An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Source: Player Core pg. 104
Trigger: An ally within 30 feet Casts a Spell
You use your performance to supplement an ally’s spellcasting, providing magical energy for their spell in their stead. Attempt a Performance check, using a very high DC for the ally’s level (GM Core 53), and either spend a Focus Point (if the triggering spell is a focus spell) or expend a spell slot at least 1 rank higher than the triggering spell. If you succeed at your Performance check, your ally’s spell doesn’t cost the Focus Point or spell slot that ally would normally need to spend.
A creature with this trait has the changeling versatile heritage. Changelings are the children of hags and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings.
Source: Player Core pg. 77
Prerequisite: claw unarmed attack
Your claws carry your mother’s hag magic. When you critically hit with a claw Strike, the target takes an additional 1d4 persistent mental damage.
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.
Source: Player Core pg. 63
Prerequisite: spellcasting class feature
Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you prepare spells, you can choose this spell when you prepare your cantrips, in addition to your other options. If you have a spell repertoire, replace one of your cantrips known with the chosen spell. You can cast this cantrip as a spell of your class’s tradition.
If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.
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.
You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition. Choose a cantrip or 1st-rank spell from the same magical tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it to your spell options just like the cantrip from Adapted Cantrip. You can cast this spell as a spell of your class’s magical tradition. If you choose a 1st-rank spell, you don’t gain access to the heightened versions of that spell, meaning you can’t prepare them if you prepare spells and you can’t learn them or select the spell as a signature spell if you have a spell repertoire.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Source: Player Core pg. 252
Your knowledge has expanded to encompass a new field. Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.
Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.
Trigger: You succeed or critically succeed at a check to Recall Knowledge on your hunted prey
You scan the battlefield quickly, remembering critical details about multiple opponents you face. You immediately attempt a check to Recall Knowledge about a different creature you can perceive.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Source: Player Core pg. 252
You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry or another ancestry to which you have access. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM.
Your prayers have unlocked deeper secrets of your deity’s domain. You gain an advanced domain spell from one of your domains for which you have an initial domain spell (see pages 372–381).
Special You can select this feat multiple times. Each time, you must select a different advanced domain spell.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You use your medical training to ameliorate sickness or assuage fears. When you use Medicine to Administer First Aid, instead of Stabilizing a character or Stopping Bleeding, you can reduce an ally’s frightened or sickened condition by 2, or remove either of those conditions entirely on a critical success. You can remove only one condition at a time. The DC for the Medicine check is usually the DC of the effect that caused the condition.
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.
Source: Player Core pg. 65
Over the long course of your adventuring life, your adaptability has let you pick up numerous useful abilities. You gain a general feat of 7th level or lower. You must meet the feat’s prerequisites.
Special You can select this feat multiple times, choosing a different feat each time.
You gain access to the advanced teachings of your arcane institution, learning a powerful new school spell. You gain the advanced school spell for your arcane school.
You unlock more powerful primal spells. You gain your choice of one warden spell from the advanced warden spells on pages 383–384 (or another you have access to).
Special You can take this feat multiple times, choosing a different advanced warden spell each time.
You’ve studied the art of wielding an advanced weapon. Choose a weapon group. You gain proficiency with all advanced weapons in that group as if they were martial weapons of their weapon group.
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can’t use a press action when it’s not your turn, even if you use the Ready activity.
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
Source: Player Core pg. 144
After compromising your enemy’s movement, you deliver a more deadly blow. Make a Strike against a creature that is grabbed, prone, or restrained. You gain a circumstance bonus to damage on this Strike equal to the number of weapon damage dice, or that number + 2 if you’re wielding the weapon in two hands. The Strike gains the following failure effect.
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Source: Player Core pg. 48
You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check. If you do, you gain a +2 circumstance bonus to the check and don’t automatically reduce your degree of success on a natural 1 (you get a critical failure only if your result is 10 lower than the DC). For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime.
The GM might determine a situation doesn’t grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature.
Trigger: You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller
You push back as you block, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become off-guard until the start of your next turn. The triggering creature chooses whether to be moved or become off-guard. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature’s space, it must become off-guard instead of being moved.
Your graceful moves with agile weapons are beyond compare. Your multiple attack penalty with agile weapons and agile unarmed attacks becomes –3 for your second attack and –6 for subsequent attacks (rather than –4 and –8).
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book (page 288).
Effects and magic items with this trait involve false sensory stimuli.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Source: Player Core pg. 107
Trigger: You would take damage from a Strike or spell that doesn’t have the death trait or otherwise cause instant death (such as disintegrate)
Using your occult connections and incredible powers of persuasion, you convince yourself that the triggering damage is a figment of your imagination. The damage changes from its usual damage type to mental damage, and the damaging effect gains the nonlethal trait. You can’t use this reaction if you are immune to mental effects or mental damage.
Requirements: You have identified a creature with Recall Knowledge
Your knowledge of a creature’s physiology helps you attack with pinpoint accuracy. You carefully study a creature that you’ve identified to scope out particularly weak points in its positioning or physical form. The next time you deal sneak attack damage to the chosen creature with a Strike before the end of your turn, add an additional 2d6 precision damage.
At 11th level, the additional damage becomes 3d6, and at 17th level it becomes 4d6.
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Source: Player Core pg. 48
Prerequisite: at least 100 years old
You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Source: Player Core pg. 252
Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Source: Player Core pg. 48
Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You’ve been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as dominate, and to Perception checks to Sense Motive when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead.
A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.
Source: Player Core pg. 68
Small roots sprout from your feet, steadying you as you move. You gain the Steady Balance skill feat, even if you aren’t trained in Acrobatics, and you can use the Anchor action.
AnchorRequirements You’re on a solid surface; Effect You send your roots into or across the ground, making it harder for you to stumble. Until you move, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Reposition, Shove, or Trip you (or a +4 circumstance bonus if you’re a root leshy). This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone. If an effect forces you to move, you move only half the normal distance, as some of the effort goes to tearing loose the roots.
A feat with this trait indicates a character’s descendance from a particular type of creature. You can have only one lineage feat. You can select a lineage feat only at 1st level, and you can’t retrain into or out of these feats.
Nephilim
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Source: Player Core pg. 79
You descend from an angel, a winged messenger from Nirvana or one of the other celestial realms. You gain the trained proficiency rank in Society. If you would automatically become trained in Society (from your background or class, for example), you instead become trained in a skill of your choice. You know the Empyrean language, and you gain the Multilingual skill feat.
A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Source: Player Core pg. 52
You build a rapport with an animal, which becomes magically bonded to you. You gain a familiar using the rules on page 212. The type of animal is up to you, but most gnomes choose animals with a burrow Speed.
You gain the service of a young animal companion (page 206) that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities.
A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Source: Player Core pg. 52
You hear animal sounds as conversations instead of unintelligent noise, and you can respond in turn. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case. You gain a +1 circumstance bonus to Make an Impression on animals.
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case.
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.
An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
Linguistic
An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
Source: Player Core pg. 105
By putting composition to paper, you can create a source of stirring words or song that others can read and understand. You spend 10 minutes and 1 Focus Point to transpose a composition spell on a special scroll that you or another creature can later activate. This composition spell must take a single action to cast. If the chosen composition spell requires a Performance check as part of the casting, the GM rolls this check as a secret check when you annotate your score. If you have fortissimo composition or lingering composition, you can also use one of those spells to modify the annotated composition, provided the annotated composition can benefit from the modification. The GM rolls the secret Performance check. If you do, you spend an additional Focus Point, even if the secret check fails.
Any creature that can read the language you used when annotating your composition can Activate the Item by spending a single action, which has the concentrate trait. This produces the effects of the composition as though the activating creature had Cast the Spell.
A composition you create this way loses its power the next time you make your daily preparations. While the composition is in your possession, you can render it inert using a single action that has the concentrate trait. You can’t regain the Focus Points you spent to create the annotated composition until it is activated or loses its magic.
Humanoids’ supposed place apart from animals is folly—taking on their forms just requires some extra practice. You add the shapes listed in humanoid form to your untamed form list.
You keep watch for any hidden creatures or dangerous sites, moving at half your travel Speed. If you’re Anticipating an Ambush at the start of an encounter, you roll a Perception check for initiative, and all enemies rolling Stealth for initiative take a –2 circumstance penalty to their Stealth checks.
Your thorough studies allow you to cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each spell rank other than your two highest wizard spell slots.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Your study of magic allows you to instinctively sense its presence. You can cast 1st-rank detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd rank; if you’re legendary, it is heightened to 4th rank.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Source: Player Core pg. 252
You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor. If you are at least 13th level, you become an expert in this armor type.
Special You can select this feat more than once. Each time, you become trained in the next type of armor, as detailed above.
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can’t use a press action when it’s not your turn, even if you use the Ready activity.
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
Source: Player Core pg. 141
Requirements: You are wielding a ranged weapon
Using your last shot to gauge your accuracy, you can fire off a quick shot to interfere with a foe in combat. Make a Strike with a ranged weapon. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit.
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](/Traits.aspx?ID=110) effect would apply to the same roll, the two cancel each other out, and you roll normally.
General
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Source: Player Core pg. 252
Prerequisite: trained in at least one skill
Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](/Traits.aspx?ID=110) effect would apply to the same roll, the two cancel each other out, and you roll normally.
You can procure information with confidence. Whenever you Recall Knowledge using any skill (including Bardic Lore), you can forgo rolling your check to instead receive a result of 10 + your proficiency bonus (don’t apply any other bonuses, penalties, or modifiers).
As long as you are an expert in a skill, you meet the prerequisites for the Automatic Knowledge skill feat for that skill, even if you don’t have the Assurance feat for that skill.
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Source: Player Core pg. 72
Surviving in hostile terrain has given you a great talent for mobility. Whenever you roll a success on an Athletics check to Climb or Swim, you get a critical success instead.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You know basic facts off the top of your head. Choose a skill you’re an expert in that has the Recall Knowledge action and for which you have the Assurance feat. You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use Assurance on the skill check.
Special You can select this feat multiple times, choosing a different skill each time. You can use Automatic Knowledge with any skills you have chosen, but you can still use Automatic Knowledge only once per round.
Your extensive service affords you certain divine privileges. First, any creature you encounter knows instinctively that you speak for your deity. Second, if you conduct the commune ritual to contact your deity, you don’t have to pay any cost, and you automatically get a critical success. Third, once per day, you can cast interplanar teleport as a divine innate spell, but only to travel to the realm of your deity. When you cast it this way, its casting time is 1 minute, your religious symbol is a sufficient planar key for this spell, and you appear exactly where you want to be. If you’re in your deity’s realm due to this spell, you can return to the point you left when you cast it by spending a single action, which has the concentrate and divine traits.
In moments of danger, you can call upon your god’s form in an instant. You cast avatar from your spell slots. The triggering critical hit is reduced to a normal hit, and its damage is applied after gaining the avatar spell’s temporary Hit Points.
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Fortune
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](/Traits.aspx?ID=110) effect would apply to the same roll, the two cancel each other out, and you roll normally.
Source: Player Core pg. 49
Frequency: once every 10 minutes
Requirements: You are within 30 feet of an ally with the dying condition
Though you know that you will eventually outlive your companions, seeing them at death’s door brings clarity to your attacks. Make a Strike. Roll twice on the attack roll and use the higher result.
You must select a feat with this trait to apply an archetype to your character.
Multiclass
Archetypes with the multiclass trait represent diversifying your training into another class’s specialties. You can’t select a multiclass archetype’s dedication feat if you are a member of the class of the same name.
Source: Player Core pg. 216
Prerequisite: Charisma 2
You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list or any other occult cantrips you’ve learned or discovered. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
Choose a muse as you would if you were a bard. You can take that muse’s feats, but you don’t gain the starting feat, spell or any other abilities the choice of muse grants.
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can Earn Income (page 228) using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.
A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
You rush forward, moving enemies aside to reach your foe. You Stride, attempting to move through your enemies’ spaces, and make a melee Strike. Roll an Athletics check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your Stride, moving through their space on a success but ending your movement before entering their space on a failure. You can use Barreling Charge to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
You gain the basic spellcasting benefits (page 215). Each time you gain a spell slot of a new rank from the bard archetype, add a common occult spell of the appropriate rank, or another appropriate occult spell you learned or discovered, to your repertoire.
You gain the basic spellcasting benefits (page 215). You can prepare your deity’s spells in your spell slots of the appropriate rank from the cleric archetype.
This trait indicates abilities from the witch class.
Source: Player Core pg. 186
Your patron grants you a special lesson, revealing a hidden facet of its nature. Choose a basic lesson from the list on page 185. You gain its associated hex, and your familiar learns the associated spell.
You gain the spellcasting benefits. Each time you gain a spell slot of a new rank from the witch archetype, add two common spells of that rank to your familiar.
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new rank from the wizard archetype, add two common spells of that rank to your spellbook.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Requirements: You’re holding or wearing a healer’s toolkit (page 288)
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Source: Player Core pg. 72
You have an impressive innate ability to tame and command ferocious beasts. You become trained in the Nature skill and gain your choice of the Pet general feat or the Train Animal skill feat.
Requirements: Your most recent action was to cast a non-cantrip spell
You siphon spell energy into one weapon you’re wielding, or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the arcane trait if it didn’t have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Source: Player Core pg. 80
Part of your body has an animalistic influence from a planar creature. Your hands end in claws, you have hooves instead of feet, sharp teeth fill your mouth, or a tail extends from your spine. You gain your choice of one of the following unarmed attacks. The attack is in the brawling group and has the listed damage die and traits.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can draw upon strange variations in your spellcasting, whether or not you can cast occult spells. The DCs to Recognize Spells you cast and Identify Magic you use increase by 5.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Source: Player Core pg. 141
Trigger: You would be moved by a forced movement effect
Requirements: You are wielding a melee weapon and are within reach of a hard surface
You plow your weapon into a floor, wall, or another sturdy surface, anchoring yourself in place. If you would be moved 20 feet or more, you are moved only 5 feet. Otherwise, you don’t move at all.
Your deceptions confound even the most powerful magic that could spy on you. Detection, revelation, and scrying effects pass right over you, your possessions, and your auras, detecting nothing unless the detecting effect has a counteract rank of 10 or higher. For example, detect magic would still detect other magic in the area but not any magic on you, truesight wouldn’t reveal you, locate or scrying wouldn’t find you, and so on.
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Source: Player Core pg. 80
Your spilled blood is sanctified, with effects similar to those of holy water. Whenever a fiend, undead, or creature with a weakness to holy drinks your blood or deals piercing or slashing damage to you with jaws, fangs, or a similar attack, that creature takes 1d6 spirit damage with the holy trait. You gain a +4 circumstance bonus to Crafting checks to Craft holy water using your blood as one of the ingredients.
Your battle instincts make you more aware of concealed and invisible opponents. You don’t need to succeed at a flat check to target concealed creatures. You’re not off-guard to creatures that are hidden from you (unless you’re off-guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.
While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Source: Player Core pg. 72
Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding. When you critically hit with a Strike using an unarmed attack that isn’t nonlethal, the target takes 1d4 persistent bleed damage. This can be because you’re taking the penalty to use a fist for a lethal attack or because you have an unarmed attack without the nonlethal trait due to Tusks or a similar ability.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Requirements: The last action you used was to Cast a Spell enabled by Drain Bonded Item
By efficiently and carefully manipulating the arcane energies unleashed by your bonded item, you can conserve just enough power to cast another spell, though this second spell is slightly weaker. You gain an extra use of Drain Bonded Item. You can use it to cast a spell 2 or more ranks lower than the previous spell, and must use it before the end of your next turn or you lose it.
A mode of play in which characters are not adventuring. Days pass quickly at the table, and characters engage in longterm activities.
General
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You forge strong connections with animals. You can spend 7 days of downtime regularly interacting with a normal animal (not a companion or other special animal) that is friendly or helpful to you. After this duration, attempt a Nature check against the animal’s Will DC. If successful, you bond with the animal. The animal is permanently bonded to you until you form a bond with a different animal or do something egregious to break your bond.
A helpful animal is easier to direct, as described on page 242. If your bonded animal is level –1, it gains the minion trait (page 301), allowing you to command it more efficiently. The maximum level of creature that can be your minion increases to 3 if you’re a master in Nature and to 11 if you’re legendary.
Special You can’t have both a bonded animal and an animal companion (though you can have both a bonded animal and a pet or familiar).
Your connection to your bonded item increases your focus pool. Whenever you Refocus while your bonded item is in your possession, you completely refill your focus pool.
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Your dwarven build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern. Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm’s way. The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, it takes bludgeoning damage equal to your level plus your Strength modifier unless it critically succeeds.
If the foe can’t move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect.
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.
Source: Player Core pg. 65
Frequency: once per day
Trigger: You lose the dying condition
You recover from near-death experiences with astounding resilience. Don’t increase the value of your wounded condition due to losing the dying condition.
With a sixth sense for the flow of combat, you can quickly react to any situation as required. At the start of each enemy’s turn, you gain a reaction you can use only during that turn for any reaction from a fighter feat or class feature.
An action with this trait requires a degree of mental concentration and discipline.
Exploration
An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
General
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You spend 8 hours praying or performing occult rites over the target, weakening a curse’s power over them. Attempt to counteract (page 431) the curse, using Occultism or Religion for your counteract check and half your level rounded up for the counteract rank. Break Curse only takes 10 minutes of prayer and rites if you are legendary in Occultism or Religion.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Source: Player Core pg. 253
You can breathe even in hazardous or sparse air. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.
A creature with this trait has the changeling versatile heritage. Changelings are the children of hags and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings.
Lineage
A feat with this trait indicates a character’s descendance from a particular type of creature. You can have only one lineage feat. You can select a lineage feat only at 1st level, and you can’t retrain into or out of these feats.
Source: Player Core pg. 77
Your mother was a sea hag, granting you one sea-green or blue eye. You find comfort both in the sea and on the shore. Whenever you roll a success on an Athletics check to Swim, you get a critical success instead. If you end your turn in water without having succeeded at a Swim action that round, you don’t sink (but you might still be moved by the current).
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can’t use a press action when it’s not your turn, even if you use the Ready activity.
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
Source: Player Core pg. 148
Requirements: You are wielding a melee weapon in two hands
Your final blow can make an impact even if it rebounds off a foe’s defenses. Make a Strike with a melee weapon you’re wielding in two hands. After the Strike, your turn ends. The Strike deals one additional weapon damage die, or two additional weapon damage dice if you’re at least 18th level. The Strike also gains the following failure effect.
Failure You deal damage equal to one weapon damage die of the required weapon. Increase this to two dice if you’re at least 18th level.
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can’t use a press action when it’s not your turn, even if you use the Ready activity.
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
Source: Player Core pg. 141
Requirements: You are wielding a two-handed melee weapon
Using the momentum of your last attack to throw your weight into another, you make your opponent stumble back. Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is off-guard until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn’t trigger reactions. This Strike has the following failure effect.
You carefully take aim to avoid your foe’s concealment and cover. On your next Strike with a thrown weapon before the end of your turn, you gain a +1 circumstance bonus to your attack roll and ignore your target’s concealed condition, as well as the target’s lesser cover or standard cover; if the target had greater cover, they instead have only standard cover against the Strike.
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Source: Player Core pg. 56
Fire fascinates you. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell’s rank or one-quarter the item’s level (minimum bonus +1). You also gain a +1 status bonus to any persistent fire damage you deal.
This trait indicates abilities from the witch class.
Source: Player Core pg. 186
Your patron’s power fills you with confidence, letting you sustain a magical working even as a quick burst of laughter leaves your lips. You learn the cackle hex.
An action with this trait requires a degree of mental concentration and discipline.
Teleportation
Teleportation effects instantaneously move something from one point in space to another. Teleportation does not usually trigger reactions based on movement.
You’re mystically connected to your wizardly tools, ensuring you can always find them when you’ve misplaced them. You teleport your bonded item or spellbook to you. It arrives in your hand if you have a free hand or at your feet if you don’t. The item must be within 1 mile and have 1 Bulk or less.
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
Bard
This indicates abilities from the bard class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Source: Player Core pg. 104
Your composition takes the form of a call-and-response chant that lets your allies continue the effect without you. If your next action is to cast a composition cantrip with a duration of 1 round, it becomes a call. While the spell is active, one ally of your choice affected by the spell can respond to your call as a single action that has the auditory and concentrate traits to extend the spell’s duration by 1 round. Only one ally can respond to a given call, and responding to the ally’s response has no additional effect
A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.
Source: Player Core pg. 69
You can call forth nearby nature spirits to augment your body. Once per day, you can cast plant form as a 5th-rank primal innate spell. When you reach 17th level, you can heighten the spell to 6th rank when you cast it.
You call upon the creatures of nature to come to your aid. You can spend 10 minutes in concert with nature to replace a spell you’ve prepared in one of your druid spell slots with a summon animal or summon plant or fungus spell of the same rank.
A creature with this trait has the changeling versatile heritage. Changelings are the children of hags and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings.
Source: Player Core pg. 77
You’ve heard the Call, and by resisting it, you’ve developed a bulwark against effects that target your mind. You gain a +1 circumstance bonus to Will saving throws against mental effects. If you roll a success on your saving throw against a mental effect that would make you controlled, you get a critical success instead.
A creature with this trait has the changeling versatile heritage. Changelings are the children of hags and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings.
Lineage
A feat with this trait indicates a character’s descendance from a particular type of creature. You can have only one lineage feat. You can select a lineage feat only at 1st level, and you can’t retrain into or out of these feats.
Source: Player Core pg. 77
You are among the most common of changelings—those born to sweet hags—and a vibrant green eye signifies that parentage. Your mother’s manipulative nature and versatile voice gives you an edge when deceiving others. You gain the Charming Liar skill feat. If you roll Deception for initiative, foes in that combat encounter that haven’t acted yet are off-guard against you.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Source: Player Core pg. 253
Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.
An action with this trait requires a degree of mental concentration and discipline.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Source: Player Core pg. 116
The sheer force of your faith can bring a foe crashing down. If the next action you use is to cast harm or heal to damage one creature, the target is knocked prone if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute.
The force of your deity’s castigation strengthens your body so you can strike down the enemy and its allies. After you deal spirit damage due to Divine Castigation, your weapon or unarmed Strikes gain your holy or unholy trait and deal additional spirit damage until the end of your turn. The spirit damage is equal to the rank of harm or heal you dealt spirit damage with, and is in addition to any spirit damage the weapon already deals (such as from a holy rune).
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
This trait indicates abilities from the witch class.
Source: Player Core pg. 186
You can brew magic in your cauldron, creating useful magical concoctions. You can use the Craft activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you’re 4th level, a 6th-level potion if you’re 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are.
During your daily preparations, you can create one temporary oil or potion using a formula you know. If you have master proficiency in spell DC, you can create a batch of two temporary oils or potions during your daily preparations, and if you have legendary proficiency, you can create a batch of three. Any items you create this way become inert bottles of liquid the next time you make your daily preparations, and any remaining effects of the temporary items end. A temporary oil or potion has no value.
A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Source: Player Core pg. 53
Prerequisite: at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat
You’ve learned a few magical techniques for getting yourself both into and out of trouble unnoticed. You gain disguise magic and silence as 2nd-rank arcane or occult innate spells. The tradition of these spells must match the tradition you use for your gnome ancestry options. You can cast each spell once per day and can target only yourself.
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Source: Player Core pg. 57
After years of clambering through caverns, you can climb easily anywhere you go. You gain a climb Speed of 10 feet.
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
You excel at going unnoticed, especially among a crowd. You no longer need to have cover or be concealed to Hide or Sneak. If you would have lesser cover from a creature, you gain standard cover instead and can Take Cover; if you would have standard cover from a creature, you gain greater cover instead.
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
This trait indicates abilities from the witch class.
Source: Player Core pg. 188
You have prepared a special knife to direct energies when spellcasting. During your daily preparations, you and your familiar can perform a short ritual over a weapon in the knife group—typically a dagger. This causes the knife to function as a magic wand, containing any one 1st-rank spell your familiar knows. You, and only you, can Activate the knife to Cast the Spell within it, as normal for a wand (GM Core 282). You can attempt to overcharge the knife, and this can break or destroy the knife as normal.
At 8th level, and every 2 levels thereafter, the maximum rank of spell your ceremonial knife can hold increases by 1.
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can’t use a press action when it’s not your turn, even if you use the Ready activity.
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
Source: Player Core pg. 147
Even when you don’t hit squarely, you can still score a glancing blow. Make a melee Strike. It gains the following failure effect.
Failure Your attack deals any damage it would have dealt on a hit, excluding all damage dice. (This removes damage dice from weapon runes, spells, and special abilities, in addition to weapon damage dice.)
A creature with this trait has the changeling versatile heritage. Changelings are the children of hags and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings.
Source: Player Core pg. 77
All too aware of your true nature, you’ve studied hags and their powers. You gain the trained proficiency rank in Deception and Occultism. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.
This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.
Source: Player Core pg. 116
You siphon the energies of life and death through a melee attack and into your foe. Make a melee Strike. On a hit, you cast the 1-action version of the expended spell to damage the target, in addition to the normal damage from your Strike. The target automatically gets a failure on its save (or a critical failure if your Strike was a critical hit). The spell doesn’t have the manipulate trait when cast this way.
The spell is expended with no effect if your Strike fails or hits a creature that isn’t damaged by that energy type (such as if you hit a non-undead creature with a heal spell).
You pour divine energy into a desperate block. When you Shield Block, you can expend a harm or heal spell. Roll 1d8 for each rank of the spell, and increase the shield’s Hardness by the total for this block.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Source: Player Core pg. 56
You know that the greatest treasures often look like refuse. You gain a +1 circumstance bonus to checks to Subsist, and you can use Society or Survival when you Subsist in a settlement.
When you Subsist in a city, you also gather valuable junk that silly longshanks threw away. You can Earn Income using Society or Survival at the same time while you Subsist, without spending any additional days of downtime. You also gain a +1 circumstance bonus to this check.
Special If you have the irongut goblin heritage, increase the bonuses to +2.
You must select a feat with this trait to apply an archetype to your character.
Multiclass
Archetypes with the multiclass trait represent diversifying your training into another class’s specialties. You can’t select a multiclass archetype’s dedication feat if you are a member of the class of the same name.
Source: Player Core pg. 217
Prerequisite: Wisdom 2
You cast spells like a cleric. You gain the Cast a Spell activity. You can prepare two common cantrips each day from the divine spell list or any other divine cantrips you have access to. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for cleric archetype spells is Wisdom, and they are divine cleric spells.
Choose a deity as you would if you were a cleric. You become bound by that deity’s anathema and can receive that deity’s divine sanctification. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You don’t gain any other abilities from your choice of deity.
You creatively apply your prepared spells to Counterspell a much wider variety of your opponents’ magic. Instead of being able to counter a foe’s spell with Counterspell only if you have that same spell prepared, you can use Counterspell as long as you have the spell the foe is casting in your spellbook. When you use Counterspell in this way, you must still expend a prepared spell; the prepared spell you expend must share a trait with the triggering spell other than concentrate, manipulate, or its tradition trait. The GM might allow you to instead use a spell that has an opposing trait or that otherwise logically would counter the triggering spell (such as using a cold or water spell to counter fireball or using clear mind to counter a fear spell).
Trigger: Your Strike critically hits and deals damage to a creature you’ve identified with Recall Knowledge
Your battle tactics are aided by assessing your foe’s capabilities and range. You Step or Stride; this movement doesn’t trigger reactions from the triggering creature.
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.
Source: Player Core pg. 64
You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Source: Player Core pg. 57
Requirements: Your last action was a successful Strike and you have a free hand
You hang onto a foe to harry them into submission. If your target moves while you’re hanging onto it, you can choose to move with the target. The target is released if you choose not to move with it, at the start of your next turn, or if the target Escapes. Attempts to Escape from a Cling are made against your Acrobatics DC and follow the rules on page 416, but they end the Cling instead of the conditions normally ended by the Escape action.
Special You can use this action without a free hand if your preceding Strike was made with your jaws or a similar unarmed attack you could use to hang on. The GM determines which unarmed attacks apply. Hanging on in this way prevents you from using that unarmed attack.
A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.
Poison
An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.
Source: Player Core pg. 69
Frequency: once per day
You secrete a cloak of concentrated poison that harms any who dare attack you. For 1 minute, any creature that touches you or damages you with an unarmed attack or melee weapon without the reach trait takes 3d6 poison damage.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You unparalleled athletic skill allows you to jump impossible distances. Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). When you High Jump, use the calculation for a Long Jump but don’t triple the distance.
You can jump a distance greater than your Speed by spending additional actions when you Long Jump or High Jump. For each additional action spent, add your Speed to the limit on how far you can Leap.
Using fantastic acrobatic skill, you can walk for brief stretches across insubstantial surfaces. When you Stride, you can move across water, air, and solid surfaces that can hold only limited weight as if they were normal ground. If you Stride over a trap with a weight-sensitive pressure plate, you don’t trigger it. At the end of your turn, you sink, fall, break fragile surfaces, or trigger traps as normal for your current location.
Requirements: You are currently affected by a mental effect
You can find a loophole in a mental effect to temporarily overcome it. Until the end of your next turn, you ignore a single mental effect. You can suppress a particular effect using Cognitive Loophole only once. You can’t use Cognitive Loophole to suppress an effect you chose to have affect you.
Special You can use this reaction even if the mental effect is preventing you from using reactions.
You make a telegraphed attack to learn about your foe. Make a melee Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge. The target is temporarily immune to Combat Assessment for 1 day.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Your techniques allow you to fight as you climb. You’re not offguard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can’t use a press action when it’s not your turn, even if you use the Ready activity.
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
Source: Player Core pg. 141
Requirements: You have one hand free, and your target is within reach of that hand
Using your prior attack to shift your opponent’s guard, you take another swing and grab them. Make a melee Strike while keeping one hand free. If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.
The GM rolls the check for this ability in secret.
Source: Player Core pg. 102
You use a performer’s cold reading techniques, aura reading, and other tricks to discover your foe’s strengths and weaknesses. The GM rolls a secret Occultism check for you against the Deception or Stealth DC (whichever is higher) of an enemy of your choice who is not concealed from you, hidden from you, or undetected by you, and who is engaged in combat. The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Combat Reading for 1 day.
Critical Success The GM chooses and tells you two of the following pieces of information about the enemy: which of the enemy’s weaknesses is highest, which of the enemy’s saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy’s resistances is highest. In the event of a tie, the GM should pick one at random. Success The GM chooses one piece of information from the above list to tell you about the enemy. Critical Failure The GM gives you false information (the GM makes up the information).
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can have other PCs help you Craft an item, under your direction. A helper PC rolls a check with a skill in which they’re trained. The skill must be Crafting or another skill relevant to the item, as determined by the GM. For example, a PC might use Religion to help you Craft an item with the divine trait or Warfare Lore to help you Craft a weapon. Your roll still determines whether you successfully create the item. Any helper’s roll contributes toward reducing the cost of raw materials using the numbers from the Earn Income table on page 229; this uses the ally PC’s proficiency rank in the skill and their level – 1 for their level.
Helping PCs must accompany you throughout the Craft activity (preventing them from pursuing other downtime activities) or the benefit is lost. The GM might determine that only a certain number of PCs can help depending on the circumstances.
Communal Crafting also allows you to take the role of a helper when someone else is crafting, provided they accept your help.
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Vitality
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to [undead](/Traits.aspx?ID=160), or manipulate vitality energy.
These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
Source: Player Core pg. 115
You’re an exceptional conduit for vitality and, as you channel it through you, you can divert some to heal yourself or another creature. When you cast the heal spell to heal a single creature, choose another willing living creature within range of your heal to regain Hit Points equal to the heal spell’s rank.
You can urge your companion to do its utmost. You can spend 2 actions to Command an Animal instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action.
An action with this trait requires a degree of mental concentration and discipline.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Witch
This trait indicates abilities from the witch class.
Wizard
This indicates abilities from the wizard class.
Source: Player Core pg. 187
Through sheer mental effort, you can simplify the incantations and gestures needed to spellcast, leaving them barely noticeable. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2. If you’re a master in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.
Trigger: A creature succeeded, but didn’t critically succeed, at a Perception check or Will save to disbelieve an illusion from a spell that you cast
Requirements: You are within 30 feet of the observer and the illusion
You use your deceptive skills to make your illusions seem even more real. Attempt a Deception check against the target’s Perception DC. If you succeed, the target fails to disbelieve the illusion.
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.
Source: Player Core pg. 64
The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.
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.
Source: Player Core pg. 64
You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them. If you are at least an expert in the skill you are Aiding, when you roll a failure or critical failure to Aid a skill check, you get a success instead.
You gain the counter performance composition spell (page 370). This is a focus spell, granting you a focus pool or expanding that pool. You can Refocus by engaging your muse. (For more on focus spells, see page 298.)
This trait indicates abilities from the witch class.
Wizard
This indicates abilities from the wizard class.
Source: Player Core pg. 186
Trigger: A creature Casts a Spell that you have prepared
When a foe Casts a Spell and you can see its manifestations, you can use your magic to disrupt it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell (page 431).
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, primal, or occult).
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
Bard
This indicates abilities from the bard class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
With a rousing call, you exhort an ally to advance. If your next action is to cast the courageous anthem composition cantrip, one ally of your choice who gains a status bonus from the spell can immediately use their reaction to Stride.
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
Bard
This indicates abilities from the bard class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
With a mighty shout, you can stir an ally to attack. If your next action is to cast the courageous anthem composition cantrip, one ally of your choice who gains a status bonus from the spell can immediately use their reaction to make a melee Strike.
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
Bard
This indicates abilities from the bard class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
You use your performance to orchestrate an onslaught against your enemies. If your next action is to cast the courageous anthemcomposition cantrip, one ally of your choice who gains a status bonus from the spell can immediately use their reaction to Stride and then make a melee Strike.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. Unless you are intentionally presenting yourself differently, anyone who speaks with you will assume you are a noble or closely associated with the nobility (such as a prominent servant). You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a type of noble or a specific individual noble. If you use the normal skills in those situations, you receive a +1 circumstance bonus to the check instead.
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Source: Player Core pg. 189
Trigger: An ally within 30 feet Casts a Spell
You rhyme with your ally’s incantations or echo their movements, linking your magic to empower their spell in one of two ways:
If their spell deals damage and doesn’t have a duration, you grant that spell a status bonus to damage equal to its rank.
If their spell doesn’t have a spellshape effect applied to it, apply the effects of any one spellshape feat you know to the spell. The spellshape feat must be one that can be applied to the triggering spell, and you must be able to use it (for instance, if the spellshape feat is usable only a limited number of times per day).
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can find ways to craft just about anything, despite restrictions. As long as you have the appropriate Crafting skill feat (such as Magical Crafting for magic items) and meet the item’s level and proficiency requirements, you ignore just about any other requirement, such as being of a specific ancestry or providing spells. If a requirement adds to the item’s cost, you must still pay it (including castings of spells that themselves have a cost). You can’t ignore requirements of special items that have exclusive means of access and Crafting, such as artifacts. The GM decides whether you can ignore a requirement.
You can dash your foe to the ground with a single blow. When you use Slam Down, instead of making a Strike followed by a Trip, you can attempt a single Strike. If you do and your Strike hits, instead of rolling a check for your Trip attempt, you automatically apply the critical success effect of a Trip. If you used a two-handed melee weapon for the Strike, you can use the weapon’s damage die size instead of the regular die size for the damage from a critical Trip.
Your overwhelming vitality sets undead alight. When you use a heal spell to damage undead, each undead that takes damage also takes persistent fire damage equal to the spell’s rank.
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Your debilitations are especially effective on your most powerful attacks. Whenever you critically succeed at an attack roll against an enemy and use Debilitating Strike, add the following debilitation to the list you can choose from.
Debilitation The target attempts a Fortitude save against your class DC with the following effects.
Critical Success The target is unaffected. Success The target is slowed 1 until the end of your next turn. Failure The target is slowed 2 until the end of your next turn. Critical Failure The target is paralyzed until the end of your next turn.
Requirements: You are wielding a crossbow with reload 1 or higher
Your deep understanding of the crossbow allows you to reload efficiently while moving yourself out of the line of return fire. Either Create a Diversion or Take Cover, then Interact to reload. As normal, you must meet the requirements to Take Cover; you must be prone, benefiting from cover, or near a feature that allows you to Take Cover
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Source: Player Core pg. 60
During your adventures, you’ve honed your ability to adapt to the culture of the predominant ancestry around you. You gain the Adopted Ancestry general feat, and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat.
An action with this trait requires a degree of mental concentration and discipline.
Druid
This indicates abilities from the druid class.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Source: Player Core pg. 131
As you use your magic to manipulate air or water, you spin off some of its currents to form a barrier around you. If your next action is to Cast a Spell with the air or water trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the air or water trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the air trait, water trait, or both until the start of your next turn, depending on the spell’s traits.
Trigger: You are the target of a physical ranged Strike
Requirements: You’re aware of the attack, not off-guard against it, and either have a hand free or are wielding a melee weapon
You can knock aside ranged attacks. You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you knocked or cut it out of the air.
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
You dart under the legs of your enemies in combat. You can end a successful Tumble Through action in a Large or larger enemy’s space. Also, when using the Step Lively feat, you can Step into the triggering enemy’s space. The enemy must have limbs or otherwise leave you enough room for this maneuver, as determined by the GM. For instance, you could share space with a giant or dragon, but not an ooze.
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can’t use a press action when it’s not your turn, even if you use the Ready activity.
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
Source: Player Core pg. 149
Requirements: You are adjacent to an enemy
Springing away from one foe, you Strike at another. Stride up to your Speed, but you must end that movement within melee reach of a different enemy. At the end of your movement, make a melee Strike against an enemy now within reach. You can use Dashing Strike while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can’t use a press action when it’s not your turn, even if you use the Ready activity.
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
Source: Player Core pg. 144
Requirements: You have a creature grabbed
You pummel a held foe, hoping to stagger them. Make a melee Strike against a creature you have grabbed. The weapon damage from this Strike is bludgeoning damage. If the Strike hits, the creature must attempt a Fortitude save against your class DC; this is an incapacitation effect.
Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned 2. Critical Failure The creature is stunned 3.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
You aim for your prey’s weak spots, making your shot more challenging but dealing more damage if you hit. Make a ranged Strike against your hunted prey at a –2 penalty. You gain a +4 circumstance bonus to damage on that Strike. This bonus increases to +6 at 11th level and +8 at 15th level.
Prerequisite: deity with a simple or unarmed attack favored weapon, trained with your deity’s favored weapon
When you are wielding your deity’s favored weapon, increase the damage die size of that weapon by one step.
If your deity’s favored weapon is an unarmed attack (such as a fist, if you worship Irori) and its damage die is smaller than d6, instead increase its damage die size to d6.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Source: Player Core pg. 147
Aiming for a weak point, you impede your foe with a precise shot. Make a ranged weapon Strike. If it hits and deals damage, the target is slowed 1 until the end of its next turn.
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
Bard
This indicates abilities from the bard class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Like the storied heroes who persist in the face of overwhelming odds, you and your allies will hold the line. If your next action is to cast the rallying anthem composition cantrip, you can Raise a Shield, and one ally of your choice who gains a status bonus from the spell can immediately use their reaction to Raise a Shield.
An action with this trait requires a degree of mental concentration and discipline.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Source: Player Core pg. 119
Your faith provides temporary protection in addition to healing. If the next action you use is to cast harm or heal on a single target and the target regains Hit Points from the spell, it also gains a +2 status bonus to AC and saving throws for 1 round.
Trigger: A physical attack would reduce you to 0 Hit Points
Dropping into a roll to disperse the force of the blow, you can partially evade a lethal attack and stay conscious. You take half damage from the triggering attack.
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
You’re exceptionally difficult to kill. The DC of your recovery checks is equal to 9 + your dying value, or 8 + your dying value if you have the Toughness general feat. In addition, whenever someone returns you to life using magic that would normally leave you debilitated for a week (such as raise dead or the resurrect ritual), you don’t suffer that condition.
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Using ancient dwarven methods developed to fight enemies wielding magical darkness, you’ve honed your darkvision and sworn not to use such magic yourself. You gain greater darkvision, enabling you to see through magical darkness even if it normally hampers darkvision (such as the darkness created by a 4th-rank darkness spell). You can’t cast spells with the darkness trait, use item activations with the darkness trait, or use any other ability with the darkness trait.
Imitating animal threat displays, you make yourself appear larger and more imposing. Roll one Intimidation check to Demoralize and compare the result to the Will DC of each animal, fungus, and plant creature in a 15-foot cone. When you do, Demoralize gains the visual trait. You don’t take a penalty if the creature doesn’t understand your language.
When you call upon your deity’s power to fulfill the promise of their domain, you gain divine protection. After you cast a domain spell, you gain resistance to all damage until the start of your next turn. The amount of resistance is equal to the rank of the domain spell you cast.
You try to jam the workings of a trap to delay its effects. Attempt a Thievery check to Disable a Device on the trap with the following results instead of the normal ones for the action.
Critical Success You prevent the trap from being triggered, or you delay the activation until the start or end of your next turn (your choice). Success You prevent the trap from being triggered, or you delay the activation until the end of your next turn (whichever is worse for you; GM’s choice). Failure No effect. Critical Failure You’re flat-footed until the start of your next turn.
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can’t use a press action when it’s not your turn, even if you use the Ready activity.
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
Source: Player Core pg. 149
Trigger: You complete the last action on your turn, and your turn has not ended yet
You throw everything you have into one last, reckless press. Use a single action that you know with the press trait. You forgo the ability to use reactions until the start of your next turn. This press uses your multiple attack penalty, as normal.
An action with this trait requires a degree of mental concentration and discipline.
Fighter
This indicates abilities from the fighter class.
Source: Player Core pg. 149
Frequency: once per day
Your training allows you to shrug off your foes’ spells and conditions when the need is dire. Choose a single nonpermanent condition, spell, or magical effect that is affecting you. If you chose a condition, its effect on you ends. If you chose a spell or other magical effect, attempt to counteract the spell (your counteract rank is equal to half your level, rounded up, and you attempt a Will save as your counteract check).
This doesn’t remove any Hit Point damage you already took from the spell or condition, and it removes the effect from only you, not from other creatures or the environment around you. It can’t remove an ongoing affliction or prevent such an affliction from inflicting conditions on you later. It can’t remove conditions occurring automatically due to your situation or positioning (such as prone or flanked).
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Source: Player Core pg. 254
It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.
You can shape the area of your composition spells. Whenever you cast a composition spell whose area is an emanation, you can change the spell’s area to a cone 10 feet larger, to a maximum of twice the original area. For example, you could modify a composition spell that affects a 30-foot emanation to affect a 40-foot cone, but a 5-foot emanation could only become a 10-foot cone.
You can shape the energy you channel in a single direction. When you cast a version of harm or heal that has an area, you can make its area a 60-foot cone instead of a 30-foot emanation.
A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance.
Requirements: You are wielding a single one-handed melee weapon and hold nothing else in your hands
You adopt a fencing stance that improves your control over your weapon. While you are in this stance, you gain a +1 circumstance bonus to Athletics checks to Disarm and a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, you can attempt to Disarm creatures up to two sizes larger than you.
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can’t use a press action when it’s not your turn, even if you use the Ready activity.
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
Requirements: You are wielding a single one-handed melee weapon and hold nothing else in your hands
After your initial attack redirects your foe’s defenses, your follow-up wrests their weapon from their grasp. Make a melee Strike with a one-handed melee weapon. In addition to its other effects, this Strike gains the success and critical success effects of the Disarm action. The Strike also has the following failure effect.
Special If you’re in Disarming Stance, you gain a +1 circumstance bonus to the attack roll.
Failure The target is flat-footed until the end of your current turn.
An effect with the sonic trait functions only if it makes sound, meaning it has no effect in an area of silence or in a vacuum. This is different from an auditory spell, which is effective only if the target can hear it. A sonic effect might deal sonic damage.
Your courageous anthem lets loose a discordant shriek that imbues your allies’ attacks with powerful sonic reverberations. While your allies are affected by your courageous anthem, their weapon Strikes and unarmed attacks deal an additional 1d6 sonic damage.
You use your foes’ openings to expose even greater weaknesses. When you hit a creature as part of a Reactive Strike, that creature becomes off-guard until the start of your next turn.
Your sneak attack slices through the threads binding magic to a target. Make a Strike against an off-guard creature. If your Strike deals sneak attack damage, you attempt to counteract a single spell of your choice active on the target. Your counteract rank is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10.
Trigger: Your hunted prey is within your reach, and it uses a manipulate action, uses a move action, or leaves a square during a move action it’s using
Make a melee Strike against your prey. If the attack is a critical hit, you disrupt the triggering action (page 415).
A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance.
Source: Player Core pg. 147
The slightest distraction can provoke your wrath, and you’re prepared to foil enemies’ actions. As long as you are in this stance, you can use Reactive Strike when a creature within your reach uses a concentrate action, in addition to manipulate and move actions. Furthermore, you disrupt a triggering concentrate or manipulate action if your Strike hits (not only if it’s a critical hit).
Your Feints are far more distracting than normal. While a creature is off-guard by your Feint, it also takes a –2 circumstance penalty to Perception checks and Reflex saves.
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Source: Player Core pg. 60
You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can’t use such creatures as cover for other uses, such as the Take Cover action.
The sheer power of your attacks, or the overwhelming number of them, leaves an enemy flustered. If you critically hit your hunted prey with a ranged weapon, or hit it at least twice on the same turn with a ranged weapon, it’s off-guard until the start of your next turn.
You can pour divine power into an item, letting the wearer exceed their limits. When you complete your daily preparations, you can touch one worn magical item that doesn’t have the apex trait. It gains the apex trait until your next preparations (GM Core 270), and you choose one of your deity’s divine attributes (page 35). The item increases that attribute modifier by 1 or to +4, whichever is higher. A character can benefit from only one apex item at a time, as normal.
As your understanding increases, your god grants you more divine spells each day. Increase the spell slots you gain from cleric archetype feats by 1 for each spell rank other than your two highest cleric spell slots.
Your deity’s grace doesn’t extend to your sworn enemies. When you cast a harm or heal spell, you can add your holy or unholy trait to it. If you do, the spell deals damage to creatures with the opposing trait, even if it wouldn’t normally damage them. The spell deals spirit damage when used this way. For example, if you are holy, you could add the holy trait to a heal spell and deal spirit damage to a fiend that has the unholy trait.
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Source: Player Core pg. 80
You’ve studied your extraplanar heritage with the intent of better defending yourself, whether against creatures aligned with or opposed to your extraplanar lineage, and you’ve found that your techniques are equally powerful against celestials, fiends, and other divine entities. You gain a +1 circumstance bonus to all saving throws against divine effects.
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Source: Player Core pg. 81
You can call forth a holy or unholy word from the realms beyond to punish your foes. Once per day, you can cast divine decree as a 7th-rank divine innate spell.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You’re so immersed in divine scripture that you find meaning and guidance for any situation in your texts. Spend 10 minutes Deciphering Writing on religious scriptures of your deity or philosophy while thinking about a particular problem or conundrum you face, and then attempt a Religion check (DC determined by the GM). If you succeed, you unearth a relevant passage, parable, or aphorism that can help you move forward or change your thinking to help solve your conundrum.
An action with this trait requires a degree of mental concentration and discipline.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Source: Player Core pg. 116
You pour energy into the subject of your healing to empower its attacks. If the next action you use is to cast harm or heal to restore Hit Points to a single creature, the target then deals an additional 1d6 damage with its melee weapons and unarmed attacks until the end of its next turn. The damage type is void if you cast harm and vitality if you cast heal.
If the spell cast is at least 5th rank, this damage increases to 2d6, and if the spell is at least 8th rank, the damage increases to 3d6.
This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.
Source: Player Core pg. 116
Trigger: Your ally is about to roll a saving throw against a magical ability of a creature you’re adjacent to
Requirements: You are wielding your deity’s favored weapon
You strive against magical threats physically and spiritually. You can Strike the adjacent creature with your deity’s favored weapon. If you are holy or unholy, the Strike gains that trait. If your Strike hits, all your allies gain a +2 circumstance bonus to the triggering saving throw (or a +3 circumstance bonus on a critical hit).
Trigger: You finish Casting a Spell using one of your divine spell slots on your turn
You siphon residual spell energy into a weapon you’re wielding. Until the end of your turn, the weapon deals an additional 1d4 spirit damage. If you are holy or unholy, Strikes with the weapon also gain that trait, and the additional damage increases to 2d4 against creatures of the opposing trait.
This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.
Morph
Effects that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to [counteract](/Rules.aspx?ID=371) the first (in the same manner as two [polymorph](/Traits.aspx?ID=127) effects, described in that trait).
Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't.
Nephilim
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Source: Player Core pg. 81
Trigger: once per day
With effort, you can call forth magical wings from your back, similar in appearance to those of your extraplanar forebear, whether they be elegantly feathered wings or ominous bat wings. These wings remain for 10 minutes. You gain a fly Speed equal to your Speed while you’ve manifested your wings.
Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity’s list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain’s theme appears on page 39 and domain spells appear on pages 372–381.
Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and can’t be cast using spell slots. Your focus pool can hold one Focus Point for each focus spell you have, up to 3 points. The full rules for focus spells appear on page 298.
Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Source: Player Core pg. 143
Requirements: You are wielding a ranged weapon with reload 0
You shoot twice in blindingly fast succession. Make two Strikes, each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
Requirements: You are wielding two melee weapons, each in a different hand
You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn’t have the agile trait, it takes a –2 penalty.
If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.
For each temporary oil or potion you brew during your daily preparations, you brew two copies of it. This allows you to brew two temporary oils or potions each day, four if you have master proficiency in spell DC, or six if you have legendary proficiency
You can take on the shape of some of the world’s most fearsome creatures. Add the shapes listed in dragon form to your untamed form list. Whenever you’re polymorphed into another shape using untamed form, you gain resistance 5 to your choice of acid, cold, electricity, fire, or poison.
You capitalize on your enemies’ fear to slip past their defenses. Any creature that has the frightened condition is also off-guard against your attacks.
A creature with this trait has the changeling versatile heritage. Changelings are the children of hags and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings.
Lineage
A feat with this trait indicates a character’s descendance from a particular type of creature. You can have only one lineage feat. You can select a lineage feat only at 1st level, and you can’t retrain into or out of these feats.
Source: Player Core pg. 77
You are the child of a cuckoo hag, making one of your eyes violet or even black. Your mother’s powers over sleep and dreams have given you a degree of resistance to those effects, granting you a +2 circumstance bonus to all saving throws against sleep effects and effects that cause or alter dreams. In addition, sleep is more restorative for you. You regain HP equal to your Constitution modifier × double your level (instead of just × your level), and you reduce any drained and doomed conditions you have by 2 instead of by 1.
You must select a feat with this trait to apply an archetype to your character.
Multiclass
Archetypes with the multiclass trait represent diversifying your training into another class’s specialties. You can’t select a multiclass archetype’s dedication feat if you are a member of the class of the same name.
Source: Player Core pg. 218
Prerequisite: Wisdom 2
You cast spells like a druid. You gain the Cast a Spell activity. You can prepare two common cantrips each day from the primal spell list or any other primal cantrips you learn or discover. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for druid archetype spells is Wisdom, and they are primal druid spells.
You learn the Wildsong language, and you are bound by the druid’s anathema. Choose a druidic order. You become a member of that order and are also bound by its specific anathema, allowing you to take the order’s feats. You become trained in Nature and your order’s associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don’t gain any other abilities from your choice of order.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Source: Player Core pg. 143
Requirements: You are wielding a one-handed melee weapon and have a free hand
You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent. Make a Strike with the required weapon. You quickly switch your grip during the Strike in order to make the attack with two hands. If the weapon doesn’t normally have the two-hand trait, increase its weapon damage die by one step for this attack. (Rules on increasing die size appear on page 276.) If the weapon has the two-hand trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the weapon’s number of damage dice. When the Strike is complete, you resume gripping the weapon with only one hand. This action doesn’t end any stance or fighter feat effect that requires you to have one hand free.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Source: Player Core pg. 254
Prerequisite: trained in a skill with the Recall Knowledge action
You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.
A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance.
Requirements: You are wielding a single one-handed melee weapon and hold nothing else in your hands
Using a free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry
Requirements: You are wielding a single one-handed melee weapon and hold nothing else in your hands
You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Source: Player Core pg. 43
You are naturally calm and collected in the face of imminent danger. At the end of your turn, reduce your frightened condition by 2 instead of 1.
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Source: Player Core pg. 43
You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people, studying subjects and techniques passed down for generation upon generation. You gain the trained proficiency rank in Crafting and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Dwarf Lore.
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
You can use your knowledge of engineering and metalwork to temporarily strengthen thick objects and structures. By spending 1 hour working on an item, you can give it a +1 circumstance bonus to its Hardness for 24 hours. If you’re a master in Crafting, the bonus is +2, and if you’re legendary, the bonus is +3. You can reinforce a portion of a structure, though 1 hour usually reinforces only a door, a few windows, or another section that fits within a 10-foot cube.
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Source: Player Core pg. 44
Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms. You gain access to all uncommon weapons with the dwarf trait. You have familiarity with weapons with the dwarf trait plus the battle axe, pick, and warhammer—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
A creature with this trait has the aiuvarin versatile heritage. Aiuvarins are of mixed ancestry, including elves or other aiuvarins. An ability with this trait can be used or selected only by aiuvarins.
Source: Player Core pg. 82
Elves often struggle with underestimating aiuvarins, and you are experienced at telling stories of your accomplishments to gain their respect. You are trained in Performance. If you would automatically become trained in Performance (from your background or class, for example), you instead become trained in a skill of your choice.
You gain the Impressive Performance feat (page 256). When you attempt a Performance check to Make an Impression on an elf, if you roll a critical failure, you get a failure instead.
An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
Source: Player Core pg. 106
By endlessly repeating a motif, you implant a memorable song that repeats over and over again in your allies’ heads, preparing them to respond to it later. Choose a composition cantrip and spend 10 minutes repeating a melody, chant, speech, series of motions, or a similar performance that embodies that cantrip. This activity gains the traits appropriate to the type of performance. You implant the earworm within all allies who can see or hear you (as appropriate for the type of performance) for the entire activity.
Once you’ve created the earworm, you can attempt a Performance check as a free action to activate it. This check uses the highest Will DC of the earworm’s targets present at the time of activation. On a success, you cast the cantrip on all allies who learned the earworm and can perceive your performance; on a failure, the earworm is corrupted and lost. Because it is based on the earlier repetitions, you can’t use further free actions like lingering composition or fortissimo composition to modify the activated earworm. Allies forget the earworm after it is activated, if you spend 10 minutes to implant another earworm, or during your next daily preparations, whichever comes first.
An action with this trait requires a degree of mental concentration and discipline.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
You can pull forth both vitality and the void simultaneously to harm your enemies and heal your allies. If your next action is to cast a 1-action or 2-action heal or harm spell, choose one creature in range that would be harmed by the spell, and choose another creature within range that would be healed by the spell. Your heal or harm targets both creatures.
An action with this trait requires a degree of mental concentration and discipline.
Dwarf
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Source: Player Core pg. 45
Requirements: You are standing on a stone or earthen surface
You pause a moment to attune your senses to the stone around you. Until the start of your next turn, you gain imprecise tremorsense with a range of 20 feet.
An action with this trait requires a degree of mental concentration and discipline.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Source: Player Core pg. 121
When you pull forth vitality or void energy, you also create a smaller pocket of that energy. If the next action you use is to cast a 2-action harm or heal to heal or damage a single creature, choose one additional creature in range. Target that creature with a 1-action version of the same spell. This spell is the same rank as the 2-action harm or heal you cast and doesn’t cost another spell slot.
Your flexible mind can quickly shift from one spell to another. If you add a spell to your repertoire during your daily preparations using Esoteric Polymath, when you prepare again, you can choose to keep the new spell from Esoteric Polymath in your repertoire and instead lose access to another spell of the same rank in your repertoire.
Your broad experiences translate to a range of skills. Your proficiency bonus to untrained skill checks is equal to your level. You can attempt any skill check that normally requires you to be trained, even if you are untrained. If you have legendary proficiency in Occultism, you can attempt any skill check that normally requires you to have expert proficiency, even if untrained or trained.
Trigger: An ally benefiting from one of your composition spells is subject to an effect with the auditory, illusion, linguistic, sonic, or visual trait
You tweak the properties of your composition spell to convey a bit of your defensive knowledge. All allies affected by your composition spell gain your +1 circumstance bonus from Well-Versed until the start of your next turn. Teaching your allies also bolsters your own skills; your personal circumstance bonus from Well-Versed also increases to +2 until the start of your next turn.
This trait indicates abilities from the witch class.
Wizard
This indicates abilities from the wizard class.
Source: Player Core pg. 106
Trigger: Your turn begins
You can maintain a spell with hardly a thought. You immediately gain the effects of the Sustain action, allowing you to extend the duration of one of your active spells.
Special This can only be used on a cantrip or spell from the class matching the one you gained this feat from.
You understand the fundamental elements of nature such that you can imbue them into your body and manifest as a living embodiment of those elements. Add the shapes in elemental form to your untamed form list. Whenever you’re polymorphed into another shape using untamed form, you gain resistance 5 to fire.
You can call the elements to you. You can spend 10 minutes in concert with nature to replace a spell you’ve prepared in one of your druid spell slots with a summon elemental spell of the same rank.
A creature with this trait has the aiuvarin versatile heritage. Aiuvarins are of mixed ancestry, including elves or other aiuvarins. An ability with this trait can be used or selected only by aiuvarins.
Source: Player Core pg. 82
Your elven blood runs particularly strong, granting you features far more elven than those of a typical aiuvarin. You may also have been raised among elves, steeped in your elven ancestors’ heritage. You gain the benefits of the elf heritage of your elven parent or ancestors. You typically can’t select a heritage that depends on or improves an elven feature you don’t have. For example, you couldn’t take the Ancient Elf heritage unless your non-elf ancestry also has a lifespan measured in multiple centuries. In these cases, at the GM’s discretion, you might gain a different benefit.
Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Source: Player Core pg. 48
You move in a graceful dance, and even your steps are broad. You Step 5 feet twice.
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Source: Player Core pg. 48
You’ve studied traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Source: Player Core pg. 48
You favor bows and other elegant weapons. You gain access to all uncommon weapons with the elf trait. You have familiarity with weapons with the elf trait plus longbows, composite longbows, rapiers, shortbows, and composite shortbows—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
Your deity’s symbol protects against offensive magic. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options.
Shield When the wielder has the shield raised, they gain the shield’s circumstance bonus to saving throws against magic, and they can use Shield Block against damage from their enemies’ spells.
Weapon When the weapon’s wielder critically hits with the weapon, they can attempt to counteract a spell on their target, using half their level, rounded up, as the counteract rank. After the attempt, the emblazoned symbol immediately disappears.
An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
Source: Player Core pg. 115
Carefully etching a sacred image into a physical object, you steel yourself for battle. You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn’t fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned, and any symbol already emblazoned on that item instantly disappears. The emblazoned item is a religious symbol of your deity in addition to its normal purpose, and it gains another benefit determined by the type of item. The benefit applies only to followers of the deity the symbol represents, but others can use the item normally.
Shield The shield gains a +1 status bonus to its Hardness. (This causes it to reduce more damage with the Shield Block reaction.).
Weapon The wielder gains a +1 status bonus to damage rolls with the weapon.
With elemental forces, you make your emblazoned symbols more potent. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options.
Shield Choose acid, cold, electricity, fire, or sonic. The wielder gains the shield’s circumstance bonus to saving throws against that damage type and can use Shield Block against damage of that type. The shield also gains resistance to that damage type equal to half your level if you have a domain spell with a trait matching that type (such as fire ray).
Weapon Choose acid, cold, electricity, fire, or sonic. The weapon deals an extra 1d4 damage of that type. Increase this extra damage to 1d6 if you have a domain spell with a trait matching that type (such as fire ray).
An action with this trait requires a degree of mental concentration and discipline.
Source: Player Core pg. 101
Trigger: An enemy you’re aware of fails its save against an emotion spell
You prepare to take advantage of your enemy’s sudden change in emotions. The target is off-guard against your next attack before the end of your next turn.
A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Source: Player Core pg. 52
Prerequisite: focus pool, at least one innate spell from a gnome heritage or ancestry feat that shares a tradition with at least one of your focus spells
Frequency: once per day
You can focus your mind more quickly thanks to the magic that flows within you. You regain 1 Focus Point, up to your usual maximum.
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Wizard
This indicates abilities from the wizard class.
Source: Player Core pg. 201
As you direct destructive energy at a foe, you can divert some of its power into a protective barrier that shields you from harm. If your next action is to Cast a Spell that deals at least one type of energy damage (acid, cold, electricity, fire, force, sonic, vitality, or void), you gain resistance to an energy damage type of your choice equal to the spell’s rank. The resistance lasts until the end of your next turn. You get the resistance regardless of whether or not your spell dealt damage.
You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two.
Special [Witch] Add the bonus familiar abilities you gain for being a witch to this amount. [Wizard] If your arcane thesis is improved familiar attunement, your familiar’s base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.
Your muse whispers knowledge to you at all the right times. You gain the benefits of the Automatic Knowledge skill feat with any skill you can use to Recall Knowledge. As per the special clause in the Automatic Knowledge feat, you can still only use Automatic Knowledge once per round.
You keep a book of occult spells, similar to a wizard’s spellbook, and can use its spells to supplement your spell repertoire. Add all the spells in your repertoire to this book for free. You can use the Occultism skill to Learn Spells and add them to your spellbook by paying the appropriate cost. During your daily preparations, choose any one spell from your book of occult spells. If that spell is already in your spell repertoire, you can treat it as an additional signature spell that day. If it isn’t in your repertoire, treat it as though it were until your next daily preparations.
Your life has made you a nexus for your deity’s vile power. You’re continuously surrounded by a bane spell, with a spell rank equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute.
Your deeds have brought your deity’s grace to you for all of eternity. You’re continuously surrounded by a bless spell, with a spell rank equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute.
The world is a stage upon which you are always playing. You are permanently quickened; you can use your extra action only to cast a composition cantrip that requires 1 action to cast. While in exploration mode, you can declare that you are performing an eligible composition cantrip while using any exploration tactic. Even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn.
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can’t use a press action when it’s not your turn, even if you use the Ready activity.
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
Source: Player Core pg. 140
You make a controlled follow-up attack, fully accounting for your momentum. Make a Strike. The Strike gains the following failure effect.
Failure This attack does not count toward your multiple attack penalty.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Source: Player Core pg. 254
Prerequisite: master in Perception
You have a system that lets you search at great speed, finding details and secrets twice as quickly as others can. When Searching, you take half as long as usual to Search a given area. This means that while exploring, you double the Speed you can move while ensuring you’ve Searched an area before walking into it (up to half your Speed). If you’re legendary in Perception, you instead Search areas four times as quickly.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you’ve concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
You’ve continued to refine the knowledge and skills you’ve gained through your life. When you choose a skill in which to become trained with Ancestral Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Ancestral Longevity expires.
When the effects of Ancestral Longevity and Expert Longevity expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancestral Longevity or make you an expert in the skill you chose with Expert Longevity.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Wizard
This indicates abilities from the wizard class.
Source: Player Core pg. 203
Your summoned creature appears in a detonation of arcane runes. If your next action is to Cast a Spell with the summon trait, all creatures in a 10-foot emanation around the creature you summoned take 1d4 fire damage per spell rank. If the creature summoned has the acid, cold, electricity, sonic, or spirit trait, you can deal damage of that type instead.
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Source: Player Core pg. 80
You call upon divine power to place a benediction upon your allies or a malediction upon your foes. Choose either bless or bane. You can cast the chosen spell once per day as a 1st-rank divine innate spell.
This trait indicates abilities from the witch class.
Source: Player Core pg. 187
Prerequisite: a familiar
You’ve learned to speak with your familiar and other creatures like it. You can ask questions of, receive answers from, and use the Diplomacy skill with creatures of the same family of animals as your familiar. For example, if your familiar were a cat, you could gain the effects of speak with animals for any felines (including leopards, lions, and tigers, among others). This ability doesn’t make them more friendly than normal. If your familiar ever changes to a different creature, you can’t use this ability for 1 week while you absorb your new familiar’s language.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).
You launch yourself through the air at a foe. Attempt a High Jump or Long Jump. If you attempt a High Jump, determine the height of your jump as though determining the length of a Long Jump. At the end of your jump, you can make a melee Strike.
After your Strike, you fall to the ground if you’re in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright.
When you Strike with a thrown weapon, you take only a –1 penalty for each additional range increment between you and the target, rather than a –2 penalty.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour.
If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time.
Divine power is always at your fingertips, swiftly responding to your call. When you cast harm or heal by spending 2 actions, you can get the effects of the 3-action version instead of the 2-action version.
You can do this with harm if you have harmful font or heal if you have healing font (or both if you have Versatile Font).
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Source: Player Core pg. 255
Prerequisite: Constitution 2
Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.
Your songs overwhelm the target with unbearable emotion, potentially striking them dead on the spot. You learn the fatal aria composition spell (page 370).
You have studied a specific type of wild creature and can hunt it more easily. When you gain this feat, choose animals, beasts, dragons, or both fungi and plants as your favored prey. When you roll initiative and can see an enemy that belongs to the chosen category, you can Hunt Prey as a free action, designating that enemy.
You can use this free action even if you haven’t identified the creature yet with Recall Knowledge. The benefit doesn’t apply against favored enemies disguised as other creatures, and the GM determines whether it applies against a creature disguised as a favored prey
You have studied a specific terrain to overcome its challenges. Choose aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground as your favored terrain. When in that terrain, you can ignore the effects of non-magical difficult terrain. If you have the unimpeded journey class feature, you gain a second benefit while in your favored terrain, depending on your choice:
Aquatic You gain a swim Speed equal to your Speed. If you already had a swim Speed, you instead gain a +10-foot status bonus to your swim Speed.
Arctic You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme cold, and you can walk across ice and snow at full Speed without needing to Balance.
Desert You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme heat, and you can walk along sand at full Speed without needing to Balance.
Forest, Mountain, or Underground You gain a climb Speed equal to your Speed. If you already had a climb Speed, you instead gain a +10-foot status bonus to your climb Speed.
Plains You gain a +10-foot status bonus to your land Speed.
Sky You gain a +10-foot status bonus to your fly Speed, if you have one.
Swamp You can move across bogs at full Speed, even if they are deep enough to be greater difficult terrain or to normally require you to Swim.
Fear makes your foes weak and more vulnerable to your attacks. You gain a circumstance bonus to damage rolls for Strikes against frightened creatures. The bonus is equal to double the target’s frightened value.
If you’re a master in Intimidation, increase the bonus to triple the target’s frightened value.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Source: Player Core pg. 256
Prerequisite: Dexterity 2
You step carefully and quickly. You can Step into difficult terrain.
Your ranged attacks can shoot an unprepared foe right out of the air. Make a ranged Strike against an off-guard creature. If the Strike is a success and deals damage, the target must attempt a Reflex save against your class DC.
Success The target is unaffected. Failure The target falls up to 120 feet. If it hits the ground, it takes no damage from the fall. Critical Failure As failure, and the target can’t fly, jump, levitate, or otherwise leave the ground until the end of your next turn.
Your attack can ground an airborne foe. Make a Strike. If it hits and deals damage to a flying target, the target falls up to 120 feet. The fall is gradual enough that if it causes the target to hit the ground, the target takes no damage from the fall.
If the attack is a critical hit, the target can’t Fly, Leap, levitate, or otherwise leave the ground until the end of your next turn.
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Since ancient times, the mightiest orc beast tamers would draw out the true fighting spirit of their companion beasts by feeding the creatures a draft incorporating the orc’s own blood. All animal companions, pets, familiars, and bonded animals you have gain the Orc Ferocity feat, and gain one reaction per round they can use only for Orc Ferocity. If you have the Undying Ferocity ancestry feat, all animal companions, pets, familiars, and bonded animals you have also gain the benefits of that feat when using the Orc Ferocity reaction.
You’ve mastered the shape of dinosaurs. Add the shapes listed in dinosaur form to your untamed form list. Whenever you use untamed form to take a shape that grants you a specific Athletics modifier, you gain a +1 status bonus to your Athletics checks.
You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery. Add illusory disguise, illusory object, and illusory scene to your spell list, which you cast as primal spells.
A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Source: Player Core pg. 52
Your enhanced fey connection (either through your blood or via prolonged contact with their kind) affords you a warmer reception from creatures of the First World as well as tools to foil their tricks or withstand their magic. You gain a +2 circumstance bonus to both Perception checks and saving throws against fey.
In addition, whenever you meet a fey creature in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
You must select a feat with this trait to apply an archetype to your character.
Multiclass
Archetypes with the multiclass trait represent diversifying your training into another class’s specialties. You can’t select a multiclass archetype’s dedication feat if you are a member of the class of the same name.
Source: Player Core pg. 219
Prerequisite: Strength 2; Dexterity 2
You become trained in martial weapons. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter class DC.
Prerequisite:Fighter Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier
You gain 3 additional Hit Points for each fighter archetype class feat you have. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way.
A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Source: Player Core pg. 53
Prerequisite: at least one primal innate spell
Over time your fey magic has grown stronger. You gain invisibility and revealing light as 2nd-rank primal innate spells. You can cast each of these primal innate spells once per day.
A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Source: Player Core pg. 52
Your connection to the First World grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Source: Player Core pg. 256
You move more quickly on foot. Your Speed increases by 5 feet.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Source: Player Core pg. 148
You throw a weapon to distract your opponent as you close the gap to begin your assault. You Stride twice; at any point during this movement, you can make a ranged Strike with a thrown weapon. If the Strike hits, the target is off-guard against the next melee attack that you attempt against it before the end of your current turn.
Whether you’re shoving opponents with a shield or a large weapon, you’ve learned to push them even further. Increase the distance you Shove your opponent with Aggressive Block or Brutish Shove to 10 feet on a success or 20 feet on a critical success. When you use Aggressive Block, you can choose whether the target is off-guard or Shoved. When you make a Brutish Shove, you also Shove the target 5 feet on a failure.
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Vitality
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to [undead](/Traits.aspx?ID=160), or manipulate vitality energy.
These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
You request that nearby plants share their vitality with you to replenish your body and magic. You regain 1 Focus Point and 4d8 Hit Points.
You must be in a location of at least 15 square feet with healthy plant life, though this can be grass, lichen, seaweed, or any other form of naturally occurring flora. Using Floral Restoration on a given section of nature does not harm it, but it prevents that section of nature from giving its vitality to another use of Floral Restoration for 24 hours.
At 9th level, and every 2 levels thereafter, increase the healing by 1d8.
A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.
Source: Player Core pg. 69
You can call upon the vital essence of your spirit to restore life to your allies and call forth vines to ensnare and bludgeon your foes. You can cast field of life and tangling creepers as 6th-rank primal innate spells once per day each.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You are adept at foiling creatures’ special senses and cautious enough to safeguard against them at all times. Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses (see the Detecting with Other Senses sidebar on page 433).
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Source: Player Core pg. 60
You are adept at disguising coded messages as folksy idioms. Using slang, jokes, halfling loanwords, and the like, you convey a simple message consisting of three basic words (such as “Danger assassin flee” or “Meet me moonrise”). Your intended listener can attempt a DC 20 Perception check to discern the message. This DC is reduced by 5 if the listener is a halfling or has Folksy Patter, or by 10 if both apply. Eavesdroppers can also attempt a Perception check against your Deception DC to discern your meaning. Any bonuses or penalties to Perception checks to Sense Motive apply to checks to understand Folksy Patter.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many additional creatures. You can choose to support half the number of creatures with a comfortable living.
Increase the number of additional creatures you feed on a success to eight if you’re an expert in Survival, 16 if you’re a master, and 32 if you’re legendary.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Wizard
This indicates abilities from the wizard class.
Source: Player Core pg. 204
You perform complex manipulations to make the energy from your spells so powerful that your enemies remain vulnerable to it afterward. If your next action is to Cast a Spell that deals acid, cold, electricity, fire, or sonic damage, you can select one target that was damaged to gain weakness 5 to that damage type until the end of your next turn. If a spell deals multiple types of energy damage, choose one that the target gains weakness to. This has no effect on creatures with resistance or immunity to the energy type you choose.
You can always find a path, almost as if foliage parted before you. You ignore any difficult terrain caused by plants and fungi, such as bushes, vines, and undergrowth.
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Source: Player Core pg. 48
Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
With additional care and effort, you can take on an alternate shape for a longer period of time. If your next action is to cast untamed form, the spell’s rank is 2 lower than normal (minimum 1st rank), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss untamed form as normal.
You have trained your mind and body to tolerate polymorph magic for longer periods of time, so long as you prepare for the change appropriately. When preparing a polymorph spell that lasts 1 minute and grants a battle form, you can prepare the spell in a slot 2 ranks higher than normal. This doesn’t grant any of the normal benefits of heightening a spell, but the spell lasts up to 10 minutes. For example, if you prepared animal form in a 4th-rank slot with Form Retention, you would cast a 2nd-rank animal form that lasts for up to 10 minutes. If the spell can be Dismissed, that doesn’t change.
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](/Traits.aspx?ID=110) effect would apply to the same roll, the two cancel each other out, and you roll normally.
Source: Player Core pg. 119
Your god favors your attempts to remove afflictions and conditions. When you cast a healing spell that attempts to counteract (page 431) an effect, you can roll the counteract check twice and take the higher value.
You’ve learned to maintain your balance even when swinging furiously. When you make a Vicious Swing with a melee weapon you’re wielding in two hands, it counts as one attack toward your multiple attack penalty instead of two.
You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
If your next action is to Cast a Spell with the fungus or plant trait, a garland of plants grows in a 10-foot burst in the spell’s range. The plants are difficult terrain and hazardous terrain, covered in your choice of thorns or poisonous vines. Any creature that moves into one of these squares or ends its turn in one takes 2d6 damage (piercing damage for thorns or poison for vines). A creature can take this damage only once per turn. You and your familiar are immune to this damage.
The plants last for 1 minute or until you cast another Garland Spell, whichever comes first.
The damage increases to 3d6 at 16th level and 4d6 at 20th level.
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.
Source: Player Core pg. 64
Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.
Special You can select this feat multiple times, choosing a different feat each time.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.
A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Source: Player Core pg. 52
You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. You gain the Additional Lore feat and the Assurance feat for the chosen Lore. As gnome obsessions can come and go quickly, you can retrain Gnome Obsession to a different Lore subcategory in 1 day of downtime.
A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Source: Player Core pg. 52
You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes. You gain access to kukris and all uncommon weapons with the gnome trait. You have familiarity with weapons with the gnome trait plus the glaive and kukri—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Source: Player Core pg. 56
You’ve picked up skills and tales from your goblin community. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Source: Player Core pg. 56
Trigger: An ally ends a move action adjacent to you
You take advantage of your ally’s movement to adjust your position. You Step.
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Source: Player Core pg. 56
You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a Performance check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check to sing (page 243).
You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency.
Critical Success The target takes a –1 status penalty to Perception checks and Will saves for 1 minute. Success The target takes a –1 status penalty to Perception checks and Will saves for 1 round. Critical Failure The target is temporarily immune to attempts to use Goblin Song for 1 hour.
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Source: Player Core pg. 56
Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp. You gain access to all uncommon weapons with the goblin trait. You have familiarity with weapons with the goblin trait—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance.
With the right positioning, your off-hand weapon can strike like a scorpion’s stinger. While you are in this stance, if you make your second Strike from Double Slice with an agile weapon, Double Slice counts as one attack when calculating your multiple attack penalty
A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.
Source: Player Core pg. 68
You can extend a tangle of vines or tendrils to support your arms and extend your reach. When you wield a melee weapon that requires two hands, doesn’t have reach, and deals at least 1d6 damage, you can change between a typical two-handed grip and an extended two-handed grasp using an Interact action. Weapons wielded in your extended grasp gain reach of 10 feet. This grasp is less stable and powerful than a typical grip, reducing the weapon’s damage die by 1 step.
Even a single missile can throw off your enemy’s balance, and more powerful attacks leave it flustered for longer. If you hit your hunted prey with a ranged weapon, it’s off-guard until the start of your next turn. If you critically hit your prey or hit it twice on the same turn with a ranged weapon, it’s off-guard until the end of your next turn instead.
This trait indicates abilities from the witch class.
Source: Player Core pg. 188
Your patron grants you greater knowledge. Choose a greater or basic lesson from the list on page 185. You gain its associated hex, and your familiar learns the associated spell.
A feat with this trait indicates a character’s descendance from a particular type of creature. You can have only one lineage feat. You can select a lineage feat only at 1st level, and you can’t retrain into or out of these feats.
Nephilim
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Source: Player Core pg. 79
Your lineage traces back to a daemon, one of the manifestations of horrific forms of death that devour souls within their foul home of Abaddon. As a result, you cling tenaciously to the last shreds of your own life force. You gain the Diehard general feat.
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.
Source: Player Core pg. 64
Your upbringing emphasized teamwork, and helping your allies comes naturally to you. After you Aid an ally at a skill check that doesn’t have the attack trait, you can also Aid any other ally who attempts the same skill check for the same purpose that round. You do so as a free action rather than a reaction.
The preparation you did to help must still apply to the other allies, and you can Aid each ally only once. For example, if you helped lift up an ally to Aid them on an Athletics check to scale a wall, you could keep the same posture to give a boost to other allies attempting to scale the wall in the same round.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can strong-arm people effectively, even when you don’t have them isolated. When you Coerce, you can compare your Intimidation check result to the Will DCs of up to five targets instead of one.
It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to 10 if you’re an expert, 25 if you’re a master, and 50 if you’re legendary.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of up to 10 targets you conversed with, with no penalty. The number of targets increases to 20 if you’re an expert, 50 if you’re a master, and 100 if you’re legendary.
You can make your skin take on the woody endurance of an ancient tree and have your familiar follow suit. You can cast oaken resilience at will as an innate primal spell with a spell rank one lower than the highest rank of spells you can cast. This spell targets you, as well as your leshy familiar if it’s within 30 feet of you.
Trigger: An ally within your melee reach is hit by an attack, you can see the attacker, and the ally gaining a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss
Requirements: You are wielding a single one-handed melee weapon and hold nothing else in your hands.
You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their Armor Class against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss.
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can’t use a press action when it’s not your turn, even if you use the Ready activity.
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
Source: Player Core pg. 149
Requirements: You are wielding a single one-handed melee weapon and hold nothing else in your hands
Using your weapon as a lever, you force your opponent to end up right where you want them. Make a Strike with a onehanded melee weapon. If the Strike hits, you can Reposition the target up to 10 feet. You can move the target through your space during this movement. Your Strike gains the following failure effect.
Failure You can force the creature to move as you would on a success, but you can move the target only 5 feet.
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Your luck guides you to look the right way and aim your blows unerringly. You can use Halfling Luck twice per day: once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger.
By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to Strike and you hit, you can Reposition up to 10 feet.
A creature with this trait has the changeling versatile heritage. Changelings are the children of hags and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings.
Source: Player Core pg. 77
When you came of age, your fingernails grew long and sharp. You gain a claw unarmed attack that deals 1d4 slashing damage. Your claws are in the brawling group and have the agile, finesse, and unarmed traits.
Special Hag claws can develop at any point in a changeling’s life. You can select this feat anytime you would gain an ancestry feat, but you can’t retrain out of it.
A creature with this trait has the changeling versatile heritage. Changelings are the children of hags and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings.
Source: Player Core pg. 77
Through your heritage, you can replicate a hag’s magic. Choose one common spell of 4th rank or lower from those available to a coven, including the spells contributed to a coven by a hag of your mother’s type. You can cast this spell once per day as a 4th-rank occult innate spell.
A creature with this trait has the changeling versatile heritage. Changelings are the children of hags and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings.
Source: Player Core pg. 77
You’ve nurtured the supernatural abilities gifted by your hag mother, particularly your sight. You gain darkvision.
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Source: Player Core pg. 60
You’ve dutifully learned how to keep your balance and how to stick to the shadows where it’s safe, important skills passed down through generations of halfling tradition. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](/Traits.aspx?ID=110) effect would apply to the same roll, the two cancel each other out, and you roll normally.
Halfling
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Source: Player Core pg. 60
Frequency: once per day
Trigger: You fail a skill check or saving throw
Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse.
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Source: Player Core pg. 60
You favor traditional halfling weapons, so you’ve learned how to use them more effectively. You gain access to all uncommon weapons with the halfling trait. You have familiarity with weapons with the halfling trait plus the sling and shortsword— for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Source: Player Core pg. 80
You have a halo of light and goodness that sheds light with the effects of a divine light cantrip. A cantrip is heightened to a spell rank equal to half your level rounded up. You can Sustain to suppress or reestablish the halo.
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.
Source: Player Core pg. 65
There’s no journey too far or burden too heavy when you have friends at your side or hope within your heart. Increase your maximum and encumbered Bulk limits by 1. In addition, you gain a +10-foot circumstance bonus to your Speed during overland travel.
A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.
Source: Player Core pg. 68
Your size and demeanor make it easy for you to convince others that you mean no harm. You gain the Shameless Request skill feat as a bonus feat. Additionally, you gain a +1 circumstance bonus to initiative checks when you roll Deception for initiative.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
You can perform multiple compositions simultaneously, typically by performing in multiple ways at the same time, using special vocal techniques to double your voice, or creating occult magic that replicates your song or speech. If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn’t end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you already have in effect.
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.
Source: Player Core pg. 64
Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
You have an intuitive ability to sense hazards. You gain a +1 circumstance bonus to Perception checks to find traps and hazards, to AC against their attacks, and to saves against their effects. You can find hazards that would normally require you to Search even if you aren’t Searching.
Make an unarmed melee Strike against a prone target. If it hits, until the end of your next turn the target is stupefied 1 (or stupefied 2 on a critical hit) and off-guard.
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Source: Player Core pg. 133
You can take advantage of shapechanging magic to close wounds and patch injuries. If your next action is to cast a noncantrip polymorph spell that targets only one creature, your polymorph spell also restores 1d6 Hit Points per spell rank to that creature. This is a healing effect.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
A feat with this trait indicates a character’s descendance from a particular type of creature. You can have only one lineage feat. You can select a lineage feat only at 1st level, and you can’t retrain into or out of these feats.
Nephilim
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Source: Player Core pg. 79
Your lineage descends from devils, conniving schemers of Hell. You’re as skilled at noticing lies and twisted wordings as you are at constructing them. You are trained in Deception and Legal Lore. If you were already trained in Deception (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Lie to Me skill feat.
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
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.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Source: Player Core pg. 65
Frequency: once per day
The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve. You grant up to 10 willing creatures within 30 feet the effects of a 6th-rank zealous conviction, though the effect automatically ends on a target if you give that target a command they would normally find repugnant. This action has the auditory trait or visual trait, depending on how you inspire your allies.
An action with this trait requires a degree of mental concentration and discipline.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
The restorative power of your healing invigorates the recipient. If the next action you use is to cast heal targeting a single living creature and the target regains Hit Points from the spell, the target also gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls. In addition, if the target is prone, it can immediately Stand as a free action that doesn’t trigger reactions.
This trait indicates abilities from the witch class.
Source: Player Core pg. 191
You embody the link to your patron so completely that you can cast your hexes in rapid succession. You are no longer limited to casting only a single hex each turn. In addition, when you cast cackle to sustain a hex, you gain the effects of Sustain for all your active hexes that have a duration of sustained.
Trigger: You successfully use Stealth to Hide and become hidden from all of your current foes, or use Stealth to Sneak and become undetected to all your current foes
When you slip out of sight, you disappear. You become invisible for 1 minute, even if you use a hostile action. Not even revealing light, see the unseen, or similar effects can reveal you, though creatures can still use the Seek action to locate you as normal.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and roll a critical failure to Gather Information, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Source: Player Core pg. 72
You bear scars or tattoos enhanced by the mark of your community’s prowess. When you select this feat, choose one of the options from the below table. You are trained in the listed skill and gain a +1 status bonus to saves against spells from the listed tradition. You gain a large brand or tattoo in the shape of the chosen emblem or a similar concept (for example, the Burning Sun could be a torch, sun, volcano, or other fiery symbol, while the Empty Hand could be a fist or claw).
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Gnome
A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Source: Player Core pg. 53
Frequency: twice per week
The connection between you and the First World resonates within your body stronger than it does for most gnomes, allowing you to cross the threshold between the Universe and the First World. You gain interplanar teleport as a primal innate spell. You can cast it twice per week. This can be used only to travel back and forth between the First World and the Universe. Due to your body’s natural resonance, you can act as a locus for the spell, and you don’t require a specially attuned planar key.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Ranger
This indicates abilities from the ranger class.
Source: Player Core pg. 157
Requirements: You are wielding a ranged weapon with reload 0
You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally
An action with this trait requires a degree of mental concentration and discipline.
Ranger
This indicates abilities from the ranger class.
Source: Player Core pg. 158
When you focus on aiming, your attack becomes particularly accurate. Make a ranged weapon Strike against your hunted prey. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore your prey’s concealed condition and any lesser cover.
A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Source: Player Core pg. 52
Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you. You gain a +1 circumstance bonus to both Perception checks and Will saves against illusions.
When you come within 10 feet of an illusion that can be disbelieved, the GM rolls a secret check for you to disbelieve it, even if you didn’t spend an action to Interact with the illusion.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You craft flawless creations with great efficiency. Whenever you roll a success at a Crafting check to make an item of the type you chose with Specialty Crafting, you get a critical success instead.
Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Move
An action with this trait involves moving from one space to another.
Requirements: You are adjacent to a floor or vertical wall
You find tiny imperfections and somehow fit yourself through them, possibly moving directly through the wall or floor. Your movement attempt fails if the wall or floor is made of something other than wood, plaster, or stone; is thicker than 10 feet; or contains even a thin layer of metal. If you have a climb Speed, you can use this ability to attempt to move through a ceiling.
You can use Prescient Planner even if you have already used it after purchasing goods, and you can Interact to draw the item as a single action instead of a 2-action activity. In addition, five times per day, you can use Prescient Planner to pull out a common consumable item up to 6 levels lower than your level.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Ranger
This indicates abilities from the ranger class.
Source: Player Core pg. 163
Requirements: You are wielding two melee weapons, each in a different hand
You forgo precision to attack at an impossible speed. Make three melee Strikes with each of the required weapons. Your first attack with each weapon takes the multiple attack penalty as though you had already made one attack this turn. All of the remaining Strikes take the maximum multiple attack penalty.
Your esoteric formulas are so unusual that they allow you to dabble in magic from diverse traditions that other bards don’t understand. As long as you’re trained in Arcana, you can add arcane spells to your book from Esoteric Polymath; as long as you’re trained in Nature, you can add primal spells to your book; and as long as you are trained in Religion, you can add divine spells to your book.
Like your other spells in your book, you can add one of these spells from another tradition to your repertoire as an occult spell each day using Esoteric Polymath, but you can’t retain any spells from another tradition when you prepare again, even if you have Eclectic Polymath.
Nothing can prevent you from making a sneak attack, even if your opponent can see every blow coming. Instead of dealing the damage from Sly Striker, you can deal your full sneak attack damage to a target even if the target isn’t off-guard.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Ranger
This indicates abilities from the ranger class.
Source: Player Core pg. 150
Requirements: You are wielding a ranged weapon with the volley trait and reload 0
You fire a volley at all foes in an area. Make one Strike with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon’s volley range. Roll the damage only once for all targets.
Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy. If you spend at least 10 minutes performing in front of an audience, you can Make an Impression targeting up to 10 members of the audience who were there for the whole performance, without taking the normal penalty. The number of targets increases to 20 for a 1-hour performance and 50 for a 2-hour performance.
Your weapon whirls and darts, striking foes whenever the slightest opening or moment of weakness presents itself. You can use Dueling Riposte even if you aren’t benefiting from Dueling Parry. At the start of each of your turns, you gain an additional reaction that you can use only to make a Dueling Riposte.
You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals 2d4 poison damage instead of 1d4 poison damage. You don’t waste a poison you apply with Poison Weapon on a critically failed attack roll.
Your shield can help save nearby allies. When you use Shield Block against damage resulting from a Reflex save, adjacent allies who would take damage due to Reflex saves against the same effect also benefit from the damage reduction.
You easily banish creatures with your weapon. You can use Swift Banishment as long as you have a spell slot of 5th rank or higher remaining, even if you don’t have banishment prepared. You must sacrifice a prepared spell of 5th rank or higher, and the banishment effect you create is heightened to the rank of that spell. The target takes a –2 circumstance penalty to its save as though you’d paid the extra cost for banishment.
Your weapons are a blur, blocking and biting at your foes. You can use Twin Riposte even if you aren’t benefiting from Twin Parry. At the start of each of your turns, you gain an additional reaction that you can use only to make a Twin Riposte.
At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte. You can use this extra reaction even if you are not benefiting from Twin Parry.
An action with this trait requires a degree of mental concentration and discipline.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
You attune your great skill in performing to another, granting them a small measure of your skill as though anyone could do it. If your next action is casting a composition spell with an emanation area, its area spreads from a willing ally of your choice within 60 feet instead of you.
If you have Directed Audience, you can have that cone originate from the ally instead.
An action with this trait requires a degree of mental concentration and discipline.
Fighter
This indicates abilities from the fighter class.
Source: Player Core pg. 146
By spending a moment to focus, you can ensure your attack strikes true. Make a ranged weapon Strike. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target’s concealed condition.
Your animal companion continues to grow and develop. It becomes either a nimble or savage animal companion (page 211), gaining additional capabilities determined by the type.
Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion (page 211).
Your familiar is imbued with even more magic than other familiars. You can select a base of six familiar or master abilities each day, instead of four.
Special Add the bonus familiar abilities you gain for being a witch to this amount.
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Given time to collect yourself after a near-death scrape, you can rebuild your ferocity and withstand additional finishing blows. You can use Orc Ferocity with a frequency of once per hour, rather than once per day.
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.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Source: Player Core pg. 256
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Source: Player Core pg. 256
Prerequisite: Charisma 3
You have an incredible ability to invest more magic items. Increase your limit on invested items from 10 to 12. Investing worn magic items is explained on page 219 of GM Core.
An action with this trait requires a degree of mental concentration and discipline.
Fighter
This indicates abilities from the fighter class.
Press
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can’t use a press action when it’s not your turn, even if you use the Ready activity.
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
After your first shot singles out your opponent’s position, you direct another that ricochets around obstacles and strikes unerringly. Make a ranged weapon Strike against a creature you previously attacked this turn. You ignore the target’s concealed condition and all cover.
You can prepare a spell slot that exists in your mind as many different possibilities at once. Once during your daily preparations, you can use a spell slot to hold that infinite potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell from your spellbook that’s at least 2 ranks lower than the slot you designate; the spell acts in all ways as a spell of 2 ranks lower. You don’t have any particular spell prepared in that slot until you cast it.
You’ve trained with one of the ranger sects known as wardens, who practice a specialized type of primal magic. You gain your choice of one warden spell from the initial warden spells on page 383 (or another you have access to).
Special You can take this feat multiple times, choosing a different initial warden spell each time.
Your understanding of life expands, allowing you to mimic a wider range of creatures. Add the shapes in insect form to your untamed form list. Whenever you use untamed form to polymorph into the non-flying insect shapes listed in pest form, the duration is 24 hours instead of 10 minutes.
A creature with this trait has the aiuvarin versatile heritage. Aiuvarins are of mixed ancestry, including elves or other aiuvarins. An ability with this trait can be used or selected only by aiuvarins.
Source: Player Core pg. 83
Your actions inspire your allies to great achievements. Whenever you critically succeed at a skill check, you automatically qualify to use the Aid reaction when attempting to help an ally using the same skill, even without spending an action to prepare to do so.
During your daily preparations, you can review stratagems for the day’s adventures with up to five allies. Later, you can quickly advise them on your schemes using the below reaction.
Inspired Stratagem (fortune, linguistic) Trigger An ally you reviewed stratagems with is about to attempt an attack roll or skill check; Effect The ally rolls the triggering check twice and takes the better of the two results. That ally then becomes temporarily immune to your Inspired Stratagem until your next daily preparations.
An action with this trait requires a degree of mental concentration and discipline.
Rogue
This indicates abilities from the rogue class.
Source: Player Core pg. 176
You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It’s off-guard against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the auditory or visual trait.
A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Visual
A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
Source: Player Core pg. 53
Prerequisite: at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat
Frequency: once per hour
Trigger: You are attacked by a foe, but they haven’t rolled yet
The magic within you manifests as a natural reaction to threats. An illusory double of you appears in your space for a brief moment. The triggering attacker must roll a DC 10 flat check; on a success, the attack targets you normally; if they fail, the attack targets the double and destroys it. The tradition of this action matches the tradition of your gnome ancestry options.
Trigger: You Cast a non-cantrip spell that targets only your animal companion
When you support your animal companion, your companion supports you in turn. After your spell takes place, your companion gains its actions for the turn, as if you Commanded it, and one of the actions must be Support. If the companion has used any other actions already, it can’t Support you, as normal.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength modifier is +5 or higher and you are a master in Intimidation, this bonus increases to +2.
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Fear
Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
Fighter
This indicates abilities from the fighter class.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Source: Player Core pg. 141
Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.
A mode of play in which characters are not adventuring. Days pass quickly at the table, and characters engage in longterm activities.
General
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book.
The GM might allow you to invent uncommon or rare formulas, typically with an increased DC. You need the Alchemical Crafting feat to invent alchemical formulas and the Magical Crafting feat to invent magical formulas.
Your deity punishes creatures that harm you. Creatures that hit you with an attack take 3d6 spirit damage every time they do. If you have the holy or unholy trait, you can apply it to this damage.
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Source: Player Core pg. 72
Your fists have been forged by battle, your naturally tough skin and dense bone further hardened by conflict. Your fist unarmed attacks no longer have the nonlethal trait and gain the shove weapon trait.
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Source: Player Core pg. 61
You are easily able to ward off attempts to play on your fears and emotions. When you roll a success on a saving throw against an emotion effect, you get a critical success instead. If your heritage is gutsy halfling, when you roll a critical failure on a saving throw against an emotion effect, you get a failure instead.
You’ve studied ways of overcoming the innate defenses against magic that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells.
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Source: Player Core pg. 56
You can make useful tools out of even twisted or rusted scraps. When using the Crafting skill to Craft, you can make level 0 items, including weapons and armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don’t take this penalty when using shoddy items you made (nor does the worse check penalty of shoddy armor you made apply to you).
You can also incorporate junk to save money while you Craft any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM’s discretion, this might affect the item’s resale value depending on the buyer’s tastes.
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](/Traits.aspx?ID=110) effect would apply to the same roll, the two cancel each other out, and you roll normally.
Wizard
This indicates abilities from the wizard class.
Source: Player Core pg. 204
You sense magical dangers. When using the Detect Magic exploration activity, you can roll initiative twice and use the better result so long as at least one opponent has a magical effect or magic item and is in range of your detect magic.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Source: Player Core pg. 56
You deliver a punishing blow to an enemy’s knee, shin, or other vulnerable anatomy within your reach. Make a melee Strike with a melee weapons or melee unarmed attack. This attack doesn’t deal damage. On a hit, the target takes a –10-foot status penalty to its Speed (or a –15-foot status penalty on a critical hit). The penalty lasts for 1 round. This penalty applies only if the target has a land Speed and depends on legs or other targetable appendages to use its land Speed. As with all penalties to Speed, this can’t reduce a creature’s Speed below 5 feet.
When you succeed at a check to Recall Knowledge, you gain additional information or context. When you critically succeed at a check to Recall Knowledge, you get additional information or context or can ask an additional follow-up question (the GM chooses which).
Your academic knowledge about a creature allows you to subtly alter your magic to defeat them. When you critically succeed at a Recall Knowledge check about a creature, you can invoke your knowledge to make the creature take a –1 circumstance penalty to either AC and saves against the next attack you make against it, or the next spell you cast that it needs to defend against. The creature takes the same penalty to its attack or DC the next time it attacks against you or causes you to attempt a save against one of its effects.
If you share this information with your allies, they gain the benefits as well. If not used, the bonuses end after 1 minute.
When you sanctify a weapon, it remains sanctified for an extended period. The duration of Sanctify Armament is increased to 1 hour, but it still ends if you use Sanctify Armament on another weapon.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
When you successfully Coerce someone, the maximum time they comply increases to a week, still determined by the GM. If you’re legendary, the maximum increases to a month.
A feat with this trait indicates a character’s descendance from a particular type of creature. You can have only one lineage feat. You can select a lineage feat only at 1st level, and you can’t retrain into or out of these feats.
Nephilim
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Source: Player Core pg. 79
You trace your lineage to archons, guardians of the seventiered mountain of Heaven and nurturers of law and virtue within mortals. You gain a +1 circumstance bonus to saves against emotion effects, and if you roll a success on a save against an emotion effect, you get a critical success instead.
When you hit hard enough, you leave an opening so your ally can jump in on the action. Whenever you critically hit an off-guard opponent with a melee attack and deal damage, the target triggers a Reactive Strike reaction from one ally of your choice who has that reaction, as if the enemy had used a manipulate action.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Your skill with languages and codes is so great that you can decipher information with little more than a quick read through a text. You can Decipher Writing using Society while reading at normal speed. If you slow down and spend the full amount of time that’s ordinarily required and roll a success, you get a critical success; if you critically succeed while spending the normal amount of time, you gain a nearly word-for-word understanding of the document.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You’re so skilled with languages you can create a pidgin instantly. You can always talk to any creature that has a language—even a language you don’t know—by creating a new pidgin language that uses simplified terms and conveys basic concepts. To do so, you must first understand at least what medium of communication the creature uses (speech, sign language, and so on).
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You’ve discovered medical breakthroughs or techniques that achieve miraculous results. Once per day for each target, you can spend 1 hour treating that target and attempt a Medicine check to remove a disease or the blinded, deafened, doomed, or drained condition. Use the DC of the disease or of the spell or effect that created the condition. If the effect’s source is an artifact, above 20th level, or similarly powerful, increase the DC by 10.
Your knowledge of monsters is so incredible that it reveals glaring flaws in your prey. Your bonus from Monster Hunter (and the bonus from Monster Warden if you have it) increases from +1 to +2 for you and any allies who benefit.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can negotiate incredibly quickly in adverse situations. You attempt to Make an Impression and then Request your opponent cease their current activity and engage in negotiations. You take a –5 penalty to your Diplomacy check. Generally, the DC of this check is the creature’s Will DC, although your GM may modify it based on the situation. Some creatures may be unable to stop regardless of their personal desires, and even those who agree to parley might ultimately find your arguments lacking and return to violence.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Your fame has spread throughout the lands. Creatures who have any listed skill in Society have heard of you and usually have an attitude toward you one step better than normal, depending on your reputation and the creature’s disposition. For instance, if you’re well-known for cruel and demanding behavior, creatures might be intimidated by you, rather than be friendly toward you. When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. Typically, this increases the audiences available to your level or by two levels, whichever is higher.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Your fame has spread throughout the lands (for instance, if you have Warfare Lore, you might be a legendary general or tactician). This works as Legendary Performer above, except you gain higher-level jobs when you Earn Income with Lore.
You focus on your hunted prey, perceiving angles, air resistance, and every variable that would affect your ranged attack. If you have master proficiency with your ranged weapon, you can ignore the penalty for attacking up to five range increments away when attacking your hunted prey.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You’re always sneaking unless you choose to be seen, even when there’s nowhere to hide. You can Hide and Sneak even without cover or being concealed. When you employ an exploration tactic other than Avoiding Notice, you also gain the benefits of Avoiding Notice unless you choose not to. See page 438 for more information about exploration tactics.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Your ability to Steal defies belief. You can attempt to Steal something that is actively wielded or that would be extremely noticeable or time consuming to remove (like worn shoes or armor). You must do so slowly and carefully, spending at least 1 minute (and significantly longer for items that are normally time consuming to remove, like armor). Throughout this duration you must have some means of staying hidden, such as the cover of darkness or a bustling crowd. Even if you succeed, if the item is extremely prominent—like a suit of full plate armor—onlookers will quickly notice it’s gone after you steal it.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).
You call a minor spirit of nature into a plant body, creating a leshy companion to aid you in your spellcasting. You gain a familiar, which has your choice of either the plant or fungus familiar ability (page 212); this doesn’t count against your usual limit of familiar abilities (typically 2). The spirit you call has a more tenuous connection to its plant body than fully independent leshies, so it is Tiny in size like other familiars.
The leaf order’s secrets allow your familiar to take advantage of its leshy form. You can select one additional familiar ability each day, which must be one of the following leshy familiar abilities. You can’t select more than one ability from this feat at a time.
Grasping Tendrils Your familiar can extend vines or similar tendrils, increasing its reach to 15 feet.
Purify Air Your familiar recycles air, providing enough oxygen for a Medium creature in areas with stale air, such as a sealed chamber or extradimensional space. Creatures within a 15-foot emanation of the leshy gain a +2 circumstance bonus to their saving throws against inhaled poison effects, olfactory effects, or other effects that rely on breathing (such as toxic cloud), at the GM’s discretion.
Verdant Burst When your familiar dies, it releases its primal energy to cast the 3-action version of heal, heightened to a rank 1 lower than your highest-rank spell slot. The heal spell gains a status bonus equal to twice the spell’s rank to the Hit Points it restores to plants. You must be able to cast 2nd-rank spells using spell slots to select this familiar ability.
A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.
Using your own leaves, you can control your descent. You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn.
A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.
Source: Player Core pg. 68
You deeply understand your people’s cultural traditions and innate strengths. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.
A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.
Source: Player Core pg. 68
Trigger: You attempt a saving throw against a spell or magical effect, but haven’t rolled yet
You notice spirits that inhabit objects, learning which bring good fortune and which are unlucky. You focus on the power of a lucky object, granting you a +1 circumstance bonus to your saving throw against the triggering effect.
An action with this trait requires a degree of mental concentration and discipline.
Druid
This indicates abilities from the druid class.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Source: Player Core pg. 135
Frequency: once per minute
You can draw magic from the ley lines of the world. If your next action is to Cast a Spell of 5th rank or lower that has no duration, you don’t expend the prepared spell as you cast it.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Move
An action with this trait involves moving from one space to another.
Teleportation
Teleportation effects instantaneously move something from one point in space to another. Teleportation does not usually trigger reactions based on movement.
Source: Player Core pg. 53
Requirements: You must be adjacent to a living creature
You phase through a space that a living creature occupies in a flash, spontaneously appearing on the opposite side of it in a vibrant display of colorful light. You move from your current location to another location that’s still adjacent to the same living creature, but on the opposite side or corner of the creature’s space. To determine whether a position is valid, use the same rules as for flanking: a line through the center of the two spaces must pass through opposite sides or corners of the creature’s space.
You pass through the creature’s life force, appearing in the selected location; this doesn’t trigger reactions based on movement. You must be able to see your destination, and you can’t move farther than your Speed would allow.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Source: Player Core pg. 141
You have practiced quickly switching between combat styles and the equipment needed for them. You Interact to stow any number of items from your hands, then draw up to two weapons or a shield and a weapon.
You have linked your bonded item to the well of energy that powers your school spells. Once per day when you Drain your Bonded Item to cast one of your arcane school’s curriculum spells, you also regain 1 Focus Point.
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](/Traits.aspx?ID=110) effect would apply to the same roll, the two cancel each other out, and you roll normally.
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Staying on pitch, proper breath control, and remembering the words are all less important than the real measure of a good singer: volume! The range of your Goblin Song is increased to 60 feet, and you can target one additional enemy when you use it.
A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.
You have a keepsake that grants you luck. You gain a +1 circumstance bonus to saves against spells and magical effects at all times, not just when you use Leshy Superstition. If you lose the keepsake, you lose the bonus until you designate a new keepsake, typically over the course of a week.
You attack an enemy at the edge of your reach. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike. If the weapon has the disarm, shove, or trip trait, you can use the corresponding action instead of a Strike.
A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance.
Your body coiled to strike, you can lash out at distant enemies. While you are in this stance, you can use Reactive Strike against a creature that is outside your reach but within the reach you would have with a Lunge. If you do, you increase your range with the Strike by 5 feet.
The blessing of your deity heightens your healing ability, integrating magical healing with the mundane. When you succeed at a Medicine check to Treat Wounds, you can roll d10s instead of d8s for the healing and add a status bonus to the healing equal to your level.
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Source: Player Core pg. 49
Your people used powerful magic to travel between distant worlds in the distant past, and the remnants of that magic make such transportation easier for you. When you are the target of a teleportation spell that transports more than one person, it can affect an additional person beyond the normal limit, chosen by the caster. Additionally, when you’re the target of a teleport spell, you and the other targets arrive no farther than 1 mile off target, regardless of distance traveled.
This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical.
Detection
Effects with this trait attempt to determine the presence or location of a person, object, or aura.
Magus
Oracle
Sorcerer
Wizard
This indicates abilities from the wizard class.
Source: Player Core pg. 204
You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-rank detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-rank detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can Craft magic items, though some have other requirements, as listed in GM Core. When you select this feat, you gain formulas for four common magic items of 2nd level or lower.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Learning spells comes easily to you. When you succeed at Learning a Spell, it takes 10 minutes regardless of the spell’s rank. If you would succeed on the check, you critically succeed instead. If you fail, you can try again after a week or after you gain a level, whichever is first.
You can use downtime to learn and inscribe new spells. This works as if you were using Earn Income with the tradition’s associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost.
This trait indicates abilities from the witch class.
Source: Player Core pg. 189
Your patron grants you even greater secrets. Choose a major, greater, or basic lesson from the list on page 185. You gain its associated hex, and your familiar learns the associated spell.
Special You can select this feat a second time if you’re 14th level or higher, and a third time if you’re 18th level or higher. Choose a different lesson each time.
You’ve learned to leverage every possible edge. When you use Hunt Prey, you can gain a different hunter’s edge benefit instead of the one you selected at 1st level. If you do, you don’t gain the additional benefit from masterful hunter.
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Source: Player Core pg. 45
You march through the earth and lead an ally along. You gain a burrow Speed of 15 feet when you use this activity (if you don’t have a higher one), and then you either Stride twice or Burrow twice. You can choose one willing ally adjacent to you at the start of your movement to move with you. That ally ends its movement one square behind you.
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Source: Player Core pg. 48
You’ve crossed blades with a wide variety of foes wielding a wide variety of weapons, and you’ve learned the basics of fighting with nearly any of them. When wielding a weapon you aren’t proficient with, treat your level as your proficiency bonus.
Your muse has taught you how to handle a wider variety of weapons than most bards, empowering you to effortlessly blend your performance into combat tools. When you have a courageous anthem composition cantrip active, and you damage an enemy with a Strike, the spell’s duration is extended by 1 round. You can extend an individual casting only once in this way.
If you gain the rallying anthem or song of strength composition cantrips, you can apply this benefit to those cantrips as well.
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Source: Player Core pg. 117
You go to extreme lengths to support your allies, even when it means bringing harm to yourself. If your next action is to cast harm or heal to restore Hit Points to a single ally, you can channel your own vitality along with the spell. You lose 1d8 Hit Points per rank of the spell, which can’t be reduced or mitigated in any way, and your ally regains an equal number of Hit Points
You have a nearly encyclopedic knowledge of all creatures of the world. You can use Nature to Recall Knowledge to identify any creature. In addition, you gain the benefits of Monster Hunter (and Monster Warden, if you have it) on a success as well as a critical success.
Your animal companion shares your incredible hunting skills, allowing it to take down your shared prey with ease. When you Hunt Prey, your animal companion gains the masterful hunter benefit associated with your hunter’s edge, rather than just your original hunter’s edge benefit.
Your mastery of warden magic increases. You gain your choice of one warden spell from the master warden spells on page 384 (or another you have access to).
Special You can take this feat multiple times, choosing a different master warden spell each time.
Your animal companion has grown up over the course of your adventures, becoming a mature animal companion and gaining additional capabilities (page 211).
Your animal companion has greater independence. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride or Strike. It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round—you can’t Command it later.
Your animal companion becomes a mature animal companion and gains additional capabilities (page 211).
Your animal companion has greater independence. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride or Strike. It can do this at any point during your turn, as long as you aren’t currently taking an action. If it does, that’s all the actions it gets that round—you can’t Command it later.
An action with this trait requires a degree of mental concentration and discipline.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Source: Player Core pg. 103
You subtly weave your spellcasting into a performance. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.
You strategically craft your debilitations to lessen or negate an enemy’s tactical advantages. Add the following debilitations to the list you can choose from when you use Debilitating Strike.
Debilitation The target can’t flank or contribute to allies’ flanking.
Debilitation The target doesn’t gain a circumstance bonus to AC from Raising a Shield, lesser cover, or standard cover; it gains a +2 circumstance bonus to AC only from greater cover or Taking Cover.
Your deity empowers you to perform minor miracles, allowing you to readily adapt to the fluctuating needs of your duties. Once during your daily preparations, you can use a spell slot to hold sheer divine potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell you know from the divine spell list that’s at least 2 ranks lower than the slot you designate. The spell acts in all ways as a spell of 2 ranks lower. You don’t have any particular spell prepared in that slot until you cast it.
Trigger: An opponent casting a spell that targets you critically fails a spell attack roll against your AC
Requirements: You have a shield raised
You reflect the spell back against its caster. Make a ranged attack against the attacker using your highest proficiency with a ranged weapon. If you can cast spells, you can choose to make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success).
A creature with this trait has the changeling versatile heritage. Changelings are the children of hags and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings.
Source: Player Core pg. 77
You blend in with unnatural subtlety. When you are concealed or hidden, increase the DC of the flat check to target you to 6 if you’re concealed or 12 if you’re hidden.
A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance.
Source: Player Core pg. 146
Your shots become nimble and deadly. While you’re in this stance, your ranged Strikes don’t trigger Reactive Strike or other reactions that are triggered by a ranged attack.
Special If you have Reactive Strike, you can use it with a loaded ranged weapon you’re wielding. The triggering creature must be within 5 feet of you for you to do so.
You move without leaving an opening. When you Stride and move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can use the parts of monsters to aid in crafting. You can use the body of a monster to help Craft items, using Survival instead of Crafting for the Craft activity when you do so. If parts of the monster’s body are valuable, you can expend them toward the item’s raw material cost as well. (The GM makes the determination if the monster’s entry doesn’t list any valuable materials from its body.)
If you spend additional days working on the item, reduce the Price using the monster’s level instead of your own. Certain items may require specific creatures in their Craft requirement.
You quickly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses in addition to any other benefits. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that prey. You can give bonuses from Monster Hunter only once per day against a particular creature.
You understand how to defend yourself and others against your prey. When you grant bonuses from Monster Hunter, you and your allies also each gain a +1 circumstance bonus to your next saving throw against that particular creature and to your AC against that creature’s next attack against you.
You can transform into a powerful magical creature. Add the cave worm and sea serpent shapes listed in monstrosity form to your untamed form list. If you have Soaring Shape, also add the phoenix shape to your untamed form list.
A creature with this trait has the dromaar versatile heritage. Dromaars are of mixed ancestry, including orcs or other dromaars. An ability with this trait can be used or selected only by dromaars.
Source: Player Core pg. 83
Your dual human and orc nature has given you a unique perspective, allowing you to bridge the gap between humans and the many intelligent creatures in the world that humans consider monsters. You gain a +1 circumstance bonus to Diplomacy checks against non-humanoid intelligent creatures and against humanoids that are marginalized in human society (at the GM’s discretion, but typically at least including giants, goblins, kobolds, and orcs). You also gain this bonus on Perception checks to Sense the Motives of such creatures.
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Source: Player Core pg. 44
Dwarves have a long history fighting common foes, and you’ve mastered the ancient tactics to better face these enemies. You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against creatures with the giant, goblin, hryngar, or orc trait. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice.
In addition, if any creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it has the chosen trait.
Special Your GM can add appropriate creature traits to the ancestral foes list if your character is from a community that commonly fights other types of enemies.
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Source: Player Core pg. 45
Your hardiness lets you withstand more punishment than most. Increase your maximum Hit Points by your level. When you have the dying condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value).
If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value.
You make a quick attack and rob your foe in the process. Make a melee Strike against an adjacent enemy. If you hit and deal sneak attack damage, you can also attempt to Steal from the target, even if the target is in combat.
Your muse doesn’t fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don’t gain any of the other effects of the muse you chose.
Special You can take this feat multiple times. Each time you do, you must choose a different type of muse other than that of your own.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.
A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance.
Requirements: You are wielding a ranged weapon with reload 0
You lock yourself in a stable position so you can fire swiftly and accurately. While you are in this stance, your penalty for Double Shot is reduced to –1. If you move from your position, this stance ends.
Special If you have Triple Shot, when you use Double Shot to make three Strikes, the penalty is –2.
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.
Source: Player Core pg. 65
You’ve learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat, even if you normally couldn’t take another dedication feat until you take more feats from your current archetype.
If you have the aiuvarin versatile heritage, you don’t need to meet the feat’s ability modifier prerequisites.
This trait indicates abilities from the witch class.
Source: Player Core pg. 189
Your vision pierces through non-magical fog, mist, rain, and snow. You don’t take circumstance penalties to ranged attacks or Perception checks caused by non-magical precipitation, and your targeted attacks don’t require a flat check to succeed against a target concealed only by such effects.
A feat with this trait indicates a character’s descendance from a particular type of creature. You can have only one lineage feat. You can select a lineage feat only at 1st level, and you can’t retrain into or out of these feats.
Nephilim
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Source: Player Core pg. 79
Your blood sings with the liberating power of the azatas, living embodiments of freedom from the wild realm of Elysium. You gain a +1 circumstance bonus to Escape. When you roll a critical failure on a check to Escape, you get a failure instead, and when you roll a success, you get a critical success instead.
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.
Source: Player Core pg. 64
You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds, including higher Nature proficiency letting you attempt more difficult checks. It doesn’t replace Medicine for uses of the skill other than Treat Wounds or for feat prerequisites.
If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
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.
Source: Player Core pg. 64
Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Source: Player Core pg. 80
You know the secrets of the Multiverse. You gain the trained proficiency rank in either Diplomacy or Intimidation, and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.
You also gain the Additional Lore general feat for a Lore subcategory of a plane to which you trace your lineage.
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Source: Player Core pg. 80
You resist energy like your extraplanar predecessors. Choose one of the following energy damage types: acid, cold, electricity, fire, or sonic. You gain resistance 5 to that damage type. The damage type typically matches an extraplanar entity associated with your bloodline. For instance, an angelkin might choose resistance to cold, while a hellspawn might choose resistance to fire.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you’re a master in Acrobatics, you can Crawl at full Speed, and if you’re legendary, you aren’t offguard while prone.
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Source: Player Core pg. 48
Your muscles are tightly honed. Your Speed increases by 5 feet.
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Source: Player Core pg. 80
You possess hooves, ankle wings, or some other feature that hastens your movement. Your Speed increases by 5 feet.
Special The Speed increase from this feat isn’t cumulative with any Speed increase from other ancestry feats.
You throw yourself into a roll to escape imminent danger. You can use Nimble Dodge before attempting a Reflex save in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect.
When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also Stride up to 10 feet as part of the reaction. If you do, the reaction gains the move trait. You can use Nimble Roll while Flying or Swimming instead of Striding if you have the corresponding movement type.
You’re cunning enough to find an opening in an opponent’s attack. When you use your Nimble Dodge reaction, you can make a melee Strike against the triggering creature. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. If you use the Nimble Roll feat, you can make this Strike at any point during your roll.
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
General
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Linguistic
An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour.
Critical Success Reduce the creature’s frightened value by 2. Success Reduce the creature’s frightened value by 1.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Wizard
This indicates abilities from the wizard class.
Source: Player Core pg. 201
You can alter offensive spells to be less deadly. If your next action is to Cast a Spell that deals damage and doesn’t have the death or void trait, that spell gains the nonlethal trait (page 407).
Your repertoire expands, and you can cast more occult spells each day. Increase the number of spells in your repertoire and the number of spell slots you gain from bard archetype feats by 1 for each spell rank other than your two highest bard spell slots.
A creature with this trait has the changeling versatile heritage. Changelings are the children of hags and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings.
Your study of occult practices has shown you how to best defend against them. You gain a +1 circumstance bonus to all saving throws against occult effects.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
When you become aware of a magical effect or see a spell being cast, you can immediately determine if it twists minds (with the mental trait), fights against fortune (with the fortune or misfortune trait), or reveals secrets (with the detection, prediction, revelation, or scrying traits). At the GM’s discretion, similar effects can also fall into these categories. When you Identify Magic or Recall Knowledge to learn more about these effects, you can always use Occultism without penalty and gain a +2 circumstance bonus.
At the first sign of trouble, often before you consciously realize the danger, you drop into a stance with a mere thought. Use an action that has the stance trait.
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Source: Player Core pg. 72
Frequency: once per day
Trigger: You would be reduced to 0 Hit Points but not immediately killed
Fierceness in battle runs through your blood, and you refuse to fall from your injuries no matter how terrible they may be. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Source: Player Core pg. 72
The hold elders taught you your people’s histories, told tales of great athletic feats, and shared with you the hardships your ancestors endured so that you can pass this wisdom down to future generations. You become trained in Athletics and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.
A creature with this trait has the dromaar versatile heritage. Dromaars are of mixed ancestry, including orcs or other dromaars. An ability with this trait can be used or selected only by dromaars.
Your orc blood grants you the keen vision of your forebears. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only.
Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.
An action with this trait requires a degree of mental concentration and discipline.
Orc
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Source: Player Core pg. 72
Trigger: You attempt a saving throw against a spell or magical effect, and have not yet rolled
You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect.
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Source: Player Core pg. 72
In combat, you favor the brutal weapons that are traditional for your orc ancestors. You gain access to all uncommon weapons with the orc trait. You have familiarity with weapons with the orc trait plus the falchion and greataxe—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don’t gain any of the other benefits of the order you chose.
Special You can take this feat multiple times. Each time you do, you must choose a different order other than your own.
You have delved deeper into the teaching of a new order, gaining access to a coveted order spell. Choose an order you have selected with Order Explorer. You gain the initial order spell from that order.
Special You can take this feat multiple times. Each time you do, you must choose a different order you have selected with Order Explorer.
You gain the initial order spell from your order. This is a focus spell, granting you a focus pool or expanding that pool. You can Refocus by being one with nature. (For more on focus spells, see page 298.)
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Source: Player Core pg. 49
Prerequisite: at least one innate spell gained from an elf ancestry feat
The arcane magic you possess grows in power and complexity. Choose one common 2nd-rank spell from the same tradition as an innate spell you previously gained from another elf ancestry feat (from the arcane list if you have Otherworldly Magic, for example). You can cast that spell as an innate spell once per day, using the same tradition as the list you chose the spell from.
Your magic is adaptable. By spending 1 day of downtime, you can change the spell you chose to a different common 2nd-rank spell from the same tradition.
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Source: Player Core pg. 48
Your elven magic manifests as a simple arcane spell, even if you aren’t formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.
You goad a foe into overextending. On a successful Feint, you can use the following success and critical success effects instead of any other effects that would occur when you Feint.
Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn. Success The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.
You trample foes as you charge past. When you use Barreling Charge and successfully move through a creature’s space, that creature takes bludgeoning damage equal to your Strength modifier. On a critical success, the creature takes double damage and is off-guard until the end of your next turn.
You throw your weight into a powerful attack that leaves you vulnerable. Make a melee Strike. This counts as three attacks when calculating your multiple attack penalty. If this Strike hits, you get a critical hit. If you roll a critical hit, your weapon or unarmed attack also gains the deadly d12 trait (this replaces any deadly trait it already has). Whether or not you hit, you become stunned 1 and are off-guard until the start of your next turn.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Sorcerer
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Wizard
This indicates abilities from the wizard class.
Source: Player Core pg. 133
With a complex gesture, you call upon the primal power of your spell to overcome enemies’ resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Fear
Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Source: Player Core pg. 115
Vitality strikes terror in the undead. When you use a heal spell to damage undead, any undead that fails its saving throw is also frightened 1. If it critically failed, the creature also gains the fleeing condition until the start of your next turn. Mindless undead are not immune to this effect due to being mindless.
A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance.
Source: Player Core pg. 149
Requirements: You are wielding a shield
Once you’ve had a moment to set your stance, you always have your shield ready without a thought. While you are in this stance, you constantly have your shield raised as if you’d used the Raise a Shield action.
Requirements: You are wielding a loaded ranged weapon or a ranged weapon with reload 0
You jump back and make a quick shot that catches your opponent by surprise. You Step and then make a ranged Strike with the required weapon. Your target is off-guard against the attack.
You can cast more spells each day. Increase the spell slots you gain from witch archetype feats by 1 for each spell rank other than your two highest spell ranks
You have mastered the greatest secrets of your patron’s magic and learned a fundamental truth about your patron, even if their identity still remains a mystery. You gain an additional 10th-rank spell slot.
This trait indicates abilities from the witch class.
Source: Player Core pg. 191
Your patron partially manifests itself through your familiar to claim a foe’s power for its own. Your familiar gains the following activity.
Patron’s ClaimFrequency once per hour; Effect Your familiar’s mouth opens impossibly wide before your patron’s grasping limb stretches forth from it at a creature within 30 feet, dealing 10d10 spirit damage with a basic Fortitude save against your spell DC. If the creature fails its save and takes damage, it is also drained 2 (or drained 4 on a critical failure) and you regain 1 Focus Point, up to your usual maximum, as your patron grants you additional magic in exchange for your gift of your opponent’s spirit.
This trait indicates abilities from the witch class.
Source: Player Core pg. 190
Your patron can direct its attention through your familiar, and its mere presence becomes an ominous weight on the minds of other beings to distract them and blot out their magic. Your familiar gains the following activity.
Patron’s Presence (aura) Frequency once per hour; Effect A palpable weight extends from your familiar in a 15-foot emanation. Enemies who enter or start their turn within the aura must succeed at a Will save against your spell DC or become stupefied 2 as long as they remain within the aura, or stupefied 3 on a critical failure. The aura lasts until the end of your next turn, but the familiar can Sustain it up to 1 minute.
Your mastery of primal magic has given you access to the greatest secrets of warden magic. You gain your choice of one warden spell from the peerless warden spells on page 384 (or another you have access to).
Special You can take this feat multiple times, choosing a different peerless warden spell each time.
You shoot clear through an intervening creature to hit your prey. Choose a target that is giving lesser cover to your hunted prey. Make a single ranged Strike with the required weapon against the chosen target and your hunted prey. This attack ignores any lesser cover the chosen target provides your hunted prey. Roll damage only once, and apply it to each creature you hit. A Penetrating Shot counts as two attacks for your multiple attack penalty
You use clever tactics to mislead your foes as you sneak away. You Sneak while leaving a decoy behind. The decoy acts as the spell mislead, though you aren’t invisible, just undetected. You can continue to concentrate to move your decoy, as with the spell, whether or not you remain hidden throughout the duration. Once you use Perfect Distraction, you need to spend 10 minutes to set up another decoy before you can use it again.
Thanks to magic and muscle memory, you can stay in your alternate shapes indefinitely. When you use Form Control, instead of lasting 1 hour, untamed form’s duration is unlimited (you can still Dismiss it).
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Ranger
This indicates abilities from the ranger class.
Source: Player Core pg. 163
Requirements: You are wielding a loaded ranged weapon with reload 1 or more, and you have not reloaded your weapon since your last turn
After watching the motions of combat with incredible intensity and precision, you fire at your prey at the perfect moment to deliver maximum pain. Make a ranged Strike with the required weapon against your hunted prey. If you hit, the Strike deals maximum damage. After the Strike, your turn ends.
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic. You gain a +1 circumstance bonus to saving throws against spells and magical effects at all times.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Source: Player Core pg. 259
You have a pet—a Tiny animal of a type you choose, such as a cat, bird, or rodent. It has the minion trait, meaning it gains 2 actions during your turn if you use the Command an Animal action to command it; this replaces the usual effects of Command an Animal, and you don’t need to attempt a Nature check. A pet can’t make Strikes.
Level Your pet’s level is equal to yours.
Modifiers and AC Your pet’s save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. It uses 3 + your level as its modifier for Perception, Acrobatics, and Stealth, and just your level as its modifier for other skill checks. It doesn’t have or use its own attribute modifiers and can never benefit from item bonuses.
Hit Points Your pet has 5 Hit Points per level.
Senses Your pet has low-light vision and can gain additional senses from pet abilities.
Speed Your pet has a Speed of 25 feet. You can choose to instead have an aquatic pet, which breathes in water instead of air and has the aquatic trait, no land Speed, and a swim Speed of 25 feet.
Pet Abilities When you gain your pet, choose two of the following abilities. If your pet is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your pet can’t be an animal that naturally has more pet abilities than the maximum. In some cases, the GM might add some familiar abilities described on pages 212–213 to the pet abilities you can choose.
Amphibious It gains the amphibious trait, allowing it to breathe in both air and water, and has both a land Speed and a swim Speed, each equal to its highest land Speed or swim Speed.
Burrower It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
Climber It gains a climb Speed of 25 feet.
Darkvision It gains darkvision.
Echolocation Your pet can use hearing as a precise sense within 20 feet.
Fast Movement Increase one of the pet’s Speeds from 25 feet to 40 feet.
Flier It gains a fly Speed of 25 feet.
Manual Dexterity It can use up to two of its limbs as if they were hands to perform manipulate actions.
Scent Your pet can use scent as an imprecise sense within 30 feet
Tough Your pet’s max HP increase by 2 per level.
Special You can gain a new pet by retraining this feat, releasing any previous pet you have. If you later gain a familiar or other companion that uses the Pet feat, you can immediately retrain this feat.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 actions instead of 1, and you take a –5 penalty.
A feat with this trait indicates a character’s descendance from a particular type of creature. You can have only one lineage feat. You can select a lineage feat only at 1st level, and you can’t retrain into or out of these feats.
Nephilim
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Source: Player Core pg. 79
Your blood bears the mark of a demon, a living embodiment of sin from the fetid depths of the Outer Rifts. Demonic power pulses through your veins and manifests in a different way for each pitborn, whether you have webbed fingers and thrive in the water, large hands capable of wrestling larger foes, or some other manifestation. You are trained in Athletics. If you were already trained in Athletics (from your background or class, for example), you instead become trained in a skill of your choice.
You also gain any one common 1st-level skill feat with a prerequisite of trained in Athletics, as reflects the manifestation of your fiendish blood.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can Subsist using Survival on different planes, even those without resources or natural phenomena you normally need. For instance, you can forage for food without penalty even if the plane lacks food that could normally sustain you. A success on your check to Subsist also prevents damage done by the plane to you and anyone else you support with Subsist. This applies only to damage dealt by the general conditions of the plane, not smaller hazards.
You have a connection to flora that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with plants and fungus.
You can put a single item you’re holding of light or negligible Bulk onto a person without them noticing by succeeding at a Thievery check against their Perception DC. If you have the ruffian racket, you can do this as a free action when you successfully Shove a target.
You can take the shape of a plant creature. If you don’t have untamed form, you can cast plant form once per day, heightened to the same rank as your highest-rank druid spell slot.
If you do have untamed form, add the shapes listed in plant form to your untamed form list, and whenever you’re polymorphed into another shape using untamed form, you gain resistance 5 to poison.
A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance.
Source: Player Core pg. 140
Requirements: You are wielding a ranged weapon
You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don’t take the penalty to your attack rolls from the volley trait. When using a ranged weapon that doesn’t have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon’s first range increment.
Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Rogue
This indicates abilities from the rogue class.
Source: Player Core pg. 171
Requirements: You are wielding a weapon.
You apply a contact poison or injury poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. This poison can be one of the simple injury poisons you can create due to this feat (see Special), or another contact or injury poison you’ve acquired (such as those in GM Core).
Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These follow the rules for injury poisons (GM Core, page 248), except that they deal 1d4 poison damage with no saving throw. Only you can apply these poisons properly, and they expire the next time you prepare.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Source: Player Core pg. 146
Requirements: You are wielding a two-handed melee weapon and your target is within your reach
With punishing blows, you force your opponent into position. Make a Strike with the required weapon. If you hit, you Reposition the target 5 feet.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can jump 5 feet up with a vertical Leap without making a High Jump. You also increase the horizontal distance when you Leap, including as part of a High Jump or Long Jump, by 5 feet.
You can push larger foes around with your attack. You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you.
When a creature you Shove or knock back with a shield, polearm, or club’s critical specialization effect has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1).
You’ve learned to exploit your enemies’ openings. Your sneak attack damage ignores any immunity or resistance the target has to precision damage. In addition, when you Sneak, you can designate one creature you’re undetected by at the end of that action. On the next attack you make against that creature before the end of your next turn, any sneak attack die you roll that’s less than 3 is a 3 instead. This has no benefit if your next attack against the creature doesn’t deal sneak attack damage, and if you designate a new creature you lose the benefit on any previous one.
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Source: Player Core pg. 60
You grew up riding your clan’s shaggy ponies and riding dogs. You become trained in Nature. If you would automatically become trained in Nature (from your background or class, for example), you instead become trained in a skill of your choice. You also get a +1 circumstance bonus to Command an Animal if the target is a traditional halfling mount, such as a pony or riding dog.
By observing an opponent, you can get a sense of their next move and prepare to counter or resist it. Choose one target and attempt a Perception check to Sense Motive against the foe’s Deception DC or a hard DC of the foe’s level, whichever is higher.
Critical Success You precisely discern the target’s strategy, gaining a +2 circumstance bonus to AC against the creature until the start of your next turn and a +2 circumstance bonus to your next saving throw against the creature before the start of your next turn. Success You deduce the gist of the target’s strategy; as critical success, except the circumstance bonus is only +1. Failure You fail to discern the target’s strategy and gain no benefit. Critical Failure You misinterpret the target’s strategy and take a –1 circumstance penalty to AC against the creature until the start of your next turn, and a –1 circumstance penalty to your next saving throw against the creature before the start of your next turn.
You somehow manage to have just the thing for the situation. You gain the Prescient Planner and Prescient Consumable feats (page 260). When using Prescient Planner, you can draw the item from your backpack (or a similar container) as a 2-action activity, instead of taking 1 minute to do so.
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](/Traits.aspx?ID=110) effect would apply to the same roll, the two cancel each other out, and you roll normally.
Source: Player Core pg. 120
Frequency: once per hour
Trigger: You fail a saving throw against a mental effect
Your deity sends you a vision of faith to steel you against mental attacks. Reroll the triggering saving throw with a +2 circumstance bonus. You must use the second result, even if it’s worse.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Rogue
This indicates abilities from the rogue class.
Source: Player Core pg. 176
You survey the battlefield, calculating the possibilities. You gain one additional reaction, which you can use before the beginning of your next turn for any rogue reaction.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
You can predict which consumables you might need in advance. When using Prescient Planner, you can procure a consumable item from your backpack, instead of a piece of adventuring gear. The consumable item must still be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn’t have made you encumbered.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Source: Player Core pg. 260
Requirements: You haven’t used this ability since the last time you were able to purchase goods
You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn’t previously declared that you purchased—you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear (from the table on page 291 or other sources of adventuring gear), and can’t be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn’t have made you encumbered.
You surround yourself with a thick field of protective primal energy. You and allies within 30 feet of you gain resistance equal to your Wisdom modifier to acid, cold, electricity, fire, vitality, and void damage.
Your connection to nature is particularly strong, and the spirits of nature flock around you, helping you replenish your focus. Whenever you Refocus, completely refill your focus pool.
Your companion can let out a howl laced with your primal magic. It gains the following advanced maneuver, in addition to any advanced maneuvers it already knows.
Primal Howl (primal, sonic) Frequency once per hour; Effect Your familiar screeches and howls, empowered with natural magic. All creatures in a 30-foot cone take 1d6 sonic damage for every 2 levels your companion has, with a basic Fortitude save against your spell DC. Creatures that fail become frightened 1, and creatures that critically fail become frightened 2. The fright is an emotion, fear, and mental effect.
Whenever you summon an ally, you can empower it with the elemental power of air, earth, fire, or water. You gain the primal summons order spell (page 381).
Your verdant weapon can cut through the resistances of magical creatures. The weapon is treated as cold iron and silver. If you critically hit a creature that has a weakness to cold iron or silver, the target takes 1d6 persistent bleed damage as the primal energies within your weapon slow its natural healing.
An action with this trait requires a degree of mental concentration and discipline.
Gnome
A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Primal
This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.
Visual
A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
Source: Player Core pg. 52
Where others etch their armor to serve as a conduit for their imaginations, your vivid mind and bold personality allow you to project a more fitting persona over your lackluster armor. You change the shape and appearance of your armor to appear as ordinary or fine clothes of your imagining. The armor’s statistics don’t change. This effect lasts as long as you remain conscious and are wearing the armor. A creature can disbelieve the illusion by Seeking or touching your armor. The DC equals your Will DC.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, up to your Speed. If you’re legendary in Athletics, you gain a climb Speed equal to your Speed.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can set up a disguise in one-tenth the usual time (generally 1 minute). If you’re a master in Deception, you can create a full disguise and Impersonate as a 3-action activity. If you’re legendary, it takes a single action.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
For you, the Repair activity loses the exploration trait and takes 1 minute instead of 10 minutes. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Press
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can’t use a press action when it’s not your turn, even if you use the Ready activity.
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
Source: Player Core pg. 143
Requirements: You are flanked by at least two enemies
You turn your foes’ flanking against them with a quick reverse. Make a melee Strike against one of the flanking enemies and make a second Strike with the same weapon or unarmed attack against a different enemy that is flanking you. This second Strike has the same multiple attack penalty of the initial attack and doesn’t count toward your multiple attack penalty.
You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You Swim 5 feet farther on a success and 10 feet farther on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a swim Speed equal to your Speed.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
An action with this trait requires a degree of mental concentration and discipline.
Oracle
Sorcerer
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Witch
This trait indicates abilities from the witch class.
Wizard
This indicates abilities from the wizard class.
Source: Player Core pg. 105
Frequency: once per day
If your next action is to cast a cantrip or a spell that is at least 2 ranks lower than the highest-rank spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).
Special This can only be used on a cantrip or spell from the class matching the one you gained this feat from.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You’re skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls.
You raise a druidic monument, such as a standing stone or warding tree, from the ground, creating a powerful primal ward that blocks other types of magic. The monument appears in an unoccupied square on the ground within 30 feet, making that square difficult terrain. Choose arcane, divine, or occult; all creatures within 15 feet of the monument gain a +2 status bonus to their saving throws against effects with that trait. The monument lasts for 1 round before crumbling back into the earth or wilting away into nothingness, but you can Sustain the monument for up to 1 minute.
You present your religious symbol emphatically. You gain a +2 circumstance bonus to saving throws until the start of your next turn. While it’s raised, if you roll a success at a saving throw against a vitality or void effect, you get a critical success instead.
If the religious symbol you’re raising is a shield, such as with Emblazon Armaments, you gain the effects of Raise a Shield when you use this action and the effects of this action when you Raise a Shield.
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
You lash out viciously even as you fend off death. Make a single melee Strike. If this Strike brings a foe to 0 Hit Points, this activation of Orc Ferocity doesn’t count against its frequency
You must select a feat with this trait to apply an archetype to your character.
Multiclass
Archetypes with the multiclass trait represent diversifying your training into another class’s specialties. You can’t select a multiclass archetype’s dedication feat if you are a member of the class of the same name.
Source: Player Core pg. 220
Prerequisite: Dexterity 2
You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of your choice. You become trained in ranger class DC.
If you gain a warden spell through this archetype, you become trained in spell attacks and spell DCs. Your spellcasting attribute is Wisdom.
Prerequisite:Ranger Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier
You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You easily pull yourself onto ledges. When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge. If you Climb or Leap to within 5 feet beneath the top of an edge, you can pull yourself onto the surface and stand as part of that action.
A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Source: Player Core pg. 52
Frequency: once per hour
Trigger: You blind or dazzle a creature
You’ve spent considerable time practicing the manipulation of light, weaponizing your blade’s reflection or bolstering the luminosity of magical displays to unconventional heights. Extend the duration of the blinded or dazzled condition you give the target by 1 round.
An action with this trait requires a degree of mental concentration and discipline.
Druid
This indicates abilities from the druid class.
Oracle
Sorcerer
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Witch
This trait indicates abilities from the witch class.
Wizard
This indicates abilities from the wizard class.
Source: Player Core pg. 101
You can extend your spells’ range. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Trigger: You would be hit by an attack or targeted by an effect, or you are within an effect’s area
Requirements: You have Perfect Distraction ready to use
You reactively switch with your decoy to foil your foe. You use Perfect Distraction, even if you were observed, as long as you end the movement of your Sneak while concealed or in a location with cover or greater cover. Your decoy is targeted by the attack or effect instead of you. In the case of an area effect, if your Sneak doesn’t move you out of the area, both you and the decoy are targeted by the effect.
Trigger: An adjacent enemy begins to use a reaction
Grabbing a sleeve, swiping with your weapon, or creating another obstruction, you reflexively foil an enemy’s response. If the triggering creature’s level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature’s level is higher than yours, you must make an attack roll against its AC. On a success, you disrupt the reaction.
Trigger: An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a Stride action
You keep pace with a retreating foe. You Stride, but you must end your movement adjacent to the triggering enemy. Your move does not trigger reactions from the triggering enemy. You can use Reactive Pursuit to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.
You transform reflexively when in danger. You cast untamed form to transform into one shape granted by one of the prerequisite feats you have, depending on the trigger. Your shape’s resistances and weaknesses apply against the triggering damage.
Trigger You fall 10 feet or more; Effect Choose a shape from aerial form.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can read lips of others nearby who you can clearly see. The language read must be one that you know. When you’re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you’re fascinated and off-guard during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips.
Trigger: You miss with your Strike during Channel Smite
The energy from your smite persists for a moment, allowing you to pass it to a new target. Cast the 1-action version of the harm or heal spell you expended, targeting a creature other than the target of your Strike.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Source: Player Core pg. 142
Requirements: You are wielding a thrown weapon
You bounce your weapon off one foe to strike another. Make a ranged Strike with a thrown weapon. If this Strike hits, the weapon rebounds toward an enemy within 10 feet of the original target. Make an additional Strike against this second target. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both attacks.
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](/Traits.aspx?ID=110) effect would apply to the same roll, the two cancel each other out, and you roll normally.
Goblin
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Source: Player Core pg. 57
Frequency: once per day
Despite a lifetime filled with questionable decisions, you’ve managed to survive, as though you have uncanny luck that lets you avoid the consequences of your own actions. For the remainder of your turn, if you roll a failure or critical failure on a saving throw against a harmful effect, you get a success instead. Further, if you would take damage from an enemy or hazard this turn you take the minimum possible damage.
These benefits apply only to harmful effects incurred entirely during your turn in which you activate Reckless Abandon, such as running through a wall of fire. Persistent damage and conditions that were applied prior to your turn proceed normally, and as soon as your turn ends you are subject to the full consequences of any dangers still threatening you.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Secret
The GM rolls the check for this ability in secret.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd rank or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest rank of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.
Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.
An action with this trait requires a degree of mental concentration and discipline.
Rogue
This indicates abilities from the rogue class.
Source: Player Core pg. 177
You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, spilled drinks or blood, and so forth. You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it’s not a perfect record. This also isn’t enough to identify who was involved in these events if you weren’t already aware the person was there. As determined by the GM, you also pick out various seemingly small details that could serve as important clues, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through.
When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell’s effect back on its caster. When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
Bard
This indicates abilities from the bard class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Trigger: A creature within your reach uses an auditory effect, manipulate action, or move action; makes a ranged attack; or leaves a square during its move action
Requirements: You are affected by courageous anthem
You bellow a ferocious call to arms, inspiring yourself to lash out at a foe. Make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the action is disrupted.
You can use your shield to fend off explosions and the like. When you Raise your Shield, you gain your shield’s circumstance bonus to Reflex saves.
Special If you have the Shield Block reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn’t physical damage.
A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.
Source: Player Core pg. 69
Your command over your vital essence allows you or an ally to recover from grievous wounds. You can cast regenerate as a 7th-rank primal innate spell once per day.
An action with this trait requires a degree of mental concentration and discipline.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Source: Player Core pg. 120
Frequency: once per hour
If your next action is to use your divine font to cast a 3-action heal or harm spell, you can harness the residual energy to counterbalance opposing forces. In addition to its normal effects, you use your heal or harm spell to attempt to counteract one divine effect in the spell’s area.
Prerequisite: expert in your deity’s favored weapon
Striking out against your enemies draws praise and protection from your deity. When you damage a creature with a Strike using your deity’s favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the Strike was a critical hit. These temporary Hit Points last until the start of your next turn.
You’ve discovered how to reuse some of your spell slots over and over. You can spend 10 minutes to prepare a spell that you already cast today, regaining access to that spell slot. The spell must be of 4th rank or lower and can’t have a duration. You can reprepare a spell in this way even if you’ve already reprepared that spell previously in the same day.
If you have the spell substitution arcane thesis, you can instead prepare a different spell in an expended slot, as long as the new spell doesn’t have a duration. You can use spell substitution on that slot again, but you remain restricted to preparing only spells without a duration in that slot until the next time you make your daily preparations.
Even your fears serve as fuel for your fighting spirit. When you critically succeed at a Will save against a foe’s ability, you gain a +1 status bonus to saves and a number of temporary Hit Points equal to half your level for 1 minute. These benefits are doubled if you critically succeed against a fear effect.
Trigger: You or an ally benefiting from your composition spell would take sonic damage
You bring your performance to a sudden, dramatic finish, drowning out other sounds. Your composition spell ends immediately, and all allies that had been benefiting from the spell’s effects gain sonic resistance against the triggering damage equal to twice the composition spell’s rank.
You can remove conditions with divine grace. You can sacrifice one heal spell you’ve prepared in your extra slots from your healing font to cast one of the following spells instead: cleanse affliction, clear mind, sound body, or sure footing. The spell is heightened to the same rank as the spell you sacrificed.
Requirements: You have a harm or heal spell you can cast
You balance both sides of the scales, restoring yourself while striking a foe. Cast a 1-action harm or heal spell to heal yourself, expending the spell normally. It loses the manipulate trait when cast this way. Then make a melee Strike. If you make this Strike with your deity’s favored weapon, you gain a +1 status bonus to the attack roll.
If the Strike hits, you can target a second willing creature to heal the same amount from the spell. This creature can be outside of the spell’s range, provided it’s adjacent to the enemy you hit.
You can cause a creature you bring back from the brink of death to thrive and continue healing. When you restore Hit Points to a dying creature or bring a dead creature back to life and restore Hit Points to it, you grant that creature fast healing 5 for 1 minute. This fast healing ends if the creature is knocked unconscious.
Requirements: You are wielding a melee weapon that can deal piercing damage
You drive your piercing weapon into an imperceptible foe, revealing its location to your allies. Make a Strike with a piercing melee weapon. If the target is concealed, you don’t need to attempt a flat check to target it, and if it’s hidden, the DC of the flat check to target it is 5. If you hit and deal damage, you can drive the weapon you attacked with into the target (if it’s corporeal), revealing its current position. You Release the weapon, and it becomes lodged in the target. If the target is concealed, no flat check is needed to target it, and if it’s hidden, the DC of the flat check to target it is 5, and the creature can’t become undetected. These benefits apply only for observers who can see your weapon stuck in the target. If the target is invisible, the weapon remains visible while lodged in it.
This benefit lasts until the weapon is removed from the creature. An adjacent creature or the target can remove the weapon with two Interact actions.
Trigger: A creature or hazard would deal sonic damage to you
You can manipulate the acoustics around you to deflect sonic damage back at its source. Attempt a Performance check against the Will DC of the creature or Fortitude DC of a hazard. If the damage came from a spell, use the creature’s spell DC if it’s lower.
Critical Success You reduce the triggering damage by an amount up to four times your level. The caster takes sonic damage equal to the amount of damage you reduced in this way. Success As critical success, but you reduce the triggering damage by an amount up to twice your level. Critical Failure You misdirect the sonic waves at yourself, taking twice the triggering damage.
While in Ricochet Stance, you can bounce a thrown weapon off a foe to distract them. You can attempt a Feint against a creature within the first range increment of a thrown weapon you are wielding, rather than only creatures within your melee reach.
A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance.
Source: Player Core pg. 145
You adopt a stance to rebound your thrown weapons toward you. While you are in this stance, any thrown weapons you use as part of a ranged Strike to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional Strikes. You must be within the weapon’s listed range increment and have a hand free to catch the weapon. If you make a ranged Strike with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground.
A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance.
Source: Player Core pg. 174
You adopt a stance to rebound your thrown weapons toward you. While you are in this stance, any thrown weapons you use as part of a ranged Strike to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional Strikes. You must be within the weapon’s listed range increment and have a hand free to catch the weapon. If you make a ranged Strike with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Source: Player Core pg. 261
When you Command an Animal you’re mounted on to take a move action (such as Stride), you automatically succeed instead of needing to attempt a check. Any animal you’re mounted on acts on your turn, like a minion. If you Mount an animal in the middle of an encounter, it skips its next turn and then acts on your next turn. Page 301 has more on minions.
This trait indicates abilities from the witch class.
Source: Player Core pg. 187
Your patron grants you the power to summon other creatures to aid you. Choose one summon spell (such as summon animal, summon construct, and so forth) that appears on the spell list of your spellcasting tradition. You can spend 10 minutes in communion with your familiar to replace one spell you’ve prepared in one of your witch spell slots with the spell you chose, heightened to the same rank. The spell you replaced must be of at least the summon spell’s minimum spell rank.
This trait indicates abilities from the witch class.
Source: Player Core pg. 190
You can adapt your patron’s power to transform other creatures into forms more befitting their behavior or your whims. Your familiar learns cursed metamorphosis, even if cursed metamorphosis isn’t on your tradition’s spell list. By spending 10 minutes in communion with your familiar, you can replace one spell of 6th-rank or higher you’ve prepared in one of your witch spell slots with a cursed metamorphosis spell of the same rank.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Careful research into the art of rituals has made you better at performing them. You gain a +2 circumstance bonus to all primary and secondary checks you attempt as part of casting a ritual.
A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
Primal
This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.
Source: Player Core pg. 68
You can temporarily revert to a less conspicuous form without diminishing your senses. You take the form of an ordinary specimen of the type of plant or fungus that most closely resembles you, reverting to your body’s appearance just before your spirit joined with it. This otherwise has the effects of one with plants, except that your size remains Small.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success.
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Source: Player Core pg. 44
Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by stone (such as rubble or gravel) and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren’t off-guard, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.
You must select a feat with this trait to apply an archetype to your character.
Multiclass
Archetypes with the multiclass trait represent diversifying your training into another class’s specialties. You can’t select a multiclass archetype’s dedication feat if you are a member of the class of the same name.
Source: Player Core pg. 221
Prerequisite: Dexterity 2
You gain a skill feat and the rogue’s surprise attack class feature (page 167). You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC.
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Source: Player Core pg. 56
You are especially good at riding traditional goblin mounts. You gain the Ride feat, even if you don’t meet the prerequisites. You gain a +1 circumstance bonus to Nature checks to use Command an Animal on a goblin dog or wolf mount.
If you gain a wolf as an animal companion, it gains the mount special ability (and if you gain an ability that grants you an animal companion with the mount special ability, you can choose a wolf).
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Rogue
This indicates abilities from the rogue class.
Source: Player Core pg. 172
Requirements: You have a free hand
You subtly damage others’ equipment. Choose one item that a creature within your reach wields or carries. The item must have moving parts that you could possibly sabotage (a shortbow could be sabotaged, but a longsword could not). Attempt a Thievery check against the Reflex DC of the creature. Damage dealt by Sabotage can’t take the item below its Broken Threshold.
Critical Success You deal damage equal to four times your Thievery proficiency bonus. Success You deal damage equal to double your Thievery proficiency bonus. Critical Failure Temporarily immune to your Sabotage for 1 day.
A consecration spell enhances an area for an extended period of time. A given area can have only a single consecration effect at a time. The new effect attempts to counteract any existing one in areas of overlap.
Divine
This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.
Exploration
An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
You pray continuously for 1 minute to call a subtle shadow of your deity’s realm over a 30-foot burst centered on you. It lasts for 10 minutes, and a creature that remains in the area for the entire 10 minutes regains Hit Points equal to your level. If you have a healing font, this activity has the healing and vitality traits and heals living creatures.
If you have a harmful font, this activity has the healing and void traits and heals undead creatures (or other creatures with void healing). Clerics with Versatile Font can choose either or both. It can’t damage creatures in any case.
This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.
Source: Player Core pg. 117
Prerequisite: holy or unholy trait
You touch a weapon and bring it into concordance with your deity. For 1 round, that weapon gains your holy or unholy trait. It also deals an additional 2d6 spirit damage to creatures of the opposed trait. For example, if you are holy, the weapon would deal an extra 2d6 spirit damage to unholy creatures.
If you use Sanctify Armament again, any previous use of it expires.
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Source: Player Core pg. 115
You draw the life force out of your enemies. When you cast a harm spell and damage at least one living creature, you regain Hit Points equal to the spell rank of your harm spell. If you aren’t a living creature, you gain no benefit from this feat.
Trigger: While you have your symbol raised, you are about to take damage from a melee attack
Your religious symbol glows with sacred energy, turning the attacker’s strength to weakness. Attempt a Religion check against the triggering creature’s Will DC. Regardless of the result, the creature is temporarily immune for 1 minute.
Critical Success The creature is enfeebled 2 until it spends at least 1 action moving away from you. Success As critical success, but enfeebled 1.
The wounds you inflict are grievous. When you Strike with a weapon or unarmed attack for which you have legendary proficiency, you critically succeed if you roll a 19 on the die as long as that result would be a success. This has no effect on a 19 if the result would be a failure.
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Source: Player Core pg. 73
Glorious, storied scars cover and protect much of your body, girding you in fleshly armor that resists any wound weaker than those you have already survived. Your DC on flat checks to end persistent bleed damage is reduced from 15 to 10, or from 10 to 5 after receiving especially appropriate assistance.
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Fear
Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
General
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can frighten foes so much, they might die. Attempt an Intimidation check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you. If the target can’t hear you or doesn’t understand the language you are speaking, you take a –4 circumstance penalty. The creature is temporarily immune for 1 minute.
Critical Success The target must attempt a Fortitude save against your Intimidation DC. On a critical failure, it dies. On any other result, it becomes frightened 2 and is fleeing for 1 round. The critical failure effect has the death trait. Success The target becomes frightened 2. Failure The target becomes frightened 1. Critical Failure The target is unaffected.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups and in place of Deception to Impersonate a member of these groups.
If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. They also recognize your standing unless you are specifically concealing it.
An action with this trait requires a degree of mental concentration and discipline.
Light
Light effects overcome non-magical darkness in the area and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Wizard
This indicates abilities from the wizard class.
Source: Player Core pg. 204
Your spells become a radiant display of light and color. If your next action is to Cast a Spell that doesn’t have the darkness trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is dazzled for 1 round, and those who critically failed are instead blinded for 1 round.
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Source: Player Core pg. 80
The long and complicated history of your bloodline manifests in your ability to draw power from more planar sources than most other nephilim. Choose one nephilim lineage feat that you do not already possess; you gain that feat and all of its benefits, even if you already took a lineage feat at 1st level.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Rogue
This indicates abilities from the rogue class.
Source: Player Core pg. 172
You drop your disguise at the right moment and surprise your target. After you Impersonate someone else using a disguise kit, you can remove your disguise with a dramatic gesture. Any creatures that previously failed to see through your disguise are off-guard against the next attack you make before the end of your turn.
Trigger: You are about to roll a Perception or Survival check for initiative
You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the visual or the auditory trait, respectively.
During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook. Each scroll must be of a different spell rank, and both spell ranks must be 2 or more ranks lower than your highest-rank spell. Any scrolls you create this way become non-magical the next time you make your daily preparations. A temporary scroll has no value if sold. As normal for a scroll, these are consumable items of light Bulk, and someone holding the item in one hand can Cast the Spell from it if it’s on their spell list, using their spell attack modifier and spell DC. Scrolls are detailed fully on page 262 of GM Core.
If you have master proficiency in spell DC, you can create three temporary scrolls during your daily preparations, and if you have legendary proficiency, you can create four temporary scrolls.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You’ve mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including elixirs if you have Alchemical Crafting and potions if you have Magical Crafting. If you are a master in one of the prerequisite skills, this bonus increases to +2.
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can’t use a press action when it’s not your turn, even if you use the Ready activity.
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
Ranger
This indicates abilities from the ranger class.
Source: Player Core pg. 162
Requirements: You are wielding two melee weapons, each in a different hand
You read your prey’s movements and transform them into openings, so failures with one weapon set up glancing blows with the other. Make a melee Strike with one of the required weapons against your hunted prey. The Strike gains the following failure effect.
An action with this trait requires a degree of mental concentration and discipline.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Wizard
This indicates abilities from the wizard class.
Source: Player Core pg. 205
Trigger: You cast a mental spell that targets one creature, and it critically succeeds at its Will save
When your target proves resilient to your magical deceptions, you can try them again on someone else. You can Cast the triggering Spell a second time, targeting a different creature, without expanding an additional spell slot. You can do so only until the end of your next turn, and you can’t use Second Thoughts on it after the second casting of the spell.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Wizard
This indicates abilities from the wizard class.
Source: Player Core pg. 204
You divert some of your spell’s energy into an unstable runic array. If your next action is to Cast a Spell that deals damage, has no duration, and affects an area, a glowing magic circle appears in a 5-foot burst within that area. At the beginning of your next turn, the circle detonates, dealing 1d6 force damage per rank of the spell to all creatures within the circle, with a basic Reflex save against your spell DC. If the spell dealt a different type of damage, the circle deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).
A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.
Source: Player Core pg. 68
Your body produces a nearly endless supply of hard seedpods. You gain a seedpod ranged unarmed attack with a range increment of 30 feet that deals 1d4 bludgeoning damage. On a critical hit, a seedpod bursts, issuing forth a tangle of vegetation that imposes a –10-foot circumstance penalty on the target’s Speed until the start of your next turn. Seedpods do not add critical specialization effects.
As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt. When you cast a version of harm or heal that has an area, you can designate up to 5 creatures in the area. They are not targeted by the spell.
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.
Source: Player Core pg. 64
Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others. Willing allies that you are aware of within 60 feet that would otherwise be undetected by you are instead hidden from you. The flat check for you to target willing allies within 60 feet that are hidden from you is 5 instead of 11.
When you look for foes, you can catch even the slightest cues, such as their minute movements or the shifting of air currents on your skin. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you.
You blend in to your surroundings so well that others have trouble telling you apart from the terrain. While in natural terrain, you’re always concealed from all foes if you choose to be, except for your hunted prey
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Trigger: You successfully use Stealth to Hide and become hidden from all your current foes, or use Stealth to Sneak and become undetected to all your current foes
You slip from your adversaries’ notice and appear to be somewhere else. You become invisible for 1 minute or until you take a hostile action, whichever comes first. Choose a location within 10 feet of you. Until your invisibility ends, you appear to be hidden in that location to anyone trying to find you. If the searcher gets clear evidence that you’re not there, they no longer think you’re hidden there, but they don’t discover your actual location.
A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.
Source: Player Core pg. 68
It’s difficult to notice your passage through wild areas. As long as you’re not in an urban environment, you’re always considered to be Covering Tracks, even if you chose a different activity in exploration mode.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.
In the triumph of battle, you can share the glory with another ally. When the ally you chose for Courageous Assault critically succeeds at the Strike granted by that action, another ally affected by your courageous anthemcomposition spell can immediately use a reaction to make a melee Strike. This effect doesn’t continue to a third ally, even if the second ally also critically succeeds.
You can project your premonitions of danger to your allies. When you use Premonition of Avoidance, allies within 20 feet of you who are rolling the same saving throw against the same hazard also gain a +2 circumstance bonus to their saving throws.
You can project your premonitions of clarity to your allies. When you use Premonition of Clarity, allies within 15 feet of you who failed the same saving throw against the same mental effect can also spend their reactions to reroll the failed saving throw with a +2 circumstance bonus.
Hunting as a duo, you and your ally both single out your prey. When you use Hunt Prey and select only one prey, you can grant your Hunt Prey benefits and hunter’s edge to an ally in addition to gaining them yourself. The ally retains these benefits until you use Hunt Prey again.
When your deity blesses your warlike acts, you can extend that favor to your allies. You can grant the temporary Hit Points from Replenishment of War to an ally within 10 feet instead of gaining them yourself. You can grant these temporary Hit Points to a different ally each time, meaning you might be able to grant them to multiple creatures in a single turn.
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can’t use a press action when it’s not your turn, even if you use the Ready activity.
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
Source: Player Core pg. 145
Requirements: A frightened creature is in your melee reach
Your offense exploits your enemy’s fear. Make a melee Strike against a frightened creature. If you hit and deal damage, the target becomes off-guard until its frightened condition ends. If the target was already off-guard to you when you damaged it with this Strike, it can’t reduce its frightened value below 1 until the start of your next turn.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Source: Player Core pg. 262
Trigger: While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.
Residual energy from your domain spells bolsters your defenses. When you spend a Focus Point to cast a domain spell, you gain a +1 status bonus to your AC until the start of your next turn.
When your shield is up, your enemies’ blows can’t touch you. When you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Reactive Strikes). You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type.
You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.
You and your animal companion fight in tandem. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.
Trigger: The attack roll for a Strike targeting you fails or critically fails
You deftly step out of the way of an attack, letting the blow continue. You redirect the attack to a creature of your choice that is adjacent to you and within the reach of the triggering attack. The attacker rerolls the Strike’s attack roll against the new target.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory.
Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment.
This trait indicates abilities from the witch class.
Source: Player Core pg. 191
Trigger: once per day
Requirements: You haven’t acted yet on your turn
You draw upon the reservoir of your patron’s magic that resides within your familiar. During your turn, you can cast one spell your familiar knows that was granted by your patron or lessons without spending a spell slot to do so (or even having it prepared). The spell must be at least 1 rank lower than your highest-rank witch spell slot.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).
Prerequisite:Rogue Dedication; trained in at least one skill and expert in at least one skill
Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose; you must meet all its prerequisites.
Special You can select this feat up to five times.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Source: Player Core pg. 262
Prerequisite: Intelligence 1
You become trained in the skill of your choice.
Special You can select this feat multiple times, choosing a new skill to become trained in each time.
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Source: Player Core pg. 80
You’ve always had a tail, but with practice, you’ve learned to use it for more than signaling your mood. You can perform simple Interact actions with your tail, such as opening an unlocked door. Your tail can’t perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can’t use it to hold items.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Ranger
This indicates abilities from the ranger class.
Rogue
This indicates abilities from the rogue class.
Source: Player Core pg. 160
Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
You can scuttle farther and faster when maneuvering alongside allies. When you use Goblin Scuttle, you can Stride up to half your Speed instead of Stepping.
A creature with this trait has the changeling versatile heritage. Changelings are the children of hags and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings.
Lineage
A feat with this trait indicates a character’s descendance from a particular type of creature. You can have only one lineage feat. You can select a lineage feat only at 1st level, and you can’t retrain into or out of these feats.
Source: Player Core pg. 77
Your mother was an iron hag known for physical prowess, and you have one violet or steel-gray eye. You have thick, sturdy claws made of cold iron that grow naturally from your body. You gain a claw unarmed attack that deals 1d6 slashing damage. Your claws are in the brawling group, have the unarmed and grapple traits, and are cold iron.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you’re wielding a two-handed melee weapon, you can ignore Trip’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can’t use a press action when it’s not your turn, even if you use the Ready activity.
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
Source: Player Core pg. 143
Requirements: You are wielding a finesse weapon or polearm
While your opponent is still recovering from your prior attack, you snag its armor, clothing, or flesh to move it as you please. Make a melee Strike with a finesse weapon or polearm. If you hit a target that is your size or smaller, you can automatically Reposition it, with the same benefits as the Reposition action (including the critical success effect, if your Strike was a critical hit). If you used a weapon with reach, use the weapon’s reach for this Reposition.
This Strike has the following failure effect.
Failure The target becomes off-guard until the end of your current turn.
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Source: Player Core pg. 81
Prerequisite:Grimspawn, Pitborn, oHellspawn, or another lineage feat associated with fiends or the Maelstrom
Like many fiends, you have the supernatural ability to teleport yourself to safety. Once per day, you can cast translocate as a 5th-rank divine innate spell.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You elude and evade attempts to uncover your true nature or intentions. When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your identity, you can attempt a Deception check against the spell or effect’s DC. If you succeed, the effect reveals nothing.
You can Disarm a creature through sleight of hand rather than brute force. You can use Thievery instead of Athletics when you attempt a Disarm. When you use Thievery to attempt a Disarm and succeed, the target is off-guard against the next attack you make before the end of your turn.
Your attacks deal more damage, even against creatures that aren’t off-guard. When you succeed or critically succeed at a Strike against a creature that isn’t off-guard, you also deal 1d6 precision damage. This applies only if you’re using a weapon or unarmed attack you could deal sneak attack damage with.
At 14th level, if you would normally deal 3d6 or more sneak attack damage to off-guard creatures, you deal 2d6 precision damage to creatures that aren’t off-guard.
Requirements: You have one hand free, and your target is within reach of that hand
You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is off-guard until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.
You can react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee weapon Strike to instead make a ranged weapon Strike. You must be Striking an adjacent target. If necessary for the reaction’s trigger, you treat your ranged weapon as if it had a reach of 5 feet. If the reaction has other requirements, such as wielding a specific kind of weapon, Snap Shot doesn’t allow you to ignore them; it allows you only to replace a melee weapon Strike with a ranged weapon Strike.
You gain the sneak attack class feature (page 167), except it deals 1d4 damage, increasing to 1d6 at 6th level. You don’t increase the number of dice as you gain levels.
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Druid
This indicates abilities from the druid class.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
The howling wind and precipitation of your magic turn to thick snow. If your next action is to Cast a Spell that has the air, water, or cold trait, and that does not have the fire trait, select one creature affected by the spell on the ground. Each square on the ground under or adjacent to the creature fills with ankle-deep snow. Those squares are difficult terrain until the beginning of your next turn. A creature can Interact to clear a square of snow, and the snow in a square melts if that square is exposed to a fire effect.
Wings free you from the shackles of the ground below. Add the bat and bird shapes in aerial form to your untamed form list. If you have Insect Shape, you also add the wasp shape to your untamed form list. If you have Ferocious Shape, you also add the pterosaur shape to your untamed form list. Whenever you use untamed form to take a shape that grants you a specific Acrobatics modifier, you gain a +1 status bonus to Acrobatics checks.
A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.
Source: Player Core pg. 69
If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level. You gain this benefit in addition to any healing from Treat Wounds. Leshies whose plant nourishment does not rely on photosynthesis require a similarly suitable environment. For example, fungus leshies need dark, damp environments and a pile of decaying plant matter.
Your muse has opened your senses to the world beyond. You gain spiritsense as an imprecise sense with a range of 60 feet. Spiritsense enables you to sense the spirits of creatures, including living creatures, most non-mindless undead, and haunts within the listed range. As with your hearing and other imprecise senses, you still need to Seek to locate an undetected creature.
As spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells such as project image or possessing otherwise soulless objects. It can’t detect soulless bodies, constructs, or objects, and like most senses, it doesn’t penetrate through solid objects.
An action with this trait requires a degree of mental concentration and discipline.
Druid
This indicates abilities from the druid class.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Source: Player Core pg. 134
You fold your spell into a seed. If your next action is to Cast a Spell using 1 action or 2 actions, the spell instead plants itself in an adjacent square. You must make all decisions regarding the spell at the time you cast it. Within the next 10 minutes, you can direct your sown spell to sprout and produce the spell’s effects as a reaction, which is triggered when a creature enters the sown spell’s space or a square adjacent to it. You can have only one sown spell at a time, and if you don’t trigger the spell within 10 minutes, it dissipates and the spell is lost. A creature can notice the sown spell with a successful Perception check against your spell DC.
A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.
Source: Player Core pg. 69
You have a connection with creatures that share your physiology. You can ask questions of, receive answers from, and use the Diplomacy skill with plants and fungi. You gain a +2 circumstance bonus to Diplomacy checks with plants or fungi of your kind. Generally, fungus leshies get this bonus with mushrooms and fungi; gourd leshies with gourds, melons, and similar fruiting plants; leaf leshies with deciduous trees; and vine leshies with vines and climbing plants.
Your animal companion continues to grow in power and ability, and it is now cunning enough to become specialized. Your animal companion gains one specialization of your choice (page 211.
Special You can select this feat up to three times. Each time, add a different specialization to your companion.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.
You can merge spells, producing multiple effects with a single casting. One slot of each rank of spell you can cast, except 2nd rank and 1st rank, becomes a spell combination slot (this doesn’t apply to cantrips). When you prepare your spells, you can fill a combination slot with a combination of two spells. Each spell in the combination must be 2 or more spell ranks below the slot’s rank, and both must target only one creature or object or have the option to target only one creature or object. Each spell in the combination must also have the same means of determining whether it has an effect—both spells must require a ranged spell attack, require the same type of saving throw, or automatically affect the target.
When you cast a combined spell, it affects only one target, even if the component spells normally affect more than one. If any spell in the combination has further restrictions (such as targeting only living creatures), you must abide by all restrictions. The combined spell uses the shorter of the component spells’ ranges. Resolve a combined spell as if were a single spell, but apply the effects of both component spells. For example, if the spell’s target succeeded at the save against a combined spell, it would apply the success effect of each spell, and if it critically failed, it would apply the critical failure effect of both spells.
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
You don’t just resist magic; you devour it. Whenever you succeed at a saving throw against a spell or magical effect, you gain temporary Hit Points equal to double the spell’s rank, or equal to the level if the magical effect isn’t a spell. These temporary Hit Points last until the end of your next turn.
You have mastered a handful of spells to such a degree that you can cast them even if you haven’t prepared them in advance. Select any four spells of 9th rank or lower that are in your spellbook; each spell you select must be of a different rank. These spells are automatically prepared when you make your daily preparations, and you gain an extra spell slot for each spell. You can select a different combination of spells by spending 1 week of downtime studying your spellbook and retraining your mastered spells.
This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Wizard
This indicates abilities from the wizard class.
Source: Player Core pg. 202
You inscribe a circle of arcane runes that dampen enemies’ magic. You create a glowing magic circle in a 5-foot burst within 30 feet. Creatures in the circle gain a +1 status bonus to saving throws against magic. The circle lasts until the end of your next turn, and you can Sustain it, to a maximum duration of 1 minute.
An action with this trait requires a degree of mental concentration and discipline.
Wizard
This indicates abilities from the wizard class.
Source: Player Core pg. 205
You’ve learned to alter choices you make when casting spells on yourself. After casting a spell on only yourself that offers several choices of effect (such as resist energy or a polymorph spell that offers several potential forms), you can alter the choice you made when Casting the Spell (for instance, choosing a different type of damage for resist energy).
You can’t use this feat if the benefits of the spell have already been used up or if the effects of the first choice would persist in any way after switching (for instance, if one of the choices was to create a consumable item you already used, or to heal you), or if the feat would create an effect more powerful than that offered by the base spell. The GM is the final arbiter of what Spell Tinker can be applied to.
You are particularly adept at learning spells to add to your spellbook. You gain the Magical Shorthand skill feat (page 258) without needing to meet its prerequisites. Further, when you roll a critical failure on your check to Learn a Spell, you get a failure instead.
An action with this trait requires a degree of mental concentration and discipline.
Source: Player Core pg. 121
Deep understanding of divine revelations into the nature of vital essence allows you to freely manipulate the energy of life and death. Use one spellshape action you can perform that normally takes 1 action and can be applied to the harm or heal spell. If you use it in this way, its effects apply only to a harm or heal spell.
Your mastery of magic ensures that you can alter your spells just as easily as you can cast them normally. You can use spellshape single actions as free actions.
This trait indicates abilities from the witch class.
Source: Player Core pg. 189
Prerequisite: divine or occult patron
Your familiar can subsume its body to become pure spirit. Your familiar gains the Shed Spirit activity.
Shed Spirit (spirit) Frequency once per 10 minutes; Effect Your familiar’s spirit exits its body, leaving its empty shell behind, before flying at an enemy within 20 feet and dealing 6d6 spirit damage, with a basic Will save against your spell DC. If the familiar dealt damage, it then flies to an ally within 30 feet of the enemy, restoring Hit Points equal to half the damage dealt. Your familiar then re-forms in its original square. At 9th level, and every 2 levels thereafter, the attack deals an additional 2d6 damage.
An action with this trait requires a degree of mental concentration and discipline.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Witch
This trait indicates abilities from the witch class.
Source: Player Core pg. 191
You siphon some of the power from an offensive hex you cast to direct it at a second target as well. If the next action you use is to Cast a Spell to cast a harmful hex with a single target, reduce its rank by 2 (making it 2 ranks lower than the maximum spell rank you can cast). If you do, you can select a second target for that hex to affect.
You can prepare two spells in one slot, giving you the freedom to choose the spell when you cast it. When you prepare your spells for the day, you can choose one spell slot at least 1 rank lower than the highest-rank spell you can cast and prepare two spells in that slot. When you Cast a Spell from that slot, choose which spell to cast. Once you’ve chosen, the unused spell dissipates as though you hadn’t prepared it at all—for example, it isn’t available for use with Drain Bonded Item.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Rogue
This indicates abilities from the rogue class.
Source: Player Core pg. 176
You leap from hiding and assail your target. You Stride up to your Speed, but you must end your movement next to an enemy you’re hidden from or undetected by. You then Strike that enemy; you remain hidden from or undetected by that creature until after you Strike. You can use Spring from the Shadows while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
You have ways of keeping your foes down. Attempt an Athletics check against the triggering foe’s Fortitude DC. On a success, the action is disrupted, causing the creature to remain prone. On a critical success, the creature also can’t Stand until its next turn.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not off-guard while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
This trait indicates abilities from the witch class.
Wizard
This indicates abilities from the wizard class.
Source: Player Core pg. 103
You don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.
You’ve trained your animal companion to blend in to its surroundings. Your animal companion gains the benefit of the Camouflage feat. If your companion is a specialized ambusher, its proficiency rank for Stealth increases to master (or legendary if it was already master).
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Source: Player Core pg. 61
Trigger: A Large or larger enemy ends a move action adjacent to you
You are an expert at avoiding the lumbering footsteps of larger creatures. You Step to another space adjacent to the enemy.
This trait indicates abilities from the witch class.
Source: Player Core pg. 189
Prerequisite: arcane or primal patron
Your familiar can shed its material form, becoming a mass of animated magic. Your familiar gains the Stitching Strike activity.
Stitching StrikeFrequency once per 10 minutes; Effect Your familiar unravels into magical fibers that encompass an enemy within 30 feet and deal 6d6 slashing damage, with a basic Reflex save against your spell DC. On a failure, the target is also immobilized for 1 round or until it Escapes against your spell DC. Your familiar then re-forms in its original square. At 9th level, and every 2 levels thereafter, the attack deals an additional 2d6 damage.
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Source: Player Core pg. 45
Trigger: You are struck by a critical hit that deals physical damage
Your intractable nature can help you shrug off even the most grievous injuries. Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Dwarf
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Earthen barriers no longer impede your progress. You gain magic passage as a 7th-rank divine innate spell that you can cast once per day. Unlike the spell, however, this ability can be used only to open passages through barriers of earth or stone.
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Source: Player Core pg. 44
You understand the intricacies of stonework. You become trained in Crafting. If you’re already trained in Crafting, you instead gain the Specialty Crafting skill feat for stonemasonry.
You also gain a +2 circumstance bonus to Perception checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or hidden within stone.
If you aren’t using the Seek action or searching, the GM automatically rolls a secret check for you to notice unusual stonework anyway. This check doesn’t gain your normal circumstance bonus.
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Source: Player Core pg. 45
You have a deep reverence for and connection to stone. You can cast one with stone as a 3rd-rank divine innate spell once per day.
If you have the Stonemason’s Eye feat, you can attempt to find unusual stonework and stonework traps that require legendary proficiency in Perception.
If you have both Stonemason’s Eye and legendary proficiency in Perception, when the GM rolls a secret check for you to notice unusual stonework, you keep your bonus from Stonemason’s Eye.
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don’t reach a cavern or some other air pocket within the plane’s solid matter. Creatures who can’t burrow are entombed in the plane’s substance and must attempt to dig their way toward an air pocket. Air creatures are ill at ease, as they rarely have the space to move freely through even the loftiest warrens.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
Source: Player Core pg. 45
Frequency: once per day
Trigger: An enemy or hazard’s effect hits you or you fail a Fortitude save against one
The strength of stone overcomes you so strongly that it replaces your stout body. You become petrified until the end of the current turn. You don’t take any damage from the triggering effect or any other ill effects that couldn’t affect stone.
You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don’t require a flat check to succeed against a target concealed by weather (such as fog).
Trigger: An opponent adjacent to you critically hits you with a melee weapon or melee unarmed attack
Requirements: You have at least 1 available Focus Point
You lash out, directing a burst of storming fury toward a creature that has harmed you. You cast tempest surge on the triggering opponent and push that creature, moving it 5 feet away from you if it fails its Reflex save, or 10 feet if it critically fails. This movement is forced movement.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
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.
Source: Player Core pg. 65
Humans are renowned for their ability to persist through the most grueling of trials that would leave others ready to drop. When you would become fatigued, attempt a DC 17 flat check. On a success, you aren’t fatigued. If the fatigued condition has an underlying cause that you don’t address, such as lack of rest, you must attempt the check again at an interval determined by the GM until you fail the flat check or address the underlying cause.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You’ve researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.
Your continued study of occult magic has increased your magical capacity, allowing you to cast spells even when it seems impossible. You can cast one spell each day even after you’ve run out of spell slots of the appropriate spell rank, but you can’t use this ability to cast a spell of your highest spell rank.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your undetected condition.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Source: Player Core pg. 141
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
You make an impressive leap and swing while you soar. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright.
When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed.
Special If you have Felling Strike, you can use Felling Strike instead of a normal Strike. This doesn’t change the number of actions Sudden Leap takes.
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
You have a connection to the Outer Planes, allowing you to summon a divine ally. Choose either summon celestial, summon fiend, or another 5th-rank spell capable of summoning an extraplanar creature appropriate to your lineage. Once per day, you can cast the chosen spell as a 5th-rank divine innate spell, but the creature summoned must be from the same category as your own lineage, such as a creature with the angel trait if you are an angelkin.
When you draw upon your bonded item, you can leave a bit of energy within it for later use. You can use Drain Bonded Item one additional time per day, but only to cast a spell 2 or more ranks lower than your highest-rank wizard spell slot.
A creature with this trait has the aiuvarin versatile heritage. Aiuvarins are of mixed ancestry, including elves or other aiuvarins. An ability with this trait can be used or selected only by aiuvarins.
Source: Player Core pg. 83
The elven magic in your blood manifests as a force you can use to become more appealing or alluring. You can cast 1st-rank charm as an arcane innate spell once per day.
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Source: Player Core pg. 60
Whether keeping your balance or climbing, your feet easily find purchase. If you roll a success on an Acrobatics check to Balance or an Athletics check to Climb, you get a critical success instead. You’re not off-guard when you attempt to Balance or Climb.
Trigger: An ally you can see falls to 0 Hit Points
When an ally you can see falls in battle, your surge of righteous indignation allows you to draw upon untapped reserves of divine power. You instantly regain 1 Focus Point.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty
Trigger: You critically hit a creature that is not on its home plane
Requirements: You have a banishment spell prepared
The force of your blow sends your victim back to its home plane. You expend a banishment spell you have prepared, affecting the creature you critically hit without needing to cast the spell. The creature can attempt to resist the spell as normal.
Attempt an Acrobatics check against the foe’s Reflex DC. If you succeed, either Stride to a different space adjacent to the foe or move the foe to a different space adjacent to you.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Your keen eyes catch signs of passage even when you’re moving. You can move at your full Speed while you Track. If you have master proficiency in Survival, you don’t need to attempt a new Survival check every hour while Tracking. If you have legendary proficiency in Survival, you can use another exploration activity while Tracking.
If you roll Survival for initiative while tracking your hunted prey, when you start your first turn of the encounter, you can Stride toward your hunted prey as a free action.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Source: Player Core pg. 144
You make a wide, arcing swing. Make a melee Strike and compare the attack roll result to the AC of up to two foes, each of whom must be within your melee reach and adjacent to each other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty.
If you’re using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.
Requirements: You’re grabbed or restrained by a creature
When you wriggle free from an enemy’s grasp, you take something of theirs with you. You attempt to Escape from being grabbed or restrained by a creature. If you succeed, you can also attempt to Steal from the creature, even if the creature is in combat.
You collect your patron’s magic into one of your witch armaments, causing them to shine with runes, light, or another signifier of your patron. Make an unarmed Strike with one with your witch’s armaments. If you hit, you establish a sympathetic link with the target, making it easier for your patron to affect them. Until the beginning of your next turn, the target takes a –1 circumstance penalty to its saves against your hexes, or a –2 penalty if the triggering Strike was a critical hit.
You have learned how to weave countless performances together into a solo symphony with multitudinous effects. You are no longer limited to a single composition each turn or a single composition at a time; when you use a new composition, all previous compositions’ effects continue for their remaining duration.
You learn new debilitations that grant you tactical advantages against your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike.
Debilitation The target can’t use reactions.
Debilitation The target can’t flank or contribute to allies’ flanking.
You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to make a Reactive Strike.
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Source: Player Core pg. 45
You channel strength from the earth beneath your feet to pummel your enemies. When making a melee Strike against a target who is standing on the same earth or stone surface as you are, you gain a circumstance bonus to the damage roll equal to the number of weapon damage dice.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.
Special You can select this feat more than once, choosing a different type of terrain each time.
You are able to adapt to your surroundings in any natural terrain. You can spend 1 hour practicing in your current terrain in order to make it your favored terrain, replacing your current favored terrain temporarily. If you spend a full day out of the new favored terrain, your favored terrain reverts back to your original choice when you took the Favored Terrain feat.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not pass within 10 feet of an enemy during your movement.
During exploration, this also allows you to automatically approach within 15 feet of other creatures while Avoiding their Notice, as long as they aren’t actively Searching or on guard.
Special You can select this feat multiple times. Each time, choose a different type of terrain.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You make your foes fall painfully when you trip them. When you successfully Trip an off-guard foe, your target takes 1d6 bludgeoning damage. On a critical success, the target takes 1d6 bludgeoning damage plus your sneak attack damage.
A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.
When your seedpods strike a felling blow, they burst into viciously thorny vines. When you critically succeed at a seedpod Strike, vines twist and stab your foe, dealing 1d4 persistent piercing damage.
An effect with the sonic trait functions only if it makes sound, meaning it has no effect in an area of silence or in a vacuum. This is different from an auditory spell, which is effective only if the target can hear it. A sonic effect might deal sonic damage.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Your lightning splits the air, generating a booming shock wave. If your next action is to Cast a Spell that has the electricity trait or deals electricity damage, has no duration, and requires creatures to attempt a saving throw, the force of the spell’s lightning creates a thunderclap, in addition to its other effects. Each creature that failed its Reflex save against the spell is deafened for 1 round, and those who critically failed are also knocked prone.
With primal magic sustaining you, you cease aging. The overflowing primal energy gives you a +2 status bonus to saves against diseases and primal magic.
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Source: Player Core pg. 60
You have learned how to use your sling to fell enormous creatures. When you hit on an attack with a weapon of the sling group against a Large or larger creature, increase the size of the weapon damage die by one step (details on increasing weapon damage die sizes can be found on page 276).
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
Your ability to track your prey has surpassed explanation, allowing you to trace your prey’s movements and predict its location with ease. When you use Hunt Prey on a creature within 100 feet, you can follow that creature’s movements, allowing you to know the creature’s exact location no matter how far away it becomes, as long as it remains your prey. You must be legendary in Nature to track your prey’s location across teleportation or planar travel. This feat gains the detection and primal traits if you’re legendary in Nature.
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
While sharing a creature’s space using Dance Underfoot, your melee weapons and unarmed attacks gain the trip trait, but only against the creature whose space you share. You can be in the same space as a Large or larger prone creature, even if it’s not your ally.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Source: Player Core pg. 263
Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1 (page 411).
A mode of play in which characters are not adventuring. Days pass quickly at the table, and characters engage in longterm activities.
General
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You spend time teaching an animal to do a certain action. You can either select a basic action the animal already knows how to do (typically those listed in the Command an Animal action on page 242) or attempt to teach the animal a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It’s usually impossible to teach an animal a trick that uses critical thinking. If you’re expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM’s discretion.
Success The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll. Failure The animal doesn’t learn the trick.
You have an intuitive sense that alerts you to the presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Source: Player Core pg. 49
You’ve spent much of your life among the treetops and have become an expert at quickly and safely climbing them. You gain a climb Speed of 10 feet.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it.
Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation).
If you activate a magic item that requires a spell attack modifier or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus; if you’re legendary, you instead use the expert proficiency bonus.
Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it. Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns. Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.
You can quickly fire multiple shots with greater control. When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged Strikes instead of two. If you do, the penalty is –4. All attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made all of them.
You can divide your attention three ways when hunting. When you use Hunt Prey, you can designate three creatures as prey, designate two creatures as prey and share the effect with one ally (as Shared Prey), or designate one creature as prey and share the effect with two allies.
Your mind works at an incredible pace. You instantly use up to five Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can’t use them for these actions.
You transcend the limitations of form. Once per day you can cast nature incarnate, even if you don’t have it prepared, to transform into a kaiju. If you have Plant Shape, you can choose to transform into a green man instead. You also gain the True Shapeshift activity.
True Shapeshift (concentrate) Requirements You’re under the effects of untamed form; Effect You change into any other shape on your untamed form list. If the duration of that shape is different from the one you were previously in, use the shorter duration to determine your duration remaining.
You tumble under and behind your foe, your rapid movement letting you catch them off guard. When you successfully Tumble Through, the foe whose space you passed through is off-guard against the next attack you make before the end of your turn.
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Source: Player Core pg. 72
You have particularly long, jagged tusks perfect for tearing meat from bone. You gain a tusks unarmed attack that deals 1d6 piercing damage. Your tusks are in the brawling group and have the finesse and unarmed traits.
Special You can take this feat only at 1st level, and you can’t retrain into this feat. You can retrain out of this feat only through drastic measures, such as breaking, filing, or extracting your tusks.
Requirements: You are wielding two melee weapons, each in a different hand
Your movements with two weapons are so swift and disorienting that they befuddle your opponent. When using Twin Feint, if both your Strikes deal damage to a targeted creature, the target must succeed at a Will saving throw against your class DC or become stupefied 1 until the end of your next turn.
Requirements: You are wielding two melee weapons, each in a different hand
You use an attack with one weapon to distract your foe from a second attack coming at a different angle. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically off-guard against the second attack. Apply your multiple attack penalty to the Strikes normally.
Requirements: You are wielding two melee weapons, one in each hand
You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement.
Trigger: A creature within your reach critically fails to Strike you
Requirements: You are benefiting from Twin Parry
A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or Disarm action against the triggering opponent.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Ranger
This indicates abilities from the ranger class.
Source: Player Core pg. 157
Requirements: You are wielding two melee weapons, each in a different hand
You swiftly attack your hunted prey with each of your weapons, potentially combining their damage into a single devastating attack. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally
A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance.
Requirements: You are wielding two melee weapons, one in each hand
You’re always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the Twin Parry action.
Requirements: Your last action was a melee Strike that dealt sneak attack damage to an off-guard target
After stabbing your opponent in a weak spot, you tear the wound open. You deal persistent bleed damage to the target equal to your number of sneak attack damage dice.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Press
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can’t use a press action when it’s not your turn, even if you use the Ready activity.
Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)
Source: Player Core pg. 150
Requirements: You are wielding two weapons, each in a different hand
Using the momentum of your prior attack, you lash out with both your weapons in a sudden frenzy. Strike twice, once with each weapon.
Your experience keeps you on your toes, helping you adopt complex strategies on the fly and face the most dangerous challenges. When you gain a fighter feat using combat flexibility, you gain three fighter feats instead of two. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and the third feat can be up to 18th level.
You can use the first feat to meet the prerequisites of the second or third feats and the second feat to meet the prerequisites of the third feat. You must meet all three feats’ other prerequisites normally.
In addition, you can adapt to the battlefield’s challenges by spending 1 hour to train. If you do, you can reselect the feats chosen with combat flexibility as if you had made your daily preparations. You can’t trade out limited-use abilities that you’ve already used, such as Determination.
You can flexibly cast all of your spells, granting a dizzying array of possible options. All of the spells in your repertoire are signature spells for you.
You are so skilled at navigating the wild, your movement is completely unaffected by terrain. You ignore the effects of all difficult terrain, greater difficult terrain, and hazardous terrain, and you don’t trigger traps and hazards that are triggered by moving into an area (such as trip wires and pressure plates), unless you want to.
Interweaving attacks, you unbalance your foes. Whenever your Strike is a critical hit and deals damage, the target is offguard against your attacks until the end of your next turn.
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Source: Player Core pg. 44
You’ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear.
In addition, any time you’re taking a penalty to your Speed for some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but this feat would reduce it to a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.
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.
Source: Player Core pg. 64
You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of proficiency, you treat it as a simple weapon.
If you are trained in all martial weapons, you can instead choose an uncommon advanced weapon that has an ancestry’s trait or is common in another culture. You gain access to that weapon and have familiarity with that weapon. For the purpose of proficiency, you treat it as a martial weapon.
A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.
Source: Player Core pg. 68
Your spirit has endured many challenges over its long existence. You gain a +1 circumstance bonus to saves against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.
You capitalize on the distraction provided by an ally. You Sneak up to a foe adjacent to one of your allies. You can roll against the foe you’re Sneaking up on, even if it’s currently observing you, as though you were hidden. You take a –2 penalty on your Stealth check. If your Stealth check against the chosen foe succeeds, you can make a melee Strike against that foe at the end of your Sneak.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You’ve learned to fight underwater. You are not off-guard while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
You resist death’s clutches with supernatural vigor, daring death to claim you while promising that any such attempt will surely fail. When you use Orc Ferocity, you gain temporary Hit Points equal to your level.
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Source: Player Core pg. 60
You were either pressed into indentured servitude or shackled in a prison, but you’ve since escaped and have trained to ensure you’ll never be caught again. Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed, immobilized, or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, it gets a critical failure instead.
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Source: Player Core pg. 61
You won’t allow others to restrain you. You can cast unfettered movement on yourself as a primal innate spell once per day.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You understand the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens. Whenever you use a skill action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead. If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so.
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
You’ve perfected your ability to keep up with all the skills you’ve learned over your long life, so you’re almost never truly untrained at a skill. You reflect on your life experiences, changing the skill you selected with Ancestral Longevity (and the skill you selected with Expert Longevity if you have that feat).
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You never get information about your areas of expertise wrong. When you Recall Knowledge using any Lore subcategory in which you’re trained, if you roll a critical failure, you get a failure instead. If you’re a master in a Lore subcategory, on a critical success, you gain even more information or context than usual.
You are one with the wild, always changing and adapting to meet any challenge. You gain the untamed form order spell (page 382), which lets you transform into a variety of shapes that you can expand with druid feats.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Source: Player Core pg. 264
You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to your level –2. This improves to your level –1 at 5th level and your full level at 7th level. This doesn’t allow you to use the skill’s trained actions.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
You can translate the emotion and power of a composition to other mediums. If your next action is to cast a composition spell that is auditory or visual, you can have it affect creatures who can witness it with any sense, not just those the traits indicate, even including special senses like tremorsense. You can choose to exclude any senses you choose.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Your medical training extends to less obvious conditions. When you succeed against a DC 20 check to Treat Wounds, you can also reduce the value of one clumsy, enfeebled, or stupefied condition on the patient by 1. If you’re able to treat more than one creature at once, choose only one to gain this benefit. A creature can benefit from Unusual Treatment only once per day.
If the condition results from an affliction, the affliction isn’t cured, though the condition is reduced as long as the affliction remains at that stage.
If you are a master in Medicine, add the drained condition to the list of conditions you can remove if you succeed at a DC 30 check. If you are legendary in Medicine, you reduce the chosen condition by 2 instead of by 1.
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Source: Player Core pg. 48
Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round.
You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.
The winds are eager to keep you aloft. When you are flying and Cast a Spell that has the air or electricity traits, you gain a +10 status bonus to your fly Speed, and you can immediately Fly up to half your Speed.
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Source: Player Core pg. 57
You have a knack for breaking and dismantling things. Putting them back together is the boring part, so you largely don’t bother with that. You become trained in Thievery. If you would automatically become trained in Thievery (from your background or class, for example), you instead become trained in a skill of your choice.
In addition, whenever you hit with a Strike against a trap or an unattended object, you ignore the first 5 points of the object’s Hardness.
You have turned into a plant version of yourself, gaining the plant trait and losing traits inappropriate for your new form (typically humanoid). You also gain the Verdant Rest action.
Verdant Rest (concentrate) You turn into a tree or other noncreature plant. This has the effect of using one with plants to turn into a plant, except that your AC is 30. You can Dismiss this effect to turn back. If you rest for 10 minutes in this form in natural sunlight, you recover half your maximum Hit Points. If you take your daily rest in this form, the rest restores you to maximum Hit Points and removes all non-permanent drained, enfeebled, clumsy, and stupefied conditions, as well as all poisons and diseases of 19th level or lower.
An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
Source: Player Core pg. 128
You cultivate a seed that can sprout into a wooden staff, vine whip, or another weapon. You spend 10 minutes focusing primal energy into a seed, imprinting it with the potential of a single level 0 weapon you are trained with and that has no mechanical parts or metal components. When holding the imprinted seed, you can use an Interact action to cause it to immediately grow into that weapon; a second Interact action returns it to seed form. The verdant weapon can be etched with runes or affixed with talismans as normal, which are suppressed when the weapon is in seed form.
You can have only one verdant seed at a time. If you prepare a second, your first verdant seed immediately becomes a mundane seed; any runes on the previous seed transfer to the new seed at no cost, but inapplicable runes are suppressed.
As you explore your deity’s aspects, you move beyond restrictions on healing or harming. You can prepare either harm or heal in the spell slots gained from the harmful font or healing font.
You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation.
While most bards are known for certain signature performances and spells, you’re always tweaking your available repertoire. When you make your daily preparations, you can change one of your signature spells to a different spell of that rank from your repertoire.
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Source: Player Core pg. 56
Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the Sneak action, up to your Speed.
In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you don’t have cover or greater cover and aren’t concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.
A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
The debilitations you dish out seriously impair your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike.
Debilitation The target gains weakness 5 to your choice of bludgeoning, piercing, or slashing damage.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Source: Player Core pg. 141
You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
Bard
This indicates abilities from the bard class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Source: Player Core pg. 106
You instill magical vigor in your allies when you inspire them to attack. If your next action is to cast the courageous anthemcomposition cantrip, you and all affected allies gain temporary HP equal to 3 + your Charisma modifier that last for 1 minute.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.
A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Source: Player Core pg. 53
Your connection to the First World has grown, and its vital energy flows into you rapidly. If you rest for 10 minutes, you regain Hit Points equal to your Constitution modifier × half your level. This is a healing vitality effect and is cumulative with any healing you receive from Treat Wounds.
The raw energy of the Void saps the essence of the living. Any living creature that critically fails its save against a harm spell you cast is drained 1.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You can use your momentum from a jump to propel yourself off a wall. If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Your previous jump gives you momentum, letting you use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity.
You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use it as many times as you can use consecutive jump actions in that turn.
You’re surrounded by soothing energy. You and allies within 60 feet of you are protected from severe environmental heat and cold. If you’re legendary in Survival, you and those allies are also protected from extreme environmental heat and cold.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.
You point out vulnerabilities present in your hunted prey, granting the benefits listed in Hunt Prey and your hunter’s edge to an ally until the end of their next turn. Depending on whether you call out or use gestures, this action gains either the auditory or visual trait.
Your connection with your surroundings deepens and expands, allowing you to draw in more of nature’s primal power as you focus. When you Refocus, you regain all your Focus Points instead of 1.
You convey your prey’s location to your allies with a series of careful words or gestures. As long as your hunted prey is observed by you, all your allies who roll failures and critical failures when Seeking it get a success instead. Your allies need to be able to see or hear you to gain this benefit. You have to be able to call out or make visible gestures for your allies to get this benefit.
You can guide your allies to move quietly through the wilderness. When you Avoid Notice during exploration in natural terrain, you can designate any number of your allies to gain the benefits as if they were using that activity during that exploration. This requires no action on their part
Your training has helped you adapt to ever-heavier armor. You are trained in heavy armor. Whenever you gain a class feature that grants you expert or greater proficiency in medium armor, you also gain that proficiency in heavy armor. You treat armor you wear of 2 Bulk or higher as though it were 1 Bulk lighter (to a minimum of 1 Bulk).
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Skill
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Fear
Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
You menace the target, stoking their fears and drawing their attention. Attempt an Intimidation check against the Will DC of a target within 30 feet. If you succeed, for 1 minute, that target gains a +2 status bonus to Perception checks against you, but it takes a –2 status penalty to Will saves against fear effects.
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Source: Player Core pg. 60
You pay close attention to the people around you, allowing you to more easily notice when they act out of character. You gain a +2 circumstance bonus to Perception checks when using the Sense Motive basic action to notice enchanted or possessed characters. If you aren’t actively using Sense Motive on an enchanted or possessed character, the GM rolls a secret check, without your usual circumstance bonus, for you to potentially notice the enchantment or possession anyway.
In addition to using it for skill checks, you can use the Aid basic action to grant a bonus to another creature’s saving throw or other check to overcome enchantment or possession. As usual for Aid, you need to prepare by using an action on your turn to encourage the creature to fight against the effect.
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Source: Player Core pg. 265
You become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice. If you are at least 11th level, you also become an expert in these weapons.
Special You can select this feat more than once. Each time you do, you become trained in an advanced weapon.
Your skill with weapons bends the laws of reality, allowing you to continuously attack with speed that would normally require magical assistance. You’re permanently quickened. You can use your extra action only to Strike.
You’re resilient to performative influences that aren’t your own. You gain a +1 circumstance bonus to saving throws against effects with the auditory, illusion, linguistic, sonic, or visual traits.
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Source: Player Core pg. 150
You lash out in a blur of motion, attacking all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but you do not increase your penalty until you have made all your attacks.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Oracle
Sorcerer
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Witch
This trait indicates abilities from the witch class.
Wizard
This indicates abilities from the wizard class.
Source: Player Core pg. 128
You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
You bid the winds to aid you, carrying you through the air and allowing you passage through the strongest headwinds. You gain the stormwind flight order spell (page 382).
You must select a feat with this trait to apply an archetype to your character.
Multiclass
Archetypes with the multiclass trait represent diversifying your training into another class’s specialties. You can’t select a multiclass archetype’s dedication feat if you are a member of the class of the same name.
Source: Player Core pg. 222
Prerequisite: Intelligence 2
You cast spells like a witch. Choose a patron; you gain a familiar with two common cantrips of your choice from your chosen patron’s tradition, but aside from the tradition, you don’t gain any other effects the patron would usually grant. Your familiar gains the normal number of abilities for a familiar instead of those a witch familiar normally gets. (See page 212 for more on familiars.)
You gain the Cast a Spell activity. You can prepare one cantrip each day from your familiar. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for witch archetype spells is Intelligence, and they are witch spells of your patron’s tradition. You become trained in the skill associated with the patron’s tradition; if you were already trained in it, you instead become trained in a skill of your choice.
This trait indicates abilities from the witch class.
Source: Player Core pg. 186
Your patron’s power changes your body to ensure you are never defenseless. You gain one of the following unarmed attacks.
Eldritch Nails Your nails are supernaturally long and sharp. You gain a nails unarmed attack that deals 1d6 slashing damage, is in the brawling group, and has the agile and unarmed traits.
Iron Teeth With a click of your jaw, your teeth transform into long metallic points. You gain a jaws unarmed attack that deals 1d8 piercing damage and is in the brawling group.
Living Hair You can instantly grow or shrink your hair, eyebrows, beard, or mustache by up to several feet and manipulate your hair for use as a weapon, though your control isn’t fine enough for more dexterous tasks. You gain a hair unarmed attack that deals 1d4 bludgeoning damage; is in the brawling group; and has the agile, disarm, finesse, trip, and unarmed traits.
Special You can take this feat more than once, gaining a different unarmed attack each time.
Effects with this trait attempt to determine the presence or location of a person, object, or aura.
Witch
This trait indicates abilities from the witch class.
Source: Player Core pg. 188
You forge a magical link with another creature, granting you awareness of that creature’s condition and creating a conduit for spellcasting. During your daily preparations, you can designate one willing creature as your charge. You are always aware of your charge’s direction from you, its distance from you, and any conditions affecting it. In addition, you can cast spells with a range of touch on your charge from a range of 30 feet. These effects persist until your next daily preparations.
Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal).
You can keep watch over multiple charges. Each day during your preparations, you can designate a number of charges equal to your Intelligence modifier instead of just one.
This trait indicates abilities from the witch class.
Source: Player Core pg. 191
Your home is an animated structure that obeys your commands. By performing a rite that takes 1 day, you create an animated object from a hut, small house, covered wagon, tent, or similar construction of up to Huge size.
The hut uses your AC, saving throw modifiers, and Perception modifier and has 150 HP and Hardness 10. It has the construct armor ability, meaning once it’s reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its AC is reduced by 4 until it is repaired.
The hut can’t attack or attempt skill checks. You can give the hut a command as a single action, which has the auditory and concentrate traits; after 1 round of reconfiguring itself, the hut then follows that command until you give it a different command.
Guard The hut watches for trespassers within 120 feet using your Perception modifier and screams if it spots any.
Hide The hut appears to be a normal, mundane object of its type. This is a 10th-rank illusion effect.
Leap The hut spins around or leaps into the air, then casts 10th rank teleport, transporting itself and all creatures within it.
Lock With a slam, each entrance to the hut becomes sealed with a lock spell. You can give this command again to unlock its entrances.
Move The hut gains a Speed of 60 feet, growing giant bird or bone legs, if necessary, and follows an extremely basic movement command you give it, such as “follow me” or “move that direction.” While perfectly suitable for overland travel, the hut’s broad movements and 1-round delay on response time are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count.
You can have only one witch’s hut at a time. If you animate a new hut, your previous hut immediately reverts to its original, mundane form. If you die, the hut continues following the last order you gave it indefinitely.
You spend 10 minutes and 1 Focus Point brewing a special potion containing the power of one of your hexes that targets a creature. A creature that consumes this potion is targeted by the hex. If the hex has a sustained duration and you have cackle (page 384), you can cast cackle into the bottle just before you seal it. If you do, the hex’s duration is extended as if you had cast cackle the round after the hex was cast (typically this extends the duration by 1 round). Your cackling laugh sounds out when the potion is unsealed.
Any potion you create this way loses its power the next time you make your daily preparations. While the potion is in your possession, you can render it inert using a single action that has the concentrate trait. You can’t regain the Focus Point you spent to create the potion (or the Focus Point you spent to cast cackle) until the potion is consumed or loses its magic.
This trait indicates abilities from the witch class.
Source: Player Core pg. 190
A broom is the only steed you need to fly through the night sky. During your daily preparations, you can anoint a single broom, staff, polearm, or similarly shaped object with a flying ointment made of special herbs and oils. Until the next time you make your daily preparations, it gains the magical trait, and you can ride on it while you’re holding it with at least 1 hand. It moves at a fly Speed of 20 feet. The broom takes a –10-foot penalty to its Speed if laden with more than 20 Bulk, and crashes to the ground if it carries more than 30 Bulk. The broom can’t be controlled by anyone but you. If you anoint a weapon or other held item, you can’t ride the broom and wield it at the same time.
You can Craft your broomstick into a flying broomstick
as though you had the formula for that item. If you anoint an item that’s already a flying broomstick, the broom gains a +10-foot status bonus to its Speed and you can choose whether it works for anyone or only you.
You must select a feat with this trait to apply an archetype to your character.
Multiclass
Archetypes with the multiclass trait represent diversifying your training into another class’s specialties. You can’t select a multiclass archetype’s dedication feat if you are a member of the class of the same name.
Source: Player Core pg. 223
Prerequisite: Intelligence 2
You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for wizard archetype spells is Intelligence, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. Select a school; you don’t gain any abilities from your choice of school, but qualify for feats as a member.
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Fear
Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Rogue
This indicates abilities from the rogue class.
Swashbuckler
Visual
A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
After downing a foe, you menace another. Attempt to Demoralize a creature within 60 feet, with a +2 circumstance bonus. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.