Traits: I

21 traits, from Ifrit to Investigator.

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Ifrit · Illusion · Immeasurable · Impulse · Incapacitation · Incarnate · Incorporeal · Inevitable · Infused · Infusion · Ingested · Inhaled · Injection · Injury · Inscribed · Instinct · Integrated · Intelligent · Inventor · Invested · Investigator

Ifrit

Trait

Ifrits are planar scions descended from efreet.

Bestiary 2, page 308.

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Illusion

Trait

Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli.


Illusions create the semblance of something real, fooling the eyes, ears, and other senses. They almost always have the mental trait, and depending on how the illusion is perceived, they might also have the auditory or visual trait.

— Core Rulebook, page 298.

Core Rulebook, page 633. Reprinted in SoM, G&G.

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Immeasurable

Trait

Planes with this trait are immeasurably large, perhaps infinite.

Gamemastery Guide, page 252.

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Impulse

Trait

The primary magical actions kineticists use are called impulses. You can use an impulse only if your kinetic aura is active and channeling that element, and only if you have a hand free to shape the elemental flow. The impulse trait means the action has the concentrate trait unless another ability changes this. If an impulse allows you to choose an element, you can choose any element you're channeling, and the impulse gains that element's trait.

Rage of Elements, page 15.

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Incapacitation

Trait

An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's level treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.

Core Rulebook, page 633. Reprinted in G&G.

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Incarnate

Trait

A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate creature takes its Arrive action when you finish Casting the Spell. At the end of your next turn, the incarnate creature can either Step, Stride, or take the action for another movement type it has (such as Climb or Burrow), and then takes its Depart action. The spell then ends. The names of specific Arrive and Depart actions are listed in italics after the word "Arrive" or "Depart" respectively, along with any traits.

A creature summoned by an incarnate spell acts in your interests, directs its effects away from you and your allies as much as possible, and might listen to your requests, but ultimately makes its own decisions. If the spell indicates that the incarnate makes a decision, the GM determines what the incarnate would do. It might even become more inclined to do precisely as you wish over multiple summonings.

The incarnate is not fully a creature. It can't take any other actions, nor can it be targeted or harmed by Strikes, spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic). It has a size for the purposes of determining its placement for effects, but it doesn't block movement. If applicable, its effects use your spell DCs and spell attack roll modifier.

Secrets of Magic, page 132.

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Incorporeal

Trait

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space.

An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects.

Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.

Bestiary, page 346. Reprinted in B2, SoM.

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Inevitable

Trait

These constructed aeons were created by the axiomites. Each type of inevitable is dedicated to a specific task. Most inevitables have weakness to chaotic damage.

Bestiary, page 347. Reprinted in B2.

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Infused

Trait

You created an alchemical item with the infused trait using your infused reagents, and it has a limited time before it becomes inert. Any nonpermanent effects from your infused alchemical items, with the exception of afflictions such as slow-acting poisons, end when you make your daily preparations again.

Core Rulebook, page 75. Reprinted in G&G.

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Infusion

Trait

Actions with the infusion trait tweak your kineticist impulses. You must use an infusion action directly before the impulse action you want to alter. If you use any action (including free actions and reactions) other than an impulse action directly after, you waste the benefits of the infusion action. Any additional effects added by an infusion action are part of the impulse's effect, not of the infusion action itself.

Rage of Elements, page 15.

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Ingested

Trait

An ingested poison is activated by applying it to food or drink to be consumed by a living creature, or by placing it directly into a living creature's mouth. A creature attempts a saving throw against such a poison when it consumes the poison or the food or drink treated with the poison. The onset time of ingested poisons typically ranges anywhere from 1 minute to 1 day.

Core Rulebook, page 550.

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Inhaled

Trait

An inhaled poison is activated by unleashing it from its container. Once unleashed, the poison creates a cloud filling a 10-foot cube lasting for 1 minute or until a strong wind dissipates the cloud. Every creature entering this cloud is exposed to the poison and must attempt a saving throw against it; a creature aware of the poison before entering the cloud can use a single action to hold its breath and gain a +2 circumstance bonus to the saving throw for 1 round.

Core Rulebook, page 550.

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Injection

Trait

This weapon can be filled with an injury poison. Immediately after a successful attack with the weapon, you can inject the target with the loaded poison with a single Interact action. Refilling the weapon with a new substance requires three Interact actions and uses both hands.

Guns & Gears, page 233.

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Injury

Trait

An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected.

Core Rulebook, page 550.

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Inscribed

Trait

The armor has been treated so it can be inscribed with magical symbols using the same method as Crafting a scroll. Inscribed attire can hold one scroll inscribed on it. You need a free hand to Activate the scroll, but you don't need to Interact to draw it. You can also Activate the magic to erase the scroll the armor currently contains. You can't inscribe a new scroll onto the armor if a scroll is currently inscribed on it or if the armor is broken.

Treasure Vault, page 8.

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Instinct

Trait

Instinct abilities require a specific instinct; you lose access if you perform acts anathema to your instinct.

Core Rulebook, page 87.

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Integrated

Trait

This shield has been created to include a weapon in its construction, which works like an attached weapon but can't be removed from the shield. This also prevents other attached weapons from being added to the shield. The integrated weapon's damage is listed alongside the trait, such as "integrated d6 S," with any traits in parentheses. Unless otherwise noted in the shield's description, an integrated weapon is a martial weapon in the shield weapon group and requires one hand to attack with. The attached weapon can have runes etched onto it like other attached weapons. You can continue fighting normally with the integrated weapon if the shield is broken, but if the shield is destroyed, so is the weapon.

Treasure Vault, page 219.

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Intelligent

Trait

An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don't have. Intelligent items can't be crafted by normal means, and they are always rare or unique.

Gamemastery Guide, page 252. Reprinted in G&G.

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Inventor

Trait

No entries found.

Guns & Gears, page 16.

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Invested

Trait

A character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).

Core Rulebook, page 633. Reprinted in G&G.

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Investigator

Trait

This indicates abilities from the investigator class.

Advanced Player’s Guide, page 268.

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