From my post on the WotC Psi Handbook board:
1) Power Specialization is L A M E. You deal +2 damage... this is very good for iterative attacks, where the extra damage is multiplied by the large number of attacks, but it's significantly overshadowed by the sheer number of dice rolled when using rays.
2) Power Penetration might be okay, but Wild Surge raises her manifester level, so she's very well equipt to deal with PR even without this feat. Since she gets so few feats, let's skip it.
So, here's my human wilder level-by-level, created using the Elite Array:
Stats: Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 15
Level 1: Feats: Point Blank Shot, Psicrystal Affinity
Psicrystal: Single-Minded (+3 Concentration)
Skills: 4 + 2 + 1 = 7 (She picks: Bluff, Concentration, Listen, Psicraft, Sense Motive, Spot, and Tumble)
Power: Mind Thrust -- at 1d10/pp, this is such a great Wild Surge power. Your companions are going to be happy that you can deal 2d10 3/day with a Will save.
Equipment: Leather armor, light crossbow, dagger, 20 bolts.
Level 2: Power: Vigor or Force Screen -- with Wild Surge augmentation, Vigor is great. However, Force Screen gives her a great AC even when she's using a missile wepon, and it's Augmentable (and thus even better for use with Wild Surge).
Level 3: Feat: Precise Shot -- this is both for her xbow and for her next Power...
Level 4: Power: Energy Push -- it's a Ray, and a very flexible Power, thus good for Wilders.
Ability Increase: Charisma +1. Duh.
Level 5: nothing to choose
Level 6: Feat: Expanded Knowlege (Psi Suggestion) -- Unlike a Psion, you have a decent Charisma bonus for those all-important Charisma checks, and you actually will have a great Bluff score. This is a great power for avoiding fights, getting through non-combat situations and just generally taking advantage of NPCs.
Power: Dispel Psionics -- I'm sure that Dispel Psionics is a controversial 3rd level Power, but listen: with Wild Surge, you're the best Dispeller in the game! Increasing DCs is easy, but boosting your effective level is
solid gold.
Level 7: nothing
Level 8: Power: Energy Bolt -- None of the 4th level Powers leap out at me. Energy Bolt is flexible, and it'll be your main area effect.
Ability Increase: Hmm, Dex +1 would be nice, but our real focus is Charisma. We'll take
Charisma +1.
Level 9: Feat: Craft Psionic Arms & Armor or Empower Power -- This is a real crossroads. She could make herself a mega-blaster (wild surge + Empower on an Energy Bolt or Mind Thrust), or she could become the party's armorer & weaponsmith. She can make herself a +3 Mithral Chain Shirt (perfect for tumbling), a +3 light crossbow, etc., and with a nice DM who will allow Energy Bolt to be used as the prerequisite for the Flaming, Shocking, Thundering and Freezing speciali abilities, she can make all kinds of ammo. This choice really depends on her party make up, their equipment and the world's wealth and power level.
Level 10: Power: Hmmm, a bunch look good, but none are brilliantly compelling...
Psi True Sight is generally great, and we're finally high enough level to really enjoy
Psi Dimension Door as a move-action (with a Wild Surge, of coruse).
Plane Shift opens all kind of doors -- shopping trip to Sigil, anyone? Finally,
Psi Major Creation seems like an interesting utility power, and that's it... for 5th level Powers.
Lower level Powers seem very tempting here, particularly
Crystal Shard, since you're probably going to be facing Golems and other such infinite PR critters very soon. At this level, she can deal 13d6 to a single target, and she's already got Precise Shot. She'll take Crystal Shard.
Level 11: nothing
Level 12:: Such a juicy level!
Power: Psi Overland Flight -- so nice to get off the ground, and such a great duration!
Feat: this is a tough one. There are so many good powers at this level, it's really tempting to take
Expanded Knowlege (Hail of Crystals), but so are both
Craft Psionic Arms & Armor and
Empower Power (and she only took one of those last time). If she took Empower Power, then she might wish to take
Psicrystal Containment, so she could Empower two Powers per combat. (Note that her Wisdom is too low to take Psionic Meditation.) If she's really enjoying her xbow (which she made using Craft Arms & Armor), she might consider
Psionic Shot or
Rapid Reload.
Ability Boost: Charisma +1 Now she's got an 18 Charisma, before augmentation.
Level 13: nothin'
Level 14: Power: Energy Conversion -- particularly good for Wilders, since the rays it produces have a good chance of striking home. However, it's expensive. She could also consider
Energy Adaptation instead. At this level, either power provides 30 points of energy resistance.
Level 15: Feat: which ever of Craft Arms & Armor, Empower Power or Psicrystal Containment she does not yet have. If she has all three, she should consider
Leadership, and get herself an Egoist Tatoo-Artist or a Psychic Warrior blocker (reach weapon + Stand Still).
Level 16: Power: Psi Mind Blank or
Greater Psi Teleport or
Bend Reality. This totally depends on your campaign and what's available to your party.
Level 17: nuttin'
Level 18: Power: None of the 9th level Powers really appeal to me. Hmm.
Ego Whip can be deadly at this level (6d4 Charisma damage), but she'll probably take which ever one of
Greater Psi Teleport or
Psi Mind Blank she didn't take at level 16.
That's all I have time for. Enjoy!
-- N