“They call her a wilder. She seems profoundly composed to me.”
The term wilder is used for those who come into their psionic power with limited training and guidance. Psions spend much time in self-study, learning to control their psionic power and ability. For a wilder, this power comes naturally, without the guidance that a psion needs. This raw talent causes wilders to typically be somewhat chaotic in nature, as their wild surges grant them great power, but it can also cause them pain. Yet among the multitudes of wilders, there are those who have learned to impose a level of discipline on their ability not possible to a typical wilder. These individuals are known as wild savants.
BECOMING A WILD SAVANT
The raw power required to become a wild savant typically means that single-classed wilders with extremely strong resolve are more likely to take levels in wild savant. Multi-classed wilders have been known to enter into wild savant, but they are more rare. Psions and other manifesters that do not have the chaotic power inherent in a wilder cannot understand the composure required to control such energy.
Untamed power radiates from those who take up the mantle of the wild savant. His raw potential is something he has learned to unleash at whim. To qualify to become a wild savant, a character must meet the following criteria.
Skills: Concentration 8 ranks
Feats: Iron Will
Psionic: Ability to manifest 3rd-level powers
Special: Wild surge +2 class feature
GAME RULE INFORMATION
Hit Die: d6
The wild savant’s class skills are Autohypnosis, Bluff, Concentration, Craft, Intimidate, Knowledge (psionics), Listen, Profession, Psicraft, Sense Motive, and Spot. Skill Points per level: 2 + Int modifier
Turning chaos into order, the wild savant understands that simply having raw power does not mean you have mastered that force. A wild savant seeks to bend the emotions that grant her strong surging abilities to her will. All of the following are class features of the wild savant.
Weapon and Armor Proficiency: Wild savants do not gain any additional weapon or armor proficiencies.
Manifesting: At every level indicated, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that she adds the level of wild savant to the level of whatever manifesting class the character has, and then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became a wild savant, she must decide to which class she adds the new level of wild savant for the purpose of determining power points per day, powers known, and manifester level.
Controlled Surge (Ex): By more closely regulating wild surges, a wild savant is able to control the psychic enervation associated with surges. When using her wild surge class feature, a wild savant has a 5% less chance of suffering a psychic enervation.
Savant (Ex): A wild savant is able to learn a broader spectrum than a typical wilder, unlocking dormant psionic talent. At 3rd level and every 3 levels thereafter, a wild savant gains the Expanded Knowledge feat as a bonus feat.
Inhibit (Su): Upon attaining 7th level, a wild savant’s psychic enervation is inhibited, lowering its effect upon the wild savant. Anytime a wild savant suffers from a psychic enervation, the power point loss is treated as one lower.
Unleash (Su): At 10th level, a wild savant is able to let loose a truly powerful surge of power and may wild surge for up to half her manifester level. However, channeling this much power is more dangerous to a wild savant than a standard wild surge. There is a 75% chance when using unleash of a psychic enervation. The psychic enervation imposed by unleash can not be offset by any means that convert or delay the penalties associated with psychic enervation.
PLAYING A WILD SAVANT
As a wild savant, you find it necessary to control your emotions, just as you exercise your strong will on your psionic power. Many wild savants are reserved in their behavior, although some may let loose on their emotions due to the rigor with which they have to control their psionic talent.
For some wild savants, combat comes naturally, being predisposed to psionic powers that cause harm. Others whose talents are more passive or beneficial may find the need to utilize a weapon in the face of adversity if the power of persuasion fails. For most wild savants, given their level of emotional control, combats are typically something entered into with cold, logical determination.
Learning to master your wild emotions means working to understand yourself. The control required to gain the abilities granted from advancing as a wild savant mean it is not something that should be attempted lightly. Wilders who take up this path are an unusual breed, as they do not seek to unleash their power unchecked, but instead work to harness
it, understand it, and control it.
Although many wild savants view each other as comrades and fellows to learn from, this is not a universal truth. Each wild savant perceives his or her fellow savants differently, be it in a friendly competition, in a collaborative role, or as a nemesis. There is no singular organization based upon the host of wild savants and, as such, fellow savants cannot be relied upon for assistance unless you have already met and befriended these individuals.
WILD SAVANTS IN THE WORLD
Wild savants are the masters of their emotions, learning to set loose the passion-inspired surges that are the mark of a wilder. Where other wilders sometimes lose themselves in these wild surges, the wild savant is able to control and harness that power, mastering the chaos of her own mind.
It is not uncommon to find wild savants in organizations that promote understanding the mind and its inner workings, such as the Order of Still Water. These types of organizations help wild savants learn about their ability and how to properly control it. Many wild savants, however, follow their path individually, as each mind and person is unique.
It is not uncommon for individuals who have seen the unleashed power of a wilder and the backlash it can cause to that wilder to view the wild savant with some skepticism. Seeing the control wild savants exhibit over their psionic power can often make the less informed members of society believe they are psions with the ability to overchannel.
WILD SAVANT LORE
Characters with ranks in Knowledge (psionics) can attempt to research wild savants to find out more about them. When a character makes a Knowledge (psionics) check, use the phrases or variations of them from below, including any information from lower DC checks, should there be any.
- DC 10: Normal wilders tend to be a bit chaotic. Wild savants seem far more in control.
- DC 15: The wild savant controls the emotional surges that other wilders let control them.
- DC 20: With extreme willpower and control, the wild savant unlocks the power of her own mind, harnessing the raw power most wilders unleash with minimal restraint.
WILD SAVANTS IN THE GAME
The wild savant gains incredible control where other wilders have a rudimentary grasp on their own abilities. As they do not have any organizational or divine ties, wild savants make excellent additions to games, increasing the options for the wilder, who often has fewer choices available. Some wilders may take only a few levels in wild savant, granting them a minimized risk with their wild surge ability, as well as a few extra powers known. Those who progress through the entire class may find that the culminating power unleashed is worth the loss of two manifester levels.
As wild savants do not pull their power from external resources, integrating wild savants into your game should not be difficult. In games incorporating Rajrin, from Untapped Potential: New Horizons in Psionics, the introduction of the wild savant may be a new discovery by the inhabitants of the returned island.