Difference between revisions of "SRD:Wilder"

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'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.
  
{| class="d20"
+
{| class="zebra d20"
 
|+
 
|+
<div>{{#anc:Table: The Wilder}}</div>
+
<div>{{Anchor|Table: The Wilder}}</div>
 
[[SRD:Hit Dice|Hit Die]]: d6
 
[[SRD:Hit Dice|Hit Die]]: d6
 
|-
 
|-
Line 22: Line 22:
 
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]
 
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]
 
! rowspan="2" | [[#Maximum Power Level Known|Maximum Power<br/>Level Known]]
 
! rowspan="2" | [[#Maximum Power Level Known|Maximum Power<br/>Level Known]]
|- {{#vardefine:odd|0}}
+
|-  
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|- class="{{Odd-Even}}"
+
|-  
 
|1st|| class="left" | +0 || +0 || +0 || +2
 
|1st|| class="left" | +0 || +0 || +0 || +2
 
| class="left" | [[#Wild Surge|Wild Surge]] +1, [[#Psychic Enervation|Psychic Enervation]]
 
| class="left" | [[#Wild Surge|Wild Surge]] +1, [[#Psychic Enervation|Psychic Enervation]]
 
|2||1||1st
 
|2||1||1st
|- class="{{Odd-Even}}"
+
|-  
 
|2nd|| class="left" | +1 || +0 || +0 || +3
 
|2nd|| class="left" | +1 || +0 || +0 || +3
 
| class="left" | [[#Elude Touch|Elude Touch]]
 
| class="left" | [[#Elude Touch|Elude Touch]]
 
|6||2||1st
 
|6||2||1st
|- class="{{Odd-Even}}"
+
|-  
 
|3rd|| class="left" | +2 || +1 || +1 || +3
 
|3rd|| class="left" | +2 || +1 || +1 || +3
 
| class="left" | [[#Wild Surge|Wild Surge]] +2
 
| class="left" | [[#Wild Surge|Wild Surge]] +2
 
|11||2||1st
 
|11||2||1st
|- class="{{Odd-Even}}"
+
|-  
 
|4th||class="left" | +3 || +1 || +1 || +4
 
|4th||class="left" | +3 || +1 || +1 || +4
 
| class="left" | [[#Surging Euphoria|Surging Euphoria]] +1
 
| class="left" | [[#Surging Euphoria|Surging Euphoria]] +1
 
|17||3||2nd
 
|17||3||2nd
|- class="{{Odd-Even}}"
+
|-  
 
|5th||class="left" | +3 || +1 || +1 || +4
 
|5th||class="left" | +3 || +1 || +1 || +4
 
| class="left" | [[#Volatile Mind|Volatile Mind]] (1 [[SRD:Power Points|Power Point]])
 
| class="left" | [[#Volatile Mind|Volatile Mind]] (1 [[SRD:Power Points|Power Point]])
 
|25||3||2nd
 
|25||3||2nd
|- class="{{Odd-Even}}"
+
|-  
 
|6th||class="left" | +4 || +2 || +2 || +5
 
|6th||class="left" | +4 || +2 || +2 || +5
 
| class="left" |
 
| class="left" |
 
|35||4||3rd
 
|35||4||3rd
|- class="{{Odd-Even}}"
+
|-  
 
|7th||class="left" | +5 || +2 || +2 || +5
 
|7th||class="left" | +5 || +2 || +2 || +5
 
| class="left" | [[#Wild Surge|Wild Surge]] +3
 
| class="left" | [[#Wild Surge|Wild Surge]] +3
 
|46||4||3rd
 
|46||4||3rd
|- class="{{Odd-Even}}"
+
|-  
 
|8th||class="left" | +6/+1 || +2 || +2 || +6
 
|8th||class="left" | +6/+1 || +2 || +2 || +6
 
| class="left" |
 
| class="left" |
 
|58||5||4th
 
|58||5||4th
|- class="{{Odd-Even}}"
+
|-  
 
|9th||class="left" | +6/+1 || +3 || +3 || +6
 
|9th||class="left" | +6/+1 || +3 || +3 || +6
 
| class="left" | [[#Volatile Mind|Volatile Mind]] (2 [[SRD:Power Points|Power Points]])
 
| class="left" | [[#Volatile Mind|Volatile Mind]] (2 [[SRD:Power Points|Power Points]])
 
|72||5||4th
 
|72||5||4th
|- class="{{Odd-Even}}"
+
|-  
 
|10th||class="left" | +7/+2 || +3 || +3 || +7
 
|10th||class="left" | +7/+2 || +3 || +3 || +7
 
| class="left" |
 
| class="left" |
 
|88||6||5th
 
|88||6||5th
|- class="{{Odd-Even}}"
+
|-  
 
|11th||class="left" | +8/+3 || +3 || +3 || +7
 
|11th||class="left" | +8/+3 || +3 || +3 || +7
 
| class="left" | [[#Wild Surge|Wild Surge]] +4
 
| class="left" | [[#Wild Surge|Wild Surge]] +4
 
|106||6||5th
 
|106||6||5th
|- class="{{Odd-Even}}"
+
|-  
 
|12th||class="left" | +9/+4 || +4 || +4 || +8
 
|12th||class="left" | +9/+4 || +4 || +4 || +8
 
| class="left" | [[#Surging Euphoria|Surging Euphoria]] +2
 
| class="left" | [[#Surging Euphoria|Surging Euphoria]] +2
 
|126||7||6th
 
|126||7||6th
|- class="{{Odd-Even}}"
+
|-  
 
|13th||class="left" | +9/+4 || +4 || +4 || +8
 
|13th||class="left" | +9/+4 || +4 || +4 || +8
 
| class="left" | [[#Volatile Mind|Volatile Mind]] (3 [[SRD:Power Points|Power Points]])
 
| class="left" | [[#Volatile Mind|Volatile Mind]] (3 [[SRD:Power Points|Power Points]])
 
|147||7||6th
 
|147||7||6th
|- class="{{Odd-Even}}"
+
|-  
 
|14th||class="left" | +10/+5 || +4 || +4 || +9
 
|14th||class="left" | +10/+5 || +4 || +4 || +9
 
| class="left" |
 
| class="left" |
 
|170||8||7th
 
|170||8||7th
|- class="{{Odd-Even}}"
+
|-  
 
|15th||class="left" | +11/+6/+1 || +5 || +5 || +9
 
|15th||class="left" | +11/+6/+1 || +5 || +5 || +9
 
| class="left" | [[#Wild Surge|Wild Surge]] +5
 
| class="left" | [[#Wild Surge|Wild Surge]] +5
 
|195||8||7th
 
|195||8||7th
|- class="{{Odd-Even}}"
+
|-  
 
|16th||class="left" | +12/+7/+2 || +5 || +5 || +10
 
|16th||class="left" | +12/+7/+2 || +5 || +5 || +10
 
| class="left" |
 
| class="left" |
 
|221||9||8th
 
|221||9||8th
|- class="{{Odd-Even}}"
+
|-  
 
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10
 
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10
 
| class="left" | [[#Volatile Mind|Volatile Mind]] (4 [[SRD:Power Points|Power Points]])
 
| class="left" | [[#Volatile Mind|Volatile Mind]] (4 [[SRD:Power Points|Power Points]])
 
|250||9||8th
 
|250||9||8th
|- class="{{Odd-Even}}"
+
|-  
 
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11
 
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11
 
| class="left" |
 
| class="left" |
 
|280||10||9th
 
|280||10||9th
|- class="{{Odd-Even}}"
+
|-  
 
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11
 
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11
 
| class="left" | [[#Wild Surge|Wild Surge]] +6
 
| class="left" | [[#Wild Surge|Wild Surge]] +6
 
|311||10||9th
 
|311||10||9th
|- class="{{Odd-Even}}"
+
|-  
 
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12
 
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12
 
| class="left" | [[#Surging Euphoria|Surging Euphoria]] +3
 
| class="left" | [[#Surging Euphoria|Surging Euphoria]] +3
 
|343||11||9th
 
|343||11||9th
|-
+
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
 
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
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'''Weapon and Armor Proficiency:''' Wilders are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], with [[SRD:Armor Proficiency (Light)|light armor]], and with [[SRD:Shield Proficiency|shields]] (except [[SRD:Tower Shield Proficiency|tower shields]]).
 
'''Weapon and Armor Proficiency:''' Wilders are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], with [[SRD:Armor Proficiency (Light)|light armor]], and with [[SRD:Shield Proficiency|shields]] (except [[SRD:Tower Shield Proficiency|tower shields]]).
  
'''{{#anc:Power Points/Day}}:''' A wilder’s ability to manifest [[SRD:Powers|powers]] is limited by the [[SRD:Power Points|power points]] she has available. Her base daily allotment of [[SRD:Power Points|power points]] is given on Table: The Wilder. In addition, she receives bonus [[SRD:Power Points|power points]] per day if she has a high [[SRD:Charisma|Charisma]] score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Power Points|Table: Ability Modifiers and Bonus Power Points]]). Her race may also provide bonus [[SRD:Power Points|power points]] per day, as may certain [[SRD:Feats|feats]] and items.
+
'''{{Anchor|Power Points/Day}}:''' A wilder’s ability to manifest [[SRD:Powers|powers]] is limited by the [[SRD:Power Points|power points]] she has available. Her base daily allotment of [[SRD:Power Points|power points]] is given on Table: The Wilder. In addition, she receives bonus [[SRD:Power Points|power points]] per day if she has a high [[SRD:Charisma|Charisma]] score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Power Points|Table: Ability Modifiers and Bonus Power Points]]). Her race may also provide bonus [[SRD:Power Points|power points]] per day, as may certain [[SRD:Feats|feats]] and items.
  
'''{{#anc:Powers Known}}:''' A wilder begins play knowing one [[SRD:Psion/Wilder Powers|wilder power]] of your choice. At every even-numbered [[SRD:Class|class]] level after 1st, she unlocks the knowledge of new [[SRD:Powers|powers]].
+
'''{{Anchor|Powers Known}}:''' A wilder begins play knowing one [[SRD:Psion/Wilder Powers|wilder power]] of your choice. At every even-numbered [[SRD:Class|class]] level after 1st, she unlocks the knowledge of new [[SRD:Powers|powers]].
  
 
Choose the [[SRD:Powers|powers]] known from the [[SRD:Psion/Wilder Powers|wilder power list]]. (''Exception:'' The [[SRD:Feats|feats]] [[SRD:Expanded Knowledge|Expanded Knowledge]] and [[SRD:Epic Expanded Knowledge|Epic Expanded Knowledge]] do allow a wilder to learn [[SRD:Powers|powers]] from the lists of other [[SRD:Classes|classes]].) A wilder can manifest any power that has a [[SRD:Power Points|power point]] cost equal to or lower than her [[SRD:Manifester Level|manifester level]].
 
Choose the [[SRD:Powers|powers]] known from the [[SRD:Psion/Wilder Powers|wilder power list]]. (''Exception:'' The [[SRD:Feats|feats]] [[SRD:Expanded Knowledge|Expanded Knowledge]] and [[SRD:Epic Expanded Knowledge|Epic Expanded Knowledge]] do allow a wilder to learn [[SRD:Powers|powers]] from the lists of other [[SRD:Classes|classes]].) A wilder can manifest any power that has a [[SRD:Power Points|power point]] cost equal to or lower than her [[SRD:Manifester Level|manifester level]].
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The [[SRD:DC|Difficulty Class]] for [[SRD:Saving Throw|saving throws]] against wilder [[SRD:Powers|powers]] is 10 + the power’s level + the wilder’s [[SRD:Charisma|Charisma]] modifier.
 
The [[SRD:DC|Difficulty Class]] for [[SRD:Saving Throw|saving throws]] against wilder [[SRD:Powers|powers]] is 10 + the power’s level + the wilder’s [[SRD:Charisma|Charisma]] modifier.
  
'''{{#anc:Maximum Power Level Known}}:''' A wilder begins play with the ability to learn 1st-level [[SRD:Powers|powers]]. As she attains higher levels, she may gain the ability to master more complex [[SRD:Powers|powers]].
+
'''{{Anchor|Maximum Power Level Known}}:''' A wilder begins play with the ability to learn 1st-level [[SRD:Powers|powers]]. As she attains higher levels, she may gain the ability to master more complex [[SRD:Powers|powers]].
  
 
To learn or manifest a power, a wilder must have a [[SRD:Charisma|Charisma]] score of at least 10 + the power’s level.
 
To learn or manifest a power, a wilder must have a [[SRD:Charisma|Charisma]] score of at least 10 + the power’s level.
  
'''{{#anc:Wild Surge}} ([[SRD:Special Abilities Overview#Supernatural|Su]])''': A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).
+
'''{{Anchor|Wild Surge}} ([[SRD:Special Abilities Overview#Supernatural|Su]])''': A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).
  
 
A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her [[SRD:Manifester Level|manifester level]] with that manifestation of the power. The [[SRD:Manifester Level|manifester level]] boost gives her the ability to augment her [[SRD:Powers|powers]] to a higher degree than she otherwise could; however, she pays no extra [[SRD:Power Points|power point]] for this wild surge. Instead, the additional 1 [[SRD:Power Points|power point]] that would normally be required to augment the power is effectively supplied by the wild surge.
 
A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her [[SRD:Manifester Level|manifester level]] with that manifestation of the power. The [[SRD:Manifester Level|manifester level]] boost gives her the ability to augment her [[SRD:Powers|powers]] to a higher degree than she otherwise could; however, she pays no extra [[SRD:Power Points|power point]] for this wild surge. Instead, the additional 1 [[SRD:Power Points|power point]] that would normally be required to augment the power is effectively supplied by the wild surge.
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In all cases, the wild surge effectively pays the extra [[SRD:Power Points|power point]] cost that is normally required to augment the power; only the unaugmented [[SRD:Power Points|power point]] cost is subtracted from the wilder’s [[SRD:Power Points|power point]] reserve.
 
In all cases, the wild surge effectively pays the extra [[SRD:Power Points|power point]] cost that is normally required to augment the power; only the unaugmented [[SRD:Power Points|power point]] cost is subtracted from the wilder’s [[SRD:Power Points|power point]] reserve.
  
'''{{#anc:Psychic Enervation}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per [[SRD:Manifester Level|manifester level]] added with the wild surge.
+
'''{{Anchor|Psychic Enervation}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per [[SRD:Manifester Level|manifester level]] added with the wild surge.
  
 
A wilder who is overcome by psychic enervation is [[SRD:Dazed|dazed]] until the end of her next turn and loses a number of [[SRD:Power Points|power points]] equal to her wilder level.
 
A wilder who is overcome by psychic enervation is [[SRD:Dazed|dazed]] until the end of her next turn and loses a number of [[SRD:Power Points|power points]] equal to her wilder level.
  
'''{{#anc:Elude Touch}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 2nd level, a wilder’s intuition supersedes her intellect, alerting her to danger from [[SRD:Touch Attack|touch attacks]] (including rays). She gains a bonus to [[SRD:Armor Class|Armor Class]] against all [[SRD:Touch Attack|touch attacks]] equal to her [[SRD:Charisma|Charisma]] bonus; however, her touch [[SRD:AC|AC]] can never exceed her [[SRD:Armor Class|Armor Class]] against normal attacks.
+
'''{{Anchor|Elude Touch}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 2nd level, a wilder’s intuition supersedes her intellect, alerting her to danger from [[SRD:Touch Attack|touch attacks]] (including rays). She gains a bonus to [[SRD:Armor Class|Armor Class]] against all [[SRD:Touch Attack|touch attacks]] equal to her [[SRD:Charisma|Charisma]] bonus; however, her touch [[SRD:AC|AC]] can never exceed her [[SRD:Armor Class|Armor Class]] against normal attacks.
  
'''{{#anc:Surging Euphoria}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, when a wilder uses her wild surge ability, she gains a +1 morale bonus on [[SRD:Attack Roll|attack rolls]], [[SRD:Attack Damage|damage rolls]], and [[SRD:Saving Throw|saving throws]] for a number of rounds equal to the intensity of her wild surge.
+
'''{{Anchor|Surging Euphoria}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, when a wilder uses her wild surge ability, she gains a +1 morale bonus on [[SRD:Attack Roll|attack rolls]], [[SRD:Attack Damage|damage rolls]], and [[SRD:Saving Throw|saving throws]] for a number of rounds equal to the intensity of her wild surge.
  
 
If a wilder is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability.
 
If a wilder is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability.
Line 158: Line 158:
 
At 12th level, the morale bonus on a wilder’s [[SRD:Attack Roll|attack rolls]], [[SRD:Attack Damage|damage rolls]], and [[SRD:Saving Throw|saving throws]] increases to +2. At 20th level, the bonus increases to +3.
 
At 12th level, the morale bonus on a wilder’s [[SRD:Attack Roll|attack rolls]], [[SRD:Attack Damage|damage rolls]], and [[SRD:Saving Throw|saving throws]] increases to +2. At 20th level, the bonus increases to +3.
  
'''{{#anc:Volatile Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A wilder’s temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 [[SRD:Power Points|power point]] more than he otherwise would have spent.
+
'''{{Anchor|Volatile Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A wilder’s temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 [[SRD:Power Points|power point]] more than he otherwise would have spent.
  
 
The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply a wasted [[SRD:Power Points|power point]]. The wilder’s volatile mind can force the manifester of the telepathy power to exceed the normal [[SRD:Power Points|power point]] limit of 1 point per [[SRD:Manifester Level|manifester level]]. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his [[SRD:Power Points|power points]].
 
The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply a wasted [[SRD:Power Points|power point]]. The wilder’s volatile mind can force the manifester of the telepathy power to exceed the normal [[SRD:Power Points|power point]] limit of 1 point per [[SRD:Manifester Level|manifester level]]. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his [[SRD:Power Points|power points]].
Line 168: Line 168:
 
====Epic Wilder====
 
====Epic Wilder====
  
{| class="d20"
+
{| class="zebra d20"
 
|+ class="epic" |
 
|+ class="epic" |
<div>{{#anc:Table: The Epic Wilder}}</div>
+
<div>{{Anchor|Table: The Epic Wilder}}</div>
 
[[SRD:Hit Dice|Hit Die]]: d6
 
[[SRD:Hit Dice|Hit Die]]: d6
|- {{#vardefine:odd|0}}
+
|-  
 
! Level !! Special
 
! Level !! Special
|- class="{{Odd-Even}}"
+
|-  
 
| 21st || class="left" | [[#Volatile Mind|Volatile Mind]] (5 [[SRD:Power Points|Power Points]])
 
| 21st || class="left" | [[#Volatile Mind|Volatile Mind]] (5 [[SRD:Power Points|Power Points]])
|- class="{{Odd-Even}}"
+
|-  
 
| 22nd || class="left" |
 
| 22nd || class="left" |
|- class="{{Odd-Even}}"
+
|-  
 
| 23rd || class="left" | [[#Wild Surge|Wild Surge]] +7
 
| 23rd || class="left" | [[#Wild Surge|Wild Surge]] +7
|- class="{{Odd-Even}}"
+
|-  
 
| 24th || class="left" |
 
| 24th || class="left" |
|- class="{{Odd-Even}}"
+
|-  
 
| 25th || class="left" | [[#Volatile Mind|Volatile Mind]] (6 [[SRD:Power Points|Power Points]])
 
| 25th || class="left" | [[#Volatile Mind|Volatile Mind]] (6 [[SRD:Power Points|Power Points]])
|- class="{{Odd-Even}}"
+
|-  
 
| 26th || class="left" |
 
| 26th || class="left" |
|- class="{{Odd-Even}}"
+
|-  
 
| 27th || class="left" | [[#Wild Surge|Wild Surge]] +8
 
| 27th || class="left" | [[#Wild Surge|Wild Surge]] +8
|- class="{{Odd-Even}}"
+
|-  
 
| 28th || class="left" | [[#Surging Euphoria|Surging Euphoria]] +4
 
| 28th || class="left" | [[#Surging Euphoria|Surging Euphoria]] +4
|- class="{{Odd-Even}}"
+
|-  
 
| 29th || class="left" | [[#Volatile Mind|Volatile Mind]] (7 [[SRD:Power Points|Power Points]])
 
| 29th || class="left" | [[#Volatile Mind|Volatile Mind]] (7 [[SRD:Power Points|Power Points]])
|- class="{{Odd-Even}}"
+
|-  
 
| 30th || class="left" |
 
| 30th || class="left" |
|-
+
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
 
4 + [[SRD:Intelligence|Int]] modifier skill points per level.
 
4 + [[SRD:Intelligence|Int]] modifier skill points per level.

Latest revision as of 16:13, 14 August 2009

This material is published under the OGL

Wilder[edit]

Making a Wilder[edit]

Alignment: Any.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Simple.

Table: The Wilder

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +0 +0 +0 +2 Wild Surge +1, Psychic Enervation 2 1 1st
2nd +1 +0 +0 +3 Elude Touch 6 2 1st
3rd +2 +1 +1 +3 Wild Surge +2 11 2 1st
4th +3 +1 +1 +4 Surging Euphoria +1 17 3 2nd
5th +3 +1 +1 +4 Volatile Mind (1 Power Point) 25 3 2nd
6th +4 +2 +2 +5 35 4 3rd
7th +5 +2 +2 +5 Wild Surge +3 46 4 3rd
8th +6/+1 +2 +2 +6 58 5 4th
9th +6/+1 +3 +3 +6 Volatile Mind (2 Power Points) 72 5 4th
10th +7/+2 +3 +3 +7 88 6 5th
11th +8/+3 +3 +3 +7 Wild Surge +4 106 6 5th
12th +9/+4 +4 +4 +8 Surging Euphoria +2 126 7 6th
13th +9/+4 +4 +4 +8 Volatile Mind (3 Power Points) 147 7 6th
14th +10/+5 +4 +4 +9 170 8 7th
15th +11/+6/+1 +5 +5 +9 Wild Surge +5 195 8 7th
16th +12/+7/+2 +5 +5 +10 221 9 8th
17th +12/+7/+2 +5 +5 +10 Volatile Mind (4 Power Points) 250 9 8th
18th +13/+8/+3 +6 +6 +11 280 10 9th
19th +14/+9/+4 +6 +6 +11 Wild Surge +6 311 10 9th
20th +15/+10/+5 +6 +6 +12 Surging Euphoria +3 343 11 9th

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All the following are class features of the wilder.

Weapon and Armor Proficiency: Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields).

Power Points/Day: A wilder’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Wilder. In addition, she receives bonus power points per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A wilder begins play knowing one wilder power of your choice. At every even-numbered class level after 1st, she unlocks the knowledge of new powers.

Choose the powers known from the wilder power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a wilder to learn powers from the lists of other classes.) A wilder can manifest any power that has a power point cost equal to or lower than her manifester level.

The total number of powers a wilder can manifest in a day is limited only by her daily power points.

A wilder simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against wilder powers is 10 + the power’s level + the wilder’s Charisma modifier.

Maximum Power Level Known: A wilder begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.

To learn or manifest a power, a wilder must have a Charisma score of at least 10 + the power’s level.

Wild Surge (Su): A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).

A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.

Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge.

This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).

She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.

At 3rd level, a wilder can choose to boost her manifester level by two instead of one. At 7th level, she can boost her manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six.

In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder’s power point reserve.

Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.

A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level.

Elude Touch (Ex): Starting at 2nd level, a wilder’s intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her Armor Class against normal attacks.

Surging Euphoria (Ex): Starting at 4th level, when a wilder uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge.

If a wilder is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability.

At 12th level, the morale bonus on a wilder’s attack rolls, damage rolls, and saving throws increases to +2. At 20th level, the bonus increases to +3.

Volatile Mind (Ex): A wilder’s temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent.

The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply a wasted power point. The wilder’s volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.

At 9th level, the penalty assessed against telepathy powers manifested on a wilder is increased to 2 power points. At 13th level, the penalty increases to 3 power points, and at 17th level it increases to 4 power points.

As a standard action, a wilder can choose to lower this effect for 1 round.

Epic Wilder[edit]

Table: The Epic Wilder

Hit Die: d6

Level Special
21st Volatile Mind (5 Power Points)
22nd
23rd Wild Surge +7
24th
25th Volatile Mind (6 Power Points)
26th
27th Wild Surge +8
28th Surging Euphoria +4
29th Volatile Mind (7 Power Points)
30th

4 + Int modifier skill points per level.

Powers: The epic wilder’s manifester level is equal to her class level. The wilder’s power points and powers known do not increase after 20th level (except through the use of epic feats).

Wild Surge: The epic wilder’s wild surge continues to increase after 20th level. At 23rd level and every four levels higher than 23rd, the wild surge continues to gain an additional +1 boost to manifester level when used (+7 at 23rd, +8 at 27th, and so on).

Surging Euphoria: The wilder’s surging euphoria progression continues past 20th level. At 28th level and every eight levels higher than 28th, the morale bonus on her attack rolls, damage rolls, and saving throws increases by 1 (+4 at 28th, +5 at 36th, and so on).

Volatile Mind: The epic wilder’s volatile mind ability continues to increase. At 21st level and every four levels higher than 21st, the penalty assessed against telepathy powers manifested on the wilder is increased by 1 power point (5 points at 21st, 6 points at 25th, and so on).



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