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PFS StandardRehydration Feat 13

Legacy Content

Azarketi Primal Transmutation Water 
Source Ancestry Guide pg. 15 3.0
Frequency once per day

You surround your body with a thin layer of water drawn from the moisture in the air. You can spend one hour resting to rehydrate your gills and skin, which counts as submerging your body in water. At the GM's discretion, incredibly dry areas, such as deserts, might not have enough moisture in the air for your Rehydration to work.

Traits

Azarketi:

Azarketi are an offshoot of humans adapted to live in aquatic communities. They have gills, webbed digits, and small fins, and they can survive in or out of water.

Primal:

This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.

A creature with this trait is primarily constituted of or has a strong connection to primal magic.

Transmutation:

Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something’s form.

Water:

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.

Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat (Player Core 437) usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.