(Obsolete) Wilder (Cobrin'Seil)

Obsolete Content: Content in this article is outdated and has been replaced (or is due to be replaced) by its author. This version is posted only for posterity and is no longer considered current in this game or setting.

This is a variant/fix of the Wilder class (Exanded Psionics Handbook) for use in the Cobrin'Seil setting.

THE WILDER Hit dice: {$hitdice}
Level Base Attack Bonus Fort Save Ref Save Will Save Special Power Points / Day Powers Known Max Power Level Known
1 +0 +0 +0 +2 Wild Surge +1 2 1 1st
2 +1 +0 +0 +3 Elude Touch 6 2 1st
3 +2 +1 +1 +3 Wild Surge +2 11 2 1st
4 +3 +1 +1 +4 Surging Euphoria +1 17 3 2nd
5 +3 +1 +1 +4 Volatile Mind 25 3 2nd
6 +4 +2 +2 +5 Wild Surge +3 35 4 3rd
7 +5 +2 +2 +5 - 46 4 3rd
8 +6/+1 +2 +2 +6 Surging Euphoria +2 58 5 4th
9 +6/+1 +3 +3 +6 Wild Surge +4 72 5 4th
10 +7/+2 +3 +3 +7 - 88 6 5th
11 +8/+3 +3 +3 +7 - 106 6 5th
12 +9/+4 +4 +4 +8 Wild Surge +5, Surging Euphoria +3 126 7 6th
13 +9/+4 +4 +4 +8 - 147 7 6th
14 +10/+5 +4 +4 +9 - 170 8 7th
15 +11/+6/+1 +5 +5 +9 Wild Surge +6 195 8 7th
16 +12/+7/+2 +5 +5 +10 Surging Euphoria +4 221 9 8th
17 +12/+7/+2 +5 +5 +10 - 250 9 8th
18 +13/+8/+3 +6 +6 +11 Wild Surge +7 280 10 9th
19 +14/+9/+4 +6 +6 +11 - 311 10 9th
20 +15/+10/+5 +6 +6 +12 Surging Euphoria +5 343 11 9th
Class Skills ({$skillslvl} + int mod per level, x4 at 1st level): {$cskills}

Game Rule Information

Abilities

Charisma determines how powerful a power a Wilder can manifest, how hard those powers are to resist, and some bonus to the Wilder's armour class. Dexterity and Strength both help a Wilder out in combat, since the Wilder has some combat ability.

  • Alignment: Wilders can be of any alignment.
  • Hit Die: d6

Class Skills

The Wilder's class skills are Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Escape Artist, Intimidate, Jump, Knowledge (psionics), Listen, Profession, Psicraft, Sense Motive, Spot, Swim and Tumble.

  • Skill Points at 1st Level: (4 + Int modifier) x 4
  • Skill Points at Each Level: 4 + Int modifier

Class Features

The following are the class features of the Wilder class.

Weapon and Armour Proficiency

Wilders are proficient with light armour, all shields (except Tower Shields), and with simple weapons.

Wild Surge (Su)

A Wilder can briefly remove the restraints that good common sense and the subconscious and unconscious mind place on their psionic powers when she manifests a power in a Wild Surge. For some Wilders, this is pushing back self-imposed limits. For some Wilders, it's briefly dropping all those barriers that they put up so they can think straight. For all Wilders, however, it is tapping a resource most manifesters let lie dormant out of good sense.

A wilder can choose to invoke a Wild surge whenever she manifests a power. When she does so, she gains a boost 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 power points that would normally be required to augment the power are 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. A wilder cannot use the Overchannel psionic feat and invoke her Wild Surge at the same time.

A Wilder's Wild Surge can initially boost his manifester level by one. At third level, and at every third level thereafter, the amount by which a Wilder can Surge increases by one. In all cases of Wild Surge, the Surge pays the extra power point cost that would be required to fully augment the manifested power.

A Wild Surge is a dangerous thing, however. The mind puts limitations on itself for a reason, and breaking those limits damages the Wilder as the conduit through which power is channeled. Whenever the Wilder Wild Surges, he must make a Will save against a DC of 10 + the power's level + triple the level increase from the Wild Surge. Failure indicates that the Wilder suffers one or more of the following Trauma, depending on by how much the Wilder failed the save.

Enervation

The Wilder is dazed for a round, and loses power points equal to the level of the Wild Surge. This effect occurs if the Wilder fails the save at all.

  • Fatigue: The Wilder is fatigued for a number of minutes equal to the level of the Wild Surge. This effect occurs if the Wilder fails his saving throw by 5 or more.
  • Trauma: The Wilder suffers a number of d6 damage equal to the level of the Wild Surge. This effect occurs if the Wilder fails his saving throw by 10 or more.
  • Brainburn: The Wilder takes a number of points of Charisma damage equal to the level of Wild Surge. This effect occurs if the Wilder fails his saving throw by 15 or more.

For each potential trauma that can follow a Wild Surge, the Wilder may spend power points equal to the Wild Surge amount to avoid suffering the effects, to a minimum of fatugue.

Elude Touch (Ex)

As in mind, as in body – the Wilder is unpredictable and difficult to contact in combat. Be it a kind of dance or by just having difficult body movements to read, the Wilder is a difficult opponent to lay a hand on in combat – even if that hand has something sharp and painful in it. Starting at 2nd level, a Wilder adds a dodge bonus equal to his Charisma modifier or his level, whichever is lower, to his armour class as long as he's wearing light armour or no armour.

Surging Euphoria (Ex)

To release one's will, to brush the universe with one's raw, unrestrained force of personality is an amazing thing. This rush of energy energises the Wilders' motions, enable his courage, and give him an added edge and potency in combat. Starting at 4th level, whenever a Wilder invokes a Wild Surge and does not suffer any Trauma, for a number of rounds equal to the Wild Surge invoked, she gains a +1 bonus to attack rolls and saving throws. This bonus improves by +1 at each 4th level thereafter.

Volatile Mind (Su)

The mind of a Wilder is a chaotic, primal thing. It retaliates when it's struck, unconsciously railing at any offensive hand that's raised against it, and biting back at any who would encroach in its domain. Whenever an opponent attacks the mind of a Wilder directly with a Mind-Affecting effect, the Wilder can manifest a power in retaliation as an immediate action against the opponent at one-quarter of his normal manifester level. The Wilder still pays all cost for this power. The Wilder can still augment, and even Wild Surge this power.

Partial Open Gaming Content: Content in highlighted boxes is derived from, and in turn designated as, OGL material. Other content in this article is copyright © Talen Lee 2007-2008 unless otherwise noted. The original Wilder class is Open Game Content from the Expanded Psionics Handbook.

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