
Manifesting Time:
1 standard action
Range:
30 ft.
Area:
30-ft. -radius emanation centered on you
Duration:
1 round/level
Saving Throw:
Will negates; see text
Power Resistance:
Yes
Power Points:
9
By manifesting this power, you generate psychic static, interfering with the ability of other psionic characters to manifest their powers or use psi-like abilities (you are not affected by your own catapsi manifestation). All psionic activity within the area requires 4 more power points to manifest than normal, unless a character makes a Will save each time he attempts to manifest a power. Using a psi-like ability becomes a full-round action, instead of a standard action, in a catapsi field. If two or more fields of catapsi overlap, the effects are not cumulative.
The limit on the number of power points a subject can spend on a power remains in effect; thus, a subject may not be able to manifest its highest-level powers. If manifesting a power would cause the manifester to exceed his available power points or his spending limits, the manifestation fails automatically, but no power points are expended.
Augment: For every 4 additional power points you spend, this power's range and the radius of its area both increase by 5 feet.


description:
You recover instantly from a fall and can absorb some damage from falling. You land on your feet no matter how far you fall, and you take damage as if the fall were 10 feet shorter than it actually is. This power affects you and anything you carry or hold (up to your maximum load). You can manifest this power with an instant thought, quickly enough to gain the benefit of the power while you fall. Manifesting the power is an immediate action. You can manifest this power even when it isn't your turn.

augment:
Augment: For every additional power point you spend, this power reduces your damage as if the fall were an additional 10 feet shorter.

full_text:
Catfall
Psychoportation
Level:
Psion/wilder 1, psychic warrior 1
Display:
Auditory
Manifesting Time:
1 immediate action
Range:
Personal
Target:
You
Duration:
Until landing or 1 round/level
Power Points:
1
You recover instantly from a fall and can absorb some damage from falling. You land on your feet no matter how far you fall, and you take damage as if the fall were 10 feet shorter than it actually is. This power affects you and anything you carry or hold (up to your maximum load). You can manifest this power with an instant thought, quickly enough to gain the benefit of the power while you fall. Manifesting the power is an immediate action. You can manifest this power even when it isn't your turn.
Augment: For every additional power point you spend, this power reduces your damage as if the fall were an additional 10 feet shorter.


short_description:
Gain +10 enhancement bonus on Hide checks.

description:
Your skin and equipment take on the color and texture of nearby objects, including floors and walls. You receive a +10 enhancement bonus on Hide checks.

full_text:
Chameleon
Psychometabolism
Level:
Egoist 2, psychic warrior 1
Display:
Olfactory
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level (D)
Power Points:
1
Your skin and equipment take on the color and texture of nearby objects, including floors and walls. You receive a +10 enhancement bonus on Hide checks.


description:
As the charm person spell, except as noted here.

augment:
Augment: You can augment this power in one or more of the following ways.
1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
3. If you spend 4 additional power points, this power's duration increases to one day per level.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC increases by 1.

full_text:
Charm, Psionic
Telepathy (Charm) [Mind-Affecting]
Level:
Telepath 1
Display:
Mental
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One humanoid
Duration:
1 hour/level
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
1
As the charm person spell, except as noted here.
Augment: You can augment this power in one or more of the following ways.
1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
3. If you spend 4 additional power points, this power's duration increases to one day per level.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC increases by 1.


description:
You can emulate a far hand effect at any distance while simultaneously emulating clairvoyant sense to target your far hand; see the appropriate power descriptions. Clairtangent hand's duration is up to 1 minute per level when used with a far hand effect.

augment:
Augment: If you spend 8 additional power points, you can emulate clairvoyant sense in conjunction with either telekinetic force,  telekinetic maneuver,  or telekinetic thrust,  but this power's duration expires as soon as any of the noted telekinetic powers deals damage.

full_text:
Clairtangent Hand
Clairsentience (Scrying)
Level:
Seer 5
Display:
Auditory, mental, and visual
Manifesting Time:
1 standard action
Range:
See text
Area:
See text
Duration:
Up to 1 min./level; see text (D)
Saving Throw:
None
Power Resistance:
No
Power Points:
9
You can emulate a far hand effect at any distance while simultaneously emulating clairvoyant sense to target your far hand; see the appropriate power descriptions. Clairtangent hand's duration is up to 1 minute per level when used with a far hand effect.
Augment: If you spend 8 additional power points, you can emulate clairvoyant sense in conjunction with either telekinetic force,  telekinetic maneuver,  or telekinetic thrust,  but this power's duration expires as soon as any of the noted telekinetic powers deals damage.


description:
You can see and hear a distant location almost as if you were there. You don't need line of sight or line of effect, but the locale must be known-a place familiar to you or an obvious one, such as behind a door, around a corner, or in a grove of trees. Once you have selected the locale, the focus of your clairvoyant sense doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying powers, this power does not allow psionically or supernaturally enhanced senses to work through it.

      If the chosen locale is magically or psionically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the power's effect or out to the extent of your natural darkvision. The power does not work across planes.

full_text:
Clairvoyant Sense
Clairsentience (Scrying)
Level:
Seer 2
Display:
Auditory and visual
Manifesting Time:
1 standard action
Range:
See text
Effect:
Psionic sensor
Duration:
1 min./level (D)
Saving Throw:
None
Power Resistance:
No
Power Points:
3
You can see and hear a distant location almost as if you were there. You don't need line of sight or line of effect, but the locale must be known-a place familiar to you or an obvious one, such as behind a door, around a corner, or in a grove of trees. Once you have selected the locale, the focus of your clairvoyant sense doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying powers, this power does not allow psionically or supernaturally enhanced senses to work through it.
If the chosen locale is magically or psionically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the power's effect or out to the extent of your natural darkvision. The power does not work across planes.


short_description:
Your claws deal additional energy damage.

description:
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to energize that weapon. The claw attack deals an extra 1d6 points of cold, electricity, or fire damage (as chosen by you at the time of manifestation) on a successful hit. On a critical hit, it deals an extra 1d10 points of energy damage. If the claw's critical multiplier is x3, add 2d10 points of energy damage instead; if the multiplier is x4, add 3d10 points of energy damage.

      This power can be manifested on a claw attack that already deals energy damage, but if the claw already deals the same type of damage as the power, the effects stack. If this power is manifested on a claw attack already benefiting from the effect of the power, the newer manifestation supersedes the older manifestation, even if both manifestations are of different energy types.

      This power's subtype is the same as the type of energy infused in the natural weapon.

full_text:
Claw of Energy
Psychokinesis [see text]
Level:
Psychic warrior 4
Display:
Visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level
Power Points:
7
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to energize that weapon. The claw attack deals an extra 1d6 points of cold, electricity, or fire damage (as chosen by you at the time of manifestation) on a successful hit. On a critical hit, it deals an extra 1d10 points of energy damage. If the claw's critical multiplier is x3, add 2d10 points of energy damage instead; if the multiplier is x4, add 3d10 points of energy damage.
This power can be manifested on a claw attack that already deals energy damage, but if the claw already deals the same type of damage as the power, the effects stack. If this power is manifested on a claw attack already benefiting from the effect of the power, the newer manifestation supersedes the older manifestation, even if both manifestations are of different energy types.
This power's subtype is the same as the type of energy infused in the natural weapon.


description:
You call forth the aggressive nature of the beast inherent in yourself, psionically transforming your hands into deadly claws. You gain two natural attacks with your claws, each dealing 1d4 points of damage (1d6 if you are Large, or 1d3 if you are Small) plus your Strength bonus.

      Your claws are natural weapons, so you are considered armed when attacking with them, and they can be affected by powers, spells, and effects that enhance or improve natural. You can choose to deal nonlethal damage with your claws, taking the standard -4 penalty on your attack roll.

      Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks-you simply have two claw attacks at your normal attack bonus.

      You can manifest this power with an instant thought, quickly enough to gain the benefit of the power on your turn before you attack. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn't your turn.

      You can call or dismiss the claws as a swift action during the duration of the power. If you attack with a manufactured weapon or another natural attack, you can't make any claw attacks in that round. You can still hold and manipulate items with your claws or cast spells just as well as you could with your hands.

augment:
Augment: If you spend additional power points, you can create larger, sharper, and more deadly claws, as shown on the table below.

Power Points
Claw Damage


Small
Medium
Large


1
1d3
1d4
1d6

3
1d4
1d6
1d8

5
1d6
1d8
2d6

7
1d8
2d6
3d6

11
2d6
3d6
4d6

15
3d6
4d6
5d6


19
4d6
5d6
6d6


full_text:
Claws of the Beast
Psychometabolism
Level:
Psychic warrior 1
Display:
Visual
Manifesting Time:
1 swift action
Range:
Personal
Target:
You
Duration:
1 hour/level
Power Points:
see text
You call forth the aggressive nature of the beast inherent in yourself, psionically transforming your hands into deadly claws. You gain two natural attacks with your claws, each dealing 1d4 points of damage (1d6 if you are Large, or 1d3 if you are Small) plus your Strength bonus.
Your claws are natural weapons, so you are considered armed when attacking with them, and they can be affected by powers, spells, and effects that enhance or improve natural. You can choose to deal nonlethal damage with your claws, taking the standard -4 penalty on your attack roll.
Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks-you simply have two claw attacks at your normal attack bonus.
You can manifest this power with an instant thought, quickly enough to gain the benefit of the power on your turn before you attack. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn't your turn.
You can call or dismiss the claws as a swift action during the duration of the power. If you attack with a manufactured weapon or another natural attack, you can't make any claw attacks in that round. You can still hold and manipulate items with your claws or cast spells just as well as you could with your hands.
Augment: If you spend additional power points, you can create larger, sharper, and more deadly claws, as shown on the table below.

Power Points
Claw Damage


Small
Medium
Large


1
1d3
1d4
1d6

3
1d4
1d6
1d8

5
1d6
1d8
2d6

7
1d8
2d6
3d6

11
2d6
3d6
4d6

15
3d6
4d6
5d6


19
4d6
5d6
6d6



description:
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to change the nature of that weapon. When this power is manifested, your claws take on an ominous glimmer. Each time you make a successful claw attack against a living creature of Small or larger size, you are healed of some amount of damage.

      You heal a number of hit points equal to half the base damage dealt by your claws of the vampire,  rounded down (additional damage dealt because of a high Strength score or other enhancements does not count toward the amount you heal). You heal as many hit points as can be gained while the creature remains at 1 hit point or higher. Any damage that would reduce the creature to 0 or fewer hit points does not benefit you.

      You do not heal damage if your attack deals nonlethal damage, such as when you attack a creature that has the regeneration ability. Moreover, you gain no healing from attacking any creature that is under the effect of biofeedback. Using fission on yourself and then attacking your duplicate also fails to grant any healing.

full_text:
Claws of the Vampire
Psychometabolism
Level:
Psychic warrior 3
Display:
Material and visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level
Power Points:
5
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to change the nature of that weapon. When this power is manifested, your claws take on an ominous glimmer. Each time you make a successful claw attack against a living creature of Small or larger size, you are healed of some amount of damage.
You heal a number of hit points equal to half the base damage dealt by your claws of the vampire,  rounded down (additional damage dealt because of a high Strength score or other enhancements does not count toward the amount you heal). You heal as many hit points as can be gained while the creature remains at 1 hit point or higher. Any damage that would reduce the creature to 0 or fewer hit points does not benefit you.
You do not heal damage if your attack deals nonlethal damage, such as when you attack a creature that has the regeneration ability. Moreover, you gain no healing from attacking any creature that is under the effect of biofeedback. Using fission on yourself and then attacking your duplicate also fails to grant any healing.


short_description:
You erase knowledge of your presence from target's mind.

description:
You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. This power has the following effects.

      First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.

      Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the subject's environment. If you attack the subject creature, the effect ends.

      If you take an action that creates a sustained and obvious change in the subject's environment-for example, attacking a creature aside from the subject or moving a large or attended object the subject can see-the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.

full_text:
Cloud Mind
Telepathy [Mind-Affecting]
Level:
Psion/wilder 2
Display:
None
Manifesting Time:
1 standard action
Range:
Close (25 ft. +5 ft./2 levels)
Target:
One creature
Duration:
1 min./level
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
3
You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. This power has the following effects.
First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.
Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the subject's environment. If you attack the subject creature, the effect ends.
If you take an action that creates a sustained and obvious change in the subject's environment-for example, attacking a creature aside from the subject or moving a large or attended object the subject can see-the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.


short_description:
Erase knowledge of your presence from the minds of one creature/level.

description:
As cloud mind,  except as noted above. Each creature is affected individually.

full_text:
Cloud Mind, Mass
Telepathy [Mind-Affecting]
Level:
Psion/wilder 6
Target:
One creature/level
Power Points:
11
As cloud mind, except as noted above. Each creature is affected individually.


description:
This power causes instant diminution, halving your height, length, and width and dividing your weight by 8. This decrease changes your size category to the next smaller one. You gain a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum effective Strength score of 1), a +1 size bonus on attack rolls, and a +1 size bonus to Armor Class due to your reduced size. If your new size is Tiny, you have a space of 2 1/2 feet and a natural reach of 0 feet (meaning that you must enter an opponent's square to attack). If your new size is Diminutive, you have a space of 1 foot and a natural reach of 0 feet. This power doesn't change your speed.

      All your equipment, worn or carried, is similarly reduced by the power. Melee and projectile weapons deal less damage. Other psionic or magical properties are not affected by this power. Any affected item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple effects that reduce size do not stack, which means (among other things) that you can't use a second manifestation of this power to further reduce yourself.

augment:
Augment: You can augment this power in one or more of the following ways.
1. If you spend 6 additional power points, this power decreases your size by two size categories. You gain a +4 size bonus to Dexterity, a -4 size penalty to Strength (to a minimum effective Strength score of 1), a +2 size bonus on attack rolls, and a +2 size bonus to Armor Class due to your reduced size.
2. If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard action.
3. If you spend 2 additional power points, this power's duration is 1 minute per level rather than 1 round per level.

full_text:
Compression
Psychometabolism
Level:
Psychic warrior 1
Display:
Olfactory
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level (D)
Power Points:
1
This power causes instant diminution, halving your height, length, and width and dividing your weight by 8. This decrease changes your size category to the next smaller one. You gain a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum effective Strength score of 1), a +1 size bonus on attack rolls, and a +1 size bonus to Armor Class due to your reduced size. If your new size is Tiny, you have a space of 2 1/2 feet and a natural reach of 0 feet (meaning that you must enter an opponent's square to attack). If your new size is Diminutive, you have a space of 1 foot and a natural reach of 0 feet. This power doesn't change your speed.
All your equipment, worn or carried, is similarly reduced by the power. Melee and projectile weapons deal less damage. Other psionic or magical properties are not affected by this power. Any affected item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple effects that reduce size do not stack, which means (among other things) that you can't use a second manifestation of this power to further reduce yourself.
Augment: You can augment this power in one or more of the following ways.
1. If you spend 6 additional power points, this power decreases your size by two size categories. You gain a +4 size bonus to Dexterity, a -4 size penalty to Strength (to a minimum effective Strength score of 1), a +2 size bonus on attack rolls, and a +2 size bonus to Armor Class due to your reduced size.
2. If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard action.
3. If you spend 2 additional power points, this power's duration is 1 minute per level rather than 1 round per level.


description:
You protect the subject's thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).

full_text:
Conceal Thoughts
Telepathy [Mind-Affecting]
Level:
Psion/wilder 1, psychic warrior 1
Display:
Mental
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One willing creature
Duration:
1 hour/level
Saving Throw:
Will negates (harmless)
Power Resistance:
Yes (harmless)
Power Points:
1
You protect the subject's thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).


effect:
Quasi-real amorphous film centered on you

short_description:
Quasi-real membrane grants you concealment.

description:
Using concealing amorpha,  you weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous enclosure. This distortion grants you concealment (opponents have a 20% miss chance), thanks to the rippling membrane encasing your form. You can pick up or drop objects, easily reaching through the film. Anything you hold is enveloped by the amorpha. Likewise, you can engage in melee, make ranged attacks, and manifest powers without hindrance.

full_text:
Concealing Amorpha
Metacreativity (Creation)
Level:
Psion/wilder 2, psychic warrior 2
Display:
Material; see text
Manifesting Time:
1 standard action
Range:
0 ft.
Effect:
Quasi-real amorphous film centered on you
Duration:
1 min./level (D)
Power Points:
3
Using concealing amorpha, you weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous enclosure. This distortion grants you concealment (opponents have a 20% miss chance), thanks to the rippling membrane encasing your form. You can pick up or drop objects, easily reaching through the film. Anything you hold is enveloped by the amorpha. Likewise, you can engage in melee, make ranged attacks, and manifest powers without hindrance.


short_description:
Quasi-real membrane grants you total concealment.

description:
As concealing amorpha, except the quasi-real membrane so distorts your image and actual position that you gain total concealment (opponents have a 50% miss chance), but for a shorter period of time.

full_text:
Concealing Amorpha, Greater
Metacreativity (Creation)
Level:
Shaper 3, psychic warrior 3
Duration:
1 round/level (D)
Power Points:
5
As concealing amorpha, except the quasi-real membrane so distorts your image and actual position that you gain total concealment (opponents have a 50% miss chance), but for a shorter period of time.


description:
A subject you select is pummeled with telekinetic force for 1d6 points of force damage. You can choose to have the power deal an equal amount of nonlethal damage instead. Concussion blast always affects a subject within range that you can see, even if the subject is in melee or has cover or concealment (you cannot use this power against creatures with total cover or total concealment).

      Nonmagical, unattended objects (including doors, walls, locks, and so on) may also be damaged by this power.

augment:
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, this power's damage increases by 1d6 points.
2. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

full_text:
Concussion Blast
Psychokinesis [Force]
Level:
Psion/wilder 2
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One creature or object
Duration:
Instantaneous
Saving Throw:
None
Power Resistance:
Yes
Power Points:
3
A subject you select is pummeled with telekinetic force for 1d6 points of force damage. You can choose to have the power deal an equal amount of nonlethal damage instead. Concussion blast always affects a subject within range that you can see, even if the subject is in melee or has cover or concealment (you cannot use this power against creatures with total cover or total concealment).
Nonmagical, unattended objects (including doors, walls, locks, and so on) may also be damaged by this power.
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, this power's damage increases by 1d6 points.
2. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.


short_description:
Sets trigger condition for another power.

description:
You can place another power upon your person so that it comes into effect under some condition you dictate when manifesting psionic contingency. The psionic contingency power and the companion power are manifest at the same time. The 10-minute manifesting time is the minimum total for both manifestations; if the companion power has a manifesting time longer than 10 minutes, use that instead. The power to be brought into effect by the psionic contingency must be one that affects your person and be of a power level no higher than one-third your manifester level (rounded down, maximum 6th level).

      The conditions needed to bring the power into effect must be clear, although they can be general. In all cases, the psionic contingency immediately brings into effect the companion power, the latter being 'manifested' instantaneously only when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the power combination (psionic contingency and the companion power) may fail when called on.

      You can use only one psionic contingency companion power at a time; if a second is manifested, the first one (if still active) is dismissed.

full_text:
Contingency, Psionic
Clairsentience
Level:
Psion/wilder 6
Display:
Olfactory
Manifesting Time:
10 minutes or longer; see text
Range:
Personal
Target:
You
Duration:
One day/level (D) or until discharged
Power Points:
11, XP
You can place another power upon your person so that it comes into effect under some condition you dictate when manifesting psionic contingency. The psionic contingency power and the companion power are manifest at the same time. The 10-minute manifesting time is the minimum total for both manifestations; if the companion power has a manifesting time longer than 10 minutes, use that instead. The power to be brought into effect by the psionic contingency must be one that affects your person and be of a power level no higher than one-third your manifester level (rounded down, maximum 6th level).
The conditions needed to bring the power into effect must be clear, although they can be general. In all cases, the psionic contingency immediately brings into effect the companion power, the latter being 'manifested' instantaneously only when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the power combination (psionic contingency and the companion power) may fail when called on.
You can use only one psionic contingency companion power at a time; if a second is manifested, the first one (if still active) is dismissed.
XP Cost: 15 XP.


description:
You have some control over wind speed and direction. The speed of the wind within the area of this power can be increased or decreased by up to 10 miles per hour.

      You can spend as many as 5 additional power points to augment this power, with each point allowing you to modify the wind speed by an additional 10 miles per hour, to a maximum change in wind speed of 60 miles per hour.

      This power also gives you the ability to alter the direction of the wind by as much as 90 degrees.

      Powerful enough winds can cause creatures to be blown away, knocked down, or checked.

full_text:
Control Air
Psychokinesis
Level:
Kineticist 2
Display:
Mental
Manifesting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Area:
50-ft. -radius spread
Duration:
Concentration, up to 1 min./level
Saving Throw:
None
Power Resistance:
No
Power Points:
3
You have some control over wind speed and direction. The speed of the wind within the area of this power can be increased or decreased by up to 10 miles per hour.
You can spend as many as 5 additional power points to augment this power, with each point allowing you to modify the wind speed by an additional 10 miles per hour, to a maximum change in wind speed of 60 miles per hour.
This power also gives you the ability to alter the direction of the wind by as much as 90 degrees.
Powerful enough winds can cause creatures to be blown away, knocked down, or checked.
Augment: See above.


target:
One Medium or smaller creature with humanoid physiology

description:
You psychokinetically control the actions of any humanoid (including undead or outsiders with a humanoid physiology) that is within range and to which you have line of sight. Control body doesn't require mental contact with the subject, since you are actually forcing limb movements independent of the target's mind. You can force the subject to stand up, sit down, walk, turn around, and so on, but operating the vocal cords is too difficult. You can also hold the subject immobile, rendering it helpless. You cannot force the subject to manifest powers, cast spells, or use any special ability that is not a function of just its body movements. If you lose line of sight to the subject, the effect of this power ends.

      If you force the subject to engage in combat, its attack bonus is equal to your base attack bonus + your Intelligence bonus, and its bonus on damage rolls is equal to your Intelligence bonus. A subject of this power cannot make attacks of opportunity. The subject gains no benefit to Armor Class from its Dexterity, but it does gain a bonus to its AC equal to your Intelligence bonus.

      Although the subject's body is under your control, the subject's mind is not. Creatures capable of taking purely mental actions (such as manifesting powers) can do so.

augment:
Augment: For every 2 additional power points you spend, this power can affect a target one size category larger.

full_text:
Control Body
Psychokinesis
Level:
Kineticist 4
Display:
Material
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One Medium or smaller creature with humanoid physiology
Duration:
Concentration, up to 1 min./level
Saving Throw:
Fortitude negates
Power Resistance:
Yes
Power Points:
7
You psychokinetically control the actions of any humanoid (including undead or outsiders with a humanoid physiology) that is within range and to which you have line of sight. Control body doesn't require mental contact with the subject, since you are actually forcing limb movements independent of the target's mind. You can force the subject to stand up, sit down, walk, turn around, and so on, but operating the vocal cords is too difficult. You can also hold the subject immobile, rendering it helpless. You cannot force the subject to manifest powers, cast spells, or use any special ability that is not a function of just its body movements. If you lose line of sight to the subject, the effect of this power ends.
If you force the subject to engage in combat, its attack bonus is equal to your base attack bonus + your Intelligence bonus, and its bonus on damage rolls is equal to your Intelligence bonus. A subject of this power cannot make attacks of opportunity. The subject gains no benefit to Armor Class from its Dexterity, but it does gain a bonus to its AC equal to your Intelligence bonus.
Although the subject's body is under your control, the subject's mind is not. Creatures capable of taking purely mental actions (such as manifesting powers) can do so.
Augment: For every 2 additional power points you spend, this power can affect a target one size category larger.


description:
You pyrokinetically control the intensity or movements of one fire source. A nonmagical fire source can be controlled if it is equal to or smaller than the maximum size of fire you can control according to your manifester level, as noted on the accompanying table. You can freely switch control between fire sources, or change the nature of your control, while you maintain concentration, but only one specified change (keeping a fire burning, animating it, or altering its size) can be made to one fire source in a round. When your control over a fire source lapses, that fire immediately returns to its original state (or goes out if it has no fuel or has been moved away from its original location). With this power, you can artificially keep a fire burning that would normally expire for lack of fuel; even dousing a controlled flame with water does not put it out (though completely submerging the flame would). Normally, a creature at risk of catching on fire can avoid this fate by making a DC 15 Reflex saving throw, with success indicating that the fire has gone out. If the fire is one that has been kept burning by the use of control flames,  then the DC of the Reflex save needed to put out the flames increases to 25.

      This power also enables you to make a fire move as if it were a living creature. You can animate only a naturally burning fire; if you attempt to animate one that has been increased or decreased in size by your augmentation of this power, the fire immediately returns to its original size. An animated fire moves at a speed of 30 feet. A fire that moves away from its fuel or its original location dies as soon as your control over it lapses.

      An animated fire can enter any square, even if a creature already occupies it. If an animated fire enters a square occupied by a creature, that creature can make a Reflex save to get out of the way (DC 11 + the number of dice of damage the fire does + your Int modifier if you are a psion or your Cha modifier if you are a wilder). A successful Reflex save moves the creature to the nearest unoccupied square. The flames deal the indicated damage to any creature that is either on fire or surrounded by the flames (in the fire's space); see the accompanying table).

      At the start of your turn, the animated fire deals damage to any creature in its space, and the creature catches on fire unless it makes a Reflex save (DC as noted above). A victim on fire takes 1d6 points of damage each round. Additional rounds in the same space as the animated fire occupies mean additional chances of ignition. The damage from multiple normal fires stacks, but the victim gets a saving throw each round to negate each fire. It is possible to switch control from the animated fire (causing it to disappear) to intensify f lames that are already burning (thus denying the foe Ref lex saves after the first).

      

Control Flames

Manifester
Level 
Fire Size
Example
Maximum Damage
 per Round
Space


1st-2nd
Fine
Tindertwig
1
1 foot square

3rd-4th
Diminutive
Torch
1d3
1 foot square

5th-6th
Tiny
Small campfire
1d6
1 foot square

7th-8th
Small
Large campfire
2d6
1 foot square

9th-10th
Medium
Forge
3d6
1 foot square

11th-12th
Large
Bonfire
4d6
2-by-2-foot square

13th-14th
Huge
Burning shack
5d6
3-by-3-foot square

15th-16th
Gargantuan
Burning tavern
6d6
4-by-4-foot square


17th or higher
Colossal
Burning inn
7d6
5-by-5-foot square


augment:
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, you can increase the size of a fire you want to control by one step, up to the maximum size of fire you can control according to your manifester level.
2. For every 2 additional power points you spend, you can decrease the size of a fire you want to control by one step. You can reduce a Tiny or smaller fire to nothing, extinguishing it.

full_text:
Control Flames
Psychokinesis [Fire]
Level:
Psion/wilder 1
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
One nonmagical fire source; see text
Duration:
Concentration, up to 1 min./level
Saving Throw:
See text
Power Resistance:
No
Power Points:
1
You pyrokinetically control the intensity or movements of one fire source. A nonmagical fire source can be controlled if it is equal to or smaller than the maximum size of fire you can control according to your manifester level, as noted on the accompanying table. You can freely switch control between fire sources, or change the nature of your control, while you maintain concentration, but only one specified change (keeping a fire burning, animating it, or altering its size) can be made to one fire source in a round. When your control over a fire source lapses, that fire immediately returns to its original state (or goes out if it has no fuel or has been moved away from its original location). With this power, you can artificially keep a fire burning that would normally expire for lack of fuel; even dousing a controlled flame with water does not put it out (though completely submerging the flame would). Normally, a creature at risk of catching on fire can avoid this fate by making a DC 15 Reflex saving throw, with success indicating that the fire has gone out. If the fire is one that has been kept burning by the use of control flames, then the DC of the Reflex save needed to put out the flames increases to 25.
This power also enables you to make a fire move as if it were a living creature. You can animate only a naturally burning fire; if you attempt to animate one that has been increased or decreased in size by your augmentation of this power, the fire immediately returns to its original size. An animated fire moves at a speed of 30 feet. A fire that moves away from its fuel or its original location dies as soon as your control over it lapses.
An animated fire can enter any square, even if a creature already occupies it. If an animated fire enters a square occupied by a creature, that creature can make a Reflex save to get out of the way (DC 11 + the number of dice of damage the fire does + your Int modifier if you are a psion or your Cha modifier if you are a wilder). A successful Reflex save moves the creature to the nearest unoccupied square. The flames deal the indicated damage to any creature that is either on fire or surrounded by the flames (in the fire's space); see the accompanying table).
At the start of your turn, the animated fire deals damage to any creature in its space, and the creature catches on fire unless it makes a Reflex save (DC as noted above). A victim on fire takes 1d6 points of damage each round. Additional rounds in the same space as the animated fire occupies mean additional chances of ignition. The damage from multiple normal fires stacks, but the victim gets a saving throw each round to negate each fire. It is possible to switch control from the animated fire (causing it to disappear) to intensify f lames that are already burning (thus denying the foe Ref lex saves after the first).

Control Flames

Manifester
Level 
Fire Size
Example
Maximum Damage
 per Round
Space


1st-2nd
Fine
Tindertwig
1
1 foot square

3rd-4th
Diminutive
Torch
1d3
1 foot square

5th-6th
Tiny
Small campfire
1d6
1 foot square

7th-8th
Small
Large campfire
2d6
1 foot square

9th-10th
Medium
Forge
3d6
1 foot square

11th-12th
Large
Bonfire
4d6
2-by-2-foot square

13th-14th
Huge
Burning shack
5d6
3-by-3-foot square

15th-16th
Gargantuan
Burning tavern
6d6
4-by-4-foot square


17th or higher
Colossal
Burning inn
7d6
5-by-5-foot square

Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, you can increase the size of a fire you want to control by one step, up to the maximum size of fire you can control according to your manifester level.
2. For every 2 additional power points you spend, you can decrease the size of a fire you want to control by one step. You can reduce a Tiny or smaller fire to nothing, extinguishing it.


area:
Nine 10-ft. cubes + three 10-ft. cubes/level

duration:
Concentration, up to 1 min./level, or 1 round; see text

description:
By manipulating the ambient light level, you can decrease or increase the illumination of an area. The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you manifest this power). You can alter the level of illumination from its original level at any time during the power's duration.

      Decrease: You can decrease the illumination of an area by as little as 5% (barely perceptible) or as much as 100% (total darkness). If you decrease the light by 50% or more, the visual ability of creatures that depend on light to see declines accordingly. If you decrease the ambient light in an area by 100%, even those with low-light vision are unable to see within the affected area. For each 25% decrease in ambient light, characters in the area gain a cumulative +1 circumstance bonus on Hide checks (to a maximum of +4 when all the light is gone).

      Increase: You can increase the illumination of an area by as little as 5% (barely perceptible) or as much as 100%. If you increase the light by 50% or more, the visual ability of creatures that depend on light to see improves accordingly.

      You can use this power to increase the illumination of an area by 200%  (improving visual abilities accordingly), but in such a case the power's duration is only 1 round.

full_text:
Control Light
Psychokinesis [Light]
Level:
Psion/wilder 1
Display:
Visual
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
Nine 10-ft. cubes + three 10-ft. cubes/level
Duration:
Concentration, up to 1 min./level, or 1 round; see text
Saving Throw:
None
Power Resistance:
No
Power Points:
1
By manipulating the ambient light level, you can decrease or increase the illumination of an area. The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you manifest this power). You can alter the level of illumination from its original level at any time during the power's duration.
Decrease: You can decrease the illumination of an area by as little as 5% (barely perceptible) or as much as 100% (total darkness). If you decrease the light by 50% or more, the visual ability of creatures that depend on light to see declines accordingly. If you decrease the ambient light in an area by 100%, even those with low-light vision are unable to see within the affected area. For each 25% decrease in ambient light, characters in the area gain a cumulative +1 circumstance bonus on Hide checks (to a maximum of +4 when all the light is gone).
Increase: You can increase the illumination of an area by as little as 5% (barely perceptible) or as much as 100%. If you increase the light by 50% or more, the visual ability of creatures that depend on light to see improves accordingly.
You can use this power to increase the illumination of an area by 200%  (improving visual abilities accordingly), but in such a case the power's duration is only 1 round.


target:
One unattended object weighing up to 100 lb.

description:
You telekinetically 'bring to life' an inanimate object. Though it is not actually alive, the object moves under your control. Live vegetation cannot be controlled in this fashion, nor can already animated objects or undead. The controlled object moves like a puppet, with jerky and clumsy movements, at a speed of up to 20 feet. If its form is rigid, it makes creaking, groaning, or grating sounds as you control it.

      A controlled object can attack an opponent if you direct it to do so. It has one slam attack, at a base attack bonus equal to your base attack bonus plus your Intelligence modifier. If the attack hits, it deals points of damage equal to 1d6 plus your Intelligence modifier. A controlled object has its usual hardness and hit points.

      You can use this power on a nonmagical lock, making it move in such a way as to attempt to unlock itself. If another character makes an Open Lock check involving a lock that you are concentrating on controlling, the character gains a +4 bonus on the check.

full_text:
Control Object
Psychokinesis
Level:
Kineticist 1
Display:
Material
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One unattended object weighing up to 100 lb.
Duration:
Concentration, up to 1 round/level
Saving Throw:
None
Power Resistance:
No
Power Points:
1
You telekinetically 'bring to life' an inanimate object. Though it is not actually alive, the object moves under your control. Live vegetation cannot be controlled in this fashion, nor can already animated objects or undead. The controlled object moves like a puppet, with jerky and clumsy movements, at a speed of up to 20 feet. If its form is rigid, it makes creaking, groaning, or grating sounds as you control it.
A controlled object can attack an opponent if you direct it to do so. It has one slam attack, at a base attack bonus equal to your base attack bonus plus your Intelligence modifier. If the attack hits, it deals points of damage equal to 1d6 plus your Intelligence modifier. A controlled object has its usual hardness and hit points.
You can use this power on a nonmagical lock, making it move in such a way as to attempt to unlock itself. If another character makes an Open Lock check involving a lock that you are concentrating on controlling, the character gains a +4 bonus on the check.


duration:
Concentration, up to 1 min./level; see text

description:
You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping finger can be controlled. You can substitute any sound you have heard for the target sound. If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a dragon's roar), you must succeed on a Bluff check with a +5 circumstance bonus opposed by the intended listener's Sense Motive check to avoid arousing suspicion.

      You can entirely muffle a noise or magnify a sound to such loudness that it drowns out all other conversation in the immediate area. In this way, you can provide yourself or any with a +4 circumstance bonus on Move Silently and Listen checks.

      Alternatively, you can use up the power in an instant. You do this by modulating a sound into a one-time destructive impetus that shatters nonmagical/nonpsionic, unattended objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in the area.

full_text:
Control Sound
Psychokinesis [Sonic]
Level:
Psion/wilder 2
Display:
Auditory; see text
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One sound or mixture of related sounds
Duration:
Concentration, up to 1 min./level; see text
Saving Throw:
None
Power Resistance:
No
Power Points:
3
You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping finger can be controlled. You can substitute any sound you have heard for the target sound. If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a dragon's roar), you must succeed on a Bluff check with a +5 circumstance bonus opposed by the intended listener's Sense Motive check to avoid arousing suspicion.
You can entirely muffle a noise or magnify a sound to such loudness that it drowns out all other conversation in the immediate area. In this way, you can provide yourself or any with a +4 circumstance bonus on Move Silently and Listen checks.
Alternatively, you can use up the power in an instant. You do this by modulating a sound into a one-time destructive impetus that shatters nonmagical/nonpsionic, unattended objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in the area.


short_description:
Take control of foe's concentration power.

description:
You take over control of a power that was manifested by the subject and that must be maintained through concentration. Once you wrest control of the power from the subject, you have several options.

      
  Allow the power to function as normal.

  Keep the power targeted on the subject (if a personal power) but decide how the power fulfills its function each round.

  Retarget the power on yourself (if a personal power).

  Choose not to concentrate on the co-opted power in the next round, ending the power at that point.



      When the duration of co-opt concentration expires, the power you took control of ends (even if this would mean that the power ends earlier than normal).

full_text:
Co-Opt Concentration
Telepathy (Compulsion) [Mind-Affecting]
Level:
Psion/wilder 6
Display:
Mental
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One creature
Duration:
Concentration, up to 1 round/level
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
11
You take over control of a power that was manifested by the subject and that must be maintained through concentration. Once you wrest control of the power from the subject, you have several options.

  Allow the power to function as normal.

  Keep the power targeted on the subject (if a personal power) but decide how the power fulfills its function each round.

  Retarget the power on yourself (if a personal power).

  Choose not to concentrate on the co-opted power in the next round, ending the power at that point.


When the duration of co-opt concentration expires, the power you took control of ends (even if this would mean that the power ends earlier than normal).


target:
One creature with an Intelligence score of 3 or higher

short_description:
Hold mental conversation with another creature at any distance.

description:
You forge a passive mental link with a creature with which you have previously had physical or mental contact. The subject need not be within sight or even on the same plane as you are. The subject recognizes you, and you can mentally communicate with it for the duration (though nothing forces the subject to respond to you), exchanging messages of twenty-five words or less once per round. Receiving a message is not an action and does not provoke attacks of opportunity; however, sending a message is equivalent to a standard action that can provoke attacks of opportunity.

full_text:
Correspond
Telepathy [Mind-Affecting]
Level:
Psion/wilder 4
Display:
Mental
Manifesting Time:
10 minutes
Range:
See text
Target:
One creature with an Intelligence score of 3 or higher
Duration:
1 round/level
Saving Throw:
None
Power Resistance:
No
Power Points:
7
You forge a passive mental link with a creature with which you have previously had physical or mental contact. The subject need not be within sight or even on the same plane as you are. The subject recognizes you, and you can mentally communicate with it for the duration (though nothing forces the subject to respond to you), exchanging messages of twenty-five words or less once per round. Receiving a message is not an action and does not provoke attacks of opportunity; however, sending a message is equivalent to a standard action that can provoke attacks of opportunity.


description:
You create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound the power creates when manifesting it and cannot thereafter change its basic character. The volume of sound created, however, depends on your level. You can produce as much noise as four normal humans per manifester level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise produced can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire lion is equal to the noise from twenty humans.

      If you wish to create a specific message, up to twenty-five words can be created, and those words repeat over and over until the duration expires or the power is dismissed. If you attempt to exactly duplicate the voice of a specific individual or an inherently terrifying sound (such as a dragon's roar), you must succeed on a Bluff check with a +2 circumstance bonus opposed by the listener's Sense Motive check to avoid arousing suspicion.

      Create sound can be used to bring sounds into existence that you later manipulate by manifesting control sound.

full_text:
Create Sound
Metacreativity (Creation) [Sonic]
Level:
Psion/wilder 1
Display:
Auditory; see text
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Sounds; see text
Duration:
1 round/level (D)
Saving Throw:
None
Power Resistance:
No
Power Points:
1
You create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound the power creates when manifesting it and cannot thereafter change its basic character. The volume of sound created, however, depends on your level. You can produce as much noise as four normal humans per manifester level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise produced can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire lion is equal to the noise from twenty humans.
If you wish to create a specific message, up to twenty-five words can be created, and those words repeat over and over until the duration expires or the power is dismissed. If you attempt to exactly duplicate the voice of a specific individual or an inherently terrifying sound (such as a dragon's roar), you must succeed on a Bluff check with a +2 circumstance bonus opposed by the listener's Sense Motive check to avoid arousing suspicion.
Create sound can be used to bring sounds into existence that you later manipulate by manifesting control sound.


saving_throw:
Will negates, Fortitude partial; see text

description:
You compel the subject to purge its entire store of air in one explosive exhalation, and thereby disrupt the subject's autonomic breathing cycle. The subject's lungs do not automatically function again while the power's duration lasts.

      If the target succeeds on a Will save when crisis of breath is manifested, it is unaffected by this power. If it fails its Will save, it can still continue to breathe by taking a standard action in each round to gasp for breath.

      An affected creature can attempt to take actions normally (instead of consciously controlling its breathing), but each round it does so, beginning in the round when it failed its Will save, the subject risks blacking out from lack of oxygen. It must succeed on a Fortitude save at the end of any of its turns in which it did not consciously take a breath. The DC of this save increases by 1 in every consecutive round after the first one that goes by without a breath; the DC drops back to its original value if the subject spends an action to take a breath.

      If a subject fails a Fortitude save, it is disabled (0 hp). In the following round, it drops to -1 hit points and is dying. Curing powers or spells can revive a dying subject normally, so long as this power's duration has expired; if the power is still in effect, a revived creature is still subject to Fortitude saves in each round when it does not consciously breathe.

augment:
Augment: You can augment this power in one or more of the following ways.
1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
3. If you spend 6 additional power points, this power can affect up to four creatures all within a 20-ft. -radius burst.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC increases by 1.

full_text:
Crisis of Breath
Telepathy (Compulsion) [Mind-Affecting]
Level:
Telepath 3
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One breathing humanoid
Duration:
1 round/level
Saving Throw:
Will negates, Fortitude partial; see text
Power Resistance:
Yes
Power Points:
5
You compel the subject to purge its entire store of air in one explosive exhalation, and thereby disrupt the subject's autonomic breathing cycle. The subject's lungs do not automatically function again while the power's duration lasts.
If the target succeeds on a Will save when crisis of breath is manifested, it is unaffected by this power. If it fails its Will save, it can still continue to breathe by taking a standard action in each round to gasp for breath.
An affected creature can attempt to take actions normally (instead of consciously controlling its breathing), but each round it does so, beginning in the round when it failed its Will save, the subject risks blacking out from lack of oxygen. It must succeed on a Fortitude save at the end of any of its turns in which it did not consciously take a breath. The DC of this save increases by 1 in every consecutive round after the first one that goes by without a breath; the DC drops back to its original value if the subject spends an action to take a breath.
If a subject fails a Fortitude save, it is disabled (0 hp). In the following round, it drops to -1 hit points and is dying. Curing powers or spells can revive a dying subject normally, so long as this power's duration has expired; if the power is still in effect, a revived creature is still subject to Fortitude saves in each round when it does not consciously breathe.
Augment: You can augment this power in one or more of the following ways.
1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
3. If you spend 6 additional power points, this power can affect up to four creatures all within a 20-ft. -radius burst.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC increases by 1.


description:
You interrupt the subject's autonomic heart rhythm, killing it instantly on a failed saving throw if it has 11 Hit Dice or less. If the target makes its saving throw or has more than 11 Hit Dice, it takes 7d6 points of damage.

augment:
Augment: For every additional power point you spend, this power can kill a subject that has Hit Dice equal to 11 + the number of additional points.

full_text:
Crisis of Life
Telepathy [Mind-Affecting, Death]
Level:
Telepath 7
Display:
Mental
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One creature
Duration:
Instantaneous
Saving Throw:
Fortitude partial; see text
Power Resistance:
Yes
Power Points:
13
You interrupt the subject's autonomic heart rhythm, killing it instantly on a failed saving throw if it has 11 Hit Dice or less. If the target makes its saving throw or has more than 11 Hit Dice, it takes 7d6 points of damage.
Augment: For every additional power point you spend, this power can kill a subject that has Hit Dice equal to 11 + the number of additional points.


short_description:
Ranged touch attack for 1d6 points of piercing damage.

description:
Upon manifesting this power, you propel a razor-sharp crystal shard at your target. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of piercing damage.

full_text:
Crystal Shard
Metacreativity (Creation)
Level:
Psion/wilder 1
Display:
Auditory and material
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Ray
Duration:
Instantaneous
Saving Throw:
None
Power Resistance:
No
Power Points:
1
Upon manifesting this power, you propel a razor-sharp crystal shard at your target. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of piercing damage.
Augment: For every additional power point you spend, this power's damage increases by 1d6 points.


description:
You seed the subject's flesh with supersaturated crystal. In an eyeblink, the subject's form seems to freeze over, as its flesh and fluids are instantly crystallized. Following the application of this power, the subject appears lifeless. In fact, it is not dead (though no life can be detected with powers or spells that detect such).

      This power has a chance of being dispelled only by a manifester of a higher level than you when you manifested this power. When the power is dispelled, crystal melts back into flesh, and the subject is in exactly the state he was prior being affected by crystallize.

full_text:
Crystallize
Metacreativity
Level:
Shaper 6
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One living creature
Duration:
Permanent
Saving Throw:
Fortitude negates
Power Resistance:
Yes
Power Points:
11
You seed the subject's flesh with supersaturated crystal. In an eyeblink, the subject's form seems to freeze over, as its flesh and fluids are instantly crystallized. Following the application of this power, the subject appears lifeless. In fact, it is not dead (though no life can be detected with powers or spells that detect such).
This power has a chance of being dispelled only by a manifester of a higher level than you when you manifested this power. When the power is dispelled, crystal melts back into flesh, and the subject is in exactly the state he was prior being affected by crystallize.


description:
You can sense the presence of danger before your senses would normally allow it. Your intuitive sense alerts you to danger from traps, giving you a +4 insight bonus on Ref lex saves to avoid traps and a +4 insight bonus to Armor Class against attacks by traps.

augment:
Augment: If you spend 3 additional power points, this power also gives you the uncanny dodge ability; if you spend 6 additional power points, this power gives you the improved uncanny dodge ability as well.

full_text:
Danger Sense
Clairsentience
Level:
Psion/wilder 3, psychic warrior 3
Display:
Visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 hour/level (D)
Power Points:
5
You can sense the presence of danger before your senses would normally allow it. Your intuitive sense alerts you to danger from traps, giving you a +4 insight bonus on Ref lex saves to avoid traps and a +4 insight bonus to Armor Class against attacks by traps.
Augment: If you spend 3 additional power points, this power also gives you the uncanny dodge ability; if you spend 6 additional power points, this power gives you the improved uncanny dodge ability as well.


description:
As the darkvision spell, except as noted here.

full_text:
Darkvision, Psionic
Clairsentience
Level:
Psion/wilder 3, psychic warrior 2
Display:
Visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 hour/level
Power Points:
Psion/wilder 5, psychic warrior 3
As the darkvision spell, except as noted here.


target:
One humanoid creature that has 4 HD or less

short_description:
Humanoid creature of 4 HD or less loses next action.

description:
As the daze spell, except as noted here.

augment:
Augment: For every additional power point you spend, this power can affect a target that has Hit Dice equal to 4 + the additional points.

full_text:
Daze, Psionic
Telepathy (Compulsion) [Mind-Affecting]
Level:
Psion/wilder 1
Display:
Material and mental
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One humanoid creature that has 4 HD or less
Duration:
1 round
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
1
As the daze spell, except as noted here.
Augment: For every additional power point you spend, this power can affect a target that has Hit Dice equal to 4 + the additional points.


description:
You plant a hidden death-urge impulse in the subject's unconscious. On the subject's next turn, it looks for the quickest method to end its life and attempts to do so. The subject takes no other action on its turn except attempting to harm itself.

      If armed, the subject attacks itself as a full-round action. The attack automatically succeeds and deals damage as a critical hit. If unarmed, the subject moves adjacent to the nearest enemy and provokes an attack of opportunity, offering its opponent an opening, which the opponent may or may not choose to take advantage of.

      If the subject is unarmed and no enemy is nearby, the subject simply does nothing at all. A subject close to an immediate and lethal hazard such as a cliff or a fire might hurl itself off the cliff or into the fire instead of striking itself with a weapon.

augment:
Augment: For every 4 additional power points you spend, this power's save DC increases by 2 and its duration increases by 1 round.

full_text:
Death Urge
Telepathy (Compulsion) [Mind-Affecting]
Level:
Psion/wilder 4
Display:
Mental
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One living creature
Duration:
1 round
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
7
You plant a hidden death-urge impulse in the subject's unconscious. On the subject's next turn, it looks for the quickest method to end its life and attempts to do so. The subject takes no other action on its turn except attempting to harm itself.
If armed, the subject attacks itself as a full-round action. The attack automatically succeeds and deals damage as a critical hit. If unarmed, the subject moves adjacent to the nearest enemy and provokes an attack of opportunity, offering its opponent an opening, which the opponent may or may not choose to take advantage of.
If the subject is unarmed and no enemy is nearby, the subject simply does nothing at all. A subject close to an immediate and lethal hazard such as a cliff or a fire might hurl itself off the cliff or into the fire instead of striking itself with a weapon.
Augment: For every 4 additional power points you spend, this power's save DC increases by 2 and its duration increases by 1 round.


description:
You warp space around an individual, hindering the subject's ability to move. The subject's speed (in any movement mode it possesses) is halved. A subsequent manifestation of deceleration on the subject does not further decrease its speed.

full_text:
Deceleration
Psychoportation
Level:
Psion/wilder 1
Display:
Auditory and material
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./level)
Target:
One Medium or smaller creature
Duration:
1 min./level
Saving Throw:
Reflex negates
Power Resistance:
Yes
Power Points:
1
You warp space around an individual, hindering the subject's ability to move. The subject's speed (in any movement mode it possesses) is halved. A subsequent manifestation of deceleration on the subject does not further decrease its speed.
Augment: For every 2 additional power points you spend, this power can affect a target one size category larger.


description:
With decerebrate,  you selectively remove a portion of the subject's brain stem. The creature loses all cerebral function, vision, hearing, and other sensory abilities, and all voluntary motor activity. The subject becomes limp and unresponsive. Without extreme measures, such as greater restoration or some other suitable effect of 7th level or higher, the creature perishes in 1d4 days.

full_text:
Decerebrate
Psychoportation [Teleportation]
Level:
Psion/wilder 7
Display:
Mental
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./level)
Target:
One living creature
Duration:
Instantaneous
Saving Throw:
Fortitude negates
Power Resistance:
Yes
Power Points:
13
With decerebrate, you selectively remove a portion of the subject's brain stem. The creature loses all cerebral function, vision, hearing, and other sensory abilities, and all voluntary motor activity. The subject becomes limp and unresponsive. Without extreme measures, such as greater restoration or some other suitable effect of 7th level or higher, the creature perishes in 1d4 days.


description:
Your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has changed in such a way that the subject can't take the same actions again (if its foe is dead, or the subject has run out of power points, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject can still defend itself, and it retains its Dexterity bonus to AC even if it stands still.

augment:
Augment: For every 2 additional power points you spend, this power's save DC increases by 1.

full_text:
Déjà Vu
Telepathy [Mind-Affecting]
Level:
Psion/wilder 1
Display:
Mental
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One creature
Duration:
1 round
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
1
Your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has changed in such a way that the subject can't take the same actions again (if its foe is dead, or the subject has run out of power points, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject can still defend itself, and it retains its Dexterity bonus to AC even if it stands still.
Augment: For every 2 additional power points you spend, this power's save DC increases by 1.


description:
You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration of the power. Allies and creatures without an Intelligence score are unaffected.

augment:
Augment: For every 2 additional power points you spend, this power's range and the radius of its area both increase by 5 feet, and the power's save DC increases by 1.

full_text:
Demoralize
Telepathy [Mind-Affecting]
Level:
Psion/wilder 1
Display:
Mental and olfactory
Manifesting Time:
1 standard action
Range:
30 ft.
Area:
30-ft. -radius spread centered on you
Duration:
1 min./level
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
1
You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration of the power. Allies and creatures without an Intelligence score are unaffected.
Augment: For every 2 additional power points you spend, this power's range and the radius of its area both increase by 5 feet, and the power's save DC increases by 1.


description:
Your mere touch grants your foe an imperfect, unfocused glimpse of the many possible futures in store. Unaccustomed to and unable to process the information, the subject becomes sickened for 1 round per level of the manifester.

full_text:
Destiny Dissonance
Clairsentience
Level:
Seer 1
Display:
Material and mental
Manifesting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 round/level
Saving Throw:
None
Power Resistance:
Yes
Power Points:
1
Your mere touch grants your foe an imperfect, unfocused glimpse of the many possible futures in store. Unaccustomed to and unable to process the information, the subject becomes sickened for 1 round per level of the manifester.


short_description:
You can detect hostile creatures within 30 ft. of you.

description:
While the duration of this power lasts, you become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). The power detects active aggression, as opposed to vigilance. In addition, while this power is active you cannot be surprised or caught flat-footed by creatures that are susceptible to mind-affecting powers.

      While under the effect of this power, you can make Sense Motive checks as a free action against anyone within 30 feet of you.

      The power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it.

full_text:
Detect Hostile Intent
Telepathy [Mind-Affecting]
Level:
Psion/wilder 2, psychic warrior 2
Display:
Olfactory
Manifesting Time:
1 standard action
Range:
30 ft.
Area:
30-ft. -radius emanation centered on you
Duration:
10 min./level (D)
Saving Throw:
None
Power Resistance:
No
Power Points:
3
While the duration of this power lasts, you become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). The power detects active aggression, as opposed to vigilance. In addition, while this power is active you cannot be surprised or caught flat-footed by creatures that are susceptible to mind-affecting powers.
While under the effect of this power, you can make Sense Motive checks as a free action against anyone within 30 feet of you.
The power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it.


description:
You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any psionic feat. Characters who have levels in a psionic class, creatures with the psionic subtype, and creatures with the Wild Talent feat possess psionic auras. The amount of information revealed by the manifestation of this power depends on how long you study a particular area or subject.

      1st Round: Presence or absence of psionic auras.

      2nd Round: Number of different psionic auras and the strength of the most potent aura.

      3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Psicraft checks to determine the discipline involved in each aura. (Make one check per aura; DC 15 + power level, or 15 + one-half manifester level for an effect that is not created by a power, such as that of a psionic item.)

      Psionically charged locations, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.

      
      Aura Strength: A psionic aura's strength depends on a functioning power's level or an item's manifester level. If an aura falls into more than one category, detect psionics indicates the stronger of the two. Detection of an overwhelming aura (see the accompanying table) dazes you for 1 round and the power ends.

      

Detect Psionics


------ Aura Strength ------


Power or Item
Faint
Moderate
Strong
Overwhelming

Functioning power

(power level)
3rd or lower
4th-6th
7th-9th
10th+

(deity-level)

Psionic item

(manifester level)
5th or lower
6th-11th
12th-20th
21st+

(artifact)
      
      Lingering Aura: A psionic aura lingers after its original source dissipates (in the case of a power) or is destroyed (in the case of a psionic item). If detect psionics is manifested and directed at such a location, the power indicates an aura of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original strength:

      

Original Strength
Duration


Faint
1d6 minutes

Moderate
1d6 x 10 minutes

Strong
1d6 hours


Overwhelming
1d6 days

      
      Each round, you can turn to detect psionics in a new area. You can tell the difference between magical and psionic auras. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

full_text:
Detect Psionics
Clairsentience
Level:
Psion/wilder 1, psychic warrior 1
Display:
Auditory and visual
Manifesting Time:
1 standard action
Range:
60 ft.
Area:
Cone -shaped emanation centered on you
Duration:
Concentration, up to 1 min./level (D)
Saving Throw:
None
Power Resistance:
No
Power Points:
1
You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any psionic feat. Characters who have levels in a psionic class, creatures with the psionic subtype, and creatures with the Wild Talent feat possess psionic auras. The amount of information revealed by the manifestation of this power depends on how long you study a particular area or subject.
1st Round: Presence or absence of psionic auras.
2nd Round: Number of different psionic auras and the strength of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Psicraft checks to determine the discipline involved in each aura. (Make one check per aura; DC 15 + power level, or 15 + one-half manifester level for an effect that is not created by a power, such as that of a psionic item.)
Psionically charged locations, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.
Aura Strength: A psionic aura's strength depends on a functioning power's level or an item's manifester level. If an aura falls into more than one category, detect psionics indicates the stronger of the two. Detection of an overwhelming aura (see the accompanying table) dazes you for 1 round and the power ends.

Detect Psionics


------ Aura Strength ------


Power or Item
Faint
Moderate
Strong
Overwhelming

Functioning power

(power level)
3rd or lower
4th-6th
7th-9th
10th+

(deity-level)

Psionic item

(manifester level)
5th or lower
6th-11th
12th-20th
21st+

(artifact)
Lingering Aura: A psionic aura lingers after its original source dissipates (in the case of a power) or is destroyed (in the case of a psionic item). If detect psionics is manifested and directed at such a location, the power indicates an aura of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original strength:

Original Strength
Duration


Faint
1d6 minutes

Moderate
1d6 x 10 minutes

Strong
1d6 hours


Overwhelming
1d6 days

Each round, you can turn to detect psionics in a new area. You can tell the difference between magical and psionic auras. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


area:
40-ft. -radius emanation centered on you

short_description:
You know when others spy on you remotely.

description:
You immediately become aware of any attempt to observe you by means of a clairsentience (scrying) power or divination (scrying) spell. The power's effect radiates from you and moves as you move. You know the location of every psionic or magical sensor within the power's area.

      If the viewing attempt originates within the area, you also know the viewer's location. Otherwise, you and the remote viewer immediately make opposed manifester level checks (1d20 + manifester level, or viewer's caster level as appropriate). If you at least match the remote viewer's result, you get a visual image of the remote viewer and an accurate sense of the remote viewer's direction and distance from you.

full_text:
Detect Remote Viewing
Clairsentience
Level:
Psion/wilder 4
Display:
Mental and visual
Manifesting Time:
1 standard action
Range:
40 ft.
Area:
40-ft. -radius emanation centered on you
Duration:
24 hours
Saving Throw:
None
Power Resistance:
No
Power Points:
7
You immediately become aware of any attempt to observe you by means of a clairsentience (scrying) power or divination (scrying) spell. The power's effect radiates from you and moves as you move. You know the location of every psionic or magical sensor within the power's area.
If the viewing attempt originates within the area, you also know the viewer's location. Otherwise, you and the remote viewer immediately make opposed manifester level checks (1d20 + manifester level, or viewer's caster level as appropriate). If you at least match the remote viewer's result, you get a visual image of the remote viewer and an accurate sense of the remote viewer's direction and distance from you.


short_description:
Know when teleportation powers are used in close range.2Dimension Swap: You and ally or two allies switch positions.

description:
You sense the use of any effects of the teleportation subdiscipline within the area. You sense the use of these powers whether or not you have line of sight or line of effect (although a force effect prevents this detection). When you sense the use of an appropriate power, you know the direction in which the power was used, though not the distance or the exact effect.

augment:
Augment: If you spend 2 additional power points, this power's range increases to Medium (100 ft. + 10 ft./level).

full_text:
Detect Teleportation
Clairsentience
Level:
Nomad 1
Display:
Visual
Manifesting Time:
1 standard action
Range:
40 ft.
Area:
40-ft. -radius emanation centered on you
Duration:
Concentration, up to 1 minute (D)
Saving Throw:
No
Power Resistance:
No
Power Points:
1
You sense the use of any effects of the teleportation subdiscipline within the area. You sense the use of these powers whether or not you have line of sight or line of effect (although a force effect prevents this detection). When you sense the use of an appropriate power, you know the direction in which the power was used, though not the distance or the exact effect.
Augment: If you spend 2 additional power points, this power's range increases to Medium (100 ft. + 10 ft./level).


target:
You and touched objects or other touched willing creatures

description:
As the dimension door spell, except as noted here.

augment:
Augment: If you spend 6 additional power points, you can manifest this power as a move action.

full_text:
Dimension Door, Psionic
Psychoportation (Teleportation)
Level:
Psion/wilder 4, psychic warrior 4
Display:
Visual
Manifesting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Target or Targets:
You and touched objects or other touched willing creatures
Duration:
Instantaneous
Saving Throw:
None and Will negates (object)
Power Resistance:
No and Yes (object)
Power Points:
7
As the dimension door spell, except as noted here.
Augment: If you spend 6 additional power points, you can manifest this power as a move action.


description:
You instantly transfer yourself from your current location to any other spot within range to which you have line of sight. You can bring along possessions that amount to as much as a medium load, including living creatures that weigh as much as 20 pounds. Movement caused by the use of dimension slide does not provoke attacks of opportunity.

      If you somehow attempt to transfer yourself to a location occupied by a solid body or a location you can't see the power simply fails to function.

augment:
Augment: If you spend 4 additional power points, you can manifest this power as a move action.

full_text:
Dimension Slide
Psychoportation (Teleportation)
Level:
Psychic warrior 3
Display:
Visual
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
You; see text
Duration:
Instantaneous
Power Points:
5
You instantly transfer yourself from your current location to any other spot within range to which you have line of sight. You can bring along possessions that amount to as much as a medium load, including living creatures that weigh as much as 20 pounds. Movement caused by the use of dimension slide does not provoke attacks of opportunity.
If you somehow attempt to transfer yourself to a location occupied by a solid body or a location you can't see the power simply fails to function.
Augment: If you spend 4 additional power points, you can manifest this power as a move action.


target:
You and one ally in range, or any two allies in range; see text

description:
You instantly swap positions between your current position and that of a designated ally in range. Alternatively, you can swap the positions of any two allies in range. This power affects creatures of Large or smaller size. You can bring along objects, but not other creatures.

      Special: A psychic warrior can manifest this power to swap positions with an ally, but not to swap the positions of two allies.

full_text:
Dimension Swap
Psychoportation (Teleportation)
Level:
Nomad 2, psychic warrior 2
Display:
Visual
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
You and one ally in range, or any two allies in range; see text
Duration:
Instantaneous
Saving Throw:
Will negates (harmless, object)
Power Resistance:
Yes (harmless, object)
Power Points:
3
You instantly swap positions between your current position and that of a designated ally in range. Alternatively, you can swap the positions of any two allies in range. This power affects creatures of Large or smaller size. You can bring along objects, but not other creatures.
Special: A psychic warrior can manifest this power to swap positions with an ally, but not to swap the positions of two allies.


Augment: For every 2 additional power points you spend, this power can affect a target one size category larger.


description:
As the dimensional anchor spell, except as noted here.

full_text:
Dimensional Anchor, Psionic
Psychoportation
Level:
Nomad 4
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Ray
Duration:
1 min./level
Saving Throw:
None
Power Resistance:
Yes (object)
Power Points:
7
As the dimensional anchor spell, except as noted here.


short_description:
Subjects incorrectly believe they are disabled.

description:
You broadcast a mental compulsion that convinces one or more creatures of 4 Hit Dice or less that they are disabled (see page 307 of the Player's Handbook). Creatures with the fewest HD are affected first. Among creatures with equal Hit Dice, those who are closest to the power's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Creatures that are rendered helpless or are destroyed when they reach 0 hit points cannot be affected.

      Creatures affected by this power believe that they have somehow been brought to the brink of unconsciousness and must act accordingly. While it's possible for an important nonplayer character to attempt some sort of 'heroic' action, common NPCs and creatures under the effect of this power typically cower or retreat.

      Any creature that attempts to take a standard action immediately breaks the compulsion and can act normally. A creature that attempts to heal itself or that receives healing is likewise freed of the compulsion, and if it is not actually wounded, the healing is wasted. A creature that takes damage is also instantly freed of the compulsion (although the damage still counts against its actual current hit points).

augment:
Augment: For every 2 additional power points you spend, this power's range increases by 5 feet and its save DC increases by 1.
In addition, for every additional power point you spend to increase the range and the save DC, this power can affect targets that have Hit Dice equal to 4 + the number of additional points.

full_text:
Disable
Telepathy (Compulsion) [Mind-Affecting]
Level:
Psion/wilder 1
Display:
Visual
Manifesting Time:
1 standard action
Range:
20 ft.
Area:
Cone-shaped emanation centered on you
Duration:
1 min./level (D)
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
1
You broadcast a mental compulsion that convinces one or more creatures of 4 Hit Dice or less that they are disabled (see page 307 of the Player's Handbook). Creatures with the fewest HD are affected first. Among creatures with equal Hit Dice, those who are closest to the power's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Creatures that are rendered helpless or are destroyed when they reach 0 hit points cannot be affected.
Creatures affected by this power believe that they have somehow been brought to the brink of unconsciousness and must act accordingly. While it's possible for an important nonplayer character to attempt some sort of 'heroic' action, common NPCs and creatures under the effect of this power typically cower or retreat.
Any creature that attempts to take a standard action immediately breaks the compulsion and can act normally. A creature that attempts to heal itself or that receives healing is likewise freed of the compulsion, and if it is not actually wounded, the healing is wasted. A creature that takes damage is also instantly freed of the compulsion (although the damage still counts against its actual current hit points).
Augment: For every 2 additional power points you spend, this power's range increases by 5 feet and its save DC increases by 1.
In addition, for every additional power point you spend to increase the range and the save DC, this power can affect targets that have Hit Dice equal to 4 + the number of additional points.


description:
A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 22d6 points of damage. Any creature reduced to 0 or fewer hit points by this power is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.

      When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the power disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, but not psionic effects such as a null psionics field.

      A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

      Only the first creature or object struck can be affected; that is, the ray affects only one target per manifestation.

augment:
Augment: For every additional power point you spend, the damage this power deals to a subject that fails its saving throw increases by 2d6 points. Augmenting this power does not change the amount of damage the target takes if it succeeds on its saving throw.

full_text:
Disintegrate, Psionic
Psychoportation
Level:
Psion/wilder 6
Display:
Auditory, material, and visual
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Ray
Duration:
Instantaneous
Saving Throw:
Fortitude partial (object)
Power Resistance:
Yes
Power Points:
11
A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 22d6 points of damage. Any creature reduced to 0 or fewer hit points by this power is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.
When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the power disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, but not psionic effects such as a null psionics field.
A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Only the first creature or object struck can be affected; that is, the ray affects only one target per manifestation.
Augment: For every additional power point you spend, the damage this power deals to a subject that fails its saving throw increases by 2d6 points. Augmenting this power does not change the amount of damage the target takes if it succeeds on its saving throw.


short_description:
Forces a creature to return to its native plane.

description:
As the dismissal spell, except as noted here.

full_text:
Dismissal, Psionic
Psychoportation
Level:
Nomad 4
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One extraplanar creature
Duration:
Instantaneous
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
7
As the dismissal spell, except as noted here.


short_description:
Dissipates ectoplasmic targets and effects.

description:
You dismiss creatures, objects, or effects composed of ectoplasm, such as astral constructs or the ectoplasmic cocoon power, or that were formerly composed of ectoplasm, such as items created by metacreativity (creation) powers.

      An ectoplasmic creature that fails its Will saving throw dissipates into so much constituent ectoplasm, which evaporates immediately.

      A creature under the effect of the ectoplasmic form power that fails its saving throw is either destroyed out right or physically shifted to a random location on the Astral Plane (50% chance for either result).

      Other ongoing powers that create ectoplasmic objects or effects, such as ectoplasmic cocoon,  are dismissed if you succeed on a manifester level check (1d20 + your manifester level, maximum +10) against a DC of 11 + the power's manifester level.

full_text:
Dismiss Ectoplasm
Metacreativity
Level:
Psion/wilder 3
Display:
Auditory and visual
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
30-ft. -radius burst
Duration:
Instantaneous
Saving Throw:
Will negates; see text
Power Resistance:
No
Power Points:
5
You dismiss creatures, objects, or effects composed of ectoplasm, such as astral constructs or the ectoplasmic cocoon power, or that were formerly composed of ectoplasm, such as items created by metacreativity (creation) powers.
An ectoplasmic creature that fails its Will saving throw dissipates into so much constituent ectoplasm, which evaporates immediately.
A creature under the effect of the ectoplasmic form power that fails its saving throw is either destroyed out right or physically shifted to a random location on the Astral Plane (50% chance for either result).
Other ongoing powers that create ectoplasmic objects or effects, such as ectoplasmic cocoon,  are dismissed if you succeed on a manifester level check (1d20 + your manifester level, maximum +10) against a DC of 11 + the power's manifester level.


target:
One manifester, creature, or object; or 20-ft. -radius burst

area:
One manifester, creature, or object; or 20-ft. -radius burst

description:
You can use Dispel psionics to end ongoing powers that have been manifested on a creature or object, to temporarily suppress the psionic abilities of a psionic item, or to end ongoing powers (or at least their effects) within an area. A dispelled power ends as if its duration had expired. Some powers, as detailed in their descriptions, can't be defeated by dispel psionics,  or can be ended only if you manifest Dispel psionics at a high enough manifester level. Dispel psionics can end spell-like effects just as it does powers.

      The effect of a power with an instantaneous duration can't be dispelled, because the psionic effect is already over before the Dispel psionics can take effect.

      You choose to use Dispel psionics in one of two ways: a targeted dispel or an area dispel.

      Targeted Dispel: One object, creature, or power is the target of the Dispel psionics power. You make a dispel check (1d20 + your manifester level, maximum +10) against the power or against each ongoing power currently in effect on the object or creature. The DC for this dispel check is 11 + the power's manifester level. If you succeed on a particular check, that power is dispelled; if you fail, that power remains in effect.

      If you target an object or creature that is the effect of an ongoing power or is under the effect of an ongoing power, you make a dispel check to end the power or its effect. If the object that you target is a psionic item, you make a dispel check against the item's manifester level. If you succeed, all the item's psionic properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonpsionic for the duration of the effect. An interdimensional interface  is temporarily closed. A psionic item's physical properties are unchanged: A suppressed psionic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal power such as this.

      You automatically succeed on your dispel check against any power that you manifested yourself.

      Area Dispel: When Dispel psionics is used in this way, the power affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more powers, you make a dispel check against the power with the highest manifester level. If that check fails, you make dispel checks against progressively weaker powers until you dispel one power (which discharges the Dispel psionics power so far as that target is concerned) or until you fail all your checks. The creature's psionic items are not affected.

      For each object within the area that is the target of one or more powers, you make dispel checks as with creatures. Psionic items are not affected by an area dispel.

      For each ongoing area or effect power whose point of origin is within the area of the Dispel psionics power, you can make a dispel check to dispel the power.

      For each ongoing power whose area overlaps that of the Dispel psionics power, you can make a dispel check to end the effect, but only within the overlapping area.

      If an object or creature that is the effect of an ongoing power is in the area, you can make a dispel check to end the power that created that object or construct in addition to attempting to dispel powers targeting the creature or object. You can choose to automatically succeed on dispel checks against any power that you have manifested.

augment:
Augment: For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +20 for a 5-point expenditure).

full_text:
Dispel Psionics
Psychokinesis
Level:
Psion/wilder 3
Display:
Visual
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target or Area:
One manifester, creature, or object; or 20-ft. -radius burst
Duration:
Instantaneous or 1d4 rounds; see text
Saving Throw:
None
Power Resistance:
No
Power Points:
5
You can use Dispel psionics to end ongoing powers that have been manifested on a creature or object, to temporarily suppress the psionic abilities of a psionic item, or to end ongoing powers (or at least their effects) within an area. A dispelled power ends as if its duration had expired. Some powers, as detailed in their descriptions, can't be defeated by dispel psionics, or can be ended only if you manifest Dispel psionics at a high enough manifester level. Dispel psionics can end spell-like effects just as it does powers.
The effect of a power with an instantaneous duration can't be dispelled, because the psionic effect is already over before the Dispel psionics can take effect.
You choose to use Dispel psionics in one of two ways: a targeted dispel or an area dispel.
Targeted Dispel: One object, creature, or power is the target of the Dispel psionics power. You make a dispel check (1d20 + your manifester level, maximum +10) against the power or against each ongoing power currently in effect on the object or creature. The DC for this dispel check is 11 + the power's manifester level. If you succeed on a particular check, that power is dispelled; if you fail, that power remains in effect.
If you target an object or creature that is the effect of an ongoing power or is under the effect of an ongoing power, you make a dispel check to end the power or its effect. If the object that you target is a psionic item, you make a dispel check against the item's manifester level. If you succeed, all the item's psionic properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonpsionic for the duration of the effect. An interdimensional interface  is temporarily closed. A psionic item's physical properties are unchanged: A suppressed psionic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal power such as this.
You automatically succeed on your dispel check against any power that you manifested yourself.
Area Dispel: When Dispel psionics is used in this way, the power affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more powers, you make a dispel check against the power with the highest manifester level. If that check fails, you make dispel checks against progressively weaker powers until you dispel one power (which discharges the Dispel psionics power so far as that target is concerned) or until you fail all your checks. The creature's psionic items are not affected.
For each object within the area that is the target of one or more powers, you make dispel checks as with creatures. Psionic items are not affected by an area dispel.
For each ongoing area or effect power whose point of origin is within the area of the Dispel psionics power, you can make a dispel check to dispel the power.
For each ongoing power whose area overlaps that of the Dispel psionics power, you can make a dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing power is in the area, you can make a dispel check to end the power that created that object or construct in addition to attempting to dispel powers targeting the creature or object. You can choose to automatically succeed on dispel checks against any power that you have manifested.
Augment: For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +20 for a 5-point expenditure).


range:
Personal or close (25 ft. + 5 ft./2 levels); see text

target:
You or one willing creature or one object (object weighing up to 100 lb./level); see text

short_description:
You are buffered from one dispel psionics effect.

description:
You create a psychokinetic shield around the subject that improves the chance that any powers affecting the subject will resist a Dispel psionics power (or a dispel magic spell) or a negation effect that targets a specific power (such as shatter mind blank). When dispelling buffer is manifested on a creature or object, add +5 to the DC of the dispel check for each ongoing effect that is subject to being dispelled.

      Dispel psionics can negate dispelling buffer, but against a targeted dispel, dispelling buffer is always checked last (with the same +5 bonus). Against an area dispel, dispelling buffer is checked in the order according to its level (with the same +5 bonus).

      Special: When a psychic warrior manifests this power, the range is personal and the target is the manifester.

full_text:
Dispelling Buffer
Psychokinesis
Level:
Kineticist 6, psychic warrior 6
Display:
Material and olfactory
Manifesting Time:
1 standard action
Range:
Personal or close (25 ft. + 5 ft./2 levels); see text
Target:
You or one willing creature or one object (object weighing up to 100 lb./level); see text
Duration:
1 hour/level (D)
Saving Throw:
None
Power Resistance:
Yes (harmless, object)
Power Points:
11
You create a psychokinetic shield around the subject that improves the chance that any powers affecting the subject will resist a Dispel psionics power (or a dispel magic spell) or a negation effect that targets a specific power (such as shatter mind blank). When dispelling buffer is manifested on a creature or object, add +5 to the DC of the dispel check for each ongoing effect that is subject to being dispelled.
Dispel psionics can negate dispelling buffer, but against a targeted dispel, dispelling buffer is always checked last (with the same +5 bonus). Against an area dispel, dispelling buffer is checked in the order according to its level (with the same +5 bonus).
Special: When a psychic warrior manifests this power, the range is personal and the target is the manifester.


description:
Your mere touch can disperse the surface material of a foe or object, sending a tiny portion of it far away. This effect is disruptive; thus, your successful melee touch attack deals 1d6 points of damage.

full_text:
Dissipating Touch
Psychoportation (Teleportation)
Level:
Psion/wilder 1, psychic warrior 1
Display:
Auditory and visual
Manifesting Time:
1 standard action
Range:
Touch
Target:
Creature or object touched
Duration:
Instantaneous
Saving Throw:
None
Power Resistance:
Yes (object)
Power Points:
1
Your mere touch can disperse the surface material of a foe or object, sending a tiny portion of it far away. This effect is disruptive; thus, your successful melee touch attack deals 1d6 points of damage.
Augment: For every additional power point you spend, this power's damage increases by 1d6 points.


description:
Your touch, claw, or bite is corrosive, and sizzling moisture visibly oozes from your natural weapon or hand. You deal 4d6 points of acid damage to any creature or object you touch with your successful melee touch attack. Acid you secrete denatures 1 round after use, losing all efficacy and ability to deal damage. You are immune to your own acid.

augment:
Augment: For every 2 additional power points you spend, this power's damage increases by 1d6 points.

full_text:
Dissolving Touch
Psychometabolism [Acid]
Level:
Psychic warrior 2
Display:
Visual
Manifesting Time:
1 standard action
Range:
Touch
Target:
Creature or object touched
Duration:
Instantaneous
Saving Throw:
None
Power Resistance:
No
Power Points:
3
Your touch, claw, or bite is corrosive, and sizzling moisture visibly oozes from your natural weapon or hand. You deal 4d6 points of acid damage to any creature or object you touch with your successful melee touch attack. Acid you secrete denatures 1 round after use, losing all efficacy and ability to deal damage. You are immune to your own acid.
Augment: For every 2 additional power points you spend, this power's damage increases by 1d6 points.


description:
As dissolving touch, except your weapon is charged with acid until you make a successful attack.

full_text:
Dissolving Weapon
Psychometabolism [Acid]
Level:
Psychic warrior 2
Display:
Visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
One held weapon; see text
Duration:
Instantaneous
Saving Throw:
None
Power Resistance:
No
Power Points:
3
As dissolving touch, except your weapon is charged with acid until you make a successful attack.


short_description:
Subject gets -4 on Listen, Search, Sense Motive, and Spot checks.

description:
You cause your subject's mind to wander, distracting her. Subjects under the effect of distract make all Listen, Spot, Search, and Sense Motive checks at a -4 penalty.

full_text:
Distract
Telepathy [Mind-Affecting]
Level:
Psion/wilder 1, psychic warrior 1
Display:
Mental
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature
Duration:
Concentration, up to 1 min./level (D)
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
1
You cause your subject's mind to wander, distracting her. Subjects under the effect of distract make all Listen, Spot, Search, and Sense Motive checks at a -4 penalty.


area:
A circle, centered on you, with a radius of 50 ft. + 10 ft./level

effect:
Diverts the teleportation of any object or creature whose weight does not exceed your maximum load

short_description:
Choose destination for another's teleport.

description:
Similar to detect teleportation, except that you know the intended destination, and you can divert the final destination of any teleportation attempt made by others within the area. This is an immediate action, like manifesting a quickened power, and counts toward the limit of one quickened power per round. You can manifest this power even if it is not your turn.

      You can divert the destination of both incoming and outgoing teleportations, psionic and magical. You must overcome the power resistance of creatures that possess it to make a successful diversion, and the teleporting creature can make a Will save to foil the diversion as well.

      For the purpose of this power, 'divert' means you choose the actual destination of any teleportation attempt you can affect, as if you yourself were teleporting to that location, regardless of the teleportation range of the effect you are diverting. The destination you choose must be a location with which you are very familiar or that you have studied carefully.

full_text:
Divert Teleport
Psychoportation (Teleportation)
Level:
Psion/wilder 7
Display:
Visual
Manifesting Time:
1 immediate action; see text
Range:
Medium (100 ft. + 10 ft./level)
Area:
A circle, centered on you, with a radius of 50 ft. + 10 ft./level
Effect:
Diverts the teleportation of any object or creature whose weight does not exceed your maximum load
Duration:
10 min./level (D)
Saving Throw:
Will negates (foils diversion)
Power Resistance:
Yes (foils diversion)
Power Points:
13
Similar to detect teleportation, except that you know the intended destination, and you can divert the final destination of any teleportation attempt made by others within the area. This is an immediate action, like manifesting a quickened power, and counts toward the limit of one quickened power per round. You can manifest this power even if it is not your turn.
You can divert the destination of both incoming and outgoing teleportations, psionic and magical. You must overcome the power resistance of creatures that possess it to make a successful diversion, and the teleporting creature can make a Will save to foil the diversion as well.
For the purpose of this power, 'divert' means you choose the actual destination of any teleportation attempt you can affect, as if you yourself were teleporting to that location, regardless of the teleportation range of the effect you are diverting. The destination you choose must be a location with which you are very familiar or that you have studied carefully.


short_description:
Provides useful advice for specific proposed action.

description:
As the divination spell, except as noted here.

full_text:
Divination, Psionic
Clairsentience
Level:
Psion/wilder 4
Display:
Mental and visual
Manifesting Time:
10 minutes
Range:
Personal
Target:
You
Duration:
Instantaneous
Power Points:
7
As the divination spell, except as noted here.


description:
As the dominate person spell, except as noted here.

augment:
Augment: You can augment this power in one or more of the following ways.
1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
3. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
4. If you spend 1 additional power point, this power's duration is 1 hour rather than concentration. If you spend 2 additional power points, this power's duration is 1 day rather than concentration. If you spend 4 additional power points, this power's duration is 1 day per manifester level rather than concentration.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC increases by 1.

full_text:
Dominate, Psionic
Telepathy (Compulsion) [Mind-Affecting]
Level:
Telepath 4
Display:
Mental
Manifesting Time:
1 round
Range:
Medium (100 ft. + 10 ft./level)
Target:
One humanoid
Duration:
Concentration
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
7
As the dominate person spell, except as noted here.
Augment: You can augment this power in one or more of the following ways.
1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
3. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
4. If you spend 1 additional power point, this power's duration is 1 hour rather than concentration. If you spend 2 additional power points, this power's duration is 1 day rather than concentration. If you spend 4 additional power points, this power's duration is 1 day per manifester level rather than concentration.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC increases by 1.


target:
You and touched creature or creatures (up to one/level)

description:
You and any creature you touch are drawn along a crystal arc of reverie to the edge of conscious thought and into the region of dreams. You can take more than one creature along with you (subject to your level limit), but each one must be touching another one. You physically enter the land of dreams, leaving nothing behind.

      In the region of dreams, you move through a menagerie of thoughts, desires, and phantoms created by the minds of dreamers everywhere. For every minute you move through dream, you can 'wake' to find yourself five miles displaced in the waking world. Thus, a character can use this power to travel rapidly by physically entering where only dreams normally prowl, moving the desired distance, and then stepping back into the waking world. You know where you will come out in the waking world.

      Dream travel can also be used to travel to other planes that contain creatures that dream, but doing this requires crossing into the dreams of outsiders, where you are subject to the vagaries of many dream realities-a potentially perilous proposition. Transferring to another plane of existence in this fashion requires 1d4 hours of uninterrupted travel.

      Any creatures that come along when Dream travel is manifested also make the transition to the borders of unconscious thought. A creature separated from you wanders off into the dreamscape. When the duration ends, all affected creatures return to the waking world as much as 1,000 miles (d%x10) from their starting point. If a creature remains in the dreamscape, it is powerless to leave unless it can manifest the Dream travel power itself or someone who manifests the power seeks out the lost creature.

full_text:
Dream Travel
Psychoportation
Level:
Nomad 7
Display:
Visual
Manifesting Time:
1 standard action
Range:
Touch
Targets:
You and touched creature or creatures (up to one/level)
Duration:
1 hour/level (D)
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
13
You and any creature you touch are drawn along a crystal arc of reverie to the edge of conscious thought and into the region of dreams. You can take more than one creature along with you (subject to your level limit), but each one must be touching another one. You physically enter the land of dreams, leaving nothing behind.
In the region of dreams, you move through a menagerie of thoughts, desires, and phantoms created by the minds of dreamers everywhere. For every minute you move through dream, you can 'wake' to find yourself five miles displaced in the waking world. Thus, a character can use this power to travel rapidly by physically entering where only dreams normally prowl, moving the desired distance, and then stepping back into the waking world. You know where you will come out in the waking world.
Dream travel can also be used to travel to other planes that contain creatures that dream, but doing this requires crossing into the dreams of outsiders, where you are subject to the vagaries of many dream realities-a potentially perilous proposition. Transferring to another plane of existence in this fashion requires 1d4 hours of uninterrupted travel.
Any creatures that come along when Dream travel is manifested also make the transition to the borders of unconscious thought. A creature separated from you wanders off into the dreamscape. When the duration ends, all affected creatures return to the waking world as much as 1,000 miles (d%x10) from their starting point. If a creature remains in the dreamscape, it is powerless to leave unless it can manifest the Dream travel power itself or someone who manifests the power seeks out the lost creature.
Augment: For every 2 additional power points you spend, this power's save DC increases by 1.


short_description:
Increases your natural weapon's threat range.

description:
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to improve that weapon. One of your claws becomes two-dimensional, making it razorsharp. The weapon is now psionically keen, increasing its threat range from 20 to 19-20. This benefit does not stack with other effects that improve a weapon's threat range.

full_text:
Duodimensional Claw
Psychometabolism
Level:
Psychic warrior 3
Display:
Material
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level
Power Points:
5
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to improve that weapon. One of your claws becomes two-dimensional, making it razorsharp. The weapon is now psionically keen, increasing its threat range from 20 to 19-20. This benefit does not stack with other effects that improve a weapon's threat range.


short_description:
An astral construct gains bonus against dismiss ectoplasm.

description:
This power reinforces an astral construct created by the astral construct power, giving you a +1 bonus on any manifester level checks you make to protect it against Dispel psionics or a similar effect, and a +1 bonus on its saving throw to resist dismiss ectoplasm. This power can be manifested as a swift action in the same round that you manifest an astral construct, as long as the power points you spend to perform both actions does not exceed your manifester level.

augment:
Augment: For every 2 additional power points you spend, your bonus on manifester level checks to protect your astral construct increases by 1, and your astral construct's bonus on its saving throw to resist dismiss ectoplasm increases by 1.

full_text:
Ecto Protection
Metacreativity
Level:
Psion/wilder 1
Display:
Visual; see text
Manifesting Time:
1 standard action; see text
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
An astral construct you manifest
Duration:
1 min./level
Saving Throw:
None
Power Resistance:
No
Power Points:
1
This power reinforces an astral construct created by the astral construct power, giving you a +1 bonus on any manifester level checks you make to protect it against Dispel psionics or a similar effect, and a +1 bonus on its saving throw to resist dismiss ectoplasm. This power can be manifested as a swift action in the same round that you manifest an astral construct, as long as the power points you spend to perform both actions does not exceed your manifester level.
Augment: For every 2 additional power points you spend, your bonus on manifester level checks to protect your astral construct increases by 1, and your astral construct's bonus on its saving throw to resist dismiss ectoplasm increases by 1.


description:
You draw writhing strands of ectoplasm from the Astral Plane that wrap up the subject like a mummy. The subject can still breathe but is otherwise helpless, unable to see outside the cocoon, speak, or take any physical actions. The subject's nostrils are clear (air passes through the cocoon normally). The subject can execute purely mental actions (such as manifesting powers or casting spells with no verbal, somatic, or material components).

      Cutting or damaging the cocoon can free a victim. The cocoon has hardness 8 and 20 hit points. Teleportation and other forms of travel provide a means of escape, but the cocoon extends into the Ethereal Plane, blocking ethereal travel. An ectoplasmic cocoon can't be affected by dispel psionics, but it can be dismissed with dismiss ectoplasm,  or otherwise destroyed by extreme measures or items.

      The creature within the cocoon is visible only as a vague shape (substantial enough to interrupt line of sight) and cannot be directly harmed or interacted with unless the cocoon is destroyed. The cocooned creature can be moved normally (the weight of the cocoon is negligible).

      A creature that is cocooned while aloft begins to fall immediately, and a creature that is cocooned while swimming or underwater may drown.

augment:
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, this power's save DC increases by 1.
2. For every 2 additional power points you spend, this power can affect a target one size category larger.

full_text:
Ectoplasmic Cocoon
Metacreativity
Level:
Shaper 3
Display:
Auditory and material
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One Medium or smaller creature
Duration:
1 round/level (D)
Saving Throw:
Reflex negates
Power Resistance:
No
Power Points:
5
You draw writhing strands of ectoplasm from the Astral Plane that wrap up the subject like a mummy. The subject can still breathe but is otherwise helpless, unable to see outside the cocoon, speak, or take any physical actions. The subject's nostrils are clear (air passes through the cocoon normally). The subject can execute purely mental actions (such as manifesting powers or casting spells with no verbal, somatic, or material components).
Cutting or damaging the cocoon can free a victim. The cocoon has hardness 8 and 20 hit points. Teleportation and other forms of travel provide a means of escape, but the cocoon extends into the Ethereal Plane, blocking ethereal travel. An ectoplasmic cocoon can't be affected by dispel psionics, but it can be dismissed with dismiss ectoplasm,  or otherwise destroyed by extreme measures or items.
The creature within the cocoon is visible only as a vague shape (substantial enough to interrupt line of sight) and cannot be directly harmed or interacted with unless the cocoon is destroyed. The cocooned creature can be moved normally (the weight of the cocoon is negligible).
A creature that is cocooned while aloft begins to fall immediately, and a creature that is cocooned while swimming or underwater may drown.
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, this power's save DC increases by 1.
2. For every 2 additional power points you spend, this power can affect a target one size category larger.


short_description:
You encapsulate all foes in a 20-ft. radius.

description:
As ectoplasmic cocoon, except you can cocoon several creatures (or a single big creature that fits in a 20-footradius sphere or hemisphere) in a mass of writhing ectoplasm. Targets entirely within the area who fail their save are caught and cocooned. If a creature's body is only partially within the area, this power does not affect that creature.

augment:
Augment: For every 2 additional power points you spend, the radius of this power's area increases by 5 feet.

full_text:
Ectoplasmic Cocoon, Mass
Metacreativity
Level:
Shaper 7
Range:
Medium (100 ft. + 10 ft./level)
Area:
20-ft. -radius burst
Duration:
1 hour/level (D)
Saving Throw:
Reflex negates
Power Resistance:
No
Power Points:
13
As ectoplasmic cocoon, except you can cocoon several creatures (or a single big creature that fits in a 20-footradius sphere or hemisphere) in a mass of writhing ectoplasm. Targets entirely within the area who fail their save are caught and cocooned. If a creature's body is only partially within the area, this power does not affect that creature.
Augment: For every 2 additional power points you spend, the radius of this power's area increases by 5 feet.


short_description:
You gain benefits of being insubstantial and can fly slowly.

description:
You and all your gear become a partially translucent mass of rippling ectoplasm that generally conforms to your normal shape. You gain damage reduction 10/psionics, and you gain immunity to poison and critical hits. Your material armor becomes meaningless, although your size, Dexterity, deflection bonuses, and armor bonuses from force effects (such as those gained by inertial armor) still apply to your Armor Class.

      You can manifest powers while in ectoplasmic form, but you must make a Concentration check (DC 20 + power level) for each power you attempt to manifest.

      You cannot physically attack, you lose supernatural abilities (if any), and you can't speak while in ectoplasmic form. You can't run, but you can fly at a speed of 20 feet (perfect). You can pass through small holes or narrow openings, even mere cracks, with all you were wearing or holding in your hands. You are subject to the effects of wind, and you can't enter water or other liquid. You also can't manipulate objects or activate items, even those carried along with you. Continuously active items remain active, though in some cases their effects may be moot (such as items that provide armor or natural armor bonuses).

full_text:
Ectoplasmic Form
Psychometabolism
Level:
Egoist 3, psychic warrior 3
Display:
Olfactory
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level (D)
Power Points:
5
You and all your gear become a partially translucent mass of rippling ectoplasm that generally conforms to your normal shape. You gain damage reduction 10/psionics, and you gain immunity to poison and critical hits. Your material armor becomes meaningless, although your size, Dexterity, deflection bonuses, and armor bonuses from force effects (such as those gained by inertial armor) still apply to your Armor Class.
You can manifest powers while in ectoplasmic form, but you must make a Concentration check (DC 20 + power level) for each power you attempt to manifest.
You cannot physically attack, you lose supernatural abilities (if any), and you can't speak while in ectoplasmic form. You can't run, but you can fly at a speed of 20 feet (perfect). You can pass through small holes or narrow openings, even mere cracks, with all you were wearing or holding in your hands. You are subject to the effects of wind, and you can't enter water or other liquid. You also can't manipulate objects or activate items, even those carried along with you. Continuously active items remain active, though in some cases their effects may be moot (such as items that provide armor or natural armor bonuses).


display:
Auditory, material, and olfactory; see text

effect:
One ectoplasmic manifestation of a size equal to ten 10-ft. cubes (S)

short_description:
Foglike predator deals 1 point of damage/two levels each round to an area.

description:
You fashion an ephemeral, manylegged mass of pseudo-living ectoplasm called an ectoplasmic shambler. You can direct the shambler as a free action. It has a speed of 10 feet. It can completely surround objects (and opponents) over which it is manifested or onto which it moves, because it has the consistency of thick mist. The vision of those within the shambler is limited to 5 feet, and manifesting powers (or casting spells) within the shambler is difficult due to the constant turbulence felt by those caught in the shambler's form.

      Creatures enveloped by the shambler, regardless of Armor Class, take 1 point of damage for every two manifester levels you have in each round they become or remain within the roiling turbulence of the shambler. Anyone trying to manifest a power must make a Concentration check (DC 15 + power's or spell's level) to successfully manifest a power or cast a spell inside the shambler.

      A wind stronger than 20 miles per hour that blows against the shambler reduces its speed to 0 feet during the first round, and in subsequent rounds moves it in the direction of the wind at a speed of 5 feet. A wind stronger than 20 miles per hour that blows in the direction the shambler travels increases its speed to 15 feet.

full_text:
Ectoplasmic Shambler
Metacreativity (Creation)
Level:
Psion/wilder 5
Display:
Auditory, material, and olfactory; see text
Manifesting Time:
1 round
Range:
Long (400 ft. + 40 ft./level)
Effect:
One ectoplasmic manifestation of a size equal to ten 10-ft. cubes (S)
Duration:
1 min./level
Saving Throw:
None
Power Resistance:
No
Power Points:
9
You fashion an ephemeral, manylegged mass of pseudo-living ectoplasm called an ectoplasmic shambler. You can direct the shambler as a free action. It has a speed of 10 feet. It can completely surround objects (and opponents) over which it is manifested or onto which it moves, because it has the consistency of thick mist. The vision of those within the shambler is limited to 5 feet, and manifesting powers (or casting spells) within the shambler is difficult due to the constant turbulence felt by those caught in the shambler's form.
Creatures enveloped by the shambler, regardless of Armor Class, take 1 point of damage for every two manifester levels you have in each round they become or remain within the roiling turbulence of the shambler. Anyone trying to manifest a power must make a Concentration check (DC 15 + power's or spell's level) to successfully manifest a power or cast a spell inside the shambler.
A wind stronger than 20 miles per hour that blows against the shambler reduces its speed to 0 feet during the first round, and in subsequent rounds moves it in the direction of the wind at a speed of 5 feet. A wind stronger than 20 miles per hour that blows in the direction the shambler travels increases its speed to 15 feet.


short_description:
Deal 1d4 Cha damage and daze for 1 round.

description:
Your rapid mental lashings assault the ego of your enemy, debilitating its confidence. The target takes 1d4 points of Charisma damage, or half that amount (minimum 1 point) on a successful save. A target that fails its save is also dazed for 1 round.

augment:
Augment: For every 4 additional power points you spend, this power's Charisma damage increases by 1d4 points and its save DC increases by 2.

full_text:
Ego Whip
Telepathy [Mind-Affecting]
Level:
Psion/wilder 2
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Medium (100 ft. +10 ft./level)
Target:
One creature
Duration:
Instantaneous
Saving Throw:
Will half; see text
Power Resistance:
Yes
Power Points:
3
Your rapid mental lashings assault the ego of your enemy, debilitating its confidence. The target takes 1d4 points of Charisma damage, or half that amount (minimum 1 point) on a successful save. A target that fails its save is also dazed for 1 round.
Augment: For every 4 additional power points you spend, this power's Charisma damage increases by 1d4 points and its save DC increases by 2.


short_description:
Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.

description:
You gain low-light vision (as an elf ) for the duration of the power, as well as a +2 bonus on Search and Spot checks.

      In addition, you gain the ability to notice secret or concealed doors by merely passing within 5 feet of one, getting to make a Search check as if you were actively looking for it.

      If elfsight is used in conjunction with my light, the cone of light extends out to 40 feet instead of 20 feet.

full_text:
Elfsight
Psychometabolism
Level:
Psion/wilder 2, psychic warrior 1
Display:
Visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 hour/level
Power Points:
Psion/wilder 3, psychic warrior 1
You gain low-light vision (as an elf ) for the duration of the power, as well as a +2 bonus on Search and Spot checks.
In addition, you gain the ability to notice secret or concealed doors by merely passing within 5 feet of one, getting to make a Search check as if you were actively looking for it.
If elfsight is used in conjunction with my light, the cone of light extends out to 40 feet instead of 20 feet.


short_description:
When you are hit in melee, your attacker takes damage.

description:
You empathically share your pain and suffering with your attacker. Each time a creature strikes you in melee, it takes damage equal to the amount it dealt to you or 5 points, whichever is less. This damage is empathic in nature, so powers and abilities the attacker may have such as damage reduction and regeneration do not lessen or change this damage. The damage from empathic feedback has no type, so even if you took fire damage from a creature that has immunity to fire, empathic feedback will damage your attacker.

augment:
Augment: For every additional power point you spend, this power's damage potential increases by 1 point.

full_text:
Empathic Feedback
Telepathy [Mind-Affecting]
Level:
Psion/wilder 4, psychic warrior 3
Display:
Auditory and material
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level
Power Points:
Psion/wilder 7, psychic warrior 5
You empathically share your pain and suffering with your attacker. Each time a creature strikes you in melee, it takes damage equal to the amount it dealt to you or 5 points, whichever is less. This damage is empathic in nature, so powers and abilities the attacker may have such as damage reduction and regeneration do not lessen or change this damage. The damage from empathic feedback has no type, so even if you took fire damage from a creature that has immunity to fire, empathic feedback will damage your attacker.
Augment: For every additional power point you spend, this power's damage potential increases by 1 point.


description:
You heal another creature's wounds, transferring some of its damage to yourself. When you manifest this power, you can heal as much as 2d10 points of damage. The target regains a number of hit points equal to the dice result, and you lose hit points equal to half of that amount. (This loss can bring you to 0 or fewer hit points.) Powers and abilities you may have such as damage reduction and regeneration do not lessen or change this damage, since you are taking the target's pain into yourself in an empathic manner. The damage transferred by this power has no type, so even if you have immunity to the type of damage the target originally took, the transfer occurs normally and deals hit point damage to you.

      Alternatively, you can use this power to absorb one poison or one disease afflicting the target creature into yourself. When you absorb a poison or disease, you do not take any of the damage previously dealt to the target by the affliction, but you do assume the burden of making the secondary and/or continuing Fortitude saves to combat the affliction.

      Finally, you can use this power to transfer up to 1 point of ability damage per manifester level from the target to yourself.

augment:
Augment: For every additional power point you spend, you can heal an additional 2d10 points of damage (to a maximum of 10d10 points per manifestation).

full_text:
Empathic Transfer
Psychometabolism
Level:
Egoist 2, psychic warrior 2
Display:
Auditory and material
Manifesting Time:
1 standard action
Range:
Touch
Target:
Willing creature touched
Duration:
Instantaneous
Power Points:
3
You heal another creature's wounds, transferring some of its damage to yourself. When you manifest this power, you can heal as much as 2d10 points of damage. The target regains a number of hit points equal to the dice result, and you lose hit points equal to half of that amount. (This loss can bring you to 0 or fewer hit points.) Powers and abilities you may have such as damage reduction and regeneration do not lessen or change this damage, since you are taking the target's pain into yourself in an empathic manner. The damage transferred by this power has no type, so even if you have immunity to the type of damage the target originally took, the transfer occurs normally and deals hit point damage to you.
Alternatively, you can use this power to absorb one poison or one disease afflicting the target creature into yourself. When you absorb a poison or disease, you do not take any of the damage previously dealt to the target by the affliction, but you do assume the burden of making the secondary and/or continuing Fortitude saves to combat the affliction.
Finally, you can use this power to transfer up to 1 point of ability damage per manifester level from the target to yourself.
Augment: For every additional power point you spend, you can heal an additional 2d10 points of damage (to a maximum of 10d10 points per manifestation).


short_description:
Your touch transfers your hurt to another.

description:
You transfer your hurt to another. When you manifest this power and then make a successful touch attack, you can transfer 50 points of damage (or less, if you choose) from yourself to the touched creature. You immediately regain hit points equal to the amount of damage you transfer.

      You cannot use this power to gain hit points in excess of your full normal total. The transferred damage is empathic in nature, so powers and abilities the subject may have such as damage reduction and regeneration do not lessen or change this damage.

      The damage transferred by this power has no type, so even if the subject has immunity to the type of damage you originally took, the transfer occurs normally and deals hit point damage to the subject.

augment:
Augment: You can augment this power in one or both of the following ways.
1. For every additional power point you spend, you can transfer an additional 10 points of damage (maximum 90 points per manifestation).
2. If you spend 6 additional power points, this power affects all creatures in a 20-foot-radius spread centered on you.

full_text:
Empathic Transfer, Hostile
Telepathy [Mind-Affecting]
Level:
Telepath 3, psychic warrior 3
Display:
Auditory and material
Manifesting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
Instantaneous
Saving Throw:
Will half
Power Resistance:
Yes
Power Points:
5
You transfer your hurt to another. When you manifest this power and then make a successful touch attack, you can transfer 50 points of damage (or less, if you choose) from yourself to the touched creature. You immediately regain hit points equal to the amount of damage you transfer.
You cannot use this power to gain hit points in excess of your full normal total. The transferred damage is empathic in nature, so powers and abilities the subject may have such as damage reduction and regeneration do not lessen or change this damage.
The damage transferred by this power has no type, so even if the subject has immunity to the type of damage you originally took, the transfer occurs normally and deals hit point damage to the subject.
Augment: You can augment this power in one or both of the following ways.
1. For every additional power point you spend, you can transfer an additional 10 points of damage (maximum 90 points per manifestation).
2. If you spend 6 additional power points, this power affects all creatures in a 20-foot-radius spread centered on you.


short_description:
You know the subject's surface emotions.

description:
You detect the surface emotions of any creature you can see that is in the power's area. You can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived.

      You gain a +2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive checks that you make in the round when you cease concentrating on this power.

augment:
Augment: You can augment this power in one or both of the following ways.
1. For every additional power point you spend, this power's range and the radius of its area increases by 5 feet.
2. If you spend 2 additional power points, this power's maximum duration increases to 1 hour/level.

full_text:
Empathy
Telepathy [Mind-Affecting]
Level:
Psion/wilder 1
Display:
Mental
Manifesting Time:
1 standard action
Range:
30 ft.
Area:
30-ft. -radius spread centered on you
Duration:
Concentration, up to 1 min./level (D)
Saving Throw:
None
Power Resistance:
No
Power Points:
1
You detect the surface emotions of any creature you can see that is in the power's area. You can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived.
You gain a +2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive checks that you make in the round when you cease concentrating on this power.
Augment: You can augment this power in one or both of the following ways.
1. For every additional power point you spend, this power's range and the radius of its area increases by 5 feet.
2. If you spend 2 additional power points, this power's maximum duration increases to 1 hour/level.


short_description:
Gain +2 on Will saves until your next action.

description:
You empty your mind of all transitory and distracting thoughts, improving your self-control. You gain a +2 bonus on all Will saves until your next action.

      You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting this power is an immediate action. You can use this power even when it is not your turn.

augment:
Augment: For every 2 additional power points you spend, the bonus on your Will saves increases by 1.

full_text:
Empty Mind
Telepathy [Mind-Affecting]
Level:
Psion/wilder 1, psychic warrior 1
Display:
Auditory
Manifesting Time:
1 immediate action
Range:
Personal
Target:
You
Duration:
1 round
Power Points:
1
You empty your mind of all transitory and distracting thoughts, improving your self-control. You gain a +2 bonus on all Will saves until your next action.
You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting this power is an immediate action. You can use this power even when it is not your turn.
Augment: For every 2 additional power points you spend, the bonus on your Will saves increases by 1.


short_description:
Your body converts energy to harmless light.

description:
Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain resistance 10 against any attack that deals acid, cold, electricity, fire, or sonic damage.

      When you absorb damage, you can choose to radiate visible light that illuminates a 60-foot radius for a number of rounds equal to the points of damage you successfully resisted, or merely dissipate the energy without giving off a visual display.

      The energy resistance provided by this power increases to 20 points at 9th manifester level and to a maximum of 30 points at 13th level. The power protects your equipment as well.

      The resistance provided by this power does not stack with other forms of energy resistance.

      This power's subtype is the same as the type of damage it protects against.

augment:
Augment: If you spend 4 additional power points, you can manifest this power as an immediate action.

full_text:
Energy Adaptation
Psychometabolism [see text]
Level:
Psion/wilder 4, psychic warrior 4
Display:
Visual; see text
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level
Power Points:
7
Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain resistance 10 against any attack that deals acid, cold, electricity, fire, or sonic damage.
When you absorb damage, you can choose to radiate visible light that illuminates a 60-foot radius for a number of rounds equal to the points of damage you successfully resisted, or merely dissipate the energy without giving off a visual display.
The energy resistance provided by this power increases to 20 points at 9th manifester level and to a maximum of 30 points at 13th level. The power protects your equipment as well.
The resistance provided by this power does not stack with other forms of energy resistance.
This power's subtype is the same as the type of damage it protects against.
Augment: If you spend 4 additional power points, you can manifest this power as an immediate action.


description:
As energy adaptation,  except you must choose one type of energy to which you gain resistance when this power is manifested.

      This power's subtype is the same as the type of damage it protects against.

full_text:
Energy Adaptation, Specified
Psychometabolism [see text]
Level:
Psion/wilder 2, psychic warrior 2
Power Points:
3
As energy adaptation, except you must choose one type of energy to which you gain resistance when this power is manifested.
This power's subtype is the same as the type of damage it protects against.
Augment: If you spend 4 additional power points, you can manifest this power as an immediate action.


short_description:
Deal 7d6 energy damage in 20-ft. radius.

description:
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of energy of the chosen type that deals 7d6 points of damage to every creature or object within the area. The explosion creates almost no pressure.

      Cold: A ball of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold ball is a Fortitude save instead of a Reflex save.

      Electricity: Manifesting a ball of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

      Fire: A ball of this energy type deals +1 point of damage per die.

      Sonic: A ball of this energy type deals -1 point of damage per die and ignores an object's hardness.

      This power's subtype is the same as the type of energy you manifest.

augment:
Augment: For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1.

full_text:
Energy Ball
Psychokinesis [see text]
Level:
Kineticist 4
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Area:
20-ft. -radius spread
Duration:
Instantaneous
Saving Throw:
Reflex half or Fortitude half; see text
Power Resistance:
Yes
Power Points:
7
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of energy of the chosen type that deals 7d6 points of damage to every creature or object within the area. The explosion creates almost no pressure.
Cold: A ball of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold ball is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a ball of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A ball of this energy type deals +1 point of damage per die.
Sonic: A ball of this energy type deals -1 point of damage per die and ignores an object's hardness.
This power's subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1.


description:
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of energy of the chosen type that deals 5d6 points of damage to every creature or object within the area. The beam begins at your fingertips.

      Cold: A bolt of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold bolt is a Fortitude save instead of a Reflex save.

      Electricity: Manifesting a bolt of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

      Fire: A bolt of this energy type deals +1 point of damage per die.

      Sonic: A bolt of this energy type deals -1 point of damage per die and ignores an object's hardness.

      This power's subtype is the same as the type of energy you manifest.

full_text:
Energy Bolt
Psychokinesis [see text]
Level:
Psion/wilder 3
Display:
Auditory
Manifesting Time:
1 standard action
Range:
120 ft.
Area:
120-ft. line
Duration:
Instantaneous
Saving Throw:
Reflex half or Fortitude half; see text
Power Resistance:
Yes
Power Points:
5
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of energy of the chosen type that deals 5d6 points of damage to every creature or object within the area. The beam begins at your fingertips.
Cold: A bolt of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold bolt is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a bolt of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A bolt of this energy type deals +1 point of damage per die.
Sonic: A bolt of this energy type deals -1 point of damage per die and ignores an object's hardness.
This power's subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1.


description:
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of unstable ectoplasmic energy of the chosen type that deals 5d6 points of damage to every creature or object within the area. The explosion creates almost no pressure. Since this power extends outward from you, you are not affected by the damage.

      Cold: A burst of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold burst is a Fortitude save instead of a Reflex save.

      Electricity: Manifesting a burst of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

      Fire: A burst of this energy type deals +1 point of damage per die.

      Sonic: A burst of this energy type deals -1 point of damage per die and ignores an object's hardness.

      This power's subtype is the same as the type of energy you manifest.

full_text:
Energy Burst
Psychokinesis [see text]
Level:
Psion/wilder 3
Display:
Auditory
Manifesting Time:
1 standard action
Range:
40 ft.
Area:
40-ft-radius burst centered on you
Duration:
Instantaneous
Saving Throw:
Reflex half or Fortitude half; see text
Power Resistance:
Yes
Power Points:
5
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of unstable ectoplasmic energy of the chosen type that deals 5d6 points of damage to every creature or object within the area. The explosion creates almost no pressure. Since this power extends outward from you, you are not affected by the damage.
Cold: A burst of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold burst is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a burst of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A burst of this energy type deals +1 point of damage per die.
Sonic: A burst of this energy type deals -1 point of damage per die and ignores an object's hardness.
This power's subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1.


description:
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a cone of energy of the chosen type, extending outward from your hand, that deals 5d6 points of damage to every creature or object within the area.

      Cold: A cone of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold cone is a Fortitude save instead of a Reflex save.

      Electricity: Manifesting a cone of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

      Fire: A cone of this energy type deals +1 point of damage per die.

      Sonic: A cone of this energy type deals -1 point of damage per die and ignores an object's hardness.

      This power's subtype is the same as the type of energy you manifest.

full_text:
Energy Cone
Psychokinesis [see text]
Level:
Kineticist 3
Display:
Auditory
Manifesting Time:
1 standard action
Range:
60 ft.
Area:
Cone-shaped spread
Duration:
Instantaneous
Saving Throw:
Reflex half or Fortitude half; see text
Power Resistance:
Yes
Power Points:
5
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a cone of energy of the chosen type, extending outward from your hand, that deals 5d6 points of damage to every creature or object within the area.
Cold: A cone of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold cone is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a cone of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A cone of this energy type deals +1 point of damage per die.
Sonic: A cone of this energy type deals -1 point of damage per die and ignores an object's hardness.
This power's subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1.


range:
Personal and close (25 ft. + 5 ft./2 levels); see text

short_description:
Offensively channel energy you've absorbed.

description:
As energy adaptation, except that instead of radiating away energy as light, you store up the energy and can later discharge it as a ray. To discharge a ray requires a standard action. You can choose to fire any number of rays during the power's duration. The ray you fire must be of one of the energy types you have stored (if you have stored more than one type, you can choose what kind of energy to use for each ray). If a ray successfully strikes its target (requiring a ranged touch attack), the target takes damage equal to the amount of energy damage of that type you have stored, up to a maximum of three times your manifester level. As long as this power remains in effect, you can continue to absorb energy damage and fire additional rays using the stored damage.

      This power's subtype is the same as the type of energy you discharge in a ray; thus, its subtype can change during the course of the power's duration.

full_text:
Energy Conversion
Psychometabolism [see text]
Level:
Psion/wilder 7
Display:
Mental
Manifesting Time:
1 standard action
Range:
Personal and close (25 ft. + 5 ft./2 levels); see text
Effect:
Ray; see text
Duration:
10 min./level
Saving Throw:
None
Power Resistance:
Yes
Power Points:
13
As energy adaptation, except that instead of radiating away energy as light, you store up the energy and can later discharge it as a ray. To discharge a ray requires a standard action. You can choose to fire any number of rays during the power's duration. The ray you fire must be of one of the energy types you have stored (if you have stored more than one type, you can choose what kind of energy to use for each ray). If a ray successfully strikes its target (requiring a ranged touch attack), the target takes damage equal to the amount of energy damage of that type you have stored, up to a maximum of three times your manifester level. As long as this power remains in effect, you can continue to absorb energy damage and fire additional rays using the stored damage.
This power's subtype is the same as the type of energy you discharge in a ray; thus, its subtype can change during the course of the power's duration.


target:
Any two creatures no more than 15 ft. apart

description:
Upon manifesting this power, you choose cold, electricity, fire, or sonic. Your body's psionically fueled bioenergetic currents produce an arc of energy of the chosen type that targets a creature you designate as the primary foe for 9d6 points of damage in every round when the power remains in effect. Energy also arcs off the primary foe to strike one additional foe that is initially within 15 feet of the primary foe, or that subsequently moves within 15 feet of the primary foe while the duration lasts. Secondary foes take half the damage that the primary foe takes in every round while the duration lasts.

      Should either the primary or secondary foe fall to less than 0 hit points (or should a target completely evade the effect with a special ability or power), the energy current 's arc randomly retargets another primary and/or secondary foe while the duration lasts. Targeted foes can move normally, possibly moving out of range of the effect, but each round they are targeted and remain in range they must make a saving throw to avoid taking full damage in that round.

      Concentrating to maintain energy current is a full-round action. If you take damage while maintaining energy current, you must make a successful Concentration check (DC 10 + damage dealt) to avoid losing your concentration on the power.

      Cold: A current of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold current is a Fortitude save instead of a Reflex save.

      Electricity: Manifesting a current of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

      Fire: A current of this energy type deals +1 point of damage per die.

      Sonic: A current of this energy type deals -1 point of damage per die and ignores an object's hardness.

      This power's subtype is the same as the type of energy you manifest.

augment:
Augment: You can augment this power in one or both of the following ways.
1. For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1.
2. For every 4 additional power points you spend, this power can affect an additional secondary target. Any additional secondary target cannot be more than 15 feet from another target of the power.

full_text:
Energy Current
Psychokinesis [see text]
Level:
Kineticist 5
Display:
Visual; see text
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
Any two creatures no more than 15 ft. apart
Duration:
Concentration, up to 1 round/level
Saving Throw:
Reflex half or Fortitude half; see text
Power Resistance:
Yes
Power Points:
9
Upon manifesting this power, you choose cold, electricity, fire, or sonic. Your body's psionically fueled bioenergetic currents produce an arc of energy of the chosen type that targets a creature you designate as the primary foe for 9d6 points of damage in every round when the power remains in effect. Energy also arcs off the primary foe to strike one additional foe that is initially within 15 feet of the primary foe, or that subsequently moves within 15 feet of the primary foe while the duration lasts. Secondary foes take half the damage that the primary foe takes in every round while the duration lasts.
Should either the primary or secondary foe fall to less than 0 hit points (or should a target completely evade the effect with a special ability or power), the energy current 's arc randomly retargets another primary and/or secondary foe while the duration lasts. Targeted foes can move normally, possibly moving out of range of the effect, but each round they are targeted and remain in range they must make a saving throw to avoid taking full damage in that round.
Concentrating to maintain energy current is a full-round action. If you take damage while maintaining energy current, you must make a successful Concentration check (DC 10 + damage dealt) to avoid losing your concentration on the power.
Cold: A current of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold current is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a current of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A current of this energy type deals +1 point of damage per die.
Sonic: A current of this energy type deals -1 point of damage per die and ignores an object's hardness.
This power's subtype is the same as the type of energy you manifest.
Augment: You can augment this power in one or both of the following ways.
1. For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1.
2. For every 4 additional power points you spend, this power can affect an additional secondary target. Any additional secondary target cannot be more than 15 feet from another target of the power.


target:
Up to five creatures or objects; no two targets can be more than 15 ft. apart.

short_description:
Deal 3d6 energy damage to up to five subjects.3Energy Cone: Deal 5d6 energy damage in 60-ft. cone.4Control Body: Take rudimentary control of your foe's limbs.

description:
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful missile of energy of the chosen type at your foe. The missile deals 3d6 points of damage to each creature or object you target, to the maximum of five targets. You cannot hit the same target multiple times with the same manifestation of this power.

      Cold: A missile of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold missile is a Fortitude save instead of a Reflex save.

      Electricity: Manifesting a missile of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

      Fire: A missile of this energy type deals +1 point of damage per die.

      Sonic: A missile of this energy type deals -1 point of damage per die and ignores an object's hardness.

      This power's subtype is the same as the type of energy you manifest.

augment:
Augment: For every additional power point you spend, this power's damage increases by one die (d6) and its save DC increases by 1.

full_text:
Energy Missile
Psychokinesis [see text]
Level:
Kineticist 2
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Targets:
Up to five creatures or objects; no two targets can be more than 15 ft. apart.
Duration:
Instantaneous
Saving Throw:
Reflex half or Fortitude half; see text
Power Resistance:
Yes
Power Points:
3
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful missile of energy of the chosen type at your foe. The missile deals 3d6 points of damage to each creature or object you target, to the maximum of five targets. You cannot hit the same target multiple times with the same manifestation of this power.
Cold: A missile of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold missile is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a missile of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A missile of this energy type deals +1 point of damage per die.
Sonic: A missile of this energy type deals -1 point of damage per die and ignores an object's hardness.
This power's subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power's damage increases by one die (d6) and its save DC increases by 1.


description:
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You project a solid blast of energy of the chosen type at a target, dealing it 2d6 points of damage. In addition, if a subject of up to one size category larger than you fails a Strength check (DC equal to the save DC of this power), the driving force of the energy blast pushes it back 5 feet plus another 5 feet for every 5 points of damage it takes. If a wall or other solid object prevents the subject from being pushed back, the subject instead slams into the object and takes an extra 2d6 points of damage from the impact (no save). The movement caused by energy push does not provoke attacks of opportunity.

      Cold: A blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points). The saving throw to reduce damage from a cold push is a Fortitude save instead of a Reflex save.

      Electricity: Manifesting a blast of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

      Fire: A blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points).

      Sonic: A blast of this energy type deals -1 point of damage per die (damage from impact remains at 2d6 points) and ignores an object's hardness.

      This power's subtype is the same as the type of energy you manifest.

augment:
Augment: For every 2 additional power points you spend, this power's damage increases by one die (d6) and its save DC increases by 1. The damage increase applies to both the initial blast and any damage from impact with an object.

full_text:
Energy Push
Psychokinesis [see text]
Level:
Psion/wilder 2
Display:
Auditory and visual
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Ray
Duration:
Instantaneous
Saving Throw:
Reflex half or Fortitude half; see text
Power Resistance:
Yes
Power Points:
3
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You project a solid blast of energy of the chosen type at a target, dealing it 2d6 points of damage. In addition, if a subject of up to one size category larger than you fails a Strength check (DC equal to the save DC of this power), the driving force of the energy blast pushes it back 5 feet plus another 5 feet for every 5 points of damage it takes. If a wall or other solid object prevents the subject from being pushed back, the subject instead slams into the object and takes an extra 2d6 points of damage from the impact (no save). The movement caused by energy push does not provoke attacks of opportunity.
Cold: A blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points). The saving throw to reduce damage from a cold push is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a blast of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points).
Sonic: A blast of this energy type deals -1 point of damage per die (damage from impact remains at 2d6 points) and ignores an object's hardness.
This power's subtype is the same as the type of energy you manifest.
Augment: For every 2 additional power points you spend, this power's damage increases by one die (d6) and its save DC increases by 1. The damage increase applies to both the initial blast and any damage from impact with an object.


