Dungeons and Dragons Epic Wilder 3.5 PBP RPG

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Epic Wilder

Hit Die: d6.

Skill Points at Each Additional Level: 4 + Int modifier.

Powers: The epic wilder's manifester level is equal to her class level. The wilder's power points and powers known do not increase after 20th level (except through the use of epic feats).

Wild Surge: The epic wilder's wild surge continues to increase after 20th level. At 23rd level and every four levels higher than 23rd, the wild surge continues to gain an additional +1 boost to manifester level when used (+7 at 23rd, +8 at 27th, and so on).

Surging Euphoria: The wilder's surging euphoria progression continues past 20th level. At 28th level and every eight levels higher than 28th, the morale bonus on her attack rolls, damage rolls, and saving throws increases by 1 (+4 at 28th, +5 at 36th, and so on).

Volatile Mind: The epic wilder's volatile mind ability continues to increase. At 21st level and every four levels higher than 21st, the penalty assessed against telepathy powers manifested on the wilder is increased by 1 power point (5 points at 21st, 6 points at 25th, and so on).

Table: The Epic Wilder

Wilder Level

Special

21st

Volatile mind (5 power points)

22nd

-

23rd

Wild surge +7

24th

-

25th

Volatile mind (6 power points)

26th

-

27th

Wild surge +8

28th

Surging euphoria +4

29th

Volatile mind (7 power points)

30th

-


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Good, we've broken through without losses as hoped, but it wasn't quite done yet. As best I can while riding and trying to ignore the wound in my side I call out, "Go ahead Rachel, but stay mostly in sight, Ping, point out the threats. Lets get a head start going east and then swing south to the stronghold."

"Keep up the pace for a bit, then we'll slow down to give the horses a chance to breathe and be sure of our path. But we keep moving."

Out of Character: I'll have Ping fly circuits around us, reporting on both the hobgoblins and any potential problems ahead as best the thing can observe. Flat out running for a bit to build up a gap between us and the hobgoblins, then alternating between trotting along and dismounting to lead the horses at a walk to move quickly without exhausting the mounts too fast. Changing course for the fastest clear route to the stronghold we can make out as soon as we are sure the hobgoblins won't catch up thanks to the change in direction.

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