Each discipline also offers a selection of unique abilities only available to psions who specialize in that discipline. You may select one of the available discipline abilities instead of a power known. You may not select more than one ability at any given psion level, and you may only select these abilities when gaining a level of psion.
Each ability has a minimum psion level known associated with it. Your psion class level must be at the indicated level or higher in order to exchange a power known for the discipline ability.
Clairsentience
A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.
1st-Level Abilities
False Notion (Su)
You may expend psionic focus as a swift action to implant a false thought in the mind of an enemy you can see within 30 feet. This enemy takes a -1 penalty to their next two d20 rolls. At 6th level and every 4 levels thereafter, this penalty increases by -1, to a maximum of -5 at 18th level. This is a mind-affecting effect.
Fright Factor (Su)
As long as you maintain psionic focus, any creature that fails a Will save against a Clairsentience power you manifest also becomes shaken for 2 rounds. You may expend psionic focus as a swift action when you would activate this ability to instead cause that creature to be frightened for an equal number of rounds. At 6th level and every four levels thereafter, this ability lasts for an additional round (3 at 6th level, 4 at 10th level, and so on).
Insightful Steps (Su)
As long as you maintain focus, your insight allows you to know just where to step to keep your footing, allowing you to ignore difficult terrain.
You may expend your psionic focus as an immediate action to grant this ability to an ally within 30 ft. for a number of rounds equal to your Intelligence modifier. Only one person, including you, can benefit from this ability at a time.
At 6th level and every four psion levels thereafter, one additional creature may be affected by this ability at a time (2 at 6th, 3 at 10th, and so on).
Recovered Information (Su)
As long as you maintain psionic focus, when someone successfully saves against a Clairsentience power you’ve manifested, you learn about a single psionic effect currently in effect on the target, if any. Each subsequent successful save against a Clairsentience power you manifest transfers information about another psionic effect currently in effect on the target, if any.
If there are no psionic powers in effect on the target that you do not already know, then you learn information about a single psionic item the creature currently possesses, as if you had identified the item. This effect does not give any information on artifacts.
The number of psionic effects or items you learn about per save increases by one every four psion levels thereafter.
8th-Level Abilities
Alter Probability (Su)
Once per day as an immediate action, you may expend your psionic focus to give an enemy false insight, forcing one enemy within Medium range (100 ft. + 10 ft./level) to reroll a single dice roll. The target must take the worse of the two rolls. A successful Will save negates this effect (DC 10 + 1/2 class level + Int modifier). At 10th level and every two psion levels thereafter, this ability may be used one additional time per day.
Alter the Waves (Su)
Each day when you meditate to regain your power points, you gain a +3 insight bonus that can be used on any one die roll. Every two psion levels thereafter, this ability may be used one additional time per day and the insight bonus is increased by 1.
Aura Sight (Su)
As long as you maintain psionic focus, you can tell the alignment of any creature you can see. If you expend psionic focus as a swift action, you can tell the strength of the alignment aura of all creatures you can see.
Hindsight (Su)
Once per day after you fail an attack roll or saving throw and the result is stated, you may expend psionic focus as a free action. This provides you with a retroactive +2 bonus to the roll, which can change the result of the roll. At 10th level and every two levels thereafter, you can use this ability once more per day and the bonus increases by +1. At 14th level, you may expend two uses of this ability at once to provide its benefits to an ally within 30 feet.
Lies and Slander (Su)
Once per day, you may expend psionic focus to cause all enemies within 20 feet to take a -1 penalty to the next d20 roll each of them makes. This penalty increases by -1 at 10th level and every even level thereafter, and you can use it once more per day at each of those levels.
14th-Level Abilities
Seeing the Connections (Su)
Once per day, you can automatically identify all properties of a magic item, magic aura, or identify a spell or power in effect.
In addition, if you are being scryed upon, you can expend your daily use of this power as an immediate action to disrupt the scrying attempt and instead scry on the originator of the effect using the same effect as that which targeted you. You need not pay any power point cost for this ability, although the originator can make a save to block the attempt (same DC as the original scrying attempt).
This ability does not work on artifacts.
Smiting Ideals (Su)
Once per day, you may expend psionic focus as a swift action to use the Smite Evil ability as a Paladin of half your psion class level, except it targets any one creature who has a different alignment than you, and all references to Charisma instead use Intelligence. At 16th level, and again at 18th level and 20th level, you may do so once more each day.
Terrifying Presence (Su)
As long as you maintain psionic focus, any hostile creature that comes within 10 feet of you must make a Will save against a DC of 10 + half your psion level + your Intelligence modifier. On a successful save, they are shaken for 1d4 rounds and become immune to this ability for 24 hours. On a failed save, they are panicked for 1d4 rounds.
Who Are You? (Su)
Once per day, you may examine a single creature that you can see to learn its alignment, its lowest and highest ability scores, and what classes it has levels in, if any. You may expend psionic focus as you do this to also learn the three skills it has the most ranks in and how many hit dice it has. If more than three skills are tied for having the most ranks, the GM selects which ones to list.
20th-Level Abilities
Perpetual Foresight (Su)
Your ability to foresee the different possibilities has suffused you. Any time you roll a d20, you may expend your psionic focus as an immediate action to roll a second time. To choose the result of the second roll, you must pay the unmodified die roll in power points.
Metacreativity
A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper’s command.
1st-Level Abilities
Crystal Shot (Su)
You may expend psionic focus as a swift action to make a ranged attack with a range of 30 feet and two range increments. This attack deals 1d8 piercing damage, threatens a critical hit on a natural 20, and deals triple damage on a critical hit. You may use your Intelligence modifier instead of your Dexterity modifier to determine your bonus to the attack roll.
The damage increases by 1d8 at 5th level and every 3 levels thereafter (2d8 at 5th level, 3d8 at 8th level, and so on).
Guide the Blade (Su)
As long as you maintain psionic focus, all attack rolls made against hostile creatures within 25 feet of you gain a +1 insight bonus. This does not apply while you are flat-footed. At 6th level and every 4 levels thereafter, this bonus increases by +1.
Iron Ego (Su)
Once per day when you would be hit with an attack that doesn’t target your touch or flat-footed AC, you may expend your psionic focus as an immediate action. This gives you a +2 psionic bonus to AC against that attack. If this would cause you to have a high enough AC to have not been hit, you are not hit. This bonus increases by +1 at 7th level, 12th level, and 17th level. You may use this ability twice per day at 9th level, and three times per day at 16th level.
Summoner’s Call (Ex)
If you maintain focus when manifesting a power of the creation subdiscipline, the duration is increased by 1 round plus 1 round for every four psion levels.
In addition, your astral constructs gain an additional menu option of the highest menu available when you manifest the power (this stacks with the effects of the Boost Construct feat).
8th-Level Abilities
Crystal Edge (Su)
As long as you maintain psionic focus, you add the number of damage dice for your crystal shot ability to all attack and damage rolls made with manufactured weapons. You must possess the crystal shot ability to select this ability.
Ectoplasmic Protection (Su)
You can gain an ectoplasmic coating over your form, granting you concealment for one round per psion level, usable once per day for every four psion levels you possess.
Improved Constructs
You gain your choice of the Advanced Constructs or Boost Construct feat as a bonus feat. If you already possess both feats, you gain a bonus psionic feat of your choice. You must meet any applicable prerequisites of the selected feat.
Right Tool for the Job (Su)
As long as you maintain psionic focus, you may use a move action to manipulate ectoplasm to create a tool to assist with a skill you have ranks in. This tool provides an equipment bonus to skill checks with that skill equal to one-fourth your psion level. You may expend psionic focus when you use this tool to increase the bonus to one-half your psion level, but the tool breaks after being used in such a way.
14th-Level Abilities
Direct the Flow (Su)
You may expend psionic focus as an immediate action to give a single attack roll made within 30 feet of you a bonus equal to twice the bonus provided by your guide the blade ability. You must possess the guide the blade ability to select this ability.
Maestro of Constructs (Su)
Once per day as a standard action, you can choose to create up to half your psion level in astral constructs, divided at your discretion (For example, for a 14th level constructor, a 5th-level construct and a 2nd-level construct, a single 7th-level construct, seven 1st-level constructs, etc.), repair a damaged astral construct for up to 30 hit points plus 1 hit point per psion level, or summon two astral swarms plus one astral swarm for each three levels beyond 14th, to a maximum of 4 at 20th level.
Maestro of Ectoplasm (Su)
Once per day as a standard action, you can manipulate raw ectoplasm in a myriad of ways. You can choose to coat up to 50 square feet (in 10 foot squares) in a slick, as the ectoplasmic sheen power (DC 10 + half psion level + Intelligence modifier), or create a up to 7 levels in astral constructs, divided at your discretion (a 5th-level construct and a 2nd-level construct, a single 7th-level construct, seven 1st-level constructs, etc.), create a volume of matter as if manifesting major ectoplasmic creation, or repair a damaged astral construct for up to 30 hit points plus 1 hit point per psion level.
Persistent Plasma (Su)
As long as you maintain psionic focus, you gain a +2 equipment bonus to all skill checks in which you have ranks, even when not using a tool. Using an actual tool causes you to lose this bonus. This bonus increases to +3 at 17th level and to +4 at 20th level.
Shielded Spirit (Su)
As long as you maintain psionic focus, you gain a +5 shield bonus to AC. If you possess the iron ego ability, when you use that ability, this shield bonus stays in effect until the attack is resolved, instead of immediately after you expend your psionic focus. This shield bonus increases to +6 at 19th level.
20th-Level Abilities
Astral Ally (Su)
You can change the duration of an astral construct power to permanent. You can have no more than one astral construct power made permanent in this way at one time. If you designate another astral construct power as permanent, the previous power immediately ends.
Psychokinesis
Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy.
1st-Level Abilities
Invigorating Volt (Su)
You may expend your psionic focus as a free action when you manifest a power that deals electricity damage. For every 5 points of damage you deal, before factoring in resistance or immunity, you gain a cumulative +1 insight bonus to one of the following: attack rolls, damage rolls, AC, Fortitude saves, Reflex saves, Will saves, or skill checks.
The maximum bonus this ability can provide is equal to your Intelligence modifier. This bonus lasts for one round, and you can only benefit from one instance of this ability at a time. This bonus lasts for one additional round at 5th level and every 3 levels thereafter, to a maximum of seven rounds at 20th level (two rounds at 5th level, three rounds at 8th level, and so on). If you benefit from this ability while it’s already active, the duration increases by one round and you may change where the bonus applies.
Sonic Burst (Su)
When you manifest a power that deals sonic damage to a single creature, you may expend your psionic focus to cause it to deal +1 damage per die to that creature and deal damage equal to half your manifester level to all creatures in a 5 foot radius of the targeted creature. This increases to a 10 foot radius at 6th level, a 15 foot radius at 12th level, and a 20 foot radius at 18th level.
Stop Drop and Roll (Su)
You gain fire resistance equal to your manifester level. Additionally, when fire damage is dealt to you, you may choose to give up your resistance to fire damage for one round to spread the fire to your foes. All enemies within 10 feet of you take one-fourth as much fire damage as you do, in addition to any they would’ve already taken.
Telekinetic Hurl (Su)
As long as you maintain psionic focus, you gain the ability to telekinetically hurl objects of up to 5 lbs. as a ranged attack at an enemy within 30 ft. Such attacks deal 1d4 points of damage due to the force exerted. This damage increases by 1d4 points of damage for every four psion levels thereafter.
8th-Level Abilities
Crash and Clang (Su)
Whenever you manifest a power that deals sonic damage to a single creature, that creature must make a Fortitude save against the normal DC of that power or be deafened for one hour. A successful Fortitude save reduces this time to one minute. You may expend your psionic focus to affect all creatures within 5 feet of the creature instead. This increases to all creatures within 10 feet at 16th level.
Kinetic Aura (Su)
You gain a +1 psionic bonus to AC. This bonus increases by +1 every three levels thereafter.
Sluggish Cold (Su)
As long as you maintain psionic focus, whenever you manifest a power that deals cold damage, all targets of that power have all of their movement speeds reduced by 5 feet, to a minimum of 5 feet. This penalty increases to 10 feet at 12th level, 15 feet at 16th level, and 20 feet at 20th level.
Spark of Inspiration (Su)
Once per day when you use your invigorating volt ability, you may reduce its duration by two rounds to provide its benefits to all allies within 20 feet of you, including yourself. You may use this ability twice per day at 13th level and three times per day at 18th level. You must have the invigorating bolt ability to select this ability.
14th-Level Abilities
Energetic Recharge (Su)
Once per day, you can expend psionic focus as an immediate action when you would take damage from cold, electricity, fire, force, or sonic damage to convert the damage into power points, at a rate of 1 power point per 5 damage. You suffer none of the converted damage, but may not gain more than your manifester level in power points.
For example, if a 14th level kineticist suffers 80 points of cold damage, he may expend his psionic focus to convert up to 70 points of that damage into 14 power points. He takes the remaining 10 points of cold damage as normal.
Frostbitten Waste (Su)
You can expend your psionic focus as a free action when you manifest a power that deals cold damage. In doing so, all targets of that power must make a Fortitude save against the normal DC of that power of be staggered for 1d6+2 rounds. If they succeed at their save, they are instead staggered for 1 round.
Pyromniac (Su)
You may expend psionic focus when you use a power that deals fire damage to reduce the target’s fire resistance against this one power by an amount equal to your manifester level. If this would reduce the target’s fire resistance to less than zero, all creatures within 10 feet of the target take fire damage equal to your manifester level. Creatures without fire resistance gain vulnerability to fire against this one power.
Telekinetic Burst (Su)
Once per day, you can expend your psionic focus as a standard action to hurl all creatures within 30 feet of you back to the edge of the burst effect, knocking them to the ground, prone. A successful Reflex save (DC 10 + half psion level + your Intelligence modifier) negates the knock back effect, but creatures within the effect are still knocked down.
20th-level Abilities
Energy Immunity (Su)
When you gain psionic focus, you gain immunity to either cold, electricity, fire, force, or sonic, at your choice. You may change this immunity by gaining psionic focus again, and need not maintain psionic focus to maintain the immunity.
Permanent Telekinesis (Su)
As long as you maintain psionic focus, you can use telekinetic force or telekinetic maneuver at will, but you must still pay any power point cost to augment the manifestation.
Psychometabolism
A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion’s psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter.
1st-Level Abilities
Activated Glands (Su)
When you manifest a psychometabolism power while maintaining psionic focus, you gain a +1 psionic bonus to AC and Reflex saves for a number of rounds equal to the level of the power. This bonus increases by +1 every four psion levels you possess.
Astounding Swiftness (Su)
You gain a +10 foot psionic bonus to all of your movement speeds when psionically focused. This improves by +10 feet at 6th level and every 4 levels thereafter.
Metabolic Healing (Su)
As long as you maintain psionic focus, you gain fast healing 1 when you manifest any psychometabolism power on yourself. This fast healing lasts for a number of rounds equal to the level of the power manifested. The fast healing increases by 1 for every four psion levels you possess.
Secret Pocket (Ex)
You can access a secret pocket within yourself. You can store up to one cubic foot of material in your secret pocket, and it does not count against your encumbrance. Magical items within this secret pocket have no effect. At 4th level and every two levels thereafter, the volume of your secret pocket increases by one cubic foot. You add your class level to Deception checks to hide items within this pocket.
8th-Level Abilities
Bestial Enhancement (Su)
When you manifest a psychometabolism power, you can expend 3 additional power points to gain a +2 psionic bonus to one physical ability score of your choice for one minute. This counts as an augment for the power and the manifestation is still limited by the normal manifester level cap. This bonus increases to +4 if you are manifesting a power that’s 4th level or above, and to +6 if you are manifesting a power that’s 8th level or above.
Empowered Alteration (Su)
You can expend your psionic focus any time you manifest a power of the psychometabolism discipline that has a range of Personal and a Target of you to have all numeric effects of the power increased by 50%. For example, when manifesting animal affinity, you could expend your psionic focus to gain a +6 enhancement bonus to Strength instead of +4. Powers modified in this fashion cannot also be altered by effects such as Empower Power or shared with other creatures.
Got My Own Back (Su)
Any time you manifest a psychometabolism power with a range of personal, you can expend psionic focus to gain a +4 insight bonus to attack and damage rolls made as part of attacks of opportunity for a number of rounds equal to twice the level of the power.
Shared Effect (Su)
Any time you manifest a psychometabolism power with a range of personal, you may pay an additional 4 power points to have it affect two additional creatures touched. These additional power points count as an augment for the power and the manifestation is still limited by the normal manifester level cap. A power augmented in this fashion can affect one additional creatures every four psion levels you possess. The fission power may not be shared in this fashion.
14th-Level Abilities
Animalistic Retaliation (Su)
Once per day when a critical hit would be confirmed against you, you may make an attack of opportunity with a +4 morale bonus to attack and damage against the creature which confirmed the critical hit. You can do this once more per day for every psion level beyond 14th.
Expulsion (Su)
You can launch items from your secret pocket with ease. As a standard action, you may expend your psionic focus to completely empty your secret pocket. This deals 2d6 bludgeoning, piercing, and slashing damage per cubic foot that was filled to all creatures in a 15 foot cone, and all items stored in your secret pocket are flung to the end of this cone. You must have the secret pocket ability to select this ability.
Faster Than Thought (Su)
Once per day, you may expend your psionic focus as a full-round action to manifest two powers with a manifesting time of one standard action or less. The total power point cost of these two powers may not exceed your manifester level. You may do this once more per day at 16th level, 18th level, and 20th level.
Resilient Body (Su)
Once per day as an immediate action, you may negate a confirmed critical hit against you and instead receive normal damage.
20th-Level Abilities
Infused Body (Su)
Any time you manifest one of the metamorphosis powers, you heal a number of hit points equal to the number of power points spent on the manifestation.
In addition, your body has become so adept at changing form that you become virtually indestructible. As long as some portion of your body still exists, you will return to life as if affected by resurrection one week after dying, although you gain three permanent negative levels instead of only one.
Infused Form (Su)
You gain DR 5/- and are treated as always under the effect of adapt body. This stacks with all other sources of damage reduction.
Psychoportation
A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.
1st-Level Abilities
Incomprehensible Rhythm (Su)
When you are psionically focused, your movements do not trigger blindsense or tremorsense, and you increase the saving throw DCs of your psion powers by 2 against foes that have attacked you and missed in the last round.
Nomad’s Step (Su)
You may expend your psionic focus as a standard action to teleport to a location up to 15 feet away. You must have line of sight to the location and you can bring along possessions that amount to as much as a medium load. The distance increases by 5 feet every psion level thereafter.
Push Through (Su)
You may expend your psionic focus as a full-round action to cause a willing ally within 15 feet to teleport to a location within 15 feet of their starting location to which you have line of sight. At each psion level thereafter, both of these distances increase by 5 feet.
To My Hand (Su)
You may expend your psionic focus to cause one unattended object within 20 feet that you can hold with one hand to teleport to your hand. You must have at least one hand free and line of effect to the object. The range at which you can do this extends by 5 feet every level thereafter.
8th-Level Abilities
Boomerang Warp (Su)
You gain the ability to throw a weapon and bring it back to your hand the instant it hits. Your thrown weapons are always treated as if they had the returning property, except that the weapon you throw returns to your hand immediately after any thrown attack resolves instead of at the start of your next turn.
Chauffeur’s Voyage (Su)
Once per day as a full-round action while psionically focused, you can teleport yourself and all willing allies within 10 feet to anywhere within 50 feet to which you have line of sight. Your allies remain in the exact same position with relation to you, and vice-versa. At 10th level and every even psion level thereafter, you can use this ability once more per day.
Inconstant Position (Su)
Once per day as an immediate action when someone attacks you, you can force them to suffer a 50% miss chance. This ability can be used one additional time per day every two psion levels after 8th.
Pass Through (Su)
You can expend your psionic focus as a move action to teleport up to 20 feet in any direction. This teleportation must occur in a straight line. You need to know how far you’ll be teleporting but don’t need line of sight or line of effect. If this would cause you to occupy an occupied space, the use fails.
At 10th level and every even level thereafter, you may do this one additional time per day, and the maximum range of this teleport increases by 10 feet.
14th-Level Abilities
Accelerated Activity (Su)
Once per day as a swift action, you may gain 1 extra round of actions usable in the same round.
Disappearing (Su)
Once per day while psionically focused, you may gain an insight on a single Stealth check to hide equal to your class level. This is done as part of the action required for the Stealth check. You may do this one additional time per day at 15th level and every level thereafter.
Evacuate (Su)
Once per day, you can teleport anywhere within line of sight as an immediate action. You can bring along up to your Intelligence modifier in creatures touching you.
Here Before (Su)
You add twice your psion level to all Natural Lore checks.
20th-Level Abilities
Far Strider (Su)
You can use your nomad’s step ability as a free action. You cannot use this ability if you have already taken a 5 ft. step this round, and using this ability counts as using your 5 ft. step. You must have the nomad’s step ability to select this ability.
Rapid Movement (Ex)
You gain an additional move action each round, but it may only be used for either the move, stand up, or mount/dismount a steed move actions.
Telepathy
A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.
1st-Level Abilities
Direct Link (Su)
You’re able to link your mind with a single target as a move action as though using the mindlink power. You may only affect a single creature at a time with this ability, and the ability ends if you move more than 150 feet from each other. The maximum range increases by 10 feet at every level after 1st. This is a mind-affecting effect.
Impose Will (Su)
As long as you maintain psionic focus you treat your psion level as 1 higher when manifesting Charm or Compulsion powers. In addition, you are treated as if affected by mindlink with any creature currently charmed or dominated by you for the duration of the charm or domination effect.
Mental Intrusion (Ex)
As long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.
Recall Another’s Memory (Su)
You can grab hold of other people’s memories. While you’re psionically focused, you may use a standard action to target one intelligent creature within 30 feet. Make an Insight check opposed by the target creature’s Will save. If they succeed, they may not be affected by this ability for the next 24 hours.
If they fail, you gain access to their memories from the past 5 hours, plus one hour for every point by which they fail the Will save. This allows you to make skill checks to Recall Information based on their recent memories. This is a mind-affecting effect.
8th-Level Abilities
Implant Memory (Su)
You can lie to your foes through their very minds. While you’re psionically focused, you can use a standard action to target one intelligence creature within 30 feet. That creature must then make a Will save with a DC of 10 + half your psion level + your Intelligence modifier. If they succeed, they may not be affected by this ability for the next 24 hours. If they fail, you convince them that they experienced something that they didn’t actually experience. They may use your Deception modifier instead of their own when convincing people of this memory. This is a mind-affecting effect.
In the Know (Su)
You’re always in the know. As long as you’re psionically focused, you add half your psion level to all Academics and Persuasion checks.
Out of the Loop (Su)
You can keep a creature out of the loop. To do this, you must expend your psionic focus and target a creature you can see within 50 feet. They must succeed on a DC 10 + half your psion level + your Intelligence modifier Will save or become deaf and lose all telepathic abilities for a number of rounds equal to half your class level. This is a mind-affecting effect.
Telepathy (Su)
You gain telepathy out to 100 ft. and can communicate with any creature, regardless of intelligence, so long as they have an Intelligence of 1 or higher. The range of your telepathy increases by 10 ft. every psion level after 8th.
Additionally, as long as you maintain psionic focus, you can detect other creatures within 30 ft. using telepathy to communicate, although you cannot determine the content of the communication.
14th-Level Abilities
Distant Message (Su)
You can send a message to any creature that you’ve used your direct link ability with over the course of the last week. This creature must be on the same plane as you, but the range is unlimited. This is a mind-affecting effect, and takes as much time as it would have to speak the message. You must possess the direct link ability to select this ability.
Enthrall (Su)
Once per day, you can make one creature your thrall as if you had manifested mind control. A Will save (DC 10 + 1/2 your psion level + your Intelligence modifier) negates the effect. The affected creature will follow any instruction you give, including harming itself, although obviously self-destructive orders give the target an additional save each round it is under those orders.
You may only have one thrall at any given time and the thrall gains a new save to negate the effect every 24 hours from the time it became your thrall. This is a mind-affecting, compulsion effect.
I Was Never Here (Su)
You can erase any memory of your being there from those who would be suspicious of you. When you fail a Stealth check you may immediately expend your psionic focus as a free action to reroll the check with a bonus equal to half your Psion level, with the DC determined by a Will save instead of by a Perception check.
Last Respite (Su)
Once per day, if you are about to suffer damage that would result in your death, You may use an immediate action to shunt your mind into the body of a creature within 30 ft., effectively granting you the benefits of mind switch (Will save negates DC 10 + half psion level + Intelligence modifier) and your original body is left stable, but its hit point total is left one point of damage away from death.
This ability lasts a number of rounds equal to your psion level. You must secure a permanent body for your mind, either by healing your original body, through the use of a power such as true mind switch, or some other means to permanently inhabit a body, by the end of the effect’s duration or die. This is a mind-affecting effect.
You can take this action even if you are unconscious. This ability can only be used against effects effects that deal hit point damage, not effects that outright kill or that deal ability damage.
Strike The Ignorant (Su)
You’re able to direct the actions of your allies to perfectly coordinate an attack against those you’ve kept out of the loop. Any creature affected by your out of the loop ability is dealt +2d8 damage by all weapon attacks from allies within a 30 foot radius of you. You must possess the out of the loop ability to select this ability.
20th-Level Abilities
Guarded Thoughts (Su)
You gain immunity to mind-affecting effects, though you may choose to allow certain mind-affecting effects to bypass your immunity when they are used on you.