Since we're looking at a fighter we'll probably want to give him a couple of combat oriented psionics 6th sense is a good one so if he's fighting a stealth fighter. Since it takes out the catching him flat footed surprise! (in gaming terms that means with out your prowess bonus to dodge said attackers first attack.). Then of course the pilot can use all his wondrous sensors to find his invisible opponent. Some may ask why i wouldn't recommend see the invisible. It's simple the sensory suite in a modern mech will do the same. If this were a more adventure based character i might say go for stuff to help him outside of aurmor but at this point we're looking at helping him in the arena. he knows he's going into a fight. At this point i would be torn between two psionics which will help our crazy special forces guy who's going into the arena each have their own potential uses over a variety of fights. Do we go for bonus's and go for the zen state of intuitive combat? Or the Mind block and just make sure he's "protected against further psionic mind f*ckery? in this case we're going pure bonus's and hoping for the best. Intuitive Combat Range: Self. Duration: Two melee rounds per level of experience. I.S.P.: 10 This is a form of telepathy geared to give the psychic an advantage in melee combat. To put this ability in place, the psychic must concentrate for one melee round (15 seconds), putting himself in a Zen-like state of awareness. For the next two melee rounds, the Intuitive Combat sense makes the character one with his body and weapon, reacting quickly and efficiently with amazing reflex action, balance and grace. Note: The psychic is unable to use any other psionic power, including Mind Block, while this power is in use. He can cancel it with a thought. Bonuses: +3 on initiative, +1 to strike, +1 to parry, +4 dodge, +4 to pull punch, +2 to roll with punch, fall or impact, and +2 to disarm. • Cannot be caught by surprise, even by attacks from behind or from long-range, which means he can try to parry or dodge all attacks leveled at him. • +10% to abilities (balance, etc.) provided by the Acrobatics and/or Gymnastic skills, as well as +10% to Climb and Swim skills. Sixth Sense Range: 90 feet (27.4 m). Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger. I.S.P.: 2 Saving Throw: None. The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet/27.4 m). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees)! The sixth sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.). The sixth sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet/27.4 m or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative. Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.