Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Burning Touch
(evocation, fire, primal) The azer's Strikes deal an extra 1d6 fire damage (included above). When the azer successfully performs a Grapple or Shove action, they also deal 1d6 fire damage to their target.
Ability
Heat of the Forge
(aura, fire) 10 feet. An azer's skin radiates heat like forge fire. A creature that starts their turn in the area must succeed at a DC 16 Fortitude save or become fatigued while they remain in the area. Creatures immune to environmental heat effects or with any fire resistance are immune.
Ability
Scorch
(evocation, fire, primal) The azer shrouds their light hammer in flames and hurls it forward, dealing 2d6 fire damage to each creature in a 20-foot line (DC 16 basic Reflex save).
Offense
Melee
Circumstance: combat round (melee)
warhammer +9 [+4/-1] (shove), Damage 1d8+3 bludgeoning plus 1d6 fire
Offense
Ranged
Circumstance: combat round (ranged)
light hammer +7 [+3/-1] (agile, thrown 20 feet), Damage 1d6+3 bludgeoning plus 1d6 fire
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
light hammer (5)
scale mail
warhammer
Language
Common
Ignan
Perception
darkvision
Weakness
cold 5