Psionic Feats

Elemental Manifestation
Your patron element aids you in your energy manifestations.

Prerequisites: Access to domain spells, manifester level 3rd.

Benefits: To use this feat, you must expend your psionic focus. You add 2 to the save DC of a power you manifest if that power has the same descriptor as your patron element.

Focused Mind
Your meditations strengthen your reasoning.

Prerequisites: Int 13.

Benefits: As long as you are psionically focused, you receive a +2 bonus on Appraisal, Decipher Script and Search checks.

Greater Hidden Talent
Your mind unlocks more of the Will.

Prerequisites: Cha 13, Improved Hidden Talent, character level 5th.

Benefits: You gain 3 power points. Choose one 2nd level or 1st level power from any psionic class list and add it to your powers known. Use Charisma to determine the saving throws of those powers.

Special: You cannot take or use this feat if you have levels in manifester classes. You can gain this feat multiple times. Each time, you learn one new 2nd-level or 1st-level power.

Improved Dwarven Focus
You can use the Way to help fulfill your focus.

Prerequisites: Dwarf.

Benefits: You must be psionically focused to use this feat. While actively pursuing your dwarven focus, you receive a +2 morale bonus on all checks related to your focus.

Normal: You receive a +1 morale bonus on checks related to completing your focus.

Improved Elf Run
You can use the Way to run faster.

Prerequisites: Elf.

Benefits: You must be psionically focused to use this feat. While in an elf run state, you gain an insight bonus to your speed of 15 feet.

Improved Hidden Talent
Your mind further awakens to the Will.

Prerequisites: Cha 12, Hidden Talent, character level3rd.

Benefits: You can manifest your Hidden Talent power as a manifester equal to one-half your Hit Dice (minimum 1st). Additionally, your Charisma modifier now grants you bonus power points based on your new manifester level.

Special: You cannot take or use this feat if you have levels in manifester classes.

Jump Charge
You can charge an opponent by jumping at them, hitting the enemy with a powerful attack.

Prerequisites: Psionic Fist or Psionic Weapon, Acrobatics 8 ranks.

Benefits: To use this feat, you must expend your psionic focus. When charging an opponent, you may jump at them as part of the movement. Make an Acrobatics check. If your horizontal jump is at least 10 feet and you end your jump in a square in which you may threaten the opponent, you may increase by one-half the damage dealt by your Psionic Weapon or Psionic Fist. While using a two-handed weapon, damage is doubled instead. This attack must follow all the rules for charging and the Acrobatics skill, with the exception that you ignore the ground terrain in any spaces you jump over.

Pterran Telepathy
You can leverage your missive psi-like ability to communicate with other creatures.

Prerequisites: Pterran, missive psi-like ability.

Benefits: You can use your missive ability to communicate with all humanoid creatures in addition to reptiles. Your manifester level for this effect is equal to 1/2 your Hit Dice (minimum 1st).