These telepaths hone their mental abilities to detect such spiritual and eldritch bonds, and attempt to commune with nature itself or the hearts of its wild inhabitants.
Whether seeking information that only nature knows or attempting to impose their will upon the natural world, these psychics employ techniques that few understand.
A wildepath adds one 1st-level spell from the druid spell list to the psychic spell list and her spells known. Each time a wildepath gains the ability to cast a new level of spell, she can add one spell of that level from the druid spell list to both the psychic spell list and her spells known. She casts these spells as psychic spells, and once the spells are selected these choices cannot be changed.
This replaces discipline spells.
Nature’s Command (Ex)
The wildepath’s mind-affecting spells can affect even plant creatures. When she casts a mind-affecting spell, the wildepath can spend 2 points from her phrenic pool to overcome a plant creature’s immunity to mind-affecting effects for the purposes of that spell. This ability functions even on mindless plant creatures, but it has no effect on creatures that aren’t plants.
At 11th level, when the wildepath casts a mind-affecting or language-dependent spell, the psychic can spend 2 points from her phrenic pool to cause the spell to affect creatures of the plant and animal types as if they were humanoids that understood her language.
This replaces the phrenic amplifications gained at 1st and 11th levels.
Know the Land (Sp)
At 9th level, the wildepath can cast commune with nature as a spell-like ability once per day, using her psychic level as her caster level. She can also expend any unused spell slot of 5th level or higher to cast commune with nature.
This replaces telepathic bond.
Wild Mind (Su)
This alters telepathy.
Pathfinder Player Companion: Wilderness Origins © 2019, Paizo Inc.; Authors: Kim Frandsen, Sasha Hall, Violet Hargrave, Andrew Mullen, Jessica Redekop, Mikhail Rekun, Sean K. Reynolds, and Rodney Sloan.