Male Mindborn Elan Psion(Tetepath/Shaper) 4|Harbinger(Omen Rider) 1|Awakened Blade 6
Neutral Evil Medium Humanoid (Аbberant)
24 Years Old, 5 ft 1 in(155cm) Height, 122 lb(55 kg) Weight
ABILITY SCORES:
STR 30 [+10] = INT(Mindborn)
DEX 16 [+3] 14(Base) +4(Belt)
CON 22 [+6] 14(Base) +4(Belt) +4(Mindborn)
INT 30 [+10] 18(Base) +2(Racial) +1(4HD) +1(8HD) +4(Headband) +4(Mindborn)
WIS 15 [+2] 13(Base) +2(Mindborn)
CHA 09 [-1] 7(Base) +2(Mindborn)
SAVING THROWS:
Fort: +14 = +2(good) +1/2(Harbinger) +4/3(Psion) +6/3(Blade) +6(CON) +3(Cloak)
Refl: +9 = +11/3(Class) +3(DEX) +3(Cloak)
Will: +14 = +2(good) +1/2(Harbinger) +2(Psion) +6/2(Blade) +2(WIZ) +2(Feat) +3(Cloak)
COMBAT STATS:
Hit Points: 174 = +6+6+6+6(Psion) +8(Harbinger) +10+10+10+10+10+10(Blade) +6х11(CON) +2x8(Psionic Body)
AC: 30 (23 touch, 27 flat-footed) = 10(Base) +3(DEX) +7(Armor) +10(Deflection, INT)
BAB: +8 = +2(Psion) +3/4(Harbinger) +6(Blade)
CMB: +18 = +8(BAB) +10(STR)
CMD: 41 = 10 +8(BAB) + 10(STR) + 3(DEX) +10(Deflection, INT)
Initiative: +16 = +2(Trait) + 3(DEX) + 2(Blade) +4(Focused Nimble Psicrystall) +5(Implanted Psicrystall)
Speed: Land 40', Fly 40' (Perfect)
Immunity: Cold, Electricity, MA.
SR: 20
● Melee: +19 = +8(BAB) +10(STR) +1(INT)
● Ranged: +12 = +8(BAB) +3(DEX) +1(INT)
TRAITS:
● Psionic Knack [Psionic]: (+2 Psion Manifester levels. Cannot exceed HD)
● Practiced Initiator [Combat]: (+2 Harbinger Initiator levels. Cannot exceed HD)
● Murderer [Story]: (+1 damage as trait bonus aganst flanking opponent)
● Strike first, strike ruthlessly and thus be victorious (+2 Initiative)
● Extra slot(Ring)
FEATS:
● [Bonus Racial Feat] Psionic Talent [Psionic] (+2 PP)
● [Bonus Racial Feat] Psionic Body [Psionic] (+2 HP for every psionic Feat)
● [Bonus Racial Feat] Psionic Meditation [Psionic]
● [Bonus NEN Feat] Iron Will
● [Bonus Psion Feat] Psicrystal Affinity [Psionic] (Nimble)
● [1HD Feat] Favored Prestige Class [General] (Knowledge (psionics))
● [3HD Feat] Prestigious Maifester [General]
● [Bonus Omen Rider Feat] Mounted Combat [Combat]
● [5HD Feat] Prestigious Maifester [General]
● [Bonus Awakened Blade Feat] Deep Focus [Psionic]
● [7HD Feat] Quicken Power [Metapsionic]
● [9HD Feat] Persistent Power [Metapsionic]
● [Bonus Awakened Blade Feat] Superior Psicrystal [Psionic]
● [11HD Feat] Grasp of Darkness
SKILLS:Total: 148 = +2х4(Psion) +6(Harbinger) +4х6(Blade) +8х11(INT) +2х11(Story)
26 = 11(Rank) +3(Class) +10(INT) +2(Feat) Knowledge (Psionics)
24 = 11(Rank) +3(Class) +10(INT) Knowledge (Engineering)
24 = 11(Rank) +3(Class) +10(INT) Knowledge (Religion)
24 = 11(Rank) +3(Class) +10(INT) Knowledge (Martial)
14 = 1(Rank) +3(Class) +10(INT) Knowledge (Law)
14 = 1(Rank) +3(Class) +10(INT) Knowledge (Dungeoneering)
14 = 1(Rank) +3(Class) +10(INT) Knowledge (Geography)
14 = 1(Rank) +3(Class) +10(INT) Knowledge (History)
14 = 1(Rank) +3(Class) +10(INT) Knowledge (Local)
14 = 1(Rank) +3(Class) +10(INT) Knowledge (Nature)
14 = 1(Rank) +3(Class) +10(INT) Knowledge (Nobility)
14 = 1(Rank) +3(Class) +10(INT) Knowledge (Planes)
14 = 1(Rank) +3(Class) +10(INT) Knowledge (Arcana)
14 = 1(Rank) +3(Class) +10(INT) Linguistics
24 = 11(Rank) +3(Class) +10(INT) Craft (Sculpting)
24 = 11(Rank) +3(Class) +10(INT) Spellcraft
21 = 11(Rank) +10(INT) Appraise
16 = 11(Rank) +3(Class) +2(WIZ) Autohypnosis
6 = 1(Rank) +3(Class) +2(WIZ) Profession (Executioner)
8 = 1(Rank) +3(Class) +2(WIZ) +2(Psicrystall) Sense Motive
25 = 11(Rank) +3(Class) +3(DEX) +8(MindBorn) Fly
14 = 8(Rank) +3(Class) +3(DEX) Acrobatics
4 = 1(Rank) +3(DEX) Disable Devise
4 = 1(Rank) +3(DEX) Sleight Of Hand
21 = 11(Rank) +3(Class) -1(CHA) +8(MindBorn) Bluff
2 = 1(Rank) +3(Class) -1(CHA) Intimidate
6 = 4(Rank) +3(Class) -1(CHA) Diplomacy
21 = 11(Rank) +3(Class) -1(CHA) +8(MindBorn) Disguise
---Equip---
19 = 11(Rank) +3(Class) +3(DEX) +2(Headband) Ride
20 = 11(Rank) +3(Class) +2(WIS) +2(Headband) +2(Psicrystall) Perception
POWERS:PP 153 = 88(Psion 10) + 2(Feat) + 50(INT) +7(Goddess) +6(FCB Blade)
Concentration: +32 = 10(ML) +10(INT) + 2(FC bonus) +10(Third Eye)
Psionic Talents
[Detect Psionics] [Conceal Thoughts] [Ectoplasmic Trinket] [Far Hand] [Missive] [Telepathic Lash] [Energy Splash] [Create Sound] [Empathy] [Detect emotions] [Psionic Repair]
Level 1
[Inertial Armor] [Precognition, defensive] [Precognition, offensive] [Inevitable Strike]
[Vigor M] [Stunning of The Material M] [Force Screen M] [Ectoplasmic Sheen M] [Astral Construct M] [Empathic Connection M] [Catfall M]
Level 2
[Metamorphosis, Minor] [Everyman] [Cleanse Body] [Ego Whip]
Level 3
[Telekinetic Force] [Concussive Onslaught] [Phantasmogoria] [Dispel Psionics] [Concealing Amorpha, Greater]
Level 4
[Mind Control] [Schism] [Fold Space]
Level 5
[Metaconcert] [Planar Travel] [Pierce the Veils] [Hail of Crystals]
MANEURS:Known: 0/0/3/2/2/1, Stanses: 3
[lvl0 Stanse] Stance of the Inner Eye (+ 1/3 IL insight to AC, Attack, Damage CMB and save. +1d6 damage)
Scarlet Throne (Ex)
[lvl3 Boost] Scarlet Eye’s Perception
Piercing Thunder (Ex)
[lvl2 что-то] Бесполезная Фигня
[lvl5 Strike] Throwing Comet
Shattered Mirror (Su)
[lvl2 Counter] Obsidian Sidestep
[lvl4 Strike] Fetch’s Wrath
Sleeping Goddess (Su) Max 3 PP augment
[lvl5 Stanse] Inarguable Presence of the Sleeping Goddess
[lvl6 Stanse] Unavoidable Gaze of the Sleeping Goddess
Riven Hourglass (Su)
[lvl4 Counter] Temporal Body Adjustment (negate any one negative condition that currently affects you)
[lvl6 Counter] Temporal Distortion
Cursed Razor (Su)
[lvl3 Stanse] Aura of Shared Misery
[lvl5 Counter] Shadow Pin
Stanse: Unavoidable Gaze of the Sleeping Goddess
Ready: 6
[Throwing Comet][Fetch’s Wrath]
[Temporal Distortion][Shadow Pin][Obsidian Sidestep]
[Scarlet Eye’s Perception]
DEVIL TRIGGER:1/day Swift 1 min.
Path: Overmind. Hard to kill, Mythic power 7/day, Surge +1d6
Surging Psionic: 1MP Standart only. Manifest power +2 ML, no PP cost.
Path Abilities:
Expansive Undestanding
Untouchable Aura
Psychoport
Mythic insight
Feats:
Mythic Powers Known
Inertial Armor
Metaconcert
RACIAL TRAITS:Elan:● Ability Score Modifiers: Elans gain a +2 bonus to one ability score (INT) chosen at creation to represent their varied nature.
● Aberrant Blood: Elans are of the humanoid (aberrant) subtype.
● Size: Elan are Medium creatures and have no bonuses or penalties due to their size.
● Speed: Elans have a base speed of 30 feet.
● Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.
● Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.
● Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
● Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.
● Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.
● Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
● Languages: Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Mindborn:CLASS FEATURES:● Favoured Class (Psion): Whenever a character gains a level in his favored class, he receives either + 1 hit point, + 1 skill rank, +1 PP or
+1/2 bonus on concentration checks when manifesting psion powers.
Telepath/Shaper:
Weapon and Armor Proficiencies
Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Powers Points/Day
A psion’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Discipline: Telepathy
Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline, and the special abilities associated with that discipline (detailed below). However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists). He can’t even use such powers by employing psionic items.
Mental Intrusion (Ex)
At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.
Secondary Discipline: Metacreativity
When the dual disciple chooses his discipline, he also selects his secondary discipline. The dual disciple’s secondary discipline cannot be the Generalist discipline. The dual disciple can select his powers known from this secondary discipline power list as well as from his normal power lists. However, the dual discipline suffers a -1 penalty to his manifester level when manifesting a power of any discipline other than one of those he has chosen. The dual disciple gains his primary discipline abilities at 2nd, 8th, 14th, and 20th levels as normal.
This ability replaces the class skills normally gained when selecting a discipline.
Powers Known
A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Intelligence modifier.
Maximum Power Level Known
A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.
To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power’s level.
Bonus Feats
A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.
These bonus feats are in addition to the feats that a character of any class gains every other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.
Detect Psionics (Ps)
All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.
Omen Rider:
Weapon and Armor Proficiency
A harbinger is proficient with all simple weapons, martial melee weapons, light armor, and shields (except tower shields).
Maneuvers
A harbinger begins her career with knowledge of five martial maneuvers. The disciplines available to her are Cursed Razor, Riven Hourglass, Scarlet Throne, Shattered Mirror, and Veiled Moon.
Once the harbinger knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by harbingers is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A harbinger’s maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.
The harbinger learns additional maneuvers at higher levels, as indicated on Table: Harbinger. A harbinger must meet a maneuver’s prerequisite to learn it. See Systems and Use for more details on how maneuvers are used.
Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the harbinger can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest-level maneuvers she knows; the harbinger need not replace the old maneuver with a maneuver of the same level. She can swap only a single maneuver at any given level. A harbinger’s initiation modifier is Intelligence.
Maneuvers Readied
A harbinger can ready three of her five maneuvers known at 1st level, and as she advances in level and learns more maneuvers, she is able to ready more, but must still choose which maneuvers to ready. A harbinger must always ready her maximum number of maneuvers readied. She readies her maneuvers by meditating over the nature of malevolence, honing her killer instinct, dwelling upon grief and sorrow, or otherwise communing with her negative side for ten minutes. The maneuvers she chooses remain readied until she decides to meditate again and change them. The harbinger does not need to sleep or rest for any long period of time in order to ready her maneuvers; any time she spends ten minutes in communion with her darker urges, she can change her readied maneuvers.
A harbinger begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below).
In order for the harbinger to recover maneuvers, she must tap into her sorcerous malice by activating her dark claim class feature; the harbinger recovers a single expended maneuver whenever she Claims a creature, and she recovers a number of expended maneuvers equal to her harbinger initiation modifier (minimum 2) whenever a creature she has Claimed is reduced to 0 or less hit points. Alternately, the harbinger may concentrate on her inner negativity and recover a single maneuver as a standard action.
Stances Known
A harbinger begins her career with knowledge of one stance from any discipline open to harbingers. At 2nd, 5th, 9th, 11th, 15th, and 18th levels, she can select an additional stance to learn. Unlike maneuvers, stances are not expended and the harbinger does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.
Unlike with maneuvers, a harbinger cannot learn a new stance at higher levels in place of one she already knows.
Accursed Will (Ex)
A harbinger is not an entirely physical being; the darkness within her supplements her body, impelling her to acts of stunning violence. Starting at 1st level, the harbinger gains an insight bonus on attack rolls equal to 1/2 her harbinger initiation modifier (minimum +1). At 10th level, she gains an insight bonus on damage rolls equal to her harbinger initiation modifier.
Dark Claim (Su)
Starting at 1st level, a harbinger gains the ability to reach out with her sorcerous malice, marking foes as her own. As a swift action, the harbinger may Claim an opponent that she can see (including with special senses such as blindsense or tremorsense) within close range (25 feet + 5 feet per 2 harbinger levels) for a number of rounds equal to 1/2 her class level (minimum 1 round). A harbinger can have a maximum number of creatures Claimed equal to her harbinger initiation modifier (minimum 1), and may not Claim a creature she has already Claimed until or unless the Claim expires. Claimed creatures using the Withdraw action to leave a square threatened by the harbinger provoke attacks of opportunity from her.
In addition, the harbinger automatically knows the position of creatures she has Claimed. Any opponent the harbinger cannot see still has total concealment (50% miss chance) against her, and the harbinger still suffers the normal miss chance when attacking creatures that have concealment. The harbinger is still denied her Dexterity bonus to her AC against attacks from Claimed creatures she cannot see.
Rider of Ill Omens
An omen rider is gifted with exceptional equestrian knowledge upon taking up this mantle. At 1st level, she gains Medium Armor Proficiency and Mounted Combat as bonus feats, even if she does not meet their prerequisites. In addition, she gains Ride as a class skill. Finally, an omen rider may trade one of her available disciplines for the Piercing Thunder discipline.
Spectral Steed (Su)
At 1st level, an omen rider gains the ability to call forth a mount composed of spectral bone, ghostly plasm, and ghoulish sinew. This beast is roughly shaped as a heavy horse, sized appropriately for the harbinger. The omen rider can magically call their mount to their side as a full-round action a number of times per day equal to 3 + the omen rider’s initiation modifier. When she does, the mount immediately appears adjacent to the omen rider. The mount can be dismissed as a move action. A spectral steed has insubstantial hooves that make no sound and what seems to be a saddle, bit, and bridle. It does not fight and cannot attack, but other animals shun it and refuse to attack it.
The spectral steed’s AC is equal to the omen rider’s, and it has a number of hit points equal to half her maximum hit points (minimum 10). In addition, it gains the benefits of any miss chances, immunities, and resistances the omen rider has. The spectral steed is not affected by effects that target an area, nor is it vulnerable to effects that do not deal hit point damage. The spectral steed always acts on the omen rider’s initiative. If it loses all its hit points, the spectral steed disappears, but a new one may be summoned if the omen rider desires. A spectral steed has a base land speed of 40 feet at 1st level, which increases by 10 feet at 3rd level and every two levels thereafter (up to a maximum of 100 feet). It can bear its rider’s weight and up to 50 pounds of other equipment, plus another 10 pounds per omen rider level. The spectral steed gains certain powers according to the omen rider’s level. A spectral steed’s abilities include those of mounts of lower levels.
Starting at 3rd level, the omen rider’s spectral steed can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
Starting at 6th level, the omen rider’s spectral steed can tread on any liquid as if it were firm ground, as if it were under the effect of a water walk spell.
At 9th level, the omen rider’s spectral steed gains a fly speed equal to its land speed, with average maneuverability. Its modifier on Fly checks is equal to the omen rider’s initiator level + the omen rider’s initiation modifier.
Starting at 12th level, the omen rider can conjure her spectral steed beneath her, summoning it and mounting it in the same action. In addition, she can summon her spectral steed as an immediate action.
The omen rider and her spectral steed are so in tune with each other that they can work as one when performing maneuvers. Whenever an omen rider is mounted and uses a maneuver with a movement component (such as making a charge attack, or taking an extra move action), the omen rider can have her spectral steed make the appropriate move action in her place. Both the omen rider and spectral steed gain any benefits from the omen rider’s maneuvers that would normally apply to the initiator (such as resistances, healing, temporary hit points, and the effects of counters). If the maneuver allows the initiator to make a charge attack, both the spectral steed and omen rider are considered to be charging.
Awakened Blade:
Maneuvers
An awakened blade adds either Riven Hourglass or Sleeping Goddess to his list of available disciplines. If he does not have that discipline’s associated skill as a class skill, he gains it as a class skill. At every even-number level, an awakened blade gains new maneuvers known from any discipline he has access to (either from a martial disciple class or from the Martial Training feat). He must meet a maneuver’s prerequisites to learn it. The character adds his full awakened blade levels to his initiator level to determine his total initiator level and his highest-level maneuvers known.
At 3rd, 6th, and 9th levels, he gains additional maneuvers readied per day.
Stances Known
At 4th level and again at 6th level and 10th level, an awakened blade learns a new stance from any of the disciplines available to him as an awakened blade. He must meet the stance’s prerequisites to learn it.
Powers Known
At every level but 1st and 6th, an awakened blade gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of awakened blade to the level of whatever manifesting class the character has, and then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became an awakened blade, he must decide to which class he adds the new level of awakened blade for the purpose of determining power points per day, powers known, and manifester level.
Situational Awareness (Su)
At 1st level, awakened blades open their minds to the myriad of potential futures that could lead to his victory in battle and to his continued defense. Similar in effect to the danger sense psionic power, the character adds half his class level (rounded down, minimum of +1) to his initiative rolls as an insight bonus. He may also add this bonus to his AC as a dodge bonus or Reflex saves to avoid traps and their attacks. This bonus stacks with bonuses gained from the trap sense class feature. At 3rd level, the character gains the benefits of the uncanny dodge ability. At 9th level, the character gains the improved uncanny dodge ability.
Deep Focus
The character gains the Deep Focus psionic feat as a bonus feat at 1st level.
Stance of the Inner Eye
At 2nd level, the awakened blade’s precognitive abilities blend with his martial prowess to unlock an inner eye within his mind, all-seeing and hyper-aware of the dangers that surround him and ways to combat them. This inner sense allows the awakened blade to react to danger quickly, guide his attacks around the defenses of his enemies, and to land fierce blows as his mind traces out the myriad scenarios that could play out between himself and his foes. To enter this stance, as a swift action the awakened blade abandons a martial stance he is currently using. While in this stance, the character gains a +1 insight bonus for every three initiator levels he possesses (minimum +1) to his AC, attack and damage rolls, CMB checks, and to all saving throws. If caught in a situation where the character would be denied his Dexterity bonus, these bonuses do not apply. The character inflicts an additional 1d6 points of damage while in this stance at 2nd level, and this damage bonus improves to 2d6 points of damage at 7th level. This bonus damage is precision based, and creatures not subject to critical hits are immune to this additional damage.
Precognitive Defenses (Su)
At 5th level, the mind’s eye within the awakened blade’s defensive senses is capable of reacting to multiple dangerous scenarios at the same time. The character may expend his psionic focus as a free action to initiate a readied counter, even if he has already used his immediate or swift action this round. This specifically allows for the use of a free action on another creature’s turn.
Hypercognitive Focus (Ex)
At 6th level, an awakened blade’s mind is able to anticipate his needs and subconsciously works to further his effectiveness. Whenever the character recovers one or more maneuvers, he may regain psionic focus as a free action as part of his maneuver recovery. He may only do this one time in a given round. Alternately, the character may expend his psionic focus when manifesting a psionic power and recover an expended maneuver.