Traits: A

37 traits, from Aasimar to Azata.

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Aasimar · Aberration · Abjuration · Academic · Acid · Additive · Adjusted · Adjustment · Aeon · Aftermath · Agile · Air · Alchemical · Alchemist · Amp · Amphibious · Anadi · Android · Angel · Animal · Any · Apex · Aphorite · Aquadynamic · Aquatic · Arcane · Archetype · Archon · Artifact · Astral · Attached · Attack · Auditory · Aura · Automaton · Azarketi · Azata

Aasimar

Trait

A creature with this trait has the aasimar versatile heritage. Aasimars are planar scions descended from celestial beings. An ability with this trait can be used or selected only by aasimars.

Advanced Player’s Guide, page 266.

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Aberration

Trait

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

Core Rulebook, page 266. Reprinted in B1, B2, SoM.

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Abjuration

Trait

Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.


Abjurations protect and ward. They create barriers that keep out attacks, effects, or even certain types of creatures. They also create effects that harm trespassers or banish interlopers.

— Core Rulebook, page 297.

Core Rulebook, page 628.

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Academic

Trait

Academic entities are centered around study and the pursuit of knowledge. Academic organizations are often schools or groups including students, teachers, and researchers.

LOCG, page 132.

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Acid

Trait

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

Core Rulebook, page 628. Reprinted in B1, B2, SoM, G&G.

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Additive

Trait

Feats with the additive trait allow you to spend actions to add special substances to bombs or elixirs. You can add only one additive to a single alchemical item, and attempting to add another spoils the item. You can typically use actions with the additive trait only when you're creating an infused alchemical item, and some can be used only with the Quick Alchemy action. The additive trait is always followed by a level, such as additive 2. An additive adds its level to the level of the alchemical item you're modifying; the result is the new level of the mixture. The mixture's item level must be no higher than your advanced alchemy level.

Core Rulebook, page 75.

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Adjusted

Trait

The equipment comes with an adjustment described in its entry. This adjustment is built into the equipment permanently, meaning the equipment can't have another adjustment added, nor can it be swapped out for a different adjustment. If the adjustment alters the item's base statistics, such as adding the noisy trait, that's reflected in the equipment's table entry. Armor adjustments can be found here.

Treasure Vault, page 8.

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Adjustment

Trait

Items with this trait alter existing pieces of equipment, typically armors, shields, and weapons. A given adjustment notes which type of equipment it modifies, and a piece of equipment can only be affected by a single adjustment at a time. Unless otherwise noted, adding or removing an adjustment takes 10 minutes of work and a repair kit.

LOTGB, page 133. Reprinted in TV.

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Aeon

Trait

These monitors are the self-styled defenders of reality. Traditional aeons have dualistic natures and forms, and they hold a dichotomy of interests, though axiomites and inevitables do not. Aeons other than axiomites and inevitables communicate via a strange telepathic hodgepodge of sensory sending called envisioning.

Bestiary, page 345. Reprinted in B2.

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Aftermath

Trait

This trait describes feats that represent special abilities gained after exposure to the weird and deadly.

See Aftermath Feats for more information.

Dark Archive, page 218.

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Agile

Trait

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.

Core Rulebook, page 282. Reprinted in G&G.

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Air

Trait

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 magical connection to that element.


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 may include clouds of acidic or toxic gas. Air magic is enhanced, and earth magic is impeded. Earth creatures often find themselves at a disadvantage within air planes, which tend to at least make them uncomfortable, as there is little solid ground for them to gain their bearings.

— Gamemastery Guide, page 250.

Core Rulebook, page 628. Reprinted in B1, B2, G&G, SoM. Expanded in GMG.

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Alchemical

Trait

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

Core Rulebook, page 628. Reprinted in G&G.

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Alchemist

Trait

This indicates abilities from the alchemist class.

Core Rulebook, page 628.

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Amp

Trait

An amp is a special thoughtform that modifies the properties of your psi cantrips. Psi cantrips each have their own amp, and feats with the amp trait provide different amps you can apply to psi cantrips in place of their normal amps.

Dark Archive, page 218.

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Amphibious

Trait

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.

Bestiary, page 345. Reprinted in B2, SoM.

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Anadi

Trait

A reclusive people from Stefaliabu who resemble spiders and can assume human forms.

LOME, page 308. Originally in AoA1.

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Android

Trait

A synthetic humanoid ancestry created by artificial means. Most common in Vroukria.

LOAG, page 140.

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Angel

Trait

This family of celestials is native to the plane of Nirvana. Most angels are neutral good, have darkvision, and have a weakness to evil damage.

Core Rulebook, page 628. Reprinted in B1, B2.

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Animal

Trait

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

Core Rulebook, page 628. Reprinted in B1, B1.

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Any

Trait

Any Alignment

Bestiary, page 345.

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Apex

Trait

When you Invest an Item that has the apex trait, it improves one of your ability scores, either increasing it by 2 or to a total of 18, whichever grants the higher score. This gives you all the benefits of the new ability score until the investiture ends. An apex item grants this benefit only the first time it's invested within a 24-hour period, and you can benefit from only one apex item at a time. If you attempt to invest an apex item when you already have one invested, you don't gain the ability score increase, though you do gain any other effects of Investing the Item.

Core Rulebook, page 628.

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Aphorite

Trait

A type of planar scion descended from a being from Feiri, the Plane of Law.

LOAG, page 140.

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Aquadynamic

Trait

This armor is designed for use underwater, with streamlined design and buoyant materials used in strategic places. You don't apply the armor's check penalty to Acrobatics or Athletics checks in water or similar liquids.

Treasure Vault, page 8.

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Aquatic

Trait

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.

Bestiary, page 345. Reprinted in B2, SoM.

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Arcane

Trait

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

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

Core Rulebook, page 628. Expanded in G&G.

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Archetype

Trait

This feat belongs to an archetype.

Core Rulebook, page 628. Reprinted in SoM, G&G.

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Archon

Trait

Members of this family of celestials are the protectors of Heaven and are lawful good. They have darkvision and a weakness to evil damage.

Core Rulebook, page 628. Reprinted in B1, B2.

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Artifact

Trait

Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always rare or unique.

Gamemastery Guide, page 250.

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Astral

Trait

Astral creatures are native of the Astral Plane. They can survive the basic environmental effects of the Astral Plane.

Bestiary, page 345.

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Attached

Trait

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, but only if you're wielding the shield. 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.

Core Rulebook, page 282. Reprinted in G&G.

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Attack

Trait

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.

Core Rulebook, page 629.

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Auditory

Trait

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.

Core Rulebook, page 629. Reprinted in SoM, G&G.

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Aura

Trait

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 or a creature with a strong alignment.

Core Rulebook, page 629. Expanded in G&G.

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Automaton

Trait

Automatons are living constructs sustained by a magical core.

Guns & Gears, page 230.

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Azarketi

Trait

Amphibious humanoids who live among the seas of the Graikitain Sea region, said to have descended from the people of Vrirainaer. Sometimes known as gillmen or Low Driraithod.

LOAG, page 140.

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Azata

Trait

This family of celestials is native to Elysium. They are typically chaotic good and have darkvision and a weakness to evil and cold iron.

Core Rulebook, page 629. Reprinted in B1, B2.

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