Wilder

The wilder taps into her emotions to unlock and unleash her innate psionic power. By channeling her emotions in such a fashion, the wilder greatly enhances her psionic powers but runs the risk of suffering backlash due to the inherent instability of emotions.

Role

The wilder traditionally fills the role of dealing large amounts of damage, while running the risk of suffering backlash. The wilder is most adept at taking a limited number of psionic powers and boosting them to get the highest possible output from them. Their options may be limited, but those powers are far stronger than any other psionic manifester.

Depending on the path a wilder chooses, she can also give her nearby allies a boost in efficiency.

Table: The Wilder

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialPower
Points
/Day
Powers
Known
Max Power
Level Known
1st+0+0+0+2Wild surge +1, surge bond211st
2nd+1+0+0+3Elude attack +1621st
3rd+2+1+1+3Wild surge +21131st
4th+3+1+1+4Surging euphoria +11742nd
5th+3+1+1+4Improved surge bond2542nd
6th+4+2+2+5Elude attack +23553rd
7th+5+2+2+5Wild surge +34653rd
8th+6/+1+2+2+65864th
9th+6/+1+3+3+6Improved surge bond7264th
10th+7/+2+3+3+7Elude attack +38875th
11th+8/+3+3+3+7Wild surge +410675th
12th+9/+4+4+4+8Surging euphoria +212686th
13th+9/+4+4+4+8Improved surge bond14786th
14th+10/+5+4+4+9Elude attack +417097th
15th+11/+6/+1+5+5+9Wild surge +519597th
16th+12/+7/+2+5+5+10221108th
17th+12/+7/+2+5+5+10Improved surge bond250108th
18th+13/+8/+3+6+6+11Elude attack +5280119th
19th+14/+9/+4+6+6+11Wild surge +6311119th
20th+15/+10/+5+6+6+12Perfect surge, surging euphoria +3343129th
Hit Die: d8
Class Skills (4 + Int modifier per level): Acrobatics, Athletics, Deception, Insight, Intimidate, Perception, Profession, and Psi Lore.

Class Features

Weapon and Armor Proficiency

A Wilder is proficient with Basic weapons plus any one other weapon group of your choice. They are proficient with light armor and with shields (but not with tower shields).

If not using weapon groups, a Wilder is proficient with simple weapons.

Psionic Manifesting

As a wilder, you manifest psionic powers, which are drawn from the psion/wilder power list.

Your key ability score is Charisma.

To learn or manifest a power, you must have a key ability score equal to at least 10 + the power’s level. The Difficulty Class for saving throws against your psion powers is 10 + the power’s level + your key ability modifier.

Your manifester level is equal to your class level. You can manifest any power that has a total power point cost equal to or lower than your manifester level.

Power Points/Day

Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table: The Wilder. In addition, you receive bonus power points per day if you have a high key ability score.

Powers Known

You begin play knowing three 0-level wilder talents one 1st-level wilder power of your choice. At most class level after 1st, you unlock the knowledge of new powers.

You simply know your powers; they are ingrained in your mind. You do not need to prepare or access them in the way that some spellcasters must, though you must gain the benefits of a Long Rest each day to regain all your spent power points.

Maximum Power Level Known

You begin play with the ability to learn o-level talents and 1st-level powers. As you attain higher levels, you may gain the ability to master more complex powers.

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

Psionic Talents

0-level powers, known as psionic talents, have some special rules associated with them.

As long as you maintain psionic focus, you may use your psionic talents at will and manifest them without spending any power points. Alternatively, if you do not have psionic focus or simply choose to do so, you may spend 1 power point to manifest a talent.

If the talent has a duration longer than instantaneous, you can have only one such talent active at a time. Manifesting a second automatically dismisses the first. Talents manifested using a power point do not have this limitation.

If a talent can be augmented, you must pay the augment cost, regardless of which method you use to manifest the talent.

When selecting powers known, you may choose any two psionic talents from your class list in place of one power known. You otherwise do not gain access to additional talents known as you gain levels.

Wild Surge

You can let your passion and emotion rise to the surface in a wild surge when you manifest a power. During a wild surge, you gain phenomenal psionic might, but you harm yourself by the reckless use of your power (see Psychic Enervation, below).

Basic Wild Surge

You can choose to invoke a wild surge whenever you manifest a power as part of that action. When you do so, you gain 1 temporary power point and +1 psionic bonus to your manifester level with that manifestation of the power. The manifester level boost gives you the ability to augment your powers to a higher degree than you otherwise could and affects any level-dependent effects based on manifester level. The temporary power point from wild surge stacks with temporary power points from other sources (an exception to the normal rule for temporary power points).

Most wilders use the additional 1 power point to further augment the manifested power, but you need not spend it that way and can even use the temporary power point to manifest the power without spending any power points from your reserve.

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

At 3rd level and every four levels thereafter, your wild surge bonus increases by 1, which increases the number of temporary power points granted and the psionic bonus to manifester level. You always wild surge for the maximum amount possible, for unleashing emotions in the fashion of a wild surge does not lend itself to using finesse.

In all cases, the temporary power points granted by a wild surge are lost as soon as the power is manifested, even if you don’t use them.

Surge Blast

You can also channel your wild surge into a blast of uncontrolled psionic energy. By expending psionic focus as a standard action, you can make a ranged touch attack (range 30 ft.) that deals 1d6 points of force damage for every +1 to your wild surge.

Surge blasts do not trigger psychic enervation.

Psychic Enervation

Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, you might be overcome by the strain of your effort. The chance of suffering psychic enervation is 15%. The exact effects of your psychic enervation are determined by your surge bond (see below).

Surge Bond

At 1st level, you choose one of the following surge types which may not be changed thereafter. Depending on the kind of emotional surges you embrace, this manifests itself in vastly different ways, connected intimately with how your wild surge is formed.

Wilder Surge Bonds

Elude Attack

Starting at 2nd level, your intuition supersedes your intellect, alerting you to danger from touch attacks. You gain a bonus to Armor Class against all touch attacks equal to your Charisma bonus; however, your touch AC can not exceed your Armor Class against normal attacks from using this ability.

In addition, you gain a +1 dodge bonus to Armor Class. This bonus increases by 1 every 4 levels thereafter (+2 at 6th level, +3 at 10th level, etc).

Surging Euphoria

Starting at 4th level, when you use your wild surge ability, you gain a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of your wild surge. If you are overcome by psychic enervation following your wild surge, you do not gain the morale bonus for this use of your wild surge ability.

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

Improved Surge Bond

At 5th level and every four levels thereafter, your surge bond grants additional special abilities depending on the type of bond selected.

Perfect Surge

At 20th level, you have mastered the untamable and can now use a blindingly powerful version of wild surge, albeit at great cost. Once per day, you may manifest one power using wild surge with a +10 bonus. In addition to this increase, the manifestation also receives +3 to its save DC, +3 to any attack rolls involved, and is treated as a power five levels higher for the purposes of level-dependent effects (such as a globe of invulnerability).

A power manifested with a perfect surge has the radius and intensity of its associated displays doubled; such displays cannot be hidden normally. You exude light as if you were the subject of the daylight spell while using a perfect surge, and anyone who makes physical contact with you before the start of your next turn takes 1d4 points of fire damage.

However, this extreme example of wild surging has its price. You are struck by psychic enervation afterwards without fail, except you suffer your associated condition for 1d4 rounds and lose a number of power points or hit points (dependent on path) equal to your manifester level +10. You also take 2 points of ability burn to every ability score.

Wilder Archetypes

You may choose to use one or more of these archetypes to modify the class features of this class. You may not choose more than one archetype unless they replace or modifiy different class features. See the section on Class Archetypes for full rules.

Table: Wilder Archetypes

ArchetypesClass Features Replaced or Modified
Psionic ManifestingWild SurgeSurge BondElude AttackSurging EuphoriaImproved Surge BondPerfect Surge
Battle WilderXXXX
Blasting WilderCXX
ContemplativeCXXXX
SpirituelX
X = replaced, C = changed, blank = as original class