27 traits, from Daemon to Dwarf.
Daemon · Darkness · Deadly · Death · Dedication · Deflecting · Demon · Dero · Detection · Deviant · Devil · Dhampir · Dinosaur · Disarm · Disease · Divination · Divine · Double Barrel · Downtime · Dragon · Dream · Drow · Drug · Druid · Duergar · Duskwalker · Dwarf
Trait
A family of fiends spawned on the desolate plane of Kreifalaid, most daemons are neutral evil. They typically have darkvision and weakness to good damage.
Trait
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 the light, but some darkness spells automatically attempt to counteract light.
Core Rulebook, page 630.
Trait
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.
Core Rulebook, page 282. Reprinted in G&G.
Trait
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.
Core Rulebook, page 630.
Trait
You must select a feat with this trait to apply an archetype to your character.
Core Rulebook, page 630. Reprinted in G&G.
Trait
This shield is designed to block or divert certain types of attacks or weapons. Increase the shield's Hardness against the listed type of attack by 2.
Treasure Vault, page 20.
Trait
A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.
Core Rulebook, page 630. Reprinted in B1, B2, SoM.
Trait
This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Veimaikhik. They are immune to confusion and vulnerable to sunlight.
Bestiary, page 346.
Trait
Effects with this trait attempt to determine the presence or location of a person, object, or aura.
Core Rulebook, page 630.
Trait
This trait describes strange supernatural or paranormal abilities.
See Deviant Abilities for more information.
Dark Archive, page 218.
Trait
A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.
Core Rulebook, page 630. Reprinted in B1, B2, SoM.
Trait
These humanoids are the immortal offspring of vampires and members of other ancestries.
A creature with this trait has the dhampir versatile heritage. These humanoids are the immortal offspring of vampires and members of other ancestries.
— Advanced Player’s Guide, page 267.
Trait
These reptiles have survived from prehistoric times.
Core Rulebook, page 630. Reprinted in B1, B2.
Trait
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.
Core Rulebook, page 282. Reprinted in G&G.
Trait
An effect with this trait applies one or more diseases. A disease is typically an affliction.
Core Rulebook, page 631. Reprinted in GMG.
Trait
The divination school of magic typically involves obtaining or transferring information, or predicting events.
Divinations allow you to learn the secrets of the present, past, and future. They bestow good fortune, grant you the ability to perceive remote locations, and reveal secret knowledge.
Divinations often have the detection trait if they find something, the prediction trait if they grant you insight about what might happen in the future, the revelation trait if they show things as they truly are, or the scrying trait if they let you perceive another location.
— Core Rulebook, page 297.
Core Rulebook, page 631. Reprinted in SoM, G&G.
Trait
This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.
Core Rulebook, page 631. Reprinted in G&G.
Trait
This weapon has two barrels that are each loaded separately. You can fire both barrels of a double barrel weapon in a single Strike to increase the weapon damage die by one step. If the weapon has the fatal trait, this increases the fatal die by one step.
Guns & Gears, page 232.
Trait
An activity with this trait takes a day or more, and can be used only during downtime.
Core Rulebook, page 631.
Trait
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Core Rulebook, page 631. Reprinted in B1, B2. Expanded in SoM.
Trait
Creatures native to the Neshir can be any alignment and possess a diverse array of abilities, although those associated with the nightmare realm of Leng are almost always evil and immune to that realm's freezing temperatures.
Bestiary 2, page 308.
Trait
Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.
Core Rulebook, page 631. Reprinted in B1.
Trait
An item with this trait is a drug, a poison that conveys short-term benefits in addition to harmful side effects and long-term consequences. Each time a creature uses a given drug it must also attempt a saving throw against addiction to that drug.
Gamemastery Guide, page 251.
Trait
This indicates abilities from the druid class.
Core Rulebook, page 631.
Trait
Subterranean kin of the dwarves, duergar typically have darkvision and immunity to poison. They are not easily fooled by illusions.
Core Rulebook, page 631. Reprinted in B1.
Trait
A creature with this trait has the duskwalker versatile heritage. Duskwalkers are planar scions infused with the supernatural energy of psychopomps. An ability with this trait can be used or selected only by duskwalkers.
Advanced Player’s Guide, page 267.
Trait
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.
Core Rulebook, page 631. Reprinted in G&G.