Here's something I've been toying with for ages and just realized mostly fit your description:
An ectoplancer is an almost-psion, whose mind can shape the world in powerful but limited ways: specifically, by coating it in various forms of ectoplasm.
Level BAB Fort Save Ref Save Will Save Special Power Points Augments 1st 0 0 0 2 Spew Ectoplasm 4 lubricant, adhesive, energy, hardness 2nd 1 0 0 3 Anchored Ectoplasm 12 movement 3rd 1 1 1 3 Ectoplasmic Mist 21 4th 2 1 1 4 Ectoplasmic Wall 31 force, nausea 5th 2 1 1 4 Ectoplasmic Power 1 45 6th 3 2 2 5 Ectoplasmic Cage 61 teleport (limited) 7th 3 2 2 5 78 8th 4 2 2 6 96 glamoured 9th 4 3 3 6 Lesser Astral Construct 115 distraction 10th 5 3 3 7 Ectoplasmic Power 2 136 11th 5 3 3 7 159 teleport (general) 12th 6 4 4 8 183 necrotic, deep 13th 6 4 4 8 206 power-proof 14th 7 4 4 9 Ectoplasmic Power 3 229 15th 7 5 5 9 253 plane-shift 16th 8 5 5 10 276 dominate 17th 8 5 5 10 Ectoplasmic Power 4 300 18th 9 6 6 11 322 19th 9 6 6 11 Ectoplasmic Power 5 342 20th 10 6 6 12 Augment Synergy 360
Hit die: d4
Class Skills: Concentration, Craft (any), Knowledge (any), Listen, Psicraft, Spot
Ectoplancers gain additional power points for intelligence, as psions do. Any save dcs they inflict are 10 + int mod + ceil(pp spent / 2). While their abilities are not exactly powers, they are similar enough for metapsionic feats to apply to them. Their abilities have a range of 50 ft + 5 ft/level. Anything they create lasts for concentration plus 1 round/level.
Spew Ectoplasm(su): As a standard action, an ectoplancer can coat an object or a part of an object in ectoplasm. The total surface coated cannot exceed 25 square feet. A reflex save can prevent the ectoplasm from hitting the target (if the target is or is held by someone capable of making reflex saves). The ectoplasm is translucent, has 2 hp, 10 hardness, and requires a dc 15 strength check to tear. The ectoplancer may spend power points to coat a larger area, at a rate of 1 point per additional 25 square feet.
Anchored Ectoplasm(su): As a standard action, for 2 power points, an ectoplancer can spread a sheet of ectoplasm across open space, anchored on both sides. The sheet may be up to 25 square feet, The ectoplasm has the same properties as before, and again can be grown by 25 sq ft per pp.
Ectoplasmic Mist(su): As a standard action, for 3 power points, an ectoplancer can spread ectoplasm into a diffuse mist. The mist fills a 5x5x5 cube, and additional cubes can be created for 1pp each. The mist is opaque: white with occasional sheens of all other colors. Mist is harder to augment than regular ectoplasm, so that only three augmentations (energy, nausea and necrotic) can be applied, and at greater costs.
Ectoplasmic Wall(su): Like Anchored Ectoplasm, but costs 4 power points and does not require anchors.
Ectoplasmic Power(su): There is a natural tension of ectoplasm wishing to enter the material plane. An experienced ectoplancer can use this energy to help fuel her powers. At first, she can source 1 power point of the cost of an ectoplasmic projection from this source rather than from her own power pool. As she gains experience, this increases to 5. At no time does this increase the total number of points she can channel -- it only decreases the cost to her. A cost can be zero, but not negative. If she has any actual psionic powers (for example, by being a multiclass psion) this does not apply to them.
Ectoplasmic Cage(su): As a standard action, for 6 power points, an ectoplancer can create 6 ectoplasmic walls at once forming a cube with no gaps. Each additional power point increases the size of any or all of the walls by 25 sq ft, but the cage must always form a rectangular prism.
Lesser Astral Construct(su): An ectoplancer can bring forth a blob of ectoplasm that acts somewhat like a living being. This acts like the Astral Construct power, except that it costs twice the power points and the resulting creature always looks like an ugly, conspicuous blob. The normal ectoplancer augments still apply normally.
Augment Synergy(su): When a master ectoplancer applies two different augmentations to a lump of ectoplasm, she need only pay power points for the more expensive of the two. If she applies more than two, she must pay for the rest normally.
Whenever an ectoplancer brings forth ectoplasm, she can augment it in the following ways:
lubricant: For 1 power point, an Ectoplancer can make the ectoplasm slippery like grease. Anyone attempting to hold or stand on the ectoplasm must make a reflex save or fail. This cannot be combined with the adhesive augmentation.
adhesive: For 1 power point, an Ectoplancer can make the ectoplasm sticky. Overcoming this is a dc 15 strength check. For every two additional pp spend, the dc increases by 1. This cannot be combined with the lubricant augmentation.
energy: An Ectoplancer can fill the ectoplasm with harmful energy. Anyone who touches it suffers 1d6 damage per power point spent. This damage can be fire, electricity or cold at the ectoplancer's choice. This augmentation can also be applied to ectoplasmic mists, but then the damage is only 1d4/pp.
hardness: For each power point spent, an Ectoplancer can increase the hardness of ectoplasm by 5 and the tear dc by 2.
movement: For 2 power points, an Ectoplancer can fill ectoplasm with movement. Anyone touching it is moved 5ft/round along the ectoplasm in the direction of the ectoplancer's choosing (this stops if the movement takes the creature out of contact with the ectoplasm). Resisting the flow is a dc 10 strength check that requires something to hold on to. If the ectoplasm is also sticky, sum the dcs. If relevant, gravity adds or subtracts 5 from the check. For every 2 additional power points spent, the speed increases 5ft/rnd and the dc increases by 1.
[b]force[b] For 4 power points, an Ectoplancer can harden the ectoplasm so that it behaves like force (see the wall of force spell).
nausea: For 4 power points, an Ectoplancer can fill the ectoplasm with inharmonious energy. Anyone touching it must make a fort save or be nauseated for one round. Anyone who continues touching it is effected again each round. For each additional power point spent, the duration increases by one round. This can be applied to an ectoplasmic mist, but then it costs 6 power points.
teleport (limited): For 6 power points, an Ectoplancer can tie the ectoplasm to space itself. Anyone who touches it is teleported up to 15 ft in a direction of the ectoplancer's choosing (but not into a solid object). Will negates. Every additional 3 points increases the distance by 5 ft.
glamoured: For 8 power points, an Ectoplancer can transform the way ectoplasm interacts with light. Anyone looking through the ectoplasm sees what the ectoplancer chooses. This is an optical effect, so it cannot be disbelieved (though reality can always be deduced from other clues). This does not effect non-visual senses.
distraction: For 9 power points, an Ectoplancer can fill the ectoplasm with emotion. Anyone attempting to manifest a power, cast a spell, or otherwise use an ability that requires concentration must make a dc 20 concentration check. For every additional point spent, the dc increases by 2.
teleport (general): Like teleport(lesser), but there is no distance limit. The destination must be familiar to the ectoplancer.
necrotic: For 12 power points, an Ectoplancer can fill the ectoplasm with raw death-energy. Any living being touching the ectoplasm must make a fort save or die. This can be applied to an ectoplasmic mist, but then it costs 15 points.
deep: For 12 power points, an Ectoplancer can tie the ectoplasm deep into the nature of reality. No one can teleport through the ectoplasm, nor pass through it on the ethereal or astral plane. The ectoplasm can still be circumvented if a route exists around it within the distance limits of the teleport.
power-proof: For 13 power points, an Ectoplancer can instill the ectoplasm with raw mundanity. Powers, spells and similar effects cannot cross the ectoplasm.
plane-shift: Like teleport(greater), but 15 power points and the destination can be on any plane.
dominate: For 16 power points, an Ectoplancer can infuse the ectoplasm with her own will. Any creature touching it must make a will save or be dominated.