20 traits, from Earth to Extradimensional.
Earth · Eidolon · Electricity · Elemental · Elf · Elixir · Emotion · Enchantment · Energy · Entrench · Environmental · Erratic · Esoterica · Ethereal · Evil · Evocation · Evolution · Expandable · Exploration · Extradimensional
Trait
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.
These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don't reach a cavern or some other air pocket within the plane's solid matter. Creatures who can't burrow are entombed in the plane's substance and must attempt to dig their way toward an air pocket. Earth magic is enhanced, and air magic is impeded. Air creatures are ill at ease, as they rarely have the space to move freely through even the most lofty warrens.
— Gamemastery Guide, page 251.
Core Rulebook, page 631. Reprinted in B1, B2. Expanded in GMG, SoM.
Trait
A creature with this trait is an eidolon. An action or spell with this trait can be performed by an eidolon only. An item with this trait can be used or worn by an eidolon only, and an eidolon can't use items that don't have this trait. (An eidolon can have up to two items invested.)
Secrets of Magic, page 57.
Trait
Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
Core Rulebook, page 631. Reprinted in B1, B2, G&G.
Trait
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Core Rulebook, page 631. Reprinted in B1, B2, SoM.
Trait
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Core Rulebook, page 631. Reprinted in B1.
Trait
Elixirs are alchemical liquids that are used by drinking them.
Core Rulebook, page 631.
Trait
This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Core Rulebook, page 631. Reprinted in SoM.
Trait
Effects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects.
Enchantments affect the minds and emotions of other creatures—sometimes to influence and control them, and other times to bolster them to greater heights of courage. Enchantment spells almost always have the mental trait, and many have the emotion trait or the fear trait.
— Core Rulebook, page 297.
Core Rulebook, page 631. Reprinted in G&G.
Trait
No entries available.
LOAG, page 139.
Trait
You can position yourself in the armor or reposition its articulated pieces to better protect against some attacks. If you're trained in this armor, while wearing it you can spend a single action to gain a +1 circumstance bonus to AC against a certain type of attack until the start of your next turn. The entrench trait lists the type of attack this bonus applies against, typically entrench melee or entrench ranged.
Treasure Vault, page 8.
Trait
A hazard with this trait is something dangerous that's part of the natural world, such as quicksand or harmful mold.
Core Rulebook, page 631.
Trait
Time slows down and speeds up, so an individual may lose or gain time as they move between planes. When a creature moves from a plane with erratic time to one with normal time, roll a DC 11 flat check. Creatures that leave an erratic time plane together share the same result.
Success Time passed normally on the erratic time plane.Failure For each hour spent on the erratic time plane, 1 day passed on the normal time plane.Critical Failure For each round spent on the erratic time plane, 1 day passed on the normal time plane.Gamemastery Guide, page 251.
Trait
The esoterica trait is present in many thaumaturge feats and class features that incorporate the various talismans, supernatural trinkets, and other objects you carry with you. Abilities that have the esoterica trait require you to be in possession of your esoterica to use them. Normally, you're assumed to always have your esoterica with you, but in some rare circumstances, you might either not have them on hand or have your gear stripped from you.
Dark Archive, page 220.
Trait
Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.
Core Rulebook, page 631. Reprinted in B1, B2, SoM.
Trait
Evil effects often manipulate energy from evil-aligned Outer Planes and are antithetical to good divine servants or divine servants of good deities. A creature with this trait is evil in alignment.
Evil effects often manipulate energy from evil-aligned Outer Planes and are antithetical to good divine servants or divine servants of good deities. A creature with this trait is evil in alignment. An ability with this trait can be selected or used only by evil creatures.
— Guns & Gears, page 232.
Core Rulebook, page 631. Expanded in G&G.
Trait
Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.
Evocations capture magical energy and then shape it to harm your foes or protect your allies. Evocation spells often have a trait that comes from the type of damage they deal, such as acid, cold, fire, force, or sonic.
— Core Rulebook, page 298.
Core Rulebook, page 634. Reprinted in SoM, G&G.
Trait
Feats with this trait affect your eidolon instead of you, typically by granting it additional physical capabilities.
Secrets of Magic, page 57.
Trait
An item with the expandable trait increases to a specific size when activated. Unless otherwise noted, this space must be adjacent to you and on the ground, and the item needs to have enough open space to expand into or else the activation has no effect. When the effect ends, the expanded item disintegrates if it's a consumable or shrinks back to its normal size if it's not a consumable.
Treasure Vault, page 56.
Trait
An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
Core Rulebook, page 631. Reprinted in G&G.
Trait
This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.
Core Rulebook, page 631. Reprinted in SoM.