Wilder

Jhaelen said:
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.

Poor manifesters because they only get 10 powers without Expanded Knowledge. That's an awful lack of versatility. Skill-wise they have a nice list, sure, but Wilders usually don't have the high Int required to take all the skills they would need.

Jhaelen said:
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.

Wilders need to max out Psicraft and Autohypnosis, have decent Concentration and Knowledge Psionics, and a few ranks of Balance, Escape Artist and Tumble won't hurt either. They don't have many points left for CHA-based skills, and they don't get the most important one, Diplomacy.
 

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Kat' said:
Poor manifesters because they only get 10 powers without Expanded Knowledge. That's an awful lack of versatility.
True enough. If you're going to be the only manifester in the group (and there is also no pure arcane caster), a group is better served by a psion.
Kat' said:
They don't have many points left for CHA-based skills, and they don't get the most important one, Diplomacy.
Yup, getting Diplomacy as a class skill would also be very nice.
 

Given the versatility inherent in many psionic powers, I don't see the 10 power limit as a big problem - except at low levels.

Their first 5-6 levels, they suffer from a distinct lack of versatility to be sure, but higher up, augmentation can make one power much better.

Having played a psion to 20th level, there were several powers I selected that my character virtually never used... and I couldn't find options that I *would* use, so those slots were essentially pointless.
 


Autohypnosis can be a great skill, maybe even competitive with Tumble or Spot. Depending on your power selection though, it may not even be necessary.

As for Psicraft: this one time, at band camp, we almost made it halfway to epic levels! :D
 

Which 6 powers would you choose for a level 11 wilder (with 4 paladin levels ;))?

So far:
- Ubiquituous vision
- Energy stun or push... push has less damage but better range. Which one? Or is concussion blast better (more targets possible)?
- Adapt body+Plane shift...
- ...
 

Let's assume he's an Educated Wilder variant (so Expanded Knowledge at 5th, 9th, 13th and 17th levels).

1/ Wilder 1 -- Power Attack -- Crystal Shard
2/ Paladin 1
3/ Paladin 2 -- Extra Smiting
4/ Paladin 3
5/ Paladin 4
6/ Wilder 2 -- Divine Might -- Entangling Ectoplasm
7/ Wilder 3
8/ Wilder 4 -- Energy Stun
9/ Wilder 5 -- EK (Astral Construct), Practiced Manifester
10/ Wilder 6 -- Time Hop
11/ Wilder 7
12/ Wilder 8 -- (feat) -- Psi Dimension Door or Psychic Reformation
13/ Wilder 9 -- EK (Dimension Swap)
14/ Wilder 10 -- Psi Plane Shift or Psi True Seeing
15/ Wilder 11 -- (feat)

... or the more optimal way:

Wilder 3 / Paladin 4 / Slayer 8

Cheers, -- N
 

Oooooh, that's nifffffty! I totally forgot about the SRD slayer being not only useable against illithids :D

These guys need plane shift and kinda true seeing, so I guess I'll change the DimDoor against Ubiquituous vision... thanks a lot, epic penguin!
 

Darklone said:
Oooooh, that's nifffffty! I totally forgot about the SRD slayer being not only useable against illithids :D

These guys need plane shift and kinda true seeing, so I guess I'll change the DimDoor against Ubiquituous vision... thanks a lot, epic penguin!
No problem. Also consider the 6-level (5/6 manifesting) divine/psionic class in Lords of Madness... Sanctified Mind, I think it was? Full BAB, and the capstone power was pretty good if I recall correctly.

Cheers, -- N
 

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