Caster Level 20
1st Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Corrosive Aura (Expanded) 1 1sa 20 Rnd 5 ft All Adjacent Squ. Reflex 1/2 Material/Visual Yes
You surround yourself with a corrosive aura, damaging all who come near. Each creature that ends its turn in
your square or adjacent to you takes 1d6 points of acid damage.
Augment: For every additional power point spent, the damage increases by 1d6. For every two additional dice of
damage, the save DC increases by 1.
  Metamorphosis, Minor (Unleashed) 1 1sa 20 Min. Self   Self No   Material No  
You channel your psionic power, snapping bones and twisting flesh, transforming yourself into a new shape or
form. You can take the form of any creature of the same size as yourself, but this is a purely cosmetic change,
your abilities, powers or stats do not change beyond the options selected below. This grants you a +10 bonus
on Disguise skill checks.
If you choose to imitate an existing person, you gain an additional +2 circumstance bonus to Disguise checks to
convince people that you are that person. If you choose to take on an intimidating, horrifying, or otherwise
imposing form, you gain a +2 circumstance bonus to Intimidate checks.
In addition, you get one choice from either the Enhancement Menu A or Abilities Menu A.
Enhancement Menu A
+2 enhancement bonus to Strength
+2 enhancement bonus to Dexterity
+2 enhancement bonus to Constitution
Increase your size by one size category (+2 size bonus to Strength, -2 size penalty to Dexterity, appropriate size
modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
Decrease your size by one size category (+2 size bonus to Dexterity, -2 size penalty to Strength, appropriate size
modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.
Increase your base land speed by 10 feet.
Abilities Menu A
You gain 5 temporary hit points.
You gain the Cleave feat.
You gain the Improved Trip feat.
You gain a +1 natural armor bonus.
You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if Medium (1d10 if Large).
You gain Resistance 5 against one of these energy types: Cold, Acid, Fire, Electricity.
You gain a swim speed of 20 feet.
You gain a climb speed of 20 feet.
You gain a burrow speed of 15 feet.
Augment For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice
  from Abilities Menu A. You may not choose the same option twice.              
  Natural Healing (Unleashed) 1 1sa Instant Self Self No Audio/Visual No
You rapidly accelerate your natural healing ability. You heal 3 hit points of damage.
Augment For every additional power point you spend, this power heals an additional 3 hit points.
  Thicken Skin (Unleashed) 1 1sa 200 Min. Self   Self No   Material/Olfactory No  
Your skin or natural armor thickens and spreads across your body, increasing your natural armor bonus by +1.
Augment You can augment this power in one or both of the following ways.
1.  For every 3 additional power points you spend, the bonus increases by 1.
2.  If you spend 6 additional power points, you can manifest this power as a swift action.
2nd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Animal Affinity (Unleashed) 3 1sa 20 Rnds Self Self No Material No
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 score.                        
  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.      
  Empathic Transfer (Unleashed) 3 1sa Instant Touch Willing Creature No Auditory/Material No
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).
  Resist Toxin (Expanded) 3 1sa 20 Hrs. Self   Self No   Mental/Visual No  
You become temporarily immune to poison. Any poison in your system or any poison to which you are exposed
during the power's duration does not affect you until the duration has expired. This does not cure any damage
that poison may have already done.
Augment: This power may be augmented in one of the following ways.
1.  If you spend 2 additional power points, this power can instead cure all diseases from you are suffering. You
must make a manifesting level check (1d20 + manifester level) against the DC of each disease affecting you.
Success means that the disease is cured. The power's duration changes to Instantaneous when using this
augment option. This does not prevent reinfection after a new exposure to the same disease at a later date.
2.  If you spend 4 additional power points, this power can instead detoxify any sort of venom in you. You must
make a manifester level check (1d20 + manifester level) against the DC of each poison affecting you. Success
means that the poison is neutralized. You suffer no additional effects from the neutralized poison, and any
temporary effects are ended, but this does not reverse instantaneous effects, such as hit point damage, temporary
ability damage, or effects that don't go away on their own. The power's duration changes to Instantaneous when
  using this augment option.                      
3rd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Ectoplasmic Form (Unleashed) 5 1sa #REF! Min. Self Self No Olfactory No D
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).                
  Expose Weakness (Expanded) 5 1sa 20 Rnds 300 ft 1 Creature Fort neg Visual Yes
The target of the power becomes clumsy and moves in the worst possible way when attacked. The target is
considered flanked to all attackers and all attacks on the subject gain a +4 circumstance bonus to confirm critical
hits. Any fortification against sneak attacks and critical hits must be rolled twice, with the worse roll used to
determine if the extra damage is negated.
  Augment: By spending an additional 6 power points, the target is considered flat-footed rather than flanked.        
  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.
  Metamorphosis, Minor (Unleashed) 3 1sa 20 Min. Self   Self No   Material No  
You channel your psionic power, snapping bones and twisting flesh, transforming yourself into a new shape or
form. You can take the form of any creature of the same size as yourself, but this is a purely cosmetic change,
your abilities, powers or stats do not change beyond the options selected below. This grants you a +10 bonus
on Disguise skill checks.
If you choose to imitate an existing person, you gain an additional +2 circumstance bonus to Disguise checks to
convince people that you are that person. If you choose to take on an intimidating, horrifying, or otherwise
imposing form, you gain a +2 circumstance bonus to Intimidate checks.
In addition, you get one choice from either the Enhancement Menu A or Abilities Menu A.
Enhancement Menu A
+2 enhancement bonus to Strength
+2 enhancement bonus to Dexterity
+2 enhancement bonus to Constitution
Increase your size by one size category (+2 size bonus to Strength, -2 size penalty to Dexterity, appropriate size
modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
Decrease your size by one size category (+2 size bonus to Dexterity, -2 size penalty to Strength, appropriate size
modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.
Increase your base land speed by 10 feet.
Abilities Menu A
You gain 5 temporary hit points.
You gain the Cleave feat.
You gain the Improved Trip feat.
You gain a +1 natural armor bonus.
You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if Medium (1d10 if Large).
You gain Resistance 5 against one of these energy types: Cold, Acid, Fire, Electricity.
You gain a swim speed of 20 feet.
You gain a climb speed of 20 feet.
You gain a burrow speed of 15 feet.
Augment For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice
from Abilities Menu A. You may not choose the same option twice.
As minor metamorphosis, except you instead gain one option from enhancement menu B or one option from
abilities menu B. Choices that give similar benefits to those from enhancement menu B or abilities menu B do not
stack. For example, you cannot pick to gain two natural attacks from abilities menu B and also to gain a natural
attack from abilities menu A to get three attacks.
Enhancement Menu B
+4 enhancement bonus to Strength
+4 enhancement bonus to Dexterity
+4 enhancement bonus to Constitution
Increase your size by two size categories (+4 size bonus to Strength, -4 size penalty to Dexterity, appropriate size
modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
Decrease your size by two size categories (+4 size bonus to Dexterity, -4 size penalty to Strength, appropriate
size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.
Pick 3 choices from Enhancement Menu A. You may not choose the same option twice.
Increase your base land speed by 20 feet.
Abilities Menu B
You gain two natural slam/bite/claw attacks that deal 1d8 damage if Medium (1d10 if Large).
You gain Fast Healing 2.
You gain a +3 natural armor bonus.
You gain 20 temporary hit points.
You gain the Improved Critical feat with any natural attacks you have.
You gain damage reduction 5/magic.
You gain a fly speed of 20 feet (poor).
You gain a poison attack. When you hit with a natural melee attack, the target must make a Fortitude save (DC10
+ ½ your manifester level + your key ability modifier) or take 1 point of Constitution damage.
You can spit poison as a ranged touch attack (30 feet) as a standard action. If it hits, it deals 3d6 acid damage and
the target must make a Fortitude save (DC10 + ½ your manifester level + your key ability score modifier) or take
1 point of Constitution damage.
You gain a swim speed of 40 feet.
You gain a climb speed of 40 feet.
You gain a burrow speed of 30 feet.
You gain 3 choices from Abilities Menu A from minor metamorphosis. You may not choose the same option twice.
Augment You can augment this power in the following ways.
1.  For every 4 power points you spend, you gain one choice from Enhancement Menu B and one choice from
Abilities Menu B. You may not choose the same option twice.
For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice from
  Abilities Menu A from minor metamorphosis. You may not choose the same option twice.          
  Physical Acceleration (Expanded) 5 1sa #REF! 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.          
4th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Hidden Body (Expanded) 7 1 Round 20 Hrs. Touch 1 Willing Creature No Olfactory/Visual No D
You meld into the touched creature, psionically fusing with their form. At the time of manifesting, it is decided if
you or the creature touched are the host and the other is the passenger. While fused, the passenger is dormant
and unaware. Any other effects that were on the passenger do not affect the host, and vice versa, while the
power is in effect. The passenger does not need to eat, drink, or sleep, has no concept of time, and is not aware
of surroundings or anything that occurs to the host. The host can discharge the passenger as a standard action
that does not provoke attacks of opportunity. If the host is killed or the power ends, the passenger is immediately
discharged adjacent to the host (or the host's last location for effects such as disintegration). You cannot be
under the effect of hidden body and fusion at the same time.
Augment: This power can be augmented in one of the following ways.
1.  If you spend 4 additional power points, the passenger is aware of everything the host is aware of, although
the passenger can still take no actions while fused.
2.  If you spend 8 additional power points, the passenger is aware of everything the host is aware of and can take
purely mental actions such as manifesting powers, although the passenger is restricted to the senses of the host
  unless using some other means of senses. The power's duration changes to 1 round/level. (D).          
  Psychic Drain (Unleashed) 7 1sa Instant Touch Creature Touched Fort neg Mental Yes
This power shrouds your hand or a natural weapon you possess with darkness that you can use to drain an
opponent’s power.
If you manifest this power to affect your hand, the next successful melee touch attack you make (if the victim fails
its Fortitude save) drains 2 power points from your foe for every manifester level you have. The drained points
simply dissipate. Your touch attack, charged with psionic power, is treated as an armed attack.
If you manifest this power to affect a natural weapon you possess, you must make a successful melee attack with
the weapon to gain the power’s benefit.
Against a psionic being that has no power points or a nonpsionic foe, your attack instead deals 2 points of
  Intelligence, Wisdom, or Charisma damage (your choice).                  
  Resist Death (Expanded) 5 1sa 20 Hrs. Self Self Will neg Visual Yes
The manifester combines life force and psionic energy into a shield that protects the target from negative energy
attacks. This power prevents energy drain and any negative energy effects, including channeled energy. Once
the power has prevented (or helped prevent) one effect, the power dissipates. When manifested the power deals
2 points of non-lethal damage to the target. The damage may be healed normally. The subject gains +4 moral
bonus against death spells and magical/psionic death effects even if a save to negate such effects is not normally
allowed.
This power does not remove negative levels that the target has already gained, but it does remove penalties from
negative levels for the duration of the power.
Resist death does not protect against other sorts of attacks, even if those attacks might be lethal.
Augment: For every additional 2 points spent, the power prevents 1 additional effect.
5th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Psionic Revivify (Unleashed) 9 1sa Instant Touch 1 Dead Creature None None Yes
Psionic revivify lets a manifester reconnect a corpse’s psyche with its body, restoring life to a recently deceased
creature. The power must be manifested within 1 round of the victim’s death. Before the psyche of the deceased
has completely left the body, this power halts its journey while repairing somewhat the damage to the body.
This power functions like the raise dead spell, except that the affected creature receives no permanent negative
levels, no Constitution loss, and no loss of powers, but the creature does suffer one negative level that fades
after twenty-four hours.
The creature has –1 hit points (but is stable) after being restored to life.
For every additional negative level that the subject suffers, the manifestation of this power can be delayed by 2
additional rounds. All of the negative levels gained in this manner fade after twenty-four hours.
  Augment By spending 2 additional power points, this power may also affect outsiders.          
  Psychofeedback (Unleashed) 9 1sa 20 Rnds Self Self No Visual No D
You can readjust your body to boost one physical ability score at the expense of one or more other scores. Select
one physical ability score you would like to boost, and increase it by the same amount that you decrease one or
more other scores. All score decreases are treated as ability damage.
You can boost your Strength, Dexterity or Constitution score by an amount equal to your manifester level (or any
lesser amount), assuming you can afford to burn your other ability scores to such an extent.
When the duration of this power expires, your ability boost also ends, but your ability damage remains until it is
healed.
Augment You can augment this power in one or more of the following ways.
1.  If you spend 2 additional power points, the ability damage you suffer to increase another score is delayed until
the power fades.
2.  If you spend 4 additional power points, the power’s duration increases to 1 minute/level (D).
3.  If you spend 6 additional power points, the ability damage you suffer to increase another score fades when the
  power’s duration expires.                      
  Restore Extremity (Unleashed) 9 1sa Instant Touch Creature Touched Will neg Auditory Yes
You restore a severed extremity to a creature that has lost a digit, hand, arm, leg, or even its head. This power
does not restore life, but it returns a lost extremity to a living or dead creature if the creature is otherwise mostly
intact. The original extremity need not be present when this power is manifested; a new extremity is created by
the power. If a head is restored to a body, the original head (if not already destroyed) loses all spark of identity,
and can be considered dead tissue.
6th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Cleanse Spirit (Unleashed) 11 3 Rounds Instant Touch Creature Touched Will neg Material Yes
This power cures all ability damage, and it restores all points drained from a single ability score (your choice if
more than one score is drained). It also eliminates any fatigue or exhaustion suffered by the target. Cleanse spirit
does not restore levels or Constitution points lost due to death.
Cleanse spirit can remove negative levels. It can also restore one level to a creature that has had a level drained,
if the number of days since the creature lost the level is equal to or less than your manifester level. In such a case,
cleanse spirit brings the creature up to the minimum number of experience points necessary to advance it to the
next higher level, gaining it an additional Hit Die and level benefits accordingly.
Augment By spending an additional 6 power points, the power dispels all permanent and temporary negative
levels afflicting the healed creature. The power also dispels all psionic effects penalizing the creature’s abilities,
cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also
  eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects.        
  Metamorphosis, Greater (Unleashed) 11 1sa 20 Min. Self Self No Material No
You channel your psionic power, snapping bones and twisting flesh, transforming yourself into a new shape or
form. You can take the form of any creature of the same size as yourself, but this is a purely cosmetic change,
your abilities, powers or stats do not change beyond the options selected below. This grants you a +10 bonus
on Disguise skill checks.
If you choose to imitate an existing person, you gain an additional +2 circumstance bonus to Disguise checks to
convince people that you are that person. If you choose to take on an intimidating, horrifying, or otherwise
imposing form, you gain a +2 circumstance bonus to Intimidate checks.
In addition, you get one choice from either the Enhancement Menu A or Abilities Menu A.
As minor metamorphosis, except you instead gain one option from Enhancement Menu C or one option from
Abilities Menu C. Choices that give similar benefits to those from Enhancement Menu C or Abilities Menu C do
not stack. For example, you cannot pick to gain three natural attacks from Abilities Menu C and also to gain a
natural attack from Abilities Menu A to get four attacks.
Enhancement Menu A
+2 enhancement bonus to Strength
+2 enhancement bonus to Dexterity
+2 enhancement bonus to Constitution
Increase your size by one size category (+2 size bonus to Strength, -2 size penalty to Dexterity, appropriate size
modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
Decrease your size by one size category (+2 size bonus to Dexterity, -2 size penalty to Strength, appropriate size
modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.
Increase your base land speed by 10 feet.
Abilities Menu A
You gain 5 temporary hit points.
You gain the Cleave feat.
You gain the Improved Trip feat.
You gain a +1 natural armor bonus.
You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if Medium (1d10 if Large).
You gain Resistance 5 against one of these energy types: Cold, Acid, Fire, Electricity.
You gain a swim speed of 20 feet.
You gain a climb speed of 20 feet.
You gain a burrow speed of 15 feet.
Augment For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice
from Abilities Menu A. You may not choose the same option twice.
As minor metamorphosis, except you instead gain one option from enhancement menu B or one option from
abilities menu B. Choices that give similar benefits to those from enhancement menu B or abilities menu B do not
stack. For example, you cannot pick to gain two natural attacks from abilities menu B and also to gain a natural
attack from abilities menu A to get three attacks.
Enhancement Menu B
+4 enhancement bonus to Strength
+4 enhancement bonus to Dexterity
+4 enhancement bonus to Constitution
Increase your size by two size categories (+4 size bonus to Strength, -4 size penalty to Dexterity, appropriate size
modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
Decrease your size by two size categories (+4 size bonus to Dexterity, -4 size penalty to Strength, appropriate
size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.
Pick 3 choices from Enhancement Menu A. You may not choose the same option twice.
Increase your base land speed by 20 feet.
Abilities Menu B
You gain two natural slam/bite/claw attacks that deal 1d8 damage if Medium (1d10 if Large).
You gain Fast Healing 2.
You gain a +3 natural armor bonus.
You gain 20 temporary hit points.
You gain the Improved Critical feat with any natural attacks you have.
You gain damage reduction 5/magic.
You gain a fly speed of 20 feet (poor).
You gain a poison attack. When you hit with a natural melee attack, the target must make a Fortitude save (DC10
+ ½ your manifester level + your key ability modifier) or take 1 point of Constitution damage.
You can spit poison as a ranged touch attack (30 feet) as a standard action. If it hits, it deals 3d6 acid damage and
the target must make a Fortitude save (DC10 + ½ your manifester level + your key ability score modifier) or take
1 point of Constitution damage.
You gain a swim speed of 40 feet.
You gain a climb speed of 40 feet.
You gain a burrow speed of 30 feet.
You gain 3 choices from Abilities Menu A from minor metamorphosis. You may not choose the same option twice.
Enhancement Menu C
+6 enhancement bonus to Strength
+6 enhancement bonus to Dexterity
+6 enhancement bonus to Constitution
Pick 2 choices from Enhancement Menu B from metamorphosis. You may not choose the same option twice.
Increase your base land speed by 30 feet.
Abilities Menu C
You gain the Rend ability. If you hit the same opponent with two natural attacks in one round, you deal additional
damage equal to 2d6 + your Strength modifier.
You gain three natural slam/bite/claw attacks that deal 2d6 damage if Medium (2d8 if Large).
Your natural attacks extrude poison and acid. When you hit with a natural melee attack, it deals +2d6 acid damage
and the target must make a Fortitude save (DC10+ ½ your manifester level + your key ability modifier) or take 1
point of Constitution damage.
You gain Fast Healing 5.
You gain +6 natural armor bonus.
You gain 40 temporary hit points.
You gain a fly speed of 40 feet (good).
You gain a swim speed of 60 feet.
You gain a climb speed of 60 feet.
You gain a burrow speed of 60 feet.
You gain 2 choices from Abilities Menu B from metamorphosis. You may not choose the same option twice.
Augment You can augment this power in the following ways.
1.  For every 6 power points you spend, you gain one choice from Enhancement Menu C and one choice from
Abilities Menu C. You may not choose the same option twice.
2.  For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice from
Abilities Menu A from minor metamorphosis. You may not choose the same option twice.
3.  For every 4 power points you spend, you gain one choice from Enhancement Menu B and one choice from
Abilities Menu B from metamorphosis. You may not choose the same option twice.
7th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Fission (Unleashed) 13 1sa 20 Rnds Self 1 Duplicate No Olfactory No D
You can divide yourself, creating a duplicate that comes into existence 5 feet away. Your duplicate thinks and acts
exactly as you do and follows your orders, although it will not do anything you wouldn’t do yourself. Your
duplicate has all your abilities but none of your psionic or magical equipment (it does possess a duplicate of all
your mundane equipment, clothing, armor, and implements, as well as mundane versions of any psionic or magical
equipment you have). You and your duplicate evenly split your power points, your remaining usages of pertinent
special abilities for the day, and so on. You retain your psionic focus, if you maintain such when this power is
manifested. Treat your duplicate as yourself with a manifester level two lower for the purpose of determining the
powers to which the duplicate has access (while the duration of this power lasts, this manifester level penalty
cannot be removed by any means). Your duplicate has all other physical traits you had at the time you manifest
this power. Powers, spells, or other effects affecting you when you manifest this power do not transfer to your
duplicate. Your duplicate has the same number of hit points you did at the time this power was manifested.
When the duration expires or when you dismiss the power, you and your duplicate rejoin, no matter how far from
each other you are. You gain back any power points the duplicate has not spent. At the time of rejoining, your hit
points become the average between the current hit points of you and your duplicate. This could potentially leave
you with negative hit points, but it can’t reduce your hit points so low as to kill you when the duration ends.
If your duplicate dies before the duration expires, no rejoining occurs, and you gain one negative level and are
sickened for ten minutes. If you die, your duplicate remains in existence and is sickened for ten minutes, and is
for all intents you, but with two negative levels, and without the manifester level penalty. (Once the duration
expires, the negative levels can be removed by standard means.)
You can have only one fissioned duplicate in existence at one time; your duplicate cannot use this power. You
cannot use fusion or metaconcert with a duplicate, or share any other power or effect that pools abilities (the sum
of you and you is still just you). Similarly, attempting to use powers such as claws of the vampire or vampiric
blade to hurt your duplicate only damages your duplicate; these powers do not heal you. Empathic transfer and
similar powers are likewise ineffective (transferring wounds to yourself isn’t a good healing strategy).
All beneficial powers affecting a fissioned creature, either the original or the duplicate, end when the fission ends.
Any detrimental powers affecting your duplicate end when the duration ends, unless you die and your duplicate
survives, in which case any detrimental effects on your duplicate continue. All ability damage, ability drain, and
ability burn damage is added together, although as stated above, your hit points become the average hit points
between you and your duplicate.
8th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Fusion (Unleashed) 15 1 Round 20 Min. Touch Special None Auditory/Material/Visual No D
You and another willing, corporeal, living creature of the same or smaller size fuse into one being. As the
manifester, you control the actions of the fused being. However, you can give up this control to the other creature.
Once you give up control, you cannot regain it unless the other creature relinquishes it.
The fused being has your current hit points plus the other creature’s current hit points. The fused being knows
all the powers you and the other creature know, has the sum of your and the other creature’s power points, and
knows or has prepared any spells you or the other creature possesses (if any). Likewise, all feats, racial abilities,
and class features are pooled (if both creatures have the same ability, the fused being gains it only once). For
each of the six ability scores, the fused being’s score is the higher of yours and the other creature’s, and the
fused being also has the higher Hit Dice or manifester level—this effectively means the fused being uses the
better saving throws, attack bonus, and skill modifiers of either member, and it manifests powers at the higher of
the manifester levels that you or the other creature possessed before becoming fused.
You decide what equipment is absorbed into the fused being and what equipment remains available for use.
These fused items are restored once the power ends.
When the power ends, the fused being separates. The other creature appears in an area adjacent to you that you
determine. If separation occurs in a cramped space, the other creature is expelled through the Astral Plane, finally
coming to rest materially in the nearest empty space and taking 1d6 points of damage for each 10 feet of solid
material passed through.
Damage taken by the fused being is split evenly between you and the other creature when the power ends. You
do not leave the fusion with more hit points than you entered it with, unless you were damaged prior to the fusion
and the fused being was subsequently healed. In a like manner, the fused being’s remaining power points are
split between you and the other creature (you can leave with more points than you entered with, as long as you
don’t exceed the maximum power points for your level and ability score). Ability damage and negative levels are
also split between you and the other creature. (If an odd number of negative levels or ability score reductions
must be split, you decide whether you or the other creature receives the additional loss.)
If a fused being is killed, it separates into its constituent creatures, both of which are also dead. You cannot use
fission on a fused being.
9th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Metamorphosis, True (Unleashed) 17 1sa 200 Min. Self Self No Material No
You channel your psionic power, snapping bones and twisting flesh, transforming yourself into a new shape or
form. You can take the form of any creature of the same size as yourself, but this is a purely cosmetic change,
your abilities, powers or stats do not change beyond the options selected below. This grants you a +10 bonus
on Disguise skill checks.
If you choose to imitate an existing person, you gain an additional +2 circumstance bonus to Disguise checks to
convince people that you are that person. If you choose to take on an intimidating, horrifying, or otherwise
imposing form, you gain a +2 circumstance bonus to Intimidate checks.
As minor metamorphosis, except you gain two menu choices from the Enhancement Menu C and two menu
choices from Abilities Menu C from major metamorphosis. As a swift action, you can change your menu choices
 while the duration of this power is in effect.
Abilities Menu C Choices that give similar benefits to those from Enhancement Menu C or Abilities Menu C or
Abilities Menu A or Abilities Menu B do not stack.  For example you cannot pick to gain three natural attacks
from Abilities Menu C and also to gain a natural attack from Abilities Menu A to get four attacks.
Enhancement Menu A
+2 enhancement bonus to Strength
+2 enhancement bonus to Dexterity
+2 enhancement bonus to Constitution
Increase your size by one size category (+2 size bonus to Strength, -2 size penalty to Dexterity, appropriate size
modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
Decrease your size by one size category (+2 size bonus to Dexterity, -2 size penalty to Strength, appropriate size
modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.
Increase your base land speed by 10 feet.
Abilities Menu A
You gain 5 temporary hit points.
You gain the Cleave feat.
You gain the Improved Trip feat.
You gain a +1 natural armor bonus.
You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if Medium (1d10 if Large).
You gain Resistance 5 against one of these energy types: Cold, Acid, Fire, Electricity.
You gain a swim speed of 20 feet.
You gain a climb speed of 20 feet.
You gain a burrow speed of 15 feet.
Augment For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice
from Abilities Menu A. You may not choose the same option twice.
As minor metamorphosis, except you instead gain one option from enhancement menu B or one option from
abilities menu B. Choices that give similar benefits to those from enhancement menu B or abilities menu B do not
stack. For example, you cannot pick to gain two natural attacks from abilities menu B and also to gain a natural
attack from abilities menu A to get three attacks.
Enhancement Menu B
+4 enhancement bonus to Strength
+4 enhancement bonus to Dexterity
+4 enhancement bonus to Constitution
Increase your size by two size categories (+4 size bonus to Strength, -4 size penalty to Dexterity, appropriate size
modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
Decrease your size by two size categories (+4 size bonus to Dexterity, -4 size penalty to Strength, appropriate
size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.
Pick 3 choices from Enhancement Menu A. You may not choose the same option twice.
Increase your base land speed by 20 feet.
Abilities Menu B
You gain two natural slam/bite/claw attacks that deal 1d8 damage if Medium (1d10 if Large).
You gain Fast Healing 2.
You gain a +3 natural armor bonus.
You gain 20 temporary hit points.
You gain the Improved Critical feat with any natural attacks you have.
You gain damage reduction 5/magic.
You gain a fly speed of 20 feet (poor).
You gain a poison attack. When you hit with a natural melee attack, the target must make a Fortitude save (DC10
+ ½ your manifester level + your key ability modifier) or take 1 point of Constitution damage.
You can spit poison as a ranged touch attack (30 feet) as a standard action. If it hits, it deals 3d6 acid damage and
the target must make a Fortitude save (DC10 + ½ your manifester level + your key ability score modifier) or take
1 point of Constitution damage.
You gain a swim speed of 40 feet.
You gain a climb speed of 40 feet.
You gain a burrow speed of 30 feet.
You gain 3 choices from Abilities Menu A from minor metamorphosis. You may not choose the same option twice.
Enhancement Menu C
+6 enhancement bonus to Strength
+6 enhancement bonus to Dexterity
+6 enhancement bonus to Constitution
Pick 2 choices from Enhancement Menu B from metamorphosis. You may not choose the same option twice.
Increase your base land speed by 30 feet.
Abilities Menu C
You gain the Rend ability. If you hit the same opponent with two natural attacks in one round, you deal additional
damage equal to 2d6 + your Strength modifier.
You gain three natural slam/bite/claw attacks that deal 2d6 damage if Medium (2d8 if Large).
Your natural attacks extrude poison and acid. When you hit with a natural melee attack, it deals +2d6 acid damage
and the target must make a Fortitude save (DC10+ ½ your manifester level + your key ability modifier) or take 1
point of Constitution damage.
You gain Fast Healing 5.
You gain +6 natural armor bonus.
You gain 40 temporary hit points.
You gain a fly speed of 40 feet (good).
You gain a swim speed of 60 feet.
You gain a climb speed of 60 feet.
You gain a burrow speed of 60 feet.
You gain 2 choices from Abilities Menu B from metamorphosis. You may not choose the same option twice.
While under the effects of this power, you can choose to become one of the following types, with the associated
benefits: aberration, dragon, fey, humanoid, magical beast or monstrous humanoid. As a swift action, you can
change what type you are while the duration of this power is in effect.
Augment You can augment this power in the following ways.
1.  For every 6 power points you spend, you gain one choice from Enhancement Menu C and one choice from
Abilities Menu C. You may not choose the same option twice.
2.  For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice from
Abilities Menu A from minor metamorphosis. You may not choose the same option twice.
3.  For every 4 power points you spend, you gain one choice from Enhancement Menu B and one choice from
  Abilities Menu B from metamorphosis. You may not choose the same option twice.          
  Regenerative Aura (Expanded) 17 1sa 20 Rnds. 30 ft 30' Radius Sphere Fort neg Material/Visual Yes D
Psionic power radiates out from your body, causing all living creatures within range to rapidly heal as their
healing ability is hyperaccelerated. All living creatures within range heal 25 hit points per round.
Augment: By expending your psionic focus while manifesting this power, you may select which creatures are
  healed.