Complete Psionic Feats

Aggressive Mind
(  Complete Psionic, p. 60)

[ Host]

The psionic entity you host gives you access to psi-like abilities capable of disrupting the mind of your enemy.

Prerequisite


Benefit
A psionic entity takes up residence within your flesh. The entity grants you the following psi-like ability: Psi-like Ability: 1/day--mind thrust or psionic daze. Manifester level 1/2 your HD; save DC 11 + your Cha, Int, or Wis modifier.

Special
You can use one or the other of your entitygranted psi-like abilities once per day--you can't use both. Once you use one, you can't use the other for the rest of the day

Antagonist
( Complete Psionic, p. 60)

[Host]

The psionic entity you host seeks to cause damage and mayhem, and you have powers to further that end.

Prerequisite


Benefit
A psionic entity takes up residence within your flesh. The entity grants you the following psi-like ability: Psi-Like Ability: 1/day--energy ray or crystal shard. Manifester level 1/2 your HD; save DC 11 + your Cha, Int, or Wis modifier.

Special
You can use one or the other of your entitygranted psi-like abilities once per day--you can't use both. Once you use one, you can't use the other for the rest of the day

Dazzling Energy
( Complete Psionic, p. 49)

[Psionic]

Your facility with energy is such that enemies are shaken by your prowess.

Prerequisite
Know energy missile* power, Privileged Energy*,

Benefit
When you manifest an energy power that specifies a single target in conjunction with your chosen energy (cold, electricity, fire, or sonic), the discharge of that energy is enhanced with a spectacular secondary visual or auditory display. The foe that you strike with the energy power is dazzled for 1 minute. A dazzled creature takes a -1 penalty on attack rolls, Search checks, and Spot checks. Sightless creatures are unaffected

Deep Vision
( Complete Psionic, p. 49)

[Psionic]

Your mental focus helps you see farther with darkvision.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Darkvision,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">While you are psionically focused, the effective distance of your natural darkvision increases by 30 feet.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">This feat affects only permanent darkvision gained as part of a creature's race, type, or class, not from impermanent effects such as the darkvision spell or goggles of night

Defensive Shell
( Complete Psionic, p. 60)

[Host]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">The psionic entity living in your mind enables you to better resist attacks.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">A psionic entity takes up residence within your flesh. The entity grants you the following psi-like ability: Psi-Like Ability: 1/day--force screen or empty mind. Manifester level 1/2 your HD; save DC 11 + your Cha, Int, or Wis modifier.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can use one or the other of your entitygranted psi-like abilities once per day--you can't use both. Once you use one, you can't use the other for the rest of the day

Dire Flail Mind Blade
( Complete Psionic, p. 49)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">When you reshape your mind blade, you can change it into an exotic weapon: a dire flail.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Ability to generate a mind blade, shape mind blade class feature,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Any time you wish to reshape your mind blade using your shape mind blade class feature, you can add the dire flail to your shape repertoire. You are proficient with your dire flail mind blade--you are treated as if you possess the feat Exotic Weapon Proficiency (dire flail mind blade). The weapon is sized appropriately for you and deals damage as a dire flail

Dire Stun
( Complete Psionic, p. 49)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">When you choose to stun your foe with your lurk augment ability, your foe might be stunned for a long time.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Extra Lurk Augment*, Lurk augment class feature (page 14),

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">When you use a lurk augment to deal a stunning strike, the save DC against the stun is increased by 2, and the stun duration is increased by 1 round

Don Mantle
( Complete Psionic, p. 49)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You gain the granted ability of a mantle you have tapped.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Tap Mantle*,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You gain the granted ability of a mantle you have accessed using the Tap Mantle feat.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can gain this feat multiple times. Each time you do, you choose a new mantle you have tapped with the Tap Mantle feat

Dorje Mastery
( Complete Psionic, p. 59)

[General]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Psionic dorjes are more potent in your hands.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Craft Dorje, manifester level 9th,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">When you use a dorje, the power manifested is treated as if it were augmented by 4 additional power points. If the power cannot be augmented, then the DC of saving throws against the dorje's effect is increased by 2

Dromite Barrier
( Complete Psionic, p. 49)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can convert uses of your energy ray psi-like ability into walls of energy.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">3 HD, Dromite, Dromite Ray*,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can use one (or more) of your energy ray uses for the day to create a wall of energy of your chosen energy type. When you use this ability in conjunction with triggering energy ray as a psi-like ability, you create a 10-foot-by-10-foot vertical plane of energy. The opaque wall's near endpoint begins at any corner of your space and extends in a straight line 10 feet long (or as long as space permits, if the area is smaller). The wall lasts for 1d4 rounds. Any creature passing through the wall takes damage equal to the damage your energy ray psi-like ability would normally deal. If you create a wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Either way, a successful Reflex save halves this damage (DC 10 + 1/2 your HD + your Con modifier)

Dromite Ray
( Complete Psionic, p. 49)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can use your energy ray psi-like ability more often.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Dromite,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can use the energy ray granted by your dromite heritage two more times per day.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can take this feat multiple times. Each time you take it, you gain two additional daily uses of your energy ray psi-like ability.

Normal
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">A dromite's energy ray can only be used once per day

Dual Dorje
( Complete Psionic, p. 59)

[General]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can fight with two dorjes at the same time.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Two-Weapon Fighting (PH), Craft Dorje,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">As a full-round action, you can wield and activate a dorje in each hand (if you have both hands free), with one designated as your primary dorje and the other as your secondary dorje. Each use of the secondary dorje expends 2 charges instead of 1.

Duergar Expansion
( Complete Psionic, p. 49)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can use your expansion psi-like ability more often.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Duergar, expansion psi-like ability,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can use the expansion psi-like ability granted by your duergar heritage a total of three times per day.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can gain this feat multiple times. Each time you take the feat, you gain two additional daily uses of your expansion ability.

Normal
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">A duergar's expansion psi-like ability can only be used once per day

Duergar Invisibility
( Complete Psionic, p. 49)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can use your invisibility psi-like ability more often.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Duergar, invisibility psi-like ability,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can use the invisibility psi-like ability granted by your duergar heritage a total of three times per day.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can gain this feat multiple rimes. Each time you take the feat, you gain two additional daily uses of your invisibility ability.

Normal
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">A duergar's invisibility psi-like ability can only be used once per day.

Dwarven Urgrosh Mind Blade
( Complete Psionic, p. 49)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">When you reshape your mind blade, you can change it into an exotic weapon: a dwarven urgosh.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Ability to generate a mind blade, shape mind blade class feature,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Any time you wish to reshape your mind blade using your shape mind blade class feature, you can add the dwarven urgosh to your shape repertoire. You are proficient with your dwarven urgosh mind blade--you are treated as if you possess the feat Exotic Weapon Proficiency (dwarven urgrosh mind blade). The weapon is sized appropriately for you and deals damage as a dwarven urgrosh.

Ectopic Form
( Complete Psionic, p. 50)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">This feat allows you to create astral constructs with distinct appearances and specialties.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Know _astral construct_ power,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The astral constructs you create using this feat vary in appearance and talents.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can gain Ectopic Form multiple times. Each time you take the feat, it applies to a new form of astral construct. You can only apply one of the following feats to each astral construct you create. When you use this fear, refer to the preconstructed astral constructs of particular kinds on pages 121-128.

Elan Repletion
( Complete Psionic, p. 52)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">As an elan, you can sustain yourself with repletion longer than other members of your race.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Elan,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You never need to eat or drink again, and instead you rely entirely on your psionic metabolism to provide optimum nutrition and hydration.

Normal
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">A typical elan can sustain himself without food or water for 24 hours if he spends 1 power point

Elan Resilience
( Complete Psionic, p. 52)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">As an elan, you can prevent greater amounts of damage than other members of your race.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Elan,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">As an immediate action, you can reduce the damage you are about to take by 4 points for every 1 power point spent.

Normal
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">A typical elan can reduce damage he is about to take by 2 points for every 1 power point spent

Elan Resistance, Enhanced
( Complete Psionic, p. 52)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">As an elan, you can resist harmful effects more readily than other members of your race.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Elan,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">As an immediate action, you can spend 1 power point to gain a +6 racial bonus on saving throws until the beginning of your next turn.

Normal
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">A typical elan gains a +4 racial bonus on saving throws until the beginning of his next turn

Elan Retainment
( Complete Psionic, p. 52)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can use your psionic metabolism to aid your ability to retain your psionic focus when you would otherwise expend it.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">3 HD, Elan,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Once per day as an immediate action, you can spend 3 power points to maintain your psionic focus, even it you have just taken an action that would normally expend it.

Elemental Envoy
( Complete Psionic, p. 52)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">This feat allows you to acquire an elemental steward: an emberling (fire), a geodite (sonic), an arctine (cold), or a tempestan (electricity). This elemental steward acts as an envoy in place of a psicrystal. This envoy remains with you for an indefinite period of time, until dismissed or destroyed. (Elemental stewards are described in Chapter 5, starting on page 130.)

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Knowledge (the planes) 1 ranks, Psicrystal Affinity,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">When you are able to acquire a new psicrystal, you can select an elemental steward instead. The type of steward--emberling (fire), geodite (sonic), arctine (cold), or tempestan (electricity)--depends on your preference, unless you have the Privileged Energy teat, in which case the steward must match the energy type. As you advance in power, your elemental steward also increases in power; see the Elemental Stewards as Envoys sidebar.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You cannot simultaneously possess both a psicrystal and an elemental envoy

Energize Armor
( Complete Psionic, p. 53)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can charge your armor with psionic energy, making it resistant to energy damage.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Invest Armor*,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can expend your psionic focus to infuse your armor with psychic energy. This gives you resistance 10 against the next attack or effect with an energy descriptor that affects you. Using this feat is an immediate action (it can be used on another creature's turn) in reaction to being affected by a spell, effect, or attack that deals energy damage and does not provoke attacks of opportunity

Enervation Endurance
( Complete Psionic, p. 53)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">When facing the aftermath of a wild surge, enervation doesn't sap your power points.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Psychic enervation class feature,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Repeated exposure to wild surges and their debilitating aftereffects has increased your resistance to psychic enervation. From now on, when you become enervated, you lose power points equal to one-half your wilder level, although you are still dazed until the end of your next turn.

Normal
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">A wilder overcome by psychic enervation is dazed until the end of his next turn and loses a number of power points equal to his wilder level

Enhanced Beneficence
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> (  Complete Psionic, p. 53)

[ Psionic ]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Your psychic aura is larger than normal, reflecting your devotion to your deity.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Psychic aura class feature,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The radius of your psychic aura increases by 5 feet (the radius of your aura would be 10 feet at 1st level, instead of 5 feet)

Envoy Cognizance
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;"> (  Complete Psionic, p. 53)

[ Psionic ]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">When your elemental envoy is nearby, its associated energy enhances your ability to manifest energy powers.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Knowledge (the planes) 1 ranks, Elemental Envoy*,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Because you have chosen to replace your psicrystal with an elemental steward -either an emberling (fire), a geodite (sonic), an arctine (cold), or a tempestan (electricity)--you can now utilize its associated energy to enhance any power you manifest that has the same energy descriptor. While your elemental envoy remains adjacent to you, you manifest these powers at one manifester level higher than normal

Euphoric Reduction
( Complete Psionic, p. 53)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Channel your euphoric surge into a boost for one of your skills.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Surging euphoria +1 class feature,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">When you trigger your surging euphoria, you can choose to channel it into a concentrated boost of physical resilience. Instead of gaining a bonus on attack rolls, damage rolls, and saving throws, you gain damage reduction equal to three times the surging euphoria level to which you have access. For instance, a 6th-level wilder with this feat who uses wild surge to boost her manifester level by two and uses surging euphoria can gain damage reduction 3/- for 2 rounds

Extra Aura
( Complete Psionic, p. 54)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You gain the aura ability of a mantle you have donned.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Don Mantle*, psychic aura class feature,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You gain the ability to generate a psychic aura based on a mantle you have accessed with the Don Mantle feat. When you generate a psychic aura, you can also choose the aura granted by the mantle from the associated Don Mantle feat.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can gain this feat multiple times. Each time you do, you choose a new mantle you have donned with the Don Mantle feat

Focused Perception
( Complete Psionic, p. 54)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">When you concentrate your faculties, your power of sight pierces the darkness.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Blind-Fight (PH) ,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You must expend your psionic focus to use this feat. When you expend your psionic focus, you gain blindsense out to 60 feet for 1 round

Focused Shield
( Complete Psionic, p. 54)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Your mental focus makes you more adept at using your shield.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Shield Proficiency (PH) ,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">While you are psionically focused and holding a ready shield with which you are proficient, the AC bonus provided by your shield increases by 1.

Focused Skill User
( Complete Psionic, p. 54)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can take advantage of your psionic focus in new ways.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">When you first take this feat, choose three skills in which you have ranks. While you are psionically focused, you gain a +2 competence bonus on skill checks when using any of these three skills.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can take this feat multiple times. Each time, choose three additional skills in which you have ranks

Gestalt Anchor
( Complete Psionic, p. 54)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You have a strong bond to the psionic entity you host. When you are around other hosts, you can move and act together as a fluid unit.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Any host feat* or kalashtar, base Will save +3,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">While you are psionically focused and within 60 feet of an ally that serves as a host or who is a kalashtar, you and all host or kalashtar allies within 60 feet gain a +2 insight bonus on initiative checks and Reflex saves

Githyanki Charm
( Complete Psionic, p. 54)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can leverage your psionic daze psi-like ability to gain greater control over subjects.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Githyanki, psionic daze psi-like ability,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can expend one or more of your daily uses of the psionic daze psi-like ability granted by your githyanki heritage to instead gain the use of psionic charm as a psi-like ability. Your manifester level for this effect is equal to 1/2 your Hit Dice (minimum 1st)

Githyanki Control
( Complete Psionic, p. 54)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can leverage your far hand psi-like ability to gain greater control over objects.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">far hand psi-like ability, Githyanki,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can expend one or more of your daily uses of the far hand psi-like ability granted by your githyanki heritage to instead gain the use of control object as a psi-like ability. Your manifester level for this effect is equal to 1/2 your Hit Dice (minimum 1st)

Githyanki Dismissal
( Complete Psionic, p. 54)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can leverage your dimension door psi-like ability to gain greater control over other creatures' locations.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">dimension door psi-like ability, Githyanki,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can expend one or more of your daily uses of the dimension door psi-like ability granted by your githyanki heritage to instead gain the use of psionic dismissal as a psi-like ability. Your manifester level for this effect is equal to 1/2 your Hit Dice (minimum 1st)

Githyanki Ectoform
( Complete Psionic, p. 54)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can leverage your concealing amorpha psi-like ability to gain greater control over your own body.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">concealing amorpha psi-like ability, Githyanki,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can expend one or more of your daily uses of the concealing amorpha psi-like ability granted by your githyanki heritage to instead gain the use of ectoplasmic form as a psi-like ability. Your manifester level for this effect is equal to 1/2 your Hit Dice (minimum 1st)

Githzerai Burst
( Complete Psionic, p. 54)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can leverage your cat fall psi-like ability to gain greater control over yourself in your environment.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">cat fall psi-like ability, Githzerai,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can expend one or more of your daily uses of the cat fall psi-like ability granted by your githzerai heritage to instead gain the use of burst as a psi-like ability. Your manifester level for this effect is equal to 1/2 your Hit Dice (minimum 1st).

Githzerai Feedback
( Complete Psionic, p. 54)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can leverage your inertial armor psi-like ability to further insulate yourself from harm.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Githzerai, Inertial armor psi-like ability,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can expend one or more of your daily uses of the inertial armor psi-like ability granted by your githzerai heritage to instead gain the use of biofeedback as a psi-like ability. Your manifester level for this effect is equal to 1/2 your Hit Dice (minimum 1st)

Githzerai Knock
( Complete Psionic, p. 54)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can leverage your concussion blast psi-like ability to gain such fine control over manipulating force that you can open locks or sealed doors.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">concussion blast psi-like ability, Githzerai,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can expend one or more of your daily uses of the concussion blast psi-like ability granted by your githzerai heritage to instead gain the use of psionic knock as a psi-like ability. Your manifester level for this effect is equal to 1/2 your Hit Dice (minimum 1st)

Githzerai Link
( Complete Psionic, p. 55)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can leverage your psionic daze psi-like ability to forge direct mental contact with another creature.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Githzerai, psionic daze psi-like ability,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can expend one or more of your daily uses of the psionic daze psi-like ability granted by your githzerai heritage to instead gain the use of mindlink as a psi-like ability. Your manifester level for this effect is equal to 1/2 your Hit Dice (minimum 1st).

Half-Giant Stomp
( Complete Psionic, p. 55)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can use your stomp psi-like ability more often.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Half-giant, stomp racial trait,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can use the stomp granted by your half-giant heritage three times per day.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can take this feat multiple times. Each time you take it, you gain two more daily uses of your stomp psilike ability.

Normal
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">A half-giant's stomp can be used once per day

Half-Giant Thunderer
( Complete Psionic, p. 55)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can use your stomp psi-like ability to far greater effect.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Half-giant, stomp racial trait,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">When you use the stomp ability granted by your half-giant heritage, your manifester level is equal to your character level.

Normal
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">The effect of a half-giant's stomp psi-like ability is calculated as if the half-giant's manifester level were equal to 1/2 the half-giant's HD.

Host Focus
( Complete Psionic, p. 60)

[Host]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can use a psi-like ability granted by a host feat an extra time each day.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Any other host feat*,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can use one of the two psi-like abilities granted by your host feat one extra time each day. For example, if you have the Telepathic Affinity* feat, which grants access to the mindlink or detect psionics psi-like abilities, you can use mindlink twice, detect psionics twice, or both mindlink and detect psionics in a single day.

Normal
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can use one of two psi-like abilities once per day

Hostile Mind, Improved
( Complete Psionic, p. 59)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You have mental defenses erected against telepathic attacks.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">CHA 15, Hostile Mind,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Whenever you are subject to a power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving throw against a DC of 10 + 1/2 your character level + your Cha modifier, and takes an additional 2d6 points of damage, plus 2d6 points from your Hostile Mind feat, for a total of 4d6 points of damage. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics--magic transparency rule (EPH 155).

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve)

Illithid Blast
( Complete Psionic, p. 61)

[Heritage]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can convert your psionic energy into a mind blast.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Illithid Heritage*, manifester level 5th, two other illithid feats,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Once per day as a standard action that requires the expenditure of your psionic focus, you can channel power points into a mind blast, which is a psi-like attack in a 15-foot cone. Anyone caught in the cone must succeed on a Will save (DC 10 + 1/2 your HD + your Cha modifier) or be stunned for 1d4 rounds.

Illithid Compulsion
( Complete Psionic, p. 61)

[Heritage]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can call upon your heritage and enhance your ability to manipulate the minds of other creatures.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Illithid Heritage*,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Your manifester level for compulsion powers increases by one. You also add 1 to the save DCs of all psionic powers you manifest that have the compulsion descriptor

Illithid Enthusiast
( Complete Psionic, p. 61)

[Heritage]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">When you manipulate the minds of other creatures, you are heartened and emboldened by your success.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Illithid Heritage*,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">After you successfully affect a foe with a compulsion power, you gain a morale bonus equal to onehalf the number of power points spent on the power on the next Concentration, Knowledge (Psionics), Psicraft, or Sense Motive check you make before the end of the next round

Illithid Extraction
( Complete Psionic)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Your acceptance of your illithid heritage is so encompassing that you have learned how to extract the train of a helpless victim.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Illithid Heritage (CP) , Illithid Grapple (CP) (4) ,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You have fully embraced your illithid heritage and have developed a taste for the brains of other living creatures. You can extract the brain of a helpless or stunned victim once you have established a hold on its head with all four of your tentacles. You must begin your turn with all four tentacles attached. As a full-round action that provokes attacks of opportunity, you must then make a grapple check. If your grapple check is successful, your victim takes 2d4 points of Intelligence damage and grants you a number of temporary power points equal to the amount of Intelligence damage you deal. Any creature reduced to Intelligence 0 by this attack is instantly slain.

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Temporary power points gained with this feat last for 1 hour, and power points granted by this feat do not stack with each other.

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">This ability is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to opponents with multiple heads, such as ettins and hydras

Illithid Grapple
( Complete Psionic, p. 61)

[Heritage]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You embrace more of your illithid heritage, and grow at least one long purplish tentacle that you can reveal and unfurl when you open your mouth.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Illithid Heritage*, one other illithid feat,

Required for
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Illithid Extraction (CP) ,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You gain a natural tentacle attack. If you can use weapons, you retain that ability, as well as any other natural weapons you have. If you are fighting without weapons, you can use your tentacle or another natural weapon as a primary attack. If you are armed with a weapon, you can use your tentacle or your weapon as a primary attack. If you make a full attack, you can use the weapon as your primary attack along with your tentacle as a natural secondary attack. The tentacle does not improve your natural reach. Your tentacle deals 1d4 points of damage, and you can use your Dexterity modifier in place of your Strength modifier on attacks with your tentacle if you have the Weapon Finesse feat. Additionally, you gain the improved grab special ability that you can use only with your tentacle, allowing you to initiate a grapple as a free action, without provoking attacks of opportunity, each time you hit with a tentacle attack. You can only attempt to grapple creatures within one size category of you with your tentacle.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can take this feat up to four times. Each time you do so, you gain an additional tentacle. Once you have gained all four tentacles, the lower half of your face transforms to resemble that of an illithid. As a full-round action, you can give up any other attacks you have to attack with as many tentacles you possess, as described above, and can attempt to initiate a separate grapple with each tentacle as a free action. You do not gain cumulative bonuses for each tentacle already attached (as an illithid would).

Illithid Heritage
( Complete Psionic, p. 62)

[Heritage]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Somewhere in the deeps of time, your bloodline was polluted with illithid influence. Recognizing this taint but deciding to make the best of it, you have decided to embrace your connection with your illithid bloodline for the power it can offer you.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Power point reserve of 1 or more,

Required for
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Illithid Extraction (CP) ,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You gain Intimidate as a class skill. In addition, you gain a bonus on saving throws against spells, powers, spell-like abilities, and psi-like abilities. This bonus is equal to one-half the number of illithid feats you have, including this one (round down, minimum 1)

Illithid Legacy
( Complete Psionic, p. 62)

[Heritage]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You have realized greater psionic power through your illithid heritage.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Illithid Heritage*, manifester level 3rd, one other illithid feat,

Required for
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Illithid Legacy, Greater (CP) ,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You know more powers because of the illithid heritage you possess. Add psionic charm and read thoughts to your list of powers known

Illithid Legacy, Greater
( Complete Psionic, p. 62)

[General]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Your knowledge of psionic power has grown even further due to your illithid heritage.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Illithid Legacy (CP), any one other illithid feat, manifester level 7th,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You know more powers because of your illithid heritage. Add dispel psionics and psionic dominate to your list of powers known

Illithid Skin
( Complete Psionic, p. 62)

[Heritage]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Your skin takes on the glistening, rubbery, green-mauve consistency of your illithid parentage.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Illithid Heritage*,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Your natural armor bonus increases by 1.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can take this feat up to three times. Each time, your natural armor bonus increases by another 1

Instinctive Consummator
( Complete Psionic, p. 55)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You always make good on your threats.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Power Attack (PH) , Cleave (PH), STR 13,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You must expend your psionic focus to use this feat. Whenever you threaten a living foe with a critical hit on a melee attack, you can choose to automatically confirm the critical hit.

Normal
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">All hits that threaten a critical hit must be confirmed with an additional successful attack roll

Invest Armor
( Complete Psionic, p. 55)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can charge your armor with additional protective qualities.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Proficient with armor worn,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can expend your psionic focus to increase the armor bonus of the armor that you're wearing by 3. Using this feat is an immediate action (it can be used on another creature's turn) in reaction to being the target of an attack. You must decide whether or not to use this feat before the result of your opponent's attack roll is determined

Knockdown Power
( Complete Psionic, p. 62)

[Metapsionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can manifest powers that knock creatures off their feet.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">To use this feat, you must expend your psionic focus. Knockdown Power knocks any creature caught in its area prone if the target fails its saving throw to avoid any or all of the damage of the power. It can only be applied to powers that allow Reflex saves and affect an area (a cone, line, burst, and so on). Powers that do not allow saving throws gain no advantage if they are made into knockdown powers. Creatures with evasion are knocked prone if they fail their Reflex saves (creatures with improved evasion are not knocked down if they fail their saves). Flying creatures affected by a knockdown power that fail their saving throws are forced down 10 feet. For example, if a creature makes its saving throw against a knockdown energy cone but still takes half damage, it is not knocked prone. If it fails its save and takes full damage, it is knocked prone. Using this feat increases the power point cost by the power by 2. The power's total cost cannot exceed your manifester level

Linked Power
( Complete Psionic, p. 62)

[Metapsionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can link a power to the power you manifest in this round so that it goes off next round.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">To use this feat, you must expend your psionic focus. Manifesting a power altered by this feat means that you must choose two powers--one you intend to manifest in this round, and one you intend to manifest in the next round. The power that is manifested in this round is not altered in any way, nor is the linked power that goes off in the next round--however, you do not need to spend any of your actions or power points next round to manifest the linked power. The linked power is automatically targeted on the same area or target as the power you manifest in this round (if the power you manifest this round has no area or target, choose an area or target in this round for the linked power to affect in the next round). If the same creature is targeted by both powers, the target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a psionic charm followed by a linked psionic charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect). It is possible that by the time the linked power comes into effect on the following round, the area where it goes off or the target that it affects no longer has relevance. On the other hand, you are free on the subsequent round to take actions normally. Using this feat increases the power point cost of the power manifested this round by a number equal to the power point cost of the linked power. Thus if you manifest energy stun (3 power points) and energy burst (5 power points) as the linked power, the metapsionic cost is 8. The total of power points you spend in this manner cannot exceed your manifester level

Lurk Augment, Extra
( Complete Psionic, p. 55)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can use your lurk augment more often than normal.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Lurk augment class feature,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can use your lurk augment class feature three more times each day

Lurk Augment, Ranged
( Complete Psionic, p. 55)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can use some of your lurk augments in conjunction with a ranged attack.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Lurk augment class feature,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can apply the following lurk augments to your ranged attack: Additional sneak attack, solid strike, ignore concealment, mental assault, deceptive strike, sneak attack undead, ghost touch, aligned attack, sneak attack constructs, planar attack, or synaptic disconnect.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Lurk augments applied to ranged attacks only affect a target within 30 feet

Lurk Master
( Complete Psionic, p. 55)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You are more skilled in augmenting your attack than your training would indicate.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Lurk augment class feature,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can treat your lurk level as two higher than it actually is when determining what abilities you can select with your lurk augment class feature

Maenad Deafening Scream
( Complete Psionic, p. 55)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can use your outburst racial trait more often.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Maenad,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can use the outburst racial trait granted by your maenad heritage three times per day.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can gain this feat multiple times. Each time you take this feat, you gain two additional daily uses of your outburst ability.

Normal
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">A maenad's outburst racial trait can be used once per day

Maenad Fury
( Complete Psionic, p. 55)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can use your energy ray (sonic) psi-like ability more often.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Maenad,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can use the energy ray (sonic) psi-like ability granted by your maenad heritage three times per day.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can gain this feat multiple times. Each time you take this feat, you gain two additional daily uses of your energy ray (sonic) psi-like ability.

Normal
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">A maenad's energy ray (sonic) can be used once per day

Maenad Scream
( Complete Psionic, p. 55)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can use your energy ray (sonic) psi-like ability to better effect.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Maenad,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Whenever you use the energy ray (sonic) ability granted by your maenad heritage, you deal an extra 1 point of damage per die. Creatures that take damage from the ray are deafened for 2d6 rounds if they fail a Fortitude save (DC 10 +1/2 your HD + your Con modifier).

Normal
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">An energy ray deals -1 point of damage per die and does not deafen its targets

Mantle Focus
( Complete Psionic, p. 55)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">The powers from one of your mantles become more potent.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Access to one psionic mantle,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Add 1 to the Difficulty Class for all saving throws against powers from the mantle you select. This bonus stacks with the bonus provided from feats such as Psionic Endowment.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can gain this fear multiple times. Each time you take the feat, it applies to a new mantle

Mental Juggernaut
( Complete Psionic, p. 56)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You are adroit at avoiding the mind blasting effects of certain psionic abilities and powers.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Ability to gain psionic focus,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">As an immediate action, you can expend your psionic focus to ignore the consequences of a failed save against any power, psi-like ability, or other psionic or magical effect that would otherwise daze or stun you. You can decide to use this feat after you have rolled and determined the potential outcome of your roll.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">If you choose not to expend your psionic focus, you gain a +2 bonus on your saving throw against any power, psi-like ability, or other psionic or magical effect that would daze or stun you. When you are not psionically focused, you still gain a +1 bonus on saves against effects that would otherwise daze or stun you

Metapower
( Complete Psionic, p. 63)

[Metapsionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can permanently modify a psionic power you know with a metapsionic feat.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Ability to manifest psionic powers, any other metapsionic feat,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You choose one power known to you to become permanently modified by one metapsionic feat you know. The cost of modifying your chosen power with metapsionic feats is reduced by 2 power points (to a minimum extra cost of 0 power points). When you manifest the modified power with that metapsionic feat, you must still obey any restrictions of that feat (for example, expending your psionic focus). Once a metapower is created by taking this feat, it cannot be changed. The metapower can be used normally with other metapsionic feats you know.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can gain this feat multiple times. Each time you do, you choose a power--either one you have already modified or another power you know--and reduce the metapsionic feat cost of that power by 2 power points for a different specific metapsionic feat

Mind Cleave
( Complete Psionic, p. 56)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">When you lay low a foe, you drain off a portion of its excess mental energy into the conduit of your mind blade.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Mind blade class feature, psychic strike class feature,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">If you deal a creature enough damage to make it fall (typically by dropping it to below 0 hit points or killing it) with your mind blade, you drain off a portion of the creature's liberated energy of consciousness. The liberated energy automatically charges the blade used to fell the foe as if you had imbued it with your psychic strike class feature

Mind Empowerment
( Complete Psionic, p. 56)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">When you lay low a foe, you drain off a portion of its excess mental energy into the conduit of your mind blade.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Mind blade class feature, Mind Cleave*, psychic strike class feature,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">If you deal a creature enough damage to make it fall (typically by dropping it to below 0 hit points or killing it) with your mind blade, you capture a greater portion of the creature's liberated energy of consciousness (more than you already drain with your Mind Cleave feat). The additional liberated energy resides in your blade for 3 rounds or until you make your next successful psychic strike (whichever occurs first), whereupon you deal an additional 1d8 points of damage

Mind Strike
( Complete Psionic, p. 56)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">When you use your psychic strike ability, you deal more damage.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Ability to generate a mind blade, psychic strike +1d8,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">If you expend your psionic focus when you imbue your mind blade with a psychic strike, the destructive energy instilled in your blade deals one more die of damage. For example, when a 7th-level soulknife charges his blade with a psychic strike in conjunction with expending his psionic focus, the damage potential of the blade is +3d8 points (instead of +2d8 points).

Mind Strike, Swift
( Complete Psionic, p. 57)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You possess a deadly speed when charging your mind blade with psychic energy.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Ability to generate a mind blade, psychic strike +2d8,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Once per day, you can charge your mind blade with a psychic strike as a swift action.

Normal
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">A soulknife imbues his blade with a psychic strike as a move action

Orc Double Axe Mind Blade
( Complete Psionic, p. 57)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">When you reshape your mind blade, you can change it into an exotic weapon: an orc double axe.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Ability to generate a mind blade, shape mind blade class feature,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Any time you wish to reshape your mind blade using your shape mind blade class feature, you can add the orc double axe to your shape repertoire. You are proficient with your orc double axe mind blade--you are treated as if you possess the Exotic Weapon Proficiency (orc double axe mind blade). The weapon is sized appropriately for you and deals damage as an orc double axe

Pacifist
( Complete Psionic, p. 60)

[Host]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You host a psionic entity that dislikes combat and provides you psi-like abilities to help you avoid a fight.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">A psionic entity takes up residence within your flesh. The entity grants you the following psi-like ability: Psi-like Ability: 1/day--deaden blow (see page 82) or entangling ectoplasm. Manifester level 1/2 your HD; save DC 11 + your Cha, Int, or Wis modifier.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can use one or the other of your entity-granted psi-like abilities once per day--you can't use both. Once you use one, you can't use the other for the rest of the day

Paraelemental Power
( Complete Psionic, p. 63)

[Metapsionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">When using a power that allows you to choose a type of energy, you have a wider range of possible choices owing to your ability to mix energy with matter.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Privileged Energy*,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">When you take this feat, you must choose the energy type you selected with your Privileged Energy feat. To use this feat, you must expend your psionic focus. Upon manifesting a damaging energy power that matches your choice of energy, you can access paraelemental energy to further enhance your energy power with ice (cold), magma (fire), ooze (electricity), or smoke (sonic). The paraelemental power still possesses its underlying energy descriptor. Targets damaged by paraelemental powers might be affected by the additional effects noted below. In the case of an energy power that requires a saving throw, targets are only subject to these additional effects on a failed save. A successful save against the energy power negates the paraelemental effect. In the case of an energy power that normally does not allow a saving throw (such as energy ray), a target of a paraelemental power can attempt a Fortitude save at the powers DC to negate only the extra effect. Ice: As cold energy, but also limits affected foes to a single move action or standard action (not both) for 1 round as they attempt to free themselves from ice. The power is considered to be in effect during this time and can be dispelled normally. Magma: As fire energy, but also deals an additional 2d6 points of fire damage on the round following the attack from lingering magma. The power is considered to be in effect during this time and can be dispelled normally. Ooze: As electricity energy, but the target is also covered in goo and becomes entangled for 1 round, after which the goo evaporates. The power is considered to be in effect during this time and can be dispelled normally. Smoke: As sonic, but targets that breathe spend the following round coughing, and so are limited to a single move action or standard action (not both) for 1 round. The power is considered to be in effect during this time and can be dispelled normally. Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can gain this feat multiple times. Each time you take this feat, choose another energy type (cold, electricity, fire, or sonic) that you have also selected with the Privileged Energy feat. You can now manifest that power with the matching paraelemental effect described above

Phrenic Leech
( Complete Psionic, p. 63)

[Metapsionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Psionic foes damaged by your power are also mentally drained.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You must expend your psionic focus to use this feat. This metapsionic alteration can be used with any power that targets a single individual and requires a saving throw to avoid some or all of the power's effect. If the subject fails its saving throw to avoid the phrenic leeching power's effect, it loses 1d6 power points. You gain 1 power point from the drain. If you already possess full power points, the power points drained from the target are lost. Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level

Postpone Enervation
( Complete Psionic, p. 57)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can postpone the onset of your psychic enervation.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Psychic enervation class feature, wild surge +2,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Whenever you are subject to psychic enervation through the failure of a wild surge, you can postpone the effects of the enervation by 3 rounds. You decide to use this feat after you roll to determine whether you are subject to psychic enervation. You can voluntarily subject yourself to the effects of the postponed psychic enervation before the 3 rounds have fully elapsed. Once you use this feat to postpone the effects, however, you cannot use the wild surge class feature until you endure the postponed psychic enervation

Practiced Manifester
( Complete Psionic, p. 57)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Choose a manifesting class that you possess. The powers you manifest from that class are more powerful.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Psicraft 4 ranks,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Your manifester level for the chosen manifesting class increases by four. This benefit can't increase your manifester level higher than your Hit Dice. Even if you cant benefit from the full bonus immediately, however, if you later gain levels of nonmanifesting classes, you might be able to apply the rest of the bonus. For example, a human 5th-level psion/3rd-level fighter who selects this feat would increase his psion manifester level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level, he would gain the remainder of the bonus, and his psion manifester level would become 9th (since he now has 9 Hit Dice). A character with, two or more manifesting classes (such as a psychic warrior/psion) must choose which class gains the feats effect. This feat does not affect your powers per day or powers known. It only increases your manifester level, which helps you overcome power resistance and increases the duration and other effects of your powers.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can select this feat multiple times. Each time you choose it, you must apply it to a different manifesting class

Privileged Energy
( Complete Psionic, p. 57)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You favor one specific energy type over all others.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Ability to manifest the energy missile power,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Choose one type of energy to become your privileged energy: cold, electricity, fire, or sonic. Any time you manifest a power that deals damage of your chosen energy type, that power deals an extra 1 point of damage per die

Psionic Mastery
( Complete Psionic, p. 59)

[General]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You are quick and certain in your efforts to defeat the psionic defenses and powers of others.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Ability to manifest psionic powers or use psi-like abilities,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">: You can take 10 on manifester level checks (as if the manifester level check were a skill check)

Psymbiot
( Complete Psionic, p. 57)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You gain BENEFITS: when you are near other psionic characters or creatures.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Knowledge (psionics) 8 ranks, manifester level 3rd,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">When you are psionically focused and one or more psionic characters or creatures with a manifester level of 3rd or higher stands within 10 feet of you, you gain a +2 bonus on ability checks, skill checks, and saving throws. Psionic entities such as those described in any of the host feats in this book are not separate creatures for the purpose of gaining this feat's benefit, nor are astral constructs, or any psionic creatures crafted, projected, or summoned by you

Skin of the Construct
( Complete Psionic, p. 57)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can wear an astral construct as if it were a second skin.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Know astral construct power,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">If you expend your psionic focus, you can fuse the essence of an astral construct that you have personally manifested with your own body. You choose to do this when you first manifest the power to gain this effect (instead of creating an astral construct normally). This construct, once absorbed into your body, does not count against your limit of astral constructs crafted (in most cases you can have only one astral construct active at a time. This additional astral &quot;flesh&quot; bonds perfectly with your own, giving you a silvery-white appearance and 1d8 temporary hit points that last for up to 1 hour. More important, it grants you one Menu A choice (EPH 186) that you can use as if you were the construct. You wear the skin of the construct for the normal duration of the manifested astral construct power, after which time it elapses.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">If you have any other feats that modify the appearance or abilities of an astral construct (such as Boost Construct or Ectopic Form), you do not accrue those BENEFITS: when you use the astral construct power with Skin of the Construct

Skin of the Construct
( Complete Psionic, p. 57)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can wear an astral construct as if it were a second skin.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Know astral construct power,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">If you expend your psionic focus, you can fuse the essence of an astral construct that you have personally manifested with your own body. You choose to do this when you first manifest the power to gain this effect (instead of creating an astral construct normally). This construct, once absorbed into your body, does not count against your limit of astral constructs crafted (in most cases you can have only one astral construct active at a time. This additional astral &quot;flesh&quot; bonds perfectly with your own, giving you a silvery-white appearance and 1d8 temporary hit points that last for up to 1 hour. More important, it grants you one Menu A choice (EPH 186) that you can use as if you were the construct. You wear the skin of the construct for the normal duration of the manifested astral construct power, after which time it elapses.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">If you have any other feats that modify the appearance or abilities of an astral construct (such as Boost Construct or Ectopic Form), you do not accrue those BENEFITS: when you use the astral construct power with Skin of the Construct

Spiritual Force
( Complete Psionic, p. 60)

[Host]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Your mind blade is an expression of your inner spirit. Your forceful personality allows you to deal more damage with your blade.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Any other host feat* mind blade class feature,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can expend your psionic focus to add your Charisma bonus (if any) to the damage you deal with your mind blade. This effect lasts for 1 round

Strength of Two
( Complete Psionic, p. 60)

[Host]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">As the host of a formless psionic entity, you possess immense willpower.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Any other host feat*,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">As long as you are psionically focused and possess at least 1 power point, you receive a +1 insight bonus on Will saves. As an immediate action, you can expend your psionic focus and spend 1 power point to improve this insight bonus to +5 for 1 round

Stygian Archon
( Complete Psionic, p. 57)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You sear the synapses of your mind with a scar of void and emptiness. From now on, psionic powers you manifest that utilize negative energy are more fully tied to the Negative Energy Plane.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Know two powers that utilize negative energy,

Required for
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Stygian Power (CP) ,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">To use this feat, you must maintain your psionic focus. When manifesting a power that utilizes, disrupts, or detects negative energy, your manifester level is treated as one higher than normal

Stygian Power
( Complete Psionic, p. 64)

[Metapsionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Psionic powers you manifest that utilize negative energy are branded with an imprint of fear.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Stygian Archon (CP), know two powers that utilize negative energy,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">To use this feat, you must expend your psionic focus. You can alter a stygian power that deals negative levels to toes so that any living creature that gains a negative level as a result of the power also becomes shaken for 1 minute. The target of a stygian power can attempt a Will save at the power's save DC (even if it doesn't normally allow a save) to resist this effect. This is a mind-affecting fear ability. Creatures immune to fear are not immune to the primary effect of the power, but they are immune to the shaken effect. Using this feat increases the power point cost of the power by 2. The powers total cost cannot exceed your manifester level

Synad Multitask, Enhanced
( Complete Psionic, p. 58)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">As a synad (page 139), your threefold mind grants you an additional opportunity to multitask.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Synad,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You gain one additional use per day of your multitask racial trait. You can spend 1 power point to gain a swift action that you can use to take any purely mental action twice per day

Tap Mantle
( Complete Psionic, p. 58)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You gain the ability to access the powers in a new mantle.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Access to one psionic mantle,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Whenever you gain the ability to learn another psionic power, you can choose a power you can manifest from this new mantle. You essentially gain a new menu of options from which you can select powers whenever you would normally learn a new power from advancing in a psionic class. You do not gain the mantle's granted ability or any other benefit of access to the mantle.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can gain this feat multiple times. Each time you do, you choose a new mantle to access

Telepathic Affinity
( Complete Psionic, p. 60)

[Host]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">The entity you host gives you the ability to better communicate with other creatures.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">A psionic entity takes up residence within your flesh. The entity grants you the following psi-like ability:Psi-Like Ability: 1/day--mindlink or detect psionics. Manifester level 1/2 your HD; save DC 11 + your Cha, Int, or Wis modifier.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can use one or the other of your entity-granted psi-like abilities once per day--you cant use both. Once you use one, you can't use the other for the rest of the day

Thri-Kreen Carapace
( Complete Psionic, p. 58)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Your carapace is harder than average.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Thri-kreen,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Add 1 to your natural armor bonus

Thri-Kreen Claw
( Complete Psionic, p. 58)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can use your metaphysical claw psi-like ability more often.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">metaphysical claw psi-like ability, Thri-kreen,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Extra practice and hard work are rewarded. You can use your metaphysical claw psi-like ability a total of three times per day.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can gain this feat multiple times. Each time you take the feat, you gain an additional two daily uses of your metaphysical claw ability.

Normal
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">A thri-kreen's metaphysical claw psi-like ability can be used once per day

Thri-Kreen Displacement
( Complete Psionic, p. 58)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can use your psionic displacement psi-like ability more often.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">psionic displacement psi-like ability, Thri-kreen,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Constant rehearsal and study grant you the mastery required to use your psionic displacement psi-like ability a total of three times per day.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can gain this feat multiple times. Each time you take the feat, you gain an additional two daily uses of your psionic displacement ability.

Normal
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">A thri-kreen's psionic displacement psi-like ability can be used once per day

Thri-Kreen Poison
( Complete Psionic, p. 58)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can use your poison bite more often.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">poison bite, Thri-kreen,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Your adherence to a slightly modified sleep cycle and change in diet pays off--you can secrete venom more often. You can use your poison bite a total of three times per day.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can gain this feat multiple times. Each time you take the feat, you gain an additional two daily uses of your poison bite ability.

Normal
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">A thri-kreen's poison bite can be used once per day

Transdimensional Power
( Complete Psionic, p. 64)

[Metapsionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can manifest powers that affect targets lurking in coexistent planes and extradimensional spaces whose entrancesfall within the power's area.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You must expend your psionic focus to manifest a transdimensional power. A transdimensional power has its full normal effect on incorporeal creatures, creatures on the Ethereal Plane or the Plane of Shadow, and creatures within an extradimensional space in the power's area. This includes ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick, portable hole, or other portable extradimensional space. You must be able to perceive a creature to target it with a transdimensional power, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread. Using this feat does not increase the power point cost of the power.

Normal
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Only force effects can affect ethereal creatures, and no Material Plane attack affects creatures on the Plane of Shadow or in an enclosed extradimensional space. There is a 50% chance that any power other than a force effect fails against an incorporeal creature

Two-Bladed Mind Blade
( Complete Psionic, p. 58)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">When you reshape your mind blade, you can change it into an exotic weapon: a two-bladed sword.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Ability to generate a mind blade, shape mind blade class feature,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">Any time you wish to reshape your mind blade using your shape mind blade class feature, you can add the two-bladed sword to your shape repertoire. You are proficient with your two-bladed sword mind blade--you are treated as if you possess the Exotic Weapon Proficiency (two-bladed sword mind blade). The weapon is sized appropriately for you and deals damage as a two-bladed sword

Volatile Escalation
( Complete Psionic, p. 58)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">When you are attacked with a telepathic power, your innate wildness forces a higher mental price on your attacker.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Volatile mind class feature,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">While you are psionically focused and have not consciously lowered your volatile mind ability, the number of power points it costs a manifester to affect you is higher. A manifester who uses a telepathic power upon you while these conditions apply must pay an additional 1d4 power points on top of his normal cost. This effect stacks with that of the volatile mind class feature.

Volatile Leech
( Complete Psionic, p. 58)

[Psionic]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You gain the power points your attacker wastes attacking you with a telepathic power.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Volatile mind class feature,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">While you are psionically focused and have not consciously lowered your volatile mind ability, you absorb extra power points that manifesters of telepathic powers are forced to pay when they target you. The power points you absorb in this fashion are added to your power point reserve; however, you can never gain more power points in this fashion than your normal power point maximum. It you already possess your maximum power points, your volatile mind ability works normally

Xeph Burst, Extra
( Complete Psionic, p. 59)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can use your burst racial trait more often.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Xeph,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can use the burst ability granted by your xeph heritage a total of three times per day.

Special
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">You can gain this feat multiple times. Each time you take the feat, you gain an additional two daily uses of your burst ability.

Normal
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">A xeph's burst ability can be used once per day

Xeph Celerity
( Complete Psionic, p. 59)

[Psionic, Racial]

<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">You can use your burst racial trait to gain an extra attack.

Prerequisite
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;">Xeph,

Benefit
<p style="margin-top:0px;margin-bottom:0px;padding-bottom:20px;line-height:1.7em;text-align:justify;">As a swift action, you can expend one or more of your daily uses of burst granted by your xeph heritage to gain one extra attack for 1 round, instead of gaining an increase to your speed. While enjoying your round of celerity, you make one extra attack each round, using your highest base attack bonus, when you take a full attack action