(Expanded Psionics Handbook variant, p. 29)

Hit die




Starting gold


Skill points

4 + Int

Class Features

Weapon and Armor Proficiency: Wilders are proficient with all simple weapons, with light armor, and with shields (except 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 Power Points). Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A 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.

Choose the powers known from the wilder power list. (Exception: The feats Expanded Knowledge, page 46, and Epic Expanded Knowledge, page 34, do allow a wilder to learn powers from the lists of other classes.) A wilder can manifest any power that has a power point cost equal to or lower than her manifester level.

The total number of powers a wilder can manifest in a day is limited only by her daily power points. In other words, a 9th-level wilder (with a total of 72 power points) could manifest a power costing 1 power point seventy-two times in one day, or a power costing 9 power points eight times in one day, or any combination of power point costs that does not exceed 72 power points in total.

A wilder simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her 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 against a 6th-level power has a DC of 16 + Cha modifier.

Maximum Power Level Known: A wilder begins play with the ability to learn 1st-level powers. As she attains higher levels, she 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 in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by 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 does so, she gains +1 to her manifester level with that manifestation of the power. The 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 effectively supplied by the wild surge.

Level-dependent power effects are also improved, depending on the power a 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 use the Overchannel psionic feat (see page 49) and invoke her wild surge at the same time.

For example, Leila is a 3rd-level wilder who knows the power mind thrust (see page 120). She can normally spend a maximum of 3 power points to deal 3d10 points of damage with this power. If she invokes her wild surge when she manifests the power, she spends 3 power points to deal 4d10 points of damage (as if she were a 4th-level manifester, and thus able to spend up to 4 points on manifesting the power).

At 3rd level, a wilder can choose to boost her manifester level by two instead of one. At 7th level, she can boost her manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six. In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder's power point reserve.

Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a 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 boost her manifester level by four, she has a 20% chance of suffering psychic enervation as a result.

A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level.

Elude Touch (Ex): Starting at 2nd level, a wilder's intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class 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 a 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 intensity of her wild surge. For example, if Leila uses wild surge to boost her manifester level by two, her morale bonus would last for 2 rounds. (Even if she had the wild surge +4 ability, the fact that she boosted her manifester level by only two restricts the duration to 2 rounds.)

If a wilder is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability.

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

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

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 a 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, a wilder can choose to lower this effect for 1 round (in the event, for instance, that a friend attempts to manifest a beneficial telepathy power on her).


Level BAB Fort Ref Will Special Power Points per Day Powers Known Maximum Power Level Known
1st +0 +0 +0 +2 Wild surge +1, psychic enervation 2 1 1st
2nd +1 +0 +0 +3 Elude touch 6 2 1st
3rd +2 +1 +1 +3 Wild surge +2 11 2 1st
4th +3 +1 +1 +4 Surging euphoria +1 17 3 2nd
5th +3 +1 +1 +4 Volatile mind (1 power point) 25 3 2nd
6th +4 +2 +2 +5 35 4 3rd
7th +5 +2 +2 +5 Wild surge +3 46 4 3rd
8th +6/+1 +2 +2 +6 58 5 4th
9th +6/+1 +3 +3 +6 Volatile mind (2 power points) 72 5 4th
10th +7/+2 +3 +3 +7 88 6 5th
11th +8/+3 +3 +3 +7 Wild surge +4 106 6 5th
12th +9/+4 +4 +4 +8 Surging euphoria +2 126 7 6th
13th +9/+4 +4 +4 +8 Volatile mind (3 power points) 147 7 6th
14th +10/+5 +4 +4 +9 170 8 7th
15th +11/+6/+1 +5 +5 +9 Wild surge +5 195 8 7th
16th +12/+7/+2 +5 +5 +10 221 9 8th
17th +12/+7/+2 +5 +5 +10 Volatile mind (4 power points) 250 9 8th
18th +13/+8/+3 +6 +6 +11 280 10 9th
19th +14/+9/+4 +6 +6 +11 Wild surge +6 311 10 9th
20th +15/+10/+5 +6 +6 +12 Surging euphoria +3 343 11 9th

Class skills

Skill name Key ability Trained only Armor check penalty
Autohypnosis WIS yes no
Balance DEX no yes
Bluff CHA no no
Climb STR no yes
Concentration CON no no
Craft INT no no
Escape Artist DEX no yes
Jump STR no yes
Knowledge (psionics) INT yes no
Listen WIS no no
Profession WIS yes no
Psicraft INT yes no
Sense Motive WIS no no
Spot WIS no no
Swim STR no yes
Tumble DEX yes yes

Spells for Wilder

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