Traits: R

20 traits, from Rage to Rogue.

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Rage · Rakshasa · Range Increment · Ranged Trip · Ranger · Rare · Ratfolk · Razing · Razing · Reach · Reckless · Recovery · Reflection · Relic · Reload · Repeating · Resonant · Revelation · Revolutionary · Rogue

Rage

Trait

You must be raging to use abilities with the rage trait, and they end automatically when you stop raging.

Core Rulebook, page 87.

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Rakshasa

Trait

Reincarnations of evil souls, rakshasas are fiends that live on the Material Plane.

Bestiary, page 347.

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Range Increment

Trait

While not an official trait but instead a weapon statistic, this is used in the traits entry of many creatures attacks. You can find the rules for range increments here.

Core Rulebook, page 279.

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Ranged Trip

Trait

The weapon can be used to Trip with the Athletics skill at a distance up to the weapon's first range increment. The skill check is attempted with a –2 circumstance penalty. You can add the weapon's item bonus to attack rolls as a bonus to the check. As with using a melee weapon to Trip, a ranged trip weapon doesn't deal any damage when used to Trip. This trait usually appears only on a thrown weapon.

Bestiary, page 85. Reprinted in LOGM, APG, G&G.

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Ranger

Trait

This indicates abilities from the ranger class.

Core Rulebook, page 635.

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Rare

Trait

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play.


Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

— Bestiary, page 344.

Core Rulebook, page 635. Expanded in B1. Reprinted in G&G.

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Ratfolk

Trait

Ratfolk are humanoids who resemble rats.


A creature with this trait is a member of the ratfolk ancestry. Ratfolk are humanoids who resemble rats. An ability with this trait can be used or selected only by ratfolk.

— Advanced Player’s Guide, page 269.

Bestiary, page 347. Expanded in APG.

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Razing

Trait

This weapon is particularly good at damaging objects, structures, and vehicles. Whenever you deal damage to an object (including shields and animated objects), structure, or vehicle with a razing weapon, the object takes an amount of additional damage equal to double the number of weapon damage dice.

Player Core 2, page 274.

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Razing

Trait

Razing weapons are particularly good at damaging objects, structures, and vehicles. Whenever you deal damage to an object (including shields and animated objects), structure, or vehicle with a razing weapon, the object takes an amount of additional damage equal to double the number of weapon damage dice.

Treasure Vault, page 26.

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Reach

Trait

This weapon is long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.

Core Rulebook, page 283. Reprinted in G&G.

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Reckless

Trait

Actions that have the reckless trait push the pilot and the vehicle beyond the normal parameters for safe operation, and the pilot risks losing control of the vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle, with the following effects. Resolve this piloting check before resolving the action itself.

Success The action occurs as described.Failure The vehicle moves its Speed in a straight line along its most recent heading, drifting up to 45 degrees at the GM's discretion, and becomes uncontrolled.

Gamemastery Guide, page 254. Reprinted in G&G.

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Recovery

Trait

Recovery weapons are thrown weapons designed to return to the thrower when they miss the target. When you make an unsuccessful thrown Strike with this weapon, it flies back to your hand after the Strike is complete, allowing you to try again. If your hands are full when the weapon returns, it falls to the ground in your space.

Treasure Vault, page 26.

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Reflection

Trait

A creature with this trait has the reflection versatile heritage. Reflections are beings who are copies of living people, whether through cloning, planar duplication, or another mechanism. An ability with this trait can be used or selected only by reflections.

Dark Archive, page 221.

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Relic

Trait

No entries found.

Treasure Vault, page 204.

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Reload

Trait

While not an official trait but instead a weapon statistic, this is used in the traits entry of many creatures attacks. You can find the rules for reloading here.

Core Rulebook, page 279.

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Repeating

Trait

These weapons can't be loaded with individual bolts or bullets like other crossbows and firearms; instead, they require a magazine of specialized ammunition to be loaded into a special slot. Once that magazine is in place, the ammunition loads automatically each time the weapon is cocked to fire, reducing its reload to the value in its reload entry (typically 0). When the ammunition runs out, a new magazine must be loaded, which requires a free hand and 3 Interact actions (to remove the old magazine, retrieve the new magazine, and slot the new magazine in place). These actions don't need to be consecutive.

Guns & Gears, page 62.

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Resonant

Trait

This weapon can channel energy damage. You gain the Conduct Energy free action while wielding a resonant weapon.

Loading Conduct Energy...

LOAG, page 139.

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Revelation

Trait

Effects with this trait see things as they truly are.

Core Rulebook, page 635. Reprinted in SoM.

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Revolutionary

Trait

Revolutionary entities use armed conflict to oppose authority. A revolutionary organization often has a loose structure of agents with loyalty to charismatic individuals.

LOCG, page 134.

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Rogue

Trait

This indicates abilities from the rogue class.

Core Rulebook, page 635.

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