Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Primal Spontaneous Spells
DC 17, attack +9; 1st create water, heal, hydraulic push; Cantrips (1st) acid splash, detect magic, know direction, stabilize, tanglefoot
Ability
Sorcerer Bloodline Spells
DC 17, attack +9, (1 Focus Point); 1st elemental toss
Offense
Melee
Circumstance: combat round (melee)
dagger +7 [+3/-1] (agile, finesse, versatile S), Damage 1d4 piercing
Offense
Ranged
Circumstance: combat round (ranged)
dagger +7 [+3/-1] (agile, thrown 10 feet, versatile S), Damage 1d4 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
Human
A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Undine
Undines are planar scions descended from marids.
Item
dagger
Language
Aquan
Common