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Thread: Powers a wilder should have.
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2010-02-16, 05:09 PM (ISO 8601)
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- Mar 2006
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- plymouth england
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Powers a wilder should have.
Okay i'm playing a golem wilder i'm at level 2, I've already got vigor,energy ray, call to mind. Is there any powers that i should get? My character is a melee type.
MERGE, HESHIN, COMBINE, TRANSFORM, BIOBOOST, CHANGE... Words that mean so much.
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2010-02-16, 05:13 PM (ISO 8601)
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- Sep 2009
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- Runite
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2010-02-16, 05:20 PM (ISO 8601)
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- Nov 2007
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- Wisconsin
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2010-02-16, 05:23 PM (ISO 8601)
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- Apr 2007
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- Tampa, FL
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Re: Powers a wilder should have.
The Wilder Handbook
And our very own Samb's Expansion to the Wilder Handbook
Read those, come back
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2010-02-16, 05:24 PM (ISO 8601)
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- Mar 2006
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- plymouth england
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Re: Powers a wilder should have.
Homebrew we as a group created a version known as 3.Ours where we introduce several races that should belong to a fantasy game which includes centeurs, pixies, lizardmen, Antmen, half giants, plane touch and i personaly backed that the golem be in aswell. All the races above are made like the pathfinder races.
Unlike the warforge the golem is custom made different each time. You start with the material, then the animas, and then design feature there are about 15+ for each "part".
My character is a stone golem, with a pendant in his chest of a dead family and has focusing lens on his hands that increase ray power/spell distance +5feet per charisma mod.MERGE, HESHIN, COMBINE, TRANSFORM, BIOBOOST, CHANGE... Words that mean so much.
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2010-02-16, 05:40 PM (ISO 8601)
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- Dec 2005
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Re: Powers a wilder should have.
Keen edge
Energy Stun
Grease
Energy Retort
Bioadjustment
Biofeedback
Death Urge
Empathic Feedback
True seeing
Contingency
Oak Body
Moment of Prescience
Reality Revision
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2010-02-16, 05:45 PM (ISO 8601)
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- Mar 2006
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- plymouth england
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2010-02-16, 05:47 PM (ISO 8601)
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- Dec 2005
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2010-02-16, 05:49 PM (ISO 8601)
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- Apr 2007
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- Tampa, FL
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2010-02-16, 05:53 PM (ISO 8601)
- Join Date
- Mar 2006
- Location
- plymouth england
- Gender
Re: Powers a wilder should have.
MERGE, HESHIN, COMBINE, TRANSFORM, BIOBOOST, CHANGE... Words that mean so much.
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2010-02-16, 05:56 PM (ISO 8601)
- Join Date
- Dec 2005
- Gender
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2010-02-16, 06:01 PM (ISO 8601)
- Join Date
- Mar 2006
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- plymouth england
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2010-02-16, 06:01 PM (ISO 8601)
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- Apr 2006
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- A pie factory.
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Re: Powers a wilder should have.
I made a thread concerning this very issue a while ago. Read it if you want my opinions, which I know you do. How could you not? What are you, a Communist? WHO SENT YOU? WHO DO YOU WORK FOR? SO I MADE A MISTAKE! ONE MISTAKE! I-
*tranquilizer dart to the face*Will you take the rocket launcher?
A Blog about comics I made as a deranged little boy.
CTP's Guide to Words of Power
CTP's Guide to Mythic Adventures
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2010-02-16, 06:11 PM (ISO 8601)
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- Apr 2007
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- Tampa, FL
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Re: Powers a wilder should have.
At early levels... no, not really.
You only have light armor proficiency, and not a lot of HP. Grease keeps things away from you, guaranteed. Even if they make their save, they're now at half speed. If not, they're prone, and it's a move action to stand.
You won't have the PP to really blast effectively. Even assuming you're a Synad Wilder (3+2 = 5 PP) with 18 Cha (+2 PP), that's still just 7 PP at first level. But you can take out a cluster of up to four goblins with just 1 PP.
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2010-02-16, 06:18 PM (ISO 8601)
- Join Date
- Dec 2009
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2010-02-16, 06:25 PM (ISO 8601)
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- Dec 2004
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- The Land of Angles
Re: Powers a wilder should have.
Grease is an awesome spell, and also an awesome power. The psionic evrsion can even be spammed all day at high levels, because you can't augment it.
Even if they save against it, they move at half speed. And if they don't have 5 ranks in Balance, they're also flat-footed. No save. They're just flat-footed.
Do you have a rogue in your party? He will thank you.
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2010-02-16, 06:30 PM (ISO 8601)
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- Mar 2006
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- plymouth england
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2010-02-16, 06:32 PM (ISO 8601)
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- Aug 2006
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- Utah
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Re: Powers a wilder should have.
In my experience, Grease is no "guarantee." The half speed thing only lasts until they manage to leave its tiny area of effect (10-foot square).
It's still a decent power, but my experience with it doesn't hold up to its awesome reputation. I'd take it for a Psion ... but probably not a Wilder.You can call me Draz.
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2010-02-16, 06:33 PM (ISO 8601)
- Join Date
- Dec 2004
- Location
- The Land of Angles
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2010-02-16, 06:38 PM (ISO 8601)
- Join Date
- Mar 2006
- Location
- plymouth england
- Gender
Re: Powers a wilder should have.
MERGE, HESHIN, COMBINE, TRANSFORM, BIOBOOST, CHANGE... Words that mean so much.
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2010-02-16, 06:53 PM (ISO 8601)
- Join Date
- Jun 2008
Re: Powers a wilder should have.
Grease is handy, either against an opponent's weapon or against the ground they are standing on. Try greasing the bottom of their boots, or a staircase leading downwards, if your DM will let you. It's not OMG Devastating but it is impressively useful in a large number of situations. I'm not sure if Psionic Grease has been toned down, though.
What kind of Wilder are you running? Wilders can be halfway decent gishes, especially with levels in Slayer, so powers like Vigor and Expansion (through the Expanded Knowledge feat) are handy. If you're going more blaster-style, then the usual Psion blasty powers work well.
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2010-02-16, 07:14 PM (ISO 8601)
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- Mar 2006
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- plymouth england
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Re: Powers a wilder should have.
Well the golem comes with the toughness feat, i also have the psionic body feat so expanded knowledge is a must have, my favored class is wilder. At the moment i am 2nd level and have 23 hitpoint 38 when vigored. My golem is a cartographer called Mirrion, a 9000+ year old relic that was found by elvern looters hense the name meaning Fortson in elvish.
MERGE, HESHIN, COMBINE, TRANSFORM, BIOBOOST, CHANGE... Words that mean so much.
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2010-02-16, 09:31 PM (ISO 8601)
- Join Date
- Apr 2007
- Location
- Tampa, FL
- Gender
Re: Powers a wilder should have.
It is a guarantee - it guarantees that they will move 15 feet in the round that they leave the 10 foot square.
And that's when they don't simply fall on their asses.
You're treating your Wilder like a Sorcerer here. Don't forget, Wilders have one key advantage that lets them pick powers that are more useful at the start than lategame without worry - namely, Psychic Reformation.