View Single Post

Thread: The Wilder... [3.5]

  1. - Top - End - #1
    Troll in the Playground
     
    Daemon

    Join Date
    Apr 2006
    Location
    A pie factory.
    Gender
    Male

    Default The Wilder... [3.5]

    The red-headed step child of the psionic classes, the wilder is an odd one. I've never played one, nor seen one in play, but I've got an opportunity to possibly play one in the near future, and I can't help but wonder what some of the thoughts concerning them are.

    Their biggest problem is their pathetic lack of total powers known, pretty much being limited to a single power of each power level. There's a variant for wilders where you give up Volatile Mind (whoop-dee-doo) in exchange for the Expanded Knowledge feat four times, and that seems the smartest thing to do. But still, you're 19 powers behind the psion by 20th level.

    So, what should a wilder's power selection look like? Obviously, you want augmentable powers that would benefit from Wild Surge. The various Energy powers, with their 4 different potential versions per power, seem like a nice choice for variety, especially if you're thinking of blasting. Also, Astral Construct (via Expanded Knowledge), would provide a great deal of versatility in a single power.

    So, what would you choose? You've got 11 powers (or 15-21, assuming you take nothing but Expanded Knowledge for your feat after 3rd level)... what do you choose?

    Let's assume that you want to try to make a wilder who will be useful in as many situations as possible, as close to a psionic generalist as a wilder can be.

    Here's my list, so far:
    Spoiler
    Show

    Level 1
    -Crystal Shard or Energy Ray: flexible offense, good damage output, limited range...
    -Vigor: the 5 temp hp/power point is too good to pass up. You could feasibly tank pretty well with this power alone.
    -Astral Construct: nab this at 5th level (or 3rd), and beat the Shaper at his own game.

    Level 2
    The selection's pretty crappy for level 2 powers. One might be better off with more 1st level powers, such as Defensive Precognition or Force Screen. Some potential options include:
    -Bestow Power: normally crappy, Wild Surge's free augment points could turn you into a 'psychic battery' of sorts if your party includes other psionic characters. Still, it's kind of a boring, thankless job.
    -Damp Power: perhaps the best defensive power for this level. If you're going to play rocket-tag, best know how to lessen the pain...

    Level 3
    -Dispel Psionics: this pretty much has to be it. You could potentially become a counter-spelling fiend. It has the most utility, and benefits from Wild Surge.

    Level 4
    Again, kind of a lame level. You might want to take a lower-level power you missed. Touchsight comes to mind.
    -Wall of Ectoplasm: surprising utility and battlefield control.
    -Dimension Door: hard to deny its usefulness. Tragically, neither of these powers can be augmented, though the boost to Manifester Level still helps.
    -Schism: grab this at 13th level (or earlier) via Expanded Knowledge, and break the action economy.

    Level 5
    Another lame level. Many 4th and 3rd level powers are looking tempting.
    -True Seeing: non-augmentable, but very useful. If you grabbed Touchsight, though, this might not be as useful.

    Level 6
    -Disintegrate: metapsionics well, augments well, very useful.

    Level 7
    -Personal Mind Blank: best defense available. Non-augmentable, but who cares?

    Level 8
    Eh... again, not too exciting.
    -Bend Reality: for versatility, this is very good, but the XP cost sucks...
    -Greater Teleport: sure?
    -True Metabolism: looks good for tanking, but by the time you get this Vigor is just as useful.

    Level 9
    Ooh! You get 2! But they remain kind of crappy!
    -Assimilate: non-augmentable, but stylish, and if you kill something with it hooray.
    -Stygian Conflagration: the only good negative level bestowing power.
    -Affinity Field: probably the best choice, but you walk the razor's edge of stinky cheese and major headaches.

    Other useful powers to pick up from Expanded Knowledge:
    -Energy Missile: more flexible than Energy Ray in most circumstances.
    -Reddopsi: can be a laugh riot.
    -Fly: stay out of danger! No augment, though.
    -Mass Time Hop: pretty much useless... but you can time travel to the FUTURE! Glee!
    -Hypercognition: Defeat the plot!
    -Quintessence: Perhaps the most flavorful power in the game? Read theoretical physics threads and use it to destroy reality using a quarterstaff and a pair of Ring Gates.
    -Dominate: Psionics does it better than Magic. Make your DM hate you.
    -Psionic Lion's Charge: If you want to try to do melee, this might be your friend. Still, you're better off playing a Psychic Warrior.

    Last edited by CockroachTeaParty; 2009-09-28 at 12:13 AM.