Erudite 6/Chosen of Saridor 2/Ranger 1/Slayer 10/Warblade 1
Dragonborn Fire Elf
BAB : 17 ML : 17 EML : 20 (23 with Overchannel)
Base Saves - Fort : 12 Ref : 7 (8 functionally) Will : 12
Feats
1st-Battle Jump
Erudite-Psicrystal Affinity, Psicrystal Containment
3rd-Psionic Weapon
Erudite-Power Attack
6th-Psionic Mediation
9th-Leap Attack
Ranger-Track
12th-Practiced Manifester
15th-Deep Impact
18th-Supernatural Transformation
Psicrystal Feats
Alertness
1st-Hidden Talent
3rd-Earth Sense
6th-Earth Power
9th-Twin Power
12th-Linked Power
15th-Quicken Power
18th-Overchannel
Feats if you remain human, Supernatural Transformation isn't allowed, or have flaws allowed : Node Manifesting, Metanode Power, Split Psionic Ray, Incarnum Manifesting, Psycharnum Infusion
The idea now is using the 4 available focii (available at that even in the tamest version, by subbing in Twin Power for Supernatural Transformation if you can't feat leech the pet rock) to sustain a barrage of teleporting charges through Battle Jump. As a Dragonborn with a Valorous Lance of Vaulting and even moderate enhancements, it's quite easy to be packing a +30 to hit touch AC at 5d8+500 or so damage per poke, with up to four (Twinned Hustle going into Twinned Dimensional Slides) coming out of a single swift action, and if you're allowed recharge through Earth Power+Torc+Node, a sustained nonstop barrage by using the standard action versions, your schism, and the move actions to repeatedly refocus. As you're only ever dropping 5 feet, you shouldn't be provoking against most foes, and ultimately, it's nothing to ensure you have Psychic Reformation to snag Expansion to get more reach. Not even lard ass with 100 arms can stand up to that, and unlike the previous C-L, you aren't spending feats to nab vital powers. Furthermore, you'll never have 7 or more powers of a single level, so well below the threshold of Erudite's unique powers/level/day. Last but not least, you're also now a genuine Hood now, not just a charger on PsiCrack. Given that this version uses fewer questionable rules than the original (no wonky divert teleport shenanigans) and fewer optional rules than my Neraph version, I would dare say it is even more DM friendly, as least as psi-gish go.
EDIT : Oh! Forgot...Warblade is for IHS, WRT, and Leading the Charge for more free damage. Disarming Strike rounds out the 4 starting maneuvers.