Wilder

Dannyalcatraz said:
I've never actually played a Wilder, so let me ask this question about Wild Surge:

Can a 5th level Wilder use Wild Surge (2) to manifest an augmented power that would normally cost 7 to manifest?

I ask because I was thinking about running a lightly armed Greek/Spartan type Spear & Shield psionic PC- think "The 300"- and it would seem that a Wilder could use Wild Surge to boost Expansion to full power sooner than a PsyWar, making for an interesting twist on an otherwise straightforward design. (Yes, I know he'd have to burn a feat for Extra Power- but that's still faster than a PsyWar with Overchannel.)
Yes, but note that he can't take Expanded Knowledge until 6th level, unless you're using the Educated Wilder variant.

Cheers, -- N
 

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Thanks, Nifft!

Technically, the standard Wilder can take Expanded Knowledge at 3rd, but couldn't learn anything but a zero level power with it at that time...

and since there aren't any zero level powers...
 

Dannyalcatraz said:
Technically, the standard Wilder can take Expanded Knowledge at 3rd, but couldn't learn anything but a zero level power with it at that time...

and since there aren't any zero level powers...
I guess it's analogous to a Wizard choosing Weapon Focus six times. Is it legal to choose a feat which requires a choice you can't legally make?

Cheers, -- N
 

As mcuh as I love the roleplaying bit of Wilders, they just plain suck. Psychic Enervation is a pain in the back, they make poor manifesters, ridiculous melee, and low skills. Plus they're CHA-based, the game's worst stat in terms of CO. My advice, dip in for the Elude Touch ability and drop the rest.

A Paladin for example can greatly benefit from such a dip. Grab two useful powers (a non-exhaustive list from the SRD: Conceal Thoughts, Create Sound, Detect Psionics, Empathy, Entangling Ectoplasm, Force Screen, Skate, Synesthete, Vigor) and Elude Touch, and you'll be fine.
 

Or play a wilder with a few paladin levels. The wilder can take the hit in spellcasting progression better than most others.
 

True again...and if you take 4 levels of paladin you'd even get 16 BAB by level 20 and access to Turn Undead and thus divine feats. MAybe we got something here...
 

I should note the only Wilders that ever appear in my game are NPCs. Wilders make excellent foes, because they hit hard and have very few tactical options for me as a DM to manage.

Some of their class features (like Volatile Mind) only really work against PCs anyway, so IMHO they're best used as an easy-to-run NPC class, much like the Sorcerer or Warlock.

Cheers, -- N
 

Kat' said:
Psychic Enervation is a pain in the back
This reminds me:
There's something else that makes playing wilders easier: Action Points. If you're unlucky on your psychic enervation roll use an action point and you're good to go.
Kat' said:
they make poor manifesters, ridiculous melee, and low skills.
Why do they make poor manifesters? Regarding skills I think they're okay. They get 4 skill points per level and have several nice class skills like Tumble or Escape Artist.
Kat' said:
Plus they're CHA-based, the game's worst stat in terms of CO.
Being the only one in the party with a good CHA-score can also be an asset. It's a pity they don't get Use Psionic Device as a class skill, though.
 

One good trick with Wilders is to be a human and take the Able Learner feat from Races of Destiny. Then thsoe 4 skill points can buy low ranks in a lot of nice skills.
 

Yupp, Wilder/Paladin4 Blaster with good skills... Practiced Manifester feat and you have the full firepower of a singleclass wilder, good BAB, awfully good saves, medium hitpoints and access to divine feats for extra goodness... all this char needs are more feats. And bonus Powerpoints. A lot.
 

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