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List of traits

Aberration

Aberration

Source: Player Core pg. 452

Aberrations are creatures from beyond the planes or corruptions of the natural order.

Acid

Acid

Source: Player Core pg. 452

Effects with this trait deal acid damage. Creatures with this trait have a connection to magical acid.

Agile

Agile

Source: Player Core pg. 282

The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

Air

Air

Source: Player Core pg. 452

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

Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they might include clouds of acidic or toxic gas. Earth creatures often find themselves at a disadvantage within air planes, as there’s little solid ground for them to gain their bearings, which tends to at least make them uncomfortable.

Aiuvarin

Aiuvarin

Source: Player Core pg. 452

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.

Alchemical

Alchemical

Source: Player Core pg. 452

Alchemical items are powered by reactions of alchemical reagents. Alchemical items aren’t magical and don’t radiate a magical aura.

Amphibious

Amphibious

Source: Player Core pg. 452

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don’t take the usual –2 penalty for being underwater.

Angel

Angel

Source: Player Core pg. 452

This family of celestials is native to the plane of Nirvana.

Animal

Animal

Source: Player Core pg. 452

An animal is a creature with a relatively low intelligence. It typically doesn’t have an Intelligence attribute modifier over –4, can’t speak languages, and can’t be trained in Intelligence-based skills.

Aquatic

Aquatic

Source: Player Core pg. 452

Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don’t take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.

Arcane

Arcane

Source: Player Core pg. 452

This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical.

Archetype

Archetype

Source: Player Core pg. 452

This feat belongs to an archetype.

Archon

Archon

Source: Player Core pg. 452

This family of celestials protect Heaven.

Attached

Attached

Source: Player Core pg. 282

An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, shield spikes are attached to a shield, allowing you to attack with the spikes instead of a shield bash. An attached weapon is usually bolted onto or built into the item it’s attached to, and typically an item can have only one weapon attached to it. An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the weapon from a previous item, if necessary. If an item is destroyed, its attached weapon can usually be salvaged.

Attack

Attack

Source: Player Core pg. 452

An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.

Auditory

Auditory

Source: Player Core pg. 453

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.

Aura

Aura

Source: Player Core pg. 453

An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.

Azata

Azata

Source: Player Core pg. 453

This family of celestials is native to Elysium.

Backstabber

Backstabber

Source: Player Core pg. 282

When you hit an off-guard creature, this weapon deals 1 precision damage in addition to its normal damage. The precision damage increases to 2 if the weapon is a +3 weapon.

Backswing

Backswing

Source: Player Core pg. 282

You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.

Bard

Bard

Source: Player Core pg. 453

This indicates abilities from the bard class.

Beast

Beast

Source: Player Core pg. 453

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Bomb

Bomb

Source: Player Core pg. 453

An alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other effects.

Bulwark

Bulwark

Source: Player Core pg. 271

The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier

Cantrip

Cantrip

Source: Player Core pg. 453

A spell you can cast at will that is automatically heightened to half your level rounded up.

Celestial

Celestial

Source: Player Core pg. 453

Creatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.

Changeling

Changeling

Source: Player Core pg. 453

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.

Cleric

Cleric

Source: Player Core pg. 454

This indicates abilities from the cleric class.

Cold

Cold

Source: Player Core pg. 454

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.

Comfort

Comfort

Source: Player Core pg. 271

The armor is so comfortable that you can rest normally while wearing it.

Common

Common

Source: Player Core pg. 11

Anything that doesn’t list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Composition

Composition

Source: Player Core pg. 97

To cast a composition cantrip or focus spell, you usually use a type of Performance. If the spell includes a verbal component, you must use an auditory performance, and if it includes a somatic component, you must use a visual one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.

Concealable

Concealable

Source: Player Core pg. 282

This weapon is designed to be inconspicuous or easily concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this trait.

Concentrate

Concentrate

Source: Player Core pg. 454

An action with this trait requires a degree of mental concentration and discipline.

Consecration

Consecration

Source: Player Core pg. 454

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.

Construct

Construct

Source: Player Core pg. 454

A construct is an artificial creature empowered by a force other than vitality or void.

Consumable

Consumable

Source: Player Core pg. 454

An item with this trait can be used only once. Unless stated otherwise, it’s destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. A character can Craft consumable items in batches of four.

Curse

Curse

Source: Player Core pg. 454

A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.

Daemon

Daemon

Source: Player Core pg. 454

A family of fiends from Abaddon.

Darkness

Darkness

Source: Player Core pg. 454

Darkness effects extinguish non-magical light in the area and can counteract less powerful magical light. You must usually target light magic with your darkness magic directly to counteract it, but some darkness spells automatically attempt to counteract light.

Deadly

Deadly

Source: Player Core pg. 282

On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.

Death

Death

Source: Player Core pg. 454

An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.

Dedication

Dedication

Source: Player Core pg. 215

You must select a feat with this trait to apply an archetype to your character.

Demon

Demon

Source: Player Core pg. 455

A family of sinful fiends from the Outer Rifts.

Detection

Detection

Source: Player Core pg. 455

Effects with this trait attempt to determine the presence or location of a person, object, or aura.

Devil

Devil

Source: Player Core pg. 455

A family of regimented fiends from Hell.

Dinosaur

Dinosaur

Source: Player Core pg. 455

These reptiles have survived from prehistoric times.

Disarm

Disarm

Source: Player Core pg. 282

You can use this weapon to Disarm with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.

Disease

Disease

Source: Player Core pg. 455

An effect with this trait applies one or more diseases. A disease is typically an affliction.

Divine

Divine

Source: Player Core pg. 455

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.

Downtime

Downtime

Source: Player Core pg. 455

A mode of play in which characters are not adventuring. Days pass quickly at the table, and characters engage in longterm activities.

Dragon

Dragon

Source: Player Core pg. 455

Dragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.

Dromaar

Dromaar

Source: Player Core pg. 455

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.

Druid

Druid

Source: Player Core pg. 455

This indicates abilities from the druid class.

Dwarf

Dwarf

Source: Player Core pg. 455

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

Earth

Source: Player Core pg. 455

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.

Electricity

Electricity

Source: Player Core pg. 455

Effects with this trait deal electricity damage. A creature with this trait has a connection to magical electricity.

Elemental

Elemental

Source: Player Core pg. 455

Elementals are creatures directly tied to an element and native to the elemental planes. Elementals don’t need to breathe.

Elf

Elf

Source: Player Core pg. 455

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.

Elixir

Elixir

Source: Player Core pg. 455

Elixirs are alchemical liquids that are used by drinking them.

Emotion

Emotion

Source: Player Core pg. 455

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.

Ethereal

Ethereal

Source: Player Core pg. 456

Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.

Exploration

Exploration

Source: Player Core pg. 456

An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.

Extradimensional

Extradimensional

Source: Player Core pg. 456

This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.

Fatal

Fatal

Source: Player Core pg. 282

The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.

Fear

Fear

Source: Player Core pg. 456

Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.

Fey

Fey

Source: Player Core pg. 456

Creatures of the First World are called the fey

Fiend

Fiend

Source: Player Core pg. 456

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Fighter

Fighter

Source: Player Core pg. 456

This indicates abilities from the fighter class.

Finesse

Finesse

Source: Player Core pg. 282

You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.

Fire

Fire

Source: Player Core pg. 456

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

Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.

Flexible

Flexible

Source: Player Core pg. 272

The armor is pliable and doesn’t hinder most actions. You don’t apply its check penalty to Acrobatics or Athletics checks.

Flourish

Flourish

Source: Player Core pg. 139

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.

Focus

Focus

Source: Player Core pg. 456

A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.

Force

Force

Source: Player Core pg. 456

Effects with this trait deal force damage or create objects made of pure magical force.

Forceful

Forceful

Source: Player Core pg. 282

This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each later attack gains a circumstance bonus to damage equal to double the number of damage dice.

Fortune

Fortune

Source: Player Core pg. 401

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 effect would apply to the same roll, the two cancel each other out, and you roll normally.

Free-Hand

Free-Hand

Source: Player Core pg. 282

This weapon doesn’t take up your hand, usually because it is built into your armor. A free-hand weapon can’t be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand. When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.

Fungus

Fungus

Source: Player Core pg. 456

Fungal creatures have the fungus trait. They are distinct from normal fungi.

General

General

Source: Player Core pg. 456

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.

Giant

Giant

Source: Player Core pg. 456

Giants are massive humanoid creatures.

Gnome

Gnome

Source: Player Core pg. 456

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.

Goblin

Goblin

Source: Player Core pg. 456

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.

Grapple

Grapple

Source: Player Core pg. 282

You can use this weapon to Grapple with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

Hag

Hag

Source: Player Core pg. 457

These malevolent spellcasters form covens.

Halfling

Halfling

Source: Player Core pg. 457

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.

Healing

Healing

Source: Player Core pg. 457

A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.

Hex

Hex

Source: Player Core pg. 183

A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.

Holy

Holy

Source: Player Core pg. 457

Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.

Hryngar

Hryngar

Source: Player Core pg. 457

Subterranean kin of the dwarves, hryngars typically have darkvision, resist poison, and recoil from bright light.

Human

Human

Source: Player Core pg. 457

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.

Humanoid

Humanoid

Source: Player Core pg. 457

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Illusion

Illusion

Source: Player Core pg. 457

Effects and magic items with this trait involve false sensory stimuli.

Incapacitation

Incapacitation

Source: Player Core pg. 457

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.

Jousting

Jousting

Source: Player Core pg. 282

The weapon is suited for mounted combat with a harness or similar means. When mounted, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to the number of damage dice for the weapon. In addition, while mounted, you can wield the weapon in one hand, changing the damage die to the listed value. As a part of your action to Mount a creature, you can switch your grip on a jousting weapon to one-handed. After that, changing your grip takes the same actions described on page 268. If you dismount while wielding a jousting weapon onehanded, you can switch to using two hands as part of that action if you have a hand free at that point. If not, you’ll still be holding the weapon in one hand, but not wielding it.

Leshy

Leshy

Source: Player Core pg. 458

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.

Light

Light

Source: Player Core pg. 458

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.

Lineage

Lineage

Source: Player Core pg. 458

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.

Linguistic

Linguistic

Source: Player Core pg. 458

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.

Magical

Magical

Source: Player Core pg. 458

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.

Manipulate

Manipulate

Source: Player Core pg. 458

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.

Mechanical

Mechanical

Source: Player Core pg. 458

A hazard with this trait is a constructed physical object.

Mental

Mental

Source: Player Core pg. 458

A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.

Metal

Metal

Source: Player Core pg. 458

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

These planes consist of chaotic and shifting structures and oceans of metal. Metal planes tend to exist in a state of change and decay, leaving plentiful pockets of air for visitors to breathe or move within. Creatures unlucky enough to be entombed in the plane’s substance risk suffocation if they can’t phase through metal. Wood creatures find the lack of stability and soil on a metal plane disconcerting and often fail to thrive in such environments.

Mindless

Mindless

Source: Player Core pg. 458

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.

Minion

Minion

Source: Player Core pg. 301

Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn, doesn’t have reactions, and can’t act when it’s not your turn. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that’s a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain an Activation; if not otherwise specified, you issue a verbal command as a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don’t act, animals follow their instincts, and sapient minions act how they please. A minion can’t control other creatures.

Misfortune

Misfortune

Source: Player Core pg. 401

A misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.

Monitor

Monitor

Source: Player Core pg. 458

Creatures that hail from or have a strong connection to Axis, the Boneyard, or the Maelstrom are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.

Monk

Monk

Source: Player Core pg. 282

Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.

Morph

Morph

Source: Player Core pg. 301

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 the first (in the same manner as two polymorph 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.

Move

Move

Source: Player Core pg. 458

An action with this trait involves moving from one space to another.

Multiclass

Multiclass

Source: Player Core pg. 215

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.

Nephilim

Nephilim

Source: Player Core pg. 459

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.

Noisy

Noisy

Source: Player Core pg. 272

This armor is loud and likely to alert others to your presence. The armor’s check penalty applies to Stealth checks even if you have the required Strength modifier.

Nonlethal

Nonlethal

Source: Player Core pg. 282

Attacks with this weapon are nonlethal (page 407), and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

Occult

Occult

Source: Player Core pg. 459

This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical.

Olfactory

Olfactory

Source: Player Core pg. 459

An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM.

Ooze

Ooze

Source: Player Core pg. 459

Oozes are creatures with simple anatomies. They tend to have low mental attribute modifiers and immunity to mental effects and precision damage.

Orc

Orc

Source: Player Core pg. 459

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.

Parry

Parry

Source: Player Core pg. 282

This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.

Plant

Plant

Source: Player Core pg. 459

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Effects that manipulate plants have no effect in an area with no plants.

Poison

Poison

Source: Player Core pg. 459

An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.

Polymorph

Polymorph

Source: Player Core pg. 301

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 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. 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 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.

Possession

Possession

Source: Player Core pg. 459

Effects with this trait allow a creature to project its mind and spirit into a target. A creature immune to mental effects can’t use a possession effect. While possessing a target, a possessor’s true body is unconscious (and can’t wake up normally), unless the possession effect allows the creature to physically enter the target. Whenever the target takes damage, the possessor takes half that amount of damage as mental damage.

A possessor loses the benefits of any of its active spells or abilities that affect its physical body, though it gains the benefits of the target’s active spells and abilities that affect their body. A possessor can use any of the target’s abilities that are purely physical, and it can’t use any of its own abilities except spells and purely mental abilities. The GM decides whether an ability is purely physical or purely mental. A possessor uses the target’s attack modifier, AC, Fortitude save, Reflex save, Perception, and physical skills, and its own Will save, mental skills, spell attack modifier, and spell DC; benefits of invested items apply where relevant (the possessor’s invested items apply when using its own values, and the target’s invested items apply when using the target’s values). A possessor gains no benefit from casting spells that normally affect only the caster, since it isn’t in its own body. The possessor must use its own actions to make the possessed creature act.

If a possessor reaches 0 Hit Points through any combination of damage to its true body and mental damage from the possession, it is knocked out as normal and the possession immediately ends. If the target reaches 0 Hit Points first, the possessor can either fall unconscious with the body and continue the possession or end the effect as a free action and return to its body. If the target dies, the possession ends immediately, and the possessor is stunned for 1 minute.

Potion

Potion

Source: Player Core pg. 459

A potion is a consumable magical liquid activated when you drink it.

Prediction

Prediction

Source: Player Core pg. 460

Effects with this trait determine what is likely to happen in the near future.

Press

Press

Source: Player Core pg. 139

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.)

Primal

Primal

Source: Player Core pg. 460

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

Propulsive

Propulsive

Source: Player Core pg. 282

You add half your Strength modifier (if positive) to damage rolls with a propulsive ranged weapon. If you have a negative Strength modifier, you add your full Strength modifier instead.

Rage

Rage

Source: Player Core pg. 460

You must be raging to use abilities with the rage trait, and they end automatically when you stop raging.

Ranged Trip

Ranged Trip

Source: Player Core pg. 283

The weapon can be used to Trip with the Athletics skill within the weapon’s first range increment. The skill check takes a –2 circumstance penalty. You can add the weapon’s item bonus to attack rolls as a bonus to the check. A ranged trip weapon doesn’t deal any damage when used to Trip. These weapons are usually thrown.

Ranger

Ranger

Source: Player Core pg. 460

This indicates abilities from the ranger class.

Rare

Rare

Source: Player Core pg. 11

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can’t be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Reach

Reach

Source: Player Core pg. 283

This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.

Revelation

Revelation

Source: Player Core pg. 460

Effects with this trait see things as they truly are.

Rogue

Rogue

Source: Player Core pg. 460

This indicates abilities from the rogue class.

Sanctified

Sanctified

Source: Player Core pg. 113

If you are holy or unholy, your sanctified actions and spells gain the same trait.

Scrying

Scrying

Source: Player Core pg. 460

A scrying effect lets you see, hear, or otherwise get sensory information from a distance using a sensor or apparatus, rather than your own eyes and ears.

Secret

Secret

Source: Player Core pg. 460

The GM rolls the check for this ability in secret.

Shadow

Shadow

Source: Player Core pg. 460

Magic with this trait involves shadows or the energy of the Netherworld.

Planes with this trait are umbral with murky light. In the Netherworld, the radius of all light from light sources and the areas of light spells are halved.

Shove

Shove

Source: Player Core pg. 283

You can use this weapon to Shove with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

Skill

Skill

Source: Player Core pg. 461

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.

Sleep

Sleep

Source: Player Core pg. 461

This effect makes a creature fall asleep or get drowsy

Sonic

Sonic

Source: Player Core pg. 461

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

Spellshape

Source: Player Core pg. 302

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.

Spirit

Spirit

Source: Player Core pg. 461

Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.

Stance

Stance

Source: Player Core pg. 139

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.

Structure

Structure

Source: Player Core pg. 462

An item with the structure trait creates a magical building or other structure when activated. The item must be activated on a plot of land free of other structures. The structure adapts to the natural terrain, adopting the structural requirements for being built there. The structure adjusts around small features such as ponds or spires of rock, but it can’t be created on water or other nonsolid surfaces. If activated on snow, sand dunes, or other soft surfaces with a solid surface underneath, the structure’s foundation (if any) reaches the solid ground. If an item with this trait is activated on a solid but unstable surface, such as a swamp or an area plagued by tremors, roll a DC 3 flat check each day; on a failure, the structure begins to sink or collapse.

The structure doesn’t harm creatures within the area when it appears, and it can’t be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the structure when the item is activated ends up unharmed inside the complete structure and always has a clear path of escape. A creature inside the structure when the activation ends isn’t harmed, and it lands harmlessly on the ground if it was on an upper level of the structure.

Subtle

Subtle

Source: Player Core pg. 460

A spell with the subtle trait can be cast without incantations and doesn’t have obvious manifestations.

Summon

Summon

Source: Player Core pg. 360

Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in Monster Core and similar books. Unless noted otherwise, the creature must be common, it gains the summoned trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don’t have the trait, like summon instrument, work as explained in the spell.

Spell RankMaximum Creature Level
1st–1
2nd1
3rd2
4th3
5th5
6th7
7th9
8th11
9th13
10th15

Summoned

Summoned

Source: Player Core pg. 301

A creature called by a spell or effect gains the summoned trait. A summoned creature can’t summon other creatures, create things of value, or cast spells that require a cost. It has the minion trait. If it tries to Cast a Spell of equal or higher level than the spell that summoned it, it overpowers the summoning magic, causing its own spell to fail and the summon spell to end. Otherwise, the summoned creature uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its ability. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands.

Immediately when you finish Casting the Spell, the summoned creature uses its 2 actions for that turn. A spawn or other creature generated from a summoned creature returns to its unaltered state (usually a corpse in the case of spawn) once the summoned creature is gone. If it’s unclear what this state would be, the GM decides. Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends.

Sweep

Sweep

Source: Player Core pg. 283

This weapon makes wide swinging attacks. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.

Teleportation

Teleportation

Source: Player Core pg. 462

Teleportation effects instantaneously move something from one point in space to another. Teleportation does not usually trigger reactions based on movement.

Thrown

Thrown

Source: Player Core pg. 283

You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.

Trap

Trap

Source: Player Core pg. 462

A hazard constructed to hinder interlopers.

Trip

Trip

Source: Player Core pg. 283

You can use this weapon to Trip with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

Twin

Twin

Source: Player Core pg. 283

These weapons are used as a pair. When you attack with a twin weapon, you add a circumstance bonus to the damage roll equal to the weapon’s number of damage dice if you have previously attacked with a different weapon of the same type this turn. The weapons must be of the same type, but they don’t need to have the same runes.

Two-Hand

Two-Hand

Source: Player Core pg. 283

This weapon can be wielded with two hands to change its weapon damage die to the indicated value. This change applies to all the weapon’s damage dice.

Unarmed

Unarmed

Source: Player Core pg. 283

An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn’t a weapon, though has a weapon group and might have weapon traits. An unarmed attack can’t be Disarmed. It also doesn’t take up a hand, though a fist or other grasping appendage generally works like a free-hand weapon.

Uncommon

Uncommon

Source: Player Core pg. 11

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 checks related to these creature is increased by 2.

Undead

Undead

Source: Player Core pg. 462

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don’t benefit from healing vitality effects.

Unholy

Unholy

Source: Player Core pg. 462

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.

Unique

Unique

Source: Player Core pg. 11

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Versatile

Versatile

Source: Player Core pg. 283

A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type. For instance, a piercing weapon with versatile S can deal piercing or slashing damage. You choose the damage type each time you attack.

Visual

Visual

Source: Player Core pg. 463

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.

Vitality

Vitality

Source: Player Core pg. 463

Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to undead, 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.

Void

Void

Source: Player Core pg. 463

Effects with this trait heal undead creatures with void energy, deal void damage to living creatures, or manipulate void energy.

Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).

Volley

Volley

Source: Player Core pg. 283

This ranged weapon is less effective at close distances. Your attacks against targets that are at a distance within the range listed take a –2 penalty.

Wand

Wand

Source: Player Core pg. 463

A wand contains a single spell which you can cast once per day.

Water

Water

Source: Player Core pg. 463

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

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

Witch

Witch

Source: Player Core pg. 463

This trait indicates abilities from the witch class.

Wizard

Wizard

Source: Player Core pg. 463

This indicates abilities from the wizard class.

Wood

Wood

Source: Player Core pg. 463

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

These planes consist of trees and other flora latticed in organic patterns. Wood planes are often perfectly constructed to match their desired purpose or environment but aren’t usually outright hostile to visitors.