![]() 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.Īt 12th level, the morale bonus on a wilder’s attack rolls, damage rolls, and saving throws increases to +2. 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. 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. Starting at 2nd level, a wilder’s intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.Ī 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. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. Pushing oneself by invoking a wild surge is dangerous. 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. 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. She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.Īt 3rd level, a wilder can choose to boost her manifester level by two instead of one. 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). Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge. 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. ![]() When she does so, she gains +1 to her manifester level with that manifestation of the 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).Ī wilder can choose to invoke a wild surge whenever she manifests a power. To learn or manifest a power, a wilder must have a Charisma score of at least 10 + the power’s level.Ī wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. As she attains higher levels, she may gain the ability to master more complex powers. The Difficulty Class for saving throws against wilder powers is 10 + the power’s level + the wilder’s Charisma modifier.Ī wilder begins play with the ability to learn 1st-level powers. 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 total number of powers a wilder can manifest in a day is limited only by her daily power points.Ī wilder simply knows her powers they are ingrained in her mind. (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. At every even-numbered class level after 1st, she unlocks the knowledge of new powers.Ĭhoose the powers known from the wilder power list. Her race may also provide bonus power points per day, as may certain feats and items.Ī wilder begins play knowing one wilder power of your choice. 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 base daily allotment of power points is given on Table: The Wilder. Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields).Ī wilder’s ability to manifest powers is limited by the power points she has available. *New skill or expanded use of existing skill.Īll the following are class features of the wilder. 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).
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