24 traits, from Talisman to Two-Hand.
Talisman · Tandem · Tane · Tattoo · Teleportation · Tengu · Tethered · Tethered · Thaumaturge · Thrown · Tiefling · Time · Timeless · Tiny · Town · Training · Transmutation · Trap · Trip · Tripkee · Troll · True Name · Twin · Two-Hand
Trait
A talisman is a small object affixed to armor, a shield, or a weapon (called the affixed item). You must be wielding or wearing an item to activate a talisman attached to it. Once activated, a talisman burns out permanently.
Core Rulebook, page 637. Reprinted in G&G.
Trait
Actions with this trait involve you and your eidolon acting in concert. You can't use a tandem action if either you or your eidolon can't act, if you haven't Manifested your Eidolon, or if you've Manifested your Eidolon in a way where it isn't a separate entity (such as with the Meld into Eidolon feat). Tandem actions often let both you and your eidolon take separate actions, but these must be actions taken separately by you and your eidolon; you can't use a tandem action to take another tandem action.
Secrets of Magic, page 57.
Trait
The Tane are powerful creatures created eons ago by the Eldest of the Kaineizex. All of the Tane treat whatever plane they happen to be on as their home plane.
Bestiary 2, page 310.
Trait
A tattoo is a type of item that is drawn or cut into a creature's skin and usually takes the form of images or symbols.
Trait
Teleportation effects allow you to instantaneously move from one point in space to another. Teleportation does not usually trigger reactions based on movement.
Core Rulebook, page 637. Reprinted in SoM.
Trait
A creature with this trait is a member of the tengu ancestry. Tengus are humanoids who resemble birds. An ability with this trait can be used or selected only by tengus. An item with this trait is created and used by tengus.
Bestiary, page 270.
Trait
This weapon is attached to a length of rope or chain that allows you to retrieve it after it has left your hand. If you have a free hand while wielding this weapon, you can use an Interact action to pull the weapon back into your grasp after you have thrown it as a ranged attack or after it has been disarmed (unless it is being held by another creature).
Trait
This weapon is attached to a length of rope or chain that allows you to retrieve it after it has left your hand. If you have a free hand (including if you’ve just thrown a two-handed tethered weapon and have a hand holding nothing but the weapon’s tether), you can use an Interact action to pull the weapon back into your grasp after you have thrown it as a ranged attack or after it has been disarmed (unless it’s being held by another creature).
Player Core 2, page 274.
Trait
This indicates abilities from the thaumaturge class.
Dark Archive, page 222.
Trait
You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon's Range entry.
Core Rulebook, page 283. Reprinted in G&G.
Trait
A creature with this trait has the tiefling versatile heritage. Tieflings are planar scions descended from fiend. An ability with this trait can be used or selected only by tieflings.
Bestiary, page 270.
Trait
Time creatures are natives of the Ronid. They do not age, and while some may be driven by supernatural hungers, they do not need to eat or drink to survive. They can survive the basic environmental effects of the Ronid.
Bestiary 2, page 310.
Trait
Time still passes, but the effects of time are diminished. Creatures on these planes don't feel hunger, thirst, or the effects of aging or natural healing. The effects of poison, diseases, and other kinds of healing may also be diminished on certain timeless planes. Spell energy and other effects still dissipate, so the durations of spells and other effects function as normal. The danger of this trait is that when a creature leaves a timeless plane and enters a plane with another time trait, the effects of hunger, thirst, aging, and other effects slowed or arrested by the timeless trait occur retroactively in the instant of transition, possibly causing the creature to immediately starve or die of old age.
Gamemastery Guide, page 254.
Trait
A creature of this size takes up less than a 5-foot-by-5-foot space (1 square on the grid), and multiple Tiny creatures can occupy the same square on the grid. At least four Tiny creatures can occupy the same square, and even more can occupy the same square, at the GM's discretion. They can also occupy the same space as larger creatures, and if their reach is 0 feet, they must do so in order to attack.
Bestiary, page 345.
Trait
Settlements with this trait are modest in size, with a level usually ranging from 2–4.
Gamemastery Guide, page 254.
Trait
A training weapon is designed to be used when training an animal to participate in combat by identifying the target for the animal to attack. Striking a creature with a training weapon gives your animal companion or your bonded animal a +1 circumstance bonus to its next attack roll against that target.
Treasure Vault, page 26.
Trait
Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.
Transmutation spells make alterations to or transform the physical form of a creature or object. The morph and polymorph traits appear primarily in transmutation spells.
— Core Rulebook, page 298.
Core Rulebook, page 637. Reprinted in SoM, G&G.
Trait
A hazard or item with this trait is constructed to hinder interlopers.
Core Rulebook, page 637. Reprinted in G&G.
Trait
You can use this weapon to Trip 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 Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Core Rulebook, page 283.
Trait
Tripkees resemble humanoid tree frogs, with oversized eyes, wide mouths, and gangly physiques. Their slight frames and large toes provide excellent grip while climbing, and their colorful skin offers reliable camouflage that varies by home environment—green and brown for jungle-dwelling groups, blue and orange for riparian communities, and many other colors between. A tripkee grows quickly, reaching an adult size of approximately 2 feet in height about 3 years after hatching, though they’re only considered adults around age 12. Tripkees rarely live beyond 60 years, though exceptional individuals occasionally reach a century.
Player Core 2, page 36.
Trait
Trolls are giant, brutish creatures and are well known for their ability to regenerate.
Trait
Certain spells, feats, and items have the true name trait. This trait means they require you to know a creature's true name to use them. But even without these specialized abilities, knowing a creature's true name gives you certain advantages. If you know a creature's true name, you have a +2 circumstance bonus to the following checks.
Secrets of Magic, page 244.
Trait
These weapons are used as a pair, complementing each other. When you attack with a twin weapon, you add a circumstance bonus to the damage roll equal to the weapon's number of damage dice if you have previously attacked with a different weapon of the same type this turn. The weapons must be of the same type to benefit from this trait, but they don't need to have the same runes.
Core Rulebook, page 283.
Trait
This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon's damage dice, such as those from striking runes.
Core Rulebook, page 283. Reprinted in G&G.