Druid archetype

Tempest Druid

Source: Inner Sea Magic, p. 42

The hurricane-wracked Sodden Lands are a chaotic strip of wilderness dotted with tiny fiefdoms ruled by cultists, cannibals, and scavengers. Druids of Gozreh have tried and failed many times to repair the devastation caused by the Eye of Abendego. Today, some druids have come to worship the storm as an aspect of pure elemental fury in the world. The tempest druids seek not to venerate the Eye, but to study and learn its mysteries so they can survive it, and use this knowledge to protect themselves and others in the Sodden Lands—or even in lands beyond these reaches where storms are potent. A tempest druid has the following class features.

Electrical Resistance (Ex) level 3

Replaces Trackless Step.

At 3rd level, a tempest druid gains electricity resistance 5. As a standard action, she can transfer this resistance to another creature for 1 hour, after which time it reverts to her. This ability replaces trackless step.

Eyes of the Storm (Ex) level 4

Replaces Resist Nature’s Lure.

At 4th level, a tempest druid can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 levels beyond 4th. This ability replaces resist nature’s lure.

Bend Bolt (Su) level 9

Replaces Venom Immunity.

At 9th level, a tempest druid can redirect nearby electrical attacks. As an immediate action, the druid can shift the area or target of an electricity attack by 5 feet in any direction. If the electricity affects an area, the druid selects one square to be unaffected and an adjacent square to be affected (if this square is already in the area, this has no additional effect in that area). If the electricity affects a target, the druid selects an adjacent target. She cannot redirect electricity damage conducted to her by physical contact with an object or creature (such as a shocking grasp or a shock weapon). She can use this ability a number of times per day equal to her Charisma bonus.

For example, if she were in the line of a wizard’s lightning bolt, she could have the spell skip her square and instead affect an adjacent square, even if this meant the spell did not form a continuous line. If another druid attacked her with call lighting, she could shift the targeted bolt to an adjacent square, hitting a creature in that square (if any).

This ability replaces venom immunity.

Armor and Weapon Proficiencies

A tempest druid is proficient with the trident. This is in addition to the armor and weapon proficiencies of a normal druid.

Nature Bond (Ex)

A tempest druid may not choose an animal companion, and must instead select a domain when she gains the Nature Bond ability. A tempest druid must choose the Air or Weather domain from the Core Rulebook, the Cloud, Storm, or Wind subdomain from the Advanced Player’s Guide, or the Aquatic or Swamp domain from Ultimate Magic.

Sodden Shore Sense (Ex)

Replaces Nature Sense.

A tempest druid gains a +4 bonus on Knowledge (nature) and Survival checks in coastal and marshy lands. This ability replaces nature sense.

Spontaneous Domain Casting

This replaces the druid’s normal ability to spontaneously cast summon spells.

A tempest druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower. This replaces the druid’s normal ability to spontaneously cast summon spells.