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The psion draws his psionic ability from strict mental discipline and intellectual development. Not so the wilder; for her, raw emotion is the route to psionic power.

Emotion-triggered psionic ability is not a science, but a passion. The zeal with which the wilder pursues the use of her psionic ability is so extreme that she can occasionally trigger a surge of power far beyond her normal capabilities. But with this ability comes a price: By exceeding her limits, the wilder may injure herself with psychic feedback.

Adventures: Wilders see dangerous quests as further opportunities to use their emotion-triggered psionic abilities. Eager to show their powers, wilders use their psionic abilities against whatever obstacles confront them. Wilders are concerned first with the manifestation of their psionic powers, but do not shy away from wealth or items that can further upgrade their abilities.

Characteristics: The wilder is passionate about her psionic powers, pushing herself to her utter limits with her wild surges. However, the wilder is not blind to the risks of her wild surge and the limited repertoire of powers she can call upon. Thus, she develops her skills and fighting ability as best she can, honing herself to be useful in all situations.

Alignment: A wilder is capable of a great many viewpoints, none of which are at odds with personal psionic development.

Religion: A wilder is too self-centered to desire or seek after the philosophy of deities.

Background: A wilder is typically self-taught. Most wilders were children left too long on their own, sometimes forced by cruel circumstance to live alone in the wild. Life in the wild doesn't usually forge many bonds, but most wilders are eventually found and brought back to civilization. By that point, however, their mental development is set. In larger cities, wilders try to make up for their years of solitude by impressing others with their abilities.

Wilders recognize each other as fellow voyagers on the journey of personal discovery. They may feel kinship with others of their kind, but they are just as likely to throw down a challenge.

Races: Wilders are more likely to spring up among maenads than in any other race. Thus, many wilders are maenads. Humans are a close second. Dromites, elves, halflings, gnomes, and xephs are usually incapable of putting themselves in the emotional moment required to trigger psionic ability -- they prefer the more disciplined approaches of other classes. The wilder tradition is more akin to half-giant culture, and some few wilders are thus half-giants. Surprisingly enough, a small number of dwarves, rebelling against their society, find the abilities of the wilder quite appealing and fall into the class by accident.

The savage humanoids are somewhat more likely to produce wilders than any other psionic class.

Other Classes: While wilders are, on the one hand, turbulent individuals, on the other hand they enjoy dealing with others because they are happy to showcase their own prowess -- through action or just through talk.

Role: The wilder is sometimes a front-line combatant, using her psionic powers to boost her raw fighting ability. Other wilders prefer second-line positions, relying wholly on psionic powers to contribute to a group's offensive capabilities.

Game Rule Information

Wilders have the following game statistics.

Abilities: Charisma determines how powerful a power a wilder can manifest and how hard those powers are to resist. Dexterity provides the wilder with a better defense and with bonuses on some class skills. Strength helps a wilder's combat ability.

Alignment: Any.

Hit Die: d6.

Class Skills

The wilder's class skills (and the key ability for each skill) are Autohypnosis* (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration* (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics) * (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). See the Player's Handbook for skill descriptions. *See new skills in Chapter 3: Skills and Feats.

Skill Points at 1st Level: (4 + Int modifier) x 4.

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

Class Features

All the following are class features of the wilder.

Weapon and Armor Proficiency: Wilders are proficient with all simple weapons. Wilders are proficient with light armor and with shields (but not tower shields).

Power Points/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 Table 2-6: The Wilder. In addition, she receives bonus power points per day if she has a high Charisma score (see Table 2-1: Ability Modifiers and Bonus Powers). Her race may also provide bonus power points per day, as may certain feats and items.

Powers Discovered (Repertoire): Your wilder begins play knowing one wilder power of your choice. At every even-numbered class level after 1st, she unlocks the knowledge of new powers.

You choose your powers discovered from the wilder power list. A wilder cannot manifest a power whose power point cost is higher than her manifester level.

The total number of powers a wilder may manifest per day is limited only by her daily power points. In other words, a 10th-level wilder (with a total of 70 power points) could manifest a power costing 1 power point 70 times in one day, or a power costing 7 power points 10 times in one day, or any combination of power point costs that does not exceed 70 power points in total.

A wilder simply knows her powers; they are part of her repertoire. She does not need to prepare them, though she must get a good night's sleep each day to regain all spent power points.

The Difficulty Class for saving throws against wilder powers is 10 + the power's level + the wilder's Charisma modifier. For example, the saving throw of a 6th-level power has a Difficulty Class of 16 + Cha modifier.

Maximum Power Level Known: Your wilder begins play with the ability to learn 1st-level powers. As you achieve new levels, you may gain the ability to master more complex powers -- for example, a 4th-level wilder can learn powers of 2nd level or lower, a 6th-level wilder can learn powers of 3rd level or lower, and so on.

To learn or manifest a power, a wilder must have a Charisma score of at least 10 + the power's level. For example, a wilder with a 16 Charisma can manifest powers of 6th level or lower.

Wild Surge (Su): A wilder can let her passion and emotion rise to the surface when she manifests a power. During a wild surge, the wilder gains phenomenal psionic strength, but may harm herself with the reckless use of her power (see Psychic Enervation, below).

A wilder can choose to invoke a wild surge whenever she manifests a power. When she surges, she gains +1 manifester level with that manifestation of the power. The +1 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 supplied by the wild surge.

Level-dependent power effects are also improved, depending on the power the 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 overchannel and wild surge at the same time.

For example, Leila is a 3rd-level wilder who knows the power mind thrust. She can normally spend 3 power points to deal 3d10 damage with this power. She invokes her wild surge, spending 3 power points to instead deal 4d10 damage with this manifestation of her mind thrust.

At 3rd level, when using her wild surge the wilder can choose to increase her manifester level by +2 instead of +1. At 7th level, she can wild surge to increase her manifester level by up to +3; at 11th level, by up to +4; at 15th level, up to +5; and at 19th level, by up to +6. In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; the wilder pays only the unaugmented power point cost.

Psychic Enervation (Ex): Pushing oneself with a wild surge is dangerous. Immediately following each wild surge, the wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge. For example, if, at 11th level, Leila uses wild surge to add +4 manifester levels to a power she is manifesting, she has a 20% chance of suffering psychic enervation as a result.

If overcome, the wilder is dazed until the end of her next turn, and loses a number of power points equal to her wilder class level.

Elude Touch (Ex): Starting at 2nd level, the wilder's intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). The wilder gains a bonus to AC against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her armor class against normal attacks.

Surging Euphoria (Ex): Starting at 4th level, when the wilder uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the level of wild surge she used. For example, if the wilder used wild surge to increase her manifester level by +2, her morale bonus would last for 2 rounds. (Even if the wilder had the wild surge +4 ability, the fact that she increased her manifester level by only +2 restricts the duration to 2 rounds.) However, if she is overcome by psychic enervation following her wild surge, she does not gain the bonus for this use of her wild surge ability.

At 12th level, the morale bonus on her attack rolls, damage rolls, and saving throws increases to +2. At 20th level, the bonus increases to +3.

Volatile Mind (Ex): The wilder's temperamental mind is hard to encompass with the discipline of telepathy. Beginning at 5th level, when any telepathy power is manifested on the wilder, the manifester of the power must pay 1 power point more than he otherwise would have spent on the power.

The extra cost is not a natural part of that power's cost. It does not augment the power; it is simply a wasted power point. The wilder's volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power's cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.

At 9th level, the penalty assessed against telepathy powers manifested on the wilder is increased to 2 power points. At 13th level, the penalty increases to 3 power points, and at 17th level it increases to 4 power points.

As a standard action, the wilder can choose to lower this effect for one round (in the event, for instance, that a friend attempts to manifest a beneficial telepathy power on her).

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