Controllers: [[Dnd:CharOp/Controllers/Druid|Druid]] | [[Dnd:CharOp/Controllers/Invoker|Invoker]] | [[Dnd:CharOp/Controllers/Psion|Psion]] | [[Dnd:CharOp/Controllers/Seeker|Seeker]] | [[Dnd:CharOp/Controllers/Wizard|Wizard]]
Build: [[Dnd:CharOp/Controllers/Psion/Builds/The_Mind_Trickster|Intro]] | [[Dnd:CharOp/Controllers/Psion/Builds/The_Mind_Trickster/Abilities|Abilities]] | Skills | [[Dnd:CharOp/Controllers/Psion/Builds/The_Mind_Trickster/Feats|Feats]] | [[Dnd:CharOp/Controllers/Psion/Builds/The_Mind_Trickster/Powers|Powers]] | [[Dnd:CharOp/Controllers/Psion/Builds/The_Mind_Trickster/Items|Items]] | [[Dnd:CharOp/Controllers/Psion/Builds/The_Mind_Trickster/Snapshots|Snapshots]]
Arcana was chosen because of its wide applicability, synergy with intelligence and to maximize the gnome's racial bonus. Bluff is a bonus skill for taking the escaped slave theme. Diplomacy was chosen for its synergy with charisma (a secondary ability). Stealth (available via background benefit) was chosen to maximize the gnome's racial bonus and to get the most out of the build's focus on invisibility. Perception was chosen because it's arguably the best skill in the game.
Stealth is the only mandatory skill, although arcana training is highly recommended. Training in intimidate is a solid alternative to diplomacy. Also, if you find yourself sticking to the back of the party and already have a scout, you might consider taking history instead of perception.