Caster Level 20
0th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Conceal Thoughts (Expanded) 1 or Focus 1sa 20 hrs 75 ft 1 Willing Creature Will neg Mental Yes
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).                          
  Detect Psionics (Unleashed) 1 or Focus 1sa 20 Min. 60 ft Cone None Audio & Visual N D
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 Knowledge (Psionics) 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.) If the aura emanates from a psionic item, you can attempt to identify its properties (see
Spellcraft).
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.
Power or Item Aura Strength
Faint Moderate Strong Overwheling
Functioning power (power level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Psionic item or creature (manifester 5th or lower 6th-11th 12th-20th 21st+ (artifact)
level)*        
* For creatures without a manifester level, use the creature's CR or hit die, whichever is lower.
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 Each round, you can turn to detect Psionics in a new area. You
Faint 1d6 minutes can tell the difference between magical and psionic auras.
Moderate 1d6 x 10 minutes The power can penetrate barriers, but 1 foot of stone, 1 inch of
Strong 1d6 hours common metal, a thin sheet of lead, or 3 feet of wood or dirt
Overwhelming 1d6 days blocks it.
Augment This power may be augmented in the following way.
Augment: If you spend 2 additional power points, the duration changes to 3 rounds/level. (D) (no concentration
required) and it also gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties
  and command words of magic items in your possession. This power does not allow you to identify artifacts.        
  Distract (Unleashed) 1 or Focus 20 Min 75 ft 1 Creature Will neg Mental Yes D
You cause your subject’s mind to wander, distracting her. Subjects under the effect of distract make all
Perception and Sense Motive checks at a –4 penalty.
Augment If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1
   (to a minimum of 0).                        
  Ectoplasmic Trinket (Expanded) 1 or Focus 1sa 20 Min 0 ft Unattended matter No Material No D
You shape raw ectoplasm into a non-magical, unattended object of nonliving matter. The item created cannot
exceed 1 cubic foot in volume or 1 gp in value. You must succeed on an appropriate Craft skill check to make a
complex item. Coins and other objects of rare and precious materials (such as adamantine, cold iron, silver, etc.)
cannot be created. Objects created in this manner may be used as tools, but have 1 hp and 0 hardness; they are
too fragile to be used as weapons except for arrows, bolts, bullets, darts, and shuriken (manifesting this power
will create up to three of such at once). Attempting to use any created object as a material component for spells
  causes the spell to fail.                        
  Far Hand (Expanded) 1 or Focus 1sa 1 Min. 75 ft 5 lbs of nonmagic No Visual No
You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as
far as 15 feet in any direction, though the power ends if the distance between you and the object exceeds the
power’s range.
Augment You can augment this power in one or both of the following ways. Alternatively, if you expend your
psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0), but the
power cannot be augmented by either of the following options.
1. For every 2 additional power points you spend, this power’s range increases by 5 feet.
2. For every additional power point you spend, the weight limit of the target increases by 2 pounds.
3. If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a
  minimum of 0)                        
  Float (Expanded) 1 or Focus 1sa 20 Rnds Self Self No Auditory No
You mentally support yourself in water or similar liquid. You can swim at a speed of 5 feet using the power alone,
or, if you already have a swim speed, this power boosts your swim speed by 5 feet.
Augment: For every additional power point you spend, your swim speed and bonus to swim speed increases by
  +5 feet.                          
  My Light (Expanded) 1 or Focus 1sa 200 Min. 40 ft cone No Audio/Visual No D
Your eyes beam forth a 40-foot cone of light; for the first 20 feet, you shed normal light in such area, and you
increase the light level for the other 20 feet by one step, up to normal light (darkness becomes dim light, and dim
light becomes normal light). In an area of normal or bright light, this power can be manifested but it has no effect,
until you enter into an area with a lower light level.
If my light is used in conjunction with elfsight, the cone of light extends out to 80 feet instead of 40 feet.
Augment You can augment this power in one of the following ways.
1.  If you spend 2 additional power points, you can manifest this power as a swift action.
2. If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a
  minimum of 0).                        
  Telekinetic Punch (Expanded) 1 or Focus 1sa Instant 75 ft 1 creature/object Will neg Visual Yes
You can mentally punch a creature or object from a distance. This power deals 1 point of force damage; creatures
and objects in their possession are allowed a Will save to negate the effect. You cannot push anything into
  another square using this power.                      
  Trick Shot (Expanded) 1 or Focus 1 Immediate Special 25 ft Tiny or smaller obj. No Mental No
By altering the levels of probability surrounding a small object in motion, you can ‘trick' it into performing
seemingly impossible maneuvers. While this ability has no direct influence on an attack roll, it can nevertheless
make a certain outcome possible in the first place. Until the beginning of your next turn, you may make one Tiny
or smaller moving object perform a ‘trick shot' -- a stunt that you describe -- so long as it is not moving under its
own power (thrown objects or fired projectiles are not moving under their own power, while an insect or a flying
psicrystal are). So long as the stunt can be succinctly described in ten words or less, it occurs, no matter how
unlikely this is. This trick shot has no influence on attack or damage rolls, although the effect itself may allow an
attack to occur. Example trick shots include the following (which are descriptive and of varying complexity; the
sentences used in manifesting are shorter): - Shooting an arrow through the sockets of twelve axe heads between
you and your target - Bouncing a billiard ball off of nine different fixtures (including your friend's breastplate)
before sinking in a pocket - Having a crossbow bolt “loop the loop” before impacting normally - Forcing a tossed
coin to land, perfectly stable, on its edge - Getting a javelin to slalom around trees between you and your target -
Directing the tiny bead of an undetonated fireball to fly a “figure eight” around its target's feet - Allowing a
dagger, despite being pointy, to bounce off of the ground between a creature's legs and continue unhindered to
its actual target behind him.  Additional trick shots beyond this list are possible.
From a combat perspective, the most powerful use of this power would be to shoot around corners, but doing so
is treated as shooting blind. It is more frequently used, however, to show off outside of combat.
Augment: You may augment this power in one or more of the following ways.
1.  Each additional power point spent allows you to affect one additional object before the power ends, although
this cannot allow you to make more attacks in a standard attack or full attack than normal.
2.  For every 2 additional power points you spend, the size of an object you can affect with this power increases
one step.
3.  For every additional power point you spend, the power's duration extends 1 round. The number of objects you
can alter this way remains unchanged, and the power still ends when these run out.
Additionally, every additional power point spent to achieve any of these effects allows for your trick shots to be
described in sentences of up to one word longer.
1st Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Astral Traveler (Unleashed) 1 1 Hour Special Touch Creature Touched Will neg None Yes
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.          
  Bolt (Unleashed) 1 1sa 20 Min. 0 ft Special
Affects 1 bolt/arrow/sling bullet.  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 and an additional 1d4 pieces of appropriate ammunition.
  Burst (Unleashed)   1 1 Swift 1 Rnds Self   Self No   Auditory No  
This power increases your land speed by 10 feet. This adjustment counts as an enhancement bonus to speed.
  Augment For every 4 additional power points you spend, the enhancement bonus to speed increases by 10 feet.        
  Catfall (Unleashed) 1 1 Immediate 20 Rnds Self Self No Auditory No
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 50 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. 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 50 feet shorter.
  Chameleon (Unleashed)   1sa 200 Min. Self   Self No   Olfactory No D
Your skin and equipment take on the color and texture of nearby objects, including floors and walls. You receive
a +10 enhancement bonus on Stealth checks.
  Augment For every two additional power points spent, the enhancement bonus on Stealth checks increases by 1.      
  Deadend Attack (Expanded) 1 1 Swift 20 Rnds 75 ft 1 Weapon Will neg Material Yes
You coat a single manufactured weapon within range in a sheen of springy ectoplasm. The manufactured
weapon deals nonlethal damage instead of lethal damage for the duration of the effect. Ranged weapons transmit
this effect to ammunition fired.  If you attempt to manifest this power on an attended weapon not in your
  possession, the owner may attempt a Will save to resist the effect.              
  Deflect Missiles (Expanded) 1 1sa 20 Rnds Self Self No Mental/Visual No D
You surround yourself in a field that slows ranged attacks. You gain damage reduction 10/magic against ranged
or thrown weapons. This effect ends once it has blocked 10 points of damage. You do not gain the ability to
damage creatures with similar damage reduction. This ability does not work on weapon-like spells or powers.
Augment This power may be augmented in the following ways.
1.  For every additional power point spent, the power can block an additional 10 points of damage before it ends.
  2.  If you spend 6 additional power points, you may manifest this power as a swift action.          
  Elfsight (Unleashed) 1 1sa 20 hrs Self Self No Visual No
You gain low-light vision (as an elf) for the duration of the power, as well as a +2 bonus on vision-based
  Perception checks.                        
  Foxhole (Expanded) 1 1sa Instant 20 ft Special No Olfactory No
Affects Four 5-ft. squares of loose earth, sand, snow, or similar unworked terrain.  A quick burst of psychokinetic
force rearranges the land nearby you, providing an emergency source of cover. By pushing the terrain away from
a central point and piling it at the outer edges of the area of effect, you can rapidly create a mundane safe-zone for
sudden combat.
This power creates a small burrow three to five feet deep in the land, with a small wall that surrounds it which can
provide cover for creatures within. Multiple manifestations of this power can dig deeper into the ground,
providing a quick underground burrow, or can be used to extend an existing burrow into a trench. Foxhole cannot
be used to dig through walls or foundations (although it could burrow around them) nor can it rearrange
magically treated terrain.
If the area of effect completely contains a creature's space, including the manifester, that creature must make a
Reflex save or fall prone in the burrow. If a creature happens to be burrowing in the area of effect and would be
exposed by this power, it emerges, prone but unharmed, in the trench.
Augment You may augment this power in one or more of the following ways:
1.  For each additional power point spend, you can burrow one 5-ft, cube instead of affecting four 5-ft. squares.
Only one of these cubes need be in contact with the surface when you start manifesting.
2.  For each 2 additional power points spend, you can affect substances with an hardness of 2 additional points
(such as stone or ice) starting at hardness 0.
3.  If you spend 2 additional power points you may manifest this power as a swift action.
  Inevitable Strike (Expanded) 1 1 Swift Special   Self   Self None   Visual No  
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll
(if it is made before the end of the next round) gains a +5 insight bonus. Additionally, you are not affected by the
miss chance that applies to attackers trying to strike a concealed target.
Augment: This power may be augmented in one or both of the following ways.
1.  You can increase the manifesting time to 1 standard action and increase the insight bonus to +20.
2.  For every additional power point spent, the insight bonus increases by 2, but the total bonus may not exceed
  +25.                          
  Metaphysical Weapon (Unleashed) 1 1sa 20 Min. Touch Weapon Touched Will neg Auditory Yes
Metaphysical weapon gives a weapon a +1 enhancement bonus on attack rolls and damage rolls. (An
enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.)
Alternatively, you can affect up to fifty arrows, bolts, or bullets. The projectiles must be of the same type, and
they have to be together (such as in the same quiver). Projectiles, but not thrown weapons, lose their
enhancement when used. (Treat shuriken as projectiles, rather than thrown weapons, for the purpose of this
power.)
You can’t manifest this power on most natural weapons, including a psychic warrior’s claw powers. This power
does work on a weapon brought into being by the graft weapon power.
Augment If you spend 4 additional power points, this power’s duration increases to 1 hour per level.
Additionally, for every 4 additional power points you spend augmenting this power, this power improves the
weapon’s enhancement bonus on attack rolls and damage rolls by 1. This bonus does not allow a weapon to
bypass damage reduction aside from magic.
  Precognition, Defensive (Expanded) 1 1sa 20 Min. Self   Self No   Material/Visual No  
Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent’s blows.
You gain a +1 insight bonus to AC and on all saving throws. If caught in a situation where your Dexterity bonus
isn’t applied to your Armor Class, this bonus to AC and saving throws does not apply.
Augment You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained increases by 1.
  2.  If you spend 6 additional power points, you can manifest this power as a swift action.          
  Precognition, Offensive (Expanded) 1 1sa 20 Min. Self Self No Material/Visual No
Your awareness extends a fraction of a second into the future, allowing you to better land blows against your
opponent. You gain a +1 insight bonus on your attack rolls.
Augment You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained on your attack rolls increases by 1.
  2.  If you spend 6 additional power points, you can manifest this power as a swift action.          
  Prescience, Offensive (Expanded) 1 1sa 20 Min. Self Self No Material/Visual No
Your awareness extends a fraction of a second into the future, allowing you to better aim blows against your
opponent. You gain a +2 insight bonus on your damage rolls.
Augment You can augment this power in one or both of the following ways.
1.  For every 3 additional power points you spend, the insight bonus on your damage rolls increases by 1.
  2.  If you spend 6 additional power points, you can manifest this power as a swift action.          
  Prevenom Weapon (Unleashed) 1 1sa 20 Min. Self Self No Material No
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 produce a mild venom that coats one of your claws. On your next successful melee attack,
the venom deals 1 point of Constitution damage per round for 2 rounds. A target struck by the poison can make a
Fortitude save each round to negate the damage and end the affliction.  your weapon gains the poison coating as
  long as it remains in your grip.                      
  Psychokinetic Cannon (Expanded) 1 1 Swift 1 Shot 0 ft Special Will neg Auditory/Visual Yes
You empower one piece of ammunition or one thrown weapon with the impetus of motion it would get from its
launcher, in effect firing it by will alone. You may launch a boosted projectile as an attack action (in addition to
the swift action of manifesting this power), treating it in all ways as if it had been fired from its intended launcher
(shortbow, light crossbow, or sling, sized appropriately to you). Since no actual launcher is involved, reload times
are not applicable. Making a ranged attack in this fashion does not provoke attacks of opportunity.
The attack deals 1d8 points of damage regardless of ammunition type or size, has a range increment of 80 ft., and
has a critical threat of 19-20 and a x3 critical multiplier.
Any feats or other abilities that work only on specific weapons work if the ammunition type is applicable to the
ability (Improved Critical (longbow) for an arrow, for example).
Augment You may augment this power in one or more of the following ways:
1.  If you spend an additional 2 power points, you may fire additional projectiles in this fashion as a full attack,
up to the number of attacks you could normally make during a full attack action. These are not in addition to
normal attacks in a full attack.
2.  For every 4 additional power points you spend, the attack gains a +1 enhancement bonus to attack and
  damage and a +10' bonus to range.                      
  Sense Minds (Expanded) 1 1sa 20 Min. 60 ft cone Will neg Visual No
You can locate creatures. For the duration of the effect, you can detect any non-mindless creature in range,
although the amount of information you learn depends on how long you concentrate on an area.
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or
higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the effect
ends.
If you concentrate on a specific creature in the area of effect for one full round, you can pinpoint their exact
location.
  Vigor (Unleashed)   1 1sa 20 Min. Self   Self No   Material/Olfactory No  
You suffuse yourself with power, gaining 5 temporary hit points. Using this power again when an earlier
manifestation has not expired merely replaces the older temporary hit points (if any remain) with the newer ones.
Augment For every additional power point you spend, the number of temporary hit points you gain increases by
5.
2nd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Blanketing Assault (Expanded) 3 1 Swift 1 Rnds 10 ft 10' radius burst None Auditory/Mental Yes
After manifesting this power, the next time you use your cover fire class ability, it affects all creatures within a 10'
  radius burst from the target creature. If you do not have the cover fire class feature, this power does nothing.        
  Blinding Shot (Expanded) 3 1 Swift 20 Rnds Touch 1 piece of ammo Will neg Visual Yes
You charge a piece of ammunition (arrow, bolt, or slingstone) with psychokinetic energy that, when used in a
successful ranged attack, releases a blinding burst of light. The creature struck when you fire the charged piece
of ammunition must make a Fortitude save or be blinded for one day.
Augment For every 2 additional power points spent, you can charge an additional piece of ammunition.
  Body Adjustment (Unleashed) 3 1sa 1 Rnds Self   Self No   Auditory/Material No  
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.        
  Body Equilibrium (Unleashed) 3 1sa 200 Min Self Self No Material and Visual No D
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.          
  Body Purification (Unleashed) 3 1 Round Instant Self Self None Auditory/Material No
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.
  Cloud Mind (Unleashed) 3 1sa 20 Min. 75 ft 1 Creature Will neg   None Yes  
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.
Augment This power may be augmented in one or both of the following ways.
1.  If you spend 6 additional power points, you may manifest this power as an immediate action.
2.  For every 2 additional power points you spend, this power can affect one additional creature.
3.  If you spend 8 additional power points, this power effects one creature per manifester level.
  4.  In addition, for every 2 power points spent on any of the above options, the power’s save DC increases by 1.        
  Concealing Amorpha (Unleashed) 3 1A 20 Min 0 ft Centered on Caster No Material No D
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.
Augment If you spend 4 additional power points, the membrane can spread and affect one creature adjacent to
  you. If the creature moves away from you, it loses the protection.                
  Deflect (Expanded) 3 1 Immediate Instant Self Self No Visual No
When you manifest this power, when you would normally be hit with an attack from a ranged weapon, you may
deflect it so that you take no damage from it. Unusually massive ranged weapons (such as boulders or ballista
  bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.          
  Defy Gravity (Unleashed) 3 1sa 200 Min. 75 ft Special None Olfactory Yes D
This psionic power affects you, or one willing creature, or 1 object up to 2000 lbs.
You gain the ability move yourself, another creature, or an object up and down as you wish. A creature must be
willing to be affected, and an object must be unattended or possessed by a willing creature. You can mentally
direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot
move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push
against a ceiling to move laterally (generally at half its base land speed).
An affected creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack
has a –1 penalty on attack rolls, the second –2, and so on, to a maximum penalty of –5. A full round spent
stabilizing allows the creature to begin again at –1.
Special When a manifester other than a nomad manifests this power, the target is the manifester (not a willing
  creature or an object).                        
  Detect Hostile Intent (Unleashed) 3 1sa 200 Min. 30 ft 30' Radius None Olfactory No D
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.
  Dissolving Weapon (Unleashed) 3 1sa Instant   Self   Held Weapon None   Visual No  
The weapon is coated in acid until the caster makes a successful attack.  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.        
  Entangling Cover (Expanded) 3 1 Swift 20 Rnds Special 1 Creature Reflex neg Material/Olfactory Yes
After manifesting this power, the next creature this round you successfully stagger with your cover fire class
ability is also entangled for the duration of the power. If you do not have the cover fire class feature, this power
does nothing.
  Ephemeral Bolt (Expanded) 3 1sa 20 Min. 0 ft 1 bolt/arrow/bullet None   Material Yes  
You coalesce semi-stable ectoplasm into one arrow, crossbow bolt, or sling bullet appropriate to your size, and
encase it in a thin layer of stable ectoplasm. Ammunition created this way is considered masterwork (+1
enhancement bonus on attack rolls, no direct bonus on damage rolls). Ephemeral ammunition has a delayed-
delivery effect: After being fired, the bolt partially phases out of the material plane and onto the ethereal plane.
This does not allow it to shoot through armor or walls (you still need clear line of effect to your target), but it does
allow it to impact a target without the target noticing. A bolt that successfully hits a corporeal target embeds itself
entirely in the target, but the effect is not obvious -- the bolt does no damage, and there's no entry wound. You
may only have one active ephemeral bolt effect at any time and you must overcome any applicable Power
Resistance for the delayed-delivery aspect of this power to function.
At any point during the power's duration, as a swift action, you may order the ammunition to return to the material
plane, at which point it delivers its full normal damage (adjusted for damage reduction if appropriate) +1d4 points
of force damage before dissipating back to its constituent ectoplasmic particles. No external wounds are present
from this damage. This power is frequently used to deliver poison as well as its usual effects; such additions to
the ammunition take effect when damage is dealt.
As a side property of the phasing effect, ephemeral bolts can be used to attack ethereal creatures while you stand
on the material plane, although they are treated as invisible unless you can see them through other means. Used
this way, the bolts lose their delayed-delivery property and are treated as normal (although they retain the bonus
force damage), and any obstruction on either plane stops them. As a side property of the phasing effect,
ephemeral bolts can be used to attack ethereal creatures while you are on the material plane or to attack material
creatures while you are on the ethereal plane, although the bolts and ethereal creatures are treated as invisible
unless one can see ethereal objects. Used this way, the bolts lose their delayed-delivery property and are treated
as normal (although they retain the bonus force damage), and any obstruction on either plane stops them.
If used to attack an incorporeal target (on either plane), the bolts do 1d4 points of force damage on impact.
Augment You may augment this power in one or both of the following ways:
1.  For every 4 additional power points you spend, increase the force damage dealt by each bolt by one die (d4),
and increase the enhancement bonus on attack rolls by 1.
2.  If you spend 3 additional power points, the enhancement bonus on attack rolls applies to damage rolls as well.
3.  For every 4 additional power points you spend, you can create an additional bolt, arrow, or sling bullet. All
  such ammunition must return to the material plane at the same time.              
  Gravitational Well (Expanded) 3 1sa 20 Rnds 300 ft 1 Creature Reflex neg Material/Olfactory Yes
An artificial well of gravity manifests on the target, pulling other objects in towards it. All attacks against the
target gain a +2 circumstance bonus to the attack roll as attacks are drawn toward it from the increased
gravitational pull.
In addition, attacks made against any other creatures within 10 ft. of the target suffer a -2 penalty to attack rolls,
as the altered gravity attempts to pull the attack toward the affected creature.
Any attempt to move closer to or around the target is unhindered, but any attempt to move away from the
affected creature is treated as difficult terrain until more than 10 ft. away. A successful Reflex save negates this
effect.
Creatures benefiting from Stability or Personal Gravity, such as an elocater, gain a +4 bonus to their saving throw.
Augment: This power may be augmented in one or both of the following ways.
1.  By spending an additional 2 power points, ranged attacks, but not ranged touch attacks, fired at nearby targets
are likely to veer off course, turning toward the creature affected. Any ranged attack within 10 ft. that misses its
target has a 25% chance of striking at the creature affected. Roll a second attack roll at a -4 penalty with the
affected creature as the target. If the attack roll is successful, the affected creature is struck by the ranged attack.
2.  For every 4 additional power points spent, the distance from the target increases by 5 ft. to determine if a
missed attack strikes at the affected creature.
  Kinetic Reload (Expanded) 3 1 Swift Instant   Self   1 Firearm None   Auditory/Visual No  
You telekinetically reload a single one-handed or two-handed firearm you are currently wielding.
  Knockdown (Expanded) 3 1sa Instant   Special   1 Creature Reflex neg   Mental/Olfactory Yes  
As part of manifesting this power, you make a ranged attack with a ranged or thrown weapon against the target.
If the attack hits, the target is knocked prone unless they succeed on a Reflex save.
  Localized Windstorm (Expanded) 3 1sa 20 Rnds 75 ft Wall None   Auditory Yes  
Creates a wall 200 feet long by 100 feet high  Through force of will alone, you generate
a small storm of psychokinetic turbulence in the air. The storm itself manifests as a wall which can intensify the
existing winds in a small area, or can instead be set to exactly counter such winds, generating a peaceful area of
calm. While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It
is possible to create cylindrical or square walls to enclose specific points.
Choose to intensify or pacify the winds when you manifest this power (although the decision can be changed
when you reshape the effect, see below). Intensifying the winds creates an invisible vertical curtain of wind. It is
2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an
eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain
its grasp on an object.) Flying creatures smaller than Medium size cannot pass through the barrier. Loose
materials and cloth garments fly upward when caught in a wind wall. Projectiles of 1 pound or less passing
through the wind wall are deflected upward and miss. For every pound above 1 of the projectile's weight, it has a
10% chance to not be blown off course. Projectiles weighing 10 lbs or more are unaffected by the wind wall.
Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is
no barrier to incorporeal creatures).
Pacifying the winds allows you to generate a region of calm that consists of every 5 ft. cube that shares an edge
or space with where the wind wall would otherwise be. These regions are treated as if their wind conditions were
two categories fairer than they would naturally be, to a minimum of no winds. Additionally, if these areas of calm
overlap an existing wind wall or an intensifying localized windstorm, the two effects cancel, letting normal wind
conditions prevail in the square.
At any point during the duration, you may extend your concentration to a full-round action. Doing so allows you
reshape the wall into any other configuration you could have chosen when you manifest this power, including the
choice to intensify or pacify.
Augment You may augment this power in one or more of the following ways:
1.  If you spend 2 additional power points, the duration increases to 1 round/level.. You no longer need to
maintain concentration. You may reshape the wall by spending a standard action in concentration.
2.  If you spend 2 additional power points, the range of this power increases to Medium (100 ft. +10 ft./level.).
3.  If you spend 2 additional power points, your control over the localized windstorm increases greatly. You may
reshape the wall as normal or as an immediate action. You may also generate pockets of calm interspersed with
pockets of intense winds when you shape the wall (effectively, this is the intensify option except that the wall
may be broken with as many 5-foot cubes of calm that you choose, as per the pacify option). 4. For every 2
additional power points you spend, you can reduce the wind conditions an additional category when using the
pacify option.
5.  For every additional power point, the weight limit of projectiles that are deflected increases by 1 lb.
  In addition, for every 2 power points spent achieving any of these effects, increase the save DC by 1.        
  Psionic Scent (Unleashed) 3 1sa 20 Rnds Self Self No Mental No
You gain an enhanced sense of smell, equivalent to the scent ability of some monsters. This ability allows you to
detect approaching enemies, sniff out hidden foes, and track by sense of smell. With the scent ability, you can
identify familiar odors just as humanoids do familiar sights.
You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60
feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice
the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple
normal range.
When you detect a scent, the exact location of the source is not revealed—only its presence somewhere within
range. You can take a move action to note the direction of the scent. Whenever you come within 5 feet of the
source, you pinpoint the source’s location.
You can follow tracks by smell, making a Survival check to find or follow a track. The typical DC for a fresh trail is
10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the
quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC
increases by 2. If you are tracking with psionic scent, you ignore the effects of surface conditions and poor
  visibility.                          
  Share Pain (Unleashed) 3 1sa 20 Hrs. Touch Special No Material/Mental No D
This power creates a psychometabolic connection between you and a willing subject so that some of your
wounds are transferred to the subject. You take half damage from all attacks that deal hit point damage to you,
and the subject takes the remainder. If your hit points are reduced by a lowered Constitution score, that
reduction is not shared with the subject because it is not a form of hit point damage. When this power ends,
subsequent damage is no longer divided between the subject and you, but damage already shared is not
reassigned.
If you and the subject move farther away from each other than close range, the power ends.
You can manifest this power on two willing subjects, one of which you designate to share its damage with the
other.
  Sidestep (Expanded)   3 1 Immediate Instant   Self   Self No   Visual No  
When you manifest this power, when you would normally be hit with an attack from a melee weapon, you may
  deflect it so that you take no damage from it.                    
  Sonic Blast (Expanded) 3 1 Swift 1 Rnds Melee 1 Creature None Olfactory/Visual Yes
The next successful attack you make this turn deals an additional +1d6 points of sonic damage.
Trigger: If your attack was successful and the target makes an attack during its next turn, you can expend your
psionic focus to make a free trip attempt against the target before it makes the attack. This trip attempt does not
provoke attacks of opportunity and you are not knocked prone if you fail by more than 10. Power Resistance
applies to this triggered effect only; it does not apply to the additional damage on your attack.
  Sustenance (Unleashed) 3 1sa Instant   Self   Self No   Material No  
You can go without food and water for one day. Each time you manifest this power, your body manufactures
  sufficient solid and liquid nourishment to satisfy your needs for that time.              
  Wall Walker (Unleashed) 3 1sa 20 Min. Self Self No Material No
You can walk on vertical surfaces or even traverse ceilings (you need not make Climb checks to traverse these
surfaces). Because of the need to keep at least one foot in contact with the wall or ceiling at all times, you cannot
jump or use the run action, and you can move at only half speed.
  You retain your Dexterity bonus to Armor Class, if any, and opponents gain no special bonuses against you.        
  Wind Strike (Expanded) 3 1 Swift 1 Rnds Special Special None Auditory/Mental Yes
As part of manifesting this power, you also activate your wind reader class ability. This count as a daily usage of
your wind reader class ability. Your successful ranged attacks for this round daze the target creature for one
round. If you do not have the wind reader class feature, this power does nothing.
3rd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Concealing Amorpha, Greater (Unleashed) 5 1sa 0 Rnds. 0 ft Centered on Caster No Material No D
You weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous
enclosure. This distortion grants you concealment (opponents have a 50% 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.
Augment If you spend 4 additional power points, the membrane can spread and affect one creature adjacent to
  you. If the creature moves away from you, it loses the protection.                
  Control Air (Unleashed) 3 1sa 20 Rnds 1200 ft 50' Radius Spread None Mental No
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.
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 For every additional power point you spend, you can modify the wind speed by an additional 10 miles
per hour, to a maximum change in wind speed of 60 miles per hour.
  Danger Sense (Unleashed) 5 1sa 20 Hrs Self   Self No   Visual No D
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 Reflex 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.          
  Dimension Slide (Unleashed) 5 1sa Instant 75 ft Self No Visual No
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.
  Ectoplasmic Grapnel (Expanded) 5 1sa Instant   75 ft 1 Creature/Object None   Material Yes  
A blob of malleable, adhesive ectoplasm shoots out from your outstretched hand, attached by an ectoplasmic
cord. Upon hitting its target, this ectoplasmic grapnel reels in, pulling the target to you - or you to it.
When manifesting this power, you must have a hand free, and must make a ranged touch attack against the
target; a miss causes the grapnel to retract instantly without attaching to anything. Alternately, you may have it
shoot out from your shield instead of a free hand; you still get your shield's AC bonus against the target, but lose
it against anyone else for the duration of the power.
If you target a creature no more than one size category larger than you, you may attempt a drag combat maneuver
check. If successful, you move the creature 5 feet closer to you. For every 5 by which your attack exceeds your
opponent's CMD, you can drag the target an additional 5 feet toward you. If the creature is willing, you may drag
it up to 30 feet closer to you.
If you target an unattended object, you may pull it up to 30 feet towards you; if this moves it into your square,
you may grasp the item immediately as a free action, although you must have a free hand to do so. If you target
an attended object, the ranged touch attack is made against the opponent, and you must succeed at a disarm or
steal (your choice) combat maneuver check to wrest the item free.
If you fail at the combat maneuver check (or if you target an immovable object such as a creature more than one
size category larger than you, an object bolted to the floor, or a building wall, floor, or ceiling), you are instead
moved up to 30 feet towards the target. This movement provokes attacks of opportunity. Alternately, you may
choose to relinquish your grip on the ectoplasmic cord, knocking you prone and ending the power immediately
rather than moving you towards the target. If you end your movement at a climbable location (such as a wall or
ledge), you must attempt a Climb check (at normal DC) to grab hold (or pull yourself over the edge, in the case of
a ledge); failure means you begin falling, and must make a second Climb check with +20 DC to catch yourself.
If you spend a full-round action bracing yourself before manifesting this power, you get a +2 bonus on the above
combat maneuver checks. Each adjacent ally that spends an Aid Another action to grab hold of you also adds a
+2 bonus to your combat maneuver check, but also suffers the consequence of being dragged or knocked prone
with you should the check fail. If the power duration should be extended beyond instantaneous (see augment
below), each ally holding onto you must spend an Aid Another action each turn to maintain their hold. If you
end your movement at a climbable location, each ally may make a Climb check to grab the wall, or may instead
continue holding onto you; your own Climb check is penalized as normal if their combined weight drops your
encumbrance into a category with a worse armor check penalty.
If you manifest this power while engaged in a grapple that you are in control of, you immediately make a grapple
combat maneuver check; failure means you are no longer grappling the creature, while success means you gain a
+2 bonus to your drag combat maneuver check for each creature (besides yourself) participating in the grapple.
If the drag combat maneuver check fails, you and everyone in the grapple are dragged (or knocked prone)
accordingly.
If you manifest this power while engaged in a grapple that you are not in control of, you immediately make a
grapple combat maneuver check; success means you have broken free of the grapple, while failure means you are
still grappling (but gain a +2 bonus to your drag combat maneuver check for each creature (besides yourself)
participating in the grapple). If the drag combat maneuver check fails, you and everyone in the grapple are
dragged (or knocked prone) accordingly, unless the creature grappling you is too large for you to drag (in which
case the cord snaps and the power fails). The grappling creature may voluntarily release you from the grapple to
avoid being dragged or knocked prone, but must do so before the combat maneuver check is rolled.
Augment: You can augment this power in one or more of the following ways:
1.  If you spend 2 additional power points, the duration increases to 1 round/level if the ranged touch attack hits
The cord does not automatically retract; you may choose to retract or extend the cord up to 30 feet (to the limit of
the power's range) as a standard action, and must succeed at a combat maneuver check each time you attempt to
drag an unwilling creature in this manner. Other creatures may climb or manipulate the cord as they would a rope,
but it is as strong as a chain. An unwilling creature attached to the grapnel must cut (5 hp, hardness 10, AC 10)
or burst (Str DC 26) the cord to move away from you, unless he succeeds at a drag combat maneuver check to
pull you behind him. If the cord is cut or burst, or if you let go of the cord (a free action), the power ends
immediately.
2.  If you spend 2 additional power points, the range of the power increases to Medium (100 ft. + 10 ft./level.).
3.  If you spend 4 additional power points, the cord retracts the full length instantly. A successful combat
maneuver check, by any margin, pulls the target adjacent to you, while a failed combat maneuver check pulls you
adjacent to the target (unless you relinquish the cord and go prone instead).
4.  For every 4 additional power points you spend, this power can drag creatures an additional size category
larger than you, and the cord's hardness increases by 2, hit points increases by 10, and break DC increases by 2.
5.  If you spend 4 additional power points, you can manifest this power as a move action.
In addition, for every 2 additional power points you spend to achieve any of these effects, you also gain a +1
    bonus on any combat maneuver checks or Climb checks you make for this power.          
  Energy Adaptation, Specified (Unleashed) 5 1sa 200 Min. Self Self None Visual No
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 you specific type of 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 7th manifester level and to a maximum of
30 points at 11th level.  The power protects your equipment as well.
The resistance provided by this power does not stack with other forms of energy resistance.
  Augment If you spend 4 additional power points, you can manifest this power as an immediate action.        
  Escape Detection (Unleashed) 5 1sa 20 Hrs Self Self No None No
You (plus all your gear and any objects you carry) become difficult to detect by clairsentience powers such as
clairvoyant sense, remote viewing, and psionic true seeing, and similar magical effects. If a clairsentience power
or similar effect is attempted against you, the manifester of the power must succeed on a manifester level check
(1d20 + manifester level, or caster level if the opponent is not a manifester) against a DC of 13 + your manifester
  level (maximum +10).                        
  Flexible Trajectory (Expanded) 7 1sa 20 Rnds Self Self No Visual No
Your ranged attacks may follow a path you imagine instead of the path that physical laws would dictate. You
ignore range increment penalties, and bonuses to Armor Class from cover, although total cover still blocks the
attack.
Augment You may augment this power in one or both of the following ways:
1.  If you spend 3 additional power points, your ranged attacks ignore concealment (but not total concealment). If
you instead spend 6 additional power points, your ranged attacks ignore all miss chances, including those from
total concealment and effects such as mirror image (although you still must target the correct square for an
invisible target).
2.  For every 3 additional power points you spend, your range increment and corresponding maximum range with
  ranged attacks and your range for spells and powers that require a ranged touch attack increase by 10 feet.        
  Gravitational Anchor (Expanded) 5 1sa 20 Rnds 300 ft 10' Radius Burst Reflex neg Material/Olfactory Yes
You generate an increased gravity field at a single point within range, pulling creatures and objects downward.
The targeted point can be a creature or unattended object, but if so, the target is allowed a Reflex save to negate
the effect. Each creature moving or attacking within the affected area must make a Reflex Save each round or be
affected by the effects of the gravity field for that round. The increased gravity field inflicts a -2 penalty on all
non-ray attack that pass through the affected area (even ranged attacks originated by or targeting creatures
outside of the field), and all movement through the affected area counts as difficult terrain. Creatures attempting
to fly or levitate in the field are forcibly dragged down 20 ft. per round at the end of their turn. Any creature that
falls more than 10 ft. in the field that strikes the ground takes double damage from the fall. In addition, trip
attempts gain a +2 circumstance bonus, rather than the -2 penalty, against affected targets within the field.
Creatures benefiting from Stability or Personal Gravity, such as an elocater, gain a +4 bonus to their saving throw.
  Heightened Vision (Unleashed) 5 1sa 20 Hrs Self   Self No   Visual No  
You increase your visual acuity, gaining the ability to see 60 feet even in total darkness. Your increased vision is
  black and white only but otherwise like normal sight.                  
  Hustle (Unleashed) 5 1 Swift Instant Self 1 Extra Move No Auditory No
You gain an additional move action in the current round. Taking a full round’s worth of attacks and then using
  this power to move away from your foe does provoke attacks of opportunity.              
  Physical Acceleration (Expanded) 5 1sa 0 Rnds Self Self None Auditory No
You move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, you gain one additional attack. The attack is made using your full base attack
bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as
that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to manifest a
second power or otherwise take an extra action in the round.)
You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes
you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of your modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a
maximum of twice your normal speed using that form of movement. This increase counts as an enhancement
bonus, and it affects your jumping distance as normal for increased speed. Multiple physical acceleration effects
don't stack, nor does it stack with haste. Physical acceleration negates slow.
  Augment: If you spend an additional 6 power points, you can manifest this power as a swift action.          
  Touchsight (Unleashed) 5 1sa 20 Min Self Self No Visual No D
You generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total
darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field
emanates from you out to 60 feet. You ignore invisibility, darkness, and concealment, though you must have line
of effect to a creature or an object to discern it. You do not need to make Perception checks to notice creatures;
you can detect and pinpoint all creatures within 60 feet. In many circumstances, comparing your regular senses to
what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and
concealed creatures.
Augment: For every 2 additional power points you spend, the radius of your touchsight field increases by 10 feet.
  Ubiquitous Vision (Unleashed) 5 1sa 200 Min. Self   Self No   Visual No  
You have metaphoric “eyes in the back of your head,” and on the sides and top as well, granting you benefits in
specific situations. In effect, you have a 360-degree sphere of sight, allowing you a perfect view of creatures that
might otherwise flank you. Thus, flanking opponents gain no bonus on their attack rolls, and rogues are denied
their sneak attack ability while flanking you (but they may still sneak attack you if you are caught flat-footed).
Your vision-based Perception checks gain a +4 enhancement bonus. Concurrently, you take a –4 penalty on
  saves against all gaze attacks during the power’s duration.                
4th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Aura Sight (Unleashed) 7 1sa 200 Min. 60 ft cone None Visual No
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.          
  Barrage (Expanded) 7 1 Swift 1 Rnd Self Self No Visual No
You boost your movements to super-naturally high levels, allowing you to strike at many targets in what others
perceive as the blink of an eye. Your actions are so rapid that they leave visual echoes of your previous positions
in the air as you move, although these quickly fade.
This round, as a full attack action, you may make a single ranged attack with one ranged weapon (or several
thrown weapons of the same type) against each target within one range increment of your weapon, similar to the
Whirlwind Attack feat. You still expend ammunition as normal for these attacks.
You may not make more attacks with barrage than your manifester level.
  Evade Burst (Unleashed) 7 1 Immediate Instant   Self   Self No   Material No  
You throw off a faux ectoplasmic shell, allowing you to slide out of range of a damaging effect. When you
manifest this power in conjunction with making a successful Reflex save against an attack that normally deals
half damage on a successful save, you instead take no damage.
  Augment If you spend 4 additional power points, you take only half damage on a failed Reflex save.          
  Inertial Barrier (Unleashed) 7 1sa 0 Min. Self Self No Auditory/Mental No
You create a skin-tight psychokinetic barrier around yourself that resists blows, cuts, stabs, and slashes,
as well as providing some protection against falling. You gain damage reduction 5/–. Inertial barrier also absorbs
  half the damage you take from any fall.                    
  Mirror Shot (Expanded) 7 1 Immediate Instant 300 ft 1 projectile Will neg Visual Yes
You draw upon your psionic might to mirror the potential paths of a projectile into this reality, psionically turning
a lone arrow into an entire volley, or a thrown dagger into a deadly hail of knives.
You can manifest this power with a moment's thought, quick enough to use when it is not your turn. You must
manifest this power in response to a single attack made with a ranged weapon within medium range (the attacker
must be within range, the target need not be) before the result of the attack is determined. You cannot use this
power to mirror unusually massive projectiles such as siege weapons. You create four reflections of the projectile
that each do damage as a mundane weapon of the original projectile's type. Each mirrored projectile uses the same
attack roll result as the reflected attack to determine if they strike the target or not (regardless of their
enhancement bonus to attack), and each projectile checks for concealment individually. Effects that modify the
weapon or its damage, such as that from Psionic Shot or prevenom weapon, do not apply to these reflections.
If applicable, the projectiles add the Strength bonus of the original attacker under the normal constraints for the
attacker's weapon (full strength bonus for thrown weapons, full strength bonus up to a certain value for
composite longbows, etc). The reflections return to their native reality shortly after appearing and cannot be
preserved.
Precision damage (such as sneak attack) and extra damage from critical hits only apply to the first projectile fired,
not to the four reflections. The four mirrored projectiles bypass damage reduction as though they were magic
weapons.
Augment You may augment this power in one or more of the following ways:
1.  By spending additional power points, you may reflect enhancement bonuses or magic abilities of the initial
projectile. For every 2 additional power points you spend, you may bestow the reflections with the equivalent of
an additional +1 enhancement bonus or ability priced as a +1 bonus. Reflecting abilities that add a flat sum to the
price of the weapon cost 1 additional power point per 5000 gp of their market price to replicate. Like standard
magical weapons, you may not add abilities to the reflection projectiles unless they already have at least a +1
enhancement bonus. The enhancement bonus or ability to be added must exist on the original projectile.
2.  For every 4 additional power points you spend, you may create an additional projectile.
3.  If you spend 10 additional power points, you may use this power to reflect unusually massive projectiles such
as siege weapons or boulders hurled by giants. All reflections strike the same area, if applicable.
  Pierce the Veils (Unleashed) 7 1sa 20 Min. Self   Self No`   Visual No  
You gain the ability to see all things as they actually are. You see through normal and psionic darkness, notice
secret doors hidden by psionics, see the exact locations of creatures or objects under blur or displacement
effects, see invisible creatures or objects normally, see through illusions, and see the true form of polymorphed,
changed, or transmuted things. Further, you can focus your vision as a standard action to instead see into the
Ethereal Plane (but not into extradimensional spaces). The visual range of the effect conferred is 120 feet.
This does not, however, penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not
negate concealment, including that caused by fog and the like. This effect does not help you see through
mundane disguises, spot creatures that are simply hiding, or notice secret doors hidden by mundane means. In
addition, the effects cannot be further enhanced with known magic, so one cannot use this power through a
  crystal ball or in conjunction with effects such as clairaudience/clairvoyance.              
  Sharpened Edge (Unleashed) 5 1sa 200 Min. 75 ft Special Will neg Visual Yes
This psionic power affects 1 weapon or up to 50 projectiles.  You psionically make a weapon keen, improving its
ability to deal telling blows. This doubles the threat range of the weapon. A threat range of 20 becomes 19–20, a
threat range of 19–20 becomes 17–20, and a threat range of 18–20 becomes 15–20. The power can be manifested
only on piercing or slashing weapons. If used on arrows or crossbow bolts, the effect on a particular projectile
ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as
  thrown weapons, for the purpose of this power.                    
  Slip the Bonds (Unleashed) 7 1sa 200 Min. Self Self No Auditory No
You can move and attack normally for the duration of the power, even under the influence of effects that usually
impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple
you automatically fail. You automatically succeed on any combat maneuver checks and Escape Artist checks
made to escape a grapple or a pin.
You can also move and attack normally while underwater, even with slashing weapons such as axes and swords
or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the
  hand rather than hurled. This does not, however, grant water breathing.              
  Steadfast Perception (Unleashed) 7 1sa 200 Min. Self Self None Visual` No
Your vision cannot be distracted or misled, granting you immunity to all figments and glamers (such as
invisibility). Moreover, your visual-based Perception checks receive a +6 enhancement bonus for the duration of
this power. This power also grants you another saving throw against someone using false sensory input on you,
  but you must realize that that power has been used in order to know enough to manifest steadfast perception.        
  Truevenom Weapon (Unleashed) 7 1 Swift 20 Min. Self Self Special Material No
You can use this power to produce a horrible poison that coats your weapon. On your next successful melee
attack with the weapon during the power’s duration, the poison deals 1d3 points of Constitution damage per
round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the
  affliction.                          
  Zealous Fury (Expanded) 7 1 Swift 1 Rnd Self Self No Mental/Auditory No
The penalty on your additional attacks for having a high base attack bonus is reduced by 5 (to a minimum of 0).
For example, a character with a base attack bonus of +6 under the effects of this power would make full attacks at
+6/+6 instead of +6/+1, before accounting for other modifiers.
Augment: You may augment this power in one more of the following ways:
1.  If you spend an additional 5 power points, the penalty is reduced by 10. 2. If you spend 10 additional power
points, the penalty is reduced by 15. 3. For every 4 additional power points you spend, the duration increases by
  1 round.