Caster Level 20
0th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Conceal Thoughts (Unleashed) 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 #REF! 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.                        
  Float (Unleashed) 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.                          
  Fortify, Lesser (Expanded) 1 or Focus 1sa 1 Min Self Self No Mental No
You imbue yourself with psionic energy that protects you from harm, granting yourself a +1 resistance bonus on
  saves.                          
  My Light (Unleashed) 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).                        
  Sense Poison (Expanded) 1 or Focus 1sa Instant 75 ft Special None Visual No
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact
type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft
(alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The
power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
or dirt blocks it.  You can detect the poison in 1 creature, 1 object or up to 1 five foot cube.
  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.                      
  Vim (Expanded) 1 or Focus 1sa #REF! Min. Self Self No Olfactory No
You suffuse yourself with power, gaining 1 temporary hit point. This temporary hit point overlaps (does not
stack) with temporary hit points from any source, including previous manifestations of this power.
1st Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Absorb Weapon (Expanded) 1 1sa 24 hrs Touch Up to 15 lbs weapon None Olfactory/Visual Yes
You can absorb one weapon of up to 15 lbs into your body and a small tattoo that resembles the item absorbed
appears on the skin of your arm. The absorbed item is undetectable by normal means, although the effect is
detectable via detect psionics. The item can be discharged as a standard action and the weapon is automatically
equipped. You must be capable of holding the weapon or it falls to your feet (such as if you had no hands free).
If the effect ends without being discharged, the item falls to your feet.
The weight of the item still counts toward your encumbrance even when absorbed.
Augment: This power can be augmented in one or more of the following ways.
1.  For every additional power point spent the weight limit of the item to be absorbed increases by 5 lbs.
2.  If you spend two additional power points, you can absorb a shield or armor instead of a weapon. You do not
suffer any applicable armor check penalty of the shield or armor absorbed and when discharged, you
automatically equip the shield or armor as long as you are capable of equipping the item.
3.  If you spend two additional power points, you can store one additional item, although all stored items are
  discharged at the same time and are added together when determining the total weight.          
  Astral Traveler (Unleashed) 1 or Focus 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.          
  Biofeedback (Unleashed) 1 1sa 20 Min. Self Self No Material/Visual No D
You can toughen your body against wounds, lessening their impact. For the duration of this power, you gain
damage reduction 2/–.
  Augment For every 3 additional power points you spend, your damage reduction increases by 1.          
  Bite of the Wolf (Unleashed) 1 1sa 20 Min. Self Self No Visual/Special No
Your posture becomes stooped forward, and you grow a muzzle complete with fangs. You gain one bite attack
each round, instead of or in addition to any other attacks you have, that deals 1d8 points of damage (assuming
you are a Medium creature) when it hits.
Your bite attack is a natural weapon, so you are considered armed when attacking with it, and it can be affected
by powers, spells, and effects that enhance or improve natural weapons. You can choose to deal nonlethal
damage with your bite, taking the standard –4 penalty on your attack roll. If you bite as your only attack, you use
your highest base attack bonus on the attack roll, and you can apply your full Strength bonus to damage. If you
bite in addition to making other attacks, the bite is a secondary attack.
If you are not a Medium creature, your bite attack’s base damage varies as follows:
Fine 1d2, Diminutive 1d3, Tiny 1d4, Small 1d6, Large 2d6, Huge 2d8, Gargantuan 4d6, Colossal 6d6.
Augment For every 5 additional power points you spend, your bite attack deals an additional 1d8 points of
  damage.                          
  Blinding Flash (Expanded) 1 1 Swift 1 Rnds 75 ft 1 Creature Fort neg Visual Yes
You create a blinding flash of light to momentarily distract an opponent. The target of this power must make a
Fortitude save or be dazzled for one round.
Augment: You may augment this power in one or both of the following ways:
1.  For every additional power point you spend, the power's duration increases by one round.
2.  If you spend 4 additional power points, the target is blinded instead of dazzled.
In addition, for every 2 power points spent to achieve either of these effects, increase the save DC by 1.
  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.        
  Call Weaponry (Unleashed) 1 1 Round 20 Min. 0 ft 1 Weapon None Material No D
You call a weapon “from thin air” into your waiting hand (actually, it is a real weapon hailing from another
location in space and time). You don’t have to see or know of a weapon to call it—in fact, you can’t call a specific
weapon; you just specify the kind. If you call a projectile weapon, it comes with 3d6 non-magical bolts, arrows, or
sling bullets, as appropriate. The weapon is made of ordinary materials as appropriate for its kind. If you
relinquish your grip on the weapon you called for 2 or more consecutive rounds, it automatically returns to
wherever it originated.
Weapons gained by call weaponry are distinctive due to their astral glimmer. They are considered magic weapons
and thus are effective against damage reduction that requires a magic weapon to overcome.
Augment For every 4 additional power points you spend, this power improves the weapon’s enhancement bonus
  on attack rolls and damage rolls by 1.                    
  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.      
  Claws of the Beast (Unleashed) Special 1 Swift 20 Hrs. Self Self No Visual No
You call forth the aggressive nature of the beast inherent in yourself, psionically transforming your hands into
deadly claws. You gain two natural attacks with your claws, each dealing 1d4 points of damage (1d6 if you are
Large, or 1d3 if you are Small) plus your Strength bonus.
Your claws are natural weapons, so you are considered armed when attacking with them, and they can be affected
by powers, spells, and effects that enhance or improve natural weapons. You can choose to deal nonlethal
damage with your claws, taking the standard –4 penalty on your attack roll.
Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full
attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for
two-weapon fighting, and neither attack is a secondary attack unless you are using manufactured weapons in the
same round, in which case any claw not used to wield a weapon is considered a secondary attack (just like any
other creature which uses both manufactured and natural weapons). If your base attack bonus is +6 or higher,
you do not gain any additional attacks—you simply have two claw attacks at your normal attack bonus. You may
use secondary natural attacks as normal when using your claw attacks as part of a full attack.
You can manifest this power with an instant thought, quickly enough to gain the benefit of the power on your
turn before you attack. Manifesting this power is a swift action. You cannot manifest this power when it isn’t
your turn.
You can call or dismiss the claws as a swift action during the duration of the power. If you attack with a
manufactured weapon or another primary natural attack, you can’t make any claw attacks in that round. You can
still hold and manipulate items with your claws or cast spells just as well as you could with your hands.
Augment If you spend additional power points, you can create larger, sharper, and more deadly claws, .
as shown on the claws of the beast damage table
Claws of the Beast Damage    
Power Points Small Medium Large
1 1d3 1d4 1d6
3 1d4 1d6 1d8
5 1d6 1d8 2d6
7 1d8 2d6 3d6
11 2d6 3d6 4d6
15 3d6 4d6 5d6
  19   4d6 5d6 6d6                  
  Compression (Unleashed) 1 1sa 20 Min. Self Self No Olfactory No
This power causes instant diminution, halving your height, length, and width and dividing your weight by 8. This
decrease changes your size category to the next smaller one. You gain a +2 size bonus to Dexterity, a –2 size
penalty to Strength (to a minimum of 1), a +1 size bonus on attack rolls and AC due to your reduced size. If your
new size is Tiny, you have a space of 2 1/2 feet and a natural reach of 0 feet (meaning that you must enter an
opponent’s square to attack). If your new size is Diminutive, you have a space of 1 foot and a natural reach of 0'.
If your size decreases to Medium, you have a space of 5 feet and a natural reach of 5 feet. This power doesn’t
change your speed. All your equipment, worn or carried, is similarly reduced by the power. Melee and projectile
weapons deal less damage. Other psionic or magical properties are not affected by this power. Any affected item
that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This
means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon
that fired them). Multiple effects that reduce size do not stack, which means (among other things) that you can’t
use a second manifestation of this power to further reduce yourself.
Augment You can augment this power in one or more of the following ways
1.  If you spend 6 additional power points, this power decreases your size by two size categories. You gain a +4
size bonus to Dexterity, a –4 size penalty to Strength (to a minimum effective Strength score of 1), a +2 size bonus
on attack rolls, and a +2 size bonus to Armor Class due to your reduced size.
2.  If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard
action.
3.  If you spend 2 additional power points, this power’s duration is 10 minutes per level rather than 1 minute per
  level.                          
  Corrosive Aura (Expanded) 1 1sa 20 Rnds 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.                    
  Dazzling Swordplay (Expanded) 1 1 Swift 1 Rnds Melee 1 Creature None Material/Visual Yes
Your next successful melee attack dazzles the struck creature.
Trigger: If your attack was successful and the struck creature moves or attacks before the end of its next turn,
you can expend your psionic focus to blind it until the end of its current turn. The blindness takes effect at the
beginning of the creature's action which caused the trigger.
Augment: If you spend 6 additional power points, you can instead manifest this power upon making a successful
melee attack and have the effects of this power instead apply to that attack. Doing so still uses your swift action
for the round.
  Deaden Attack (Expanded) 1 1 Swift 20 Rnds 75 ft 1 Weapon No   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.                      
  Dissipating Touch (Unleashed) 1 1sa Instant Touch Creature Touched None Auditory/Visual Yes
Your mere touch can disperse the surface material of a foe or object, sending a tiny portion of it far away. This
effect is disruptive; thus, your successful melee touch attack deals 1d6 points of damage.
Augment For every additional power point you spend, this power’s damage increases by 1d6 points.
  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.                        
  Empty Mind (Unleashed) 1 1 Immediate 1 Rnds Self Self No Auditory No
You empty your mind of all transitory and distracting thoughts, improving your self-control. You gain a +2 bonus
on all Will saves until your next action.
  Augment For every 2 additional power points you spend, the bonus on your Will saves increases by 1.        
  Expansion (Unleashed) 1 1sa 0 Min. Self Self No Olfactory No
This power causes instant growth, doubling your height, length, and width and multiplying your weight by 8.
This increase changes your size category to the next larger one. You gain a +2 size bonus to Strength, a –2 size
penalty to Dexterity (to a minimum of 1), a –1 size penalty on attack rolls and AC due to your increased size.
If your new size is Large or larger, you have a space of at least 10 feet and a natural reach of at least 10 feet. This
power does not change your speed.
If insufficient room is available for the desired growth, you attain the maximum possible size and can make a
Strength check (using your increased Strength score) to burst any enclosures in the process. If you fail, you are
constrained without harm by the materials enclosing you—you cannot crush yourself to death by increasing .
your size.  All your equipment, worn or carried, is similarly expanded by this power. Melee and projectile weapons
deal more damage.
Other psionic or magical properties are not affected by this power. Any affected item that leaves your possession
(including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons
deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple
effects that increase size do not stack, which means (among other things) that you can’t use a second
manifestation of this power to further expand yourself.
Augment You can augment this power in one or more of the following ways.
1.  If you spend 6 additional power points, this power increases your size by two size categories instead of one.
You gain a +4 size bonus to Strength, a –4 size penalty to Dexterity (to a minimum effective Dexterity score of 1),
a –2 size penalty on attack rolls, and a –2 size penalty to Armor Class due to your increased size.
2. If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard
action.
If you spend 2 additional power points, this power’s duration is 10 minutes per level rather than 1 minute per
  level.                          
  Force Screen (Unleashed) 1 1sa 20 Min. Self Self No Auditory No
You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield
bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect).
Since it hovers in front of you, the effect has no armor check penalty associated with it.
Augment For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1.
  Fortify (Unleashed)   1 1sa 20 Min. Self   Self No   Mental No  
You imbue yourself with psionic energy that protects you from harm, granting yourself a +2 resistance bonus on
saves.
  Augment For every 2 additional power points you spend, you gain an additional +1 resistance bonus on saves.        
  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.          
  Grip of Iron (Unleashed) 1 1 Immediate 20 Rnds Self Self No Visual No
You can improve your chances in a grapple as an immediate action, gaining a +4 enhancement bonus to your
combat maneuver rolls to grapple.
You can manifest this power with an instant thought, quickly enough to gain the benefit of the power in the
current round. Manifesting this power is an immediate action. You can manifest this power when it isn’t your
turn (if you are grappled).
  Augment For every 2 additional power points you spend, the enhancement bonus increases by 1.          
  Hammer (Unleashed) 1 1sa Instant Touch Creatures Touched None Auditory/Material No
This power charges your touch with the force of a sledgehammer. Your melee touch attack deals 1d8 points of
damage. This damage is not increased or decreased by your Strength modifier.
Augment You can augment this power in the following ways:
1.  For every additional power point you spend, you can use this melee touch attack one additional time.
2.  For every additional 2 power points you spend, the damage increases by 1d8 damage.
  Inertial Armor (Unleashed) 1 1sa 20 Hrs Self   Self No   Visual No  
Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane
armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of
psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. Your inertial armor can
be invisible or can appear as a colored glow, at your option. The armor bonus provided by inertial armor does not
stack with the armor bonus provided by regular armor.
  Augment For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.        
  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 Claw (Unleashed) 1 1sa 20 Min. Self Self No Auditory No
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast) or a
bite attack (which could be a natural bite attack or one you gain by means of the power bite of the wolf ), you can
use this power to provide one of your natural weapons a +1 enhancement bonus on attack rolls and damage rolls.
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
natural weapon’s enhancement bonus on attack rolls and damage rolls by 1. This bonus does not allow a natural
weapon to bypass damage reduction aside from magic.
  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 (Unleashed) 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 (Unleashed) 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.          
  Precognition, Tactical 1 1sa 20 Rnds Self Self No Auditory/Olfactory No
Your awareness extends a fraction of a second into the future, allowing you to better perform a particular combat
maneuver. Select one type of combat maneuver, such as bull rush or reposition, when you manifest this power.
You gain a +2 enhancement bonus to combat maneuver checks of that type for the duration of the effect.
Augment This power may be augmented in one or more of the following ways.
1.  For every 2 additional power points you spend, the enhancement bonus increases by 1.
2.  For every 3 additional power points you spend, you can select an additional combat maneuver.
3.  If you spend 4 additional power points, using the combat maneuver selected does not provoke attacks of
opportunity.
  4.   If you spend 6 additional power points, you can manifest this power as an immediate action.          
  Prescience, Offensive (Unleashed) 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 (Unleashed) 1 1sa 20 Min. Self Self Fort neg 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.
Augment For every 3 additional power points you spend, the poison’s duration increases by 1 round.
  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.                      
  Skate (Unleashed) 1 1sa 20 Min. Touch Special None Material/Visual Yes D
You, another willing creature, or an unattended object can slide along solid ground as if on smooth ice. If you
manifest skate on yourself or another creature, the subject of the power retains equilibrium by mental desire alone,
allowing her to gracefully skate along the ground, turn, or stop suddenly as desired. The skater’s land speed
increases by 15 feet. (This adjustment is treated as an enhancement bonus.) As with any effect that increases
speed, this power affects the subject’s maximum jumping distance. The subject can skate up or down any incline
or decline she could normally walk upon without mishap, though skating up an incline reduces the subject’s
speed to normal, while skating down a decline increases her speed by an additional 15 feet. (This adjustment is
treated as a circumstance bonus.) If you manifest skate on an object, treat the object as having only one-tenth of
its normal weight for the purpose of dragging it along the ground.
  Augment For every additional power point you spend, you can affect an additional target.          
  Stomp (Unleashed) 1 1sa Instant 20 ft cone Reflex neg Auditory/Visual No
Your foot stomp precipitates a psychokinetic shock wave that travels along the ground, toppling creatures and
loose objects. The shock wave affects only creatures standing on the ground within the power’s area. Creatures
that fail their saves are thrown to the ground, are prone, and take 1d4 points of nonlethal damage.
Augment For every additional power point you spend, this power’s nonlethal damage increases by 1d4 points.
For every additional 2d4 points of nonlethal damage, the power’s save DC increases by 1.
  Synesthete (Unleashed) 1 1sa 200 Min. Self   Self No   Material No D
You receive one kind of sensory input when a different sense is stimulated. In particular, you can either feel light
or feel sound. You can shift your stimulated sense between these two options once per round as a swift action.
Your senses continue to work normally as well, unless they are impaired for some reason. Your face must be
uncovered to use this power, because it is the skin of your face that acts as the sensory receiver. If you are
feeling light by absorbing ambient light onto your skin, you have your normal visual abilities (except for
darkvision), even if your eyes are closed or you are blinded. If your eyes are working normally, you gain a +4
circumstance bonus on all visual Perception checks. While feeling light, you are immune to gaze attacks. If you
are feeling sound by absorbing sound onto your skin and your ears are working normally, the expanded audio
input provides you with a +4 circumstance bonus on Perception checks to listen. psionic or magical displacement
effects, invisibility effects, illusions, and other similar effects confuse your synesthete senses just as they would
your normal senses. You can also use this power to see sound if you are deafened, or hear light if you are blinded,
thus removing all penalties associated with either condition (though you gain no bonuses for using the power in
  this way if you are not deafened or blinded).                    
  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.
  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
  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.                        
  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 #REF! 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.                        
  Concealing Amorpha (Unleashed) 3 1sa 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
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.                        
  Dimension Swap (Unleashed) 3 1sa Instant 75 ft Special Will neg Visual Yes
This psionic power affects the caster and one ally or two allies.  You instantly swap positions between your
current position and that of a designated ally in range. Alternatively, you can swap the positions of any two allies
in range. This power affects creatures of Large or smaller size. You can bring along objects, but not other
creatures.
Special A psychic warrior can manifest this power to swap positions with an ally, but not to swap the positions
of two allies.
  Augment For every 2 additional power points you spend, this power can affect a target one size category larger.        
  Dissolving Touch (Unleashed) 3 1sa Instant 75 ft Special Will neg Visual Yes
You instantly swap positions between your current position and that of a designated ally in range. Alternatively,
you can swap the positions of any two allies in range. This power affects creatures of Large or smaller size. You
can bring along objects, but not other creatures.
Special A psychic warrior can manifest this power to swap positions with an ally, but not to swap the positions
of two allies.
Augment For every 2 additional power points you spend, this power can affect a target one size category larger.
  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.        
  Distracting Strike (Expanded) 3 1 Swift 1 Rnds Melee 1 Creature None Material/Olfactory Yes
Your next single melee attack is imbued to distract the opponent. If the attack is successful, you deal damage
normally and, until the end of its next turn, your target takes a -2 penalty to attack rolls and can't make attacks of
opportunity. If your attack misses, the target instead takes a -1 penalty to attack rolls until the end of its next turn,
but can make attacks of opportunity as normal. Any Power Resistance your target has is applicable against this
effect.
Augment: You can augment this power in one or both of the following ways.
1.  For every four additional power points spent, this power affects one additional melee attack during this round.
Effects from multiple attacks do not stack.
2.  If you spend 6 additional power points, you can instead manifest this power upon making a successful melee
attack and have the effects of this power instead apply to that attack. Doing so still uses your swift action for the
  round.                          
  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
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).
  Endorphin Surge (Expanded) 3 1sa 20 Rnds Self   Self No   Visual No D
The glands of your body emit massive quantities of endorphins, augmenting your natural abilities. While this
power is active, you are treated as if in a barbarian rage, giving you a +2 morale bonus to your Constitution and
Strength, a +1 morale bonus on Will saves, and a -2 penalty to your Armor Class. The effect is otherwise identical
with a barbarian's rage except you aren't fatigued at the end of the rage.
Augment: If you spend 6 additional power points, the morale bonus to your Constitution and Strength is
increased by 2, and the morale bonus on Will saves is increased by 1.
  Energy Adaptation, Specified (Unleashed) 3 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.        
  Entangling Strike (Expanded) 3 1 Swift 1 Rnds Melee 1 Creature None Auditory/Material No
The next successful melee attack you make this turn entangles the target until the end of its next turn.
Trigger: If your attack was successful and the target tries to make a concentration check before the end of its
next turn, you can immediately expend your psionic focus to deal 2d6 points of damage to it. The damage dealt
causes the standard penalty to that concentration check.
Augment: If you spend 6 additional power points, you can instead manifest this power upon making a successful
melee attack and have the effects of this power instead apply to that attack. Doing so still uses your swift action
  for the round.                        
  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.
  Everyman (Expanded)   3 1sa 20 Hrs. Self   Self No   Visual No  
You subtly shift your features and voice, making you less noticeable and granting you a +10 circumstance bonus
to Disguise checks, although you may not attempt to appear as a certain individual or another race. This is a
minor physical transformation, not an illusion, and as such fools touch as well as sight.
You may alter any skin or facial features to be anything normally possible for the race you appear as. Birthmarks,
moles, tattoos, piercings, and other distinguishing features are not visible unless you specifically will it. Psionic
tattoos may still be tapped while hidden.
At any point during the power's duration, you may concentrate as a standard action to change your appearance
again, including to resemble yourself. Your clothing and gear are not changed.
Augment: You can augment this power in one or more of the following ways.
1.  If you spend 1 additional power point, you may use this power to disguise yourself as particular individuals.
2.  If you spend 2 additional power points, you may alter your smell to blend in with creatures using the scent
  ability or who identify individuals by pheromones or other chemical senses.              
  Feat Leech (Unleashed) 3 1sa 20 Min. Touch Creature Touched Will neg Mental/Visual No
You can use another’s psionic or metapsionic feats for yourself. You make a melee touch attack against a target.
If successful, you immediately are familiar with the target’s psionic and metapsionic feats, if any, and you can
choose two of these feats to “leech”.
While the power lasts, you are treated as if you possessed the stolen feats, despite the fact that you have more
feats than normally allowed. During this same period, the target can make no use of the stolen feats. When the
power’s duration expires, you lose access to the feats, and the target gains immediate use of them. This transfer
occurs regardless of the distance between you and the target.
If the duration of feat leech is extended by the use of a metapsionic feat, the target gains a Will saving throw
every 10 minutes beyond the normal duration. If this save succeeds, the power’s duration ends. If the target is
killed before the duration expires, you immediately lose the benefit of the stolen feats.
You cannot steal a feat for which you do not meet the prerequisites, if any. However, you can use a stolen feat as
the prerequisite for another stolen feat.
Augment For every 2 additional power points you spend, you can leech another feat and this power’s save DC
  increases by 1.                        
  Freezing Sting (Expanded) 3 1 Swift 1 Rnds Melee 1 Creature None Material Yes
The next successful melee attack you make this turn deals an additional +1d6 points of cold damage.
Trigger: If your attack was successful and the target makes an attack during its next turn, you can expend your
psionic focus to give it a -2 penalty to that attack and all other attacks it makes during that turn. Power Resistance
applies to this triggered effect only; it does not apply to the additional damage on your attack.
Augment: If you spend 6 additional power points, you can instead manifest this power upon making a successful
melee attack and have the effects of this power instead apply to that attack. Doing so still uses your swift action
for the round.
  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.              
  Painful Strike (Unleashed) 3 1sa 20 Rnds Self Self No Material/Visual No
Your natural weapons cause additional pain. Each successful attack you make with a natural weapon deals an
extra 1d6 points of nonlethal damage to the target.
Augment If you spend 6 additional power points, you can manifest this power as a swift action.
  Prowess (Unleashed)   3 1 Immediate Instant   Self   Self No   Mental No  
If an enemy provokes an attack of opportunity from you, you can make the attack even if you’ve already taken
your allotted number of attacks of opportunity this round (usually one).
You can manifest this power instantly, quickly enough to gain an extra attack of opportunity in the same round.
  Manifesting this power is an immediate action. You can manifest this power even if it is not your turn.        
  Proximity Strike (Expanded) 3 1 Swift 1 Rnds Melee 1 Creature None Mental Yes
Until the end of your turn, the next successful melee attack you make deals an additional +1d4 points of damage
and temporarily attunes you to the creature struck. A creature with Power Resistance may attempt to block you
attuning to it, but Power Resistance does not affect the additional damage to your attack.
Trigger: If the target is not adjacent to you at the end of its next turn, you can expend your psionic focus as a
free action to teleport adjacent to it, as long as it is within Close range (25 ft. + 5 ft./2 levels).
Augment: If you spend 6 additional power points, you can instead manifest this power upon making a successful
melee attack and have the effects of this power instead apply to that attack. Doing so still uses your swift action
for the round.
  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.                          
  Psionic Lion's Charge (Unleashed) 3 1 Swift 1 Rnds Self Self No Mental No
You gain the powerful charging ability of a lion. When you charge, you can make a full attack in the same round.
You can manifest this power with an instant thought, quickly enough to gain the benefit of the power as you
charge.
Augment For every additional power point you spend, each of your attacks after a charge in the current round
  gains a cumulative +1 circumstance bonus on damage.                  
  Repositioning Strike (Expanded) 3 1 Swift 1 Rnds Melee 1 Med or smaller None Mental/Visual Yes
Until the end of your turn, the next successful melee attack you make, you and the creature struck swap positions.
Trigger: If your attack was successful and an ally attacks the target before the end of your next turn, you can
expend your psionic focus to allow both you and the attacking ally to treat the target as if it was being flanked
until the end of your next turn.
Augment: If you spend 6 additional power points, you can instead manifest this power upon making a successful
melee attack and have the effects of this power instead apply to that attack. Doing so still uses your swift action
for the round.
  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.                      
  Shocking Strike (Expanded) 3 1 Swift 1 Rnds Melee 1 Creature None Auditory/Mental Yes
The next single successful melee attack you make this round deals an additional +1d6 points of electricity damage
and charges the creature with static energy.
Trigger: If the target moves during its next turn and your attack was successful, you can expend your psionic
focus to deal an additional 2d6 points of electricity damage to it.
Augment: If you spend 6 additional power points, you can instead manifest this power upon making a successful
melee attack and have the effects of this power instead apply to that attack. Doing so still uses your swift action
for the round.
  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.
  Strength of My Enemy (Unleashed) 3 1sa 20 Rnds Self   Self No   Visual No D
You gain the ability to siphon away your enemy’s strength for your own use. One of your natural or
manufactured weapons becomes the instrument of your desire, and deals 1 point of Strength damage on each
successful hit. You gain that point of Strength as an enhancement bonus to your Strength score. Strength you
siphon from different foes is tracked separately—the total siphoned from each individual foe is considered a
separate enhancement bonus to your Strength (maximum +8), and you gain only the highest total.
Augment You can augment this power in one or both of the following ways.
1.  For every 3 additional power points you spend, the maximum enhancement bonus you can add to your
Strength increases by 2.
  2.  If you spend 6 additional power points, you can manifest this power as a swift action.          
  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.              
  Thought Shield (Unleashed) 3 1 Immediate 1 Rnds Self Self No Auditory No
You fortify your mind against intrusions, gaining power resistance 13 against all mind-affecting powers.
Augment For every additional power point you spend, this power’s duration increases by 1 round, and the
power resistance it provides increases by 1 point.
  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.        
  Wintry Grasp (Expanded) 3 1sa 1 Rnds Self Self No Material/Visual
Make a single melee attack as part of manifesting this power. If the attack hits, the target is immobilized and
cannot physically move from the spot until the end of their next turn.
In addition, until the end of your next turn, all of your attacks instead deal cold damage.
Augment: For every additional 4 power points spent, the effects of this power last an additional round.
3rd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Claws of the Vampire (Unleashed) 5 1sa 20 Rnds Self Self No Material/Visual 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 change the nature of that weapon. When this power is manifested, your claws take on an
ominous glimmer. Each time you make a successful claw attack against a living creature of Small or larger size,
you are healed of some amount of damage.
You heal a number of hit points equal to half the base damage dealt by your claws of the vampire, rounded down
(additional damage dealt because of a high Strength score or other enhancements does not count toward the
amount you heal). You heal as many hit points as can be gained while the creature remains at 1 hit point or higher.
Any damage that would reduce the creature to 0 or fewer hit points does not benefit you.
You do not heal damage if your attack deals non-lethal damage, such as when you attack a creature that has the
regeneration ability. Moreover, you gain no healing from attacking any creature that is under the effect of
biofeedback. Using fission on yourself and then attacking your duplicate also fails to grant any healing.
  Concealing Amorpha, Greater (Unleashed) 5 1sa 20 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.                
  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.
  Dispatch (Expanded)   5 1 Swift 1 Rnds Self   Self No   Mental No  
You gain a split second insight into the intentions of your foes allowing you to predict and counter their attacks
and place them in line for a single, devastating final strike.
You gain a +4 insight bonus on attack rolls made to disarm or trip (and any relevant ability checks to do so) for
one round. If you successfully disarm or trip an opponent in melee, you may make an immediate attack of
opportunity against that opponent at your highest attack bonus with a +4 circumstance bonus to the attack roll.
This counts against your allowed number of attacks of opportunity for the round.
Augment: You may augment this power in one or more of the following ways:
1.  If you spend 5 additional power points, your critical threat range is doubled while making attacks of
opportunity from this power. Unlike most of these effects, this stacks with Improved Critical or the keen weapon
property (that is, using a keen scimitar that would normally threaten on a 15-20 – six numbers – with this augment
would lead to attacks of opportunity that threaten on a 12-20 – nine numbers).
2.  For every 2 additional power points you spend, your insight bonus on disarm and trip attempts (including the
ability checks as necessary) increases by 1.
3.  For every 4 additional power points you spend, this power's duration increases by one round.
4.  Each additional power point you spend (including those spent on other augments) gives you a +1 insight
  bonus on damage rolls on attacks of opportunity generated by this power.              
  Dudoimensional Claw (Unleashed) 5 1sa 200 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 improve that weapon. One of your claws becomes two-dimensional, making it razor-sharp.
The weapon is now psionically keen, increasing its threat range from 20 to 19–20. This benefit does not stack with
other effects that improve a weapon’s threat range.
  Ectoplasmic Form (Unleashed) 5 1sa 20 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).                
  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.          
  Empathic Feedback (Unleashed) 5 1sa 200 Min. Self Self No Auditory/Material Yes
You empathically share your pain and suffering with your attacker. Each time a creature strikes you in melee, it
takes damage equal to one quarter the amount it dealt to you (rounded down, minimum 1) unless it succeeds on a
Will save. This damage is empathic in nature, so powers and abilities the attacker may have such as damage
reduction and regeneration do not lessen or change this damage. The damage from empathic feedback has no
type, so even if you took fire damage from a creature that has immunity to fire, empathic feedback will damage
your attacker. The damage from empathic feedback is a mind-affecting effect, a successful Will save negates this
damage, and the damage is subject to power resistance.
Augment This power may be augmented in one of the following ways.
1.  By spending 3 additional power points, the damage suffered by your attacker increases to one half the damage
dealt to you.
2.  By spending 6 additional power points, the damage suffered by your attacker is equal to the damage dealt to
   you.                          
  Empathic Transfer, Hostile (Unleashed) 5 1sa Instant Touch Creature Touched Will 1/2 Auditory/Material Yes
You transfer your hurt to another. When you manifest this power and then make a successful touch attack, you
can transfer 50 points of damage (or less, if you choose) from yourself to the touched creature. The damage you
transfer may not exceed the damage you currently have. You immediately regain hit points equal to the amount of
damage you transfer.
You cannot use this power to gain hit points in excess of your full normal total. The transferred damage is
empathic in nature, so powers and abilities the subject may have such as damage reduction and regeneration do
not lessen or change this damage.
The damage transferred by this power has no type, so even if the subject has immunity to the type of damage
you originally took, the transfer occurs normally and deals hit point damage to the subject.
Augment You can augment this power in one or both of the following ways.
1.  For every additional power point you spend, you can transfer an additional 5 points of damage (maximum 70
points per manifestation), although you must still have that amount of actual damage to transfer.
2.  If you spend 6 additional power points, this power affects all creatures in a 20-foot-radius spread centered on
you, transferring the full amount of damage to each creature, although no matter how many targets you affect,
you only heal the highest amount transferred to any one target.
  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).                        
  Evade Burst (Unleashed) 5 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.          
  Exhalation of the Black Dragon (Unleashed) 5 1sa Instant 75 ft 1 Ray None Visual Yes
You spit forth vitriolic acid, originating from your mouth, at your target. If you succeed on a ranged touch attack,
the target takes 3d6 points of acid damage.
  Augment For every 2 additional power points you spend, this power’s damage increases by 1d6 points.        
  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.
  Graft Armor (Unleashed) 5 1sa 24 Hrs Self   Self No   Olfactory No D
Any armor you are wearing becomes a natural extension of your body, and blends seamlessly with your form.
Now that the armor and you are one, your Maximum Dexterity Bonus increases by 1, the armor's Armor Check
Penalty is reduced by 1 (to a minimum of 0), any arcane spell failure is reduced by 10%, and the armor is treated as
one step lighter for all purposes except armor proficiency (light armor is still considered light armor).
  When this power's duration expires, the armor detaches normally and remains equipped.          
  Graft Weapon (Unleashed) 5 1sa 24 Hrs. Self Self No Olfactory No
You attach any melee weapon you can use in one hand—mundane, psionic, or magical—onto the end of one of
your arms. The weapon becomes a natural extension of your arm, and that hand blends seamlessly into the shaft,
hilt, or head of the weapon. Now that the weapon and you are one, you gain a +1 competence bonus on all attack
and damage rolls while using the weapon.
The grafted weapon is considered both a standard weapon and a natural weapon for the purpose of effects that
distinguish between either weapon type. For instance, the grafted weapon is treated as a natural weapon for the
purpose of delivering a touch attack with a power in conjunction with the weapon attack. As with any power (or
spell) melee touch attack made in conjunction with a natural weapon attack, the touch attack effect is not
delivered unless the natural weapon strikes normally; on a failed attack, the touch power (or spell) is wasted.
For a creature under the effect of the claws of the beast power, grafting a weapon means that attacks with this
hand deal the base damage of the weapon, instead of the claw upon which the creature normally relies.
While your hand is grafted to a weapon, you lose the use of that hand and take a –2 penalty on all skill checks
requiring the use of hands. Powers that temporarily polymorph or metamorph you can ignore the grafted weapon
or alter it normally, at your discretion. If the weapon takes damage, you take damage as well. If you are healed, so
is your grafted weapon. If your weapon is destroyed, you permanently lose 2 points of Constitution; the ability
drain persists until you can restore your natural anatomy (by means of regenerate or a similar effect).
  When this power’s duration expires, the grafted weapon falls to the ground and your hand returns.          
  Mental Barrier (Unleashed) 5 1 Immediate 1 Rnds Self Self No Auditory No
You project a field of improbability around yourself, creating a fleeting protective shell. You gain a +4 deflection
bonus to Armor Class.
You can use this power even when it’s not your turn; however, you must manifest it prior to an opponent’s
attack roll in order to gain this power’s benefit against that attack.
Augment You can augment this power in one or both of the following ways.
1.  If you spend 4 additional power points, the deflection bonus to Armor Class increases by 1.
  2. For every additional power point you spend, this power’s duration increases by 1 round.          
  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.          
  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.                    
  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.                  
  Vampiric Blade (Unleashed) 5 1sa 20 Rnds 0 ft Weapon you hold No Material/Visual No
You can use this power to change the nature of your weapon. When this power is manifested, your weapon takes
on an ominous glimmer. Each time you make a successful attack against a living creature of Small or larger size,
you are healed of some amount of damage.
You heal a number of hit points equal to half the base damage dealt by your claws of the vampire, rounded down
(additional damage dealt because of a high Strength score or other enhancements does not count toward the
amount you heal). You heal as many hit points as can be gained while the creature remains at 1 hit point or higher.
Any damage that would reduce the creature to 0 or fewer hit points does not benefit you.
You do not heal damage if your attack deals non-lethal damage, such as when you attack a creature that has the
regeneration ability. Moreover, you gain no healing from attacking any creature that is under the effect of
biofeedback. Using fission on yourself and then attacking your duplicate also fails to grant any healing.
4th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Backlash (Expanded) 7 1 Immediate Instant Self Self None Auditory/Mental No
You gain a flash of foresight, allowing you to strike back at an enemy. As part of manifesting this power, you can
make a full-attack action against a creature that has damaged you, so long as the creature is within range.
However, this foresight overloads your senses after your attack, and until the end of your next turn, you are
dazed. This dazed effect cannot be removed by any means except its normal expiration at the end of your next
turn. You can only use this power immediately in response to being damaged by a creature and must target the
creature that caused the damage.
Augment:  By spending an additional 8 power points, you are not dazed after making your attack.
  Battle Transformation (Expanded) 7 1sa 20 Rnds Self   Self None   Mental/Visual No  
You become a paragon of battle—stronger, tougher, faster, and more skilled in combat.
You gain a +2 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks.
You also gain 1 temporary hit point per manifester level. Whenever you make a full-attack action, you can make
an additional attack at your full base attack bonus, plus any appropriate modifiers. This additional attack is not
cumulative with similar effects, such as physical acceleration or weapons with the speed special ability.
Augment: This power may be augmented in one or more of the following ways.
1. For every 3 additional power points spent, the luck bonus improves by 1.
2.  If you spend 4 additional power points, the power's duration becomes 10 minutes/level.
3.  If you spend 2 additional power points, this power gains the Network descriptor. If used in this fashion, the
power's saving throw becomes Will negates (harmless) and Power Resistance becomes Yes (harmless).
  Claw of Energy (Unleashed) 7 1 sa 20 Rnds Self   Self None   Visual 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 energize that weapon. The claw attack deals an extra 1d6 points of cold, electricity, or fire
damage (as chosen by you when you choose your active energy type) on a successful hit. On a critical hit, it
deals an extra 1d10 points of energy damage. If the claw’s critical multiplier is x3, add 2d10 points of energy
damage instead; if the multiplier is x4, add 3d10 points of energy damage.
This power can be manifested on a claw attack that already deals energy damage, but if the claw already deals the
same type of damage as the power, the effects stack. If this power is manifested on a claw attack already
benefiting from the effect of the power, the newer manifestation supersedes the older manifestation, even if both
manifestations are of different energy types.
This power’s subtype is the same as the type of energy infused in the natural weapon.
  Energy Adaptation (Unleashed) 3 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 acid, cold, electricity, fire, or sonic damage.
When you absorb damage, you can choose to radiate visible light that illuminates a 60-foot radius for a number
of rounds equal to the points of damage you successfully resisted, or merely dissipate the energy without giving
off a visual display.
The energy resistance provided by this power increases to 20 points at 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.        
  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.        
  Fold Space (Unleashed) 7 1sa Instant 1200 ft Special Special Visual Special
You instantly transfer yourself from your current location to any other spot within range. You always arrive at
exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this power,
you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t
exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear
or objects up to its maximum load) or its equivalent per three manifester levels. A Large creature counts as two
Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported
must be in contact with one another, and at least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take
1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the
intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of
damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each
creature traveling with you take an additional 4d6 points of damage and the power simply fails.
Augment If you spend 6 additional power points, you can manifest this power as a move action, although you
  still cannot take any other actions until your next turn.                  
  Immovability (Unleashed) 7 1sa Concentration Self Self No Visual No
You are almost impossible to move. Your weight does not vary; instead, you mentally attach yourself to the
underlying fabric of the plane. Thus, you could conceivably anchor yourself in midair. Any creature attempting
to physically move you must succeed on an opposed Strength check, and you gain a +20 bonus on the check.
You can’t voluntarily move to a new location unless you stop concentrating, which ends the power.
You cannot apply your Dexterity bonus to Armor Class; however, your anchored body gains damage reduction 
15/–.
You cannot make physical attacks or perform any other large-scale movements (you can make small-scale
movements, such as breathing, turning your head, moving your eyes, talking, and so on). Powers with the
teleportation descriptor, or any telekinetic effect, manifested on you automatically fail.
  Augment: If you spend 8 additional power points, you can manifest this power as an immediate action.        
  Inertial Barrier (Unleashed) 7 1sa 200 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.                    
  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).                  
  Shrapnel Burst (Expanded) 7 1sa Instant 40 ft 40' Radius Burst Reflex 1/2 Mental/Visual No
You emit a burst of crystalline shrapnel, dealing 9d6 points of piercing damage to all creatures within a 40 ft. burst
centered on you.
Augment: For every additional power point you spend, the power deals an additional 1d6 points of damage. For
  every two additional dice of damage, the save DC is increased by 1.              
  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.        
  Thundering Step (Expanded)
  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.                          
  Vanishing Strike (Expanded) 7 1 Round Instant Self Self No Olfactory/Visual No
Manifesting this power does not provoke attacks of opportunity. As part of manifesting this power, make a
single melee attack against an enemy within reach. After the attack, you bend the light around you, becoming
invisible, and teleport up to 30 feet away from your current location. You stay invisible for one round per
  manifester level or until you make an attack.                    
  Weapon of Energy (Unleashed) 7 1sa 20 Rnds Touch Weapon Touched Fort neg Visual No
You can use this power to energize that weapon. The weapon deals an extra 1d6 points of cold, electricity, or
fire damage (as chosen by you when you choose your active energy type) on a successful hit. On a critical hit, it
deals an extra 1d10 points of energy damage. If the weapon’s critical multiplier is x3, add 2d10 points of energy
damage instead; if the multiplier is x4, add 3d10 points of energy damage.
This power can be manifested on a weapon that already deals energy damage, but if the weapon already deals the
same type of damage as the power, the effects stack. If this power is manifested on a weapon attack already
benefiting from the effect of the power, the newer manifestation supersedes the older manifestation, even if both
  manifestations are of different energy types.                    
  Zealous Fury (Expanded) 7 1 Round Instant Melee 1 Creature None Auditory/Visual Yes
Manifesting this power does not provoke attacks of opportunity. As part of manifesting this power, make a single
melee attack. If your attack is successful, you deal an additional +3d6 points of sonic damage and the target is
dazed until the end of its next turn. Power Resistance applies to the dazed effect, but does not apply to the
additional damage to your attack.
After the attack, regardless of if it is successful, you can teleport up to 30 feet from your current location. Each
enemy you end up adjacent to must make a Fortitude save or become dazed until the end of your next turn. Your
initial target is immune to this effect if you teleport adjacent to it. Power Resistance applies to this effect.
5th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Adapt Body (Unleashed) 9 1sa 20 Hrs Self Self No Visual No
Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely
cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You
can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain),
and you take no damage simply from being in that environment. You need not specify what environment you are
adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile
environment as needed throughout the duration.
You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any
environmental feature that normally directly deals 1 or more dice of damage per round deals you only half the
  usual amount of damage.                      
  Barrage (Expanded) 9 1 Swift 1 Rnds 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.              
  Biting Cold (Expanded) 9 1 Swift 1 Rnds Melee 1 Creature None Auditory/Mental Yes
The next successful melee attack you make this round deals an additional +1d10 points of cold damage to the
struck creature and the target is staggered from the cold. Power Resistance does not apply to this additional
damage, but does apply to the staggered condition.
Trigger: If your attack was successful, you can expend your psionic focus to infuse the target with chilling cold.
Power Resistance applies to infusing the target with chilling cold. Until the end of its next turn, if the creature
struck makes an attack, manifests a power, or casts a spell, it takes 1d10 points of cold damage and is paralyzed
for one round.
Augment: If you spend 6 additional power points, you can instead manifest this power upon making a successful
melee attack and have the effects of this power instead apply to that attack. Doing so still uses your swift action
for the round.
  Bonding Strike (Expanded) 9 1sa 1 Rnds Melee   2 Creatures None   Mental Yes  
As part of manifesting this power, make a single melee attack against two enemies within reach. Each hit deals
damage normally. If both attacks are successful, the targets are empathically bound together. Until the end of
your next turn, all hit point damage applied to one target is automatically applied to the other target.
  Manifesting this power does not provoke attacks of opportunity.                
  Catapsi (Unleashed) 9 1sa 20 Rnds 30 ft 30' Radius Will neg Mental/Visual Yes
By manifesting this power, you generate psychic static, interfering with the ability of other psionic characters to
manifest their powers or use psi-like abilities (you are not affected by your own catapsi manifestation). All psionic
activity within the area requires 4 more power points to manifest than normal, unless a character makes a Will
save each time he attempts to manifest a power. Using a psi-like ability becomes a full-round action, instead of a
standard action, in a catapsi field. If two or more fields of catapsi overlap, the effects are not cumulative.
The limit on the number of power points a subject can spend on a power remains in effect; thus, a subject may
not be able to manifest its highest-level powers. If manifesting a power would cause the manifester to exceed his
available power points or his spending limits, the manifestation fails automatically, but no power points are
expended.
Augment For every 4 additional power points you spend, this power’s range and the radius of its area both
  increase by 5 feet.                        
  Metaconcert (Unleashed) 9 1 Minute 20 Min. 20 ft Special None Mental/Visual No
You link your psychic might with other psionic creatures, creating a composite network more powerful than the
sum of its parts. If there are no willing, psionic creatures in the area other than you when you use this power, it
fails. When you manifest this power, up to five willing, psionic creatures in the area connect with you into a
metaconcert network (a “meta network”), a distributed, metaphysical analogue of a psionic manifester. Misty
strands of glowing power link the brows of each member in a complex and shifting pattern, and a mental image of
each other member appears in the minds of everyone so linked. A number of power points you designate flow
from each member (including yourself) into a collective pool. If a member does not have enough power points to
contribute, he drops out of the metaconcert (see below).
One individual is chosen as the metaconcert conductor by mutual consent of the other members (this is usually
the manifester, but doesn’t have to be). Until the power ends, this conductor directs the efforts of the network.
Members of a metaconcert can continue to take actions of their own as normal without disrupting the
metanetwork, provided they stay within the area (see below).
All the powers known of each member (except metaconcert) are available to the conductor through the
meta network. While the conductor may still manifest his own powers as normal, he may instead choose to
manifest a power from the meta network instead of from his own powers known. If he does so, he must use the
power point pool of the meta network and may not use any of his feats or class features to modify the
manifestation (although items are permitted), but he also gains numerous benefits. When manifesting a power
from the meta network, his manifester level increases by one for each other meta network member (for instance,
the normal maximum membership of five members besides the conductor increases the conductor’s manifester
level by five). It is obvious to an outsider when the conductor manifests from the meta network, as arcs of light 
pulse between the various members in a scintillating pattern, streaming to the conductor as his power manifests --
this display cannot be hidden.
The meta network also supports its members. Each member of the meta network gains a bonus on saving throws
made against spells or powers equal to the number of other members, as the meta network distributes incoming
magical energy about its nodes. If a spell or power would deal damage or ability damage to the conductor, he may
choose to instead distribute it evenly between himself and all willing members. An individual member may decline
receiving damage this way on a case-by-case basis (for example, if a metaconcert consists of the conductor and
four other members, one of whom is not willing to receive damage at this time, the conductor may split the
incoming damage between himself and the three willing members). Damage split to willing members this way is
typeless and empathic in nature. This splitting takes place prior to the effects of other powers or abilities that
lessen damage, such as energy resistance or the intellect fortress power. Spells and powers that are not subject to
power resistance cannot have their damage or ability damage split this way, though the saving throw bonus still
applies.
Once the meta network forms, the members must remain within the power’s area, and as a group can move at half
the slowest member’s speed on the conductor’s turn. This counts as a move action for each member (that is, if the
group moves, each member is treated as having used a move action on their next turn). If a member moves outside
the area (whether willingly or involuntarily), that individual drops out of the group, and the power point pool of
the meta network is instantly recalculated.
All members who leave before a metaconcert ends or is dismissed reclaim a number of power points equal to the
meta network’s current power point pool divided by the number of members. That same number of points is
removed from the meta network's power point pool. If the conductor drops out, the power ends. When a
metaconcert ends normally or is dismissed, remaining power points in the pool are divided among all the members
(the conductor receives the remainder if the points can’t be divided evenly). No creature can leave a metaconcert
with more power points than they had when they entered it -- surplus points dissipate as harmless light radiating
from the creature’s eyes.
Augment For every additional power point you spend, this power’s duration increases by 1 minute. For every 2
additional power points spent this way, the maximum number of members of the meta network increases by one,
and the range and radius of the area of effect increase by 5 ft.
  Oak Body (Unleashed) 9 1sa 20 Min. Self   Self No   Auditory No  
This power transforms your body into living oak, which grants you several advantages.
You gain damage reduction 10/slashing and a +5 bonus to natural armor that overlaps (does not stack with) any
natural armor bonus you may already have. You are immune to ability damage, blindness, deafness, disease,
drowning, poison, stunning, and all powers, spells, or attacks that affect your physiology or respiration, because
you have no physiology or respiration while this power is in effect.
You take half damage from cold effects of all kinds. However, you become susceptible to all special attacks that
affect wood, and you gain vulnerability to fire.
You gain a +4 enhancement bonus to Strength, but you take a –2 penalty to Dexterity (to a minimum Dexterity
score of 1), and your speed is reduced to half normal. You can speak but cannot drink (and thus can’t use
potions) or play wind instruments. You have an armor check penalty of –4 and an arcane spell failure chance of
25%.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters, 1d6 for Medium
characters), and you are considered armed when making unarmed attacks. When you make a full attack against
an object or structure using your unarmed strike, you deal double damage.
  Augment For every additional power point you spend, this power’s duration increases by 1 minute.          
  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.                      
  Summoning Strike (Expanded) 9 1 Round Instant 75 ft 1 Creature Will neg Olfactory/Visual Yes
You attempt to teleport one creature within range to a space adjacent to you unless it makes a successful Will
saving throw. On a failed save, the target is teleported to an open space adjacent to you and you may make a
single melee attack against the target. If there is no space adjacent to you where the target can stand, or where
there is not firm ground, the power fails.
Augment: For every additional 4 power points spent, the maximum size of the target is increased by one step
(large, huge, etc) and the save DC increases by 2.
6th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Barred Mind, Personal (Unleashed) 11 1sa 1 Day Self Self No Olfactory No
You are protected from all devices, Powers, and spells that gather information about the target through divination
powers or magic (such as detect evil, locate creature, scrying, and see invisibility). Barred mind also grants a +8
resistance bonus on saving throws against all mind-affecting powers, spells, and effects. Barred mind even foils
bend reality, limited wish, miracle, reality revision, and wish spells when they are used in such a way as to gain
information about the target. In the case of remote viewing or scrying that scans an area the creature is in, such
as arcane eye, the effect works but the creature simply isn’t detected. Remote viewing (scrying) attempts that are
targeted specifically at the subject do not work at all.
  Augment For every two power points spent, the resistance bonus increases by 1.          
  Body of Iron (Unleashed) 15 1sa 20 Min. Self Self No Auditory Yes
You transform your body into living iron, which grants you several powerful resistances and abilities.
You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, 
deafness, disease, drowning, electricity, poison, stunning, and all powers or attacks that affect your physiology
or respiration, because you have no physiology or respiration while this power is in effect. You take only half
damage from acid and fire. However, you also become vulnerable to all special attacks that affect iron golems.
You gain a +6 enhancement bonus to your Strength score, but you take a –6 penalty to Dexterity as well (to a
minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance
of 35% and a –6 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t
use potions) or play wind instruments.
Your unarmed attack deals damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium
characters), and you are considered armed when making unarmed attacks.
Your weight increases by a factor of 10, causing you to sink in water like a stone. However, you could survive the
lack of air at the bottom of the ocean—at least until the duration expires.
  Breath of the Black Dragon (Unleashed) 11 1sa Instant   75 ft Cone Reflex 1/2   Visual Yes  
Your mouth spews forth vitriolic acid that deals 11d6 points of acid damage to any targets in the area.
Augment For every additional power point you spend, this power’s damage increases by 1d6 points. For every
  two additional damage dice, this power’s save DC increases by 1.                
  Brutalize Wounds (Expanded) 11 1sa 20 Rnds 75 ft 1 Creature Will part Visual Yes
You invade the target's mind and temporarily reduce its ability to ward off attacks. If the target succeeds at its
saving throw, its hardiness is still depleted; the target takes 1 extra point of damage per die of damage it is dealt
from melee or ranged attacks while the duration lasts. If it fails its save, it takes maximum damage plus 1 point of
extra damage per die of damage it is dealt from melee or ranged attacks while the duration lasts. For instance, if a
greatsword that normally deals 2d6 points of damage hits the target, they take 14 points of damage from the hit
automatically. A target that knows that it is under the effect may spend a move action to make an additional Will
save at the original save DC to attempt to reduce the effect to only taking 1 extra point of damage per die of
  damage it is dealt.                        
  Defer Fatality (Expanded) 11 1 Immediate Instant Self Self No Auditory No
When death is about to claim you because of a lethal attack of any sort, you instead enter a state of suspended
animation. While fatality is deferred, you do not age, breathe, grow hungry, sleep, or regain power points. You are
unaware of your surroundings and cannot use subconscious powers. Outside forces can damage your body, but
as long as your head remains attached to your torso and your brain remains intact, the physical damage can be
healed. A coup de'grace still forces you to make a Fortitude save or die.
You can manifest this power quickly enough to avoid complete destruction if you are unexpectedly affected by a
lethal melee or ranged attack or effect. You cannot manifest this power if you are unconscious.
You remain in a state of deferred fatality until some third party provides you with magical or psionic healing in the
amount equal to 10 points + the amount of damage your body originally (and subsequently) sustained which
dropped you into this deferred state. When so cured, you become conscious, possess 1 hp, 1 power point, and
sustain 1d4+1 points of temporary ability damage on each of your six ability scores. (If this brings your
  Constitution score to 0, you die normally.)                    
  Dispelling Buffer (Unleashed) 11 1sa 20 Hrs Special Special None Material/Olfactory Yes D
You create a psychokinetic shield around the subject that improves the chance that any powers affecting the
subject Will resist a dispel psionics power (or a dispel magic spell) or a negation effect that targets a specific
power (such as shatter mind blank). When dispelling buffer is manifested on a creature or object, on each dispel
check, add +5 to the DC for the ongoing effect that is subject to being dispelled.
Dispel psionics can negate dispelling buffer, but against a targeted dispel, dispelling buffer is always checked last
(with the same +5 bonus). Against an area dispel, dispelling buffer is checked in the order according to its level
(with the same +5 bonus).
Special When a psychic warrior manifests this power, the range is personal and the target is the manifester.
  Form of Doom (Unleashed) 11 1sa 0 Rnds Self   Self No   Visual No  
You wrench from your subconscious a terrifying visage of deadly hunger and become one with it. You are
transformed into a nightmarish version of yourself, complete with an ooze-sleek skin coating, lashing tentacles,
and a fright-inducing countenance. You effectively gain a +10 bonus on Disguise checks to hide your identity
and instead appear as a horrific monster, though you retain your basic shape and can continue to use your
equipment. While using this power, you cannot impersonate a specific individual.
You gain the frightful presence extraordinary ability, which takes effect automatically when you charge a foe.
Opponents within 30 feet of you that have fewer Hit Dice or levels than you and that witness your charge become
shaken for 5d6 rounds if they fail a Will save (DC 16 + your Cha modifier). An opponent that succeeds on the
saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Your horrific form grants you a natural armor bonus of +5, damage reduction 5/–, and a +4 bonus to your Strength
score. In addition, you gain +10 feet to your land speed as well as a +10 bonus on Climb checks and Acrobatic
checks made to jump.
A nest of violently flailing black tentacles sprout from your hair and back. You can make up to four additional
attacks with these tentacles in addition to your regular melee attacks in each round that you take a full attack
action. You can make tentacle attacks within the space you normally threaten. If you make your tentacle attacks
in addition to you regular melee attacks, each tentacle attacks at your highest base attack bonus with a –5
penalty. If you forgo all your other attacks, making only tentacle attacks, you make your tentacle attacks at your
highest base attack bonus with no penalty. These tentacles deal 2d8 points of damage plus one-half your
Strength bonus on each successful strike.
This power functions only while you inhabit your base form (for instance, you can’t be metamorphed or
polymorphed into another form, though you can use claws of the beast, and bite of the wolf in conjunction with
this power for your regular attacks), and while your mind resides within your own body.
  Augment For every additional power point you spend, this power’s duration increases by 2 rounds.          
  Suspend Life (Unleashed) 11 1sa Till Dismissed Self Self No Olfactory No
You can place yourself into a trance so deep that you are almost in suspended animation. Even powers that
detect life or thought are incapable of determining that you are alive.
While you are suspended, you are aware of your surroundings. You feel the passage of one day for every year
that actually passes. Though on a slower schedule, you grow hungry after a “day” without food (though a year
passes in actuality) and begin to suffer the effects of thirst and starvation as appropriate. Time-based physical
effects like aging are similarly slowed down, although durations of psionic powers and similar effects are treated
normally.
If you take any damage, you come out of your trance 4 rounds later. The trance can also be ended by a successful
use of dispel Psionics. If you choose to dismiss the power, your trance ends 10 rounds later.
  Upheaval (Expanded)   11 1sa Instant   300 ft 20' Radius Burst Reflex 1/2   Visual No  
You translocate entire chunks of the earth 50 ft. into the air, where they fall onto the targets below. Each creature
in the area affected takes 9d6 points of bludgeoning damage as the earth falls back to the ground. Unlike normal
damage from powers, this damage is subject to damage reduction that would affect mundane bludgeoning
damage.  In addition, the ground in the affected area becomes difficult terrain, making movement through it
harder.
Augment: For each additional 2 power points spent, this power can affect an area 5 ft. larger in radius and the
  save DC increases by 1.