More builds:
Non enervating wilder: (from the CO boards)
[spoiler]Illumian with improved krau sigil
wilder9/cleric (Illmater)1/psychic thuerage 10
Ends up with 19ML and 11 CL, and the all important favor of Illmater. Too bad you will only have wild surge+4, but still it is an improvement if your party cleric refuses to use Illmater as his/her patron god.[/spoiler]
Army of one:
[spoiler]Shifter educated and mantled (creation) wilder
wilder5(with shifter sub)/ectopic adept 5/ thrallherd 10
You will be spending most of your feats to fullfill the requirements. The mantle will allow you to get AC at level one and get ectopic form one feat into skill focus all can be done be level 5. You will need to spend an EK on mindlink and a feat on inquisitor for thrallherd. So by the end of 20 levels you will have 2 AC, one metamorphosed psicrystal, 2 high level thralls, and a fissioned copy of yourself. 7 people for at least seven attacks each round! The main drawback to this build is that you lose 3 ML and there are no tricks to get them back (unlike cognition thief). Still this build will allow you be party onto yourself and that is really something in of itself.[/spoiler]
Raging wilder:
[spoiler]
Originally Posted by carnivore
Shifter
Barbarian 1/ Wilder sub lvl 1/ Wilder 3/ Slayer 8/ Champion of Gwyenfer 2/ Cognition Thief 5
Shifter Substitution level allows Shifter Wilders to choose powers from the Egoist Discipline list
this build will have:
BAB +16
14th lvl Manifester with 170PP + Cha bonus points
7th lvl powers......Psion/Wilder list or Egoist
2 bonus powers from Telepath Discipline list 6th level or lower
2 bonus powers from Telepath Discipline list 5th level or lower
Psi-like abilities:
confusion 1/day
read thoughts 2/day
Cha to all saves
Rage 2/day
cast Divine spells
required feats:
Inquisitor
Track
Favored of Champions
Righteous Rage[/spoiler]
Defensive wilder:
[spoiler]
Originally Posted by Foxylady
Oh yes, there is. Single-classed Wilder 20! It's not my build, but I forgot to save the author's name, so I'm sorry for not giving proper attribution. Build plus commentary follows:
Here's the build, with one or two details not quite settled. Right now, Thicken Skin is left out in favor of Dominate and Expansion and Dispelling Buffer (at 20th it is literally impossible to dispel fully surged and buffered powers, except with Disjunction). I also avoided Force Screen, in favor of a normal shield (animated, of course).
Race: Aasimar
Class: Wilder
Stats: (includes racial adjustment)
STR 8
DEX 8
CON 12 (so I can survive until I get metamorph)
INT 14
WIS 16
CHA 20 (all stat increases go here too, maxing at 24)
Skills: (6 per lvl)
Tumble
Concentration
Use Psionic Device (So I can make a psicrown with some utilities
that I don't take as powers, eg Teleport, Touchsight, etc.)
Bluff
Spot*
Listen
other possibilities
(Psicraft)
(Use Magic Device) - to be totally self-reliant
(Sense Motive)
*possibly take only one of Spot and Listen, relying on Touchsight
should the sense be activated
The *'s below represent feats.
Level progression: (class level)
1: Extend Power*, Inertial Armor
2: Defensive Precognition
3: Combat Reflexes* (or Empower Power, Psicrystal Affinity, etc.)
4: Energy Adaptation, Specified
5: -
6: Claws of the Beast*, Dispel Psionics
7: -
8: Intellect Fortress
9: Expansion* (or Thicken Skin)
10: Power Resistance
11: -
12: Metamorphosis*, Temporal Acceleration
13: -
14: Mind Blank
15: Dominate*
16: Energy Wave
17: -
18: Moment of Prescience, Dispelling Buffer* (or Thicken Skin)?
19: -
I didn't max the AC spells as much, because even with just the above, this would be my 20th lvl character in a (tough) fight:
Round one: Temporal Acceleration (aug once, extended)
(accelerated round): Morph to horned devil
(acc rnd 2): Defensive Precog +9
(acc rnd 3): Expansion 2
(acc rnd 4): Power Resistance 37 (if magic looks likely), or perhaps burn this round for enervation from a surge.
(all the while moving next to my opponent)
Round one (cont'd): Full Attack with 2 12d6 claws
Without PR, that's about ... 7 + 25 + 9 = 41 pps, and this is for the really big battle (60 for enervation though)
Already, my ac is
10 (base)
+19 (natural)
+5 (amulet of natural armor)
+5 (animated shield)
+7 (Dex)
+16 (inertial armor)
+5 (ring of protection)
+9 (Precog Defnsive)
-3 (size)
-------
73
Fighting defensively, the Tarrasque would need a natural 20 to hit (+57 melee), which I think is the best attack in the game. I could do better though, if I gave up things like dominate, dispelling buffer, and energy wave, but I think it is diminishing returns at that point.
Touch AC: 10 (base) + 7 (Dex) + 10 (Cha, elude touch) + 5 (ring) + 9 (precog)
= 41
What's even better is the flexibility. Say that 73 AC is overkill (surprise), but my opponent is also really hard to hit. Change into a Cerebrilith (outsider in XPH) and use Unavoidable Strike on him, taking the AC down to 63, but now making one touch melee attack per round.
And of course, if it's damage that one wants, (and AC is less of an issue), consider the 12 headed hydra. With expansion, that's 12 x 4d8 attacks, without requiring a full round action.
For all day buffs I would have fully surged Claws, Inertial Armor, and all types of Energy Adaptations. Mind Blank and Dispelling Buffer are up, too. I'll assume that on average, at this level, surge points aren't 'free' since the expected number of enervations cancels out, so the morning buffs would cost 19 + 25 + 5*5 = 79. I realize that the specified energy adaptation is costly this way, but I have trouble fitting the 4th level power in without sacrificing something else I want, although there are variants which could do it. Anyway, assume a total of 406 pps (311 + 95 from Cha). Also, the first two powers can last 25 hours, so I could have put them up the night before with any leftover points I had from that day (or extended them for 2 days of buffs, saving more pps.) So, conservatively, I have 327 pps remaining to play with, and more realistically, I have between 356 and 381.
With respect to the first round of combat, I would surge everything fully, since I have allowed for one failed round. Actually, I could just add another augment to the Temporal Acceleration and have all the time I could want, even for full enervations (however unlikely that is). I would like to end on a surge so that I get euphoria, but it is a minor point.
So, using the 'surges aren't free' mentality, the combo does cost about 40 pps (on average), thus limiting it to only 7 times per day (notice I am leaving significant wiggle room for other unexpected expenditures such as Intellect Fortress). Don't forget though that it is rare one will actually need 70+ AC, and most of the time some of the buffs may be unnecessary. (For example, I will likely have this character craft skin of proteus. This way, he can always be in the form of a 7 HD creature, which, when considering things like the Annis Hag, the Avoral, and perhaps a demon or devil (I don't recall off the top of my head if there are good low HD ones) should be plenty for all but the most fearsome encounters. Most critters and NPCs will have trouble contending with the 40+ armor this guy has without buffs, and expansion is really only necessary if you need to kill the critter fast. After all, 6d6 (plus str, etc.) per attack is not bad, and if the enemy can't hit you, you can take all day to whittle it down, if necessary.
Let's see, what else... The feats are all there in the progression. A power with a * is a power gained through Expanded Knowledge. You'll notice a starred entry at levels 1, 3, 6, 9, 12, 15, and 18, so all feats are accounted for.
Regarding the low level blasting, the character will likely always have a low level blasting power available (to help him get by while he waits for morph) which will eventually be replaced by Energy Wave (since I like that spell the best of those available) using psychic reformation (which he will take in order to make the change and then reform out of his list, perhaps after making a stone of it in case he needs it again).
I agree that for saves, MoP is not worth it. Fate of One is much better for that sort of thing, but it unfortunately would require one of those precious EK feats, specifically I'd have to give up either dispelling buffer or dominate. I've actually been considering it in place of dominate, because this guys saves will be sufficiently high that I imagine 1s are all he'll have to worry about (unless he is surprised), but it seems like diminishing marginal returns at that point, especially if you consider Power Resistance. Still a bit unsure though, since this guys whole point is to be a walking Timeless Body, and Fate of One would sure help that.[/spoiler]
Enjoy