The Wilder

Hit Point Rate: 6

Class Skills: Autohypnosis, Acrobatics, Bluff, Concentration, Craft, Insight, Intimidate, Knowledge (psionics), Knowledge (the planes), Perception, Profession

Skill Points: 2 + Int per level

Level BAB Fort Will Ref Class Features
1 0 0 -2 +2 Duality of Emotions, Manifester, Lesser Archetype Power
2 +1 +1 -1 +3 Wild Surge, Lesser Racial Power
3 +2 +2 0 +4 Volatile Mind, Moderate Archetype Power
4 +3 +3 +1 +5 Elude Touch, Moderate Racial Power
5 +4 +4 +2 +6 Improved Wild Surge
6 +5 +5 +3 +7 Power Overwhelming, Greater Archetype Power, Greater Racial Power

Class Features

Proficiencies: The Wilder is proficient with light armor, medium armor and simple weapons. A wielder can manifest while wielding weapons.

Duality of Emotions:

A Wilder adds their charisma modifier to damage rolls while not suffering from psychic enervation.

When triggering psychic enervation the wilder receives (charisma modifier times half their level) shield points until the end of the encounter (or until depleted).

When failing a charisma based roll in a social situation you receive +4 on the next intimidate check in the same situation.

Manifester:

The Wilder manifests powers as a d20srd Wilder (Charisma based).

Powers
LevelPointsKnownMaximum Power Level
1st531st
2nd1051st
3rd1572nd
4th2092nd
5th25113rd
6th30133rd

Wild Surge: A Wilder can let their passion and emotion rise to the surface in a wild surge. Wild Surge cannot be used while under the effect of psychic enervation. A wilder may use wild surge once per turn to activate one of the following effects:

Focus Surge: The Wilder gains a free psionic focus that expires at the end of their turn.

Augmenting Surge: When the Wilder manifests a power they receive 2 free power points to augment the power (on top of any existing augmentation) ignoring the normal manifester level cap.

Pushing oneself by invoking a wild surge is dangerous. Each time the wilder activtes Wild Surge, they may be overcome by the strain of their effort. The chance to suffer Psychic Enervation is 20%. When the Psychic Enervation is triggered, the wilder suffers it from the start of their next turn.

Most Wilder archetypes have a special kind of Psychic Enervation. If none is stated, psychic enervation simply dazes you in your next turn.

Volatile Mind: When being under the effect of some confusion or compulsion effect, except psychic enervation each turn you have a 50% chance to be free to do what ever you want instead.

Elude Touch: Versus touch attacks and chopping abilities the Wilder receives a +4 bonus to AC.

Improved Wild Surge: You can use additional effects of your Wild Surge:

Battle Surge: Choose one feat that improves attacks and requires you to expend a psionic focus. You can apply this feat for free to all attacks until the start of your next turn.

Metapsionic Surge: When manifesting a power, choose one metapsionic feat to apply to the power. Reduce its power point cost by 2 and do not expend a psionic focus for it.

Power Overwhelming: Once per day, the Wilder may use one of the following abilities:

Psychic Recovery: As a free swift action your psychic enervation ends triggering psychic renewal. You also regain either 2 power points per level and 5 hitpoints per level.

Over Surge: The Wilder can now use a blindingly powerful version of Wild Surge, albeit at great cost. For one turn the Wilder may ignore expenditures of psionic focuses. A power manifested with a Perfect Surge has the radius and intensity of its associated displays doubled; such displays cannot be hidden normally. The Wilder exudes light as if she is the subject of the daylight spell while using a Perfect Surge. This form of wild surge always causes psychic enervation. Abilities used during this turn can benefit from any Capstone improvements, such as the capstone focus feat.

Feats: Emotional Tide, Epic Psionic Refreshment, Two Weapon Wilder

Archetypes

Dread

bonus powers:

Dreadful Enervation: When overcome by Psychic Enervation, the Dread is Frightened for one turn and cannot use Dreadful Attacks.

Lesser Archetype Power: You emit an aura of fear which gives all enemies within 18m a -2 penalty on saving throws versus fear, while providing you a +4 bonus on intimidate checks.

Once per turn the dread may make an melee attack dreadful against an enemy suffering from a fear effect. A dreadful attack ignores bonuses to AC from fighting defensively, combat expertise or the total defense action. Additionally you may apply feats which require expending a psionic focus for free.

Moderate Archetype Power: Whenever you are within 18m of a foe which suffers under your fear effects, you receive fast-healing equal to your level plus your main casting ability modifier.

Greater Archetype Power: Whenever you are within 18m of a foe which suffers under your fear effects, you receive a +4 moral bonus to strength.

When you use your ultimate you summon abhorrent nightmares as if you used the homonymous power which is as augmented as possible with your level. If you have abilities improving the effective level of your ultimate those apply to this summoning of nightmares power.

Feats: Abhorrent Company

Empath

Bonus Powers:

Egoistic Enervation: An Empath overcome by psychic enervation is must end the highest power they have cast on an ally. The empath gains its effects for one turn instead with all numerical effects doubled.

Lesser Archetype Power: The Empath gains the ability to manifest beneficial powers with range personal on allies within close range.

Moderate Archetype Power: When manifesting empathy the insight bonuses are increased by half the power points invested.

Additionally, the Empath can establish a mind link with any ally affected by a beneficial effect from the empath.

Greater Archetype Power: The Empath can share one beneficial spell or power up to level 3 affecting them with up to two allies in close range. The shared effect lasts for its original duration.

Feats: None.

Frenetic

Bonus Powers:

Psychic Outburst: An Frenetic overcome by psychic enervation cannot use their brain properly and must charge into battle for one turn. During that duration they are unable to perform any actions which require mental attributes or are not clearly offensive. They basically have to do a charge action, a move and attack action or a full-attack. They cannot use psionic powers or spells but can do use other abilities that improve their melee capacities, such as feats. The attack priorities are enemies, allies and finally attacking their self for 1d6 + strength modifier points of damage without attack roll or damage reduction.

Lesser Archetype Power: Whenever the Frenetic learns a fighting style feat from, such as two-weapon fighting, she receives the improved version for free.

The Frenetic receives a +2 bonus to intitiative and attack rolls.

Moderate Archetype Power: The Frenetic may use Wild Surge and gain both effects from duality of emotions while suffering from psychic enervation.

Greater Archetype Power: You may double the chance for psychic enervation to reduce the cost of a single metapsionic feat by two points.

Feats: None.

Mentalist

Bonus Powers:

  • 1:Psionic Charm
  • 2:Read Thoughts
  • 3:False Sensory Input

Brain Damage: A Mentalist overcome by psychic enervation suffers the effect of the Brain Lock power for one turn.

Lesser Archetype Power:

A Mentalist does not need to make an opposed Charisma check to convince a charmed target to complete dangerous tasks, nor do targets receive the standard +5 bonus to the save if attacked or threatened. Charmed targets will still refuse to carry out blatantly suicidal orders.

Moderate Archetype Power:

A Mentalist may expend his psionic focus to affect additional targets within 30 feet of the original with any power of the telepathy school. The number of additional targets is his class level minus the power's level.

Greater Archetype Power:

As long as a Mentalist is psionically focused, he is immune to all mind-affecting effects. When a mind-affecting effect is cast on him, he may choose to expend his psionic focus to affect the caster as well.

Feats: None.