Pathfinder 2E Traits

All 475 traits from the Pathfinder Second Edition Remaster rules, with the full rules text for each. Free to browse.

A

Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Acid
Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.
Additive
Feats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.
Adjusted
The equipment comes with an adjustment described in its entry. This adjustment is built into the equipment permanently, meaning the equipment can't have another adjustment added, nor can it be swapped out for a different adjustment. If the adjustment alters the item's base statistics, such as adding the noisy trait, that's reflected in the equipment's table entry.
Adjustment
Items with this trait are intended to alter existing pieces of equipment, typically armors, shields, and weapons. The given item will note which type of equipment it modifies. A piece of equipment can only be affected by a single adjustment at a time. Unless otherwise noted, adding or removing an adjustment requires using a 10-minute activity and a repair kit.
Aeon
These monitors are the self-styled defenders of reality. Traditional aeons have dualistic natures and forms, hold a dichotomy of interests, and communicate via a strange telepathic hodgepodge of sensory sending called envisioning. Axiomites and their creations are aeons, but don't share all the characteristics of traditional aeons.
Aesir
Aesir are often-bellicose monitors of the chaotic planes, honing their skill in battle and preparing for a final confrontation at the end of the multiverse.
Aftermath
This trait describes feats that represent special abilities gained after exposure to the weird and deadly.
Agathion
This family of animal-featured celestials is native to the plane of Nirvana. Most agathions are neutral good, have darkvision, and have a weakness to evil damage.
Agile
The multiple attack penalty you take with this weapon on the second attack on your turn is -4 instead of -5, and -8 instead of -10 on the third and subsequent attacks in the turn.
Air
Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.
Aiuvarin
A creature with this trait has the aiuvarin versatile heritage. Aiuvarins are of mixed ancestry, including elves or other aiuvarins. An ability with this trait can be used or selected only by aiuvarins.
Alchemical
Alchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren't magical and don't radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.
Alchemist
This indicates abilities from the alchemist class.
All Around Vision
This monster can see in all directions simultaneously and therefore can't be flanked.
Amp
An amp is a special thoughtform that modifies the properties of your psi cantrips. Psi cantrips each have their own amp, and feats with the amp trait provide different amps you can apply to psi cantrips in place of their normal amps.
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.
Anadi
A reclusive people from Garund who resemble spiders and can assume human forms.
Android
A synthetic humanoid ancestry created by artificial means. Most common in Numeria.
Angel
This family of celestials are messengers and warriors. Most angels are holy, have darkvision, and have a weakness to unholy.
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.
Animist
This indicates abilities from the animist class.
Apex
When you Invest an Item that has the apex trait, it improves one of your attributes, either increasing the attribute's modifier by 1 or to a total of +4, whichever would give you a higher value. This gives you all the benefits of the new attribute modifier until the investiture ends. For example, in addition to increasing rolls you make using the attribute, increasing your Intelligence lets you become trained in an additional skill and learn a new language, and increasing your Constitution gives you more Hit Points. An apex item grants this benefit only the first time it's invested within a 24-hour period, and you can benefit from only one apex item at a time. If you attempt to invest an apex item when you already have one invested, you don't gain the attribute modifier increase, though you do gain any other effects of Investing the Item.
Aphorite
A type of planar scion descended from a being from Axis, the Plane of Law.
Apparition
Apparitions are spiritual entities who generally lack the power, cohesiveness, or attachments to enter or affect the physical world. Unlike a ghost or phantom, an apparition does not need to have ever been a living creature and could be the spiritual memory of a particularly meaningful location or event. Apparitions are reliant on animists to interact with other people and things, and generally can't be targeted or affected by spells and abilities other than those of the animist they are attuned to. Animist feats and abilities that affect spirits affect apparitions only if they specifically say so. Animist abilities with the apparition trait involve one or more of your apparitions acting alongside you. You must be attuned to at least one apparition to use an apparition ability, and some abilities might state in their requirements more specifically which apparition you must be attuned to. Typically, you're assumed to always attune to your apparitions during your daily preparations, but in some rare circumstances or as a result of certain animist abilities, your apparitions might be dispersed or separated from you for a time; you aren't attuned to dispersed apparitions.
Aquadynamic
This armor is designed for use underwater, with streamlined design and buoyant materials used in strategic places. You don't apply the armor's check penalty to Acrobatics or Athletics checks in water or similar liquids.
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Aquatic Ambush
Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet. Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Off-Guard against this Strike.
Arcane
This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to arcane magic.
Archetype
This feat belongs to an archetype.
Archon
Members of this family of celestials are the protectors of Heaven and are typically holy. They have darkvision and a weakness to unholy.
Ardande
Ardandes are planar scions descended from kizidhars and other beings of elemental wood.
Artifact
Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always rare or unique.
Astral
Astral creatures are native to the Astral Plane. They can survive the basic environmental effects of the Astral Plane.
At Will Spells
The monster can cast its at-will spells any number of times without using up spell slots.
Athamaru
Athamarus are fishlike aquatic humanoids.
Attached
An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, shield spikes are attached to a shield, allowing you to attack with the spikes instead of a shield bash, but only if you're wielding the shield. An attached weapon is usually bolted onto or built into the item it's attached to, and typically an item can have only one weapon attached to it. An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the weapon from a previous item, if necessary. If an item is destroyed, its attached weapon can usually be salvaged.
Attack
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Attack Of Opportunity
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Auditory
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.
Aura
An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item or a creature with a strong alignment.
Automaton
A creature with this trait is a member of the automaton ancestry.
Awakened Animal
Awakened animals were once normal creatures before they gained sapience.
Azarketi
Amphibious humanoids who live among the seas of the Inner Sea region, said to have descended from the people of Azlant. Sometimes known as gillmen or Low Azlanti. Azarketi are an offshoot of humans adapted to live in aquatic communities. They have gills, webbed digits, and small fins, and they can survive in or out of water.
Azata
This family of celestials is native to Elysium. They are typically holy and have darkvision and a weakness to cold iron and unholy.

B

Backstabber
When you hit an off-guard creature, this weapon deals 1 precision damage in addition to its normal damage. The precision damage increases to 2 if the weapon is a +3 weapon.
Backswing
You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.
Barbarian
This indicates abilities from the barbarian class.
Bard
This indicates abilities from the bard class.
Barding
You can purchase special armor for animals, called barding. All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available.
Beast
A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Beastkin
Humanoids that can partially or fully transform into animal forms.
Blight
Blights are corruptions of nature's wrath.
Boggard
Boggards are frog-like humanoids. They typically have darkvision.
Bomb
An alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other effects.
Bottled Breath
Bottles of breath are enchanted bottles of cloud and mist, first developed by the denizens of the Plane of Air. You can Activate an item with the bottled breath trait as you inhale it or cause another creature to inhale it.
Brace
A brace weapon is effective at damaging moving opponents. When you Ready to Strike an opponent that moves within your reach, until the start of your next turn Strikes with the brace weapon deal an additional 2 precision damage for each weapon damage die it has.
Bravado
Actions with this trait can grant panache, depending on the result of the check involved. If you succeed at the check on a bravado action, you gain panache, and if you fail (but not critically fail) the check, you gain panache but only until the end of your next turn. These effects can be applied even if the action had no other effect due to a failure or a creature's immunity.
Brutal
A ranged attack with this trait uses its Strength modifier instead of Dexterity on the attack roll.
Buck
Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated. Trigger A creature Mounts or uses the Command an Animal action while riding the monster. Effect The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land Prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.
Bugbear
A creature with this trait is a furry, stealthy goblinoid. Bugbears tend to have darkvision.
Bulwark
The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier.

C

Caligni
These subterranean people have darkvision, and some have powers to create darkness.
Calling
The calling trait identifies mechanical options a character gains when they first gain mythic power. Every calling option grants a way to use and regain Mythic Points.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Capacity
Weapons that have the capacity trait typically have multiple barrels or chambers capable of containing a round of ammunition. Capacity is always accompanied by a number indicating the number of barrels or chambers. After a capacity weapon is fired, you can select the next loaded barrel or chamber as an Interact action that doesn't require a free hand. Each barrel or chamber can be reloaded after it's fired as a separate Interact action.
Catalyst
Items that have the catalyst trait are consumable material spell components that alter or magnify specific spells. Activating a catalyst is part of Casting the Spell. The catalyst might increase the number of actions required to Cast the Spell, as indicated in the catalyst's Activate entry. Additionally, the spell gains the manipulate trait if it didn't already. Because the catalyst becomes part of the spell, you can draw the catalyst as part of Casting the Spell.
Catch Rock
Requirements The monster must have a free hand but can Release anything it's holding as part of this reaction. Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster. Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.
Catfolk
A creature with this trait is a member of the catfolk ancestry. Catfolk are humanoids with feline features.
Celestial
Creatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
Censer
Censers are decorative containers, often metal or ceramic, in which incense is burned. An item with the censer trait must be filled with incense to Activate it, which ignites the incense and causes the censer to exude a cloud of smoke.
Centaur
Centaurs have humanoid upper bodies and equine lower bodies.
Certain Kill
The Lightkeeper can use a Certain Kill Art as long as they are within the Glass Lighthouse—these abilities, which have the certain kill trait, cause obvious distortions in the Lighthouse's fabric as the user calls upon their technique. However, as each technique requires one of the Lightkeepers to temporarily take command of the demiplane from the rest of their team, only one Certain Kill Art can be used by any of the Lightkeepers in a given round.
Champion
This indicates abilities from the champion class.
Change Formation
The troop reconfigures to assume one of the formations below they know. Using this action again ends any previous formation, and the troop can also use this action to revert to its default formation, ending any benefits and drawbacks. Loose Members of the troop fan out to cover more ground. Benefit Any weaknesses the troop has to area and splash damage are suppressed. Drawback Enemies' saving throws against the troop's damaging effects are one degree of success better than they roll. Marching Column This formation traverses long distances more rapidly. Benefit The troop gains a +10 foot circumstance bonus to all its Speeds. Drawback The troop is Off-Guard and takes a –2 penalty to Reflex saves. Turtle Shell The troop interlocks their shields. Only a group with shields can use this formation. Benefit The troop gains a +2 circumstance bonus to AC against ranged attacks and to Reflex saves. Drawback The troop takes a –10-foot penalty to all its Speeds. Wedge The troop aligns itself behind a powerful commander. Benefit The troop chooses an adjacent allied creature without the troop trait to fall in behind. Each time the chosen creature Strides, the troop follows as a free action, Striding to keep the chosen creature adjacent. Drawback The troop loses some of their autonomy. They're slowed 1 and can't voluntarily move away from their leader.
Change Shape
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Changeling
A creature with this trait has the changeling versatile heritage. Changelings are the children of hags and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings.
Class
Archetypes with the class trait fundamentally diverge from your class's specialties but still fit within the theme of your class. You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features in addition to any new feats they offer. It might be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. The 1st-level ability is presented much like a class feature and includes the class archetype's prerequisites and rules on how it changes your class. If you select this ability, you must take that archetype's dedication feat at 2nd level, and you proceed normally afterward. You can never have more than one class archetype.
Cleric
This indicates abilities from the cleric class.
Climbing
The hand wielding the weapon is available to Climb.
Clockwork
Clockworks are intricate, complex constructs that can be programmed to perform specific functions.
Coagulant
Healing alchemical items with the coagulant trait lose effectiveness when many are applied in a short period of time. If a creature heals Hit Points from an item with the coagulant trait, that creature is temporarily immune to healing Hit Points from subsequent items with the coagulant trait for 10 minutes (but not immune to any other effects of those items).
Coatl
A family of supernatural feathered serpents who serve as guardians and messengers in the Universe for various holy divinities.
Cobbled
This firearm is cobbled together and likely to misfire. No matter how well you upkeep it, on a failed attack roll, the attack misses and you must roll a DC 5 Flat. If you fail this check, the weapon misfires.
Coda
Instruments with the coda trait work mostly like staves and have the staff trait. There are two differences: Coda instruments are in the form of musical instruments, and they can be prepared only by bards. Because they're not physically staves, you can't attack with a coda instrument, nor can you etch it with weapon runes. The process of preparing a coda instrument involves playing significant portions of songs related to the spells within the instrument—either old standards or ones of your own creation. This leaves magical reverberations within the instrument that allow you to complete the songs by playing their coda later in the day.
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Combination
This is a trait for weapons that combine the functionality of melee weapons and firearms in unique or unusual ways. A combination weapon has both a firearm form or usage and a melee weapon form or usage.
Comfort
The armor is so comfortable that you can rest normally while wearing it.
Common
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
Companion
An item with this trait can be worn by an animal companion or similar creature. A companion can have up to two items invested.
Complex
A hazard with this trait takes turns in an encounter.
Composite
A composite impulse combines multiple elements. You can gain an impulse with the composite trait only if your kinetic elements include all the elements listed in the impulse's traits.
Composition
To cast a composition cantrip or focus spell, you use a type of Performance. If the spell requires an auditory performance, you might recite a poem, sing a song, or perform a dramatic monologue. If the spell requires a visual performance, you might dance or pantomime. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concealable
This weapon is designed to be inconspicuous or easily concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this trait.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Concussive
These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.
Conrasu
A people that are made of cosmic force given consciousness and housed within unique exoskeletons.
Consecration
A consecration spell enhances an area for an extended period of time. A given area can have only a single consecration effect at a time. The new effect attempts to counteract any existing one in areas of overlap.
Constant Spells
A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Constrict
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Construct
A construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Consumable
An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.
Contact
A contact poison is activated by applying it to an item or directly onto a living creature's skin. The first creature to touch the affected item must attempt a saving throw against the poison; if the poison is applied directly, the creature must attempt a saving throw immediately when the poison touches its skin. Contact poisons are infeasible to apply to a creature via a weapon attack due to the logistics of delivering them without poisoning yourself. Typically, the onset time of a contact poison is 1 minute.
Contingency
Spells with this trait grant you an action during the spell's effects, typically a reaction with a special trigger. They typically have a long duration, such as 24 hours. You can have only one spell with the contingency trait, or one contingency spell, active at a time. If you cast another spell with the contingency trait or contingency, the newer casting supersedes the older.
Contract
A contract is a type of item that magically establishes an agreement between multiple parties and typically grants magical benefits.
Coven
This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well. Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank Cursed Metamorphosis spell and all the following spells, which the coven can cast at any rank up to 5th: Augury, Charm, Clairaudience, Clairvoyance, Dream Message, Illusory Disguise, Illusory Scene, Scouting Eye, and Talking Corpse. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the Control Weather ritual, with a DC of 23 instead of the standard DC. If a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells.
Critical Fusion
Critical fusion is a new trait for combination weapons that grants you two additional options for the critical specialization effect when using the combination weapon's melee version to make a melee attack while the firearm is loaded. If you choose to use one of them, they replace the melee usage's normal critical specialization effect. First, you can discharge the firearm to create a loud bang and concussion, using the critical specialization effect for firearms instead of the melee weapon group's critical specialization effect. Second, you can choose to discharge the firearm to increase the critical hit's momentum or shoot the foe as you attack them in melee, dealing 2 additional damage per weapon damage die. Both of these options discharge the firearm, which typically means you have to reload it before firing it again.
Curse
A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
Cursebound
Spells with this trait increase the severity of your oracular curse when cast. Usually, only revelation spells have this trait. You can't cast a cursebound spell if you don't have an oracular curse. A cursebound ability that allows a defense uses your spell attack modifier or spell DC unless noted otherwise.
Cursed
An item with this trait is cursed to cause trouble for its owner. A curse isn't detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can't be discarded once they've been triggered or invested the first time. The item can be removed only if the curse is removed.

D

Daemon
A family of fiends spawned on the desolate plane of Abaddon, most daemons are irredeemably unholy. They typically have darkvision and weakness to holy.
Darkness
Darkness effects extinguish non-magical light in the area, and can counteract less powerful magical light. You must usually target light magic with your darkness magic directly to counteract the light, but some darkness spells automatically attempt to counteract light.
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-rank Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Darvakka
Entropic undead creatures twisted by the Netherworld and the Void.
Deadly
On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.
Death
An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.
Dedication
You must select a feat with this trait to apply an archetype to your character.
Deflecting
This shield is designed to block or divert certain types of attacks or weapons. Increase the shield's Hardness against the listed type of attack by 2.
Demon
A family of fiends, demons hail from or trace their origins to the Outer Rifts. Most are irredeemably unholy and have darkvision and weaknesses to cold iron and holy.
Dero
This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight.
Destiny
The destiny trait indicates the first feat in a mythic destiny. You must be a mythic character of 12th-level to select a destiny and cannot take subsequent feats in that mythic destiny without first taking the destiny feat.
Detection
Effects with this trait attempt to determine the presence or location of a person, object, or aura.
Deviant
This trait describes strange supernatural or paranormal abilities.
Devil
A family of fiends from Hell, most devils are irredeemably unholy. They typically have greater darkvision, immunity to fire, telepathy, and weakness to holy.
Dhampir
A creature with this trait has the dhampir versatile heritage. These humanoids are the offspring of vampires and members of other ancestries.
Dinosaur
These reptiles have survived from prehistoric times.
Disarm
You can use this weapon to Disarm 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 (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
Disease
An effect with this trait applies one or more diseases. A disease is typically an affliction.
Divine
This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
Double Barrel
This weapon has two barrels that are each loaded separately. You can fire both barrels of a double barrel weapon in a single Strike to increase the weapon damage die by one step. If the weapon has the fatal trait, this increases the fatal die by one step.
Downtime
An activity with this trait takes a day or more, and can be used only during downtime.
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.
Dragonblood
A creature with this trait has the dragonblood versatile heritage. These creatures are born of draconic lineage and often have draconic appearances.
Dromaar
A creature with this trait has the dromaar versatile heritage. Dromaars are of mixed ancestry, including orcs or other dromaars. An ability with this trait can be used or selected only by dromaars.
Drug
An item with this trait is a drug, a poison that conveys short-term benefits in addition to harmful side effects and long-term consequences. Each time a creature uses a given drug it must also attempt a saving throw against addiction to that drug.
Druid
This indicates abilities from the druid class.
Duskwalker
A creature with this trait has the duskwalker versatile heritage. Duskwalkers are planar scions infused with the supernatural energy of psychopomps. An ability with this trait can be used or selected only by duskwalkers.
Dwarf
A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.

E

Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
Eidolon
A creature with this trait is a summoner's eidolon. An item with this trait can be worn by an eidolon. An eidolon can have up to two items invested.
Electricity
Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
Elemental
Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.
Elf
A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Elixir
Elixirs are alchemical liquids that are used by drinking them.
Emotion
This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Engulf
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space. A creature that fails its save is pulled into the monster's body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. Effect: Engulf and Swallow Whole A creature that gets free by either method can immediately breathe and exits the swallowing monster's space. If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.
Entrench
You can position yourself in the armor or reposition its articulated pieces to better protect against some attacks. If you're trained in this armor, while wearing it you can spend a single action to gain a +1 circumstance bonus to AC against a certain type of attack until the start of your next turn. The entrench trait lists the type of attack this bonus applies against, typically entrench melee or entrench ranged.
Environment
A hazard with this trait is something dangerous that's part of the natural world, such as quicksand or harmful mold.
Esoterica
The esoterica trait is present in many thaumaturge feats and class features that incorporate the various talismans, supernatural trinkets, and other objects you carry with you. Abilities that have the esoterica trait require you to be in possession of your esoterica to use them. Normally, you're assumed to always have your esoterica with you, but in some rare circumstances, you might either not have them on hand or have your gear stripped from you.
Ethereal
Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.
Evolution
Feats with this trait affect your eidolon instead of you, typically by granting it additional physical capabilities.
Exemplar
This indicates abilities from the exemplar class.
Expandable
An item with the expandable trait increases to a specific size when activated. Unless otherwise noted, this space must be adjacent to you and on the ground, and the item needs to have enough open space to expand into or else the activation has no effect. When the effect ends, the expanded item disintegrates if it's a consumable or shrinks back to its normal size if it's not a consumable.
Experiment
An experimental cryptid has been purposefully altered through alchemy, engineering, magic, or ritual to contain some degree of construct components. Although powerful, the process is volatile and imperfect.
Exploration
An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
Extradimensional
This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.

F

Fast Healing
A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Fatal
The fatal trait includes a die size. On a critical hit, the weapon's damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.
Fatal Aim
It's possible to hold the stock of this weapon under one arm so you can fire it with a single hand as long as the other hand isn't holding a weapon, shield, or anything else you would need to move and position, to ensure the weapon doesn't slip out from under your arm. However, if you use both hands, the weapon can make fatal attacks. When you wield the weapon in two hands, it gains the fatal trait with the listed damage die. Holding the weapon underarm stably enough to fire is significantly more complicated than just releasing one hand from the weapon, so to switch between the two grips, you must do so with an Interact action rather than Releasing or as part of reloading.
Fear
Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
Ferocity
Trigger The monster is reduced to 0 HP. Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability
Fetchling
A creature with this trait is a member of the fetchling ancestry. Fetchlings were once human, but generations of life in the Netherworld have transformed them.
Fey
Creatures of the First World are called the fey.
Fiend
Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Fighter
This indicates abilities from the fighter class.
Figurehead
While many ships are adorned with decorative carvings, daring crews sometimes procure magical figureheads for their vessels.
Finesse
You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.
Finisher
Finishers are spectacular finishing moves. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use actions that have the attack trait for the rest of your turn. Some finisher actions also grant an effect on a failure. If your finisher succeeds, you can choose to apply the failure effect instead.
Finite
Planes with this trait consist of a limited amount of space.
Fire
Effects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
Fleshwarp
A humanoid transformed so completely by outside forces that they are now a unique ancestry.
Flexible
The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to Acrobatics or Athletics checks.
Flourish
Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
Focus
Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.
Focused
An item with this trait can give you an additional Focus Point. This focus point is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool, and there might be restrictions on how the point can be used. You can't gain more than 1 Focus Point per day from focused items.
Foldaway
This shield can collapse into a smaller form attached to a gauntlet for stability and easy travel. You can use an Interact action to deploy or stow the shield. While it's deployed, you can Raise the Shield as long as you have that hand free or are holding an object of light Bulk that's not a weapon in that hand. The shield impedes the use of your hand while it's deployed. Though you can still hold items in that hand, you can't wield weapons in that hand, operate anything that takes two hands, or attack with the gauntlet. A foldaway shield must be attached to a gauntlet for stability. It can be affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the shield from a previous gauntlet, if necessary. If the gauntlet is destroyed, the foldaway shield can usually be salvaged. The collapsible nature of the shield makes it impossible to affix an attached weapon to it.
Force
Effects with this trait deal force damage or create objects made of pure magical force.
Forceful
This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Form Up
The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square. The troop can't share its space with other creatures.
Fortune
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.
Free-Hand
This weapon doesn't take up your hand, usually because it is built into your armor. A free-hand weapon can't be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can't attack with a free-hand weapon if you're wielding anything in that hand or otherwise using that hand. When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
Frightful Presence
A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. **Critical Success** The creature is unaffected by the presence. **Success** The creature is Frightened 1. **Failure** The creature is Frightened 2. **Critical Failure** The creature is Frightened 4.
Fulu
Fulus are small paper charms that can be affixed to a suit of armor, a shield, a weapon, a creature, or even a structure. Some fulus are composed of multiple such charms, taking effect only once all have been affixed. Normal fulus have effects immediately once affixed, while fulu talismans have an effect only once activated. Once a fulu has been activated, it lasts for the given duration and then burns out. Unless otherwise noted, fulus expire one year after being created, reverting to mundane paper. All fulus have the fulu and consumable traits. Fulus also have a tradition trait—either arcane, divine, occult or primal—determined by the magical tradition of its creator. For example, a fulu created by a priest would have the divine trait, whereas a witch who dabbles in fate might create a fulu with the occult trait. Some fulus also have the talisman trait, if they work similarly to talismans (such as being affixed to a suit of armor, a shield, or a weapon. Each fulu's stat block indicates the type of item or creature it can be affixed to. Affixing or removing a fulu requires using the Affix a Fulu activity, or the Affix a Talisman action instead if the fulu is also a talisman.
Fungus
Fungal creatures have the fungus trait. They are distinct from normal fungi.

G

Gadget
Gadgets are consumable technological inventions with innovative uses.
Ganzi
A planar scion descended from a chaotic being of the Maelstrom, such as a protean.
General
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Genie
The diverse families of genies hold positions of prominence on the elemental planes. They have powerful magical abilities.
Geniekin
An umbrella term for planar scions descended from beings from the Elemental Planes.
Ghoran
An intelligent plant ancestry that maintain long lives by rejuvenating themselves from seeds.
Ghost
Lost souls that haunt the world as incorporeal undead are called ghosts.
Ghoul
Ghouls are vile undead creatures that feast on flesh.
Ghul
Greedy and gluttonous undead originally formed from genie.
Giant
Giants are massive humanoid creatures.
Gnome
A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Goblin
A creature with this trait is a small, frantic goblinoid. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Golem Antimagic
A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem. Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical. Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical. Slowed By Any magic of this type that targets the golem causes it to be Slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round. Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.
Goloma
Insular humanoids that bear countless eyes.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Graft
An item that has the graft trait is a living tissue sample that has been implanted into a host. It's permanently a part of the subject's body and reduces the number of items that creature can invest per day by 1. Each graft has the invested trait to indicate this limitation—a graft is like an invested item that the host creature has no choice but to invest. If a creature gets a new graft when their limit on invested items has already been reduced to zero, the host body rejects the graft. Once fully implanted, a graft cannot take damage separately. If a graft is ever severed from the host body, it can be reattached by any effect that can typically reattach limbs or organs, such as the regenerate spell. A grafter can remove a grant using the same process required to implant one, though this does not necessarily restore any organs replaced by the graft initially. Grafts typically require specialized storage conditions, such as alchemical tanks, to remain viable outside of a host. Grafts can usually be upgraded into their greater versions by having a grafter apply additional surgeries, mutagenic development, or similar medical procedures
Grapple
You can use this weapon to Grapple 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 Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Greater Constrict
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
Greater Darkvision
A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
Gremlin
Cruel and mischievous fey, gremlins have acclimated to life in the Universe.
Grimoire
Spellbooks are useful tools for any magic user to write down incantations and runes of power, but where most spellbooks are nothing more than ink on parchment, grimoires have absorbed the magic of the spells within—magic that knowledgeable spellcasters can use to augment their spells.
Gunslinger
This indicates abilities from the gunslinger class.

H

Hag
These malevolent spellcasters form covens.
Halfling
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Hampering
After you hit with the weapon, you can use an Interact action to give the target a –10-foot circumstance penalty to all Speeds. The penalty ends after the target takes a move action, at the start of your next turn, if you attack with the weapon, or if you move out of reach of the target, whichever comes first.
Harnessed
This shield features a special brace or opening designed to hold jousting weapons.
Haunt
A hazard with this trait is a spiritual echo, often of someone with a tragic death. Putting a haunt to rest often involves resolving the haunt's unfinished business. A haunt that hasn't been properly put to rest always returns after a time.
Healing
A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Hefty
A hefty shield is so heavy that raising it takes more effort. Raising a Shield with the hefty trait is a 2-action activity unless your Strength score equals or exceeds the number with the trait.
Hex
A hex is a spell caused by your patron's direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Hindering
This armor is so heavy and bulky it slows you down no matter what. You take a -5 penalty to all your Speeds (to a minimum of a 5-foot Speed). This is separate from and in addition to the armor's Speed penalty, and affects you even if your Strength or an ability lets you reduce or ignore the armor's Speed penalty.
Hobgoblin
A creature with this trait is a tall, militaristic goblinoid. Hobgoblins tend to have darkvision.
Holy
Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.
Hryngar
Subterranean kin of the dwarves, hryngars typically have darkvision, resist poison, and recoil from bright light
Human
A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

I

Ifrit
A type of geniekin descended from a being from the Plane of Fire.
Ikon
An item with the ikon trait is a special item provided or created by an exemplar's divinity that is so tied to that exemplar that it can serve as a sacred vessel for their might. You gain three ikons at first level. Each ikon has a passive immanence ability and an activated transcendence ability. A feat with the ikon trait imbues one of your ikons with further capabilities. Whenever you gain a feat with the ikon trait, choose which of your ikons gains that ability; if you have multiple ikons that meet the feat's usage requirements, you can take the feat multiple times to apply its effects to another one of your ikons. These feats list what ikon they can be imbued into, and any number of them can be imbued into a single ikon.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Improved Grab
Requirements The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Improved Knockdown
Requirements The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry Effect The monster attempts to the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty.
Improved Push
The monster can use Push as a free action triggered by a hit with its initial attack.
Impulse
The primary magical actions kineticists use are called impulses. You can use an impulse only if your kinetic aura is active and channeling that element, and only if you have a hand free to shape the elemental flow. The impulse trait means the action has the concentrate trait unless another ability changes this. If an impulse allows you to choose an element, you can choose any element you're channeling, and the impulse gains that element's trait.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Incarnate
A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate creature takes its Arrive action when you finish Casting the Spell. At the end of your next turn, the incarnate creature can either Step, Stride, or take the action for another movement type it has (such as Climb or Burrow), and then takes its Depart action. The spell then ends. The names of specific Arrive and Depart actions are listed in italics after the word “Arrive” or “Depart” respectively, along with any traits. A creature summoned by an incarnate spell acts in your interests, directs its effects away from you and your allies as much as possible, and might listen to your requests, but ultimately makes its own decisions. If the spell indicates that the incarnate makes a decision, the GM determines what the incarnate would do. It might even become more inclined to do precisely as you wish over multiple summonings. The incarnate is not fully a creature. It can't take any other actions, nor can it be targeted or harmed by Strikes, spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic). It has a size for the purposes of determining its placement for effects, but it doesn't block movement. If applicable, its effects use your spell DCs and spell attack roll modifier.
Incorporeal
An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
Infused
An alchemical item with the infused trait has a limited time before it becomes inert. Any non-permanent effects from your infused alchemical items, with the exception of afflictions such as slow-acting poisons, end when you make your daily preparations again.
Infusion
Actions with the infusion trait tweak your kineticist impulses. You must use an infusion action directly before the impulse action you want to alter. If you use any action (including free actions and reactions) other than an impulse action directly after, you waste the benefits of the infusion action. Any additional effects added by an infusion action are part of the impulse's effect, not of the infusion action itself.
Ingested
An ingested poison is activated by applying it to food or drink to be consumed by a living creature, or by placing it directly into a living creature's mouth. A creature attempts a saving throw against such a poison when it consumes the poison or the food or drink treated with the poison. The onset time of ingested poisons typically ranges anywhere from 1 minute to 1 day.
Inhaled
An inhaled poison is activated by unleashing it from its container. Once unleashed, the poison creates a cloud filling a 10-foot cube lasting for 1 minute or until a strong wind dissipates the cloud. Every creature entering this cloud is exposed to the poison and must attempt a saving throw against it; a creature aware of the poison before entering the cloud can use a single action to hold its breath and gain a +2 circumstance bonus to the saving throw for 1 round.
Injection
This weapon can be filled with an injury poison. Immediately after a successful attack with the weapon, you can inject the target with the loaded poison with a single Interact action. Refilling the weapon with a new substance requires 3 Interact actions and uses two hands.
Injury
An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected.
Inscribed
The armor or shield has been treated so it can be inscribed with magical symbols using the same method as Crafting a scroll. Inscribed attire can hold one scroll inscribed on it. You need a free hand to Activate the scroll, but you don't need to Interact to draw it. You can also Activate the magic to erase the scroll the armor currently contains. You can't inscribe a new scroll onto the armor if a scroll is currently inscribed on it or if the armor is broken.
Integrated
This shield has been created to include a weapon in its construction, which works like an attached weapon but can't be removed from the shield.
Intelligent
An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don't have. Intelligent items can't be crafted by normal means, and they are always rare or unique.
Inventor
This indicates abilities from the inventor class.
Invested
A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).
Investigator
This indicates abilities from the investigator class.

J

Jousting
The weapon is suited for mounted combat with a harness or similar means. When mounted, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to the number of damage dice for the weapon. In addition, while mounted, you can wield the weapon in one hand, changing the damage die to the listed value.

K

Kashrishi
A stout ancestry bearing distinctive crystal horns and inherent psychic abilities.
Kholo
Kholos are humanoids that resemble hyenas.
Kholo
Kholos are humanoids that resemble hyenas.
Kickback
A kickback weapon is extra powerful and difficult to use due to its high recoil. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon gives a -2 circumstance penalty to the attack roll, but characters with 14 or more Strength ignore the penalty. Attaching a kickback weapon to a deployed bipod, tripod, or other stabilizer can lower or negate this penalty.
Kineticist
This indicates abilities from the kineticist class.
Kitsune
Shapeshifting humanoids whose true forms resemble foxes.
Knockdown
Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry Effect The monster attempts to the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.
Kobold
A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually Small and typically have darkvision.

L

Laminar
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.
Launching
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.
Leshy
A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form.
Lifesense
Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
Light
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.
Light Blindness
When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.
Lineage
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.
Linguistic
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.
Litany
Litanies are special devotion spells, typically used by champions and requiring a single action, that usually give temporary immunity to further litanies.
Lizardfolk
Lizardfolk are a family of reptilian humanoids. These reptilian humanoids, also known as iruxi, are extremely adaptable and patient.
Low Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
Lozenge
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. 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.

M

Magical
Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Magus
This indicates abilities from the magus class.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
Mechanical
A hazard with this trait is a constructed physical object.
Mental
A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
Merfolk
These aquatic humanoids have an upper body similar to a human and a lower body similar to a fish.
Metal
Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal.
Mindless
A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.
Mindshift
An action with this trait can always be altered to use the raw power of your mind. When you take this action, you can choose to replace any damage it deals with mental damage, give it the mental trait, and replace any save it requires with a Will save. The action loses any traits matching damage types it no longer deals.
Minion
Minions are creatures that directly serve another creature. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect, like a summoned minion, you Sustain the effect; if not otherwise specified, you issue a verbal command as a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals follow their instincts, and sapient minions act how they please. You can have a maximum of four minions under your control. A minion has only 2 actions and 0 reactions per turn, though certain conditions (such as slowed or quickened) or abilities might give them a reaction that they can use. Alterations to a minion's actions occur when they gain their actions for the round. A minion can't control other creatures.
Minotaur
Minotaurs are horned, bovine humanoids with a mastery of mazes and puzzles.
Misfortune
A misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.
Missive
A missive is a piece of magical stationery that must be crafted and composed before it can be activated. All missives have the missive and consumable traits. Missives are often constructed of paper, parchment, or vellum, but any other thin, portable material that can hold writing or embossing upon it can be crafted into missives. After being crafted, the missive is a blank sheet until a message is composed upon it, completing its magic.
Modification
A feat with this trait alters the construction of your innovation. If you have the reconfigure class feature, you can retrain such a feat more easily.
Modular B, P, or S
The weapon has multiple configurations that you can switch between using an Interact action. Typically, switching between configurations of a modular weapon allows it to deal different types of damage (listed in the trait, such as "modular B, P, or S"), though it's possible for a modular weapon's description to list more complicated configurations.
Monitor
Creatures that hail from or have a strong connection to Axis, the Boneyard, or the Maelstrom are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.
Monk
Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
MonkWeapon
Many monks learn to use these weapons.
Morph
Effects that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two polymorph effects, described in that trait). Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't.
Mounted
Mounted siege weapons take up a certain size and space, and typically have statistics to allow them to be attacked. They're used for large-scale warfare.
Move
An action with this trait involves moving from one space to another.
Multiclass
Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name.
Mummy
A mummy is an undead creature created from a preserved corpse.
Mutagen
An elixir with the mutagen trait temporarily transmogrifies the subject's body and alters its mind. A mutagen always conveys one or more beneficial effects paired with one or more detrimental effects. Mutagens are polymorph effects, meaning you can benefit from only one at a time.
Mutant
The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.
Mythic
Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling. Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons. Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities. Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.

N

Nagaji
A traditionalist ancestry with reptilian features and serpentine heads.
Negative Healing
A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Nephilim
A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.
Nindoru
Nindorus are chaotic evil fiends that rise from corruptions to the cycle of reincarnating souls and live on the Universe. Although they often have elements in their appearance that make them seem undead, they're actually living beings. Most nindorus have darkvision, are immune to death effects, have weakness to silver, and possess the power to manifest objects or creatures from their thoughts.
Noisy
This armor is loud and likely to alert others to your presence when you're using the Avoid Notice exploration activity. The armor's check penalty applies to Stealth checks even if you meet the required Strength score.
None
This trait has no description.
Nonlethal
Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a -2 circumstance penalty.
Nymph
This family of beautiful fey creatures has strong ties to natural locations.

O

Oath
Oaths add an additional tenet to your code. You can usually have only one feat with this trait.
Occult
This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to occult magic.
Oil
Oils are magical gels, ointments, pastes, or salves that are typically applied to an object and are used up in the process.
Olfactory
An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM.
Oni
Oni are a family of brutal, shapechanging giants who were once kami.
Ooze
Oozes are creatures with simple anatomies. They tend to have low mental attribute modifiers and immunity to mental effects and precision damage.
Oracle
This indicates abilities from the oracle class.
Orc
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. A weapon with this trait is a weapon which orcs craft and use.
Oread
A type of geniekin descended from a being from the Plane of Earth.
Overflow
Powerful impulses temporarily overdraw the energy of your kinetic gate. When you use an impulse that has the overflow trait, your kinetic aura deactivates until you revitalize it (typically with Channel Elements). Extinguishing your element this severely is taxing, and consequently, you can use only one overflow impulse per round, even if you reactivate your kinetic gate.

P

Palinthanos
When a cosmic event like Godsrain disturbs all that exists, the River of Souls sometimes flows backward for a brief moment, literally, from the shockwave. Unwilling and confused souls that are forced back far enough can have the agonizing experience of enduring death in reversed time. Some of these souls manage to re-enter the river once the flow returns to normal, but those who are stranded on the metaphorical shores of the living can become palinthanos: powerful undead born from their reversed demise who struggle futilely until their predestined banishment back to the River.
Parry
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.
Peachwood
Peachwood weapons have a particularly auburn tinge to them when under direct sunlight. Peachwood is treated as duskwood for any undead creatures' resistances or weaknesses related to duskwood (allowing a peachwood weapon to bypass a jiang-shi's resistance, for example). In addition, peachwood weapons bypass a small portion of the resistances of any undead creature. Strikes with a peachwood weapon treat an undead's resistances against physical damage as 2 lower for standard-grade peachwood, and 4 lower for high-grade.
Persona: Flirt
The public perceives you as the most romantic of the group, and you may be thought of as a seducer or vapid pretender who gets by on their looks and brings nothing of value to the party.
Persona: Guardian
The public perceives you as the healer and protector of the group, but some may also consider you too soft-hearted and meek to be a "true hero."
Persona: Leader
The public perceives you as the leader of the group, but some likewise consider you too brash or even pompous.
Persona: Scholar
The public considers you the problem-solver and brains of the group, though some also perceive you as arrogant or incapable of physical tasks.
Persona: Scoundrel
The public is convinced you are the "bad boy/bad girl" of the group who gets the distasteful but necessary things done, but who is at times thought of as a criminal or potential traitor to the party.
Persona: Underdog
The public perceives you as a "fish out of water"—someone who accidently got swept up by the group and still manages to triumph, but who is sometimes thought of as a weak link or loser.
Persona: Warrior
The public believes you are the strong-arm of the group, the person who excels in a fight but is also at times considered cruel, uncouth, or even a bully.
Persona: Wildcard
The public perceives you as a source of whimsy, outlandish ideas, and comedy in the group, but that reputation is a double-edged sword, as some also consider you a liability or unreliable.
Phantom
A phantom is 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.
Plant
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.
Poison
An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.
Polymorph
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 generic 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.
Ponderous
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.
Poppet
A creature with this trait is a member of the poppet ancestry.
Portable
Portable siege weapons, such as battering rams, can be more easily carried and have a role in both warfare and smaller conflicts or exploration.
Possession
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.
Potion
A potion is a magical liquid activated when you drink it.
Power Attack
Frequency once per round Effect The monster makes a melee Strike. This counts as two attacks when calculating the monster's multiple attack penalty. If this Strike hits, the monster deals an extra die of weapon damage.
Precious
Valuable materials with special properties have the precious trait. They can be substituted for base materials when you Craft items.
Prediction
Effects with this trait determine what is likely to happen in the near future. Most predictions are divinations.
Press
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. You can't use a press action when it's not your turn, even if you use the Ready activity. 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.)
Primal
This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to primal magic.
Processed
An alchemical consumable with the processed trait can be created with Quick Alchemy but is too complex to create in a single action.
Propulsive
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.
Protean
A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder. They typically have darkvision, an amorphous anatomy, and abilities that create magical warpwaves.
Psyche
Your psyche must be unleashed to use abilities that have the psyche trait, and they end automatically when your unleashed psyche subsides.
Psychic
This indicates abilities from the psychic class.
Psychopomp
A family of monitors spawned within the Boneyard to convey souls to the Outer Planes. They typically have darkvision, lifesense, and shepherd's touch, and they are immune to death effects.
Pull
Requirements The monster's last action was a success with a Strike that lists Pull in its damage entry Effect The monster attempts to Reposition the creature, moving it closer to the monster. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Pull lists a distance, change the distance the creature is pulled on a success to that distance.
Push
Requirements The monster's last action was a successful Strike that lists Push in its damage entry Effect The monster attempts to Shove the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.

Q

Qlippoth
A family of fiends hailing from the Outer Rifts, most qlippoth are unholy. Their appearance affects the minds of non-qlippoth that view them.

R

Radiation
A dangerous, typically poisonous emission typically originating from radioactive minerals.
Rage
You must be raging to use abilities with the rage trait, and they end automatically when you stop raging.
Rakshasa
Rakshasas are divine spirits who exemplify the profane. They can typically Change Shape and have a weakness to holy.
Range
These attacks will either list a finite range or a range increment, which follows the normal rules for range increments.
Ranged Trip
This weapon can be used to Trip with the Athletics skill at a distance up to the weapon's first range increment. The skill check takes 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 doesn't deal any damage when used to Trip.
Ranger
This indicates abilities from the ranger class.
Rare
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.
Ratfolk
A creature with this trait is a member of the ratfolk ancestry. Ratfolk are humanoids who resemble rats.
Razing
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.
Reach
Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures. Weapons with this trait are 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.
Reactive Strike
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Reckless
Actions with the reckless trait run the risk of the pilot losing control of a vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle.
Recovery
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.
Reflection
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.
Regeneration
This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Reincarnated
This ancestry feat is available to any character who has reincarnated at least once, either as part of their backstory or because of a reincarnation that took place during play.
Relic
An item with the relic trait grows in power with its wielder.
Reload
While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many Interact actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.
Rend
A Rend entry lists a Strike the monster has. Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. Effect The monster automatically deals that Strike's damage again to the enemy.
Repeating
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 is automatically loaded 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.
Resonant
This weapon can channel energy damage. You gain the Conduct Energy free action while wielding a resonant weapon.
Retributive Strike
Trigger An enemy damages the monster's ally, and both are within 15 feet of the monster. Effect The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee Strike against it.
Revelation
Effects with this trait see things as they truly are.
Rogue
This indicates abilities from the rogue class.

S

Saggorak
Ancient dwarven blacksmiths in Saggorak designed a series of spectacularly powerful runes. Only someone with legendary proficiency in Crafting, or a well-versed dwarven crafter from the city of Kovlar, can apply, transfer, or remove a rune with the Saggorak trait. Because of their considerable power, all Saggorak runes take up two property rune slots, and consequently they can be applied only to armor and weapons with at least a +2 potency rune.
Sanctified
If you are holy or unholy, your sanctified actions and spells gain the same trait.
Scatter
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.
Scent
Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma). If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
Scroll
A scroll contains a single spell you can cast without a spell slot.
Scrying
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.
Secret
The GM rolls the check for this ability in secret.
Sedacthy
Ocean-dwelling humanoids who communicate with sea life and usually have darkvision and wavesense.
Serpentfolk
Serpentfolk are a family of serpentine humanoids.
Shade
Shades 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.
Shadow
This magic involves shadows or the energy of the Netherworld.
Shield Block
Trigger The monster has its shield raised and takes damage from a physical attack. Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.
ShieldThrow
A shield with this trait is designed to be thrown as a ranged attack.
Shisk
Secretive humanoids covered in bony plumage that reside underground.
Shoony
A creature with this trait is a member of the shoony ancestry.
Shove
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.
Skeleton
This undead is made by animating a dead creature's skeleton with void energy. An ability with this trait can be used or selected only by skeletons.
Skill
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.
Sleep
This effect can cause a creature to fall asleep or get drowsy.
Snare
Traps typically made by rangers, snares follow special rules that allow them to be constructed quickly and used on the battlefield.
Sneak Attack
When the monster Strikes a creature that has the Off-Guard condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.
Social
Actions and abilities with the social trait can be used only while a vigilante is in their social identity.
Sonic
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.
Sorcerer
This indicates abilities from the sorcerer class.
Soulbound
These constructs are mentally augmented by a fragment of a once-living creature's soul.
Spellgun
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.
Spellheart
Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the Affix a Spellheart activity, which is otherwise identical to Affix a 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.
Spellshape
Spellshape actions 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. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Spirit
Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
Splash
Some weapons and effects, such as alchemical bombs, have the splash trait. When you use a weapon or effect with the splash trait, you don't add your Strength modifier to the damage roll. A splash weapon or effect deals any listed splash damage to the target on a failure, success, or critical success, and to all other creatures within 5 feet of the target on a success or critical success. On a critical failure, the weapon or effect 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.
Splash 10 ft
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 10 feet of the target (including the target) take the listed splash damage. On a failure (but not a critical failure), the target of the attack still takes the splash damage. Add splash damage together with the initial damage against the target before applying the target's weaknesses or resistances. You don't multiply splash damage on a critical hit.
Sprite
A family of diminutive winged fey with a strong connection to primal magic.
Staff
This magic item holds spells of a particular theme and allows a spellcaster to cast additional spells by preparing the staff.
Stance
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.
Steam
Items with this trait are powered by engines that boil water to produce steam and move their components.
Stench
A creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.
Strix
Winged humanoids, most of whom live in and around Cheliax.
Structure
A spell, item activation, or ability with the structure trait creates a magical building or other structure. The structure must be created 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 created on snow, sand dunes, or other soft surfaces with a solid surface underneath, the structure's foundation (if any) reaches the solid ground. If the structure is on a solid but unstable surface, such as a swamp or an area plagued by tremors, roll a DC 3 Flat 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 it's created ends up unharmed inside the complete structure and always has a clear path of escape. A creature inside the structure when the effect ends isn't harmed, and it lands harmlessly on the ground if it was on an upper level of the structure
Subtle
A spell with the subtle trait can be cast without incantations and doesn't have obvious manifestations.
Suli
Sulis are planar scions descended from jann.
Summon
Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in Monster Core and similar books. Unless noted otherwise, the creature must be common, it gains the summoned trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like summon instrument, work as explained in the spell.
Summoned
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 rank 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.
Summoner
This indicates abilities from the Summoner class.
Surki
Surkis are a subterranean insectile ancestry that absorb ambient magic and evolve unique adaptations.
Swallow Whole
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed. A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space. Effect: Engulf and Swallow Whole If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
Swarm
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.
Swarm Mind
This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.
Swashbuckler
This indicates abilities from the Swashbuckler class.
Sweep
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.
Sylph
A type of geniekin descended from a being from the Plane of Air.

T

Talisman
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.
Talos
Taloses are planar scions descended from zuhras.
Tandem
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.
Tane
The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane.
Tattoo
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.
Tea
Magic tea is a type of potion. It activates when you drink it, which uses it up. Magic tea has the potion and tea traits. When you craft a dose of magic tea, the raw materials you supply are in the form of unusual and costly tea leaves. The process of crafting magic tea includes infusing the leaves with magical reagents, purifying the water, and steeping the tea in the water, resulting in what's essentially a particularly delicious-tasting potion. You can activate magic tea with an Interact action as you drink it or feed it to another creature, as if it were a potion. You can also activate magic tea with a 10-minute activity that requires sterling tea ware (these artisan's tools can be shared by up to four people who take this activity simultaneously) to prepare the tea and then consume it or present it to someone during a short tea ceremony, after which the magic tea's effects begin; activating magic tea in this way enhances its effect, as detailed in each entry's Tea Ceremony. Once you drink a dose of magic tea, you're temporarily immune to that particular type of magic tea for 24 hours.
Tearing
This weapon is edged with curved teeth that leave bleeding wounds. When you hit a creature with this weapon, it deals an additional 1 persistent bleed damage. This increases to 2 persistent bleed damage if the weapon has a greater striking rune.
Tech
Items with this trait are associated with the technology of Numeria.
Telepathy
A creature with telepathy can communicate mentally with creatures. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Teleportation
Teleportation effects allow you to instantaneously move from one point in space to another. Teleportation does not usually trigger reactions based on movement.
Tengu
A creature with this trait is a member of the tengu ancestry. Tengus are humanoids who resemble crows. An ability with this trait can be used or selected only by tengus. An item with this trait is created and used by tengus.
Tethered
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).
Thaumaturge
This indicates abilities from the thaumaturge class.
Thoughtsense
Thoughtsense allows a monster to sense all non-mindless creatures at the listed range.
Throw Rock
The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
Thrown
You can throw this weapon as a ranged attack. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment.
Training
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.
Trample
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
Transcendence
Transcendence channels the might of an exemplar's divine spark through one of their ikons to surpass the mortal and enact a miraculous deed. Each ikon has an action with the transcendence trait, and using it is called Sparking Transcendence. To use the action, your divine spark must be empowering that ikon and you must have the ikon ready to use (typically holding a weapon ikon or wearing a worn ikon). Immediately after you Spark Transcendence, your divine spark is forcefully ejected from that ikon, coming to rest in another ikon of your choice. You can Spark Transcendence only once each round. As it comes from your divine spark, a transcendence action has the divine trait.
Trap
A hazard or item with this trait is constructed to hinder interlopers.
Tremorsense
Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Trip
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.
Tripkee
Tripkees are a family of froglike humanoids.
Troll
Trolls are giant, brutish creatures and are well known for transforming into inanimate materials.
Troop Defenses
Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment. A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.
Troop Movement
Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.
True Name
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.
Twin
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.
Two-Hand
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.

U

Unarmed
An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn't a weapon, though it's categorized with weapons for weapon groups, and it might have weapon traits. Since it's part of your body, an unarmed attack can't be Disarmed. It also doesn't take up a hand, though a fist or other grasping appendage follows the same rules as a free-hand weapon.
Uncommon
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
Undead
Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
Undine
A type of geniekin descended from a being from the Plane of Water.
Unholy
Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.
Unique
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
Unstable
Unstable actions rely on experimental functions of your innovation that even you can't fully predict. After an unstable action is used on an innovation, using another one is dangerous.

V

Vampire
Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.
Vanara
An inquisitive ancestry with primate-like features and prehensile tails.
Vehicular
A vehicular weapon is attached to a vehicle or worn by a mount and can typically only be wielded by the driver of the vehicle or the mount's primary rider. The driver or rider can control a vehicular weapon with the same hands they use to steer the vehicle or guide the mount. A vehicular weapon can be Disarmed by knocking the controls (typically reins for a mount or a steering device for a vehicle) out of the wielder's hands.
Venomous
These weapons inject poison into every hit. When you hit a creature with this weapon, it deals an additional 1 persistent poison damage. This increases to 2 persistent poison damage if the weapon has a greater striking rune.
Versatile
A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.
Virulent
Afflictions with the virulent trait are harder to remove. You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2.
Vishkanya
An ancestry with snake-like features and powerful venom.
Visual
A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
Vitality
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to undead, or manipulate vitality energy.
Void
Effects with this trait heal undead creatures with void energy, deal void damage to living creatures, or manipulate void energy.
Volley
This ranged weapon is less effective at close distances. Your attacks against targets that are at a distance within the range listed take a -2 penalty.

W

Wand
A wand contains a single spell which you can cast once per day.
Wandering
Wandering identifies animist feats attuned to particular types of apparitions. These feats require you to have attuned to an apparition who matches their prerequisites when you select them, and represent knowledge and ability pulled from that specific bond. When you make your daily preparations, you can retrain any wandering feat you know for any other wandering feat available at the level you took the exchanged feat (including lower-level wandering feats, as usual). You must meet all the new feat's other prerequisites.
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Wavesense
This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.
Werecreature
These shapechanging creatures can shift between animal, humanoid, and hybrid forms.
Wight
A wight is an undead creature that drains life and stands vigil over a burial site.
Wild Hunt
Creatures with the wild hunt trait are never below 14th level. They possess greater darkvision, greensight, planar acclimation, wild gaze, instinctive cooperation, weakness to cold iron, the ability to speak with plants and animals, and their own specific wild hunt link.
Witch
This indicates abilities from the witch class.
Wizard
This indicates abilities from the wizard class.
Wood
Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.
Wraith
A wraith is an incorporeal undead creature infused with void energy and driven by a hatred of all life.

X

Xulgath
These subterranean reptilian creatures tend to have darkvision and smell awful.

Z

Zombie
These undead are mindless rotting corpses that hunger for living flesh.

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