Sheet: (easier reference, link updated infrequently)
PF Ghost Elan Society Mind 5
Str — Dex 5 Con — Int 14 Wis 13 Cha 26( 17 +2 Elan, +3 Venerable, +4 Ghost)
HP:
AC: (-1 Vulnerable, +Cha deflection)
Feats:
Flaws: Vulnerable, Murky Eyed.
Traits: Gifted Adept (Astral Construct) +1 ML for this power, Psionic Knack (variant magical knack) +2 ML up to HD
Free: Ghostly Grasp (Libris Mortis) Alternative Tradition (Charisma to Manifesting)
Psi 1: Linked Power
1. Hidden Talent (Astral Construct)
3. Boost Construct
Coin: Psicrystal Affinity (Nimble)
Taint (Moderate-Depravity 14): Durable Construct
Taint (Moderate-Corruption 14): Ghostly Strength
5. Inquisitor
Psi 5: Traded for Personal Construct
Skills: 24 Psion 4 Human Heritage
(1) Stealth [1d20+4-3+8] Fly
(2) Autohypnosis* (Wis), Profession (Wis) Sense Motive (Wis) [1d20+4+1+2] +10 for focus Perception [1d20+4+1+10]
(12) Craft (Sculpt, Poison) [1d20+4+2] (Int), Knowledge (Arcana, Religion, Dungeoneer, Nature, Planes) [1d20+4+2]* (Int), and Spellcraft (Int) [1d20+4+2] Knowledge Psionics [1d20+8+2]
(13) Bluff (Cha) [1d20+4+12], Disguise (Cha) [1d20+4+8+12] for human, and Use Magic Device (Cha) [1d20+9+8], Intimidate, Concentration [1d20+4+8] Diplomacy [1d20+4+10]
Race/Class
-Discipline Talents: Create Sound, Ectoplasmic Creation, unlimited use as long as psionically focused.
-At 2nd level, if you maintain focus when manifesting a power of the creation subdiscipline, the duration is increased by 1 round plus 1 round for every four psion levels. In addition, your astral constructs gain an additional menu option of the highest menu available when you manifest the power
-Corrupting Touch [1d20+1-3] Aging Dmg [3d6] Fort 20 Half. Ignores armor, natural, shield AC. +1d6/lvl, (+half lvl +cha for DC)
-Telekinesis (Su): The ghost's death involved great physical trauma. The ghost can use telekinesis as a standard action once every 1d4 rounds (caster level 12th or equal to the ghost's HD, whichever is higher)
-Vehemence (Su): A ghost with a powerful connection to a specific location gains a measure of mastery over the objects in that place. Once per round, a ghost can possess an object of size Large or smaller, giving it life as an animated object. This animated object’s CR can be no higher than the ghost’s CR minus 2. If the target object is being held by a creature, the object can make a Will save using its bearer’s saving throw to resist possession. If the animated object is destroyed, the ghost reappears in its square and cannot possess another object for 1d4 rounds. (CR +0)
-Malevolence (Su): The ghost's jealousy of the living is particularly potent. Once per round, the ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be adjacent to the target. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same ghost's malevolence for 24 hour
-Personal Construct: (Minds eye) Manifest construct as a swift action and giving up focus.
-Thrallherd: Thrall, Believers
-Psicrystal Feats: 1. Hidden Talent: Skate 3. Martial Study (Steely strike, +4 strike vs 1 foe, foes gain +4 vs you that aren't it)
5. Psychic Renewal: Swift action, expend focus regain any maneuver known, spend pp = to maneuver lvl
7. Martial study (Iron Heart Surge): Effect ends immediately, and gain +2 morale attack bonus til end of turn.