Author Topic: Powered-up wilder  (Read 3116 times)

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Prime32

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Powered-up wilder
« on: December 06, 2010, 09:24:46 AM »
Wilder
Code: [Select]
1 Wild surge +1, Psychic enervation
2 Surging euphoria (attack/damage)
3 Overloaded power (drain)
4 Wild surge +2
5 Bonus feat
6 Surging euphoria (AC)
7 Surge Talent
8 Wild surge +3
9 Overloaded power (mind)
10 Bonus feat, Surging euphoria (saving throws)
11 Surging focus
12 Wild surge +4
13 Surge Talent
14 Surging euphoria (fast healing)
15 Bonus feat
16 Wild surge +5
17 Overloaded power (body)
18 Surging euphoria (power resistance)
19 Surge Talent
20 Bonus feat, Wild surge +6
Maximum Power Level Known: As psion

Wild Surge: A wilder receives Overchannel as a bonus feat. In addition, he may Overchannel more effectively than normal. His increase to manifester level grows by +1 for every four levels of wilder (count levels in other classes as half levels for this purpose). He never takes damage from a use of Wild Surge, and he may augment the affected power as if he had spent additional power points up to the ML increase.

Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of his effort. The chance of suffering psychic enervation is equal to 15% if he Wild Surges by the maximum possible value, -5% for each level lower (so that a wilder with access to Wild Surge +3 could increase his ML by +1 with only a 5% risk, while one with Wild Surge +4 could do so without any risk at all). A wilder who is overcome by psychic enervation is dazed until the end of his next turn and loses a number of power points equal to his manifester level (not including the ML increase from Wild Surge). The benefit of Surging Euphoria immediately ends, if he is under it.

Surging Euphoria (Ex): Starting at 2nd level, when a wilder uses his Wild Surge ability, he gains a morale bonus to attack and damage rolls equal to the intensity of his wild surge for a number of rounds equal to his Constitution modifier.
At 6th level this bonus also applies as a deflection bonus to AC.
At 10th level this bonus also applies as a resistance bonus to saving throws.
At 14th level he gains fast healing equal to the bonus.
At 18th level he gains power resistance equal to (4x the bonus) + 10.

This benefit does not stack with itself, and he may end it as a free action.

Overloaded Power (Ex): A wilder's psionic energies are more intense than normal. At 3rd level, any creature who attempts to absorb the wilder's power points must make a Fortitude save (DC = 10 + half the wilder's level + his Charisma modifier) or fail and take non-lethal damage equal to the wilder's character level.
At 9th level this applies to anyone who attempts to directly contact the wilder's mind, as with read thoughts, except that the save is a Will save.
At 17th level this applies to anyone who strikes the wilder with their body or a handheld weapon, except that the attack is not negated and the save is a Reflex save.

Bonus feat: At every 5th level, the wilder receives a bonus psionic feat for which he meets the prerequisites.

Surge Talent (Su): At 7th, 13th and 19th levels, a wilder's Wild Surge develops traits which set it apart from the surges of others. Select one of the following abilities which activates whenever he uses Wild Surge. Unless otherwise noted, these abilities last for 1 round and have a save DC equal to 10 + half the wilder's character level + the amount by which he wild surged.
  • Brilliant Surge: The wilder is surrounded by bright light with a radius of 10ft per wild surge bonus, and dim light out to double that radius. This ability can dismiss darkness effects as if it were a spell of a level equal to half the wilder's character level. You may not select this ability if you have Umbral Surge.
  • Umbral Surge: The wilder is surrounded by shadowy illumination with a radius of 10ft per wild surge bonus. This ability can dismiss light effects as if it were a spell of a level equal to half the wilder's character level. You may not select this ability if you have Brilliant Surge.
  • Energy Surge: Select one energy type when you gain this ability (fire, cold, acid or electric). All creatures within 5ft per wild surge bonus take 1d4 points of damage per wild surge bonus (Reflex half). You may select this ability multiple times, choosing a different energy type or the same energy type.
  • Frightful Surge: All creatures within 5ft per wild surge bonus become shaken for 1 minute (Will negates).
  • Forceful Surge: All creatures within 5ft per wild surge bonus are thrown back as if the wilder initiated a bull rush against them with a Strength modifer equal to his Charisma modifier.

Surging Focus (Ex): At 11th level, a wilder using his Wild Surge ability may reduce the bonus by 3 to apply a metapsionic feat to the power without expending his psionic focus. He must Wild Surge by at least 3 MLs to use this ability. His risk of psychic enervation is calculated before subtraction.
« Last Edit: December 21, 2010, 12:07:21 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Bozwevial

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Re: Powered-up wilder
« Reply #1 on: December 06, 2010, 12:51:19 PM »
So you're capping the chance of psychic enervation at 15%, and even then only if they augment to the maximum amount? I like it.

Question: Does the 9th level Overloaded Power cause the thought-scanning to fail like the power point drain?

PhaedrusXY

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Re: Powered-up wilder
« Reply #2 on: December 06, 2010, 12:58:49 PM »
Well it's certainly better, but I think they still need more powers known, and I dislike casting/manifesting progressions that are "delayed" by a level. I really don't see the need in the case of the wilder. The Psion is also a spontaneous class, but his aren't delayed, so why should the wilder's be?
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Bozwevial

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Re: Powered-up wilder
« Reply #3 on: December 06, 2010, 01:00:32 PM »
Well it's certainly better, but I think they still need more powers known, and I dislike casting/manifesting progressions that are "delayed" by a level. I really don't see the need in the case of the wilder. The Psion is also a spontaneous class, but his aren't delayed, so why should the wilder's be?
Because the writers at WotC hate anything with a greater Charisma score than their own. :P

Prime32

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Re: Powered-up wilder
« Reply #4 on: December 06, 2010, 02:07:46 PM »
Question: Does the 9th level Overloaded Power cause the thought-scanning to fail like the power point drain?
Yes. I felt the need to mention that the damaging aura does not cause attacks to fail. :p
Well it's certainly better, but I think they still need more powers known, and I dislike casting/manifesting progressions that are "delayed" by a level. I really don't see the need in the case of the wilder. The Psion is also a spontaneous class, but his aren't delayed, so why should the wilder's be?
Huh, I overlooked that. Consider that dixed.
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]