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.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Druid
This indicates abilities from the druid class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
source: Player Core pg. 381
spell_type: Focus
type: Spell
You enhance a summoned creature with the power of the elements. If your next action is to cast either summon animal or summon plant or fungus, choose air, earth, fire, metal, water, or wood; the creature you summon gains the corresponding abilities.
Air The creature gains a fly Speed of 60 feet.
Earth The creature gains a burrow Speed of 20 feet, reduces its land Speed by 10 feet (minimum 5 feet), and gains resistance 5 to physical damage.
Fire The creature’s Strikes deal 1d6 extra fire damage, and it gains resistance 10 to fire and weakness 5 to cold and water.
Metal The creature’s Strikes deal 1d6 extra electricity damage, and it gains resistance 5 to electricity.
Water The creature gains a swim Speed of 60 feet, can spend 1 action after a melee attack to attempt a Shove (ignoring multiple attack penalty), and gains resistance 5 to fire.
Wood The creature gains a climb Speed of 30 feet and resistance 2 to bludgeoning and piercing damage.