Classes/Druid

Class Details:
Hit Die: d10

Type: Magic

Skill Ranks Per Level: 2 + Int modifier.

Class Features
The following are class features of the druid.

Weapon and Armor Proficiency
Druids are proficient with club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. In addition druids are proficient with all simple light armor.

If this is the character’s first level in a class she gains proficiency in all light martial armor as well as all simple and martial shields.

Casting
A druid may combine spells and talents to create magical effects; with her Casting Ability Modifier determined by her Druidic realm chosen at 1st level.

Druids are prohibited from using metal equipment such as armor, weapons, and shields. As such a druid must use items composed of wood, bone, or stone. A druid who wears metal armor or uses a metal weapon is unable to cast spells or use any of her supernatural class abilities while doing so and for 24 hours thereafter.

If this is the character’s first level in a casting class she gains a single discipline feat she qualifies for, may choose her casting type (See Casting Types on the Magic page), and may increase the casting time of a spell by 2 steps to ignore the spell failure caused by casting in light armor; if the druid possesses the armored caster feat she may instead use this ability to ignore the spell failure caused by casting in heavy armor.

Caster’s Concentration
As a spellcaster, a Druid gains ranks in the Concentration skill equal to her class level.

Spell Pool
A druid gains access to a magical source of energy known as a spell pool. This pool contains a number of spell points equal to her levels in casting classes + her casting ability modifier (minimum 1). This pool replenishes once per day after a long rest.

Implements
A druid may choose any wooden object or a non-metal trophy (such as a necklace made of twine and animal tooth) as her implement. The druid may use her ironwood weapons as her implement.

Magic Talents
A druid gains 1 magic talent every level, each magic talent may be used to learn a new talent or new spell the druid qualifies for. In addition she gains a bonus spell (but not talent) every 4 BCB she possesses.

Druidic Realm (Su)
At 1st level the druid gains their choice of druidic realm that represents their focus as a druid.

If this is the character’s first level in a magic class, the druid gains the listed affinity talent and spell from her selected druidic realm,  If she already possesses the affinity talent she does not gain a replacement. If this is not the character’s first level in a magic class, the druid must select a druidic realm that grants an affinity talent they already possess or use her first talent granted from her druid level to purchase the appropriate talent.

In addition the Druidic Realm also determines the ability score used as the druid’s casting ability modifier, and the druid treats her BCB as equal to her levels in druid when casting a spell and determining what spells and talents she may qualify for of the associated affinity of her druidic realm.

At 3rd level the druid gains a second druidic realm of her choice gaining the listed affinity talent and spell if she does not already possess it. She does not use the casting modifier of her second druidic realm.

For a complete listing of druidic realms, see List - Druidic Realm.

Ironwood (Su)
At 1st level a druid learns to strengthen wooden equipment to make it as strong as metal. The druid may spend a spell point as a full-round action to grow a wooden version of any equipment she is proficient with (such as a weapon, shield, or armor). This equipment, while made of wood, functions the same as their normal metal or wood counterparts without interfering with the druid’s casting. If the druid choses to create armor using this ability she must still spend the time required to don the new armor. The armor may be reshaped onto the druid directly, bypassing the need to don the armor normally, but may only do so if they are not already wearing armor.

A druid may choose to reshape her existing ironwood items into another as a full-round action; this does not cost a spell point as when summoning a new piece of equipment. Reshaping existing ironwood does not heal any hit point damage it may have suffered; broken ironwood must be mended as normal equipment or have a new piece summoned.

This druid may maintain two ironwood items plus an additional at 3rd level and every 3 levels thereafter. All ironwood items the druid creates are treated as masterwork versions of the item they are emulating. A druid may enhance any of her ironwood equipment as any other equipment.

The druid cannot create additional ironwood items beyond her limit, and cannot create ironwood in locations without access to wood or significant plantlife (such as a desert, fully stone castle, or other structure). If the druid’s druidic realm would allow the druid to create their ironwood using a different material they must be in a location with the new material (such as fire) to create their new equipment using this material.

Ironwood equipment that leaves the druid’s possession for more than 8 hours returns to normal wood without the druid to maintain them. Due to the complexity of the equipment and rigidity of ironwood the druid is unable to make trigger keyword weapons out of ironwood.

If the druid choses to make ammunition she creates 30 pieces of ammunition (such as arrows, bolts, etc..), replicating the hardness of any metal components of such ammunition. Ammunition created this way returns to normal wood 1 round after it leaves the druid’s possession. If a piece of ironwood equipment is destroyed, you cannot make a new piece of ironwood out of the destroyed ironwood equipment.

At 5th level and every 4 levels thereafter the druid may create their equipment as one masterwork quality higher than common (Uncommon at 5th, Rare at 9th, Exceptional at 13th and Legendary at 17th). In addition the druid may spontaneously add any modifications the weapon would be capable of using given its types and modification slots as part of creating or reshaping the ironwood equipment.

Wild Empathy (Ex)
At 2nd level, a druid can improve the attitude of an animal. The druid may use a Diplomacy or Knowledge(Nature) check at a -4 penalty to improve the attitude of the animal similar to using Diplomacy to improve the attitude of a person. Typical domestic animals have a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. When starting wild empathy, if the check would successfully stop a creature from being hostile the creature may cease it’s attack, though the full minute of time must still be spent studying and communicating with the animal, and interruption may return the creature to a hostile state. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –6 penalty on the check.

Druidic Focus (Su)
At 2nd level, the druid gains access to a druidic focus, allowing her to further their training as a druid and further define their connection to nature. The druid gains an additional druidic focus at 4th level and every 2 levels thereafter.

For a complete listing of druidic focus, see Table - Druidic Focus.

Root Power (Su)
At 3rd level, the druid gains the root power listed for her selected druidic realm enhancing the capabilities of her ironwood ability. At 6th level the druid gains the Root power of her second druidic realm. A druid may only apply the benefits of a single root power per piece of ironwood equipment, though may have a different root power on each individual piece. A root power may be applied to a piece of ironwood as part of creating or reshaping a piece of ironwood. If done as part of reshaping any existing root powers must be removed from the piece to apply the new one.

Nature Stride (Ex)
Starting at 5th level, a druid gains the nature stride ability from her druidic realm. The druid gains the nature stride ability from her second druidic realm at 8th level.

The druid may as a move action grant the bonuses from this ability to one ally within 30 feet for a number of rounds equal to her CAM. At 6th level and every 2 levels thereafter she may affect an additional ally as part of this move action. The druid may share these bonuses a number of times per day equal to her CAM.

Deeper Roots (Ex)
At 7th level, the druid gains the Deeper Roots power listed for her selected druidic realm. At 10th level the druid gains the Deeper Roots of her second druidic realm.

Nature’s Voice (Ex)
At 8th level the druid can communicate with animals, plants, and even stone as if she shared a language with them, and may ask them questions. Animals communicated with may provide answers to your questions, but may refuse depending on their current attitude towards you, or may give unhelpful answers if they are particularly unintelligent for an animal.

Rocks and plants may be communicated with and the druid may ask questions of and receive answers from them. A rock and plant’s sense of its surroundings is limited, so it won’t be able to answer questions about events outside its immediate vicinity. The plants or stone’s descriptions (or descriptions described to them) may not be detailed, though they can usually relay who or what touched them recently, objects under or behind them, and a rough approximation of days since when the events may have occurred.

The druid may use this ability for a number of minutes per day equal to ½ her levels in druid plus her wisdom modifier.

Improved Realm (Su)
At 9th level, the druid gains an improvement to her first realm she chose at 1st level gaining a Resist 1 against spells matching her realm’s affinity, as well as a +1 bonus to BCB and SPB when casting spells of the keyword of her realm’s affinity (such as Nature keyword spells with the plant realm). At 13th level these bonuses increase by an additional 1 plus an additional 1 every 6 levels thereafter.

The druid gains a +1 bonus to BCB and SPB for her second realm’s element at 12th level, 14th level and every 6 levels thereafter. If the druid has multiple realms with the same affinity talent she does not stack these bonuses together, but instead increases the overall bonus from this ability by +1 for each realm beyond the first with the same affinity talent.

Deeper Bond (Su)
At 11th level, the druid gains the deeper bond ability of her druidic realm. At 14th level she gains the deeper bond of her second druidic realm.

Timeless Body (Ex)
At 13th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up. In addition the druid gains immunity to all diseases.

Greater Realm (Ex)
At 15th level, a druid gains the greater realm ability of her first druidic realm. At 18th level the druid gains the greater realm ability of her second druidic realm.

Realm Mastery (Ex)
At 17th level, a druid gains immunity to the element of her first Druidic Realm’s affinity, as well as Resist 5 against any element her element is strong against. Due to her increased affinity the druid also gains weakness to (taking 50% additional damage) from any element her element is weak against.

Nature’s Champion (Ex)
At 19th level, the druid becomes a master of nature, improving her bonuses from improved realm by an additional 1 for her first druidic realm, in addition the druid reduces weakness gained from Realm Mastery, reducing the additional damage from elemental weakness from 50% to 25%.

Nature’s Avatar(Ex)
At 20th level, the druid becomes the avatar of her realm. For a number of rounds per day equal to the druid’s casting ability modifier plus half her levels in druid she becomes the true avatar of her realm. The druid may end this ability as a free action on her turn. While this ability is active the druid gains regeneration 5, as well is healed by all elemental damage matching the elemental type of her first druidic realm; any healing beyond the druid’s maximum hit points are instead applied to the druid as temporary hit points that last until the start of her next turn and may stack with themself. In addition creatures with an elemental type matching her druidic realm’s affinity have their disposition changed to friendly unless the druid performs or has performed a hostile action against the affected creature; this effect lasts even after this ability has ended.

Animal Realm
Bonus Spell: Transformation

Bonus Affinity: Nature Affinity

Casting Modifier: Wisdom

Root Power: The druid’s ironwood may take on the form of a pair of claws, granting the druid two claw weapons that deal 1d6 damage. These claws gain all the benefits of the druid’s ironwood equipment as normal.

If the druid already possesses claws or another natural weapon she may instead harden these natural weapons causing them to be treated as masterwork and apply any enhancement bonuses her ironwood would grant (if any). In addition, natural weapons targeted by this ironwood deal damage as if they were 1 size category larger and grant a +1 bonus to CMD against sunder combat maneuvers made against them. This bonus to CMD improves by an additional 1 at 10th and every 10 levels thereafter.

If the druid possesses the polymorph weapon transformation talent she may create or reshape her ironwood to target her new natural weapons as a free action as part of casting the spell.

The druid may also use an instance of her Ironwood to grant herself a natural armor bonus or enhance an existing natural armor bonus by 1 improving by 1 at 5th level and every 5 levels thereafter.

Nature Stride: The druid’s movement becomes swift like an animal gaining a 5 foot bonus to their land speed increasing by an additional 5 per 5 druid levels. This stacks with similar abilities from other druidic realms.

Deeper Roots: The druid gains the Enduring transformation druid talent as a bonus magic talent. The druid selects a single form talent she possesses from the transformation spell. When using transformation she may only use the form talent she selected when gaining the benefits of enduring transformation, though may add traits from other forms as normal. In addition the druid gains one additional trait while in this form plus an additional trait at 10th level and every 10 levels of druid thereafter. If the druid already possesses Enduring transformation or later purchases it she may gain the benefits of enduring transformation with all form talents, not just the selected one; though she still only gains the additional traits with her selected form.

Deeper Bond: The druid may select a single trait available to her from a form or alter talent she possesses, gaining its benefits even when not transformed. This trait does not count against her total number of traits allowed when using the transformation spell. The druid may choose to suppress or regain this trait as a full-round action.

Greater Realm: The druid’s transformation spell is treated as if it is under the effects of the extend spell talent without increasing the spell point cost of the spell; this may not be combined with the extend spell talent. In addition may select a single companion talent she possesses the prerequisite affinity talent for, she may apply the benefits of this talent to herself while transformed; the druid gains no additional benefits from talents that grant the same bonus as one of her existing transformation traits, nor talents that grant an additional companion. The druid uses her own hit dice in place of companion hit dice to determine the power of the selected talent.

Beasts Realm
Bonus Spell: Summon Companion (Must select Animal Type, may not select amorphous, biped, or orb forms)

Bonus Affinity: Nature Affinity

Casting Modifier: Wisdom

Root Power: When the druid uses her ironwood ability she may choose to summon any equipment onto a companion she controls within 30 feet. In addition the druid may use this ability to harden a natural weapon the creature possesses, causing them to be treated as masterwork and apply any enhancement bonuses her ironwood ability would grant (if any). In addition, natural weapons targeted by this ironwood deal damage as if they were 1 size category larger and grant a +1 bonus to CMD against sunder combat maneuvers made against them. This bonus to CMD improves by an additional 1 at 10th and every 10 levels thereafter.

The druid may also use an instance of her Ironwood to grant her companion a natural armor bonus or enhance an existing natural armor bonus by 1 improving by 1 at 5th level and every 5 levels thereafter.

Nature Stride: The druid’s movement becomes swift like an animal gaining a 5 foot bonus to their land speed increasing by an additional 5 per 5 druid levels. This stacks with similar abilities from other druidic realms.

Deeper Roots: The druid companion grows becoming a more fantastical version of itself. The druid may apply one additional companion type to her companion in addition to its existing type; the druid must meet the prerequisites of this new type. The druid’s companion’s base intelligence score becomes equal to the druid’s intelligence score. The benefits only apply to a single companion; if the druid gains an additional companion she may apply these benefits instead to the newer companion but only if the newer companion also has the animal type.

Deeper Bond: All beneficial spells cast by the druid on her companions are treated as if it is under the effects of the extend spell talent without increasing the spell point cost of the spell; this may not be combined with the extend spell talent. In addition any companion talents the druid applies to her companions that grant a bonus to an ability score grant an additional +1 to that ability score for every 4 levels the druid possesses.

Greater Realm: The druid’s companion becomes a mythical beast of legend, gaining one additional companion talent, and companion type of her choice. In addition the druid doubles her bonuses to her BCB from improved realm for the purposes of determining the hit dice of her companion. These bonuses may only be applied to the companion benefitting from the deeper roots ability. This bonus to BCB and companion hit dice does not stack with sources from other classes or abilities that adjust the BCB or Hit dice of a companion.

Earth Realm
Bonus Spell: Conjure Wall

Bonus Affinity: Stone Affinity

Casting Modifier: Wisdom

Root Power: The druid may create her ironwood equipment out of stone. Ironwood armor made of stone grants the druid a +1 bonus to CMD, while stone weapons grant her a +1 bonus to CMB for combat maneuvers made with these weapons. These bonuses increase by an additional 1 at 5th level and every 5 levels thereafter.

The hardness and hit points of any ironwood equipment made of stone is increased by 50%, but weighs twice as much as well. In addition any weapon made of stone has its damage converted to bludgeoning if it normally deals Piercing or Slashing damage, and armor has its strength rating increased by 1.

While wearing armor made of stone the druid gains DR 1/- and improves by an additional 1 for every 5 levels of druid she possesses. Stone weapons wielded by the druid, including either through boulder toss druid magic talent or this root power of the earth realm, bypass 1 DR or hardness plus an additional 1 for every 5 levels of druid she possesses. If within an area of stone or loose rubble her stone weapons and armor heal any damage they have taken at the rate of 1 hit point per minute while she remains within these areas.

In addition you may summon your ironwood out of stone objects of at least medium size if this root power would be applied to them.

Nature Stride: The druid may move through rubble, rocks, or other stone-based difficult terrain at her normal speed as long as the terrain is not caused by ongoing magic, or the magic is from the druid herself.

Deeper Roots: The druid gains wield element and boulder toss as a bonus spell and talent even if she does not meet the prerequisites. When using the boulder toss talent the druid may add her 2x her strength modifier (minimum 1) in addition to her casting ability modifier to the damage of the thrown boulders. In addition the druid may choose to use her strength modifier instead of her dexterity modifier for the ranged attack rolls made by this ability. If the druid has the hulking hurler minor perk she gains a +1 bonus to attack rolls made with this ability if she chooses to throw these weapons using strength.

Deeper Bond: The druid gains tremorsense of 60 feet, the earth glide special quality, and a burrow speed equal to his base speed. In addition the druid ignores any miss chance against foes she can see with her tremorsense when using the wield element spell with earth affinity. At 15th level the druid may use her earth glide ability on iron or metals with an equal or lower hardness.

Greater Realm: A number of times per day equal to the druid’s casting ability modifier she may use her create wall spell as an immediate action by spending an additional spell point. She must have the wall of earth talent applied to use this ability. When used in this way the wall can only have a maximum length of 40 feet and may only exist in squares adjacent to the druid. This ability may protect the druid from an incoming attack or spell if the wall would break line of effect. The wall disappears at the start of the druid’s next turn.

Fire Realm
Bonus Spell: Wield Element

Bonus Affinity: Fire Affinity

Casting Modifier: Wisdom

Root Power: The druid’s ironwood weapons may be constructed of pure flame, converting the damage type of the weapon to fire damage; in addition the druid deals an additional 1d6 points of fire damage plus an additional 1d6 at 6th and every 6 druid levels thereafter with these weapons. Weapons constructed of fire otherwise function as normal and may be wielded by the Druid without issue. These weapons cannot be sundered unless the sunder attempt deals water or dark damage, and damage of these types ignore all hardness of the weapon.

Armor made of pure flame does not harm the druid but no longer provides the druid an armor bonus to AC, but grants the druid concealment (20%) from attacks as well as a number of temporary hit points each round equal to the armor’s AC value; these temporary hit points refresh at the start of the druid’s next turn. In addition creatures who strike the druid in melee take damage equal to the druid’s casting ability modifier Ironwood armor with this ability heals a number of hit points equal to her casting ability modifier every minute, but takes 1d6 damage per round while in the rain, and is immediately destroyed if the druid submerged in water. This ability otherwise counts as wearing armor as normal, and does not remove any of the other benefits or penalties associated with wearing armor.

Despite being made of fire, a druid’s ironwood weapons and armor may be enhanced as normal weapons without harming the gems or seals applied to them.

Nature Stride: The druid’s sight is not hindered by fire and smoke. In addition the druid can walk across hot ashes or coals without being subject to damage and her movement is not hindered; though the druid may still be damaged by larger fires (such as fire from spells or ongoing flames that occupy her square).

Deeper Roots: The druid gains sleet storm and firestorm as a bonus spell and talent even if she would not normally qualify for them. She may not cast sleet storm without the firestorm talent applied; but she may cast sleet storm without these restrictions if she already has or later gains the cold affinity talent.

Deeper Bond: As a move action the druid may cause her steps to leave behind fiery footsteps when leaving a square, this may cause any flammable objects within the square to catch fire. The fire left behind lasts for a number of rounds equal to the druid’s casting ability modifier. Creatures entering these squares take 1d6 damage plus the druid’s casting ability modifier. While this ability is active the druid gains a +10 bonus to all her movement speeds and may add her casting ability modifier to any acrobatics checks made to jump. The druid may deactivate this ability as a free action, dismissing any ongoing fiery footsteps; this does not put out any fires this ability may have started. The druid is never damaged by her own fiery footsteps.

Greater Realm: The druid gains a breath weapon. This breath weapon deals 1d6 points of fire damage per druid level. Those caught in the area of the breath receive are subject to a reflex save attack (1d20 + ½ SPB + CAM) the druid may add her implements enhancement bonus to this save attack; on a success creatures take full damage from this ability, while a failure only deals half damage. The breath weapon may be made in the shape of a line of 20 feet + 10 feet per druid level, or a cone of 10 feet + 5 feet per druid level. The druid may use this once per day per 6 druid levels she possesses, and may spend a spell point as a full-round action to regain a single use of this ability.

Plant Realm
Bonus Spell: Grasping Vines

Bonus Affinity: Nature Affinity

Casting Modifier: Wisdom

Root Power:  The druid’s ironwood is further strengthened by the druid’s bond to plant life. Any weapons made of the druid’s ironwood deal damage if they were a size category larger while wielded by the druid. Ironwood armor worn by the druid may treat its armor bonus as 2 higher for the purposes of determining its hit points and the amount of damage that may be redirected to it. In addition the druid’s ironwood slowly mends itself regaining 1 hit point every hour it remains in the druid’s possession. Finally the druid’s mastery over plantlife allows her to reshape her ironwood as a move action; if the druid gains improved ironwood she may instead reduce this to a swift action.

Nature Stride: The druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment as long as the undergrowth is not magically created or controlled, or the magic is from the druid herself.

Deeper Roots: The druid gains Black Tentacles and Thrashing Vines as a bonus spell and talent even if she would not qualify for the prerequisites. She may not cast Black Tentacles without the Thrashing Vines talent applied, and she may not use the Energized Tentacles talent with an affinity talent that is not granted by your druid realms; but she may cast black tentacles without these restrictions if she already has or later gains the dark affinity talent.

If you already possess Black Tentacles or Thrashing vines you may instead select a bonus grasping vines or black tentacles talent you would qualify for.

Deeper Bond: The druid’s rejection of metal becomes strong enough to allow them repel all metals away from themselves. The druid as a move action may spend a spell point to may cause creatures adjacent to them wearing metal armor, or wielding metal weapons to be subject to a bull rush reposition attempt to move them directly away from the druid (1d20 + the druid’s level + their CAM) in place of their normal CMB bonus. On a success creatures are pushed back 5 feet plus the distance normally allowed for a successful bull rush. For a number of rounds equal to the druid’s casting ability modifier the druid gains a +2 dodge bonus to AC against metal weapons, and creatures wielding metal weapons or wearing metal armor treat all squares adjacent to the druid as difficult terrain.

Greater Realm: The druid gains the power to return all to nature. As a full-round action the druid may spend 2 spell points to cause all metal objects in a 40 foot radius within long range to be immediately transformed from metal to wood. Magic objects made of metal receive a 20% spell resistance against this effect plus an additional 2% per BCB of the item. Weapons converted from metal take a -2 penalty on all attack and damage rolls, while armor treat their Armor bonus and strength rating as 2 lower. Weapons changed by this splinter and break on any natural 1 on an attack roll, while armor loses an additional point of armor bonus for each critical hit confirmed against it.

Sky Realm
Bonus Spell: Air Geyser

Bonus Affinity: Wind Affinity

Casting Modifier: Wisdom

Root Power: The druid’s ironwood weapons may be attuned to the element of wind. Weapons attuned to wind add an additional 5 feet to the range increment of the weapon plus an additional 5 feet per 5 druid levels. Weapons attuned to wind reduce the ranged attack penalty from wind severity by 1 +1 per 4 druid levels (minimum 0).

Ironwood armor attuned to wind grants the druid a 5% miss chance against ranged attacks increasing by 5% per 5 druid levels. This miss chance stacks with other sources of miss chance, though cannot exceed 75%.

Nature Stride: The druid reduces the speed adjustment of wind conditions by 10 + an additional 10 for every 4 druid levels she possesses (minimum 5) as long as the wind or weather is not magically created or controlled, or the magic is from the druid herself. At 10th level the druid may use her BCB for wind spells in place of her druid levels (if higher) when determining the effects of this ability.

Deeper Roots: The druid gains the Create Wall with the Wind wall talent if she did not already possess them. In addition the druid gains the Wall of Geysers talent as a bonus talent even if she does not qualify for it. The sky realm druid with this deeper roots power reduces the additional spell point cost of Wall of Geysers from 3 to 2.

If the druid  already possesses Wind wall she may select a different create wall talent that she would qualify for.

Deeper Bond: The druid is treated as if permanently under the effects of the feather fall spell. In addition, once per day the druid may cast the overland flight ritual as a full-round action without needing to know the ritual nor pay the component costs of the ritual. When using this ability, she may only target herself with this ritual, and may add any increases to her land speed from druid class features (such as the animal realm) to her fly speed from overland flight.

Greater Realm: The druid becomes a master of wind, capable of controlling the wind far beyond the powers of others. When casting a spell that creates or alters wind she may spend an additional spell point to allow the spell to go beyond Tier 5 winds (if her BCB or levels would allow the spell to do so), and instead becomes Tier 6 with the following effects (for example a 20 BCB druid casting wind wall would treat the winds within it as Tier 6): In addition to the normal effects Tier 6 winds begin to affect melee attacks making it difficult to swing most melee weapons, applying half the ranged weapon penalty to melee attacks of creatures affected by the Tier 6 winds; if an effect would allow the creature to treat the wind tier severity as lower they do not suffer these effects.

Water Realm
Bonus Spell: Cure

Bonus Affinity: Water Affinity

Casting Modifier: Wisdom

Root Power: The Druid’s ironwood equipment is imbued with the element of water.

The druid’s ironwood weapons deal an additional 1d4 water damage and gain the concussive property; if the weapon already has the concussive property the druid may treat her BAB as equal to her levels in druid for the purposes of determining the damage of the concussive ability of this weapon. In addition the druid may choose to allow her weapons to float or sink in water when they are created.

The druid’s ironwood armor grants the druid a +2 bonus to swim checks when worn. In addition the druid may spend a spell point as an immediate action when struck by a melee attack to cause a 5 foot radius burst around them; creatures within the area are subject to a bull rush reposition maneuver using the druid’s class level in place of their BAB, the druid may not move with the target as part of this ability; the druid must wait at least 2 rounds between uses of this ability for ironwood to restore enough water.

Nature Stride: The druid’s motion is not hindered in water and may attack without penalty. In addition the druid may cast spells underwater without issue. In addition the druid takes no penalty to speed when walking through shallow water (water not quite deep enough to swim in, but deep enough to hinder movement), such as from bogs, shorelines, streams, and even partially flooded areas.

Deeper Roots: The druid gains the air geyser spell and the wave geyser talent as a bonus spell and talent even if she would not meet the prerequisites. The druid may not cast air geyser without wave geyser applied. But she may cast air geyser without these restrictions if she already has or later gains the wind affinity talent.

If the druid already has the air geyser spell she may instead gain a different air geyser talent she qualifies for.

Deeper Bond: The druid may use any spell that restores hit points or grants temporary hit points to a single creature with a casting time of a standard action or less as a move action. When targeting herself the druid may instead use this ability as a swift action.

Greater Realm: The druid heightens their healing capabilities, cleansing any illnesses. As a standard action a druid may cause a body of water they are in to heal all tier 2 or lower ailments of creatures who come in contact with the water for 1 minute. This ability can affect an area of water of up to a 30 foot radius from the druid. If the body of water is larger than this radius the effect is dissipated after 1 round. As part of casting this ability the druid may select a number of creatures up to their charisma modifier to exclude from this effect. The druid may use this once per day per 6 druid levels she possesses, and may spend a spell point as a full-round action to regain a single use of this ability.

Table - Druidic Magic Talents:
Below are a number of special magic talents available only to druid. They may take these using their magic talents gained from druid levels, though some druidic focuses may grant these as bonus talents.