Character Idea = Water Wizard


Advice


I just got and read the Core Rule Book and for whatever reason the idea of playing a sea going wizard kept popping up in my head.

My thoughts were of a wizard (or sorcerer) who use to work on an ocean going ship. Possibly a pirate chaser or even just a ship who's captain had more money than sense.

Basically his role would be to help the ship either sink or capture other ships or in the case of a rich captain, to avoid pirates/bad weather/sea monsters. Doing things like creating fog or causing distant sounds or illusions to either help avoid conflict or to cause pirates to run aground. In the case of a fight, meteor storm and fireball come to mind for clearing enemy ships decks and allowing the crew of his ship to board the other vessel easily.

Elemental(water) Bloodline for sorcerer, Evocation School for a pirate hunter wizard and maybe illusion or conjuration schools for the wizard working for a rich captain.

For skills I would think Knowledge - Geography(oceans), profession - sailor, Swim, maybe perform or slight of hand for entertaining the crew while at sea?

Feats I have no idea about although from what I can tell feats are more class based than fluff

I'm not sure how this would work with land based adventures, heh, I'm extremely new to Pathfinder (I have yet to even play my first game) so I'm not even sure if this concept would work at all but it's the thought I had so I'm posting here to see if anyone has any ideas or suggestions on making this a playable character.

Comments, suggestions, tips, hints and criticisms welcome.


The Advanced Player's Guide (if you have it) offers some nice options for this--check out the character sheet listed on this alias's profile. He's an water elementalist wizard with extra aquatic bonuses from an alternate elf racial feature. Air elementalist would probably be a valid option as well (controlling wind can be extremely useful on a sailing ship).

For spell selection, I would keep range in mind--short range spells would be difficult to use in ship-to-ship combat.

Other than profession (sailor), making a ship's wizard shouldn't prevent you from using any abilities on land.


I'd point out that Knowledge (Geography) is a single skill and covers lands, terrain, climate, people. That would include general oceanography such as locations of currents and possible reefs or shoals. I would also recommend Knowledge (Nature) which would give you knowledge of sea animals and possible oncoming changes in short term weather.

Be aware that you will likely be needing to make Concentration Checks in difficult circumstance such as storms where the crew is going to look to you for magical solutions.

Acrobatics may not be a bad skill if you have the points, and even taking it cross-class.

You don't need sleight of hand or perform. You have cantrips, Ghost Sound, Prestidigitation, etc. Mending is also a big utility spell. You'll likely use it every day.

As to attack magic, you would provide a range well above most other weapons save another mage. Get a spy glass and place yourself up in the rigging or crow's nest. Instantaneous fire spells are okay, as they don't burn. However anything with ongoing fire damage is a bad idea because you can inadvertently set the target ship on fire, or worse your ship.

Illusions are good, provided you can maintain concentration. Given enough spacing and a knowledge of naval tactics you can pull off illusory formations that could help cause their gunners to miss. Even Silent Image will work as you don't need much else besides sight. Fog spells can also be useful in a fight.

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The half-elf's bonus Skill Focus feat is a good way to counteract the lack of bonus you get for cross-class skills. (I made a wannabe Legolas half-elf ranger who put his Skill Focus in Acrobatics and did pretty well).

Your DM might even allow you to have some interesting variant race features if you were some kind of aquatic half-elf.

But +1 to the idea of checking out the APG's elementalist wizards.


+2 to the Elementalist Wizards of the APG. I'm currently playing an Air Elmentalist, and I am loving it. Air Elementalists focus heavily on wind & weather based magic, making them great options for a sea faring character. The Water Elementalist has a lot of water focused spells, specifically ones that alter currents & "rock the boat," so to speak. Surprisingly, Water Elementalists are quite useful on land.

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You might not want to play a Sorcerer at all but in the APG there is an Aquatic Bloodline.


Or go half elf Druid water focus, Wizard water focus :)


If allowed to, check with your DM about converting some 3.5 spells over that deal with water attacks, not that there really is much.

There are a bunch of spells in the Spell compendium that have crazy stuff.. Like using a wave to move your house.


At this point it's really just me being curious and trying to get ideas about a character I'd like to play, everyone in my area plays 4E, not pathfinder so I don't yet have a group or game and most likely if there is going to be a pathfinder game I'd probably have the be the one to start it. Thank you for all your comments though and as soon as I can get the $$ I plan on getting the APG and looking into the Elementalist Wizards.

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