Mikasa Extra Sheet+Standard Actions+Supernatural Abilities+Psionics

A symbiat’s alien mind empowers the symbiat with strength and subtlety far beyond what most casters can achieve. A symbiat may create psionic effects from the list below for a total number of rounds per day equal to 4 + his Int modifier. Every level gained beyond 1st grants him an additional 2 rounds he may create psionic effects.

A symbiat may activate any psionic effect he possesses as a standard action, but need only spend a free action to maintain the effect each round. Changing from one psionic effect to another requires the symbiat to stop the previous effect and start a new one as a standard action. A psionic effect cannot be disrupted, but it ends immediately if the symbiat is killed, stunned, knocked unconscious, or otherwise prevented from taking a mental free action to maintain it each round. A symbiat cannot maintain more than one psionic effect at one time.

At 7th level, a symbiat can start a psionic effect as a move action instead of a standard action. At 13th level, a symbiat can start a psionic effect as a swift action.

So long as this psionic effect is active, the telekinetic warrior gains a +2 bonus to all attack rolls made with bludgeons. This increases to +3 at 7th level, +4 at 13th level, and +5 at 19th level.

This replaces battlefield relay.

The symbiat may use their telekinesis to manipulate the battlefield. So long as this effect is active, the symbiat may, as an immediate action, add either a bonus or a penalty equal to 1/2 his symbiat level (minimum: 1) to one attack roll made within 60 ft of him. The symbiat must announce he will use this ability before the attack roll is made.