Ka-Chik-Chik-Ka – You learn to augment your arrows with the force of your will.
Spoiler:
Psionic Shot [Psionic]
Benefit: To use this feat, you must expend your psionic focus. Your ranged attack deals +2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
Holdrus – Your body taps inner reserves you didn’t know existed.
Spoiler:
Rapid Metabolism [General]
Benefit: You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus.
Aso – Regular charges and countercharges have taught you to gain the upper hand on those who attempt to run you down.
Spoiler:
Sidestep Charge [General]
Benefit: You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat.
You teach yourself to summon a mind weapon in the form of a gauntlet or a dagger.
As a move action, you can create a semisolid blade composed of psychic energy distilled from your own mind. The weapon is identical in all ways (except visually) to a dagger or gauntlet of a size appropriate for its wielder. The wielder of a mind weapon gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
The weapon can be broken (it has hardness 10 and 10 hit points); however, you can simply create another on your next move action. The moment you relinquishes your grip on his blade, it dissipates. A mind weapon is considered a magic weapon for the purpose of overcoming damage reduction.
You can use feats such as Power Attack or Combat Expertise in conjunction with the mind weapon just as if it were a normal weapon. You can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind weapon.
Even in places where psionic effects do not normally function (such as within a null psionics field), you can attempt to sustain your mind weapon by making a DC 20 Will save. On a successful save, you maintain your mind weapon for a number of rounds equal to his class level before you need to check again. On an unsuccessful attempt, the mind weapon vanishes. As a move action on your turn, you can attempt a new Will save to rematerialize your mind weapon while you remains within the psionics negating effect.
Radik - Where the body is weak, your iron psyche compensates.
Spoiler:
Mind over Body
Benefit: You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus.
Normal: You heal ability damage and ability burn damage at a rate of 1 point per day.
MalaKi – Your devotion pushes you onward where others would hesitate.
Spoiler:
Mental Juggernaut [PSIONIC] As an immediate action, you can expend your psionic focus to ignore a failed save against a psionic or magical effect that would otherwise daze or stun you. You may decide to utilize this feat after you have rolled. If you choose not to expend your psionic focus, you gain +2 on your save against the effect that would daze or stun you. If you are not currently psionically focused, you still gain a +1 bonus on saves vs. a daze or stun effect.