|
|
Psionic Classes
WILDER
Alignment: Any.
Hit Die: d6.
Class Skills
The wilder’s class skills (and the key ability for each skill)
are
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), and
Tumble
(Dex).
*New skill or expanded use of existing skill.
Skill Points at 1st Level:
(4 + Int modifier) x4.
Skill Points at Each Additional Level:
4 + Int modifier.
Table: The Wilder
Level |
Base
Attack Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special |
Power Points/Day
|
Powers Known
|
Maximum Power Level Known
|
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 Features
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.
|