46 traits, from Scatter to Sylph.
Scatter · Scroll · Scrying · Sea Devil · Secret · Sentient · Serpentfolk · Shadow · Shaesou-ka · Shield Throw · Shisk · Shoony · Shove · Skeleton · Skill · Skulk · Sleep · Small · Snare · Social · Sonic · Sorcerer · Soulbound · Spellgun · Spellheart · Spellshape · Spellshot · Spirit · Splash · Spriggan · Sprite · Staff · Stance · Static · Steam · Strange Gravity · Strix · Structure · Subjective Gravity · Suli · Summoned · Summoner · Swarm · Swashbuckler · Sweep · Sylph
Trait
This weapon fires a cluster of pellets in a wide spray. Scatter always has an area listed with it, indicating the radius of the spray. On a hit, the primary target of attacks with a scatter weapon take the listed damage, and the target and all other creatures within the listed radius around it take 1 point of splash damage per weapon damage die.
Guns & Gears, page 235.
Trait
A scroll contains a single spell you can cast without a spell slot.
Core Rulebook, page 636.
Trait
A scrying effect lets you see, hear, or otherwise get sensory information from a distance using a sensor or apparatus, rather than your own eyes and ears.
Core Rulebook, page 636. Reprinted in SoM.
Trait
Evil ocean-dwelling humanoids, sea devils usually have darkvision and wavesense.
Bestiary, page 347.
Trait
The GM rolls the check for this ability in secret.
Core Rulebook, page 636.
Trait
Planes with this trait can change their physical nature according to the plane's own whim.
Gamemastery Guide, page 254.
Trait
Serpentfolk are a family of serpentine humanoids.
Bestiary 2, page 309.
Trait
This magic involves shadows or the energy of the Shadow Plane.
Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.
— Bestiary 2, page 309.
Planes with this trait are umbral with murky light. On a shadow plane, the radius of all light from light sources and the areas of light spells are halved. Darkness and shadow magic are enhanced, and light magic is impeded.
— Gamemastery Guide, page 254.
Core Rulebook, page 636. Expanded in GMG, B2.
Trait
Mandrill-like humanoids that are brutal warriors. Many shaesou-ka live in Baimuvraith.
Trait
A shield with this trait is designed to be thrown as a ranged attack. When thrown, the shield is a martial thrown ranged weapon. Its damage dice and type are the same as its shield bash attack, but if the shield includes an attached weapon or integrated weapon, you can choose to attack with it instead when you throw the shield. You add your Strength modifier to damage, as typical of a thrown weapon. The trait also includes the range increment.
Treasure Vault, page 219.
Trait
Secretive humanoids covered in bony plumage that reside underground.
LOME, page 310.
Trait
Shoonies are reclusive humanoids who resemble bipedal dogs with wrinkled faces and bulging eyes.
Extinction Curse #3: Life’s Long Shadows, page 82.
Trait
You can use this weapon to Shove with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Core Rulebook, page 283. Reprinted in G&G.
Trait
This undead is made by animating a dead creature's skeleton with negative energy.
Trait
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.
Core Rulebook, page 636.
Trait
Skulks are a family of humanoids whose skin can shift coloration to aid in stealth.
Bestiary 2, page 309.
Trait
This effect can cause a creature to fall asleep or get drowsy.
Core Rulebook, page 636. Reprinted in G&G.
Trait
A Small creature takes up a 5-foot-by-5-foot space (1 square on the grid) and typically has a reach of 5 feet.
Bestiary, page 345.
Trait
Traps typically made by rangers, snares follow special rules that allow them to be constructed quickly and used on the battlefield.
Core Rulebook, page 636. Reprinted in G&G.
Trait
An effect with the sonic trait functions only if it makes sound, meaning it has no effect in an area of silence or in a vacuum. This is different from an auditory spell, which is effective only if the target can hear it. A sonic effect might deal sonic damage. A creature with this trait has a magical connection to powerful sound.
Core Rulebook, page 636. Reprinted in B2, SoM.
Trait
This indicates abilities from the sorcerer class.
Core Rulebook, page 636.
Trait
These constructs are mentally augmented by a fragment of a once-living creature's soul.
Trait
The spellgun trait appears on items that can generate a magical effect that flies out like a bullet. You can make either a spell attack roll with a spellgun or a ranged attack roll using your proficiency with simple firearms. Spellguns have a range increment, which applies regardless of which type of attack roll you make. Though you can use your modifier for simple firearms, a spellgun isn't actually a firearm. You don't get the damage of a firearm Strike, nor other benefits like critical specialization. Similarly, you can't load or reload a spellgun, affix talismans to one, make a spellgun Strike as part of an action that lets you make a firearm Strike, and so on.
Treasure Vault, page 221.
Trait
Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the Affix a Spellheart activity, which is otherwise identical to Affixing the Talisman. The limit of one talisman per item remains—an item can have one spellheart or one talisman, not both. When casting a cantrip from a spellheart, you can use your own spell attack roll or spell DC if it's higher. Crafting a spellheart requires the spells the spellheart can cast. For example, a major five-feather wreath requires air walk, gale blast, and wall of wind.
Secrets of Magic, page 170.
Trait
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Rage of Elements, page 238.
Trait
No entries found.
Guns & Gears, page 140.
Trait
Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.
Core Rulebook, page 636. Reprinted in B1, B2.
Trait
Most bombs also have the splash trait. When you use a thrown weapon with the splash trait, you don't add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a critical failure, the bomb misses entirely, dealing no damage. Add splash damage together with the initial damage against the target before applying the target's resistance or weakness. You don't multiply splash damage on a critical hit.
For example, if you throw a lesser acid flask and hit your target, that creature takes 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage. All other creatures within 5 feet of it take 1 acid splash damage. On a critical hit, the target takes 2 acid damage and 2d6 persistent acid damage, but the splash damage is still 1. If you miss, the target and all creatures within 5 feet take only 1 splash damage. If you critically fail, no one takes any damage.
Core Rulebook, page 637. Reprinted in G&G.
Trait
Kin to gnomes, spriggans tend to be evil and can grow in size to resemble giants.
Bestiary 2, page 310.
Trait
A family of diminutive winged fey with a strong connection to primal magic.
Bestiary, page 347.
Trait
This magic item holds spells of a particular theme and allows a spellcaster to cast additional spells by preparing the staff.
Core Rulebook, page 637.
Trait
A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Core Rulebook, page 637. Reprinted in G&G.
Trait
The physical nature of a plane with this trait can't be changed in any way.
Gamemastery Guide, page 254.
Trait
Items with this trait are powered by engines that boil water to produce steam and move their components.
Guns & Gears, page 236.
Trait
All bodies of mass are centers of gravity with roughly the same force. A creature can stand on any solid objects that is as large as or larger than themself.
Gamemastery Guide, page 254.
Trait
Winged humanoids, most of whom live in and around Grezukhi.
LOAG, page 142.
Trait
An item with the structure trait creates a magical building or other structure when activated. The item must be activated on a plot of land free of other structures. The structure adapts to the natural terrain, adopting the structural requirements for being built there. The structure adjusts around small features such as ponds or spires of rock, but it can't be created on water or other nonsolid surfaces. If activated on snow, sand dunes, or other soft surfaces with a solid surface underneath, the structure's foundation (if any) reaches the solid ground. If an item with this trait is activated on a solid but unstable surface, such as a swamp or an area plagued by tremors, roll a DC 3 flat check each day; on a failure, the structure begins to sink or collapse.
The structure doesn't harm creatures within the area when it appears, and it can't be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the structure when the item is activated ends up unharmed inside the complete structure and always has a clear path of escape. A creature inside the structure when the activation ends isn't harmed, and it lands harmlessly on the ground if it was on an upper level of the structure.
Core Rulebook, page 596.
Trait
All bodies of mass can be centers of gravity with the same force, but only if a non-mindless creature wills it. Unattended items, objects, and mindless creatures treat the plane as having microgravity. Creatures on a plane with subjective gravity can move normally along a solid surface by imagining "down" near their feet. Designating this downward direction is a free action that has the concentrate trait. If suspended in midair, a creature can replicate flight by choosing a "down" direction and falling in that direction, moving up to their Speed or fly Speed. This pseudo-flight uses the Fly action.
Gamemastery Guide, page 254.
Trait
Sulis are planar scions descended from jann.
Bestiary 2, page 310.
Trait
A creature called by a spell or effect gains the summoned trait. A summoned creature can't summon other creatures, create things of value, or cast spells that require a cost. It has the minion trait. If it tries to Cast a Spell of equal or higher level than the spell that summoned it, it overpowers the summoning magic, causing its own spell to fail and the summon spell to end. Otherwise, the summoned creature uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its ability. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands.
Immediately when you finish Casting the Spell, the summoned creature uses its 2 actions for that turn. A spawn or other creature generated from a summoned creature returns to its unaltered state (usually a corpse in the case of spawn) once the summoned creature is gone. If it's unclear what this state would be, the GM decides. Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends.
Core Rulebook, page 637. Reprinted in SoM.
Trait
This indicates abilities from the summoner class.
Secrets of Magic, page 254.
Trait
A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.
Trait
This indicates abilities from the swashbuckler class.
Advanced Player’s Guide, page 270.
Trait
This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.
Core Rulebook, page 283. Reprinted in G&G.
Trait
Sylphs are planar scions descended from djinn.
Bestiary 2, page 309.
Social
Trait
Actions and abilities with the social trait can be used only while a vigilante is in their social identity.
Advanced Player’s Guide, page 270.
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