Autohypnosis (Wis; Trained Only; Psionic)

You have trained your mind to gain mastery over your body and the mind's own deepest capabilities.

The DC and the effect of a successful check depend on the task you attempt.

Ignore caltrop wound
Resist dying
Resist fear
Fear effect DC
Tolerate poison
Poison's DC

Ignore Caltrop Wound: If you are wounded by stepping on a caltrop, your speed is reduced to one-half normal. A successful Autohypnosis check removes this movement penalty. The wound doesn't go away-it is just ignored through self-persuasion.

Memorize: You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can't memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don't recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Autohypnosis check.

Resist Dying: You can attempt to subconsciously prevent yourself from dying. If you have negative hit points and are losing hit points (at 1 per round, 1 per hour), you can substitute a DC 20 Autohypnosis check for your d% roll to see if you become stable. If the check is successful, you stop losing hit points (you do not gain any hit points, however, as a result of the check). You can substitute this check for the d% roll in later rounds if you are initially unsuccessful.

Resist Fear: In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your autohypnosis check meets or beats the DC for the fear effect, you shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect.

Tolerate Poison: You can choose to substitute an Autohypnosis check for a saving throw against any standard poison's secondary damage or effect. This skill has no effect on the initial saving throw against poison.

Willpower: If reduced to 0 hit points (disabled), you can make an Autohypnosis check. If successful, you can take a normal action while at 0 hit points without taking 1 point of damage. You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty-you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to -1 hit points, as normal when disabled.

Action: None. Making an Autohypnosis check doesn't require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively).

Try Again: Yes, for memorize and willpower uses, though a success doesn't cancel the effects of a previous failure. No for the other uses.

Synergy: If you have 5 or more ranks in Autohypnosis, you get a +2 bonus on Knowledge (psionics) checks.

If you have 5 or more ranks in Concentration, you get a +2 bonus on Autohypnosis checks.

Epic Use

The character has trained his or her mind to ignore poison, resist mental influence, and convince his or her body that he or she is tougher than normal.

Poison's DC + 5
When poisoned, the character can make an Autohypnosis check on his or her next action. A successful check indicates the character does not have to make a saving throw against the poison's secondary damage, which he or she instead automatically ignores.
If a failed saving throw indicates the character is affected by any mind-affecting powers, spells, or spell-like effects, a successful Autohypnosis check allows an immediate second saving throw to resist the effect. If the mind-affecting effect normally does not allow a saving throw, a successful Autohypnosis check allows a saving throw.
With a successful Autohypnosis check, the character gains temporary hit points equal to 10 + his or her Wisdom modifier. The temporary hit points persist until lost. A character cannot check for temporary hit points more than once per day. Temporary hit points gained through Autohypnosis do not stack with temporary hit points gained through any other source

Mortal wounds are less lethal for the character.

If reduced to negative hit points but not dead, make an Autohypnosis check. If successful, the character does not go unconscious and can continue taking actions until he or she bleeds to death or stabilizes (the character can also continue making stabilization checks). If healed or stabilized, the character continues to take actions normally.
On a successful Autohypnosis check, the character gains damage reduction 2/-. The damage reduction lasts for 12 hours. The character cannot check for damage reduction more than once per day. Damage reduction gained through Autohypnosis does not stack with damage reduction gained through any other source.

Source: SRD 3.5 Combined Skills