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I know they say blasters are inferior to conjurers and diviners. I don't care, I just like rolling dice in combat. Fire gets fireball, wall of fire and a bunch of great evo spells.
Spells are hard to sort. Does anyone have any suggestions on a water-oriented build???
I may be doing Skull and Shackles and I want to keep some flavor.

CriticalQuit |

All the water themed caster types and archetypes I can think of are:
Sea Witch
Waves Mystery Oracle
Aquatic Bloodline Sorcerer
Aquatic Druid
Water Elementalist Wizard
For blasting, I'd say Druid and Sorcerer/Wizard are probably your best bet. Remember that ice spells count as water related, so anything that does cold damage counts! There's also that one metamagic feat that lets you turn elemental damage into a different element, so you can use that too.

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A sorcerer with the Water elemental bloodline can use cold damage instead of fire damage with fireball and all the other non-cold spells. Also, even though this is technically conjuration, one of the best cold-based low level spells is Snowball.

Petty Alchemy RPG Superstar Season 9 Top 16 |

Water isn't really a blast element, unless it's very cold water.
You have spells like Hydraulic Push/Torrent, and you could be Undine with Hydraulic Maneuver (which would be cool on a Qing monk that picks it up as a ki power), but you specifically said you want to roll damage dice.
So yeah, pretend coldballs are waterballs.

Ipslore the Red |

This seems to be PFS, so it looks like you don't have the option of simply reflavoring different elemental blasts as water or cold, which is a shame.
The stereotype that blasters are ineffectual is wholly false and stems from Treantmonk's Core-only guides. Here is a very good guide to blaster wizards, although I'm not sure how much of it is PFS legal, never having played it. I'm fairly sure the admixture school is legal, though, and that plus metamagic- intensified and maximized are the important ones, as I recall- are all you need to be a good blaster.

Rednal |

I was going to suggest the Water-Infused template, but yeah, that might not be okay if it's PFS... ^^; I suppose it's a decent option outside of that, though?

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This seems to be PFS, so it looks like you don't have the option of simply reflavoring different elemental blasts as water or cold, which is a shame.
I have heard an argument that using the Water elemental bloodline arcana to change spells to cold descriptor would allow you to, because you are changing it to water magic and thus making all cold damage water.

Ipslore the Red |

The word "Here" in "Here is a very good guide" is a hyperlink to the guide's discussion thread. The guide proper seems to be down, as Dropbox has apparently temporarily disabled it for generating too much traffic.
If that didn't work for some reason, here it is again.

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The word "Here" in "Here is a very good guide" is a hyperlink to the guide's discussion thread. The guide proper seems to be down, as Dropbox has apparently temporarily disabled it for generating too much traffic.
If that didn't work for some reason, here it is again.
Yikes, hyperlink didnt' register in my mind. Thanks.

Tangaroa |

Here is a build I was playing around with. Built around your iceball - and is an undine, so the effective charisma is two points higher. Uses rime spell to entangle foes, fog cloud to cover escapes, and hydraulic push to push fold off of the edge of ships. Should pick up some air spells, like alter winds for ship use at some point. Built at level 6.
15 pt build, 1 campaign trait, 1 regular trait, average hp after 1st level.
Drayah
Female Undine Sorcerer 6
CN Medium outsider(native, aquatic)
Init +6, Senses darkvision 60 ft., water sense 30 ft., Perception +0
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DEFENSE
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AC 12, Touch 12, Flat-footed 10
HP 36 (6d6+12)
Fort +6, Ref +6, Will +7
Resist cold 10
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OFFENSE
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Speed 30 ft., swim 30 ft.
Melee dagger +1 P/S (1d4-2/19-20)
Ranged light darkwood crossbow +6 P (1d8/19-20)
Bloodline Spell-Like Abilities (CL 6th; concentration +11)
8/day - elemental ray +5 (1d6+3 cold), 30 ft.
Sorcerer Spells Known (CL 6th; concentration +11)
3rd (4/day) - fireball (fire DC 18 or cold DC 19)
2nd (6/day) - fog cloud, mirror image (1d4+2), scorching ray (fire or cold) (1 ray)
1st (8/day) - feather fall, hydraulic push (+11), magic missile, shield, burning hands (fire DC 16 or cold DC 17)
0th (at-will) - acid splash, detect magic, mage hand, mending, message, prestidigitation, ray of frost
Bloodline elemental (water)
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STATISTICS
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Str 7, Dex 14, Con 14, Int 12, Wis 10, Cha 19
Base Atk +3, CMB +1, CMD 13
Feats Elemental Focus (cold), Eschew Materials, Improved Initiative, Rime Spell
Skills Bluff +10 (3 ranks), Diplomacy +12 (4 ranks), Knowledge (arcana) +8 (4 ranks), Knowledge (planes) +7 (3 ranks), Perform (oratory) +5, Profession (sailor) +6 (3 ranks), Spellcraft +10 (6 ranks), Swim +10 (1 rank)
Traits barroom talespinner (diplomacy, perform(oratory)), magical lineage (fireball)
SQ amphibious, water affinity
Combat Gear feather token (fan), feather token (swan boat), oil of bless weapon, potion of cure moderate wounds; scrolls of invisibility, magic weapon (2), make whole, protection from evil (2), protection from good (2), protection from law, resist energy, and see invisibility; wands of crafters fortune (50 charges), magic missile (50 charges; CL 3rd), and mage armor (50 charges)
Other Gear light darkwood crossbow with 10 normal, 10 alchemical silver, and 10 cold iron bolts; headband of alluring charisma +2, cloak of resistance +2, traveller's outfit, handy haversack, ioun torch
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SPECIAL ABILITIES
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Amphibious (Ex) Gain aquatic subtype and amphibious special quality. You have the aquatic subtype, but you can survive indefinitely on land.
Aquatic Subtype These creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill.
Barroom Talespinner (diplomacy, perform (oratory)) You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks, and Diplomacy is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to influence NPCs on the Wormwood.
Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to cold. This also changes the spell's type to Cold.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Elemental Ray (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Magical Lineage (fireball) Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
Water Affinity (Ex) Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 higher for all sorcerer spells and class abilities.
Water Sense Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water. This racial trait replaces energy resistance.
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail