Game Rule Information
The following changes have been made to the powers and abilities
of the Wilder. Any published rules for the wilder that do not directly
contradict the contents of this page still apply.
Class Features
Weapon and Armour Proficiency: I use the rules for Weapon
Group Feats (UE p94). At 1st level the wilder gains the
Weapon Group (Basic Weapons) feat, and his choice of any two other
Weapon Group Feats. Wilders are proficient with light armour and
shields (but not tower shields). They have no chance of spell failure
when wearing armour.
Spellcasting: The wilder is an instinctive psionist who
has the potential to creature efffect as powerful as the psion,
but has a significantly smaller repetoire to draw upon. Full details
of psionics and the way in which it functions in the house rules
can be found in the section on psionics. Wilders gain access to
talents and 1st level powers at level one, 2nd level powers at level
four and to each successive spell level every even-numbered level
thereafter to a maximum of 9th level powers at level eighteen. The
wilder's caster level is equal to his class level. He uses his Charisma
score to determine bonus spell points and the difficulty of his
spell's saving throws.
Talents: In version 3.0 of the third edition rules all psionicists
had access to talents - 0-level powers that were the psionic equivalent
of cantrips and orisons. Therse were removed in the new edition.
I have put them back in, which necessitates altering the level of
a number of first level powers. This information will not be on
the site for its relaunch, but will hopefully be posted before too
long. Wilders will start play knowing two talents, but may unlock
others at the discretion of the GM.
See Also:
|