A tempest druid has the following class features.
A tempest druid is proficient with the trident.
This is in addition to the armor and weapon proficiencies of a normal druid.
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.
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, the Cloud, Storms, or Wind subdomain, or the Aquatic or Swamp domain.
This ability replaces nature sense.
This ability replaces trackless step.
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.
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.
Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor.