Traits: C

45 traits, from Caligni to Cursed.

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Caligni · Cantrip · Capacity · Catalyst · Catfolk · CE · Celestial · Certain Kill · CG · Champion · Chaotic · Charm · City · City-state · Class · Cleric · Climbing · Clockwork · CN · Cobbled · Coda · Cold · Combination · Comfort · Common · Companion · Complex · Composite · Composition · Concealable · Concentrate · Concussive · Conjuration · Conrasu · Consecration · Construct · Consumable · Contact · Contingency · Contract · Couatl · Critical Fusion · Curse · Cursebound · Cursed

Caligni

Trait

These subterranean people have darkvision, and some have powers to create darkness.

Bestiary, page 345. Reprinted in B2.

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Cantrip

Trait

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

Core Rulebook, page 629.

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Capacity

Trait

Weapons that have the capacity trait typically have multiple barrels or chambers capable of containing a round of ammunition. Capacity is always accompanied by a number indicating the number of barrels or chambers. After a capacity weapon is fired, you can select the next loaded barrel or chamber as an Interact action that doesn't require a free hand. You can use abilities that let or require you to Interact to reload to switch barrels or chambers of a capacity weapon instead. Each barrel or chamber can be reloaded after it's fired as a separate Interact action.

Treasure Vault, page 24. Originally in G&G.

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Catalyst

Trait

Items with the catalyst trait are consumable material spell components that alter or magnify specific spells. Activating a catalyst is part of Casting the Spell. The catalyst might increase the number of actions required to Cast the Spell, as indicated in the catalyst's Activate entry. Additionally, the spell gains material components if it didn't have them already or adds the catalyst to its existing components. Because the catalyst becomes part of the material components, you can draw the catalyst as part of Casting the Spell.

Secrets of Magic, page 168.

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Catfolk

Trait

Catfolk are humanoids with feline features.


A creature with this trait is a member of the catfolk ancestry. Catfolk are humanoids with feline features. An ability with this trait can be used or selected only by catfolk. An item with this trait is created and used by catfolk.

— Advanced Player’s Guide, page 266.

Bestiary, page 345. Reprinted in APG.

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CE

Trait

Chaotic and evil

Bestiary, page 345.

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Celestial

Trait

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

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

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Certain Kill

Trait

The party has faced the Nusiam before, but never somewhere the villains could exhibit their full power. When Faleivoum chose these four fighters as his champions, he granted each a limited sovereignty over the planar laws of the Glass Lighthouse. Thiamorashox Geifoutrid-nwa received control over space, Makrathex over life, Vabeis over gravity, and Moruvok Viper over time. The Nusiam trained to integrate these planar abilities into their unique fighting styles, and now that they're fighting in the Lighthouse itself, they can use the fullest extent of their power. Each of their members can use a Certain Kill Art as long as they are within the Glass Lighthouse—these abilities, which have the certain kill trait, cause obvious distortions in the Lighthouse's fabric as the user calls upon their technique. However, as each technique requires one of the Nusiam to temporarily take command of the demiplane from the rest of their team, only one Certain Kill Art can be used by any of the Nusiam in a given round.

Fists of the Ruby Phoenix #3: King of the Mountain, page 51.

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CG

Trait

Chaotic and good

Bestiary, page 345.

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Champion

Trait

This indicates abilities from the champion class.

Core Rulebook, page 629.

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Chaotic

Trait

Chaotic effects often manipulate energy from chaos-aligned Outer Planes and are anathema to lawful divine servants or divine servants of lawful deities. A creature with this trait is chaotic in alignment.

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

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Charm

Trait

No entries available.

Bestiary, page 77.

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City

Trait

Settlements with this trait tend to be relatively large, with levels typically ranging from 5 to 7.

Gamemastery Guide, page 250.

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City-state

Trait

No entries found.

LOIL, page 113.

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Class

Trait

Archetypes with the class trait fundamentally diverge from your class's specialties but still fit within the theme of your class.

You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features in addition to any new feats they offer.

It might be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. The 1st-level ability is presented much like a class feature and includes the class archetype's prerequisites and rules on how it changes your class. If you select this ability, you must take that archetype's dedication feat at 2nd level, and you proceed normally afterward. You can never have more than one class archetype.

Secrets of Magic, page 193.

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Cleric

Trait

This indicates abilities from the cleric class.

Core Rulebook, page 629.

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Climbing

Trait

The hand holding this weapon is freely available to Climb.

Azarketi Ancestry Web Supplement, page 1.

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Clockwork

Trait

Clockworks are intricate, complex constructs that can be programmed to perform specific functions.


Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks.

— LOTGB, page 133.

Guns & Gears, page 231. Expanded in LOTGB.

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CN

Trait

Chaotic and neutral

Bestiary, page 345.

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Cobbled

Trait

This firearm is cobbled together and likely to misfire. No matter how well you upkeep it, on a failed attack roll, the attack misses and you must roll a DC 5 flat check. If you fail this check, the weapon misfires.

Guns & Gears, page 231.

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Coda

Trait

Instruments with the coda trait work mostly like staves and have the staff trait. There are two differences: Coda instruments are in the form of musical instruments, and they can be prepared only by bards. Because they're not physically staves, you can't attack with a coda instrument, nor can you etch it with weapon runes.

The process of preparing a coda instrument involves playing significant portions of songs related to the spells within the instrument—either old standards or ones of your own creation. This leaves magical reverberations within the instrument that allow you to complete the songs by playing their coda later in the day.

Treasure Vault, page 217.

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Cold

Trait

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

Core Rulebook, page 629. Reprinted in B1, B2, SoM, G&G.

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Combination

Trait

Combination is a new trait for weapons that combine the functionality of melee weapons and firearms in unique or unusual ways. A combination weapon has both a firearm form or usage and a melee weapon form or usage. Table 4–3: Uncommon Combination Weapons lists the firearm statistics first, and the melee weapon statistics indented beneath, just above the ammunition. Switching between the melee weapon usage and the firearm usage requires an Interact action. However, if your last action was a successful melee Strike against a foe using a combination weapon, you can make a firearm Strike with the combination weapon against that foe without fully switching to the firearm usage, firing the firearm just as you hit with the melee attack. In this case, the combination weapon returns to its melee usage after the firearm Strike.

Since a combination weapon is one weapon with two usages, both usages share any fundamental runes. You can put a property rune on a combination weapon as long as it's appropriate for either of the two usages, but if only one of the usages meets the property rune's requirements, the effects of the property rune only apply for that usage. For instance, a vorpal axe musket only applies the vorpal property rune when you are using it as an axe. Due to their complexity, combination weapons can't have another weapon, such as a bayonet or reinforced stock, attached to them.

Guns & Gears, page 231.

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Comfort

Trait

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

Core Rulebook, page 275.

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Common

Trait

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.

— Bestiary, page 344.

Core Rulebook, page 629. Expanded in B1.

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Companion

Trait

An item with this trait can be worn by an animal companion or similar creature. A companion can have up to two items invested.

Core Rulebook, page 629.

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Complex

Trait

A hazard with this trait takes turns in an encounter.

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

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Composite

Trait

A composite impulse combines multiple elements. You can gain an impulse with the composite trait only if your kinetic elements include all the elements listed in the impulse's traits.

Rage of Elements, page 15.

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Composition

Trait

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.

Core Rulebook, page 629.

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Concealable

Trait

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.

Guns & Gears, page 231.

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Concentrate

Trait

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

Core Rulebook, page 630. Reprinted in SoM, G&G.

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Concussive

Trait

These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.

Guns & Gears, page 231.

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Conjuration

Trait

Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, teleportation, or moving things from place to place.


Conjuration spells transport creatures via teleportation, create an object, or bring a creature or object from somewhere else (typically from another plane) to follow your commands.

Conjuration spells often have the teleportation trait, and the creatures summoned by conjuration spells have the summoned trait.

— Core Rulebook, page 297.

Core Rulebook, page 630. Reprinted in G&G.

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Conrasu

Trait

Conrasus craft and use these weapons.

LOAG, page 138.

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Consecration

Trait

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.

Core Rulebook, page 630.

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Construct

Trait

A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to disease, the paralyzed condition, and poison; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

Core Rulebook, page 630. Reprinted in B1, B2, SoM. Expanded in G&G.

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Consumable

Trait

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. When a character creates consumable items, they can make them in batches of four.

Core Rulebook, page 630. Reprinted in G&G.

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Contact

Trait

A contact poison is activated by applying it to an item or directly onto a living creature's skin. The first creature to touch the affected item must attempt a saving throw against the poison; if the poison is applied directly, the creature must attempt a saving throw immediately when the poison touches its skin. Contact poisons are infeasible to apply to a creature via a weapon attack due to the logistics of delivering them without poisoning yourself. Typically, the onset time of a contact poison is 1 minute.

Core Rulebook, page 550.

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Contingency

Trait

Spells with this trait grant you an action during the spell's effects, typically a reaction with a special trigger. They typically have a long duration, such as 24 hours. You can have only one spell with the contingency trait, or one contingency spell, active at a time. If you cast another spell with the contingency trait or contingency, the newer casting supersedes the older.

Secrets of Magic, page 252.

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Contract

Trait

A contract is a type of item that magically establishes an agreement between multiple parties and typically grants magical benefits.

LOL, page 126.

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Couatl

Trait

A family of supernatural feathered serpents who serve as guardians and messengers on the Material Plane for various good-aligned divinities.

Bestiary 2, page 308.

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Critical Fusion

Trait

Critical fusion is a new trait for combination weapons that grants you two additional options for the critical specialization effect when using the combination weapon's melee version to make a melee attack while the firearm is loaded. If you choose to use one of them, they replace the melee usage's normal critical specialization effect. First, you can discharge the firearm to create a loud bang and concussion, using the critical specialization effect for firearms instead of the melee weapon group's critical specialization effect. Second, you can choose to discharge the firearm to increase the critical hit's momentum or shoot the foe as you attack them in melee, dealing 2 additional damage per weapon damage die. Both options discharge the firearm, which typically means you have to reload it before firing it again.

Guns & Gears, page 231.

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Curse

Trait

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.


Afflictions with this trait are manifestations of potent ill will. A curse either lasts a specified amount of time or can be removed only by certain actions a character must perform or conditions they must meet. A curse with stages follows the rules for afflictions.

— Gamemastery Guide, page 251.

Core Rulebook, page 630. Expanded in GMG. Reprinted in SoM.

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Cursebound

Trait

Spells with this trait increase the severity of your oracular curse when cast. Usually only revelation spells have this trait. You can't cast a cursebound spell if you don't have an oracular curse.

Advanced Player’s Guide, page 267.

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Cursed

Trait

An item with this trait is cursed to cause trouble for its owner. A curse isn't detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can't be discarded once they've been triggered or invested the first time. The item can be removed only if the curse is removed.

Gamemastery Guide, page 251. Reprinted in G&G.

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