Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Attack of Opportunity [Reaction]
Ability
Hydration
1 status penalty to Fortitude saves as their skin cracks and their gills become painful. After 48 hours, they struggle to breathe air and begin to suffocate until returned to water.
Ability
Hydraulic Deflection
(abjuration, water) Drawing moisture from the surrounding atmosphere, the azarketi explorer creates a disc of hovering water that deflects incoming attacks. They gain a +1 circumstance bonus to AC until the start of their next turn.
Ability
Surface Skimmer
While the azarketi explorer is submerged just below the water's surface, they have cover from attacks made by creatures out of the water.
Offense
Melee
Circumstance: combat round (melee)
trident +10 [+5/+0], Damage 1d8+6 piercing
Offense
Ranged
Circumstance: combat round (ranged)
trident +7 [+2/-3] (thrown 20 feet), Damage 1d8+6 piercing
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Azarketi
Amphibious humanoids who live among the seas of the Inner Sea region, said to have descended from the people of Azlant. Sometimes known as gillmen or Low Azlanti.
Azarketis craft and use these weapons.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
dagger
trident
Language
Alghollthu
Azlanti
Common
Perception
low-light vision