Traits: L

15 traits, from Laminar to Lozenge.

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Laminar · Large · Launching · Lawful · LE · Leshy · LG · Light · Lineage · Linguistic · Litany · Lizardfolk · LN · Low Gravity · Lozenge

Laminar

Trait

The armor is made up of layered sections, so when it breaks, it isn't as much of a problem. The status penalty to AC if this armor is broken is –1 for broken medium armor, –2 for broken heavy armor, or no penalty for broken light armor.

Treasure Vault, page 8.

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Large

Trait

A Large creature takes up a 10-foot-by-10-foot space (4 squares on the grid). It typically has a reach of 10 feet if the creature is tall or 5 feet if the creature is long.

Bestiary, page 345.

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Launching

Trait

A mechanism within this shield can shoot projectiles, causing the shield to also function as a ranged weapon. The trait lists the type of weapon, such as "launching dart." Striking with the launcher requires the same number of hands as normal, except that the hand holding the shield counts toward this total, so a one-handed ranged weapon would require only one hand. Reloading takes the normal number of Interact actions, to a minimum of 1 action, and you can't use the hand holding your shield to reload.

Treasure Vault, page 220.

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Lawful

Trait

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


An ability with this trait can be selected or used by lawful creatures only.

— Secrets of Magic, page 253.

Core Rulebook, page 633. Expanded in SoM.

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LE

Trait

Lawful and evil

Bestiary, page 345.

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Leshy

Trait

Leshys are small plant creatures, roughly humanoid in form.


Leshies are living plants animated by primal magic.

— LOCG, page 133.

Bestiary, page 347. Reprinted in B2. Expanded in LOCG.

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LG

Trait

Lawful and good

Bestiary, page 345.

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Light

Trait

Light effects overcome non-magical darkness in the area, and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.

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

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Lineage

Trait

A feat with this trait indicates a character's descendance from a particular type of creature. You can have only one lineage feat. You can select a lineage feat only at 1st level, and you can't retrain into or out of these feats.

Advanced Player’s Guide, page 268.

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Linguistic

Trait

An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.

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

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Litany

Trait

Litanies are special devotion spells, typically used by champions and requiring a single action, that usually give temporary immunity to further litanies.

Core Rulebook, page 633.

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Lizardfolk

Trait

Lizardfolk are a family of reptilian humanoids.


These reptilian humanoids, also known as kibrebos, are extremely adaptable and patient.

— LOCG, page 133.

Bestiary, page 347. Expanded in LOCG.

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LN

Trait

Lawful and neutral

Bestiary, page 345.

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Low Gravity

Trait

As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is less than on the Material Plane. The Bulk of all creatures and objects is halved, meaning creatures acclimated to normal gravity can carry twice as much and jump twice as high and far. Physical ranged attacks are possible up to the twelfth range increment (instead of the sixth). Creatures that fall in low gravity take no damage for the first 10 feet of a fall, and then take bludgeoning damage equal to a quarter of the remaining distance it fell.

Gamemastery Guide, page 252.

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Lozenge

Trait

You Activate an alchemical lozenge by putting it in your mouth. It stays there, slowly dissolving and releasing its ingredients over time. You can bite a lozenge for a secondary effect. The action this takes is noted in the item under the Secondary Effect heading. As soon as this secondary effect is over, the lozenge is used up and its benefits for you end. You can drink elixirs, potions, and beverages with a lozenge in your mouth, but you can't benefit from more than one lozenge at a time. If you have two lozenges in your mouth at the same time, both become inert. You can also spit out a lozenge as a single action to end its effect and make it inert. A lozenge dissolves due to its alchemical ingredients, so it typically still works even if you don't have saliva.

Treasure Vault, page 46.

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