Wilder
Level BAB Fort Ref Will Special Power Points per Day Powers Known Max Power Level
1 +0 +0 +0 +2 Surge Blast, Wild Surge +1 2 1 1st
2 +1 +0 +0 +3 Bonus Feat 6 2 1st
3 +2 +1 +1 +3 Efficient Surge, Elude Attack 11 2 1st
4 +3 +1 +1 +4 Wild Surge +2 17 3 2nd
5 +3 +1 +1 +4 Surge Blast 60', Surging Euphoria 25 3 2nd
6 +4 +2 +2 +5 Bonus Feat 35 4 3rd
7 +5 +2 +2 +5 Artificer's Surge, Volatile Mind 46 4 3rd
8 +6/+1 +2 +2 +6 Wild Surge +3 58 5 4th
9 +6/+1 +3 +3 +6 Euphoric Boost, Improved Surge Blast 72 5 4th
10 +7/+2 +3 +3 +7 Bonus Feat 88 6 5th
11 +8/+3 +3 +3 +7 Surging Aura, Volatile Body 106 6 5th
12 +9/+4 +4 +4 +8 Wild Surge +4 126 7 6th
13 +9/+4 +4 +4 +8 Euphoric Boost, Surge Blast 90' 147 7 6th
14 +10/+5 +4 +4 +9 Bonus Feat 170 8 7th
15 +11/+6/+1 +5 +5 +9 Share Euphoria, Volatile Heart 195 8 7th
16 +12/+7/+2 +5 +5 +10 Wild Surge +5 221 9 8th
17 +12/+7/+2 +5 +5 +10 Euphoric Boost, Resist Strain 250 9 8th
18 +13/+8/+3 +6 +6 +11 Bonus Feat 280 10 9th
19 +14/+9/+4 +6 +6 +11 Volatile Soul 311 11 9th
20 +15/+10/+5 +6 +6 +12 Perfect Surge 343 12 9th

Abilities: Charisma is the most important ability for a wilder, since it defines the level of powers she can manifest, the number of power points she gains per day, and the saving throw DCs of her powers. Constitution and Dexterity are important for defense, and Intelligence grants her more skill points.

Hit Points per level: 3
Skill Points per Level: 2 + intelligence modifier
Class Skills: Acrobatics, Athletics, Concentration, Craft, Deception, Expertise, Intimidation, Perception,

Weapon and Armor Proficiency: Wilders are proficient with all simple weapons, light armor, and shields (except tower shields).

Power Points per Day: A wilder’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on the table above. In addition, she receives bonus power points per day if she has a high Charisma score (see Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A wilder begins play knowing two wilder powers of your choice. At every even-numbered class level after 1st, she unlocks the knowledge of new powers. Choose the powers known from the wilder power list. A wilder can manifest any power that has a power point cost equal to or lower than her manifester level. The total number of powers a wilder can manifest in a day is limited only by her daily power points. The Difficulty Class for saving throws against wilder powers is 10 + the power’s level + the wilder’s Charisma modifier.

A wilder simply knows her powers; they are ingrained in her mind. She does not need to prepare them, though she must get a good night’s sleep each day to regain all her spent power points. At 3rd level and every odd-numbered level thereafter, the wilder may choose to replace a known power with another of the same level.

Maximum Power Level Known: A wilder begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers. To learn or manifest a power, a wilder must have a Charisma score of at least 10 + the power’s level.

Surge Blast (Su): A wilder can channel her wild surge into a blast of uncontrolled phrenic energy. As a standard action, the wilder can make a ranged touch attack (range 30’) that deals 1d6 points of force damage for every +1 to her wild surge maximum. The range on this attack increases to 60’ at 5th level and 90’ at 13th level.

Wild Surge (Su): A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but strains herself by pushing her mind beyond normal limits.

A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge. Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge.

This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on). She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.

At 4th level, a wilder can choose to boost her manifester level by two instead of one. At 8th level, she can boost her manifester level by up to three; at 12th level, by up to four; and at 15th level, by up to five.

When using wild surge, the wilder may suffer psychic strain. After the wilder uses wild surge, roll a d20; on a result of 1, the wilder may take no actions until after the end of her next turn, as if dazed. This chance increases by 1 for each manifester level the wilder actually gains through wild surge (not the maximum number she could gain). For example, if a 15th level wilder increases her manifester level by 4, a result of 1, 2, 3, or 4 on the d20 roll would mean she suffers psychic strain.

Bonus Feats: At 2nd level, and every 4 levels thereafter, the wilder gains a bonus Item Creation, Psionic, or Metapsionic feat.

Efficient Surge (Ex): At 3rd level, instead of increasing her manifester level, the wilder can reduce the power point cost of the power manifested by the level of the wild surge (to a minimum cost of 0) instead of increasing her manifester level and adding power points to augment the power. The power is still treated as having spent the full amount of power points when determining the number of power points the wilder can spend on manifesting it.

Elude Attack (Ex): Starting at 3rd level, a wilder’s intuition supersedes her intellect, alerting her to danger. She gains a bonus to Armor Class equal to her Charisma bonus. This bonus applies even against touch attacks and when the wilder is flat-footed. She loses this bonus if rendered helpless or encumbered, or when wearing medium or heavy armor or using a tower shield.

Surging Euphoria (Ex): Starting at 5th level, when a wilder uses her wild surge ability, she gains a morale bonus on attack rolls, damage rolls, and saving throws. This bonus is equal to her maximum wild surge bonus (rounded down), and lasts a number of rounds equal to the wild surge bonus she uses. If a wilder is overcome by psychic strain following her wild surge, she does not gain surging euphoria.

Artificer’s Surge (Ex): At 7th level and above, the wilder can apply wild surge while manifesting a power from a power completion or power trigger item. The item surged expends one additional charge or daily use per level of wild surge applied to it. An item cannot be affected by wild surge if it does not have enough charges or daily uses remaining. An item that does not use charges and is not limited to daily uses instead suffers a cooldown during which it does not function. This cooldown lasts for a number of rounds equal to the manifester level increase from the surge. The wilder may be affected by psychic strain exactly as if she had used wild surge.

Volatile Mind (Ex): A wilder’s temperamental mind is hard to encompass with the discipline of telepathy. When the wilder of 7th level or higher is the target of a mind-affecting spell, spell-like ability, psionic power, or psi-like ability, she may immediately invoke this ability by expending her psionic focus. If she succeeds on her Will save, the creature that targeted her with the ability suffers psychic strain, losing its actions until after the end of its next turn.

Euphoric Boost (Ex): At 9th level and above, when the wilder is subject to surging euphoria, she also gains an additional bonus chosen from the following list. The wilder chooses another ability from this list at 13th level and every 4 levels thereafter.

Cloak of Euphoria: Attacks against the wilder suffer a miss chance equal to 10% per surging euphoria bonus.

Focused Euphoria: The wilder gains her surging euphoria bonus to ability checks and skill checks.

Hardened Euphoria: The wilder gains damage reduction equal to her surging euphoria bonus.

Healing Euphoria: The wilder gains fast healing equal to her surging euphoria bonus.

Nimble Euphoria: The wilder gains a bonus to AC equal to her surging euphoria bonus. This bonus applies even to touch and flat-footed AC.

Resilient Euphoria: The wilder gains bonus temporary hit points equal to five times her surging euphoria bonus.

Speedy Euphoria: The wilder gains a bonus to all movement speeds equal to 10 feet per surging euphoria bonus.

Improved Surge Blast (Su): At 9th level and above, the wilder can use her surge blast ability as an attack action rather than a standard action, allowing her to take as many attacks with surge blast as her base attack bonus allows by using a full attack action. She may also interchange surge blast with other attacks in a full attack sequence.

Surging Aura (Su): At 11th level and above, the wilder’s surge of psychic energy leaks out into her allies. For one round, allies within 30’ of the wilder when she uses wild surge gain a +1 bonus to manifester level.

Volatile Heart (Ex): At 11th level and above, the wilder is immune to abilities that target specific creature types, such as hold person. If targeted by such an ability, the wilder can expend her psionic focus to affect the caster with psychic strain.

Share Euphoria (Ex): At 15th level and above, when the wilder is subject to surging euphoria, allies within 30’ also gain all the benefits of the ability, including nimble euphoria and healing euphoria.

Volatile Body (Ex): At 15th level and above, when the wilder is targeted by a spell or effect that would change her physical form (such as baleful polymorph) and makes a successful saving throw, she may expend her psionic focus to affect the caster or user of the ability with psychic strain (dazed for one round). Even if she fails the saving throw against such an attack, on her turn she can expend her psionic focus to end the effect.

Resist Strain (Ex): At 17th level and above, the wilder can reroll the check for psychic strain by expending her psionic focus.

Volatile Soul (Ex): At 19th level and above, when the wilder is targeted by a spell or effect that would possess her or affect her soul (such as magic jar or a ghost’s malevolence ability) and makes a successful saving throw, she may expend her psionic focus to affect the caster or user of the ability with psychic strain (dazed for one round). Even if she fails the saving throw against such an attack, on her turn she can expend her psionic focus to end the effect.

Perfect Surge (Ex): At 20th level, the wilder no longer runs the risk of suffering psychic strain when she uses Wild Surge up to her maximum bonus.

The wilder can also push herself even farther than normal at a greater risk to herself. The wilder may add +10 to her manifester level on one manifestation as if through wild surge. This ability applies only to powers with a manifesting time of a standard action, and increase manifesting time to a full round action. The manifestation also receives +5 to its save DC, +5 to any attack rolls involved, and is treated as a power five levels higher for the purposes of level-dependent effects (such as minor globe of invulnerability). 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. However, this extreme example of wild surging has its price. The wilder is struck by psychic enervation afterwards without fail, except she suffers the effect for 1d4 rounds. The wilder cannot use wild surge or Overchannel on the same manifestation as a perfect surge.

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