I figure I'd go with high accuracy ranged touch attacks for now, until some of the SLAs come around.
Hows this look?
[spoiler]
Serias Wandering-River
Hydromancer 1
N Small Humanoid (Aquatic, Halfling)
Init +; Senses Listen +6, Spot +0,
Languages Aquan, Common, Halfling
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AC 15, touch 15, flat-footed 11(+1(size)+3(dex)+?(armor))
hp 8(1d6+2), fast heal -, regeneration -; DR -
Immune -
Resist +2 morale vs fear; SR -
Fort +3, Ref +0, Will +3
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Speed 20ft. (4 squares), Swim 20ft(4 squares)
Melee
Melee -3 touch
Ranged
Ranged +5 touch
Ranged +5 touch Water Jet(1d6 subdual, 60ft)
Ranged(30ft) +6 touch Water Jet(1d6+1 subdual, 60ft)
Ranged(Thrown) +5
Space 5ft.; Reach 5ft.
Base Atk +0; Grp -6
Atk Options
Special Actions
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Elmental Power - Spell-like Abilities (CL 1, DC 14)
At Will:
Create Water: 1 cubic foot within 5ft
Water Jet: Ranged Touch 60ft,1d6 nonlethal jet of water.
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Abilities Str 6, Dex 16, Con 14, Int 14, Wis 12, Cha 16
SQ Armored Mage(light), Aquatic, Water Magic
Feats Point Blank Shot, Precise Shot, Weapon Focus(Ranged)
Flaws Poor Reflexes, Noncombatant,
Traits -
Skills Climb +0, Concentration +6, Craft(alchemy) +6, Heal +5, Hide +7 Jump -6, Knowledge(Arcana) +6, Listen +7, Move Silently +5, Spellcraft +6, Swim +6,
Possessions
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Organization
Environment
Advancement
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Weapon and Armor Proficiency: Hydromancers are proficient with all simple weapons plus the trident, hand crossbow, repeating crossbow, and net. Hydromancers are proficient with light armor, but not with shields.
Armored Mage (Ex): A hydromancer can use elemental powers (see below) while wearing light armor without risking arcane spell failure. He may also take the Battle Caster feat (Complete Arcane, pg 75) and apply its bonus to his elemental powers.
Elemental Power (Sp):Water Jet (Sp) [WATER]: The hydromancer learns his first elemental power: the ability to shoot a pressured jet of water. The hydromancer can target the jet up to a range of 60 feet with a ranged touch attack. If the attack is successful, it deals 1d6 points of nonlethal damage per caster level. This damage is not subject to damage reduction or energy resistance. This ability also puts out all non-magical fires in the target square.
This power may be used at will.
Create Water (Sp) [WATER]: The hydromancer learns a new elemental power: creating water out of thin air. The hydromancer can create one cubic foot of water within five feet of himself. This power can be used at will.
Water Magic (Ex): A hydromancer can use any spell completion or spell trigger item for any spell with the [WATER] descriptor as though she had the spell on her spell list.
Aquatic (Ex): The hydromancer gains the aquatic subtype, but is also amphibious, able to breath both above and below water. He gains a swim speed equal to his base land speed and may take 10 on swim checks even when distracted. He may use the run action or charge while swimming so long as it is in a straight line.
Carrying Capacity(Light): 0/15lbs[/spoiler]