Psychosis (Su, level 1)

The chief virtue of being a psychic warrior is the power-to-flesh transition one achieves through merging psionics with physical and tactical discipline. Psychosis is a total submission of oneself to the energy currents that flow throughout the fabric of the world. The psychic warrior becomes remarkably adept, and gains the following benefits in an accumulating fashion, according to how many power points the psychic warrior spends activating the form:

  • +1 insight bonus to Concentration, Climb, Jump, Initiative, Reflex checks, and +5ft movement as well.

Psychosis adds the psychic warrior's Wisdom rating to all attack and damage checks. In addition, the psychosis grants immunity to fear, and sleep effects.

A psychic warrior may only spend up to his Wisdom modifier in power points, to activate psychosis. Psychosis lasts a number of rounds equal to the character's level plus Wisdom modifier.

Advanced Psychosis (Su, level 7)

The psychic warrior may cast a psionic power as a move-equivalent action, after landing a successful physical attack. The psychic warrior may spend the damage of the attack to help pay for the power point cost of the psionics used. As much or as little of the damage may be spent towards this purpose, but the character must be capable of paying the remnant of the cost with the Way. Damage that is spent is not inflicted by the attack. This may only happen once in an attack round.

Total Psychosis (Su, level 15)

This increases the amount of points that may be invested in the psychosis by 3. In addition, powers achieved during combat through advanced psychosis are now cast as free actions.