Autohypnosis, Craft, Knowledge (all), Profession, Psicraft, Bluff, Disguise, Use Psionic Device.
Somehow from accounting of ranks for the 1st level... did we say 4+Int skill points?
Possessions light crossbow, 30 bolts, quarterstaff, dagger, psichrystal, ink and paper, robes, traveller's outfit, tattoo ink and needle
Starting at 1st level, any Astral Constructs you shape gain a +4 bonus to Strength and Dexterity. At 11 th level this bonus increases to +6.
Powers (Power Points 12/day): 9/12 Power points
Level: Psion/wilder 1
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it.
You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration of the power. Allies and creatures without an Intelligence score are unaffected.
This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power’s duration and dissipates at the end of its turn.
Astral constructs are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.
You suffuse yourself with power, gaining 5 temporary hit points. Using this power again when an earlier manifestation has not expired merely replaces the older temporary hit points (if any remain) with the newer ones.
Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor.
Your inertial armor can be invisible or can appear as a colored glow, at your option.
The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.
You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack at any creature in range. On a successful hit, the subject is covered in goo and becomes entangled. The goo evaporates at the end of the power’s duration.
Level 2: Relearned the Knowledge power for Vigor.
XP 1300 (1300)