Tide Weaver

Masters of the Water, Tide Weavers are an intelligent bunch who are said to be the ones that make the water move (and ultimately bend to their will). Tide Weavers tend to view battle as a balance between offensive striking, defensive actions, and healing themselves as well as others. The Water has many properties and Tide Weavers' goals are to find each and every one of them, and use them accordingly.

Adventure: Tide Weavers want to gain knowledge, not just about their own power and element but about the entirety of the world around them. They also tend to have the want to do good in the world.

Religion: Most Tide Weavers agree, their deity of choice is Trysus- the God of the Sea. He is the one that created the oceans and therefore is the most powerful God in the Tide Weaver society.

Background: More often then not, Tide Weavers have either been raised by other Tide Weavers or have shown an innate infatuation with water that brought them to the Guild of the Moon.

Races: 95% of Tide Weavers are elves, the other five percent being mostly humans and half elves. Dwarves, gnomes, and half-orcs do not possess the "fluid"ity that it takes to become a Tide Weaver.

Other Classes: Tide Weavers get along well with classes such as druids and clerics for possessing very similar styles in battle and healing. More dedicated Tide Weavers may find paladins and monks their most suitable companions. Wizards are often the Tide Weavers best friend as both will be most concerned with the overall pursuit of knowledge.

Role: Overall, the Tide Weaver is a wonderful addition to any party. With offensive capabilities they make a suitable melee fighter and with casting abilities they make excellent secondary healers.

Table 1-1: The Tide Weaver

Lvl	BaB		Fort	Ref	Will	Special
1	+0		+0	+0	+2	Waterbending (1 basic), Pull of the Moon, 						Aquan Diplomat
2	+1		+0	+0	+3
3	+1		+1	+1	+3
4	+2		+1	+1	+4
5	+2		+2	+2	+4	Waterbending (1 basic)
6	+3		+2	+2	+5
7	+3		+3	+3	+5
8	+4		+3	+3	+6
9	+4		+4	+4	+6
10	+5		+4	+4	+7	Waterbending (1 basic)
11	+5		+5	+5	+7
12	+6/+1		+5	+5	+8
13	+6/+1		+6	+6	+8
14	+7/+2		+6	+6	+9
15	+7/+2		+7	+7	+9	Waterbending (1 advanced)
16	+8/+3		+7	+7	+10
17	+8/+3		+8	+8	+10
18	+9/+4		+8	+8	+11
19	+9/+4		+9	+9	+11
20	+10/+5		+9	+9	+12	Waterbending (1 advanced)

Game Rule Information
Tide Weavers have the following game statistics.

Abilities: Intelligence determines how powerful a Tide Weaver's spell is. To cast a spell, a Tide Weaver must have an Intelligence score of at least 10 + the spell's level. Intelligence also gives Tide Weavers extra skill points. High Dexterity is also useful to Tide Weavers to prevent being dealt damage in combat.

Alignment: Any nonevil.
Hit Die: d6.

Other: All Tide Weavers must be initiated by the Guild of the Moon and have a Water Artifact to prove their nobility in the Weavers.

Class Skills
Tide Weaver's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Knowledge(Any) (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
All the following are class features of the Tide Weaver.

Weapon and Armor Proficiency: Tide Weavers are proficient with all simple weapons. They are proficient with light armor and are prohibited from wearing medium or heavy armor (as they need good mobility for their bending). They are proficient with bucklers only as shields create a problem with bending as well.

Pull of the Moon: Tide Weavers gain a +2 to all reflex saves when the moon is out (and visible, though it does not need to be visible to the Tide Weaver).

Aquan Diplomat: The Tide Weaver has a natural connection with the water, and therefore can communicate with creatures made of it. The Tide Weaver gains Aquan if they did not all ready have it, and get a +2 diplomacy competency bonus when dealing with Water-type creatures.

Spells: A Tide Weaver casts divine spells that are drawn from the Tide Weaver list. She must prepares spells at the start of the day, but can sacrifice any spells she has prepared for a healing spell of an equal level.

Waterbending (Basic):
Whenever a Tide Weaver gets to a level that allows her to choose a new basic waterbending technique, she may choose one of the following (Note: All waterbending techniques must have two free hands to perform):

~ Water Whip: The Tide Weaver can manipulate a pre-existing body of water to become a slick and small stream that now forms into a whip. The Tide Weaver can "hold" the whip, and it does 1d8 bludgeoning damage on each successful strike (the whip is magic for the purposes of overcoming damage reduction).

~ Healing Spring: The Tide Weaver can bend the water to interact with the composition of a person's body, it heals 1d4 per Tide Weaver level and helps the body regenerate quicker than normal, healing things like sprains and bruises in half the normal time. This ability takes 5 rounds to complete.

~ Ice Wall: The Tide Weaver can change water into ice at will, and it is especially cold under her control. She can use this ability her Tide Weaver level times per day and whenever they use ice it does 1d6 (cold damage, magic for the purposes of overcoming damage reduction). This cold damage stacks with other cold spells, such as Ice Storm. An enemy "encased" in a Tidal Weaver's Ice Wall has (10 + the Tidal Weaver's level)% of being frozen the next round.

~ Crystal Rain: The Tide Weaver can use the water molecules in the air to rain pointy ice-y doom upon their enemies. They deal 1d6 damage per icicle, the number of which equals their Intelligence modifier. This amount stacks with the ability Ice Wall.

Waterbending (Advanced): When the Tidal Weaver gains access to advanced techniques they may choose either one of the waterbending techniques below or one of the basic ones instead.

~ Watermeld: While the Tidal Weaver is around water, they can morph into water as well and meld with the liquid. All of their waterbending abilities can be used while in this form. The only damage the Tide Weaver takes is fire and lightening damage. This form lasts for the Tide Weaver's level rounds per day, the time can be split up between morphs. If the Tide Weaver is knocked unconcious, they slip back into their solid form.

~ Hydrokinetics: The Tidal Weaver uses their water not only as a weapon, but almost like another appendage. When waterbending, they gain unlimited time to manipulate the water (basic abilities) and can transfer between forms of waterbending seamlessly. If using their water solely as a weapon, they may treat it as a weapon that deals 1d10+Int Modifier on a successful hit (magic for the purpose of overcoming damaging reduction).

~ Thoughtful Follower: The Tidal Weaver can summon a helper from the outside realms to come and protect her. It is a water elemental by definition but due to the intelligent demeanor and ritual of the Tidal Weaver the Follower gains special properties.
	~ Stats: 16 STR, 20 DEX, 16 CON, 10 INT, 20 WIS, 15 CHA - the Thoughtful Follower has 10d8+30 hit points and it's initiative is +3. It's alignment is True Neutral.
	~ Skills: +20 Balance, -20 Climb, +20 Escape Artist (unless it is in a sealed container), +10 Heal, -20 Jump, Move Silently (+20 if there is running water in the immediate area, otherwise, -10), +infinite Swim, +20 Tumble
	~ Attacks: +12/+7/+2 Water Whip attack
	~ Other: The Thoughtful Follower speaks only Aquan. It may use the Waterbending ability Healing Spring or Crystal Rain once per day. It may use the Create Water spell (as a level 10 caster) X times per day (where X is the Int Modifier of the Tide Weaver). It may be dismissed by it's Tidal Weaver at will, and resummoned after 1d6 hours. It cannot wear gear or carry gear, as it is completely liquid- though it appears in a humanoid shape.

Tide Weaver Spells:
Tide Weaver spells are solely for the purpose of creating water (and the like) and curing.

0-Level Spells: Create Water, Cure Minor Wounds, Detect Magic
1-Level Spells: Chill Metal, Cure Light Wounds, Fog Cloud, Obscuring Mist, Soften Earth and Stone
2-Level Spells: Control Water, Cure Moderate Wounds, Ice Storm, Neutralize Poison, Remove Disease, Water Breathing
3-Level Spells: Control Weather, Cure Serious Wounds, Heal
4-Level Spells: Elemental Swarm (water only), Shape Change (water elemental only), Storm of Vengence

Table 1-2: Tide Weaver Spells Per Day

Level	0	1	2	3	4
1	3	-	-	-	-
2	4	1	-	-	-
3	5	1	-	-	-
4	5	2	-	-	-
5	6	2	-	-	-
6	6	3	1	-	-
7	7	3	1	-	-
8	8	3	2	-	-
9	8	4	2	-	-
10	9	4	3	1	-
11	9	5	3	1	-
12	10	5	3	2	-
13	10	6	4	2	-
14	11	6	4	3	-
15	12	6	5	3	1
16	13	7	5	4	1
17	13	7	6	4	2
18	14	8	6	5	2
19	14	8	6	5	3
20	15	9	7	5	3