Best energy type vs aquatic creatures?


Advice

Liberty's Edge

Anyone know if there's a general best type of energy attack vs aquatic creatures? I can get acid, cold, electricity, or fire. I'm assuming it won't be fire, but not sure between the other three.


Coinshot Colton wrote:
Anyone know if there's a general best type of energy attack vs aquatic creatures? I can get acid, cold, electricity, or fire. I'm assuming it won't be fire, but not sure between the other three.

The only really bad one is cold. Lots of aquatic creatures are resistant or immune to cold.


Most don't have any specific resistances that I know of off hand, though there are probably a few. Still, I would avoid fire or cold, most probable to be resisted. In reality though, its usually much better in the long run to enchant a weapon up to a +5 rather than enchanting with 1d6 energy damage enhancements.


well, we do not know how they are getting in energy attacks. This could be a spell caster, or maybe a barbarian or eidolon (both have options in class to deal energy damage for a nice little boost to damage).

Still, I suppose that is good general advice for weapon choices, since there is always something that will get around an energy type, but weapon enhancements get around DR if it is strong enough. There is also the argument of damage versus bonus to hit.

Thematically, I would imagine that electricity would be the choice usually against water, but I doubt that is universal.

Liberty's Edge

I like electricity's theme, so since it doesn't seem like acid has an upper hand, I'll choose that one.

And yeah, I prefer straight +5 bonus as well, but this is using the eidolon evolution to get an energy attack for flavor.

Thanks!


Steam!!

Steam Caster
You imbue your fire spells with elemental water, transforming them into powerful gouts of steam.
Prerequisite: Undine.
Benefit: You may increase the casting time of a fire spell to a full-round action, infusing it with elemental power (spells with a casting time of 1 full-round action or longer do not have an increased casting time). The spell is treated as if it had the water descriptor. All fire effects of the altered spell instead manifest as superheated steam. The altered spell works normally underwater without requiring a caster level check. Unlike fire, the steam cannot ignite objects or set creatures on fire. As the spell still deals fire damage, fire resistance or immunity still applies to the spell's effects.

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