Wilder

Bad Paper

First Post
Hi, could someone point me to some good wilder builds? I'm not (necessarily) talking about min-max char-op (though it would be interesting to see what exists); I'm mostly interested in workable PCs/NPCs.

No one IMC has ever expressed interest in psionics, so I haven't bothered to learn. While I can easily see the appeal of psions, psionic warriors, and (to a lesser extent) soulknives, the wilder baffles me because of its basic one-trick-pony nature. Why would you play one? Can it be fun?

You don't have to post every little detail about them, just power/feat choices, with significant magic items as well. I'm just curious about peering into the world of the wilder.

thanks!
 

log in or register to remove this ad

1) Don't lose manifester levels for anything.
2) Anarchic Initiate PrC in Complete Psionic is a decent wilder option
3) Wild surge + astral construct = win!
4) If you can make yourself immune to being dazed somehow, that wouldn't suck.
-blarg
 


Anarchic Initiate only works if you house-rule the entry requirements to make sense for a wilder (Know: Planes is not a class skill for wilders...)

The thing to remember about wilders is that, unlike the psion, they have a d6 HD and average BAB, so they can get away with things the psion can't. Go at it similar to a cleric (remember, armor doesn't affect manifesting, either) or druid.

What level range are you looking for?

And surge much, surge often.

If memory serves, around 10th or 12th level is when you want to stop being a wilder and start multiclassing, due to the way psychic enervation works.

A wilder / elocater could be cool :)
 

An old antagonist which didn't see use:

Mad Shadow
Small Undead (Incorporeal, Psionic)
HD: 12d12 +10 (88 hp)
Initiative: +3
Speed: Fly 40 ft. (perfect)
AC: +21 (+3 Dex, +1 size, +7 deflection), touch 21, flat 17
+ Inertial Armor: +30 (+3 Dex, +9 armor, +1 size, +7 deflection), touch +30, flat 26
BAB/Grapple: +8/--
Attack: Incorporeal touch +12 melee (1d4 Wisdom drain +1d6 subdual)
Full Attack: Incorporeal touch +12/+7 melee (1d4 Wisdom drain +1d6 subdual)
Space/Reach: 5 ft./5 ft.
SA: Babble, madness, Wisdom drain, psionics
SQ: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits, volatile mind +2, wild surge +3, elude touch
Saves: Fort +4, Reflex +7, Will +12
Abil: Str --, Dex 16, Con --, Int 15, Wis 16, Cha 24
Skills: Hide, Spot, Listen all mucho, who cares about the rest?
Feats: Speed of Thought, Psionic Body, Expanded Knowlege(Painful Touch), Expanded Knowlege (Psi Suggestion), Expanded Knowlege (Psi Dimension Anchor)
CR: 12

Manifester level 9
PP/day: 103
Powers Known: Inertial Armor, Demoralize, Ego Whip, Telekinetic Force, Death Urge, Psi Plane Shift, Painful Touch, Psi Suggestion, Psi Dimension Anchor

A mad shadow is the spectral remains of a Wilder driven to suicide by a madness that afflicted it in life. It craves only revenge and unrelentingly pursues those who tormented it in life and pushed it over the brink.

A mad shadow cannot speak intelligibly.

COMBAT

Mad shadows are paranoid. They will always be encountered with inertial armor pre-manifested at maximum Wild Surge (11 pp for a +9 armor bonus; included in stats). A mad shadow will always manifest painful touch on the first round of combat before moving towards its foes.

A mad shadow is unable to cause physical harm, although it doesn't appear to know that. It keeps flailing away at enemies, yet it inflicts no wounds (aside from those caused by painful touch).

Babble (Su): A mad shadow constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the mad shadow must succeed on a DC 23 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect.

Creatures that successfully save cannot be affected by the same mad shadow's babble for 24 hours. The save DC is Charisma-based.

Madness (Su): Anyone targeting a mad shadow with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.

Wisdom Drain (Su): A mad shadow causes 1d4 points of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points.

- - -

In general, remember that Wilders can self-buff before combat, when losing a round to PsyEnervation isn't as terrible. Their buffs last longer and are harder to dispel than they would be for a comparable Psion; in trade, they know very few buffs.

Cheers, -- N
 

Bacris said:
If memory serves, around 10th or 12th level is when you want to stop being a wilder and start multiclassing, due to the way psychic enervation works.
Level 1 is the most optimal exit, but level 7 works fine too.

Cheers, -- N
 

If you can take dragonmark feats, here's a good feat selection for a human wilder:
1: Least Dragonmark, Mark of the Dauntless (you're now immune to daze and stun)
3: Enervation Endurance (lose half as many pp on an enervation)
6: Expanded Knowledge - Astral Construct
9: Skin Of The Construct (great floating abilities that last for 1 hour)

The rest is just gravy. Get your surge as high as possible and surge *everything* - it'll just cost you the occasional extra pp.
-blarg

ps - I always forget about cross-class skills. We eliminated them from our games ages ago.
 

Mas Tequila!

The highlights have already been covered... so just chiming in to say...

I love you man! ::high-five to the Wilder::
 

Don't forget Psychic Reformation. You want to take it as soon as possible (8th) because it lets you retool for a known upcoming encounter, or lets you retool if you find that a given power/feat wasn't as nifty as you thought it was.
 

Jack Simth said:
Don't forget Psychic Reformation. You want to take it as soon as possible (8th) because it lets you retool for a known upcoming encounter, or lets you retool if you find that a given power/feat wasn't as nifty as you thought it was.

That reminds me of a question I've had since thoroughly looking through the XPH. Why is it not ok for psions, wilders, etc... to swap out powers known like sorcerers and bards can?
 

Remove ads

Top