:: Wilder ::


Icon: ir_wilder
(BASE CLASS)
The psion draws his psionic ability from strict mental discipline and intellectual development. Not so the wilder - for her, raw emotion is the source of psionic power.
Emotion-triggered psionic ability is not a science, but a passion. The zeal with which the wilder pursues the use of her psionic ability is so extreme that she can occasionally trigger a surge of power far beyond her normal capabilities. But with this ability comes a price: By exceeding her limits, the wilder may injure herself with psychic feedback.

- Hit Die: d6
- Skill Points Per Level: 4 + Int Modifier
- Base Attack Bonus: +3/4
- Fortitude: weak
- Reflex: weak
- Will: strong

Proficiencies: Wilders are proficient with all simple weapons, with light armor, and with shields.


CLASS SKILLS
Bluff, Concentration, Craft Armor, Craft Trap, Craft Weapon, Intimidate, Jump, Listen, Lore, Spellcraft, Spot, Tumble

CLASS FEATURES

Level:
1: Wild Surge +1, Psychic Enervation
2: Elude Touch
3: Wild Surge +2
4: Surging Euphoria +1
5: Volatile Mind (1 power point)
6:
7: Wild Surge +3
8:
9: Volatile Mind (2 power points)
10:
11: Wild Surge +4
12: Surging Euphoria +2
13: Volatile Mind (3 power points)
14:
15: Wild Surge +5
16:
17: Volatile Mind (4 power points)
18:
19: Wild Surge +6
20: Surging Euphoria +3

Psionic powers progression:
Level Power Points Powers Known Maximum Power Level Known
1 2 1 1st
2 6 2 1st
3 11 2 1st
4 17 3 2nd
5 25 3 2nd
6 35 4 3rd
7 46 4 3rd
8 58 5 4th
9 72 5 4th
10 88 6 5th
11 106 6 5th
12 126 7 6th
13 147 7 6th
14 170 8 7th
15 195 8 7th
16 221 9 8th
17 250 9 8th
18 280 10 9th
19 311 10 9th
20 343 11 9th


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.
NWN implementation detail: This ability only affects powers manifested by a hostile manifester.


EPIC
The epic wilder's powers become even more volatile and unpredictable.

Hit Die: d6
Skill Points at Each Additional Level: 4 + Int modifier
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).
Bonus Feats: The epic wilder gains a bonus feat at 21st level and every three levels thereafter (24th, 27th, and so on).

Epic feat list
All psionic feats, Armor Skin, Bane of Enemies, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Dodge, Epic Energy Resistance, Epic Fortitude, Epic Leadership, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Toughness, Epic Weapon Focus, Epic Will, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Holy Martial Strike, Improved Whirlwind Attack, Legendary Commander, Overwhelming Critical, Perfect Health, Perfect Two-Weapon Fighting, Self-Concealment, Superior Initiative, Unholy Strike


LvL
BAB
Fort
Ref
Will
1
0
0
0
2
2
1
0
0
3
3
2
1
1
3
4
3
1
1
4
5
3
1
1
4
6
4
2
2
5
7
5
2
2
5
8
6
2
2
6
9
6
3
3
6
10
7
3
3
7
11
8
3
3
7
12
9
4
4
8
13
9
4
4
8
14
10
4
4
9
15
11
5
5
9
16
12
5
5
10
17
12
5
5
10
18
13
6
6
11
19
14
6
6
11
20
15
6
6
12


Class Skills
Cross Class Skills
 
 
Level
# of bonus feats
Feats Granted
Feats Become Selectable
1
0
2
0
 
3
0
 
 
4
0
 
5
0
 
6
0
 
 
7
0
 
 
8
0
 
 
9
0
 
 
10
0
 
 
11
0
 
 
12
0
 
 
13
0
 
 
14
0
 
 
15
0
 
 
16
0
 
 
17
0
 
 
18
0
 
 
19
0
 
20
0
 
 
21
1
 
22
0
 
 
23
0
 
 
24
1
 
 
25
0
 
 
26
0
 
 
27
1
 
 
28
0
 
 
29
0
 
 
30
1
 
 
31
0
 
 
32
0
 
 
33
0
 
 
34
1
 
 
35
0
 
 
36
0
 
 
37
1
 
 
38
0
 
 
39
0
 
40
1
 
 

Psionic Powers

Level
Powers
1
2
3
4
5
6
7
8
9