Call of the Wild, Psionic
Psychoportation
Level: Wilder 5
Display: Auditory
Manifesting Time: 24 hours
Range: 0 ft
Effect: One animal follower
Duration: 1 day/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 9
As the Call of the Wild spell, except as noted here.
Special: Only a fey or a creature with at least four Fey Heritage feats may learn or manifest this power.
Defenders of the Wild
Metacreativity
Level: Wilder 1
Display: Mental
Manifesting Time: 1 round
Range: Close (25 ft + 5 ft/2 levels)
Effect: One or more summoned creatures, no two of which can be more than 30 ft apart
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance: None
Power Points: 1
As Summon Monster I, except as noted here, and you choose a creature off of the Defenders of the Wild list. The creature selected must have a power level less than or equal to 1.
Augment: You can augment this power in one of two ways:
1. For each additional power point, the summoned creature's power level may be 1 higher than before, allowing you to select more powerful creatures to summon.
2. For each 2 additional power points, you may select and summon an additional creature of equal or lower power level from the first.
Special: Only a fey or a creature with at least two Fey Heritage feats may learn or manifest this power.
Defenders of the Wild List:
Spoiler
Show
{table=head]Creature | Power Level
Monkey | 1
Hawk | 1
Wolf | 1
Shark, Large* | 2
Cheetah | 3
Hyppogriff | 4
Lion | 5
Giant Eagle | 6
Bear, Brown | 7
Unicorn | 8
Tiger | 9
Crocodile, Giant | 10
Girallon | 11
Dragonne | 12
Dire Bear | 13
Dire Tiger | 14
Squid, Giant* | 15
Roc | 16
Thrym Hound [MM5] | 17
Unicorn, Celestial Charger | 18
Steelwing [MM5] | 19
Battlebriar [MM3] | 20[/table]
* Aquatic environments only
Earthly Fortune
Clairsentience
Level: Wilder 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: None
Power Points: 3
Target creature gains one temporary luck reroll [CS], which last for the duration of the power. In addition, that creature gains the ability to spend luck rerolls on all d20 rolls, following the normal rules for luck rerolls. If the creature already has a feat that allows it to reroll that type of roll (such as having Survivor's Luck when rerolling a save), it gains a +4 luck bonus when rerolling a roll of that type.
Augment: You can augment this power in one of two ways:
1. For each 2 additional power points, the creature gains another temporary luck reroll for the duration of the power.
2. If you spend 4 additional power points, you may manifest this power as a swift action.
Special: Only a fey or a creature with the Fey Heritage feat and at least one Luck feat may learn or manifest this power.
Link to Nature
Clairsentience
Level: Wilder 1
Display: Auditory
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: 24 hours (D)
Power Points: 1
You draw a bond with the natural world, allowing you to speak with elements of nature. You gain Wild Empathy, as the druid ability, with your effective druid level equal to your manifester level.
Augment: You can augment this power in one of the following three ways:
1. If you spend 2 additional power points, you can use Wild Empathy to influence magical beasts without taking the -4 penalty.
2. If you spend 1 additional power point, you gain the effects of Speak with Animals for the duration of this power.
3. If you spend 2 additional power points, you gain the effects of Speak with Plants for the duration of this power.
Special: Only a fey or a creature with the Fey Heritage feat may learn or manifest this power.
Shape of the Beast
Psychometabolism
Level: Wilder 2
Display: Olfactory
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 min/level
Power Points: 3
You take on the shape of a defender of nature. Upon manifesting this power, you transform into the predator form of a 3rd level shapeshifter druid [PHB2, 40]. For the duration of this power, you remain in that form and cannot cast spells, manifest powers, or activate magic items. You can dismiss this power as a swift action.
Augment: You can augment this power in one of three ways:
1. For every additional power point you spend, you may treat your effective druid level as 1 higher. If this would open up new forms to shapeshift into, you may select that form instead of predator form upon manifesting, and you become that form for the duration of this power.
2. If you spend 2 additional power points, you gain the ability to switch freely between forms for the duration of this power. As a swift action, you can switch into a different form that your effective druid level would allow, or switch back into your regular form (letting you manifest powers again) without dismissing this power.
3. If you spend 3 additional power points, the duration of this power becomes 1 hour/level.
Special: Only a fey or a creature with at least two Fey Heritage feats may learn or manifest this power.
Speak to the Land
Clairsentience
Level: Wilder 4
Display: None
Manifesting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 7
As the Commune with Nature spell, except as noted here.
Augment: You can augment this power in one of two ways:
1. For each 2 additional power points, you learn an additional fact from this power.
2. If you spend 2 additional power points, you can manifest this power as a standard action. In that case, this power incurs an experience cost of 100 XP.
Special: Only a fey or a creature with at least three Fey Heritage feats may learn or manifest this power.
Unearthly Grace, Psionic
Psychometabolism [Light]
Level: Wilder 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Power Points: 11
As the Unearthly Grace spell, except as noted here.
Special: Only a fey or a creature with at least five Fey Heritage feats may learn or manifest this power.
Vitality's Hold
Psychometabolism
Level: Wilder 4
Display: Mental
Manifesting Time: 10 minutes
Range: Personal
Target: You
Duration: 24 hours (D)
Power Points: 7
You fill your hands with the essence of nature and life. For the duration of the power, you gain a pool of healing equal to 7 multiplied by your Charisma bonus. While the power lasts, you may heal wounds with a touch, restoring any amount of hit points up to your manifester level as a standard action (or swift if you use it on yourself) and depleting the same number from your pool of healing. You may not heal more than your pool allows, and if the pool is depleted, the power ends. This healing has no effect on undead or non-living creatures.
Augment: You can augment this power in one of two ways:
1. For every additional power point you spend, your pool of healing increases by an amount equal to your Charisma bonus.
2. If you spend 3 additional power points, you gain the ability to heal ability damage as well as hit point damage. Each point of ability damage healed this way costs 5 points from your pool of healing. Whenever you touch a creature to heal them via this power, you can choose to heal ability or hit point damage in any combination, as long as the total amount of points spent from your healing pool does not exceed your manifester level.
Special: Only a fey or a creature with at least three Fey Heritage feats may learn or manifest this power.
Wings of the Pixie
Psychometabolism [Air]
Level: Wilder 3
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 5
A pair of insect-like wings, usually akin to those of a butterfly, sprout from your back. If wearing light or no armor and carrying a light load, these wings allow you to fly with a 40 ft speed at good maneuverability. If wearing medium armor or carrying a medium load, the wings only allow you to fly at 20 ft speed with good maneuverability. If wearing heavy armor or carrying a heavy load (or higher), the wings cannot be used to fly at all.
Augment: You can augment this power in one of three ways:
1. For each additional power point, the fly speed granted by this power improves by 5 ft.
2. If you spend 2 additional power points, the fly speed granted by this power has perfect maneuverability.
3. If you spend 2 additional power points, you may fly while wearing heavy armor or carrying a heavy load (at the same speed as that of medium armor/load). You still cannot fly via this power if carrying greater than heavy load.
Special: Only a fey or a creature with at least two Fey Heritage feats may learn or manifest this power.