12 traits, from Backstabber to Bulwark.
Backstabber · Backswing · Barbarian · Bard · Barding · Beast · Beastkin · Boggard · Bomb · Brace · Brutal · Bulwark
Trait
When you hit a flat-footed 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.
Core Rulebook, page 282. Reprinted in G&G.
Trait
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.
Core Rulebook, page 282. Reprinted in G&G.
Trait
This indicates abilities from the barbarian class.
Core Rulebook, page 629.
Trait
This indicates abilities from the bard class.
Core Rulebook, page 629.
Trait
You can purchase special armor for animals, called barding. All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available.
Treasure Vault, page 216.
Trait
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.
Core Rulebook, page 629. Reprinted in B1, B2, SoM.
Trait
Humanoids that can partially or fully transform into animal forms.
LOAG, page 140.
Trait
Boggards are frog-like humanoids. They typically have darkvision.
Bestiary, page 345.
Trait
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.
Bombs are martial thrown weapons with a range increment of 20 feet. When you throw a bomb, you make a weapon attack roll against the target's AC, as you would for any other weapon. It takes one hand to draw, prepare, and throw a bomb. Due to the complexity involved in preparing bombs, Strikes to throw alchemical bombs gain the manipulate trait. The bomb is activated when thrown as a Strike—you don't have to activate it separately.
Core Rulebook, page 629. Reprinted in G&G.
Trait
A brace weapon is effective at damaging moving opponents. When you Ready to Strike an opponent that moves within your reach, until the start of your next turn Strikes with the brace weapon deal an additional 2 precision damage for each weapon damage die it has.
Treasure Vault, page 24.
Trait
A ranged attack with this trait uses its Strength modifier instead of Dexterity on the attack roll.
Bestiary 2, page 310.
Trait
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.
Core Rulebook, page 274.