23 traits, from Parry to Psychopomp.
Parry · Pervasive Magic · Petitioner · Phantom · Plant · Poison · Polymorph · Ponderous · Poppet · Portable · Positive · Possession · Potion · Precious · Prediction · Press · Primal · Processed · Propulsive · Protean · Psyche · Psychic · Psychopomp
Trait
This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
Core Rulebook, page 283. Reprinted in G&G.
Trait
For more information read the pervasive magic variant rule.
Secrets of Magic, page 218.
Trait
Petitioners are mortal souls who have been judged and then transformed into creatures native to other planes. Petitioners can survive the basic environmental effects of their home plane.
Bestiary 2, page 309.
Trait
A phantom is a soul that has diverged from the River of Souls on the Ethereal Plane before being judged. They typically retain memories of their life before death, but are not undead.
Secrets of Magic, page 254.
Trait
Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.
Core Rulebook, page 635. Reprinted in B1, B2, SoM.
Trait
An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.
Core Rulebook, page 635. Reprinted in GMG.
Trait
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a General creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
Core Rulebook, page 635. Expanded in G&G.
Trait
The armor has moving parts or other complications that lengthen the wearer's initial reaction time. While wearing the armor, you take a –1 penalty to initiative checks. If you don't meet the armor's required Strength score, this penalty increases to be equal to the armor's check penalty if it's worse.
Treasure Vault, page 8.
Trait
Small constructs originally designed to serve as companions or servants. They occasionally gain a greater spark of life, transforming them into independent, sapient creatures.
LOTGB, page 134.
Trait
Portable siege weapons, such as battering rams, can be more easily carried and have a role in both warfare and smaller conflicts or exploration. 73.
Guns & Gears, page 235.
Trait
Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy.
These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor positive environmental damage. In the strongest areas of a positive plane, they could take moderate or even major positive damage at the end of each round. While this might seem safe for living creatures, positive planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature's temporary HP from a positive plane ever exceeds its maximum HP, it explodes in a burst of overloaded positive energy, spreading across the area to birth new souls. Positive magic is enhanced, and negative magic is impeded.
— Gamemastery Guide, page 253.
Core Rulebook, page 635. Reprinted in B2. Expanded in GMG.
Trait
Effects with this trait allow a creature to project its mind and spirit into a target. A creature immune to mental effects can't use a possession effect. While possessing a target, a possessor's true body is unconscious (and can't wake up normally), unless the possession effect allows the creature to physically enter the target. Whenever the target takes damage, the possessor takes half that amount of damage as mental damage.
A possessor loses the benefits of any of its active spells or abilities that affect its physical body, though it gains the benefits of the target's active spells and abilities that affect their body. A possessor can use any of the target's abilities that are purely physical, and it can't use any of its own abilities except spells and purely mental abilities. The GM decides whether an ability is purely physical or purely mental. A possessor uses the target's attack modifier, AC, Fortitude save, Reflex save, Perception, and physical skills, and its own Will save, mental skills, spell attack roll, and spell DC; benefits of invested items apply where relevant (the possessor's invested items apply when using its own values, and the target's invested items apply when using the target's values). A possessor gains no benefit from casting spells that normally affect only the caster, since it isn't in its own body.
The possessor must use its own actions to make the possessed creature act.
If a possessor reaches 0 Hit Points through any combination of damage to its true body and mental damage from the possession, it is knocked out as normal and the possession immediately ends. If the target reaches 0 Hit Points first, the possessor can either fall unconscious with the body and continue the possession or end the effect as a free action and return to its body. If the target dies, the possession ends immediately and the possessor is stunned for 1 minute.
Core Rulebook, page 635.
Trait
A potion is a magical liquid activated when you drink it.
Core Rulebook, page 635.
Trait
Valuable materials with special properties have the precious trait. They can be substituted for base materials when you Craft items.
Core Rulebook, page 635.
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Effects with this trait determine what is likely to happen in the near future. Most predictions are divination.
Core Rulebook, page 635. Reprinted in SoM.
Trait
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.) Because a press action requires a multiple attack penalty, you can't use one when it's not your turn, even if you use the Ready activity.
Core Rulebook, page 635.
Trait
This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.
Core Rulebook, page 635. Reprinted in G&G.
Trait
An alchemical consumable with the processed trait can be created with Quick Alchemy but is too complex to create in a single action. Using Quick Alchemy to create a processed item takes 1 minute. If the item would take more than 3 actions to Activate, the time the item remains potent after you create it is equal to its activation time. For instance, a processed item that takes 10 minutes to Activate would remain potent for 10 minutes when created with Quick Alchemy instead of remaining potent only until the start of your next turn. This trait doesn't change other specifics of Quick Alchemy. You could, for example, use double brew to create two of the same processed item over the course of 1 minute.
Treasure Vault, page 46.
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You add half your Strength modifier (if positive) to damage rolls with a propulsive ranged weapon. If you have a negative Strength modifier, you add your full Strength modifier instead.
Core Rulebook, page 283.
Trait
A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have darkvision, an amorphous anatomy, and a weakness to lawful damage.
Trait
Your psyche must be unleashed to use abilities that have the psyche trait, and they end automatically when your unleashed psyche subsides.
Dark Archive, page 13.
Trait
This indicates abilities from the psychic class.
Dark Archive, page 221.
Trait
A family of monitors spawned within the Vreitaistian to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.