Wilder
Expanded Psionics Handbook p29

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D&D Home > Character Classes > Core Classes > Wilder

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.

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